D&D General The Jester's Perfect D&D

the Jester

Legend
Here in the giant frog entries you'll see one of my pet peeves removed: the whole idea that a monster can grab you from out of your normal reach and you can't attack the limb grabbing you. Not in my perfect D&D!

Also, I notice that my write up of filth fever under the giant rat doesn't use ability damage per se- that's because I wrote it up before deciding to use it as a major mechanic.

Finally, none of my monster stat blocks include alignment. That's because these are all quick and dirty, written for playtesting. Eventually they'll all have the 3e-style "always, usually, often" alignments. So a giant rat will be "always neutral" (or unaligned, if I decide to use it), while a goblin will be "often neutral evil".

GELATINOUS CUBE
Large beast (ooze)
AC:
6
Speed: 10'
Hit Dice: 4d10+10 kicker(32 hp)
Immune to poison
Resist acid
Str 14, Dex 3, Con 13, Int 1, Wis 5, Cha 3
Immune to charm, fear, paralyzation, prone,
Senses: darkvision 60'

Touch: +3 to hit, 1d6 acid damage, and the target is pulled into the cube's space. It must make a Con save or be paralyzed (save ends).
Start of Turn: At the start of the ooze's turn, it does 3d6 acid damage to any creature in its space.

GHOUL
Medium undead (fleshy undead)
AC:
12
Speed: 30'
Hit Dice: 2d8 (9 hp)
Immune to poison
Resist necrotic
Str 13, Dex 12, Con 10, Int 8, Wis 8, Cha 7
Immune to charm and fear
Senses: darkvision 60'

Claws: +4 to hit, 1d4 slashing damage plus Con save or paralyzed 1 minute (save ends). While it is paralyzed, attacks against it get a 1d8 bonus die and deal double damage.
Hit or Miss: The ghoul can spend 10' of its speed to make a Bite attack.

Bite: +4 to hit, 1d4 piercing damage.

Devour: The ghoul can use its action and all of its speed to (perhaps partially )devour a paralyzed creature within 5'. The creature takes 3d4 piercing damage.

GIANT BOAR
Large beast (pig)
AC:
12
Speed: 35'
Hit Dice: 6d10+5 kicker (38 hp)
Frenzy: The boar gains a 1d6 bonus die to attacks while bloodied.
Str 14, Dex 10, Con 13, Int 5, Wis 10, Cha 8

Gore: +5 to hit (plus 1d6 bonus die if bloodied), 1d6 piercing damage (2d6 if the giant boar is charging).

GIANT FROG (Adolescent)
Small beast (amphibian, frog)
AC:
10
Speed: 30', climb 15', jump 20', swim 35'
Hit Dice: 1d8 (4 hp)
Str 10, Dex 9, Con 12, Int 2, Wis 8, Cha 5
Senses:
low-light vision

Bite: +3 to hit, 1d4 piercing damage, and if the target is smaller than the frog, it must make a Str save. If it fails, the frog swallows it. While swallowed, the creature takes 1d6 bludgeoning damage at the start of each of its turns, and it can't move or take actions other than to attack with a dagger or to make an opposed Str check to force its way free. If the frog is unconscious or dead, the creature can get out of its body by spending 20' of movement.

Tongue: +4 to hit, reach 15'. The frog's tongue sticks to the target.
  • The tongue can be attacked (AC 10, hp 2) or a creature can use an action to make an opposed Str check to detach it.
  • While stuck, the target can't move further away from the frog.
  • Once on its turn, the frog can spend 10' of movement to pull the target 10'.
GIANT FROG (Adult)
Medium beast (amphibian, frog)
AC:
10
Speed: 30', climb 15', jump 30', swim 35'
Hit Dice: 2d8 (9 hp)
Str 12, Dex 9, Con 12, Int 2, Wis 8, Cha 5
Senses:
low-light vision

Bite: +4 to hit, 1d4 piercing damage, and if the target is smaller than the frog, it must make a Str save. If it fails, the frog swallows it. While swallowed, the creature takes 1d6 bludgeoning damage at the start of each of its turns, and it can't move or take actions other than to attack with a dagger or to make an opposed Str check to force its way free. If the frog is unconscious or dead, the creature can get out of its body by spending 20' of movement.

Tongue: +5 to hit, reach 20'. The frog's tongue sticks to the target.
  • The tongue can be attacked (AC 10, hp 4), or a creature can use an action to make an opposed Str check to detach it.
  • While stuck, the target can't move further away from the frog.
  • Once on its turn, the frog can spend 10' of movement to pull the target 15'. If the target is adjacent to the frog, the frog can also make a bite attack against it.
GIANT FROG (Old)
Large beast (amphibian, frog)
AC:
10
Speed: 35', climb 20',jump 40', swim 35'
Hit Dice: 5d8 (22 hp)
Str 16, Dex 9, Con 13, Int 2, Wis 10, Cha 6
Senses:
low-light vision

Bite: +4 to hit, 1d6 piercing damage, and if the target is smaller than the frog, it must make a Str save. If it fails, the frog swallows it. While swallowed, the creature takes 1d6 bludgeoning damage at the start of each of its turns, and it can't move or take actions other than to attack with a dagger or to make an opposed Str check to force its way free. If the frog is unconscious or dead, the creature can get out of its body by spending 20' of movement.

