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Post by joatmoniac on May 2, 2021 7:29:18 GMT
Hey Blockheads. This one is simple, but very very exciting to me! This exercise is inspired by Episode 205: Console to Campaign: Zelda OoT. Since OoT is one of my favorite games of all time the monsters have a lasting place in my memory. So why not take a few of them and talk through how we would add them to the world of Dayeimbe, or our own world. Take an image below and do whatever you would normally do at your table. Reskin something that already exists. Tag on a special move that sets the monster apart. Who create something from scratch! Lets lift those mental weights! 1. Deku Baba 2. Tektite 3. Dodongo 4. Iron Knuckle 5. Floormaster 6. ReDead 7. Moblin 8. Skulltula And away we go!
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Post by dmslythytoves on May 4, 2021 13:47:51 GMT
1. Deku Baba
Carnivorous plant, normally found in forests near water. Aggressive to a fault, the Deku Baba will lunge at prey that comes within range. However, many parts of this plant are utilized in local agricultural manufacture.
Size: Medium AC: 12 HP: 18 (3d10+3) Speed: 0 ft. STR 12 (+1) DEX 15 (+2) CON 14 (+2) INT 4 (-3) WIS 4 (-3) CHA 2 (-4)
Saving Throws: Dex +2, Con +2 Senses: tremorsense, passive Perception 12 Languages: None Challenge: 1/4 (50 XP)
Actions: Multi-Attack: The Deku Baba may attack twice, with either Bite or Lunge.
Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (2d4+2) piercing damage.
Lunge: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (2d4+2) bludgeoning damage. If the Deku Baba fails to hit, it falls prone, having over extended its reach, requiring half its action to rear up. If struck while prone, the Deku Baba is shocked, extends to its full length, and is stunned for 1 round.
Useful Resource: Deku Babas, despite their dangerous nature, constantly grow useful materials, and if defeated, yield one of two items:
If defeated while shocked, the stem petrifies as the roots and mouth quickly deteriorate, leaving a 5 ft staff of slightly magical wood.
If defeated in any other mode, the entire plant withers down to a large seed, commonly referred to as a Deku Nut. These magical seeds explode in a flash of light when thrown, stunning an opponent for 1 round. As such, they are highly prized for hunting...and warfare.
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newtnn
Commoner
Posts: 5
Favorite D&D Class: Bard
Favorite D&D Race: Halfling or Gnome or Tiefling.
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Post by newtnn on May 5, 2021 15:04:37 GMT
ReDead
Smashed the Zombie and Ghoul stat blocks together for this one.
Medium Undead, Neutral-Evil Strength Dexterity Constitution Intelligence Wisdom Charisma 13 15 10 7 10 6 +1 +2 0 -2 0 -2
Armor Class: 12 Hit Points: 22 (5d8) Speed: 30 feet (maybe slower? if the stun is too crazy) Senses: Darkvision 60 ft; Passive Perception 10 Languages: Common Damage Immunity – Poison Condition Immunity – Charmed, Exhaustion, Poisoned
Undead Fortitude - If damage reduces the ReDead to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the ReDead drops to 1 hit point instead.
Actions: Stunning Scream 1/day Hostile creatures within 15' cone must succeed on a DC/10 Constitution saving throw or be Stunned until the end of their next turn.
Bite – Melee Attack: +2 to hit, reach 5 ft; one target. Hit: 9 (2d6+2) piercing damage. If the target is a creature not an elf or undead, it must succeed on a DC/10 Constitution saving throw or be paralyzed for 1 minute. The target may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
probably some sort of grapple/bite attack too
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Post by dmslythytoves on May 6, 2021 1:01:22 GMT
ReDead Stunning Scream 1/day Hostile creatures within 15' cone must succeed on a DC/10 Constitution saving throw or be Stunned until the end of their next turn. Great idea on the bite/grapple in terms of the mob, but my gut feeling is it could probably scream more than once per day...stupid ReDeads....those things always freaked me out... Yeah, perhaps they could Scream, which would take one round to recharge? Because those suckers (heh) will scream at you over and over!
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newtnn
Commoner
Posts: 5
Favorite D&D Class: Bard
Favorite D&D Race: Halfling or Gnome or Tiefling.
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Post by newtnn on May 6, 2021 10:41:36 GMT
ReDead Stunning Scream 1/day Hostile creatures within 15' cone must succeed on a DC/10 Constitution saving throw or be Stunned until the end of their next turn. Great idea on the bite/grapple in terms of the mob, but my gut feeling is it could probably scream more than once per day...stupid ReDeads....those things always freaked me out... Yeah, perhaps they could Scream, which would take one round to recharge? Because those suckers (heh) will scream at you over and over! I agree, I'm not quite sure the right balance for the scream - you want it to be dangerous/scary, but also not wipe a party or stunlock them so they can't take a single action while they're death hugged. Maybe the right idea is to have it as a recharge on a roll of 5/6?
