IADnDMN Stream Monsters! (2018/08/01)
As always, tune into ItsADnDMonsterNow's weekly monster-making stream on Twitch every Wednesday at 11am Pacific! We hang out, talk DnD, and make monsters together as I explain my process and share my tips for making fun and effective monsters that you can use in your own games!
You can see my full write-up on these monsters here.
Ha'Chulu
Based on this rad artwork from ArtStation user astappaerts, which was actually suggested by several folks who tagged me on reddit.
Ha'Chulu
Gargantuan monstrosity, neutral evil
Armor Class 14 (natural armor)
Hit Points 310 (20d20 + 100)
Speed 40 ft., climb 30 ft., swim 60 ft.
STR DEX CON INT WIS CHA 26 (+8) 8 (-1) 21 (+5) 9 (-1) 15 (+2) 22 (+6)
Saving Throws Str +14, Con +11, Wis +8, Cha +12
Skills Perception +8
Damage Resistances cold, fire, poison
Condition Immunities charmed, frightened
Senses blindight 60 ft., darkvision 120 ft.
Languages understands Aquan but can't speak, telepathy 120 ft.
Challenge 19 (22,000 XP)
Amphibious. The ha'chulu can breathe air and water.
Charge. If the ha'chulu moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 18 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Slippery Mucus. The ha'chulu has advantage on ability checks and saving throws made to escape a grapple, and has advantage on Dexterity saving throws.
Spider Climb. The ha'chulu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sure-Footed. The ha'chulu has advantage on Strength and Dexterity saving throws made against effects that would push it or knock it prone.
Actions
Multiattack. The Ha'Chulu makes a tongue attack, if recharged, or makes a gore attack. It then makes two crushing fist attacks, either or both of which can be replaced by a grasping hands attack.
Crushing Fist. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage.
Grasping Hands. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage and if the target is a creature, it is grappled (escape DC 18). If the target creature is Large or
smaller, then until the grapple ends, the creature is restrained, and when the ha'chulu moves, the creature moves with it. The ha'chulu has two grasping hands, each of which can grapple one target.
Gore. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) piercing damage.
Tongue (Recharge 4–6). Melee Weapon Attack: 14+ to hit, reach 20 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 18). Until the grapple ends, the creature is restrained. The ha'chulu can swallow a grappled creature as a bonus action on its turn, ending the grapple. If the attack misses, the tongue sticks to the surface it hit, and rapidly inflates, extending many large barbs. Each creature within 5 feet of the initial target must make a DC 19 Dexterity saving throw or take 14 (4d6) piercing damage.
A swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the Ha'chulu, and it takes 27 (6d8) acid damage at the start of each of the ha'chulu’s turns. The ha'chulu can have up to four Medium or Small targets swallowed at a time.
If the ha'chulu dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.Legendary Actions
The ha'chulu can take 3 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. The ha'chulu regains spent legendary actions at the start of its turn.
Detect. The ha'chulu make Wisdom (Perception) check.
Tidal Surge. If the ha'chulu is standing in at least 3 feet of water, it can sweep its arms, creating a strong wave in a 15-foot cone. Each creature in this area must succeed on a DC 18 Strength saving throw or be knocked prone.
Slime Slide (Costs 2 Actions). The ha'chulu slides across the ground up to 30 feet in a straight line. It can enter other creatures' spaces, pushing them out of the way if it does. Whenever the ha'chulu enters a creature's space, the creature is pushed perpendicular to the ha'chulu's path until it is clear of its space, or until it can't move any further, and it must make a DC 18 Dexterity saving throw. A creature that fails its save takes 10 (3d6) bludgeoning damage and is knocked prone. Additionally, the path that the ha'chulu traveled during this movement becomes difficult terrain until the end of its next turn.
Garment Mimic
An idea suggested in the Twitch chat by Discord regular @AeonAGV.
The concept here is that garment mimics are similar to traditional mimics, but are hive-mind based and attach
themselves to humanoids, thereby controlling them.
The idea is that if enough of these creatures successfully infiltrate a small town or settlement, they can effectively then control the entire populace using their controlled hosts' influence.
Garment Mimic
Tiny monstrosity (shapechanger), neutral
Armor Class 12 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 10 ft., fly 25 ft.
STR DEX CON INT WIS CHA 6 (-2) 12 (+1) 12 (+1) 6 (-2) 13 (+1) 16 (+3)
Skills Stealth +5
Damage Immunities acid
Condition Immunities grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages —
Challenge 1 (200 XP)
Shapechanger. The mimic can use its action to polymorph into an object light enought to carry that can fit within a 5-foot cube (usually a piece of equipment or clothing) or back into its true, bat-like amorphous form. 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.
