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#thirdtofifth CR 9
thirdtofifth · 10 months
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Fhorge Large monstrosity (monstrosity), unaligned Armor Class 16 (natural armor) Hit Points 147 (14d10 + 70) Speed 40 ft. Str 24, Dex 10, Con 21, Int 2, Wis 15, Cha 10 Senses passive Perception 12 Languages - Challenge 9 (5000 XP) Charge. If the fhorge moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 24 (7d6) piercing damage. Keen Smell. The fhorge has advantage on Wisdom (Perception) checks that rely on smell. Relentless (Recharges After A Short Or Long Rest). If the fhorge takes 25 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 19). Until this grapple ends, the fhorge can't use its bite. Worry. One target grappled by the fhorge must succeed on a DC 19 Constitution saving throw or take 29 (5d8+7) bludgeoning damage and 29 (5d8+7) piercing damage.
These dread beasts roam the plains of the Outlands, finding food where they can. Some can be found on the more remote and exotic savannahs of the Material Plane, in herds of five to eight individuals. They can be quite aggressive if provoked. Fhorges stand around 5 feet tall at the shoulder and weigh almost 800 pounds.
Originally from the Fiend Folio.
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thirdtofifth · 3 years
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Braxat Large monstrosity, neutral evil Armor Class 17 (natural armor) Hit Points 126 (12d10 + 60) Speed 30 ft. Str 23, Dex 12, Con 20, Int 15, Wis 12, Cha 11 Saving Throws Dex +5, Con +9, Wis +5 Senses darkvision 60 ft. passive Perception 11 Languages Giant, telepathy 120 ft. Challenge 9 (5000 XP) Innate Spellcasting. The braxat's spellcasting ability is Intelligence (spell save DC 14). The braxat can innately cast the following spells, requiring no material components: At will: dimension door 1/day each: confusion, feeblemind Actions Multiattack. The braxat makes three attacks: two with its greatclub and one with its gore. Greatclub. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) piercing damage. Cone Of Cold (Recharge 5-6). The braxat exhales a blast of cold in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one. Mind Blast (Recharge 6). The braxat magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 14 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned 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.
These vicious creatures hunt in the mountains and deserts of the world, savoring the joy of stalking intelligent beings. Unless truly desperate, a braxat will not subsist on animals; instead, it seeks humanoid flesh and craves the taste of it. They raid humanoid settlements, alone or in small bands of up to six individuals. Despite their brutish appearance, they are quite cunning and difficult to trap. The truly formidable (or truly insane) will hunt braxats for sport, hoping to take one of their valuable horns as a trophy. Looking something like a cross between a rhinoceros and a lizard, a braxat stands around 15 feet tall. Most speak only the giant tongue, but a few learn Common as well. 
Originally from the Monster Manual II
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thirdtofifth · 4 years
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Hulking Corpse Large undead, chaotic evil Armor Class 14 (natural armor) Hit Points 142 (15d10 + 60) Speed 30 ft. Str 24, Dex 10, Con 19, Int 3, Wis 12, Cha 8 Damage Immunities poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion, frightened, poisoned Senses darkvision 60 ft. passive Perception 11 Languages understands Common but can't speak Challenge 9 (5000 XP) Actions Multiattack. The hulking corpse makes three attacks: two with its claws and one with its bite. Alternatively, it can use Rip Apart, then make a bite attack. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8+7) piercing damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) slashing damage and the target is grappled (escape DC 19). Until the grapple ends, the target is restrained, and the hulking corpse can’t make claw attacks against another target. Rip Apart. One creature the hulking corpse is grappling must succeed on a DC 19 Constitution saving throw or take 34 (8d8+7) slashing damage.
Hulking corpses are rare, extremely strong undead. Only the most powerful necromancers are able to control them, but those who can find the creature has a single-minded devotion, impressive even for a mindless undead monster. Often, these creatures are found wandering aimlessly in realms where undead are common, killing and destroying at random.
Originally from Libris Mortis.  If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page. I have gotten to many requests, many are works in progress and are completed but simply need workshopping before release. Apologies to everyone for the slow release schedule as I have been too busy lately to focus on this blog as I should.
