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Level Up: Advanced 5th Edition (A5E)
A Leveled Up Bestiary
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<blockquote data-quote="Faolyn" data-source="post: 8678955" data-attributes="member: 6915329"><p>Isn’t everything more fun with monkeys? Even when they’re skull-faced chaos monkeys?</p><p></p><p>[ATTACH=full]252371[/ATTACH]</p><p><span style="font-size: 15px">Artist: Roger Raupp</span></p><p></p><p><span style="color: rgb(65, 168, 95)"><span style="font-size: 22px"><strong>Quatch</strong></span></span></p><p>Dragon’s Bestiary, Dragon Magazine #42</p><p>Created by Andrew South</p><p></p><p>Quatch resemble small, golden-furred monkeys with grinning skulls for faces and bone-white hands and feet. Their eyes glow an eerie red.</p><p></p><p><strong><em>Fuzzy Logic.</em></strong> Quatch are fascinated with logic, philosophy, and trivia, but their minds are so twisted and alien that when they speak of their interests—which they will do at the slightest provocation—their words actually cause confusion and madness in those who hear them. They Despite their intelligence, they don’t seem to understand the trouble their babbling causes.</p><p></p><p><strong><em>Born From Illogic.</em></strong> Although it’s not obvious from their appearance, quatch are a type of fey, and like many fey, are created from the emotions of mortals. Quatch spontaneously generate in underground places where unsolvable riddles, planar concurrences, or mind-twisting geometry have caused people to become greatly frustrated or suffer from great mental anguish. Once created, a quatch finds itself a small niche, preferably up high on a wall, where it lurks, unmoving, for hours or even days at a time, only leaving to hunt rats, lizards, or bugs for food or to gather shiny objects as treasure.</p><p></p><p>Sometimes, when a quatch has come across a particularly interesting idea of piece of information, it will mull on it for long periods of time. This sometimes causes new quatch to form.</p><p></p><p><strong><em>Fast Friends.</em></strong> These fey lead solitary lives, but not entirely by choice. Should a creature show the quatch any kindness, it will latch onto that creature—perhaps literally—and consider it to be its friend. It will then follow its friend everywhere, asking loud and bizarre questions and subjecting them to its nonsensical ideas. The quatch is entirely serious with this declaration of friendship, but it is completely incapable of understanding that its speech is harmful. Most of its new friends either end up going insane or attacking the quatch in self-defense.</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With an Arcana check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> The speech of a quatch can drive listeners insane, but its golden pelt is quite valuable to those who choose to risk their minds.</p><p></p><p><strong>DC 15.</strong> Quatch are a type of fey and can’t be reasoned with. However, they aren’t hostile and only attack if harmed.</p><p></p><p><strong>DC 20.</strong> Quatch are literally born of frustration and madness and have no ability to control their own abilities because of that.</p><p></p><p><strong><span style="font-size: 18px">Quatch Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> caverns, ruins, Shadowfell</p><p>Quatch prefer dark places, especially places that once held information, such as abandoned libraries.</p><p></p><p><strong>CR 1/8</strong> 1 quatch.</p><p><strong><em>Treasure.</em></strong> 2 agates (10 gp each), bag of beads (1 gp), silver earring (35 gp)</p><p></p><p><strong>CR 2</strong> 3d4 quatches</p><p><strong><em>Treasure.</em></strong> 25 sp, 180 cp, gold and garnet ring (500 gp), <em>elemental gem (water)</em></p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1-2. The sound several creatures babbling at each other.</p><p>3. Strange writing on the wall, written in multiple languages and not making much sense when translated.</p><p>4. A person curled up in a fetal position on the floor, having succumbed to madness.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1-4. Sitting silently above a doorframe or in a niche on a wall.</p><p>5. Muttering loudly to itself.</p><p>6. Hunting for food or treasure.</p><p>7. Mourning the loss of its latest “friend.”</p><p>8. Reading a book upside down.</p><p></p><p><strong><span style="font-size: 18px">Names</span></strong></p><p>Avagdha, Ekthebrelb, Iactal, Kthuadeg, Naiothilix, Ykaorva, Zethvhor</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Quatch</span></span></strong></p><p><strong>Small fey</strong></p><p>Challenge 1/4 (50 XP)</p><p><strong>AC</strong> 12</p><p><strong>HP</strong> 7 (2d6; bloodied 3)</p><p><strong>Speed</strong> 30 ft., climb 30 ft.</p><p></p><p><strong>STR</strong> 8 (-1) <strong>DEX</strong> 16 (+2) <strong>CON</strong> 11 (+0)</p><p><strong>INT</strong> 13 (+1) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 16 (+3)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 12</p><p><strong>Senses</strong> darkvision 120 ft.,</p><p><strong>Languages</strong> Common, Undercommon, Sylvan</p><p><strong><em>Chaotic.</em></strong> The quatch radiates a Chaotic aura.</p><p><strong><em>Mind-Twisting.</em></strong> A creature who attempts to read the quatch’s mind or communicate with it telepathically is subjected to its Voice of Madness attack.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +1 to hit, reach 5 ft., one target. <em>Hit: </em>1 (1d4-1) piercing damage.</p><p><strong><em>Voice of Madness.</em></strong> The quatch babbles nonsense. Any creature within 30 feet of it that can hear it must make a DC 13 Wisdom saving throw or be confused for 1 minute. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself. Each time the creature rolls a critical failure on an ability check, attack roll, or saving throw while confused, it takes 1 level of strife. It also gains a level of strife if the creature remains confused for the entire duration. A creature that has any form of mental stress is immune to gaining levels of strife from the quatch.