Another modern tale from the British Isles is today’s entry in Epic Monsters as we head to Scotland for one of the only myths that gives it all away with the creature’s name: Nessie the Loch Ness Monster!
First reported (along with who knows how many other fictitious aquatic beasts) at the start of the middle ages, modern civilization only started to take an interest in Nessie here with a sighting in 1933. Since then photographs and reports of the creature became commonplace, continuing to this very day--most recently in 2014 when Apple Maps supposedly caught a glimpse of the elusive sea beast. Obviously though, my favorite appearance of Nessie is in the iconic American animated show South Park.
Design Notes: We could just whip out a plesiosaur for Nessie here and call it a day so I took one, hit it with an Awaken, dialed a few things up, and added some traits to make it interesting for both the GM and players encountering, hunting, or chasing it.
Nessie the Loch Ness Monster
Huge beast, unaligned
Armor Class 15 (natural armor)
Hit Points 95 (10d12+30)
Speed 20 ft., swim 50 ft.
[TABLE="class: grid, width: 475"]
[TR]
[TD]
[TD]
[TD]
[TD]
[TD]
[TD]
[/TR]
[TR]
[TD]
[TD]
[TD]
[TD]
[TD]
[TD]
[/TR]
[/TABLE]
Skills Athletics +8, Perception +4, Stealth +9
Senses passive Perception 14
Languages English
Challenge 5 (1,800 XP)
Hold Breath. Nessie can hold her breath for 1 hour.
Magnificent Swimmer. While in the water, Nessie is considered to be under the constant effects of a freedom of movement spell.
Meniscus Mirage. While underwater, Nessie can use a bonus action to cast mislead without the use of components (spell save DC 12). Only creatures above the water are affected by this trait and it ends whenever Nessie ceases concentrating on it or emerges from the water.
Watery Teleport (Recharge 6). Nessie may teleport (as the spell) from one part of a body of water to another part of the same body of water.
ACTIONS
Multiattack. Nessie attacks twice: once with its bite and once with its tail slap.
Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (3d8+5) piercing damage.
Tail Slap. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 12 (2d6+5) bludgeoning damage.
First reported (along with who knows how many other fictitious aquatic beasts) at the start of the middle ages, modern civilization only started to take an interest in Nessie here with a sighting in 1933. Since then photographs and reports of the creature became commonplace, continuing to this very day--most recently in 2014 when Apple Maps supposedly caught a glimpse of the elusive sea beast. Obviously though, my favorite appearance of Nessie is in the iconic American animated show South Park.
Design Notes: We could just whip out a plesiosaur for Nessie here and call it a day so I took one, hit it with an Awaken, dialed a few things up, and added some traits to make it interesting for both the GM and players encountering, hunting, or chasing it.
Nessie the Loch Ness Monster
Huge beast, unaligned
Armor Class 15 (natural armor)
Hit Points 95 (10d12+30)
Speed 20 ft., swim 50 ft.
[TABLE="class: grid, width: 475"]
[TR]
[TD]
STR
[/TD][TD]
DEX
[/TD][TD]
CON
[/TD][TD]
INT
[/TD][TD]
WIS
[/TD][TD]
CHA
[/TD][/TR]
[TR]
[TD]
20 (+5)
[/TD][TD]
16 (+3)
[/TD][TD]
17 (+3)
[/TD][TD]
10 (+0)
[/TD][TD]
13 (+1)
[/TD][TD]
5 (-3)
[/TD][/TR]
[/TABLE]
Skills Athletics +8, Perception +4, Stealth +9
Senses passive Perception 14
Languages English
Challenge 5 (1,800 XP)
Hold Breath. Nessie can hold her breath for 1 hour.
Magnificent Swimmer. While in the water, Nessie is considered to be under the constant effects of a freedom of movement spell.
Meniscus Mirage. While underwater, Nessie can use a bonus action to cast mislead without the use of components (spell save DC 12). Only creatures above the water are affected by this trait and it ends whenever Nessie ceases concentrating on it or emerges from the water.
Watery Teleport (Recharge 6). Nessie may teleport (as the spell) from one part of a body of water to another part of the same body of water.
ACTIONS
Multiattack. Nessie attacks twice: once with its bite and once with its tail slap.
Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (3d8+5) piercing damage.
Tail Slap. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 12 (2d6+5) bludgeoning damage.