Tongue: +5 to hit, reach 30'. The frog's tongue sticks to the target.
  • The tongue can be attacked (AC 10, hp 5), or a creature can use an action to make an opposed Str check to detach it.
  • While stuck, the target can't move further away from the frog.
  • Once on its turn, the frog can spend 10' of movement to pull the target 15'. If the target is adjacent to the frog, the frog can also make a bite attack against it.
GIANT RAT
Small beast (rat)
AC:
10
Speed: 30', swim 20'
Hit Dice: 1d4 (2 hp)
Str 6, Dex 14, Con 12, Int 3, Wis 10, Cha 5
Senses:
low-light vision,scent (bonus die 1d6)

Bite: +2 to hit, 1d4 damage. 5% of giant rats also require a Con save to avoid gaining filth fever.
Filth Fever: Incubation long rest;roll 1d4 and lower Str and Con each by that amount. Each long rest,make another save- either end the fever or continue to worsen up to a total of 3d4 (then persists until save).

GIANT SPIDER
Medium beast (arachnid, bug, spider)
AC:
11
Speed: 30', climb 30'
Web Walker: Webs don't impede the spider's movement or actions.
Hit Dice: 3d8 (13 hp)
Str 14, Dex 13, Con 10, Int 2, Wis 12, Cha 5
Senses:
low-light vision
Web Sense: The spider is aware of the location of any creature that is touching a web that the spider is also touching as long as that creature is within 120' of the spider.

Bite: +3 to hit, 1d4 piercing damage, and the target must make a Con save. If it fails, it takes 1d6 Str damage plus ongoing 1 Str damage (save ends).

Web: The spider shoots a web that fills a 10' cube within 30'. Each creature in the web must make a Dex save or be entangled, unable to move from its location. A creature can break itself or another creature free in the following ways:
  • Using an action or spending 25' of movement to make a Str check (DC 5).
  • Destroying the web (AC 7, hp 3, only slashing or fire damage).
  • Pouring at least one gallon of water, vinegar, or alcohol on the web.

GOBLIN
Small humanoid (goblinoid)
AC:
12 (studded)
Speed: 30'
Hit Dice: 1d6 (3 hp)
Str 9, Dex 12, Con 10, Int 10, Wis 10, Cha 10
Senses:
low-light vision
Languages: Common, Goblin

Short Sword: +2to hit, 1d6 damage.

Short Bow: +2to hit, 1d6 damage.
 

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the Jester

Legend
HELL HOUND
Small or medium beast (fiend, dog)
AC:
13
Speed: 40'
Hit Dice: 4d8 (18 hp)
Immune to fire
Str 14, Dex 12, Con 13, Int 8, Wis 13, Cha 8
Senses:
scent
Languages: usually can't speak but understands Infernal

Bite: +5 to hit, 1d6 piercing damage plus 1d6 fire damage.
Pack Tactics: 1d6 bonus die on attacks if an ally is within reach of the target.

Fire Breath (recharge5-6): 15' cone, 3d6 fire damage (Dex save for half).

HOBGOBLIN
Medium humanoid (goblinoid)
AC:
16 (chain + helm)
Phalanx Warrior: If within 5' of an ally, gain +2 AC.
Speed: 30'
Hit Dice: 1d8+5 kicker (9hp)
Str 13, Dex 10, Con 12, Int 11, Wis 11, Cha 10
Senses:
low-light vision
Languages: Common, Goblin

Long Sword: +4 to hit, 1d8 damage.
Phalanx Warrior. If enemy is within 5'of an ally, gain a bonus die 1d6 on attacks.

Long Bow: +2 to hit, 1d6 damage.

HOBGOBLIN CAPTAIN
Medium humanoid (goblinoid)
AC:
16 (chain + helm)
Phalanx Warrior: If within 5' of an ally, gain +2 AC.
Speed: 30'
Hit Dice: 4d8+5 kicker(23 hp)
Str 16, Dex 10, Con 12, Int 11, Wis 11, Cha 10
Senses:
low-light vision
Languages: Common, Goblin

Long Sword: +5 to hit, 1d8 damage.
Extra Attack: The hobgoblin captain can attack twice with its action.
Phalanx Warrior. If enemy is within 5'of an ally, gain a bonus die 1d6 on attacks.

Long Bow: +3 to hit, 1d6 damage.
Extra Attack: The hobgoblin captain can attack twice with its action.

HOBGOBLIN WAR MAGE
Medium humanoid (goblinoid)
AC:
12 (helm + shield)
Phalanx Warrior: If within 5' of an ally, gain +2 AC.
Speed: 30'
Hit Dice: 4d8+5 kicker (23 hp)
Str 10, Dex 10, Con 10, Int 15, Wis 11, Cha 10
Senses:
low-light vision
Languages: Common, Goblin

Staff: +1 to hit, 1d6 damage.
Phalanx Warrior. If enemy is within 5' of an ally, gain a bonus die 1d6 on attacks.

