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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: 8680107" data-attributes="member: 6915329"><p>I just really like the art and concept here; it’s almost body horror-esque, and reminds me of the Cylon Raiders from the 2004 Battlestar Galactica. I should watch that again. I don’t have a lot to say about this monster other than that when I originally made this for o5e, its CR was 10, and now it’s 6. I can’t help but wonder which one was wrong, or if o5e just hopelessly over-CRs things.</p><p></p><p>[ATTACH=full]252430[/ATTACH]</p><p>Artist: Roger Raupp</p><p></p><p><span style="font-size: 22px"><strong><span style="color: rgb(65, 168, 95)">Necroton</span></strong></span></p><p>Dragon’s Bestiary, Dragon Magazine #42</p><p>Created by Phil Meyers</p><p></p><p>An uneasy blend of once-living tissue and metal components, the necroton is a foul construct designed to gather treasure for its master. It resembles a hunchbacked crab made of armored clockwork, but the legs and claws are filled with muscle and tendon. A humanoid’s eye, grossly enlarged, adorns the front of its body, and beneath its metal carapace lies pieces of humanoid gray matter. Its eye glows eerily in the dark.</p><p></p><p><strong><em>Controlled Thieves.</em></strong> Each necroton has a small crystal behind its oversized eyeball, which is paired to a larger crystal ball. The necroton’s creator can use the crystal ball to see through the necroton’s eye, in much the same way that a person can look through their familiar’s eyes. They can also use the crystal ball to give the necroton orders. Most of the time, though, the necroton is merely sent out to follow its orders: find treasure, especially magic items, and collect them, no matter what type of item or who is currently holding it. Although they are more than capable of defending themselves and their loot, necrotons are usually paired with other minions both as bodyguards and to help soften up targets for the necroton’s main attack.</p><p></p><p><strong><span style="font-size: 22px">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> Necrotons have the primary purpose of collecting magic items and other treasure for their creator.</p><p></p><p><strong>DC 15.</strong> Although they are primarily made of metal, they are also contain undead flesh and can be turned as undead.</p><p></p><p><strong>DC 20.</strong> Necrotons are controlled through the use of a special focusing crystal. The necroton’s creator can also see through the crystal and issue it orders.</p><p></p><p><strong><span style="font-size: 18px">Necroton Encounters</span></strong></p><p><strong>CR 6-7</strong> 1 necroton; 1 necroton with 1 thug.</p><p><strong><em>Treasure:</em></strong> 120 sp, 80 gp, gold ring (75 gp), small silver idol (75 gp), <em>dust of sneezing and choking</em>, <em>potion of healing, bag of holding, necklace of adaptation.</em></p><p></p><p><strong>CR 8-11</strong> 1 necroton with 1-3 thugs and 1 bandit captain.</p><p><strong><em>Treasure: </em></strong>700 sp, 500 gp, a gold and ruby pendant (750 gp), <em>wand of magic missiles, ring of mind shielding, </em>a silver-and-iron-alloy <em>bastard sword +1</em> called “Strangebane.”</p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1. Looted corpses.</p><p>2. A broken wand that was discarded by the necroton instead of taken.</p><p>3. An empty treasure chest that has had its lid ripped off.</p><p>4. Strange footprints (that belong to the necroton) mixed with bootprints (of the creator’s other minions). A DC 13 Survival check will reveal that the strange footprints are rather crab-like.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1-2. Heading straight towards the characters, as it has sensed magic on them.</p><p>3. Stripping a corpse of any valuables.</p><p>4. Lying motionless; will animate if a creature with a magic item comes within 30 feet.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Necroton</span></span></strong></p><p><strong>Large construct (undead)</strong></p><p>Challenge 6 (2,300 XP)</p><p><strong>AC</strong> 18 (natural armor)</p><p><strong>HP</strong> 95 (10d10+40)</p><p><strong>Speed</strong> 30 ft.</p><p></p><p><strong>STR</strong> 21 (+5) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 18 (+4)</p><p><strong>INT</strong> 1 (-5) <strong>WIS</strong> 7 (-2) <strong>CHA</strong> 1 (-5)</p><p></p><p><strong>Proficiency</strong> +3</p><p><strong>Maneuver DC</strong> 16</p><p><strong>Damage Resistances</strong> acid, cold, fire, lightning, necrotic, thunder; damage from non-magical, non-adamantine weapons</p><p><strong>Damage Immunities</strong> poison, psychic</p><p><strong>Condition Immunities</strong> charmed, fatigue, frightened, paralyzed, petrified, poisoned</p><p><strong>Senses</strong> darkvision 120 ft., passive</p><p><strong>Languages</strong> understands the languages of its creator but can’t speak</p><p><strong><em>Fire Weakness.