Epic Monsters: Dr. Jekyll & Mr. Hyde (5E)

"I learned to recognise the thorough and primitive duality of man; I saw that, of the two natures that contended in the field of my consciousness, even if I could rightly be said to be either, it was only because I was radically both." In fewer words: today’s entry in Epic Monsters is Doctor Jekyll & Mister Hyde!



XtBb4YfGfVEiJIbBM_UWipCKj7pY6Sz5wMrPH919OpBtgTwVcXMJcgvdV5Kf5RaFKonsBkEGggqo6Fm8i-frm4nBOwa708e-vTVaziWZsyrqBjD6YCqYMHsHCwfi6OzyeHKAzMH9

We all know this classic literary classic! An aspiring alchemist that concocted a mixture which transforms him into a freakish monster with an alter ego, unleashing the evil and foulness in his inner soul. At first he does it for kicks but soon begins changing in his sleep and beyond his control, ultimately committing suicide to bring an end to the torturous existence he’s made for himself--or maybe he doesn’t. It’s unclear! You can read the book in its entirety here at Project Gutenberg and figure it out on your own.

Design Notes: Dr. Jekyll himself is essentially Sage Douban with some tweaks here or there--the real meat is with Mr. Hyde. Use the monstrous side’s incredible mobility, great strength, and Big-Handed Grappling to literally take the party apart, or even throwing the players at each other. Don’t forget the chase, either, and make sure any encounter the PCs have with Dr. Jekyll is somewhere that Mr. Hyde can burst out of for an exciting pursuit.


Dr. Jekyll
Medium humanoid (human), chaotic neutral

Armor Class
14 (studded leather)
Hit Points 28 (5d8+5)
Speed 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)​
14 (+2)​
12 (+1)​
16 (+3)​
13 (+1)​
15 (+2)​

Saving Throws Con +3, Int +6
Skills Arcana +6, History +6, Investigation +6, Medicine +4, Nature +6; alchemist’s supplies +9, thieves’ tools +6, tinker’s tools +6
Senses darkvision 60 ft., passive Perception 11
Languages English, French, Latin
Challenge 2 (450 XP)

Alchemists Formulas. Dr. Jekyll knows how to use his Inventor’s Sack in order to fuel the following features:

  • Alchemist’s Fire. Dr. Jekyll uses an action to pull out a vial he throws at a target within 30 feet. All creatures and objects within a 5-foot radius of where it hits make a DC 14 Dexterity saving throw or take 2d6 fire damage.
  • Acid Flask. Dr. Jekyll uses an action pull out a vial he throws at a target within 30 feet. All creatures within a 5-foot radius of where it hits make a DC 14 Dexterity saving throw or take 3d6 acid damage. Objects in the area take 18 acid damage.
  • Healing Tincture. Dr. Jekyll uses an action to pull out a curative tincture. A creature that drinks it regains 3d8 hit points. A creature can only benefit from Healing Tincture once per long rest. The tincture vanishes after 1 hour or being drunk (whichever comes first). Dr. Jekyll can only have 1 healing tincture at a time.
  • Stepping Potion. Dr. Jekyll uses a bonus action to pull out a potion of swiftness. A creature that drinks it gains a 20 foot bonus to Speed for 1 minute. The potion vanishes after 1 minute or being drunk (whichever comes first). After using Stepping Potion, Dr. Jekyll cannot do so again for 1 minute.

Attuned.
Dr. Jekyll can attune to up to four magic items at a time.

Enchanted Item Research. Dr. Jekyll knows detect magic and identify, and can cast them as rituals (in which case no material component is required).

Feat: Alchemy. Dr. Jekyll can use an action to identify a potion within 5 feet (as if he tasted it) so long as he can see the liquid. In addition, over the course of a short rest he can use alchemists’ supplies to improve a healing potion. If drunk before 1 hour has passed, the improved healing potion restores the maximum amount of hit points it can heal.

Inventor’s Sack. Dr. Jekyll has a bag filled with the reagents he needs to do alchemy but if he ever loses it, it takes him 3 days of workings 8 hours each day as well as 100 gp of raw materials to replace it.

Magic Items. Dr. Jekyll has crafted and owns goggles of night and robe of useful items.

Magic Inventions. Dr. Jekyll can cast an artificer spell with a casting of 1 action over the course of 1 minute instead, expending a spell slot and casting the spell into one mundane item that is not holding a spell. A creature with an Intelligence of 6 or higher that is holding the object can use an action to activate the spell inside (spell save DC 14 or spell attack +6) within 8 hours of Dr. Jekyll’s casting. An area of effect spell targets the item holding it. Dr. Jekyll can have up to 3 Magical Inventions at one time.

Spellcasting. Dr. Jekyll is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 14; +6 to hit with spell attacks). Dr. Jekyll knows the following spells prepared from the inventor’s spell list:
1st-level: detect magic, false life, identify, jump, longstrider

Transformation. When Dr. Jekyll takes a long rest, roll 1d20. On a result of 10 or above, he transforms into Mr. Hyde (see below). He can also cause this transformation by injecting himself with a special serum. When he is knocked unconscious or killed, or at the end of a short or long rest, Dr. Jekyll reverts to his regular form. While he is transformed, the following rules apply:

  • Dr. Jekyll’s game statistics are replaced by Mr. Hyde’s statistics. He retains all of his skill proficiencies, in addition to gaining those of the creature, but he recalculates bonuses.
  • When Dr. Jekyll transforms, he assumes Mr. Hyde’s hit points and Hit Dice. When he reverts to his normal form, he returns to the number of hit points he had before he transformed. However, if Dr. Jekyll reverts as a result of dropping to 0 hit points, any excess damage carries over to his normal form and he is knocked unconscious.
  • Dr. Jekyll’s equipment is worn by Mr. Hyde, though it may not be intact after the transformation. Other equipment functions as normal, but the GM decides whether it is practical for the new form to manipulate a piece of equipment. Dr. Jekyll’s equipment doesn’t change size or shape to match his new form, and any equipment that the new form can’t wear falls to the ground.