Spells (4 cantrip slots, 4 first level slots):
Cantrips- audible glamer, detect magic, ray of frost, silent image; 1st level- burning hands, magic missile, shield, true strike.

REACTIONS

When Hit by Attack or Magic Missile: shield spell.

HORSE (Riding horse)
Large beast (horse, mammal, mount)
AC:
10
Speed: 50'
Hit Dice: 3d8 (13 hp)
Str 17, Dex 11, Con 13, Int 4, Wis 12, Cha 8

Hooves: +3 to hit, 1d8 bludgeoning damage.

Bite: +3 to hit, 1d3 piercing damage.

HORSE (Warhorse)
Large beast (horse, mammal, mount)
AC:
10 (sometimes better with barding)
Speed: 50'
Hit Dice: 4d8 (18 hp)
Str 18, Dex 11, Con 13, Int 4, Wis 12, Cha 8

Hooves: +5 to hit, 2d6 bludgeoning damage.
Hit: The warhorse can spend 10' of movement to make a Bite attack.

Bite: +3 to hit, 1d3 piercing damage.

ICE TOAD
Freezing Aura. A creature that isn't immune to cold that is within 10' of the toad has a 1d6 penalty die to attacks.
Medium beast (amphibian, cold, frog)
AC:
10
Speed: 25', jump 30' long and 10' high
Hit Dice: 4d8+10 kicker(28 hp)
Str 14, Dex 8, Con 16, Int 4, Wis 9, Cha 7

Bite: +4 to hit, 1d4 piercing damage plus 1d6 cold damage.

MOVEMENT OPTIONS

Freezing Burst: The toad spends 10' of movement to do 1d6 cold damage to each creature within 10'. Each target must also make a Con save or have its speed reduced by 15' until the end of the toad's next turn.

IRON COBRA
Small construct
AC:
16
Speed: 40'
Hit Dice: 5d6 (17 hp)
Immune to poison
Str 10, Dex 13, Con 10, Int 3, Wis 10, Cha 1
Senses:
darkvision 60'

Bite: +3 to hit,1d4 piercing plus 2d6 poison damage, and the target must make a Con save or be poisoned until it rests for an hour. While poisoned in this way, the creature has a 1d6 penalty die to attacks and checks.
 

the Jester

Legend
Note: I don't think the kobold alchemist's tanglefoot bag and alchemist's fire are consistent with those in the gear section.

KOBOLD
Small humanoid (canine, kobold, lizard)
AC:
12
Speed: 30'
Shifty: Spend 5' of movement to not trigger OAs until end of turn.
Hit Dice: 1d4 (2 hp)
Str 7, Dex 14, Con 8, Int 10, Wis 10, Cha 10
Senses:
darkvision 60'
1d6 penalty die to attacks and checks in bright light
Languages: Draconic, Kobold

Dagger: +2 to hit, 1d4 piercing damage.

KOBOLD ALCHEMIST
Small humanoid (canine, kobold, lizard)
AC:
12
Speed: 30'
Shifty: Spend 5' of movement to not trigger OAs until end of turn.
Hit Dice: 2d4 (5 hp)
Str 7, Dex 14, Con 8, Int 13, Wis 10, Cha 10
Senses:
darkvision 60'
1d6 penalty die to attacks and checks in bright light
Languages: Draconic, Kobold

Dagger: +2 to hit, 1d4 piercing damage.

Stink Pot (3): +2 to hit, range 30', 1 bludgeoning damage and the target stinks until it spends 10 minutes washing. While it stinks, it has a 1d6 penalty die to attempts to conceal its location.

Alchemist's Fire (1):+2 to hit, range 30', 1d6 fire damage plus 1d4 fire damage to each target within 5'.

Tanglefoot Bag (1):+2 to hit, range 30'. A hit target is entangled with goo. A creature (including itself) can break it free by using 20' of movement to make a Str check. Alternatively, 2 points of acid damage will free the creature.
Miss: One unoccupied 5' square within 10' of the target becomes difficult terrain for 24 hours or until a gallon of vinegar or alcohol is poured on the area, or until 6 points of acid are dealt to it.

KOBOLD DRAGONSHIELD
Small humanoid (canine, kobold, lizard)
AC:
16 (shield, helm)
Speed: 30'
Shifty: Spend 5' of movement to not trigger OAs until end of turn.
Hit Dice: 3d4 (7 hp)
Str 10, Dex 14, Con 10, Int 12, Wis 10, Cha 12
Senses:
darkvision 60'
1d6 penalty die to attacks and checks in bright light
Languages: Draconic, Kobold

Short sword: +3 to hit, 1d6 piercing damage.

Dart (4): +4 to hit, 1d4 piercing damage.

REACTIONS (2/rd)

Interpose Shield: When a creature within 5' is the target of an attack, the kobold gives that creature a +2 to AC against the triggering attack.