</em></strong> If the necroton takes fire damage, it is slowed until the end of its next turn.</p><p><strong><em>Immutable Form. </em></strong>The necroton is immune to any effect that would alter its form.</p><p><strong><em>Magic Resistance.</em></strong> The necroton has advantage on saving throws against spells and other magical effects.</p><p><strong><em>Once-Living. </em></strong>The necroton is subject to effects that turn undead and cannot enter areas barred to undead creatures.</p><p><strong><em>Sense Magic.</em></strong> The necroton senses magic within 120 feet of it at will. This trait otherwise works like the <em>detect magic </em>spell but isn’t itself magical.</p><p><strong><em>Storage Container.</em></strong> The necroton has a storage container located in its back. It can up to 200 pounds worth of non-bulky items in the container. It won’t place living creatures in its storage container.</p><p><strong><em>Self-Destruct.</em></strong> When the necroton dies, it explodes. Each creature within 10 feet of it must make a DC 16 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys any nonmagical objects that are within the necroton's storage container and damages all magical objects. The necroton’s master can order the necroton to self-destruct at any time.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The necroton makes two claw attacks, or makes one claw attack and uses its paralyzing ray.</p><p><strong><em>Claw. </em></strong><em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit: </em>16 (2d10+5) bludgeoning damage, and the target is grappled and restrained (escape DC 15). The necroton has two claws, each of which can grapple only one target.</p><p><strong><em>Paralyzing Ray (Recharge 5-6).</em></strong> The necroton emits a paralyzing ray out of its eye. The targeted creature must make a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Fire Burst (1/day, while bloodied).</em></strong> The streak of fire blasts from the necroton’s eye to a point within 60 feet and explodes in a 15-foot-radius, spreading around corners. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save or half damage on a successful one.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>The necroton’s strategy is determined partially by its programming, but may change if its master is currently watching through its eye. Typically, the master will battle until the necroton is bloodied, then use its Fire Burst ability and leave with any treasure it had previously obtained. In most cases, the necroton’s first action is to use its paralyzing ray on targets as often as possible. Once a target is rendered helpless, the necroton then loots it and leaves, unless the controller orders it to kill.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8680107, member: 6915329"] I just really like the art and concept here; it’s almost body horror-esque, and reminds me of the Cylon Raiders from the 2004 Battlestar Galactica. I should watch that again. I don’t have a lot to say about this monster other than that when I originally made this for o5e, its CR was 10, and now it’s 6. I can’t help but wonder which one was wrong, or if o5e just hopelessly over-CRs things. [ATTACH type="full" width="538px" alt="1656710053398.png"]252430[/ATTACH] Artist: Roger Raupp [SIZE=6][B][COLOR=rgb(65, 168, 95)]Necroton[/COLOR][/B][/SIZE] Dragon’s Bestiary, Dragon Magazine #42 Created by Phil Meyers An uneasy blend of once-living tissue and metal components, the necroton is a foul construct designed to gather treasure for its master. It resembles a hunchbacked crab made of armored clockwork, but the legs and claws are filled with muscle and tendon. A humanoid’s eye, grossly enlarged, adorns the front of its body, and beneath its metal carapace lies pieces of humanoid gray matter. Its eye glows eerily in the dark. [B][I]Controlled Thieves.[/I][/B] Each necroton has a small crystal behind its oversized eyeball, which is paired to a larger crystal ball. The necroton’s creator can use the crystal ball to see through the necroton’s eye, in much the same way that a person can look through their familiar’s eyes. They can also use the crystal ball to give the necroton orders. Most of the time, though, the necroton is merely sent out to follow its orders: find treasure, especially magic items, and collect them, no matter what type of item or who is currently holding it. Although they are more than capable of defending themselves and their loot, necrotons are usually paired with other minions both as bodyguards and to help soften up targets for the necroton’s main attack. [B][SIZE=6]Legends and Lore[/SIZE][/B] With an Arcana check, the characters can learn the following: [B]DC 10.[/B] Necrotons have the primary purpose of collecting magic items and other treasure for their creator. [B]DC 15.