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<blockquote data-quote="dave2008" data-source="post: 8219498" data-attributes="member: 83242"><p>[ATTACH=full]133905[/ATTACH]</p><p><a href="https://www.deviantart.com/mesozord/art/Dream-Larva-298387348" target="_blank"><span style="font-size: 10px">Dream Larva</span></a><span style="font-size: 10px"> by Mesozord</span></p><p></p><p><strong><span style="font-size: 22px">Dream Larva</span></strong></p><p><em>Large monstrosity (titan), chaotic evil</em></p><p><img src="https://www.enworld.org/attachments/1598896179798-png.125328/" alt="1598896179798.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Armor Class </strong>21 (natural armor)</p><p><strong>Hit Points</strong> 405 (30d10 + 240; bloodied 202)</p><p><strong>Speed</strong> 90 ft.</p><p><img src="https://www.enworld.org/attachments/1598896181433-png.125329/" alt="1598896181433.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>22 (+6)</td><td>17 (+3)</td><td>27 (+8)</td><td>16 (+3)</td><td>21 (+5)</td><td>28 (+9)</td></tr></table><p><img src="https://www.enworld.org/attachments/1598896182723-png.125330/" alt="1598896182723.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Saving Throws</strong> Dex +10, Int +10, Wis +12, Cha +16</p><p><strong>Skills </strong>Acrobatics +10, Deception +16, Insight +12, Perception +12, Stealth +10</p><p><strong>Damage Resistances </strong>cold, fire, psychic</p><p><strong>Damage Immunities </strong>thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine</p><p><strong>Condition Immunities</strong> charmed, frightened, petrified</p><p><strong>Senses </strong>darkvision 240 ft., truesight 120 ft., passive perception 22</p><p><strong>Languages </strong>All, telepathy 180 ft.</p><p><strong>Challenge</strong> 25 (75,000 XP) <strong>Proficiency Bonus</strong> +7</p><p><img src="https://www.enworld.org/attachments/1598896186606-png.125331/" alt="1598896186606.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><em>Abominable</em></strong><em><strong> Mind.</strong></em> The dream larva is immune to mind control effects, attempts to detect its thoughts or ascertain its emotions, and to magic that would put it to sleep.</p><p></p><p><em><strong>Brute.</strong></em> A melee weapon deals one extra die of its damage when the dream larva hits with it (included in the attack).</p><p></p><p><strong>Dream Resurrection</strong>: When the dream larva dies, if any creature within 100 ft is asleep or currently subject to a nightmare visage, the Dream Larva returns to life with 1 hp.</p><p></p><p><strong><em>Grappler. </em></strong>If the dream larva hits the same Large or smaller creature two or more times with a Claw or Pincher attack on the same turn, the creature is also grappled.</p><p></p><p><strong><em>Immutable Form. </em></strong>The dream larva is immune to any spell or effect that would alter its form.</p><p></p><p><strong><em>Limited Magic Immunity.</em></strong> The dream larva is immune to cantrips. Additionally, it has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the dream larva has disadvantage on the attack roll.</p><p></p><p><strong><em>Magic Weapons.</em></strong> The dream larva’s weapon attacks are considered magical weapons for overcoming resistances.</p><p></p><p><strong><em>Nightmare Visage.</em></strong> If a creature starts its turn within 30 ft. of the dream larva and the two of them can see each other, the creature momentarily perceives the dream larva as the most fearsome creature imaginable. The target must make a DC 24 Wisdom saving throw, taking 22 (4d10) psychic damage and be frightened on a failure, or half as much damage on a success. If a creature is frightened by this effect and it has less than 100 hit points, it dies. Otherwise, while frightened this way the creature is paralyzed 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 target’s saving throw is successful or the effect ends for it, the target is immune to that dream larva's Nightmare Visage.</p><p></p><p>A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, the creature can't see the dream larva until the start of its next turn, when it can avert its eyes again. If it looks at the dream larva in the meantime, it must immediately make the save.</p><p></p><p><em><strong>Regeneration.</strong></em> The dream larva regains 20 hit points at the start of its turn if it has at least 1 hit point. If the dream larva takes radiant damage this trait doesn’t function at the start of the dream larva’s next turn.