KOBOLD SORCERER
Small humanoid (canine, kobold, lizard)
AC:
12
Speed: 30'
Shifty: Spend 5' of movement to not trigger OAs until end of turn.
Hit Dice: 5d4 (12 hp)
Str 7, Dex 14, Con 8, Int 10, Wis 10, Cha 10
Senses:
darkvision 60'
1d6 penalty die to attacks and checks in bright light
Languages: Draconic, Kobold

Dagger: +2 to hit, 1d4 piercing damage.

Spells (4 cantrip slots, 4 first level slots):
Cantrips- dancing lights, detect magic, mage hand, silent image; 1st level spells- burning hands, charm person, minor illusion, sleep.

KOCHO
Medium beast (bird, mount)
Sturdy Mount: A kocho can serve as a mount for a Medium creature.
AC: 10
Speed: 50'
Hit Dice: 2d8 (9 hp)
Str 15, Dex 11, Con 10, Int 3, Wis 12, Cha 8

Bite: +3 to hit, 1d4 piercing damage.

Kick: +3 to hit, 1d6 slashing damage.

LEGION DEVIL
Medium humanoid (devil, evil, fiend, lawful)
AC:
18 (full plate +shield + helm)
Phalanx Warrior: If within 5' of an ally, gain +2 AC.
Speed: 30'
Hit Dice: 7d8 (31 hp)
Str 15, Dex 10, Con 14, Int 9, Wis 10, Cha 8
Senses:
darkvision 60', devil's sight
Languages: Common, Infernal

Long Sword: +6 to hit, 1d8 slashing plus 1d8 fire damage.
Phalanx Warrior. If enemy is within 5' of an ally, gain a bonus die 1d6 on attacks.

Crossbow: +4 to hit, 1d8 piercing plus 1d8 fire damage.
 

the Jester

Legend
MANES DEMON
Small humanoid (demon, fiend)
AC:
9
Speed: 25'
Hit Dice: 1d8 (4 hp)
Immune to fire, poison.
Death Burst: When reduced to 0, the manes turns into a cloud of foul green vapor that fills a 5' radius centered on its former location for 1 minute. A creature that starts its turn in the vapor takes 1d4 poison damage and 1 Con damage. A creature recovers lost Con after a long rest.
Str 7, Dex 7, Con 8, Int 5, Wis 7, Cha 5
Senses:
darkvision
Languages: understands Abyssal but can't speak

Claws: +2 to hit, 1d4 slashing damage.

MANTICORE
Large beast
AC:
13
Speed: 30', fly 60'
Hit Dice: 6d10 (33 hp)
Str 15, Dex 14, Con 10, Int 10, Wis 13, Cha 10
Languages:
Common

Claw: +4 to hit, 1d4 slashing damage.
Hit or Miss: The manticore can spend 5' of movement to make a second claw attack and/or 10' of movement to make a Bite attack.

Bite: +4 to hit, 1d6 piercing damage

Tail Spike: +6 to hit, 1d4 piercing damage.
Hit or Miss: The manticore can spend 5' of movement to make another tail spike attack, up to a maximum of four spikes per round.

NECROPHIDIUS
Medium construct
AC:
14
Speed: 30'
Hit Dice: 4d8 (18 hp)
Immune poison, psychic
Str 10, Dex 12, Con 10, Int 3, Wis 12, Cha 5
Immune to charm andfear
Senses: darkvision 60'

Bite: +4 to hit, 1d4 piercing damage and the target must make a Con save or be poisoned for 1 minute (save ends). While poisoned this way, the target's speed is reduced by 10'.

Dance of Death: The necrophidius begins to sway. Creatures within 30' that are not immune to charm must make Wis saves or be paralyzed for 1 minute (save ends). While it is paralyzed, attacks against it get a 1d8 bonus die and deal double damage.

NEEDLEFOLK
Small or medium plant
AC:
13
Speed: 30'
Forestwalk:The needlefolk ignores difficult terrain made of vegetation in forests.
Hit Dice: 4d8 (18 hp)
While bloodied: vulnerable to fire
Str 11, Dex 12, Con 14, Int 6, Wis 11, Cha 7
1d6 penalty die on saves vs magic
Languages: Needlefolk, 10% speak Elvish

Slam: +3 to hit, 3d4 piercing damage.

Needles: The needlefolk fires a volley of needles at one creature it can see within 20', doing 2d6 piercing damage to that creature (Dex save for half).

Cone of Needles (1/day): The needlefolk fires needles in a 15' cone. Each target in the cone takes 3d6 piercing damage (Dex save for half).

OGRE
Large humanoid (giant, ogre)
AC:
10
Speed: 30'
Hit Dice: 4d8+10 kicker(28 hp)
Str 19, Dex 8, Con 15, Int 6, Wis 7, Cha 7
Senses:
low-light vision
Languages: Giant

Giant Club: +5 to hit, 1d6+4 bludgeoning damage.

Javelin: +4 to hit, 1d6+4 piercing damage.

Pummel: +5 to hit, 1d4+4 bludgeoning damage and the target must make a Str save or the ogre pushes it 5'.

