• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

I Have A Copy of Monster Manual 5.


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helium3 said:
Hobgoblin Duskblade-3
Hobgoblin Spellscourge (extra hit dice and the mage-slayer feat)
Hobgoblin Warcaster (extra hit dice and some arcane spells)
Hobgoblin Warsoul (extra hit dice and more arcane spells)
Crazed Kuo-toa (extra hit dice and new abilities)
Kuo-toa Exalted Whip (extra hit dice and divine casting)
Kuo-toa Harpooner (Fighter-2)
Kuo-toa Monitor (Monk-4)
The Black Duke - Vampire Knight-7 / Ronin-10
The Red Widow - Vampire Ninja-5 / Fighter-2 / Ghost-faced killer-8
Phantom Ghast Ninja-4
Gruumsh-blooded orc barbarian-5/fighter-2
Thoon Thrall Human Commoner-1

I am sad to see so much waste of space ... really ...
 

helium3 said:
Chorranathau and Morlincantha are templated dragons of the great game. They give up their spell casting abilities for other things.

The spawn of Juiblex are considered elementals because of the flavor text, basically. An unholy combination of Juiblex's essence and elemental water.

Elemental mages are giants descended from ogres, so sort of distantly related to ogre-mages. Each kind of giant has an elemental theme (earth, fire and water) and special abilities to match.

Rylkars are a type of nasty, intelligent ratlike creatures from the underdark.

Tirbanas are insects that require humanoid hosts to complete their life-cycle. They form a sort of hive in cities and towns and begin using captured people to make more spawn.

Ushemoi are creatures that gain special powers when exposed to different kinds of stimuli, like pain.

Dalmosh is a unique (I think) gargantuan outsider from the abyss that eats everything in sight.

A Verdent Reaver is what happens to a person when they are charmed by Dryads and spend all their time with them. They look sort of like wooden gorillas.

A vinespawn is a plant creature made up of vines that can spawn more of its kind by using the bodies of victims as incubators.

When I typed "Skill Lord" it was a typo. It should read Skull Lord.

That is much better. Some imagination, at last. I might buy the book after all.
 

helium3 said:
Yeah. It is a little weird, I suppose. I wondered for a bit if maybe they just forgot to include info on the classes it had, but I don't think that's the case. There are fairly explicit rules in the back of MM1 on how to add hit dice to monsters, and there's nothing really wrong per se with giving a hobgoblin a couple of extra hit dice instead of class levels. It might not be "RAW" in the truest sense but it doesn't result in a creature that's somehow unbalanced or broken.

I don't think it's against the RAW, but it doesn't make a lot of sense. Humanoid hit dice aren't nearly as good as class levels. Outsider and dragon hit dice are okay, but humanoid hit dice leave much to be desired.
 


helium3 said:
Tirbanas are insects that require humanoid hosts to complete their life-cycle. They form a sort of hive in cities and towns and begin using captured people to make more spawn.

I am sick of parasitoids like this, but make it a parasite (ie the host survives and may be used over and over), then it has possibilities.
 

helium3 said:
Elemental mages are giants descended from ogres, so sort of distantly related to ogre-mages. Each kind of giant has an elemental theme (earth, fire and water) and special abilities to match.

Aww, no Air? What gives? How could they do Elemental Magi and do only three and not the complete 4?

Also, I'd like to know what the feats do. I recognize some as reprints, but others there are brand new
 
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Razz said:
Aww, no Air? What gives? How could they do Elemental Magi and do only three and not the complete 4?
Perhaps that, using this schema, ogre magi are the air magi (what with their perfect fly speeds, invisibility at will and cone of cold).

Demiurge out.
 


Into the Woods

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