D&D 5E New Monster - Pod People

In my world, The Harvesters are essentially plant Mind flayers that create psychic plant monsters known as Treannials.

This is one of their creations.
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Treannial - Pod People

That person is very friendly and wants my continuing business.

Knowledge. Parapsychology, gardening Tools (Common DC 12, Unusual DC 14, Secret DC 16)
Negotiator. The harvesters understand the need for good PR, but don’t want to deal with the minutia. As a result, they have grown what they consider the ultimate communicator and salesperson…at a reasonable cost. In fact the most common use of these are as gas jockeys at all Snark Inc. gas stations. They are issued a shotgun for self defense.

Fake person. Pod people aren’t created in a vacuum. They need people to analyze as a base copy. As a result, all Pod People are based on real people. What happens to the original varies with that harvester community.

Identity Crisis (Secret). It is possible to have a pod person to have an identity crisis. If presented with proof that they aren’t the original person, they will immediately stop fighting. If pressed to fight, they will have disadvantages on all attacks and saves.

Treannial - Pod Person
Medium plant, lawful neutral
Armor Class 14 (natural armor)
Hit Points 52 (8d8+16)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2)
Saving Throws: Str, Dex, Con, Int, Wis, Cha

Skills: Deception +6, insight +3, Persuasion +6. Plus a +5 catch all skill bonus to default to any cover job.
Damage Resistances: Radiant
Damage Vulnerabilities: Necrotic
Condition Immunities:
Charmed, exhaustion, frightened, petrified
Senses: blindsight 60 ft., Tremorsense 30 foot, passive Perception 11
Languages: Synth and one of choice
Challenge: 3 (700 XP) Prof. +2

Replacement Copy. Unless you know where to look, it is a copy of a real person that is nearly perfect.
Checking to see if a pod person is at disadvantage to perception and investigation checks.

Ambusher. The pod person has advantage on attack rolls against any creature it has surprised.

Surprise Attack. If the pod person surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions
Multiattack. The pod person makes two melee or ranged attacks.

Shotgun-SnP. Targets in a 30 ft. cone make a Dexterity saving throw against an attack roll +6, taking 8 (1d10+3) piercing damage on a failed save, or half as much on a successful one.

Tendrils. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Read Thoughts. The pod person magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the pod person can continue reading its thoughts, as long as the pod person's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the pod person has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

ReActions

Dangerous Sap:
When the Pod Person suffers a critical hit, it unleashes its sap onto the target. Non Pod people in a 10-foot area must make a DC 12 Dexterity saving throw. On a failed save, the target takes 10 (3d6) poison damage.
 

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