OGRE CHIEF
Large humanoid (giant, ogre)
AC:
10
Speed: 30'
Hit Dice: 4d8+40 kicker (58 hp)
Str 21, Dex 8, Con 18, Int 9, Wis 10, Cha 10
Senses:
low-light vision
Languages: Giant, Common

Giant Club: +8 to hit, 1d6+6 bludgeoning damage.
Hit or Miss: The ogre chief makes a second giant club attack. If both hit the same target, it must make a Con save or be stunned until the end of the ogre chief's next turn.

Javelin: +5 to hit, 1d6+4 piercing damage.

Pummel: +8 to hit, 1d4+6 bludgeoning damage and the target must make a Str save or the ogre pushes it 5'.

ORC
Medium humanoid (orc)
AC:
13 (hide)
Speed: 30'
Aggressive: The orc can move 15' directly toward an enemy for free on its turn.
Hit Dice: 1d8+5 kicker (9hp)
Str 14, Dex 10, Con 13, Int 9, Wis 9, Cha 9
Senses:
low-light vision
Languages: Common, Orcish

Battle Axe: +4 to hit, 1d8 slashing damage.

Javelin: +4 to hit, 1d6 piercing damage.

OWLBEAR
Large beast (bear, bird)
AC:
10
Speed: 30'
Hit Dice: 5d10 (27 hp)
Str 16, Dex 12, Con 13, Int 5, Wis 13, Cha 7
+1d6 bonus die on saves vs fear
Senses: low-light vision
Claw: +5 to hit, 1d6 slashing damage.
Hit or Miss: The owlbear makes a second Claw attack and a Bite attack. If both Claw attacks hit the same target, the target is grabbed (speed 0, Str save on 3d6 ends).
Grabbed Target: The owlbear gets a 1d6 bonus die to attacks against a grabbed target.

Bite: +5 to hit, 1d8 piercing damage
Grabbed Target: The owlbear gets a 1d6 bonus die to attacks against a grabbed target.
 


the Jester

Legend
Sounds like I really need to take a look at Shadowdark!

A couple of notes: The sluglub is a homebrewed monster that is the result of alchemical pollution. If you had a big sink trap and never cleaned it, and it got full of slimy stuff and fibers and those came to life, animated by alchemy, that would be a sluglub.

I haven't done a list of conditions or anything like it yet, but I may do so. At the moment, everything is bespoke. At some point I may well decide that it behooves me to unify and make a list of conditions that I can simply refer to. I'm not sure whether that will happen or not, honestly.

If you've been reading the monsters, you've probably noticed that I use tags like canine, feline, reptile, etc. I love having descriptors like that that help enable things like effects that target only reptiles or only snakes or whatnot. Eventually I'll have to go through and audit all my monsters to make sure that they all have all the appropriate tags.

You may have noticed, too, that almost everything is a beast or humanoid- so far, I think constructs and undead are the exceptions (although elementals will probably be another one). While I think creature types are cool, I think you can really distill them down to a handful without losing any functionality in the game as long as you have all those tags.

PHANTOM FUNGUS
Medium beast (fungus)
AC:
10
Invisible: A creature must spend 15' of movement to attempt to locate the fungus' position with a Wis check opposed by the fungus' Dex check, and even then, it takes a 1d6 penalty die to attacks against the fungus.
Speed: 30'
Hit Dice: 3d8 (13 hp)
Str 13, Dex 8, Con 10, Int 3, Wis 13, Cha 3
Senses:
blind; blindsight 60'

Slam: +3to hit, 1d4 bludgeoning damage.
Hit or Miss: The fungus can spend 10' of movement to make a second slam attack.

RASCAL
Small or medium humanoid (tags vary)
AC:
11 (leather)
Speed: 30'
Hit Dice: 1d6 (3 hp)
Str 10, Dex 13, Con 10, Int 10, Wis 8, Cha 12
1d6 bonus die on Dex checks
Senses: varies by race
Languages: Common, often others by race

Dagger: +2 to hit, range 20'/60', 1d4 piercing damage.
Sneak Attack: If the target hasn't gone yet or the rascal has a bonus die on its attack, the rascal does an extra 1d6 damage.

SKELETON
Medium undead (skeletal undead)
AC:
13
Speed: 30'
Hit Dice: 1d8 (4 hp)
Immune to cold, poison
Resist necrotic; piercing and slashing
Str 10, Dex 12, Con 9, Int 5, Wis 10, Cha 5
Immune to charm and fear
Senses: darkvision 60'

Claws or Rusty Melee Weapon: +3 to hit, 1d6 slashing damage

Short Bow: +3 to hit, 1d6 piercing damage

SLUGLUB
Small beast
AC:
10
Speed: 20', climb 15', swim 20'
Amphibious
Hit Dice: 1d6 (3 hp)
Immune to acid, poison
Str 7, Dex 8, Con 9, Int 5, Wis 10, Cha 6

Bite: +2 to hit, 1d4 acid damage.

Spit Acid: Range 20', +3 to hit, 1d6 acid damage.