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Post by dmslythytoves on May 6, 2021 12:54:33 GMT
That would be a great way to run it, actually, because then the dice decide how dangerous the ReDead is, opposed to an enemy that feels cheap and overpowered. If the DM rolls low, it might never get a chance to scream again! Good thinking!
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Post by letterlost on May 21, 2021 9:54:14 GMT
3. Dodongo For homebrewing I tried to start with a crocodile and then look at the red dragon wyrmling. The red dragon wyrmling was no good, but the fire snake (salamander) was almost perfect and a breath weapon from the dragonborn.Dodongo: U sually docile, the Dodongo prefers to keep it's distance and munch herbivorously on rocks; though are frenzied and hostile when they sense large amounts of seismic activity (such as an impending volcanic eruption) and very territorial during the summer when their hatchlings are nearby. This large beast has two large legs just below the neck while the lower body is dragged in a serpentine fashion. However, it’s most notable feature is its excessively large mouth capable of fitting half a dwarf inside. It's extremely hard scales, second only to dragons, are dull green to slate gray on the body but turn red at the tail and actually glows red hot at the end. They are often found in hot and fiery regions and drawn to lava flows where they enjoy spending cool nights; elsewhere it’s presences may indicate a rip into the elemental plane of fire nearby. AC: 17 (natural armor) HP: 26 Speed: 20 ft, swim 10ft Str: 16 (+3) Dex: 8 (-1) Con: 16 (+3) Int: 2 (-4) Wis: 10 (0) Cha: 5 (-3) Damage vulnerabilities: tail to cold Damage resistances: bludgeoning, piercing, and slashing from non magical attacks to body ( open mouth and tail do not have these resistances)Damage immunities: fire Senses: vision 15 feet and very poor, keen sense of smell “able to smell stone behind stone”, tremor sense capable of detecting seismic activity in a "portentous" fashion Languages: none Challenge: 2 Actions: - Bite: melee weapon attack +3 to hit, reach 5ft, one creature. Hit 9 (1d12+3) piercing. Upon successful hit it will attempt to grapple the target, if grapple is successful it may move up to half its speed with the target in mouth (often will try to drag into lava).
- Tail swipe: melee weapon attack +3 to hit, reach 10 ft. hit 6 (1d6+3) bludgeoning + 2 (1d4) fire damage. If a melee attack targeted at the Dodongo is missed it may make a tail swipe (with surprising dexterity) as a reaction, unless it is currently unable to take reactions.
- Breath weapon: the Dodongo may use its bonus action to breath in deeply to charge flame breath, once it does so it may not take any additional actions or reactions until its next turn. At the beginning of it’s next turn it will breath out 3d6 fire damage (DC 12 dexterity save for half damage) in a 15ft cone as it’s attack action.
Miscellaneous: Dodongo scales may be harvested and used as a red dragon's could, though the result would be inferior and nonmagical. The stomach may also be harvested for its fire resistant qualities and the uvula for its ignitive powers.
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Post by DM Onesie Knight on May 22, 2021 0:44:09 GMT
Yes Yes Yes! Tangent I'd like to share first... I was really inspired by the Lizalfos in Ocarina. Even more so by the fire temple in Skyward Sword; fighting fire-breathing lizardmen in a ruined temple full of fire an reptile motifs gave me the feeling that there was once a great Lizalfos civilization, but now all that's left is a scattering of mindless savages skulking about the ghost cities of their ancestors. I made a whole campaign out of the concept, which I've drawn on repeatedly in DM-Nastics!
For now, though, let's definitely tackle something different.
5. Floormaster Undead, incorporeal HP 35 AC 18 Speed 30ft/ Climb 30ft Str 20, Dex 15, Con 13, Int 10, Wis 17, Cha 7
Vulnerable to Radiant damage
Stealth +10, Perception +6
Incorporeal: the Floormaster is immune to mundane physical attacks and has a 50% chance to ignore damage from magical attacks that are not Radiant, Psychic, Force, or from a Ghost Touch weapon. Though nonmagical, a mundane weapon coated in holy water also has a 50% chance of dealing damage as normal.
Oozing Darkness: Floormasters have a fluid, almost liquid form which can traverse any surface at any angle. They cannot fly, but can move in any direction on or in solid materials without restriction. Often they like to stick to the ceiling and drop onto unsuspecting intruders.
