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<blockquote data-quote="the Jester" data-source="post: 9537894" data-attributes="member: 1210"><p>On to the last batch of monsters!</p><p></p><p>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.</p><p></p><p><strong>TENDRICULOS</strong></p><p><strong>Large beast (plant)</strong></p><p><strong>AC: </strong>13</p><p><strong>Speed: </strong>20'</p><p><strong>Hit Dice: </strong>9d8 (40 hp)</p><p> <em>Regeneration 5.</em></p><p><strong>Str 15, Dex 14, Con 10, Int 10, Wis 13, Cha 10</strong></p><p></p><p><em>Bite: </em>+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.</p><p></p><p><strong>MOVEMENT OPTIONS</strong></p><p></p><p><em>Tendril: </em>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'.</p><p></p><p><strong>TIGER</strong></p><p><strong>Large beast (cat, mammal)</strong></p><p><strong>AC: </strong>12</p><p><strong>Speed: </strong>50', climb 30'</p><p><strong>Hit Dice: </strong>5d10 (27 hp)</p><p><strong>Str 19, Dex 15, Con 13, Int 5, Wis 13, Cha 8</strong></p><p><strong>Senses: </strong>low-light vision</p><p></p><p><em>Claw: </em>+5 to hit, 1d4 slashing damage. </p><p> <em>Hit or Miss: </em>The tiger can spend 5'of movement to make a second claw attack and 5' of movement to make one bite attack.</p><p></p><p><em>Bite:</em> +5 to hit, 1d8 piercing damage. </p><p></p><p><strong>TROLL</strong></p><p><strong>Large humanoid (giant, troll)</strong></p><p><strong>AC: </strong>14 </p><p><strong>Speed: </strong>30'</p><p><strong>Hit Dice: </strong>6d8+25 kicker (52 hp)</p><p> <em>Regeneration 5. </em></p><p><em> Troll Healing. </em>The troll only dies if it is at 0 or fewer hps and it takes acid or fire damage.</p><p><strong>Str 16, Dex 10, Con 16, Int 8, Wis 10, Cha 9</strong></p><p><strong>Senses: </strong>darkvision 60'</p><p><strong>Languages: </strong>Giant, 25%speak Common</p><p></p><p><em>Claw: </em>+7 to hit, 1d6 slashing damage. </p><p> <em>Hit or Miss: </em>The troll can spend 5' of movement each to make a second claw attack and a bite attack. </p><p> <em>Both Claws Hit: </em>If both claws hit the same target, the troll can spend 5' of movement to rend that target for an additional 2d6 slashing damage.</p><p></p><p><em>Bite: </em>+7 to hit, 1d8 piercing damage.</p><p></p><p><strong>REACTIONS</strong></p><p></p><p>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.</p><p></p><p><strong>MOVEMENT OPTIONS</strong></p><p></p><p><em>Reattach.</em>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.</p><p></p><p><strong>TROLL HEAD HURLER</strong></p><p><strong>Large humanoid (giant, troll)</strong></p><p><strong>AC: </strong>14 </p><p><strong>Speed: </strong>30'</p><p><strong>Hit Dice: </strong>9d8+25 kicker (65 hp)</p><p> <em>Regeneration 5. </em></p><p><em> Troll Healing. </em>The troll only dies if it is at 0 or fewer hps and it takes acid or fire damage.</p><p><strong>Str 16, Dex 12, Con 16, Int 8, Wis 12, Cha 9</strong></p><p><strong>Senses: </strong>darkvision 60'</p><p><strong>Languages: </strong>Giant, 25% speak Common</p><p></p><p><em>Claw: </em>+7 to hit, 1d6 slashing damage. </p><p> <em>Hit or Miss: </em>The troll can spend 5' of movement each to make a second claw attack and a bite attack. </p><p> <em>Both Claws Hit: </em>If both claws hit the same target, the troll can spend 5' of movement to rend that target for an additional 2d6 slashing damage.</p><p></p><p><em>Bite: </em>+7 to hit, 2d6 piercing damage.</p><p></p><p><em>Hurl Head: </em>Must be bloodied. The troll hurls its own head at a creature. +7 to hit, range 40'/120', 1d8 bludgeoning damage.</p><p> <em>Hit: </em>The head makes a bite attack against the target.</p><p> <em>Miss: </em>The head lands 1d4 x 5' in a random direction from the target.</p><p></p><p><strong>REACTIONS</strong></p><p></p><p>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.