SNAKE (Spitting Snake)
Small beast (reptile, snake)
AC:
11
Speed: 30'
Hit Dice: 1d6 (3 hp)
Str 6, Dex 13, Con 10, Int 3, Wis 10, Cha 5
Senses:
darkvision 60'

Bite: +2 to hit, 1d2 piercing plus 1d4 poison damage.

Blinding Spit: +4 to hit, range 30', 1d4 poison plus the target must make a Dex save or be blinded for 1 minute (Con save ends). While blinded, the character must either treat everything as difficult terrain or make a Dex save or fall prone when they move, they have a 1d6 penalty die to attacks, checks, and Dex saves, and attacks against them gain a 1d6 bonus die.

STUDENT WARRIOR
Small or medium humanoid (tags vary)
AC:
15 (hide, helm, and shield)
Speed: 30'
Hit Dice: 1d10 (5 hp)
Str 13, Dex 10, Con 12, Int 8, Wis 10, Cha 10
Senses:
varies by race
Languages: Common, often others by race

Long Sword: +4 to hit, 1d8 slashing damage.

Sling: +4 to hit, 1d4 bludgeoning damage.

SWARM OF INSECTS
Medium swarm of tiny beasts (bug, insect, swarm)

Swarm: The swarm can share other creatures' space.
AC: 10
Speed: 30'
Hit Dice: 3d8 (13 hp)
Resist bludgeoning, piercing, and slashing
Str 3, Dex 10, Con 9, Int 2, Wis 10, Cha 3
Immune to charm and fear effects that target a single creature

Swarm Attack:
+5 to hit, 1d4 piercing damage, and the target is distracted until the end of the swarm's next turn. While distracted in this way, a creature takes a 1d6 penalty die to attacks and checks, and must make a Con check on 2d6 to cast a spell (failure doesn't expend the slot).
 

the Jester

Legend
On to the last batch of monsters!

Note: With the will-o'-the-wisp, you'll see an example of a creature that is immune to almost everything, a tradition in older versions of dnd that I miss. Sometimes you really do need to use specific approaches to defeat something, and I'm not just okay with that, but really like it. It helps to make monsters scarier, and in some cases even terrifying.

TENDRICULOS
Large beast (plant)
AC:
13
Speed: 20'
Hit Dice: 9d8 (40 hp)
Regeneration 5.
Str 15, Dex 14, Con 10, Int 10, Wis 13, Cha 10

Bite: +7 to hit, 2d8 piercing damage, and if the target is smaller than the tendriculos, it must make a Str save. If it fails, the tendriculos swallows it. While swallowed, the creature takes 2d6 acid damage at the start of each of its turns, and it can't move or take actions other than to attack with a dagger or to make an opposed Str check to force its way free. If the tendriculos is unconscious or dead, the creature can get out of its body by spending 20' of movement.

MOVEMENT OPTIONS

Tendril: The tendriculos can spend 10' of movement each to make the following attack up to twice: +7 to hit, reach 20', 1d4 bludgeoning damage, and the target must make a Str save or the tendriculos pulls it 15'.

TIGER
Large beast (cat, mammal)
AC:
12
Speed: 50', climb 30'
Hit Dice: 5d10 (27 hp)
Str 19, Dex 15, Con 13, Int 5, Wis 13, Cha 8
Senses:
low-light vision

Claw: +5 to hit, 1d4 slashing damage.
Hit or Miss: The tiger can spend 5'of movement to make a second claw attack and 5' of movement to make one bite attack.

Bite: +5 to hit, 1d8 piercing damage.

TROLL
Large humanoid (giant, troll)
AC:
14
Speed: 30'
Hit Dice: 6d8+25 kicker (52 hp)
Regeneration 5.
Troll Healing.
The troll only dies if it is at 0 or fewer hps and it takes acid or fire damage.
Str 16, Dex 10, Con 16, Int 8, Wis 10, Cha 9
Senses:
darkvision 60'
Languages: Giant, 25%speak Common

Claw: +7 to hit, 1d6 slashing damage.
Hit or Miss: The troll can spend 5' of movement each to make a second claw attack and a bite attack.
Both Claws Hit: If both claws hit the same target, the troll can spend 5' of movement to rend that target for an additional 2d6 slashing damage.

Bite: +7 to hit, 1d8 piercing damage.

REACTIONS

When the troll takes a critical hit, one of it arms or its head falls off. The body part shares the troll's turn and hit points, but has its own movement (speed 15') and action. While the troll is missing an arm, it can't make a second claw attack or rend, and while it is missing its head, it can't bite.

MOVEMENT OPTIONS

Reattach.The troll can reattach a severed body part provided that it shares the body's space and the troll spends 20' of movement to do so.

