D&D 5E The BestAIry


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dave2008

Legend
I just haven't had time. It is a good line of inquiry.
Here is what I got for the Mirage Djinn. Though I wasn't sure how to handle the reaction, it seems to be pretty accurate!

1697143015116.png
 


dave2008

Legend
And now for the Vault Guardian. Look like you will need to check the AIs CR. Interestingly, if you ignore the monsters resistances when calculating CR it comes out at CR 10 as specified:
1697143563191.png
 


Reynard

Legend
The Prompt:
describe a creature that fantasy adventurers might encounter when exploring the ruins of an advanced high tech civilization that died out milenia ago and left behind strange alien technology.

The text:
Here is a description of such a creature:

The Technoslug is a large, slimy mollusk-like being that inhabits the ancient ruins of the vanished Zetan civilization. About the size of a large dog, it slides slowly along the metallic floors, leaving behind a trail of viscous slime. Its blobby body is a translucent gray, with occasional pulsing lights visible inside that seem to correspond to some kind of bio-technological processes.

The Technoslug's skin glistens with a weird electrical charge, and it sometimes emits sparks when agitated. It has a round, gaping maw lined with rows of tiny razor-sharp teeth, capable of delivering a nasty shock if it bites. The slug seems to feed off the ambient energy and radiation inside the old Zetan ruins, absorbing it through its skin and metabolizing it in some unknown fashion.

These creatures are not overtly aggressive, but they will defend themselves if disturbed. Their slippery bodies and ability to deliver electrical shocks makes them challenging foes for adventurers looting the ruins. The Technoslugs' origins and purpose are complete mysteries, but sages theorize they were once biomechanical servants created by the Zetans, now reduced to scavenging an existence inside their masters' abandoned halls. Though repulsive in appearance, they are one of the few remaining examples of the Zetans' sophisticated bio-technology.

The image:
technoslug.jpg


The statblock (note, I had it reroll the first one because it was not what I wanted)

Technoslug
Medium monstrosity, unaligned

Armor Class: 14 (natural armor)
Hit Points: 52 (8d8 + 16)
Speed: 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 10 (+0) 2 (-4) 10 (+0) 5 (-3)

Damage Resistances: lightning, poison
Senses: darkvision 60 ft., passive Perception 10
Languages: --
Challenge: 3 (700 XP)

Actions:

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) lightning damage.

Shocking Touch (Recharge 4-6). Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d8) lightning damage.

Bonus Action: The technoslug releases a burst of electrical energy. Each creature within 10 feet of it must succeed on a DC 12 Constitution saving throw or be stunned until the end of the technoslug's next turn.

Reaction: When hit by a melee attack, the technoslug sparks electricity. The attacker must succeed on a DC 12 Dexterity saving throw or drop the weapon used for the attack as it becomes magnetically stuck to the technoslug's body.
 

dave2008

Legend
@dave2008 What tool are you using?
It is an online CR calculator: CR Calculator

I will warn you it is not 100% accurate a low CRs as it works in percentiles instead of steps. As I usually make high CR monsters I only realized it recently. I have my own spreadsheet that I used for years, but this tool is faster and gets it mostly correct. Always check anything below CR 1 or 2. What I like about this one is it shows its work, so it was easy to spot the mistake.
 
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Reynard

Legend
The prompt
create a creature that lurks in the sewers of a fantasy city that sometimes comes out at night to hunt people. the creature should have a unique appearance and have some strange magical power

The Text
The Sewer Stalker is a hulking beast that lurks in the dank sewers beneath the city streets. Standing over 7 feet tall, its slimy green skin glistens in the dim light that filters down through the sewer grates. Its long, muscular limbs end in razor-sharp claws capable of tearing through flesh and bone with ease.

The Stalker's head is elongated and lined with rows of small, glowing yellow eyes that pierce through the darkness. A mouth filled with pointed fangs drips with viscous drool. Strange symbols and runes glow faintly across its mottled hide.

By day, the Sewer Stalker slumbers in the deepest, most isolated tunnels. But when night falls, it awakens with a ravenous hunger. It creeps up through the sewers, lifting grates with its unnatural strength to emerge onto the streets in search of prey.