Inescapable Clutches: Floormasters have the Grappler feat, as well as advantage on athletics checks to initiate a grapple. Floormasters can move their full speed when grappling an enemy.
Violent Throw: If a Floormaster starts its turn grappling an enemy, it can use its attack action to throw that enemy up to 30 feet. It takes 30 feet of fall damage (3d6) upon landing.
Drag Into Shadow: If a floormaster starts its turn grappling an enemy, it can temporarily make its victim incorporeal as well, allowing it to phase through floors, walls, and ceilings.
Floormasters are beings created as sentries by shadow mages out of the very fabric of the shadowfell. They are used to guard vaults and secure sanctums, where their role is to split up groups of intruders and prevent them from working together. Dungeon architects often parcel out separate rooms with secure doors and a variety of hazards, then use Floormasters to divide and conquer.
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Post by DM Onesie Knight on May 22, 2021 0:49:37 GMT
letterlost Great work! Your "half a dwarf" comment got me curious though. What sort of relationship do Dwarves have with the Dodongo? The Gorons seemed to respect them as animals with whom they share Death Mountain; they comment about the dodongos becoming more aggressive as a result of Ganon's shenanigans with the Goron's Ruby, which implies that they're more docile and chill to be around under normal circumstances. And we know they, like the Gorons, eat rocks, and the rocks in the Dodongo Caverns are the best rocks. So do Dwarves like them because they carve out fresh tunnels while they feed? Or do they hate them because they eat valuable minerals?
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Post by joatmoniac on May 22, 2021 6:57:34 GMT
This thread is everything I had hoped for and more!!
I'll tackle reskinning the Moblin!
Step 1. Take the Bugbear stats.
Step 2. Scrub off the Morningstar and Surprise Attack
Step 3. Leave Brute and add in Charge from their OoT forms.
Charge. If the Moblin moves at least 15 feet straight toward a target and then hits it with a javelin attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Step 4. Think about how I would add the change in flavor. They were pretty loud when they were in OoT, and I would likely make them that way in D&D as well. Let the players plan ahead a little.
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Post by letterlost on May 24, 2021 9:56:22 GMT
letterlost Great work! Your "half a dwarf" comment got me curious though. What sort of relationship do Dwarves have with the Dodongo? The Gorons seemed to respect them as animals with whom they share Death Mountain; they comment about the dodongos becoming more aggressive as a result of Ganon's shenanigans with the Goron's Ruby, which implies that they're more docile and chill to be around under normal circumstances. And we know they, like the Gorons, eat rocks, and the rocks in the Dodongo Caverns are the best rocks. So do Dwarves like them because they carve out fresh tunnels while they feed? Or do they hate them because they eat valuable minerals? I forgot that they eat rocks and are normally docile. Pretending that I didn’t: - I will say that I don’t think dwarves would mind them, the Dodongo’s carve out tunnels and don’t care for metal or gems so work their way around these. The Dodongo’s mostly do their own thing. Dwarves do however smell like stone (especially when covered in grime) and taste like it too, everyone once in a while a Dodongo fails it’s perception check (dc 6) and mistakes a dwarf for a tasty stone (it’s all fun and games until someone loses half their body). They may also try to eat Earth Genasi as well as some earth elementals.
- I will go back (later) and edit my post , decreasing their vision to 15 feet and saying that they have poor eyesight, but a keen sense of smell “able to smell stone behind stone”. it feels more thematic for rock herbivores with no natural predators.
- Also, since they are usually docile I will give them a reason to use their combat abilities other then just being hunted down: they become frenzied and hostile when they sense large amounts of seismic activity (so now I have to give them tremor sense), as a fun way to give foreboding of impending volcanic eruption. They also become very territorial during the summer when their hatchlings are nearby.
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Post by DMdanielsan on Jul 5, 2021 1:22:59 GMT
The skulltula is but one piece of an amalgamation of spiders that gather bones and wield them like hermit crabs to form the creepiest voltron-style skeleton known as Rattler. The spiders that assemble vary in shapes and sizes, and will work together to carry a makeshift skeleton as a form of armor to their true forms. They have been known to leave bones behind if their safety deems it necessary, and do not care what creature the bones come from. Once a rattler forms a mental link, all of the spiders work together as one hive mind community. Some of the spiders may be black widows who may sneak away from the colony to poison their enemies. Giant spiders may carry the bones of large beasts to either wield as weapons or shield the rattler. Phase spiders serve as specialists to flank enemies and typically carry excess femurs or other bones that can be used as weapons instead of bones essential for movement or protection.
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