TROLL HEAD HURLER
Large humanoid (giant, troll)
AC:
14
Speed: 30'
Hit Dice: 9d8+25 kicker (65 hp)
Regeneration 5.
Troll Healing.
The troll only dies if it is at 0 or fewer hps and it takes acid or fire damage.
Str 16, Dex 12, Con 16, Int 8, Wis 12, Cha 9
Senses:
darkvision 60'
Languages: Giant, 25% speak Common

Claw: +7 to hit, 1d6 slashing damage.
Hit or Miss: The troll can spend 5' of movement each to make a second claw attack and a bite attack.
Both Claws Hit: If both claws hit the same target, the troll can spend 5' of movement to rend that target for an additional 2d6 slashing damage.

Bite: +7 to hit, 2d6 piercing damage.

Hurl Head: Must be bloodied. The troll hurls its own head at a creature. +7 to hit, range 40'/120', 1d8 bludgeoning damage.
Hit: The head makes a bite attack against the target.
Miss: The head lands 1d4 x 5' in a random direction from the target.

REACTIONS

When the troll takes a critical hit, one of it arms or its head falls off. The body part shares the troll's turn and hit points, but has its own movement (speed 15') and action. While the troll is missing an arm, it can't make a second claw attack or rend, and while it is missing its head, it can't bite.

MOVEMENT OPTIONS

Reattach. The troll can reattach a severed body part provided that it shares the body's space and the troll spends 20' of movement to do so.

WHITE DRAGON HATCHLING
Small beast (dragon, chromatic dragon, true dragon)
AC:
15
Speed: 30', fly 60', swim25'
Icewalking: The dragon never slips on and ignores difficult terrain composed of snow and ice.
Hit Dice: 6d6+10 kicker (31 hp)
Immune to cold
Vulnerable to fire


Str 15, Dex 12, Con 14, Int 7, Wis 13, Cha 10
Senses:
darkvision 60'
Languages: Draconic

Bite: +6 to hit, 1d8 piercing plus 1d6 cold damage.
Hit or Miss: The dragon can spend 15' of movement to make two Claw attacks.

Claw: +6 to hit, 1d6 slashing plus 1d6 cold damage.

Tail: +6 to hit, 1d8 bludgeoning damage.

Breath Weapon (recharge5-6): 30' cone of frost. Each creature in the cone must make a Con save, taking 3d10 cold on a failure or half that on a success.

REACTIONS (2/round)

When hit by an attack: The dragon makes a Tail attack against the triggering enemy.

When an enemy moves into flanking on the dragon: The dragon makes a Tail attack against the triggering enemy.

When it becomes bloodied: The dragon's breath weapon recharges and it uses it.

WIGHT
Medium undead (fleshy undead)
AC:
13
Speed: 30'
Hit Dice: 5d8+10 kicker (33 hp)
Resist cold; bludgeoning, piercing, and slashing that isn't silver or magic
Immune to necrotic and poison
Vulnerable to radiant

Str 15, Dex 12, Con 13, Int 8, Wis 10, Cha 10
Immune to charm and fear
Senses: darkvision 60'
Languages: Common (occasionally others)

Slam: +4 to hit, 1d4 bludgeoning damage plus 1d6 necrotic damage, and the target must make a Con save or gain a level of energy drain.
  • Each level of energy drain gives a 1d6 penalty die to all attacks, saves, and checks.
  • The target dies and becomes a zombie 1 round later if it has more levels of energy drain than it has Hit Dice.
  • After completing a long rest, the character makes a Con save against each level of energy drain without the penalty dice. Success removes that level of energy drain.
WILL-O'-WISP
Tiny elemental (fey, spectral undead, undead)
AC:
24
Speed: fly 50' (hover)
Incorporeal: The will-o'-wisp can spend 10' of movement to pass through creatures and objects at half speed until the end of its turn.
Hit Dice: 5d6 (17 hp)
Resist acid, fire, lightning, thunder;
Immune to cold, necrotic, poison; bludgeoning, piercing, and slashing that isn't silver or magic

Str 1, Dex 18, Con 10, Int 13, Wis 13, Cha 13
Senses:
darkvision 60'

Lure: The will-o'-wisp targets one creature within 250' that can see its light. The target must make a Wis save or it must move toward the will-o'-wisp on its turn for 1 minute (save ends)

Shock: +4 to hit, 2d6 lightning damage.

MOVEMENT OPTIONS

Adjust Glow: The will-o'-wisp spends 10' of movement for each of the following changes to the amount of light it emits.
  • Change from no light to dim light 5' or vice-verse.
  • Change from dim light 5' to bright light 5'/10' or vice-verse.
  • Change the radius of its light by 5'/10' (to a maximum of 15'/30').
Invisibility: The will-o'-wisp spends 10' of movement to turn invisible for 10 minutes or until it attacks.

WIZARD FEARMONGER
Medium humanoid (human, mammal)
AC:
10
Speed: 30'
Hit Dice: 5d4+20 kicker(32 hp)
Str 8, Dex 13, Con 10, Int 17, Wis 12, Cha 11

Dagger: +2 to hit, 1d4 piercing damage.

Cone of Fear (recharge5-6): 40' cone, each creature within takes 3d6 psychic damage (Wis save for half with 1d6 penalty die). If it fails its save, it is frightened of the wizard, taking a 1d6 penalty die on attacks and checks while it can see the wizard and being unable to willingly move closer to the wizard.
If all targets make their save, the ability is not expended.

