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# IADnDMN Stream Monsters! (2018/08/22) As always, tune into ItsADnDMonsterNow's [weekly monster-making stream on Twitch](https://www.twitch.tv/itsadndmonsternow) 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! ### Kappa *On the heels of [the playable Tanuki race](https://www.gmbinder.com/share/-LJ_ZQk1CUcAy9JUKkkY) I created a little while back, Patron and Discord regular @0xFFF1 suggested that I address another spirit, or "yokai," from Japanese folklore: [the kappa](https://en.wikipedia.org/wiki/Kappa_(folklore)).* ___ ___ > ## Kappa >*Small fey, chaotic neutral* >___ >**Armor Class** 16 (natural armor) >**Hit Points** 16 (3d6 + 6) >**Speed** 30 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|13 (+1)|14 (+2)|15 (+2)|9 (-1)|9 (-1)|12 (+1)| >___ >**Skills** Athletics +5, Perception +1 >**Damage Resistances** piercing and slashing from nonmagical attacks >**Senses** darkvision 60 ft., passive Perception 11 >**Languages** Common, Sylvan >**Challenge** 1 (200 XP) >___ > >***Amphibious.*** The kappa can breathe air and water. > >***Grappler.*** The kappa has advantage on attack rolls against any creature grappled by it. > >***Sara.*** The kappa has a small dish-like indentation, or "sara" on the top of its head which the kappa keeps filled with water. If the kappa's sara is emptied or spilled, then until it is refilled, the kappa loses the portion of its amphibious trait which allows it to breathe air, and its Strength, Dexterity, and Constitution scores are each reduced by 10. > If the kappa is knocked prone, it must succeed on a DC 14 Dexterity saving throw, or the water in its sara is spilled. > > ### Actions > >***Multiattack.*** The kappa makes two attacks: one with its bite, and one with its claws. > >***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage. > >***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) slashing damage. > >***Grab.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one Medium or smaller creature. *Hit:* the target is grappled (escape DC 13), and the kappa can carry that creature up to half its speed as a bonus action. \columnbreak **Kappa** are mischievous river creatures who delight in pranks, as well as sumo wrestling and, oddly enough, politeness. It's said that you can sometimes trick a kappa by bowing deeply toward it. The kappa is so compelled to reciprocate the gesture, that it may do so absentmindedly, spilling its sara and forcing it to quickly retreat to the nearest body of water in order to refill it. For situations such as this, kappa usually remain nearby bodies of water large enough to submerge themselves, such as rivers, ponds, or lakes. This also provides them advantageous terrain if they should find themselves in a fight. One of their most common techniques of attack is to use their wrestling ability to grapple their victims, then drag them into the water where they might drown, or at least become less able to fight off the aquatic creatures effectively. \columnbreak > ##### Variant: Capped Kappa > > Some particularly clever kappa have devised a means to protect the water within their sara. Thanks to the caps they secure to their heads, these kappa do not need to make a Dexterity saving throw when knocked prone to preserve the water in their sara. > >A creature within 5 feet of one of these capped kappa can make a Dexterity (sleight of hand) or Strength (Athletics) check contested by the kappa's Dexterity check. If the kappa loses the contest, the cap is removed, and the water in the kappa's sara is spilled. \pagebreak ### Lumberbarian *Based on [this video](https://redd.it/98z99j) for which many people tagged me on reddit.* As the name implies, a **lumberbarian** is the narrow overlap between lumberjacks and barbarians. Woodsmen who become incredibly proficient in their use of axes, and who don't shy away from a fight, and whose raw grit and resiliency allows them to survive indefinitely even in the harshest of wildernesses. Most characteristic of the lumberbarians is their dual-wielding of their lumberjack axes, using both with frightening strength and speed. They are able to leverage devistating blows one after another with these heavy axes, almost resembling the way that a monk uses their fists. ___ ___ >## Lumberbarian >*Medium humanoid (any race), any chaotic alignment* > ___ >**Armor Class** 14 >**Hit Points** 102 (12d8 + 48) >**Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|18 (+4)|13 (+1)|19 (+4)|10 (+0)|14 (+2)|9 (-1)| >___ >**Saving Throws** Str +7, Con +7, Wis +5 >**Skills** Athletics +7, Perception +5, Survival +5 >**Damage Resistances** poison >**Senses** passive Perception 15 >**Languages** Sylvan, one other (usually Common) >**Challenge** 5 (1,800 XP) > ___ > >***Axe Flurry (Recharge 5–6).