Damage Transfer. While attached to a creature, the mimic takes only half the damage dealt to it (rounded down), and that creature takes the other half.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Hive Mind. The mimic automatically recognizes other mimics on sight, and is connected to a telepathic hive mind while within 60 feet of a garment mimic who is also connected to it, allowing each connected garment mimic to communicate telepathically. Each hive is led by a queen garment mimic, and all others within that hive are compelled to obey her commands. While a mimic is connected to a hive led by a queen, it has immunity to being charmed or frightened.
Selective Adhesion (Object Form Only). When it chooses, the mimic adheres to anything touching it (no action). When an adhered creature moves, the mimic moves with it. Ability checks made to remove an adhered mimic have disadvantage.
While attached to a creature with at least 1 hit point, at the start of its turn, the mimic can cause that creature to gain 1 level of exhaustion, and the mimic regains all of its hit points.Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage and 2 (1d4) acid damage.
Possession (Recharge 6). One creature that the mimic can is touching must succeed on a DC 13 Charisma saving throw or be possessed by the mimic; the mimic then becomes blinded, deafened, and incapacitated with respect to its own body, and the target is incapacitated and loses control of its body. The mimic now controls the host's body but doesn’t deprive the target of awareness. The mimic isn't targeted by any attack, spell, or other effect unless specifically chosen as the target by its source, and it retains its alignment, Wisdom, and Charisma. It otherwise uses the possessed target’s statistics, including the target’s knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the mimic ends it as a bonus action, or the mimic is forced out by an effect like the dispel magic spell. When the possession ends, the mimic's senses return to its own body. The target is immune to this mimic’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Queen Garment Mimic
The queen garment mimic is the matriarchal leader of a garment mimic "hive." Her hit points increase to 17 (5d4 + 5), her Intelligence score increases to 10, and she can issue commands to other garment mimics connected to her hive, which they are compelled to obey.
War Butt
Getting a little sillier, "War Butt" is a self-insert NPC I promised to make for long-time Patron and Discord regular @Warbutt awhile back.
The character was described as a Tiny intelligent basset hound who floats through the air, much like The Great Gazoo. Slinging spells and generally just causing mischief, which I suspect is all @Warbutt could ever really want.
War Butt
Tiny fiend (demon), chaotic evil
Armor Class 15
Hit Points 18 (4d4 + 8)
Speed 25 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 15 (+2) 15 (+2) 12 (+1) 18 (+4)
Saving Throws Dex +6
Skills Deception +8, Insight +4, Perception +4, Stealth +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 14
Languages Abyssal, Common
Challenge 5 (1,800 XP)
Devil's Sight. Magical darkness doesn't impede War Butt's darkvision.
Fiendish Blessing. War Butt's AC includes his Charisma bonus.
Infernal Invocation. Immediately after a creature says War Butt's true name in his native Abyssal tongue, that creature is magically pantsed.
Magic Resistance. War Butt has advantage on saving throws against spells and other magical effects.
Rejuvenation. If War Butt dies, he returns to life in 24 hours and regains all his hit points. Only a wish spell can prevent this trait from functioning.
Innate Spellcasting. War Butt's spellcasting ability is Charisma (spell save DC 15). War Butt can innately cast the following spells, requiring no material components:
At will: charm person, friends, minor illusion, vicious mockery
3/day each: invisibility, mirror image, silent image
1/day each: cloudkill, confusionActions
Multiattack. War Butt makes two attacks: one bite attack, and one ear fwap attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Ear Fwap. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target must succeed on a DC 14 Wisdom saving throw or become stunned until the end of its next turn. Each other creature that witnesses the attack must succeed on a DC 15 Wisdom saving throw or be charmed by War Butt for 1 minute. A charmed creature can repeat its save at the end of each of its turns, ending the condition on a success. A creature that succeeds on this save is immune to this action's charm effect for 24 hours.
Ground Pound. If War Butt is flying at least 10 feet above the ground, he drops in place directly beneath him, forcing each creature within 10 feet of the point of impact to make a DC 13 Strength saving throw. A creature takes 7 (2d6) bludgeoning damage for every 10 feet dropped, and is pushed 5 feet from the point of impact and knocked prone on a failed save, or takes half as much damage, and is pushed but not knocked prone on a successful one. War Butt takes only half the normal falling damage for the height dropped.