Spells (4 cantrip slots, 4 first level slots, 4 second level slots, 2 third level slots):
Cantrips- close or open, detect magic, mage hand, ray of frost.
1st level spells- flame bolt, magic missile, shield, sleep.
2nd level spells- hold person, invisibility, misty step, vertigo.
3rd level spells- dispel magic, fireball.

REACTIONS

When Hit by Attack or Magic Missile: shield spell.

WRAITH
Medium undead (spectral undead)
AC:
10
Speed: 30', fly 50'(hover)
Incorporeal: The wraith can spend 10' of movement to pass through creatures and objects at half speed until the end of its turn.
Hit Dice: 6d8 (27 hp)
Resist acid, fire, lightning, thunder
Immune to cold, necrotic, poison; bludgeoning,piercing, and slashing that isn't silver or magic
Vulnerable to radiant


Str 1, Dex 12, Con 10, Int 13, Wis 12, Cha 13
Immune to charm and fear
Senses: darkvision 60'
Languages: Common (occasionally others)

Chill Touch: +5 to hit, 1d8 necrotic damage plus 1d8 cold damage, and the target must make a Con save or gain a level of energy drain.
  • Each level of energy drain gives a 1d6 penalty die to all attacks, saves, and checks.
  • The target dies and becomes a zombie 1 round later if it has more levels of energy drain than it has Hit Dice.
  • Each time it completes a long rest, the character makes a Con save against each level of energy drain without the penalty dice. Success removes that level of energy drain.
ZOMBIE
Medium undead (fleshy undead)
AC:
8
Speed: 20'
Hit Dice: 2d8+5 kicker (14 hp)
Undead Fortitude: When dropped, if it makes a Con save with a DC equal to the damage it took, it instead has 1 hp. This doesn't apply against critical hits or radiant damage.
Resist necrotic
Immune to poison

Str 10, Dex 6, Con 14, Int 5, Wis 10, Cha 5
Immune to charm and fear
Senses: darkvision 60'

Slam: +2 to hit, 1d4 bludgeoning damage plus Dex save or grabbed (speed 0; Str check on 3d6 ends as an action).

ZOMBIE OGRE
Large undead (fleshy undead, giant, ogre)
AC:
8
Speed: 20'
Hit Dice: 4d8+15 kicker (33 hp)
Undead Fortitude: When dropped, if it makes a Con save with a DC equal to the damage it took, it instead has 1 hp. This doesn't apply against critical hits or radiant damage.
Resist necrotic
Immune to poison

Str 19, Dex 3, Con 18, Int 3, Wis 7, Cha 5
Immune to charm and fear
Senses: darkvision 60'

Giant Club: +5 to hit, 1d6+4 bludgeoning damage.

Javelin: +4 to hit, 1d6+4 piercing damage.

Pummel: +5 to hit, 1d4+4 bludgeoning damage plus Dex save or grabbed (speed 0; Str check on 4d6 ends as an action).
 

the Jester

Legend
The xp system is something I'm still banging my head against.

I want to use the basic setup from 3e as far as how many xp it takes to advance- a certain number times the level you're advancing from to gain a level. (3e used 1,000 as that "certain number," but I kind of like the idea of a smaller baseline- that's a quibble, though.)

One thing I want to do is move away from having monsters be worth a set number of xp.

It is, I think, pretty well established that the same encounter can be of widely varying difficulty. Even ignoring the level of pcs, which is the most obvious factor, in most versions of dnd, an encounter with (for example) undead is easier if you have a cleric heavy party. Encounters with plants or animals/beasts tend to be easier if you have a druid. A party that has suffered significant attrition will usually find any encounter more difficult. And so on.

I'd like to acknowledge that by, instead of having a given monster have a set xp value, ranking each encounter's difficulty and assigning it an xp value.

The catch is, I'm not quite sure how to set up a set of guidelines for ranking encounter difficulty that is easy and quick to use, works for different party sizes, and doesn't require a lot of tracking.
 

You could do something like each encounter is worth 100 xp per player per level. And then adjust the base by:
  • Minimal Cost - XP*0.5; no PC less than half hp, no one use items spent, no favors expended, minor treasure gained.
  • Average Cost - XP*1; Few PCs less than half hp, few one use items spent, minor favors expended, moderate treasure gained.
  • Significant Cost - XP*2; Many PCs less than half hp or one with lingering injury, several one use or few permanent items spent, moderate favors expended, major treasure gained.
  • Major Cost - XP*5; multiple PCs with lingering injury or down, several permanent items spent or borken, major favors expended or contacts burned, grand treasure gained.
This has the benefit of being calcuable prior the encounter and adjusted after should the dice be hot, cold, or the derp is strong with the PCs.
 

GMMichael

Guide of Modos
I'd like to acknowledge that by, instead of having a given monster have a set xp value, ranking each encounter's difficulty and assigning it an xp value.
What if XP awards were determined by HP loss? If you don't lose any HP, were you really in any danger?
 

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