Showing posts with label Fiend Folio. Show all posts
Showing posts with label Fiend Folio. Show all posts

Saturday, September 29, 2018

Fiend Folio: Spiderwere for Dungeons & Dragons 5th Edition




Ordinary spiders tainted by demonic power, spiderweres hunt dark places like alleys, forests, and caves. They keep their territory free of threats.

A spiderwere has two physical forms that it shifts between. In its true form, it is indistinguishable from a medium-sized spider. It can take human form, often being highly aware and very social. 


Spiderwere
medium shapechanger, chaotic evil
________________________________________________

Armor Class 16 (natural armor)
Hit Points 45 (7d10 + 7) 
Speed 30 ft., climb 30 ft.
__________________________________________
   Str                  Dex                Con           
16 (+3)       17 (+3)         13 (+1)  
   Int                  Wis                Cha
13 (+1)         12 (+1)          12 (+1)
__________________________________________


Skills Deception +3, Perception +3, Stealth +7
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Blindsight 10 ft., Darkvision 60 ft., passive 
Perception 12
Languages Common (can't speak in spider form)
Challenge 2 (450 XP)
__________________________________________

Shapechanger. The spiderwere can use its action to polymorph into a specific Medium human or back into its true form (that of a Medium spider). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Spider Climb. The spiderwere can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spiderwere knows the exact location of any other creature in contact with the same web.

Web Walker. The spiderwere ignores movement restrictions caused by webbing.
__________________________________________

ACTIONS

Short Sword (Human Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Bite (Spider Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5–6) (Spider Form Only). Ranged Weapon Attack: +6 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

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Tuesday, September 4, 2018

Fiend Folio: Tcho-Tcho for Dungeons & Dragons 5th Edition




A hairless, degenerate, and cannibalistic race that worship the Old Ones.


Tcho-tcho
small humanoid, chaotic evil
________________________________________________

Armor Class 13
Hit Points 16 (3d6 + 6) 
Speed 35 ft.
__________________________________________
   Str                  Dex                Con           
16 (+3)       17 (+3)         15 (+2)  
   Int                  Wis                Cha
13 (+1)         14 (+2)          9 (-1)
__________________________________________


Skills Intimidation +1, Perception +4, Stealth +5
Senses Darkvision 30 ft., passive Perception 12
Languages Common, deep speech
Challenge 1/2 (200 XP)
__________________________________________

Abominable. When a creature that isn’t an aberration starts its turn within 30 feet of six or more tcho-tcho, it must make a DC 10 Wisdom saving throw. On a successful save, the creature is immune to the Abominable of all tcho-tcho for 24 hours. On a failed save, the creature becomes frightened of the tcho-tcho for 1 minute. At the end of each of the frightened creature’s turns, it can repeat the saving throw, ending the effect on itself on a success.


Cannibal When a tcho-tcho reduces a sentient creature to 0 hit points, it gains advantage on attack rolls and saving throws until the end of it's next turn.
__________________________________________

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 

Hit: 6 (1d4 + 4) piercing damage.

Spear. Melee Weapon Attack: +5 to hit, reach 5 ft. or ranged 20/60 ft., one creature. Hit: 7/8 (1d6 + 4 or 1d8 + 4 with two-hands) piercing damage.

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Tuesday, July 17, 2018

Fiend Folio: Crog for Dungeons & Dragons 5th Edition




Skylla Dunwittee was a fourth generation Witch. She had always prided herself on her accomplishments as an Enchtress and often let her mind drift back to her days an adventurer with the Band of Iron. How she missed the Band. It made her remember when they sacked Ker Loomis' Tower. They had lost Aldric on that one, but Ker Loomis' work on monstrosities had certainly come in handy in creating her crogs to defend her own home, here within the Bog. They kept away unwanted visitors, managed to convince those foolish bullywogs that she was sort of goddess and kept those damnable trolls at bay. How she hated trolls and all of their ilk. Thank goodness for her crogs.


Crog (Special thanks to the Grand DM)
Large monstrosity, neutral evil
________________________________________________

Armor Class 13
Hit Points 33 (6d10 + 12) 
Speed 40 ft.; swim 40 ft.
__________________________________________
   Str                  Dex                Con           
18 (+4)       16 (+3)         14 (+2)  
   Int                  Wis                Cha
4 (-3)         11 (+0)          2 (-4)
__________________________________________


Skills Perception +2, Stealth +5
Senses Darkvision 30 ft., passive Perception 12
Resistances Poision, fire
Languages --
Challenge 1 (200 XP)
__________________________________________

Amphibious. The crog can breathe air and water.