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thirdtofifth · 5 years
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Grave Dirt Golem Large construct, unaligned Armor Class 15 (natural armor) Hit Points 104 (11d10 + 44) Speed 25 ft. Str 23, Dex 9, Con 18, Int 3, Wis 11, Cha 1 Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Damage Resistances acid, cold Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned Senses darkvision 60 ft. passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 9 (5000 XP) 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 two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 16 Constitution saving throw or take 5 (1d10) necrotic damage due to a soiled wound. Each time the golem hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 16 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Bury. One creature within 5 feet of the golem that is Medium or smaller must succeed on a DC 16 Dexterity saving throw or be grappled (escape DC 18). Until this grapple ends, the target is restrained and unable to breathe, and the target takes 7 (2d6) necrotic damage at the start of each of the golem's turns. When this happens, the golem moves 5 feet to enter the creature's space.
Moving with a slow, clumsy gait, the grave dirt golem is a hulking mass of soil held together with the bones of the buried and chunks of grave markers. Necromancers sometimes create them when the contents of a graveyard do not contain enough intact skeletons to create normal undead servants. Grave dirt golems can sometimes be found abandoned in large graveyards, or as guardians of such. They weigh around 800 pounds. 
Originally from the Libris Mortis. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.
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thirdtofifth · 4 years
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Forest Sloth Large beast, unaligned Armor Class 17 (natural armor) Hit Points 195 (17d10 + 102) Speed 40 ft., climb 20 ft. Str 25, Dex 20, Con 22, Int 2, Wis 12, Cha 9 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft. passive Perception 11 Languages - Challenge 9 (5000 XP) Keen Smell. The forest sloth has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The forest sloth makes three attacks: two with its claws and one with its bite. It can use its Swallow instead of its bite. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) piercing damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage and the target is grappled (escape DC 19). Swallow. The forest sloth makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the forest sloth, and it takes 14 (4d6) acid damage at the start of each of the forest sloth's turns. If the forest sloth takes 25 damage or more on a single turn from a creature inside it, the forest sloth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the forest sloth. If the forest sloth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.
These nocturnal hunters stalk the forests and jungles of the south. Fiercely territorial, it communicates through shrieks, grunts, and posturing, which can sometimes be heard echoing through the forest. These creatures are carnivorous, with a particular taste for halfling flesh. They are usually solitary or in a pair, but a family of up to five can be found hunting together in very rare instances. Forest sloths stand about 10 feet tall and weigh almost 800 pounds.
Originally from the Monster Manual II.  If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page. If you want a quick download of all the monsters I’ve created (stats only) check this out: https://pastebin.com/raw/4mcXBkhf
Harpoon spider coming soon!
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thirdtofifth · 5 years
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Corrupture Huge ooze, unaligned Armor Class 6 Hit Points 275 (22d12 + 132) Speed 20 ft., climb 20 ft., swim 20 ft. Str 23, Dex 3, Con 23, Int 1, Wis 7, Cha 1 Damage Immunities acid Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses passive Perception 8 Languages - Challenge 9 (5000 XP) Amorphous. The corrupture can move through a space as narrow as 1 inch wide without squeezing. Corrosive Form. A creature that touches the corrupture or hits it with a melee attack while within 5 feet of it takes 3 (1d6) acid damage. The corrupture can eat through 2-­inch-thick, nonmagical wood or metal in 1 round. Magic Resistance. The corrupture has advantage on saving throws against spells and other magical effects. Actions Multiattack. The corrupture can use Corrosive Burst if able. It then makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) bludgeoning damage plus 7 (2d6) acid damage. Corrosive Burst (Recharge 6). The corrupture's body blasts acid in all directions. Each creature within 20 feet of the corrupture must make a DC 17 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one.