</p><p></p><p><strong>MOVEMENT OPTIONS</strong></p><p></p><p> <em>Reattach.</em> 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.</p><p></p><p><strong>WHITE DRAGON HATCHLING</strong></p><p><strong>Small beast (dragon, chromatic dragon, true dragon)</strong></p><p><strong>AC: </strong>15</p><p><strong>Speed: </strong>30', fly 60', swim25'</p><p> <em>Icewalking: </em>The dragon never slips on and ignores difficult terrain composed of snow and ice. </p><p><strong>Hit Dice: </strong>6d6+10 kicker (31 hp)</p><p> <em>Immune to cold</em></p><p><em> Vulnerable to fire </em></p><p></p><p><strong>Str 15, Dex 12, Con 14, Int 7, Wis 13, Cha 10</strong></p><p><strong>Senses: </strong>darkvision 60'</p><p><strong>Languages: </strong>Draconic</p><p></p><p><em>Bite: </em>+6 to hit, 1d8 piercing plus 1d6 cold damage.</p><p> <em>Hit or Miss: </em>The dragon can spend 15' of movement to make two Claw attacks.</p><p></p><p><em>Claw: </em>+6 to hit, 1d6 slashing plus 1d6 cold damage.</p><p></p><p><em>Tail: </em>+6 to hit, 1d8 bludgeoning damage.</p><p></p><p><em>Breath Weapon </em>(recharge5-6)<em>: </em>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.</p><p></p><p><strong>REACTIONS (2/round)</strong></p><p></p><p><em>When hit by an attack: </em>The dragon makes a Tail attack against the triggering enemy.</p><p></p><p><em>When an enemy moves into flanking on the dragon: </em>The dragon makes a Tail attack against the triggering enemy.</p><p></p><p><em>When it becomes bloodied: </em>The dragon's breath weapon recharges and it uses it.</p><p></p><p><strong>WIGHT</strong></p><p><strong>Medium undead (fleshy undead)</strong></p><p><strong>AC: </strong>13</p><p><strong>Speed: </strong>30' </p><p><strong>Hit Dice: </strong>5d8+10 kicker (33 hp)</p><p> <em>Resist cold; bludgeoning, piercing, and slashing that isn't silver or magic</em></p><p><em> Immune to necrotic and poison</em></p><p><em> Vulnerable to radiant</em></p><p><strong>Str 15, Dex 12, Con 13, Int 8, Wis 10, Cha 10</strong></p><p><strong> </strong><em>Immune to charm and fear</em></p><p><strong>Senses: </strong>darkvision 60'</p><p><strong>Languages: </strong>Common (occasionally others)</p><p></p><p><em>Slam: </em>+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. </p><ul> <li data-xf-list-type="ul">Each level of energy drain gives a 1d6 penalty die to all attacks, saves, and checks. </li> <li data-xf-list-type="ul">The target dies and becomes a zombie 1 round later if it has more levels of energy drain than it has Hit Dice.</li> <li data-xf-list-type="ul">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.</li> </ul><p><strong>WILL-O'-WISP</strong></p><p><strong>Tiny elemental (fey, spectral undead, undead)</strong></p><p><strong>AC: </strong>24</p><p><strong>Speed: </strong>fly 50' (hover) </p><p> <em>Incorporeal:</em> The will-o'-wisp can spend 10' of movement to pass through creatures and objects at half speed until the end of its turn.</p><p><strong>Hit Dice: </strong>5d6 (17 hp)</p><p> <em>Resist acid, fire, lightning, thunder;</em></p><p><em> Immune to cold, necrotic, poison; bludgeoning, piercing, and slashing that isn't silver or magic</em></p><p><strong>Str 1, Dex 18, Con 10, Int 13, Wis 13, Cha 13</strong></p><p><strong>Senses: </strong>darkvision 60'</p><p></p><p><em>Lure: </em>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)</p><p></p><p><em>Shock: </em>+4 to hit, 2d6 lightning damage.</p><p></p><p><strong>MOVEMENT OPTIONS</strong></p><p></p><p><em>Adjust Glow: </em>The will-o'-wisp spends 10' of movement for each of the following changes to the amount of light it emits.</p><ul> <li data-xf-list-type="ul">Change from no light to dim light 5' or vice-verse.</li> <li data-xf-list-type="ul">Change from dim light 5' to bright light 5'/10' or vice-verse.</li> <li data-xf-list-type="ul">Change the radius of its light by 5'/10' (to a maximum of 15'/30').