ACTIONS

Dagger.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage.




Mr. Hyde
Large humanoid, chaotic evil

Armor Class
16 (natural armor)
Hit Points 92 (8d10+48)
Speed 45 ft.

STR
DEX
CON
INT
WIS
CHA
25 (+7)​
15 (+2)​
22 (+6)​
8 (-1)​
13 (+1)​
12 (+1)​

Saving Throws Str +10, Con +9
Skills Arcana +2, Athletics +10, History +2, Intimidation +4, Investigation +2, Medicine +4, Nature +2, Perception +4; alchemist’s supplies +5, thieves’ tools +5, tinker’s tools +2
Damage Resistances bludgeoning, piercing, slashing
Senses darkvision 60 ft., passive Perception 14
Languages English
Challenge 8 (3,900 XP)

Assured Strength. Mr. Hyde has advantage on Strength ability checks and saving throws. When Mr. Hyde makes a Strength ability check or saving throw, he can treat a d20 roll of 9 or lower as a 10.

Big-Handed Grappling. Mr. Hyde has advantage on attack rolls against a creature he is grappling and he can use an action to try to pin a creature he’s grappled. To do so, Mr. Hyde makes another grapple check. If he succeeds, the creature is restrained until the grapple ends. Mr. Hyde only needs one hand to grapple a creature of Medium size or smaller.

Incredible Might. Mr. Hyde can lift up 2 tons or more though doing so requires his full attention and concentration. At the GM’s discretion, he can lift (and likely throw) virtually anything he can touch and only requires additional actions to do so when an object’s weight exceeds 1 ton.

Leap. Mr. Hyde increases the distances of his horizontal jumps by 30 feet and his vertical jumps by 20 feet.

Regeneration. Mr. Hyde regains 5 hit points at the start of his turn. Mr. Hyde goes unconscious only if he starts his turn with 0 hit points and doesn’t regenerate.

Siege Monster. Mr. Hyde deals double damage to objects and structures.

Transformation. When Mr. Hyde is knocked unconscious, or at the end of a short or long rest, he reverts to his regular form (Dr. Jekyll; see above).


ACTIONS

Multiattack.
Mr. Hyde attacks with smash three times or throws an object.

Smash. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d6+7) bludgeoning damage.

Thrown Object. Ranged Weapon Attack: +5 to hit, range 250/500 ft., multiple targets (determined by object size; make one attack roll per target). Hit: 11 (1d8+7) damage. The damage type depends on the object (bludgeoning, piercing, or slashing) and at 100 pounds and every 100 pounds thereafter, the damage increases by 1d8 (up to a maximum of 10d8 1,000 pounds). A creature thrown at an object bigger than it takes regular damage, but only takes half damage when thrown at another creature.
 
Last edited by a moderator:

log in or register to remove this ad

Mike Myler

Mike Myler

dave2008

Legend
Interesting and thank you for the sharing. My one quibble at this time is that Hyde and the Dr. are not an "epic" threat. Otherwise - nice work!
 

Mike Myler

Have you been to LevelUp5E.com yet?
Interesting and thank you for the sharing. My one quibble at this time is that Hyde and the Dr. are not an "epic" threat. Otherwise - nice work!

¯\_(ツ)_/¯

With the 2 things in queue right now taken aside, generally the Epic Monsters column will be ramping down in CR. Expect more of an even break between 20+ baddies and more reasonably challenging NPCs in future.

I'd say a fight with Mr. Hyde will be pretty epic though what with all the jumping and throwing of things ;)
 

Aiden_Keller_

First Post
After reading this I immediately placed this monster into my Curse of Strahd campaign.

-Added an alchemist shop in Village of Barovia where Dr. Ulbrek Jekzinkle works as an alchemist. When Strahd came to power the Doctor was working on several alchemical processes that Strahd became interested in. After winning the Doctor over, Strahd took him to the Amber Temple to learn of dark alchemical processes. One such potion backfired and allowed for an evil and massively powerful split personality, Mr. Kebrel Harkus to assume control of the Doctor. If the party is interested, Dr. Jekzinkle asks them to collect any alchemical items that they find and he will gladly pay them. He also offers to travel with the party.

(Names straight from Vistani Name List...except for Kebrel with is Ulbrek backwards minus a U)
 

Mike Myler

Have you been to LevelUp5E.com yet?
After reading this I immediately placed this monster into my Curse of Strahd campaign.

-Added an alchemist shop in Village of Barovia where Dr. Ulbrek Jekzinkle works as an alchemist. When Strahd came to power the Doctor was working on several alchemical processes that Strahd became interested in. After winning the Doctor over, Strahd took him to the Amber Temple to learn of dark alchemical processes. One such potion backfired and allowed for an evil and massively powerful split personality, Mr. Kebrel Harkus to assume control of the Doctor. If the party is interested, Dr. Jekzinkle asks them to collect any alchemical items that they find and he will gladly pay them. He also offers to travel with the party.

(Names straight from Vistani Name List...except for Kebrel with is Ulbrek backwards minus a U)

Eeeeeeeeeeeeeeeeeee <3

Tell us about how things go whenever the PCs have stumbled upon the good doctor :D
 





ZenBear

Explorer
You missed the most important feature:
Jaw Dropping Singer - The first time Mr. Hyde is encountered by the players, they must sit quietly while you play Alive.
 

Remove ads

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top