[/B] Although they are primarily made of metal, they are also contain undead flesh and can be turned as undead. [B]DC 20.[/B] Necrotons are controlled through the use of a special focusing crystal. The necroton’s creator can also see through the crystal and issue it orders. [B][SIZE=5]Necroton Encounters[/SIZE] CR 6-7[/B] 1 necroton; 1 necroton with 1 thug. [B][I]Treasure:[/I][/B] 120 sp, 80 gp, gold ring (75 gp), small silver idol (75 gp), [I]dust of sneezing and choking[/I], [I]potion of healing, bag of holding, necklace of adaptation.[/I] [B]CR 8-11[/B] 1 necroton with 1-3 thugs and 1 bandit captain. [B][I]Treasure: [/I][/B]700 sp, 500 gp, a gold and ruby pendant (750 gp), [I]wand of magic missiles, ring of mind shielding, [/I]a silver-and-iron-alloy [I]bastard sword +1[/I] called “Strangebane.” [B][SIZE=5]Signs[/SIZE][/B] 1. Looted corpses. 2. A broken wand that was discarded by the necroton instead of taken. 3. An empty treasure chest that has had its lid ripped off. 4. Strange footprints (that belong to the necroton) mixed with bootprints (of the creator’s other minions). A DC 13 Survival check will reveal that the strange footprints are rather crab-like. [B][SIZE=5]Behavior[/SIZE][/B] 1-2. Heading straight towards the characters, as it has sensed magic on them. 3. Stripping a corpse of any valuables. 4. Lying motionless; will animate if a creature with a magic item comes within 30 feet. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Necroton[/SIZE][/COLOR] Large construct (undead)[/B] Challenge 6 (2,300 XP) [B]AC[/B] 18 (natural armor) [B]HP[/B] 95 (10d10+40) [B]Speed[/B] 30 ft. [B]STR[/B] 21 (+5) [B]DEX[/B] 10 (+0) [B]CON[/B] 18 (+4) [B]INT[/B] 1 (-5) [B]WIS[/B] 7 (-2) [B]CHA[/B] 1 (-5) [B]Proficiency[/B] +3 [B]Maneuver DC[/B] 16 [B]Damage Resistances[/B] acid, cold, fire, lightning, necrotic, thunder; damage from non-magical, non-adamantine weapons [B]Damage Immunities[/B] poison, psychic [B]Condition Immunities[/B] charmed, fatigue, frightened, paralyzed, petrified, poisoned [B]Senses[/B] darkvision 120 ft., passive [B]Languages[/B] understands the languages of its creator but can’t speak [B][I]Fire Weakness.[/I][/B] If the necroton takes fire damage, it is slowed until the end of its next turn. [B][I]Immutable Form. [/I][/B]The necroton is immune to any effect that would alter its form. [B][I]Magic Resistance.[/I][/B] The necroton has advantage on saving throws against spells and other magical effects. [B][I]Once-Living. [/I][/B]The necroton is subject to effects that turn undead and cannot enter areas barred to undead creatures. [B][I]Sense Magic.[/I][/B] The necroton senses magic within 120 feet of it at will. This trait otherwise works like the [I]detect magic [/I]spell but isn’t itself magical. [B][I]Storage Container.[/I][/B] The necroton has a storage container located in its back. It can up to 200 pounds worth of non-bulky items in the container. It won’t place living creatures in its storage container. [B][I]Self-Destruct.[/I][/B] When the necroton dies, it explodes. Each creature within 10 feet of it must make a DC 16 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys any nonmagical objects that are within the necroton's storage container and damages all magical objects. The necroton’s master can order the necroton to self-destruct at any time. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The necroton makes two claw attacks, or makes one claw attack and uses its paralyzing ray. [B][I]Claw. [/I][/B][I]Melee Weapon Attack:[/I] +8 to hit, reach 5 ft., one target. [I]Hit: [/I]16 (2d10+5) bludgeoning damage, and the target is grappled and restrained (escape DC 15). The necroton has two claws, each of which can grapple only one target. [B][I]Paralyzing Ray (Recharge 5-6).[/I][/B] The necroton emits a paralyzing ray out of its eye. The targeted creature must make a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. [B][U]Bonus Actions[/U] [I]Fire Burst (1/day, while bloodied).[/I][/B] The streak of fire blasts from the necroton’s eye to a point within 60 feet and explodes in a 15-foot-radius, spreading around corners. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save or half damage on a successful one. [B][SIZE=5]Combat[/SIZE][/B] The necroton’s strategy is determined partially by its programming, but may change if its master is currently watching through its eye. Typically, the master will battle until the necroton is bloodied, then use its Fire Burst ability and leave with any treasure it had previously obtained. In most cases, the necroton’s first action is to use its paralyzing ray on targets as often as possible. Once a target is rendered helpless, the necroton then loots it and leaves, unless the controller orders it to kill. [/QUOTE]
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