</li> </ul><p><em>Invisibility: </em>The will-o'-wisp spends 10' of movement to turn invisible for 10 minutes or until it attacks.</p><p></p><p><strong>WIZARD FEARMONGER</strong></p><p><strong>Medium humanoid (human, mammal)</strong></p><p><strong>AC: </strong>10</p><p><strong>Speed: </strong>30'</p><p><strong>Hit Dice: </strong>5d4+20 kicker(32 hp)</p><p><strong>Str 8, Dex 13, Con 10, Int 17, Wis 12, Cha 11</strong></p><p></p><p><em>Dagger: </em>+2 to hit, 1d4 piercing damage.</p><p></p><p><em>Cone of Fear </em>(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. </p><p> If all targets make their save, the ability is not expended.</p><p></p><p><em>Spells </em>(4 cantrip slots, 4 first level slots, 4 second level slots, 2 third level slots): </p><p> Cantrips- close or open, detect magic, mage hand, ray of frost.</p><p> 1st level spells- flame bolt, magic missile, shield, sleep. </p><p> 2nd level spells- hold person, invisibility, misty step, vertigo. </p><p> 3rd level spells- dispel magic, fireball.</p><p></p><p><strong>REACTIONS</strong></p><p></p><p><em>When Hit by Attack or Magic Missile: </em>shield spell.</p><p></p><p><strong>WRAITH</strong></p><p><strong>Medium undead (spectral undead)</strong></p><p><strong>AC: </strong>10</p><p><strong>Speed: </strong>30', fly 50'(hover) </p><p> <em>Incorporeal:</em> The wraith can spend 10' of movement to pass through creatures and objects at half speed until the end of its turn.</p><p><strong>Hit Dice: </strong>6d8 (27 hp)</p><p> <em>Resist acid, fire, lightning, thunder</em></p><p><em> Immune to cold, necrotic, poison; <em>bludgeoning,piercing, and slashing that isn't silver or magic</em></em></p><p><em> Vulnerable to radiant</em></p><p></p><p><strong>Str 1, Dex 12, Con 10, Int 13, Wis 12, Cha 13</strong></p><p><strong> </strong><em>Immune to charm and fear</em></p><p><strong>Senses: </strong>darkvision 60'</p><p><strong>Languages: </strong>Common (occasionally others)</p><p></p><p><em>Chill Touch: </em>+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. </p><ul> <li data-xf-list-type="ul">Each level of energy drain gives a 1d6 penalty die to all attacks, saves, and checks. </li> <li data-xf-list-type="ul">The target dies and becomes a zombie 1 round later if it has more levels of energy drain than it has Hit Dice.</li> <li data-xf-list-type="ul">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. </li> </ul><p><strong>ZOMBIE</strong></p><p><strong>Medium undead (fleshy undead)</strong></p><p><strong>AC: </strong>8</p><p><strong>Speed: </strong>20' </p><p><strong>Hit Dice: </strong>2d8+5 kicker (14 hp)</p><p> <em>Undead Fortitude:</em> 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.</p><p> <em>Resist necrotic</em></p><p><em> Immune to poison</em></p><p><strong>Str 10, Dex 6, Con 14, Int 5, Wis 10, Cha 5</strong></p><p><strong> </strong><em>Immune to charm and fear</em></p><p><strong>Senses: </strong>darkvision 60'</p><p></p><p><em>Slam: </em>+2 to hit, 1d4 bludgeoning damage plus Dex save or grabbed (speed 0; Str check on 3d6 ends as an action).</p><p></p><p><strong>ZOMBIE OGRE</strong></p><p><strong>Large undead (fleshy undead, giant, ogre)</strong></p><p><strong>AC: </strong>8</p><p><strong>Speed: </strong>20'</p><p><strong>Hit Dice: </strong>4d8+15 kicker (33 hp)</p><p> <em>Undead Fortitude:</em> 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.</p><p> <em>Resist necrotic</em></p><p><em> Immune to poison</em></p><p><strong>Str 19, Dex 3, Con 18, Int 3, Wis 7, Cha 5</strong></p><p><strong> </strong><em>Immune to charm and fear</em></p><p><strong>Senses: </strong>darkvision 60'</p><p></p><p><em>Giant Club: </em>+5 to hit, 1d6+4 bludgeoning damage. </p><p></p><p><em>Javelin: </em>+4 to hit, 1d6+4 piercing damage.</p><p></p><p><em>Pummel: </em>+5 to hit, 1d4+4 bludgeoning damage plus Dex save or grabbed (speed 0; Str check on 4d6 ends as an action).</p></blockquote><p></p>
