ItsADnDStreamNow Monsters—2018-08-08

by ItsADnDMonsterNow

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IADnDMN Stream Monsters! (2018/08/08)

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.

Leviathan Hound

Based on the Destiny 2 enemy, and specifically referencing this amazing concept art by ArtStation artist (and Sr. Concept Artist for Bungie) Patrick Bloom.



Leviathan Hound

Medium aberration, unaligned


Armor Class 15
Hit Points 39 (6d8 + 12)
Speed 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 5 (-3) 16 (+3) 8 (-1)

Skills Perception +5
Damage Resistances psychic
Senses truesight 10 ft., passive Perception 15
Languages Leviathan Hound, telepathy 60 ft.
Challenge 3 (700 XP)


Keen Hearing and Smell. The leviathan hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The leviathan hound has advantage on attack rolls against a creature if at least one of the leviathan hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Pounce. If the leviathan hound moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the leviathan hound can make one bite attack against it as a bonus action.

Psychic Defense. While the leviathan hound is wearing no armor, its AC includes its Wisdom modifier.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) piercing damage, and if the target is a Large or smaller creature, it is grappled (escape DC 13).

Psychic Howl (Recharge 6). The leviathan hound lets out a piercing howl which can be heard up to 300 feet away, which penetrates a creature's very thoughts. Each other creature within 30 feet of it that is not a leviathan hound must make a DC 13 Wisdom saving throw. On a failed save, a creature takes 9 (2d8) psychic damage and has disadvantage on ability checks, attack rolls, and saving throws until the end of its next turn. On a successful save, a creature takes half as much psychic damage, and doesn't suffer disadvantage.

Reaction

Pack Howl. When the leviathan hound hears another leviathan hound use its psychic howl, it can immediately use its own psychic howl in turn, if recharged. A creature within 30 feet of more than one howling leviathan hound makes only a single save against all instances, with disadvantage. The total collective psychic damage dealt by all simultaneous howls is equal to 9 (2d8), plus an additional 4 (1d8) for each additional howl after the first.

Now, I regrettably haven't played either of the Destiny games, so I was hesitant to do this one, but it was a very compelling concept that seemed like it lent itself well to the flavor and mechanics of D&D. What we ended up with is a buff, bestial hound-like aberration with some terrifying psychic abilities.

Not only are these puppers' bites dangerous, but their psychic howl (which they're prone to mimic in turn, of course), can disorient or even kill their prey, especially if they are all gathered nearby.

Planar Griffons

This was actually suggested on the last stream (by Patron and Discord regular @griffmac), but we didn't get around to it, so I fully dove in this time.

The concept is simple enough: what might griffons look like if they were influenced by the magic of the different planes? What we ended up doing was a fun exercise, and produced a bunch of (I think) really cool variant monsters!

Fey Griffon

For the fey griffon, I wanted to make something that not only felt very "fey," but that especially exemplified the inherent unpredictability of the feywild and its magic.


Fey Griffon

Medium fey, chaotic neutral


Armor Class 14
Hit Points 52 (7d8 + 21)
Speed 25 ft., fly 60 ft.


STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 4 (-3) 14 (+2) 13 (+1)

Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages understands Sylvan but can't speak
Challenge 2 (450 XP)


Fey Step (Recharge 4–6). As a bonus action, the griffon can teleport up to 30 feet to an unoccupied space it can see.

Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Magic Resistance. The griffon has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) damage of a type determined randomly from the table below.

Claws. Melee Weapon Attack: +Bonus to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

Fel Griffon

The fel griffon borrows from a number of undead creatures,

 
particularly the Shadow/hadow Dragon, creating a griffon that possesses a lot of the dark strengths of those influences.


Fel Griffon

Large undead, neutral evil


Armor Class 12 (natural armor)
Hit Points 66 (7d10 + 28)
Speed 30 ft., fly 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 18 (+4) 3 (-4) 11 (+0) 6 (-2)

Skills Perception +2, Stealth +3
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities frightened, poisoned
Senses darkvision 120 ft., passive Perception 12
Languages
Challenge 4 (1,100 XP)


Keen Sight. While not in sunlight, the griffon has advantage on Wisdom (Perception) checks that rely on sight.

Shadow Stride (Recharge 6). As a bonus action, the griffon becomes a griffon-shaped, incorporeal cloud of wispy shadow until the end of its next turn, or until it chooses to end the effect (no action). While in this form, the griffon's only method of movement is a flying speed of 40 feet, and it can enter and occupy the space of another creature.
    The griffon has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The griffon can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The griffon can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.
    While in this form, the griffon can’t manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with, and the griffon can’t attack.

Sunlight Sensitivity. While in sunlight, the griffon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) necrotic damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) necrotic damage.

Earth Griffon

I was emphatic that I wanted to represent at least one of the elemental planes, and chat decided on the plane of earth, giving us this behemoth: the earth griffon.


Earth Griffon

Large elemental, neutral


Armor Class 17 (natural armor)
Hit Points 76 (8d10 + 32)
Speed 20 ft., burrow 40 ft.


STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 19 (+4) 5 (-3) 12 (+1) 6 (-2)

Skills Perception +3
Damage Vulnerabilities thunder
Damage Resistances poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13
Languages understands Terran but can't speak
Challenge 4 (1,100 XP)


Earth Glide. The griffon can burrow through non magical, unworked earth and stone. While doing so, the griffon doesn't disturb the material it moves through.

Explosive Emergence. When the griffon starts its turn burrowed and within 10 feet of the surface, it can use its action to burrow straight up, emerging in an explosive upheaval of earth. Each creature within 10 feet of the griffon when it emerges must succeed on a DC 14 Strength saving throw or be knocked prone. Succeed or fail, the creature is then pushed 5 feet from the griffon.

Siege Monster. The griffon deals double damage to objects and structures.

Stone Camouflage. The griffon has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) piercing damage.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is a Huge or smaller creature, it must succeed on a DC 14 Strength saving throw or be pushed 5 feet and fall prone.

Mechanus Griffon

I wanted to include one of the outer planes, and Mechanus is easily one of my favorites, so the idea for the Mechanus griffon popped into my head immediately.


Mechanus Griffon

Large construct, lawful neutral


Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 30 ft., fly 80 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 20 (+5) 4 (-3) 11 (+0) 1 (-5)

Skills Acrobatics +3, Perception +3
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 60 ft., passive Perception 13
Languages understands Modron but can't speak
Challenge 6 (2,300 XP)


Axiomatic Mind. The griffon can't be compelled to act in a manner contrary to its nature or its instructions.

Flyby. The griffon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Magic Weapons. The griffon's weapon attacks are magical.

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.

Metal Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) fire damage.

Metal Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Blastoff (Recharge 6). The griffon powers up its massive elemental-fire-fueled thruster, releasing a blast of superheated flames as it launches itself into the air. Each creature in a 30-foot cone must make a DC 16 Dexterity saving throw, taking 21 (6d6) fire damage and being pushed 10 feet and knocked prone on a failed save, or taking half as much fire damage, being pushed half as far, and not being knocked prone on a successful one.
    The griffon then moves up to twice its fly speed in a straight line traveling in the opposite direction as the facing of the cone.

What you have here is a clockwork griffon construct with some of the qualities of a Modron. Also it has an elementally-powered furnace inside of it which it uses like a jet thruster.

Because, obviously.

 

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