Corruptures are disgusting, bloated sacks of flesh soaked in acid. Born from corruption of nature, they lurch and slither through dungeons hungering for meat, and slowly dissolving their surroundings. Corruptures are around 15 feet in diameter, weigh around 6,000 pounds, and range in color from tan to pink to red. Boils constantly swell on the surface of their skin, forming and popping within seconds. Sometimes, when aggravated, the corrupture pops many of these boils at once, blasting acid in all directions in a corrosive burst to burn its foes. Corruptures do not mate; they merely grow larger, gorging themselves on flesh until they are too large to move, at which point they slowly starve to death.
Originally from the Monster Manual IV. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.
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thirdtofifth · 5 years
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Saguaro Sentinel Huge plant, true neutral Armor Class 14 (natural armor) Hit Points 138 (12d12 + 60) Speed 30 ft. Str 23, Dex 8, Con 21, Int 10, Wis 13, Cha 14 Damage Resistances bludgeoning, fire, necrotic, slashing Senses passive Perception 11 Languages Sylvan Challenge 9 (5000 XP) Thorns. The saguaro sentinels body is covered in hundreds of thorns. At the start of each of the saguaro sentinel's turns, if it is grappled by a creature, it deals 3 (1d6) piercing damage to that creature. Whenever a creature hits a saguaro sentinel with an unarmed or natural weapon attack, that creature takes 3 (1d6) piercing damage. Tough Flesh. The saguaro sentinel has advantage on saving throws against spells that would deal necrotic damage to it. Actions Multiattack. The saguaro sentinel makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) bludgeoning damage plus 3 (1d6) piercing damage.
Saguaro sentinels are desert counterparts to treants. Almost always solitary, these creatures are slow to anger but also lack the treant’s benevolent mindset.  Guardians of desert plant life, they viciously attack any who attempt to destroy vegetation in their territory. A saguaro sentinel ranges between thirty and fifty feet tall, and weighs around 6,000 pounds. 
Originally from Sandstorm. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.
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thirdtofifth · 4 years
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Delver Huge aberration, true neutral Armor Class 17 (natural armor) Hit Points 172 (15d12 + 75) Speed 30 ft., burrow 10 ft. Str 25, Dex 13, Con 21, Int 14, Wis 14, Cha 12 Saving Throws Con +9, Wis +6 Skills Perception +6, Stealth +5 Damage Immunities acid Condition Immunities prone Senses tremorsense 60 ft., darkvision 120 ft., passive Perception 16 Languages Terran, Undercommon Challenge 9 (5000 XP) Corrosive Form. A creature that touches the delver or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the delver corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the delver is destroyed after dealing damage. Shape Stone. The delver can form a section of stone no more than 5 feet in any dimension into any shape it wishes. This takes the delver 1 minute per 5-foot section of stone. Tunneler. The delver can burrow through solid rock at half its burrow speed and leaves a 15-foot-diameter tunnel in its wake. Actions Multiattack. The delver makes two slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) bludgeoning damage plus 7 (2d6) acid damage.
Delvers are ponderous and shy creatures that dwell deep underground, their acid-sheathed bodies helping them burrow through the ground searching for metals and rare gems to consume. These materials are like tasty treats to the delver, which is also known to consume xorns and earth elementals. It is mostly peaceful, but will fight viciously if provoked. A delver is about 15 feet long and weighs around 6,000 pounds. 
Originally from the 3.5 Monster Manual. A request from unnatural-twenty.  If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.
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thirdtofifth · 5 years
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Blaspheme Medium undead, neutral evil Armor Class 15 (natural armor) Hit Points 135 (18d8 + 54) Speed 40 ft. Str 20, Dex 12, Con 17, Int 5, Wis 15, Cha 10 Damage Immunities cold, poison Damage Resistances bludgeoning, cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion, frightened, poisoned Senses darkvision 60 ft. passive Perception 12 Languages Common Challenge 9 (5000 XP) Actions Multiattack. The blaspheme uses its Blasphemous Word if it is able to. It then makes three attacks: one with its bite, and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing damage and 10 (3d6) necrotic damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage plus 7 (2d6) necrotic damage. Blasphemous Word (Recharge 6). The blaspheme speaks a word of unholy power. Each creature within 30 feet of the blaspheme that isn't an undead must succeed on a DC 16 Constitution saving throw or have disadvantage on attack rolls and saving throws for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Blasphemes are remnants of ancient wizards’ experiments in crafting undead guardians. The pinnacle of such experiments, blasphemes are stitched together from the body parts of many corpses, infused with unholy magic. They are most often found guarding ancient libraries or ruined cities. Despite their appearance being similar to that of flesh golems, they are no lumbering construct; they are fast, agile, and deadly. Blasphemes stand about seven feet tall and weigh approximately 190 pounds.
