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.
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.
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.
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:
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.
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'.
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.
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.
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.