[QUOTE="the Jester, post: 9537894, member: 1210"] 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. [B]TENDRICULOS Large beast (plant) AC: [/B]13 [B]Speed: [/B]20' [B]Hit Dice: [/B]9d8 (40 hp) [I]Regeneration 5.[/I] [B]Str 15, Dex 14, Con 10, Int 10, Wis 13, Cha 10[/B] [I]Bite: [/I]+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. [B]MOVEMENT OPTIONS[/B] [I]Tendril: [/I]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'. [B]TIGER Large beast (cat, mammal) AC: [/B]12 [B]Speed: [/B]50', climb 30' [B]Hit Dice: [/B]5d10 (27 hp) [B]Str 19, Dex 15, Con 13, Int 5, Wis 13, Cha 8 Senses: [/B]low-light vision [I]Claw: [/I]+5 to hit, 1d4 slashing damage. [I]Hit or Miss: [/I]The tiger can spend 5'of movement to make a second claw attack and 5' of movement to make one bite attack. [I]Bite:[/I] +5 to hit, 1d8 piercing damage. [B]TROLL Large humanoid (giant, troll) AC: [/B]14 [B]Speed: [/B]30' [B]Hit Dice: [/B]6d8+25 kicker (52 hp) [I]Regeneration 5. Troll Healing. [/I]The troll only dies if it is at 0 or fewer hps and it takes acid or fire damage. [B]Str 16, Dex 10, Con 16, Int 8, Wis 10, Cha 9 Senses: [/B]darkvision 60' [B]Languages: [/B]Giant, 25%speak Common [I]Claw: [/I]+7 to hit, 1d6 slashing damage. [I]Hit or Miss: [/I]The troll can spend 5' of movement each to make a second claw attack and a bite attack. [I]Both Claws Hit: [/I]If both claws hit the same target, the troll can spend 5' of movement to rend that target for an additional 2d6 slashing damage. [I]Bite: [/I]+7 to hit, 1d8 piercing damage. [B]REACTIONS[/B] 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. [B]MOVEMENT OPTIONS[/B] [I]Reattach.[/I]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. [B]TROLL HEAD HURLER Large humanoid (giant, troll) AC: [/B]14 [B]Speed: [/B]30' [B]Hit Dice: [/B]9d8+25 kicker (65 hp) [I]Regeneration 5. Troll Healing. [/I]The troll only dies if it is at 0 or fewer hps and it takes acid or fire damage. [B]Str 16, Dex 12, Con 16, Int 8, Wis 12, Cha 9 Senses: [/B]darkvision 60' [B]Languages: [/B]Giant, 25% speak Common [I]Claw: [/I]+7 to hit, 1d6 slashing damage. [I]Hit or Miss: [/I]The troll can spend 5' of movement each to make a second claw attack and a bite attack. [I]Both Claws Hit: [/I]If both claws hit the same target, the troll can spend 5' of movement to rend that target for an additional 2d6 slashing damage. [I]Bite: [/I]+7 to hit, 2d6 piercing damage. [I]Hurl Head: [/I]Must be bloodied. The troll hurls its own head at a creature. +7 to hit, range 40'/120', 1d8 bludgeoning damage. [I]Hit: [/I]The head makes a bite attack against the target. [I]Miss: [/I]The head lands 1d4 x 5' in a random direction from the target. [B]REACTIONS[/B] 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. [B]MOVEMENT OPTIONS[/B] [I]Reattach.[/I] 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. [B]WHITE DRAGON HATCHLING Small beast (dragon, chromatic dragon, true dragon) AC: [/B]15 [B]Speed: [/B]30', fly 60', swim25' [I]Icewalking: [/I]The dragon never slips on and ignores difficult terrain composed of snow and ice. [B]Hit Dice: [/B]6d6+10 kicker (31 hp) [I]Immune to cold Vulnerable to fire [/I] [B]Str 15, Dex 12, Con 14, Int 7, Wis 13, Cha 10 Senses: [/B]darkvision 60' [B]Languages: [/B]Draconic [I]Bite: [/I]+6 to hit, 1d8 piercing plus 1d6 cold damage. [I]Hit or Miss: [/I]The dragon can spend 15' of movement to make two Claw attacks. [I]Claw: [/I]+6 to hit, 1d6 slashing plus 1d6 cold damage. [I]Tail: [/I]+6 to hit, 1d8 bludgeoning damage. [I]Breath Weapon [/I](recharge5-6)[I]: [/I]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. [B]REACTIONS (2/round)[/B] [I]When hit by an attack: [/I]The dragon makes a Tail attack against the triggering enemy. [I]When an enemy moves into flanking on the dragon: [/I]The dragon makes a Tail attack against the triggering enemy. [I]When it