Originally from Libris Mortis: The Book of Undead.  A revised version of this monster, which I posted on this blog earlier. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.
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thirdtofifth · 5 years
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Cinder Swarm Large swarm of Tiny elementals, neutral evil Armor Class 16 Hit Points 104 (16d10 + 16) Speed 0 ft., fly 40 ft. (hover) Str 1, Dex 22, Con 13, Int 4, Wis 11, Cha 11 Damage Immunities fire, poison Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses passive Perception 10 Languages - Challenge 9 (5000 XP) Illumination. The swarm sheds bright light in a 30-foot radius and dim light in an additional 30 feet. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny elemental. The swarm can't regain hit points or gain temporary hit points. Water Susceptibility. For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The swarm makes one attack against each creature whose space it occupies. Burning Bites. Melee Weapon Attack: +10 to hit, one target in the swarm's space. Hit: 14 (4d6) piercing damage and 14 (4d6) fire damage, or 7 (2d6) piercing damage and 7 (2d6) fire damage if the swarm has half of its hit points or fewer. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or catch fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Cinder swarms are malevolent elemental spirits that are found in forest fires, volcanoes, and similar places. They are composed of thousands and thousands of tiny sparks, all swarming together in a vortex of heat and smoke. These swarms are rare but deadly, able to consume hordes of enemies and set them ablaze. Summoners sometimes bind cinder swarms as servants, but they are fickle allies and rarely can be controlled for long. 
Originally from the Monster Manual III.  If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page. If you feel like supporting my work, you can donate to me at paypal.me/thirdtofifth.
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thirdtofifth · 5 years
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Sun Giant Huge giant, true neutral Armor Class 14 (natural armor) Hit Points 175 (13d12 + 91) Speed 40 ft. Str 27, Dex 14, Con 25, Int 15, Wis 18, Cha 14 Saving Throws Str +12, Con +11, Wis +8 Skills Animal Handling +8, Perception +8, Survival +8 Damage Immunities fire Damage Vulnerabilities cold Senses passive Perception 18 Languages Common, Giant Challenge 9 (5000 XP) Innate Spellcasting. The sun giant's spellcasting ability is Wisdom (spell save DC 16). The sun giant can innately cast the following spells, requiring no material components: At will: detect magic, stone shape 1/day each: fire storm, wall of fire| Actions Multiattack. The giant makes two spear attacks. Spear. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 26 (4d8+8) piercing damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage. Sand Blast (Recharge 6). The giant sends the sand around it in a whirl. It must be in a sandy environment, such as a desert, to use this ability. Each creature within 30 feet of it must succeed on a DC 14 Dexterity saving throw or be blinded. A blinded creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Sun giants are nomadic desert-dwellers who raise livestock. They have parched skin and dry brittle hair from years of living in the sand. They wear loose robes and cloth burnooses, but never shoes or sandals; they always walk barefoot. They have a grim outlook on life, and are disdainful of civilization, though they are rarely violent and mostly keep to themselves. However, they are known to let their cattle graze without restraint, leaving land bare of any vegetation and causing conflict with those they share the land with. They travel in small groups, usually a family of three to eight individuals, very rarely any more than that.  A sun giant stands about sixteen feet tall and weighs three-and-a-half tons. 
Originally from the Monster Manual II. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.
Also, I am nearing (<100 away) 15,000 followers. Thank you to everyone who follows this blog and shares the monsters I post here. I hope you find good use for them in your campaigns, or simply as something interesting to look at now and then. As I promised myself, by 15k followers I would begin to release some of the Mind Flayers of Thoon, Elder Evils, and other monsters I have been holding back on bringing out. So keep an eye out for them, they will be posted soon!
