IADnDMN Stream Monsters! (2018/08/15)
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!
Snorlax
Suggested by Patron and Discord regular @griffmac, it's the iconic pokemon Snorlax!
We talked for a long while in chat about what attributes and moves from the game would be ported into the D&D version, and how specifically they'd work, and I think it turned out really well!
It even has four "moves" as it were—though technically, it also effectively has the "snore" move, albeit wrapped up into "rest." We also remembered to fit in its "thick fat" ability, represented as simple cold and fire resistance.
Snorlax
Large monstrosity, unaligned
Armor Class 11 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 20 ft.
STR DEX CON INT WIS CHA 19 (+4) 7 (-2) 16 (+3) 4 (-3) 8 (-1) 13 (+1)
Saving Throws Str +7, Con +6
Skills Perception +2
Damage Resistances bludgeoning, cold, fire
Senses passive Perception 12
Languages understands Common but can't speak
Challenge 7 (2,900 XP)
Stubborn Sleep. When the snorlax is sleeping, it can only be forced awake if it takes 21 or more damage in a single turn, or if it is subjected to an effect that causes it to become charmed. Spells and effects that normally require a creature to be able to see or hear the source can affect the snorlax even while it is unconscious.
Even-Keeled. The snorlax has advantage on saving throws against becoming frightened or compelled to specific action, such as with the dominate monster spell.
Keen Hearing and Smell. The snorlax has advantage on Wisdom (Perception) checks made using hearing or smell. The Snorlax can use its passive Perception score for its hearing and smell even while it is unconscious.
Actions
Multiattack. The snorlax makes two attacks with its claws.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Rest (4/Day). The snorlax takes a rest. It falls prone in its space, and becomes unconscious for its next 1d6 turns. While sleeping this way, the snorlax regains 22 (4d10) hit points at the start of each of its turns.
While resting, the snorlax snores thunderously loud. The first time a creature moves to within 10 feet of the snorlax on that creature's turn or starts its turn there, it must succeed on a DC 14 Constitution saving throw or take 7 (2d6) thunder damage.Body Slam (Recharge 4–6). The snorlax leaps into the air, falling prone in a space within 10 feet of it, forcing each creature in that space to make a DC 15 Dexterity saving throw.
On a successful save, a creature is pushed to the nearest unoccupied space. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the creature takes 22 (4d10) bludgeoning damage, and is knocked prone and pinned under the snorlax. A pinned creature is restrained and unable to breathe. A pinned creature, or another creature within 5 feet of it can use an action to make a DC 15 Strength (Athletics) check to free the pinned creature, moving it to the nearest unoccupied space and ending the effects.
A creature is no longer pinned if the snorlax stands up or leaves the creature's space.
Father of the Sun
Another one based on some amazing artwork, this one in particular created by DeviantArt user timofeystepanov, and suggested by Patron and Discord regular @whistlehunter.
I was unsure what to do with this one at first, but the chat helped me out a bunch with neat ideas, and we ended up with a sort of fallen pseudo/demi diety who is radiant-flavored (despite being evil), and becomes more powerful the more followers that are nearby.
Father of the Sun
Huge celestial, lawful evil
Armor Class 17 (half-plate)
Hit Points 138 (12d12 + 60)
Speed 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 20 (+5) 13 (+1) 19 (+4) 16 (+3)
Saving Throws Dex +6, Wis +9, Cha +8
Skills Deception +8, Insight +9, Perception +9
Damage Resistances fire, poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses passive Perception 20
Languages all, telepathy 120 ft.
Challenge 13 (10,000 XP)
Bolstered by Faith. The father's power and influence increase when its devout followers are nearby. The father's Charisma score increases by 1 for each living follower within 30 feet of him, to a maximum of 26. This can likewise increase his relevant abilities, including his spellcasting modifier and all save DCs.
Cursed Wax. The father is adorned with many magical candles, which endlessly dribble enchanted wax. A creature that hits the father with a melee attack while within 5 feet of him must succeed on a DC 16 Dexterity saving throw or be tainted with this wax's curse. Whenever a cursed creature makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw, the wax then dissolves and the curse ends.
Magic Resistance. The father has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The father's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The father can innately cast the following spells, requiring no material components:
At will: branding smite, control flames, fire bolt, healing word, produce flame, thaumaturgy, word of radiance
1/day each: crusader's mantle, fire shield (warm shield only), flame strike, healing spirit, wall of fireActions
Multiattack. The father makes two slam attacks, and two attacks with its censers.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Censer. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 10 (3d6) fire damage, and if the target is a creature, it must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. A poisoned creature loses any special senses it has, and treats bright light as if it were dim light, and dim light as if it were darkness, and can't see further than 60 feet. A poisoned creature can repeat its save at the end of each of its turns, ending the effect on a success. When a creature succeeds on its save, it is immune to this poison for 24 hours.
Grab. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 26 (6d6 + 5) bludgeoning damage, and the target is grappled (escape DC 16). If the creature is Large or smaller, it is restrained until the grapple ends. The father can grapple only one creature at a time.
Converting Stare. The father lifts a humanoid creature he is grappling, and stares into its soul with its gazing eye. The creature must succeed on a DC 16 Wisdom saving throw or become charmed by the father for 1 day. A charmed creature is dominated, as if by the dominate monster spell. A creature dominated this way is counted as a follower of the father for the purposes of its Bolstered by Faith trait.
Radiant Gaze (Recharge 5–6). The father emits a beam of white hot light from its eye, sweeping it in an arc within a 60-foot cone. Each creature the father chooses in the area must make a DC 16 Dexterity saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much on a successful one.
Raven, but with a Knife
Based on this crazy photo suggested by Patron @Ivel.
I'm not sure exactly what the context is of this photo, but the idea struck me as funny, and of course the "X, but with Y" meme fit so well. I just couldn't resist.
I then added multiattack and the flyby trait to make this bugger just that much more annoying.
Raven, but with a Knife
Tiny beast, chaotic neutral
Armor Class 13
Hit Points 7 (3d4)
Speed 10 ft., fly 50 ft.
STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 11 (+0) 5 (-3) 12 (+1) 7 (-2)
Skills Intimidation +2, Perception +3
Condition Immunities frightened
Senses passive Perception 13
Languages understands Common, but can speak only using its Mimicry trait
Challenge 1 (200 XP)
Flyby. The raven doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Mimicry. The raven can mimic simple sounds it has heard such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Actions
Multiattack. The raven makes one attack with its knife, and one with its talons.
Knife. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1 + 3) slashing damage.
Variant: Servant of the Raven Queen, but with a Knife
At the DM's option, the raven (but with a knife) might also possess the ability to petition the Raven Queen for aid once per day. Roll a d4. On a result of 4, the Raven Queen intervenes on the raven's behalf. The exact nature of the intervention is up to the DM, but a targeted cleric spell is appropriate.