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Speedy.</em></strong> The quatch takes the Dash action.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>Quatch aren’t hostile creature and will only bite if attacked first, at which point they will use Dash in order to flee.</p><p></p><p>Edit: I forgot the CR and XP value and nobody noticed!</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8678955, member: 6915329"] Isn’t everything more fun with monkeys? Even when they’re skull-faced chaos monkeys? [ATTACH type="full" width="375px" alt="1656616507813.png"]252371[/ATTACH] [SIZE=4]Artist: Roger Raupp[/SIZE] [COLOR=rgb(65, 168, 95)][SIZE=6][B]Quatch[/B][/SIZE][/COLOR] Dragon’s Bestiary, Dragon Magazine #42 Created by Andrew South Quatch resemble small, golden-furred monkeys with grinning skulls for faces and bone-white hands and feet. Their eyes glow an eerie red. [B][I]Fuzzy Logic.[/I][/B] Quatch are fascinated with logic, philosophy, and trivia, but their minds are so twisted and alien that when they speak of their interests—which they will do at the slightest provocation—their words actually cause confusion and madness in those who hear them. They Despite their intelligence, they don’t seem to understand the trouble their babbling causes. [B][I]Born From Illogic.[/I][/B] Although it’s not obvious from their appearance, quatch are a type of fey, and like many fey, are created from the emotions of mortals. Quatch spontaneously generate in underground places where unsolvable riddles, planar concurrences, or mind-twisting geometry have caused people to become greatly frustrated or suffer from great mental anguish. Once created, a quatch finds itself a small niche, preferably up high on a wall, where it lurks, unmoving, for hours or even days at a time, only leaving to hunt rats, lizards, or bugs for food or to gather shiny objects as treasure. Sometimes, when a quatch has come across a particularly interesting idea of piece of information, it will mull on it for long periods of time. This sometimes causes new quatch to form. [B][I]Fast Friends.[/I][/B] These fey lead solitary lives, but not entirely by choice. Should a creature show the quatch any kindness, it will latch onto that creature—perhaps literally—and consider it to be its friend. It will then follow its friend everywhere, asking loud and bizarre questions and subjecting them to its nonsensical ideas. The quatch is entirely serious with this declaration of friendship, but it is completely incapable of understanding that its speech is harmful. Most of its new friends either end up going insane or attacking the quatch in self-defense. [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana check, the characters can learn the following: [B]DC 10.[/B] The speech of a quatch can drive listeners insane, but its golden pelt is quite valuable to those who choose to risk their minds. [B]DC 15.[/B] Quatch are a type of fey and can’t be reasoned with. However, they aren’t hostile and only attack if harmed. [B]DC 20.[/B] Quatch are literally born of frustration and madness and have no ability to control their own abilities because of that. [B][SIZE=5]Quatch Encounters[/SIZE] [I]Terrain:[/I][/B] caverns, ruins, Shadowfell Quatch prefer dark places, especially places that once held information, such as abandoned libraries. [B]CR 1/8[/B] 1 quatch. [B][I]Treasure.[/I][/B] 2 agates (10 gp each), bag of beads (1 gp), silver earring (35 gp) [B]CR 2[/B] 3d4 quatches [B][I]Treasure.[/I][/B] 25 sp, 180 cp, gold and garnet ring (500 gp), [I]elemental gem (water)[/I] [B][SIZE=5]Signs[/SIZE][/B] 1-2. The sound several creatures babbling at each other. 3. Strange writing on the wall, written in multiple languages and not making much sense when translated. 4. A person curled up in a fetal position on the floor, having succumbed to madness. [B][SIZE=5]Behavior[/SIZE][/B] 1-4. Sitting silently above a doorframe or in a niche on a wall. 5. Muttering loudly to itself. 6. Hunting for food or treasure. 7. Mourning the loss of its latest “friend.” 8. Reading a book upside down. [B][SIZE=5]Names[/SIZE][/B] Avagdha, Ekthebrelb, Iactal, Kthuadeg, Naiothilix, Ykaorva, Zethvhor [B][COLOR=rgb(65, 168, 95)][SIZE=7]Quatch[/SIZE][/COLOR] Small fey[/B] Challenge 1/4 (50 XP) [B]AC[/B] 12 [B]HP[/B] 7 (2d6; bloodied 3) [B]Speed[/B] 30 ft., climb 30 ft. [B]STR[/B] 8 (-1) [B]DEX[/B] 16 (+2) [B]CON[/B] 11 (+0) [B]INT[/B] 13 (+1) [B]WIS[/B] 12 (+1) [B]CHA[/B] 16 (+3) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 12 [B]Senses[/B] darkvision 120 ft., [B]Languages[/B] Common, Undercommon, Sylvan [B][I]Chaotic.[/I][/B] The quatch radiates a Chaotic aura. [B][I]Mind-Twisting.[/I][/B] A creature who attempts to read the quatch’s mind or communicate with it telepathically is subjected to its Voice of Madness attack. [B][U]Actions[/U] [I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +1 to hit, reach 5 ft., one target. [I]Hit: [/I]1 (1d4-1) piercing damage. [B][I]Voice of Madness.[/I][/B] The quatch babbles nonsense. Any creature within 30 feet of it that can hear it must make a DC 13 Wisdom saving throw or be confused for 1 minute. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself. Each time the creature rolls a critical failure on an ability check, attack roll, or saving throw while confused, it takes 1 level of strife. It also gains a level of strife if the creature remains confused for the entire duration. A creature that has any form of mental stress is immune to gaining levels of strife from the quatch. [B][U]Bonus Actions[/U] [I]Speedy.[/I][/B] The quatch takes the Dash action. [B][SIZE=5]Combat[/SIZE][/B] Quatch aren’t hostile creature and will only bite if attacked first, at which point they will use Dash in order to flee. Edit: I forgot the CR and XP value and nobody noticed! [/QUOTE]
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