</p><p></p><p><u><strong>ACTIONS</strong></u></p><p><em><strong>Multiattack. </strong></em>The dream larva makes up to five attacks. One Bite or Gore attack, if it can, and any combination of Claw and Pincher attacks.</p><p></p><p><strong><em>Bite.</em></strong> <em>Melee Weapon Attack:</em> +13 to hit, reach 5 ft., one target grappled by the dream larva. <em>Hit:</em> 19 (3d8 + 6) piercing damage plus 22 (4d10) psychic damage.</p><p></p><p><strong><em>Claw.</em></strong> <em>Melee Weapon Attack:</em> +13 to hit, reach 10 ft., one target. <em>Hit:</em> 16 (3d6 +6) slashing damage.</p><p></p><p><strong><em>Gore.</em></strong> <em>Melee Weapon Attack:</em> +13 to hit, reach 5 ft., one target that is incapacitated or grappled by the dream larva. <em>Hit:</em> 16 (3d6 + 6) piercing damage plus 21 (6d6) poison damage and is poisoned for 1 minute.</p><p></p><p><strong><em>Pincher. </em></strong><em>Melee Weapon Attack:</em> +13 to hit, reach 10 ft., one target. <em>Hit:</em> 16 (3d6 + 6) bludgeoning damage.</p><p></p><p><strong><em>Nightmare Bolt. </em></strong><em>Ranged Spell Attack:</em> +16 to hit, range 400 ft., one target. <em>Hit:</em> 45 (8d10) psychic damage and the target is stunned until the end of the dream larva's next turn.</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> The dream larva’s spell casting ability is Charisma (spell save DC 24). dream larva can innately cast the following spells, requiring no material components:</p><p></p><p>At-will: <em>dissonant whispers, fly</em></p><p>3/day each: <em>phantasmal killer</em></p><p>1/day each: <em>weird</em></p><p></p><p><strong><em>Summon Nightwalker (1/Rest). </em></strong>The dream larva magically summons a Nightwalker to an unoccupied space it can see within 120 feet of it. The Nightwalker is friendly to the dream larva and obeys its commands.</p><p></p><p><strong><u>LEGENDARY ACTIONS</u></strong></p><p>The dream larva can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the dream larva has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dream larva regains spent legendary actions at the start of its turn.</p><p></p><p><strong>Attack.</strong> The dream larva makes a Claw or Pincher attack.</p><p><strong>Teleport.</strong> The dream larva teleports to an unoccupied space it can see within 120 feet of it.</p><p><strong>Sending (Cost 2 Actions).</strong> The dream larva attempts to send one creature it has grappled into a nightmare. The creature must make a DC 24 Charisma saving throw or be magically plunged in nightmare realm, disappearing from its current location and taking 35 (10d6) psychic damage. At the end of the target’s next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.</p><p><strong>Spellcasting (Costs 3 Actions).</strong> The dream larva casts a spell.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8219498, member: 83242"] [ATTACH type="full" alt="dream_larva_by_mesozord_d4xnh5g-fullview.jpg"]133905[/ATTACH] [URL='https://www.deviantart.com/mesozord/art/Dream-Larva-298387348'][SIZE=2]Dream Larva[/SIZE][/URL][SIZE=2] by Mesozord[/SIZE] [B][SIZE=6]Dream Larva[/SIZE][/B] [I]Large monstrosity (titan), chaotic evil[/I] [IMG alt="1598896179798.png"]https://www.enworld.org/attachments/1598896179798-png.125328/[/IMG] [B]Armor Class [/B]21 (natural armor) [B]Hit Points[/B] 405 (30d10 + 240; bloodied 202) [B]Speed[/B] 90 ft. [IMG alt="1598896181433.png"]https://www.enworld.org/attachments/1598896181433-png.125329/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]22 (+6)[/TD] [TD]17 (+3)[/TD] [TD]27 (+8)[/TD] [TD]16 (+3)[/TD] [TD]21 (+5)[/TD] [TD]28 (+9)[/TD] [/TR] [/TABLE] [IMG alt="1598896182723.png"]https://www.enworld.org/attachments/1598896182723-png.125330/[/IMG] [B]Saving Throws[/B] Dex +10, Int +10, Wis +12, Cha +16 [B]Skills [/B]Acrobatics +10, Deception +16, Insight +12, Perception +12, Stealth +10 [B]Damage Resistances [/B]cold, fire, psychic [B]Damage Immunities [/B]thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine [B]Condition Immunities[/B] charmed, frightened, petrified [B]Senses [/B]darkvision 240 ft., truesight 120 ft., passive perception 22 [B]Languages [/B]All, telepathy 180 ft. [B]Challenge[/B] 25 (75,000 XP) [B]Proficiency Bonus[/B] +7 [IMG alt="1598896186606.png"]https://www.enworld.org/attachments/1598896186606-png.125331/[/IMG] [B][I]Abominable[/I][/B][I][B] Mind.[/B][/I] The dream larva is immune to mind control effects, attempts to detect its thoughts or ascertain its emotions, and to magic that would put it to sleep. [I][B]Brute.