D&D “Dragonbane Monster” Test 2
This is another attempt at creating a system for special or boss monsters in D&D 2024 inspired by the way monsters work in Dragonbane.
In this attempt, I am abandoning the “auto-hit” aspect of Dragonbane and replacing it with “at least some effect on a miss/save”.
This is the “Haunting Revant” undead house monster from the 2024 Monster Manual Previews:
Here is the text from the image, formatted for Google Docs:
HAUNTING REVENANT
Gargantuan Undead, Neutral
Armor Class 20 Hit Points 203 (14d20 + 56) Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 12 (+1) | 18 (+4) | 16 (+3) | 18 (+4) | 20 (+5) |
MOD | MOD | MOD | MOD | MOD | MOD |
+5 | +1 | +4 | +3 | +4 | +5 |
Saving Throws Str +5, Con +8, Cha +5
Skills Perception +14
Senses truesight 60 ft.; passive Perception 14
Languages Common plus two other languages
CR 10 (XP 5,900; PB +4)
Traits
Haunted Zone. Constitution Saving Throw DC 17, any creature that casts a spell while inside the revenant’s space. Failure: The spell fails and is wasted.
Undead Restoration. If the revenant dies, it revives 24 hours later unless Dispel Evil or Good is cast on its remains. If it revives, it animates another Gargantuan object or structure elsewhere on the same plane of existence; it now looks different but uses the same stat block and returns with all its Hit Points.
Ferocity: 2 (the Haunting Revenant rolls 2 initiative dice and acts on each one).
Actions: On each of its initiative rolls, roll a d6 and consult the following table to determine the Haunting Revenant’s action.
1-2. Slam. Melee Weapon Attack. Reach 10 feet. To Hit: +9. Damage: 5d8+5 bludgeoning on a hit; half damage on a miss.
3. Fling Debris: Ranged Weapon Attack. Range 30/90. To Hit +5. Damage: 5d8+5 bludgeoning on a hit; half damage on a miss.
4. Tremors: All creatures in the Haunting Revenant’s space and within 30 feet of the Haunting revenant make a Str DC 17 save or take 4d10 bludgeoning and be knocked prone; half damage and no prone on a save.
5. Monstrous Mein. All creatures within 60 feet that can see and/or hear the Haunting revenant are Frightened. Wisdom 17 save. Failure means frightened for 1 minute. Success means frightened until the end of their next round.
6. Invitation. Area: 60 foot cone. Save Charisma 17. Failure: the target is teleported inside the revenants space and swallowed and takes 5d8+5 bludgeoning damage. Success: the target takes half damage and is teleported to a random square adjacent to the Haunting Revenant (role 1d4 to determine side and 1d4 to determine space). A swallowed creature has total cover against attacks and other effects outside the revenant.
While the revenant has hit points, a swallowed creature can leave the revenant’s space only by using magic that enables planar travel, such as the Plane Shift spell.
Reactions: The Haunting Revenant has one Reaction as per normal rules. It may also forgo its next unused Action (no longer acting on that Initiative roll) to perform an additional Reaction. In addition to a standard Opportunity Attack, the Haunting Revenant has the following Reactions:
Purge. Trigger: a swallowed target deals damage to the Haunting Revenant. The Haunting Revenant expels the target in a random direction and distance. Roll a 1d8 to determine the direction (1= North, 2= Northeast, etc) and 1d6x5 feet to determine the distance. The target takes 4d8 bludgeoning damage.
Quake. Trigger: an enemy ends its movement on top of the Haunting Revenant. The Haunting Revenant buckles and surges, attempting to throw off the enemy. The enemy must make a Dex 15 saving throw or be thrown a random direction and distance as per Purge above, taking 1d6 bludgeoning damage per 5 feet thrown (this is considered falling damage and may be mitigated as such). In addition, currently swallowed victims take 2d8+5 bludgeoning damage.