With preternatural speed and agility, the Stalker dashes through the shadows, snatching up victims in its jaws or slicing them open with its vicious claws. It then drags its prey back below ground, leaving behind only bloody trails. Its eerie, echoing cries reverberate through the sewers as it feeds.

The Sewer Stalker possesses an innate magical ability to blend into the shadows. Despite its massive size, it can seem to disappear into thin air, only to reappear right behind its chosen victim. Some believe it was cursed into this monstrous form centuries ago by a powerful sorcerer, doomed to eternally haunt the city's underbelly. Others suggest it is not of this world at all, but rather a demonic entity sent to terrorize the city folk. Whatever its origins, the Sewer Stalker is greatly feared by all who know of its existence.

The Image
sewer-stalker.jpg

The Statblock

Sewer Stalker
Large aberration, chaotic evil

Armor Class: 15 (natural armor)
Hit Points: 152 (16d10 + 64)
Speed: 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 18 (+4) 7 (-2) 12 (+1) 8 (-1)

Saving Throws: Dex +5, Con +7, Wis +4
Skills: Stealth +8
Senses: darkvision 120 ft., passive Perception 11
Languages: -
Challenge: 6 (2,300 XP)

Shadow Camouflage. While in dim light or darkness, the sewer stalker can take the Hide action as a bonus action.

Keen Smell. The sewer stalker has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the sewer stalker moves at least 20 feet straight toward a creature before hitting it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the sewer stalker can make one bite attack against it as a bonus action.

Actions:

Multiattack. The sewer stalker makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Spine Volley (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 18 (4d6 + 2) piercing damage.

Reactions:

Unsettling Gaze. When a creature the sewer stalker can see makes an attack roll against it, the sewer stalker forces the attacker to reroll the d20 and use the new result.
 

Reynard

Legend
The prompt: describe a creature that originates from the plane of shadow that is sometimes found on the material plane. what does it want? what does it look like? where might adventurers encounter it?

The text
The umbral stalker is a creature that originates from the Shadowfell plane. It is an ephemeral, shadowy being that appears as a tall, faceless humanoid form composed of wisps of darkness.

Umbral stalkers are motivated by a desire to feed on life energy and positive emotions. They slip into the material plane to prey on unsuspecting creatures, draining their vitality and leaving them weak and despairing.

An umbral stalker's body is a nebulous, billowing shadow that blends into darkness. Its long limbs allow it to contort and twist as it moves with an unnatural, jittery gait. When still, it resembles a pillar of shadowy fog vaguely in a humanoid shape. Its red eyes are the only distinguishable facial feature in its amorphous head.

Adventurers may encounter umbral stalkers in places saturated with darkness and shadow. They lurk in underground passages, abandoned buildings, deep forests at night, and exist on the fringes between the material plane and Shadowfell. Canny adventurers know to be wary when shadows seem deeper than they should be, for an umbral stalker may be lurking just out of sight, waiting for its next victim.

The image
umbral-stalker.jpg

The statblock

## Umbral Stalker
Medium aberration, neutral evil

Armor Class: 14 (natural armor)

Hit Points: 52 (8d8 + 16)

Speed: 40 ft.

STR 14 (+2) DEX 16 (+3) CON 14 (+2) INT 10 (+0) WIS 12 (+1) CHA 8 (-1)

Skills: Stealth +5, Perception +3

Damage Resistances: necrotic, poison

Damage Immunities: cold, psychic

Condition Immunities: charmed, frightened

Senses: darkvision 120 ft., passive Perception 13

Languages: understands Common but doesn't speak

Challenge: 3 (700 XP)

Shadow Stealth. While in dim light or darkness, the stalker can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the stalker has disadvantage on attack rolls and ability checks.

Incorporeal Movement. The stalker can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Vitality Drain. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit: 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Actions

Chilling Touch. The umbral stalker makes two attacks with its chilling touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage, and the target has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Horrifying Visage (Recharge 5-6). Each non-undead creature within 60 ft. of the stalker that can see it must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Feed on Fear. When a creature the stalker can see starts its turn frightened within 30 ft. of the stalker, the stalker regains 5 hit points.
 

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