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thirdtofifth · 6 years
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Rage Drake Large dragon, chaotic evil Armor Class 17 (natural armor) Hit Points 147 (14d10 + 70) Speed 60 ft. Str 23, Dex 17, Con 21, Int 4, Wis 12, Cha 10 Skills Perception +5, Stealth +7 Senses blindsight 30 ft., passive Perception 15 Languages understand Draconic but can't speak Challenge 9 (5000 XP) Reckless. At the start of its turn, the rage drake can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The rage drake uses Worry. It then makes three attacks: two with its claws, and one with its bite. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) piercing damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the rage drake can’t bite another target. Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. Worry. The rage drake deals 28 (4d10+6) piercing damage to one creature grappled by it. That creature must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn.
Rage drakes are predatory creatures, closer to beast than dragon, yet still possessed of draconic heritage. Malevolent and brutal, rage drakes lope along in a feline gait, pouncing fiercely on prey and ripping it to shreds at the expense of all else. They grow up to twelve feet long and can weigh over three tons. They are popular mounts for only the most savage of warlords. 
Originally from the Monster Manual III. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.
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thirdtofifth · 6 years
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Bloodhulk Fighter Medium undead, neutral evil Armor Class 9 Hit Points 95 (10d8 + 50) Speed 25 ft. Str 16, Dex 9, Con 20, Int 3, Wis 10, Cha 5 Damage Immunities poison Damage Vulnerabilities piercing, slashing Condition Immunities poisoned Senses darkvision 60 ft. passive Perception 10 Languages understands the languages it knew in life but can’t speak Challenge 2 (450 XP) Slippery Blood. Whenever a creature moves within or starts its turn within 5 feet of a bloodhulk that is below its hit point maximum, that creature must succeed on a DC 15 Dexterity saving throw or fall prone. Actions Multiattack. The bloodhulk fighter makes two slam attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Bloodhulk Giant Large undead, neutral evil Armor Class 8 Hit Points 172 (15d10 + 90) Speed 25 ft. Str 23, Dex 6, Con 23, Int 3, Wis 10, Cha 5 Damage Immunities poison Damage Vulnerabilities slashing, piercing Condition Immunities poisoned Senses darkvision 60 ft. passive Perception 10 Languages understands the languages it knew in life but can’t speak Challenge 5 (1800 XP) Slippery Blood. Whenever a creature moves within or starts its turn within 5 feet of a bloodhulk that is below its hit point maximum, that creature must succeed on a DC 15 Dexterity saving throw or fall prone. Actions Multiattack. The bloodhulk giant makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) bludgeoning damage.
Bloodhulk Crusher Huge undead, neutral evil Armor Class 8 Hit Points 310 (20d12 + 180) Speed 30 ft. Str 25, Dex 6, Con 28, Int 3, Wis 10, Cha 5 Damage Immunities poison Damage Vulnerabilities piercing, slashing Condition Immunities poisoned Senses darkvision 60 ft. passive Perception 10 Languages understands the languages it knew in life but can’t speak Challenge 9 (5000 XP) Slippery Blood. Whenever a creature moves within or starts its turn within 5 feet of a bloodhulk that is below its hit point maximum, that creature must succeed on a DC 15 Dexterity saving throw or fall prone. Actions Multiattack. The bloodhulk crusher makes two slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6+7) bludgeoning damage.
Bloodhulks are reanimated corpses infused with the blood of innocents in a horrible ritual. The result is a massive, bloated creature, its skin stretched tight from the gallons of blood pumping through its over-sized veins. Fighters, the smallest kind, are also the most common, often created by necromancers as bodyguards, but larger kinds exist, created to be brutish siege monsters. Their enormous bodies weigh twice as much as a creature of similar size, and even the smallest bloodhulk requires the blood of a dozen sacrificed innocents to fill its massive form. Though most commonly found in the company of undead armies led by evil necromancers, bloodhulks can be found almost anywhere that undead are known to lurk.
Originally from the Monster Manual IV. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.
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