Standing Leap. The crog's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
__________________________________________

ACTIONS

Slam. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the crog can't bite another target.

Swallow. The crog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the crog, and it takes 7 (2d6) acid damage at the start of each of the crog's turns. The crog can have only one target swallowed at a time. If the crog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.


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Sunday, July 15, 2018

Monster Mythology: Tsathogga, The Frog God





"It was very squat and pot-bellied, it's head was more like a monstrous toad than a deity, and it's whole body was covered with an imitation of short fur, giving somehow a vague sensation of both the bat and the sloth. It's sleepy lids were half-lowered over it's globular eyes; and the tip of a queer tongue issued from it's fat mouth. It was an Old One, an Aberration, ancient and cyclopean, neither noticing or caring about the existence of the infantile races that now crawled amongst the planes."


Tsathogga, the Frog God
Gargantuan aberration, chaotic evil
________________________________________________

Armor Class 21
Hit Points 672 (32d20 + 300) 
Speed 80 ft.; swim 80 ft.
__________________________________________
   Str                  Dex                Con           
30 (+10)       18 (+4)         30 (+10)  
   Int                  Wis                Cha
23 (+5)         22 (+6)          24 (+7)
__________________________________________


Saving Throws STR +19, DEX +13, CON +19, WIS +15
Senses Darkvision 240 ft., truesight 120 ft., 
   passive Perception 17
Resistances Cold, fire
Immunities Acid, lighting, poison, psychic
Condition Immunities Frightened, poisoned, stunned
Languages Common, abyssal, deep speech, primordial, 
   telepathy 240 ft.
Challenge 32 (210,000 XP)
__________________________________________

Acidic Hide. Tsathogga constantly oozes and drips acid. Creatures attacking Tsathogga in melee take 2d8 points of acid damage each time one of their attacks hits. Any weapon striking Tsathogga’s acidic body risks being destroyed. If a creature rolls a 1 on a melee attack roll against Tsathogga roll a d20, on a 1 or 2 the weapon is destroyed.

Amphibious. Tsathogga can breathe air and water.

Legendary Resistance (5/Day). If Tsathogga fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. Unless it wishes to be affected, Tsathogga is immune to spells of 6th level or lower. It has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Tsathogga's weapon attacks are magical.

Probing Telepathy. If a creature communicates telepathically with Tsathogga, it learns the creature's greatest desires.
__________________________________________

ACTIONS

Multiattack. Tsathogga can use it's Maddening Presence. It then makes three attacks: two slam attacks and one with it's tongue.

Slam. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage.

Tongue. Melee Weapon Attack: +19 to hit, reach 80 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage.

Maddening Presence. Each creature of Tsathogga's choice that is within 240 feet of Tsathogga and aware of it must succeed on a DC 23 Wisdom saving throw or gain a short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, a cure for the madness is used, or the effect ends for it, the creature is immune to Tsathogga's Maddening Presence for the next 24 hours.

LEGENDARY ACTIONS

Tsathogga can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tsathogga regains spent legendary actions at the start of its turn.

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. 
Hit: 32 (4d10 + 10) bludgeoning damage plus 14 (4d6) poison damage.

Blasphemous Croak (Costs 4 actions). Tsathogga unleashes a piercing croak that affects all enemies within 100 ft. Target creatures must make a DC 24 Constitution saving throw, gaining one level of exhaustion and being knocked prone of a failed save.

Spit Poison (Costs 2 Actions).Tsathogga breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
Seeping Darkness. Tsathogga can billow forth a cloud of thick, dark fog from his skin. This fog spreads fills a 50-foot-radius. The darkness generated by the cloud nullifies non-magical lights and magical lights within the area. The sphere spreads around corners. A creature with darkvision can'st see through this darkness, and non-magical light can't illuminate it. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.



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Monday, June 4, 2018

Fiend Folio: Rahu-Men for Dungeons & Dragons 5th Edition




Rahu-men are gigantic, four-armed warriors from another plane. They are merciless marauders who wander the country-side.


Rahu-Man
Large giant, chaotic evil
________________________________________________

Armor Class 14 (chain)
Hit Points 68 (8d10 + 24) 
Speed 40 ft.
__________________________________________
   Str        Dex         Con           Int         Wis        Cha
19 (+4)    12 (+1)   17 (+3)    11 (+0)    10 (+0)     10 (+0)
__________________________________________


Skills Intimidation +3
Senses Darkvision 60 ft., passive Perception 10
Languages Common, giant
Challenge 4 (1,100 XP)
__________________________________________

Four Arms. Rahu-Men have advantage on Strength checks.