becomes bloodied: [/I]The dragon's breath weapon recharges and it uses it. [B]WIGHT Medium undead (fleshy undead) AC: [/B]13 [B]Speed: [/B]30' [B]Hit Dice: [/B]5d8+10 kicker (33 hp) [I]Resist cold; bludgeoning, piercing, and slashing that isn't silver or magic Immune to necrotic and poison Vulnerable to radiant[/I] [B]Str 15, Dex 12, Con 13, Int 8, Wis 10, Cha 10 [/B][I]Immune to charm and fear[/I] [B]Senses: [/B]darkvision 60' [B]Languages: [/B]Common (occasionally others) [I]Slam: [/I]+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. [LIST] [*]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. [/LIST] [B]WILL-O'-WISP Tiny elemental (fey, spectral undead, undead) AC: [/B]24 [B]Speed: [/B]fly 50' (hover) [I]Incorporeal:[/I] The will-o'-wisp can spend 10' of movement to pass through creatures and objects at half speed until the end of its turn. [B]Hit Dice: [/B]5d6 (17 hp) [I]Resist acid, fire, lightning, thunder; Immune to cold, necrotic, poison; bludgeoning, piercing, and slashing that isn't silver or magic[/I] [B]Str 1, Dex 18, Con 10, Int 13, Wis 13, Cha 13 Senses: [/B]darkvision 60' [I]Lure: [/I]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) [I]Shock: [/I]+4 to hit, 2d6 lightning damage. [B]MOVEMENT OPTIONS[/B] [I]Adjust Glow: [/I]The will-o'-wisp spends 10' of movement for each of the following changes to the amount of light it emits. [LIST] [*]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'). [/LIST] [I]Invisibility: [/I]The will-o'-wisp spends 10' of movement to turn invisible for 10 minutes or until it attacks. [B]WIZARD FEARMONGER Medium humanoid (human, mammal) AC: [/B]10 [B]Speed: [/B]30' [B]Hit Dice: [/B]5d4+20 kicker(32 hp) [B]Str 8, Dex 13, Con 10, Int 17, Wis 12, Cha 11[/B] [I]Dagger: [/I]+2 to hit, 1d4 piercing damage. [I]Cone of Fear [/I](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. [I]Spells [/I](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. [B]REACTIONS[/B] [I]When Hit by Attack or Magic Missile: [/I]shield spell. [B]WRAITH Medium undead (spectral undead) AC: [/B]10 [B]Speed: [/B]30', fly 50'(hover) [I]Incorporeal:[/I] The wraith can spend 10' of movement to pass through creatures and objects at half speed until the end of its turn. [B]Hit Dice: [/B]6d8 (27 hp) [I]Resist acid, fire, lightning, thunder Immune to cold, necrotic, poison; [I]bludgeoning,piercing, and slashing that isn't silver or magic[/I] Vulnerable to radiant[/I] [B]Str 1, Dex 12, Con 10, Int 13, Wis 12, Cha 13 [/B][I]Immune to charm and fear[/I] [B]Senses: [/B]darkvision 60' [B]Languages: [/B]Common (occasionally others) [I]Chill Touch: [/I]+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. [LIST] [*]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. [/LIST] [B]ZOMBIE Medium undead (fleshy undead) AC: [/B]8 [B]Speed: [/B]20' [B]Hit Dice: [/B]2d8+5 kicker (14 hp) [I]Undead Fortitude:[/I][B][I] [/I][/B]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. [I]Resist necrotic Immune to poison[/I] [B]Str 10, Dex 6, Con 14, Int 5, Wis 10, Cha 5 [/B][I]Immune to charm and fear[/I] [B]Senses: [/B]darkvision 60' [I]Slam: [/I]+2 to hit, 1d4 bludgeoning damage plus Dex save or grabbed (speed 0; Str check on 3d6 ends as an action). [B]ZOMBIE OGRE Large undead (fleshy undead, giant, ogre) AC: [/B]8 [B]Speed: [/B]20' [B]Hit Dice: [/B]4d8+15 kicker (33 hp) [I]Undead Fortitude:[/I][B][I] [/I][/B]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. [I]Resist necrotic Immune to poison[/I] [B]Str 19, Dex 3, Con 18, Int 3, Wis 7, Cha 5 [/B][I]Immune to charm and fear[/I] [B]Senses: [/B]darkvision 60' [I]Giant Club: [/I]+5 to hit, 1d6+4 bludgeoning damage. [I]Javelin: [/I]+4 to hit, 1d6+4 piercing damage. [I]Pummel: [/I]+5 to hit, 1d4+4 bludgeoning damage plus Dex save or grabbed (speed 0; Str check on 4d6 ends as an action). [/QUOTE]
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