[/B][/I] A melee weapon deals one extra die of its damage when the dream larva hits with it (included in the attack). [B]Dream Resurrection[/B]: When the dream larva dies, if any creature within 100 ft is asleep or currently subject to a nightmare visage, the Dream Larva returns to life with 1 hp. [B][I]Grappler. [/I][/B]If the dream larva hits the same Large or smaller creature two or more times with a Claw or Pincher attack on the same turn, the creature is also grappled. [B][I]Immutable Form. [/I][/B]The dream larva is immune to any spell or effect that would alter its form. [B][I]Limited Magic Immunity.[/I][/B] The dream larva is immune to cantrips. Additionally, it has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the dream larva has disadvantage on the attack roll. [B][I]Magic Weapons.[/I][/B] The dream larva’s weapon attacks are considered magical weapons for overcoming resistances. [B][I]Nightmare Visage.[/I][/B] If a creature starts its turn within 30 ft. of the dream larva and the two of them can see each other, the creature momentarily perceives the dream larva as the most fearsome creature imaginable. The target must make a DC 24 Wisdom saving throw, taking 22 (4d10) psychic damage and be frightened on a failure, or half as much damage on a success. If a creature is frightened by this effect and it has less than 100 hit points, it dies. Otherwise, while frightened this way the creature is paralyzed 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 target’s saving throw is successful or the effect ends for it, the target is immune to that dream larva's Nightmare Visage. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, the creature can't see the dream larva until the start of its next turn, when it can avert its eyes again. If it looks at the dream larva in the meantime, it must immediately make the save. [I][B]Regeneration.[/B][/I] The dream larva regains 20 hit points at the start of its turn if it has at least 1 hit point. If the dream larva takes radiant damage this trait doesn’t function at the start of the dream larva’s next turn. [U][B]ACTIONS[/B][/U] [I][B]Multiattack. [/B][/I]The dream larva makes up to five attacks. One Bite or Gore attack, if it can, and any combination of Claw and Pincher attacks. [B][I]Bite.[/I][/B] [I]Melee Weapon Attack:[/I] +13 to hit, reach 5 ft., one target grappled by the dream larva. [I]Hit:[/I] 19 (3d8 + 6) piercing damage plus 22 (4d10) psychic damage. [B][I]Claw.[/I][/B] [I]Melee Weapon Attack:[/I] +13 to hit, reach 10 ft., one target. [I]Hit:[/I] 16 (3d6 +6) slashing damage. [B][I]Gore.[/I][/B] [I]Melee Weapon Attack:[/I] +13 to hit, reach 5 ft., one target that is incapacitated or grappled by the dream larva. [I]Hit:[/I] 16 (3d6 + 6) piercing damage plus 21 (6d6) poison damage and is poisoned for 1 minute. [B][I]Pincher. [/I][/B][I]Melee Weapon Attack:[/I] +13 to hit, reach 10 ft., one target. [I]Hit:[/I] 16 (3d6 + 6) bludgeoning damage. [B][I]Nightmare Bolt. [/I][/B][I]Ranged Spell Attack:[/I] +16 to hit, range 400 ft., one target. [I]Hit:[/I] 45 (8d10) psychic damage and the target is stunned until the end of the dream larva's next turn. [B][I]Innate Spellcasting.[/I][/B] The dream larva’s spell casting ability is Charisma (spell save DC 24). dream larva can innately cast the following spells, requiring no material components: At-will: [I]dissonant whispers, fly[/I] 3/day each: [I]phantasmal killer[/I] 1/day each: [I]weird[/I] [B][I]Summon Nightwalker (1/Rest). [/I][/B]The dream larva magically summons a Nightwalker to an unoccupied space it can see within 120 feet of it. The Nightwalker is friendly to the dream larva and obeys its commands. [B][U]LEGENDARY ACTIONS[/U][/B] The dream larva can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the dream larva has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dream larva regains spent legendary actions at the start of its turn. [B]Attack.[/B] The dream larva makes a Claw or Pincher attack. [B]Teleport.[/B] The dream larva teleports to an unoccupied space it can see within 120 feet of it. [B]Sending (Cost 2 Actions).[/B] The dream larva attempts to send one creature it has grappled into a nightmare. The creature must make a DC 24 Charisma saving throw or be magically plunged in nightmare realm, disappearing from its current location and taking 35 (10d6) psychic damage. At the end of the target’s next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. [B]Spellcasting (Costs 3 Actions).[/B] The dream larva casts a spell. [/QUOTE]
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