__________________________________________

ACTIONS

Multiattack. The rahu-man makes three attacks.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10+ 4) slashing damage.

Javelin. Ranged Weapon Attack: +4 to hit, range 10/120 ft., one target. Hit: 6 (2d4 + 1) piercing damage.


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Friday, May 4, 2018

Fiend Folio: Mok for D&D 5th Edition






Moks are primitive relatives of tabaxi.

Reclusive. Moks are very territorial and keep to themselves. It takes a great deal of work to gain their trust.

Quick to anger. Those that have encountered them and managed to survive tell tales of frenzied berserkers in battle.


Mok
Medium humanoid, neutral
________________________________________________

Armor Class 13 (natural armor)
Hit Points 22 (4d8 + 4) 
Speed 30 ft.
__________________________________________
   Str        Dex         Con           Int         Wis        Cha
17 (+3)    15 (+2)   13 (+1)    11 (+0)    10 (+0)     9 (-1)
__________________________________________


Saves Str +5, Con +3
Skills Intimidation +1, Stealth +5, Survival +3
Senses Truesight 120 ft., passive Perception 16
Languages Sylvan
Challenge 1 (200 XP)
__________________________________________

Hulking. Moks have advantage Constitution saving throws.

__________________________________________

ACTIONS

Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
one creature. Hit: 8 (1d8 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one creature. Hit: 7 (1d10 + 2) piercing damage.


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Monday, April 30, 2018

Fiend Folio: The Marauder





By Domo Wasaki

The Marauder roams the Multiverse hunting bounties, with rumors claiming him to be some kind of cosmic enforcer. He will always reveal a handbill for his victims to anyone trying stop him. However, he is more than willing to mow down anyone who stands in his way.

Dead or ... Dead. The Marauder take his bounties very, very seriously and never brings a target in alive.

Stranger in a strange land. It is unknown what type of humanoid the Marauder is, or even it's gender. It's regulator suit doesn't require it to eat, drink, or breathe.


Marauder
Medium humanoid, neutral evil
________________________________________________

Armor Class 16
Hit Points 128 (16d8 + 48) 
Speed 30 ft.
__________________________________________
   Str        Dex         Con           Int         Wis        Cha
17 (+3)    20 (+5)   16 (+3)    14 (+2)    15 (+2)     9 (-1)
__________________________________________


Skills Intimidation +3, Perception +6, Stealth +9
Damage Resistances Acid, Cold, Fire, Lightning
Damage Immunities Poison
Condition Immunities Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., passive Perception 16
Languages Celestial, Common, Deep Speech, Undercommon
Challenge 10 (5,900 XP)
__________________________________________

Deadly. The Marauder scores a critical on a 19 or 20.

Magic Resistance. The Marauder has advantage on saving throws against spells and other magical effects.
Deadly. The Marauder has advantage on initiative rolls.

__________________________________________

ACTIONS

The Marauder makes three attacks.

Shooting Irons. Ranged Weapon Attack: +9 to hit, range 40/120 ft., one creature. Hit: 16 (2d8 + 5) piercing damage.

Skinning Knife. Melee Weapon Attack: +9 to hit, reach 5 ft., 
one creature. Hit: 16 (2d4 + 5) slashing damage.


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Tuesday, April 3, 2018

Fiend Folio: Shadow Swarm for D&D 5th Edition








Shadow swarms are undead that resemble dark exaggerations of the shadows of packs of roving predators.

Dark Hunger. In death, the creature’s shadow breaks free, becoming a new undead shadow hungry for more life to consume.
In some dark and dreadful places, undeath is so prevalent that it draws in even the animals of the land, with their lesser intetellect they ban together to hunt, protect themselves from the monsters that prey even upon their kind, and to grow their ranks. Unlike the shadows of humanoids, these creatures leave little of the mind behind when they consume their prey and the corpse's shadow is drawn to hunt with the swarm.

Undead Nature. A shadow doesn’t require air, food, drink, or sleep, but hunts to constantly beyond the move and to sate it's darker instincts.


Shadow Swarm
Medium undead, chaotic evil
________________________________________________

Armor Class 15
Hit Points 36 (8d8) 
Speed 30 ft.
__________________________________________
   Str        Dex         Con           Int         Wis        Cha
8 (-1)    18 (+4)   12 (+1)    6 (-2)    10 (+0)     8 (-1)
__________________________________________

Skills Stealth +5 (+7 in dim light or darkness)
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 16
Languages --
Challenge 2 (450 XP)
__________________________________________
Amorphous. The shadow swarm can move through a space as narrow as 1 foot wide without squeezing.

