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Post by dmslythytoves on Apr 1, 2021 15:12:11 GMT
I've drawn on random things that I've seen/heard that have sparked an idea or two. My goal is to keep my players guessing, as one of them has been playing for years (the rest are very new and have no idea what's core and what is homebrew).
Timber Wolves-
Size: Medium
AC: 14
HP: 30
Speed: 40
Dex: 16
CR: 1/2 (100 XP)
Pack Tactics: advantage if another Timber Wolf is within 10 feet.
Multi-Attack:
Bite: +2 to hit, 7 (2d6+1) piercing damage. Claw: +2 to hit, 6 (2d6+1) slashing damage. Splinter: slivers of rough wood shoot out in all directions. Succeed on a 13 DEX save and take half damage. 4 (1d6+1) piercing damage: take 1d4 piercing damage at the beginning of every turn until splinters are removed via healing spell, potion, or DEX DC of 13.
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Land Whale-
Size: Large
AC: 18 (natural hide armor)
HP: 85
Speed: 10-40 CR: 3 (700)
These leviathans are slow, but have few predators due to their size. If allowed to run, they will increase in speed by 10 every turn, up to 40. They are incredibly dangerous to stop.
Nonetheless, they are skittish, and will burrow into almost any soil when startled.
Slam: the Land Whale attempts to strike it's target with sheer bulk. DEX save of 5 to dodge at 10 miles per hour, save of 10 at 20 mph, 15 at 30 mph, 20 at 40 mph. On a failed save, take 1-4d10 + 2 bludgeoning damage.
Burrow: AC increases to 25.
Emerge: unsuspecting creatures may be surprised. WIS save 15 or be knocked prone. ——————
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Post by dmslythytoves on Apr 26, 2021 14:14:35 GMT
Thaumivids (Skiggs) - nests of independent insectoids that evolve in the presence of magic.
Larva: insect with small wings for jumping short distances Size: Small AC: 11 HP: 8 (2d6+1) Speed: 30 ft, flying 10 ft. STR 6 (-2) DEX 14 (+2) CON 10 (+0) INT 7 (-1) WIS 8 (-1) CHA 2 (-4) Saving Throws: Dex +2, Con +2 Senses: darkvision, tremorsense, passive Perception 12 Languages: Insectoid Challenge: 1/4 (50 XP)
Pack Tactics: Larva attack with advantage if at least one ally is within 5 ft. of the creature and the ally isn't incapacitated. Actions: Skitter-Claw: Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: (1d4+1) piercing damage. Irritated: CON save of 10. Fail: the next (1d4) turns have disadvantage due to itching. Blood Drain: Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: (1d4 + 3) piercing damage. The larva attaches to the target While attached, the larva doesn't attack. Instead, at the start of each of the larva's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The larva can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the larva. Reaction: Larva Pod If the Larva survives a magical attack/affect, as a reaction, it drops into a quick sprouting chrysalis in which the Larva transforms into a Skigg. This evolution takes one turn. If ruptured, the insect is destroyed, and a small chrysalis stem is left on the ground. This stem is valuable for brewing health potions. Size: Small AC: 10 HP: 5 Speed: 0 ft ------------------------------------------------------------------------------------------------------- Skigg: insect with fully developed wings and armor, awfully fond of spitting. Size: Medium AC: 13 (chitinous armor) HP: 11 (2d8+2) Speed: 30 ft, flying 30 ft. STR 14 (+2) DEX 16 (+3) CON 10 (+0) INT 7 (-1) WIS 8 (-1) CHA 2 (-4) Saving Throws: Dex +4, Con +2 Senses: darkvision, echo-location, passive Perception 12 Languages: Insectoid Challenge: 1 (200 XP) Actions: Expectorate: Ranged Weapon Attack: +2 to hit, range 20 ft./40 ft., one target. Hit: A Large or smaller creature hit by a blob is Restrained until it is freed. A blob has no Effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the blob (AC 10) also frees the creature without harming it, Ending the Effect and destroying the blob. Claw: Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: (1d4+1) piercing damage. Irritated: CON save of 10. Fail: the next (1d4) turns have disadvantage due to itching. Blood Drain: Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: (2d4 + 3) piercing damage. The skigg attaches to the target: While attached, the skigg doesn't attack. Instead, at the start of each of the skigg's turns, the target loses 8 (2d4 + 3) hit points due to blood loss. The larva can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the larva. Reaction: Skigg Pod If the Skigg survives a magical attack/affect, as a reaction, it drops into a quick sprouting chrysalis in which the Skigg transforms into a Horror. This evolution takes one turn. If ruptured, the insect is destroyed, and a medium chrysalis stem is left on the ground. This stem is very valuable for brewing health potions. Size: Medium AC: 12 HP: 10 Speed: 0 ft ------------------------------------------------------------------------------------------------------- Horror: large insect with fully developed wings, armor, awfully fond of spitting, and a propensity for reproducing amongst fields of magic. Size: Large AC: 15 (chitinous armor) HP: 18 (3d10+3) Speed: 30 ft, flying 30 ft. STR 16 (+3) DEX 15 (+2) CON 14 (+2) INT 10 (+0) WIS 10 (+0) CHA 2 (-4) Saving Throws: Str +4, Dex +2, Con +4 Senses: darkvision, echo-location, tremorsense, passive Perception 12 Languages: Insectoid Challenge: 2 (450 XP) Actions: Expectorate: Ranged Weapon Attack: +4 to hit, range 20 ft./40 ft., one target. Hit: An elemental blob ( Large or smaller creature hit by a blob is Restrained until it is freed. A blob has no Effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the blob (AC 10) also frees the creature without harming it, Ending the Effect and destroying the blob. Elemental Blob: The expectorate has taken on elemental qualities. Roll 1d6 to determine elemental damage: 1 Fire 2 Lightning 3 Cold 4 Poison 5 Acid 6 Hallucinogenic Claw: Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: (2d4+2) piercing damage. Irritated: CON save of 10. Fail: the next (1d4) turns have disadvantage due to itching. Blood Drain: Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: (3d4 + 4) piercing damage. The skigg attaches to the target: While attached, the skigg doesn't attack. Instead, at the start of each of the skigg's turns, the target loses 8 (2d4 + 3) hit points due to blood loss. The larva can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the larva. Reaction: Skigg Nest If the Horror survives a magical attack/affect, as a reaction, it drops a quick sprouting tower in which 1d6 eggs are planted. This growth takes one turn. If ruptured, the eggs are destroyed, and a large chrysalis stem is left on the ground. This stem is extremely valuable for brewing health potions. Size: Large AC: 14 HP: 15 Speed: 0 ft
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