*** While the lumberbarian is wielding two one-handed weapons, it can make two melee weapon attacks as a bonus action. When it does, attack rolls against it have advantage until the start of its next turn. > >***Improved Critical.*** When the luberbarian makes a two-handed melee weapon attack, it scores a critical hit on a roll of 19 or 20. > >***Poison Tolerance.*** The lumberbarian has advantage on saving throws against becoming poisoned. > >***Unarmored Defense.*** The lumberbarian's AC includes its Constitution modifier. > >### Actions > >***Multiattack.*** The lumberbarian makes 3 attacks with its lumberjack's axes. > >***Lumberjack's Axe.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if wielded with two hands. > >***Handaxe.*** *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 7 (1d6 + 4) slashing damage. > >***Axe Dervish (2/Day).*** The luberbarian extends its two luberjack's axes and twirls them around, forcing each creature within 5 feet of it to make a DC 15 Dexterity saving throw. A creature takes 18 (4d8) slashing damage on a failed save, or half as much on a successful one. \pagebreak ### The Wolf King *This last monster is based on [this inspiring piece](https://www.artstation.com/artwork/dAbo1) by ArtStation artist [Bogdan Rezunenko](https://www.artstation.com/pumpkinpie), and was suggested by Patron and regular on both Discord and these streams, @whistlehunter.* This is not a typical lycanthrope. It's not only humans who are susceptible to the curse of lycanthropy—even giants aren't immune. **The Wolf King** was a frost giant king who ruled over a number of northern tribes. After an ambush from a particularly crafty werewolf, the king survived, but was afflicted with the dreaded curse. He fought with all of his giant's constitution, but eventually succumbed. However, his fight with the sickness left him a twisted half-cursed version of the magical creature. Unable to return to his giant form, but able to otherwise shift at will, but still left as a feral, bestial version of his former self. ___ ___ >## The Wolf King >*Huge giant (frost giant, shapechanger), chaotic evil* > ___ >**Armor Class** 15 (natural armor) >**Hit Points** 187 (15d12 + 90) >**Speed** 50 ft. (60 ft. in wolf form) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|25 (+7)|16 (+3)|23 (+6)|7 (-2)|13 (+1)|11 (+0)| >___ >**Saving Throws** Str +12, Dex +8, Wis +6, Cha +5 >**Skills** Athletics +12, Perception +6, Stealth +8 >**Damage Resistances** fire, poison >**Damage Immunities** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons >**Condition Immunities** exhaustion, poisoned >**Senses** darkvision 60 ft., passive Perception 16 >**Languages** Giant >**Challenge** 14 (11,500 XP) > ___ > >***Shapechanger.*** The king can use his action to polymorph into a wolf, or back into his true form, which is a wolf-humanoid hybrid. His statistics are the same in each form. Any equipment he is wearing or carrying aren't transformed. The king has disadvantage on attack rolls using his greatsword while in wolf form. He reverts to its true form if he dies. > >***Aggressive.*** As a bonus action, the king can move up to half his speed toward a hostile creature that he can see. > >***Charge (Wolf Form Only).*** If the king moves at least 30 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 14 (4d6) slashing damage. > >***Keen Hearing and Smell.*** The king has advantage on Wisdom (Perception) checks that rely on hearing or smell. > >***Standing Leap.*** The king’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. The king doesn’t provoke opportunity attacks when he leaps out of an enemy’s reach. > >### Actions > >***Multiattack.*** The king makes two weapon attacks. > >***Giant's Greatsword.*** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 28 (6d6 + 7) slashing damage. > >***Bite (Wolf Form Only).*** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 21 (4d6 + 7) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) cold damage. > >***Rock (Hybrid Form Only).*** *Ranged Weapon Attack:* +12 to hit, range 60/240 ft., one target. *Hit:* 29 (4d10 + 7) bludgeoning damage. > >***Cold Breath (Recharge 5–6).*** The king exhales a blast of freezing wind in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.