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

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
__________________________________________

ACTIONS

Strength Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new shadow rises from the corpse and joins the swarm 1d4 rounds later.


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Sunday, September 3, 2017

Fiend Folio: Cifal





"The cifal — the name is acronymic of 'colonial insect-formed artificial life'  used by gnomes — refers to several swarms of insects (several hundred thousand insects to each swarm) which come together to form a single amorphous creature about man-sized."
CIFAL
Medium beast, unaligned
________________________________________________

Armor Class 15 (natural armor)
Hit Points 45 (7d8 + 14) 
Speed 30 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
16 (+3)        11 (+0)        14 (+2)        4 (-3)      10 (+0)      6 (-2)
________________________________________________

Damage Resistances Bludgeoning, Piercing, and Slashing
Senses blindsense 30 ft. 
passive Perception 10
Languages --
Challenge 1/2 (100 XP)
________________________________________________

________________________________________________

ACTIONS
Swarming Insect Bites. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) poison damage.



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Thursday, July 13, 2017

Fiend Folio: Blindheim for D&D 5th Edition





"This subterranean creature is yellow and frog-like humanoid with huge eyes that shine like searchlights. While in repose, the beast keeps its eyes 'turned off by means of an extra eyelid; however it can 'attack' instantaneously by opening its eyes, and its acute sense of hearing will usually indicate to it the direction of its 'target'.

The creature is coloured in varying shades of yellow, the darker shades on its back contrasting with lighter shades on its underbelly. If the eyes of a dead blindheim are opened, they are seen t o be a dull gold in colour."

BLINDHEIM
Small monstrocity, chaotic evil
________________________________________________

Armor Class 16 (natural armor)
Hit Points 18 (4d10 + 4) 
Speed 45 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
14 (+2)        16 (+3)        11 (+0)        5 (-3)      10 (+0)      3 (-4)
________________________________________________

Skills Stealth +5
Condition Immunities blinded, poison
Senses blindsense 60 ft. (blind beyond this radius), 
passive Perception 9
Languages --
Challenge 1 (200 XP)
________________________________________________


Blinding Stare. The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute.  When a creature starts its turn within 30 feet of the blindheim and is able to see the blindheim's eyes, the creature must succeed on a DC 13 Dexterity saving throw or be blinded for 1 minute.  A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that succeed on their save have advantage on their attack rolls against the blindheim as long as it using it's blinding stare.

Standing Leap. The frog's long jump is up to 40 feet and its
high jump is up to 20 feet, with or without a running start.
________________________________________________

ACTIONS
Vicious Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 23) piercing damage.



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Friday, June 2, 2017

Fiend Folio: Crypt Thing for Dungeons & Dragons 5th Edition




A pale, solitary skeletal being which always wears a brown, hooded robe, the crypt thing stays in its lair permanently (at least, none have been encountered elsewhere) and will not attack if it is left undisturbed.

Its special power is its unfailing ability to cast an improved form of a teleportation spell on a party.

CRYPT THING
Medium undead, neutral evil
________________________________________________

Armor Class 16
Hit Points 18 (4d8 + 4) 
Speed 30 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
14 (+2)        13 (+1)        16 (+3)        11 (+0)      10 (+0)      9 (-1)
________________________________________________
Damage Resistance bludgeoning, piercing, and slashing damage from non-magical weapons
Damage Immunities poison
Condition Immunities exhaustion, poison
Senses darkvision 90 ft., passive Perception 9
Languages common
Challenge 1 (100 XP)
________________________________________________
Patient. A crypt thing will not attack if it is left undisturbed.
________________________________________________ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
Hit: 6 (1d8 + 2) slashing damage.


Banish (Recharge 6). As an action, the crypt thing attempts to teleport each creature within 30' in a random direction. The targets must make  DC 13 Constitution saving throws or be teleported 1000'. Roll a d6 for each target to determine the direction they are teleported: A roll of 1 is north, 2 is east, 3 is south, 4 is west, 5 is one dungeon level above their current location, or a 6 is one dungeon level below their current level.
   If any of the targets would arrive in a place already occupied by an object or a creature, the target will take 4d6 force damage.


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Tuesday Terrors: Xenomorph for Shadowdark

  Xenomporph for  Shadowdark "Perfect organism. Its structural perfection is matched only by its hostility." --  Ash , regarding  ...