ItsADnDStreamNow Monsters—2018-09-19

by ItsADnDMonsterNow

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IADnDMN Stream Monsters! (2018/09/19)

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!

Echo of Oryx

Suggested by @whistlehunter, based on the antagonist from Destiny.

The dark lord Oryx resides comfortably in his twisted realm, but he exerts his influence from afar through "Echoes" he creates of himself. Mere shadows of his true power, their ability is nonetheless terrifying.

 

 
    image source: well-played.com.au.



Echo of Oryx

Large construct, neutral evil


Armor Class 18 (natural armor)
Hit Points 228 (24d10 + 96)
Speed 0 ft., fly 80 ft. (hover)


STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 19 (+4) 15 (+2) 16 (+3) 19 (+4)

Saving Throws Dex +9, Wis +8, Cha +9
Skills Insight +8, Perception +8
Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities blinded, charmed, exhaustion, frightened, poisoned, prone
Senses blindsight 60ft., darkvision 300 ft., passive Perception 18
Languages all, telepathy 120 ft.
Challenge 16 (15,000 XP)


Eldritch Anchor. The echo provides a stabilizing link to the Taken within a 1 mile radius area. Taken using any form of teleportation or planar travel can target an unoccupied space within this area as if it were a massive permanent teleportation circle or as if they are very familiar with it. Ability checks made to summon Taken within this area succeed automatically, and Taken within the area have advantage on saving throws against unwilling planar travel initiated by hostile creatures, such as the banishment spell.
    When the echo is destroyed, any Taken within 120 feet of it are banished immediately.

Legendary Resistance (1/Day). If the echo fails a saving throw, it can choose to succeed instead.

Necrotic Shroud. The echo is shrouded in a fine black mist of necrotic essence. A creature that moves to within 5 feet of the echo for the first time on its turn, or starts its turn there must succeed on a DC 17 Constitution saving throw or take 7 (2d6) necrotic damage.

Innate Spellcasting. The echo's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The echo can innately cast the following spells, requiring no material components:

At will: compelled duel, darkness, eldritch blast, misty step
3/day each: hold person, hunger of hadar
1/day: crown of stars

 

 

Actions

Multiattack. The echo makes three weapon attacks, or makes one weapon attack and casts one of its innate spells that has a casting time of 1 action.

Willbreaker. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage plus 7 (2d6) necrotic damage. A creature reduced to 0 hit points by this attack automatically fails any death saves it makes until it regains at least 1 hit point.

Grasp of the King. The echo reaches out with one hand toward a creature it can see within 30 feet of it, grasping it with a telekinetic grip. The creature must succeed on a DC 17 Strength check or become grappled and restrained until the end of the echo's next turn.
    Until the grapple ends, the target takes 13 (2d12) force damage and 13 (2d12) necrotic damage at the start of each of its turns, and the echo regains a number of hit points equal to the necrotic damage dealt. The grapple ends immediately if the echo takes at least 21 points of damage in a single turn.
    The echo can use its action on subsequent turns to maintain this effect until the end of its next turn. If the echo maintains this grip for 3 of its turns consecutively, the target is reduced to 0 hit points.

Summon Taken (Recharge 6). The echo chooses any number of Taken whose combined CR does not exceed 8 and attempts a magical summoning. Roll a d20. If the result is greater than the combined CR of the Taken being summoned, the summoning is a success.

Possess Taken (Recharge 6). One Taken that the echo can see within 60 feet of it is possessed by the echo; the echo then disappears, and the target is incapacitated and loses control of its body. The echo now controls the body but doesn't deprive the target of awareness. The echo can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, and gains a +3 bonus to all attack rolls, ability checks and saving throws made during the possession.
    The possession lasts until the body drops to 0 hit points or the echo ends it as a bonus action. When the possession ends, the echo reappears in an unoccupied space within 5 feet of the body.

Take. The echo targets one creature it can see within 60 feet of it, and attempts to draw it into its home realm, converting the creature into one of the Taken. The echo rolls percentile dice. If the result is greater than the target's hit points, it must succeed on a DC 18 Charisma saving throw or be taken.
    A taken creature disappears through a momentary portal, returning as a Taken after 1d4 rounds. Apply the Taken template to the character, which is now completely loyal to Oryx and the Taken.

 

 

image source: wikia
 

 

Striking Scorpion Warrior

Suggested by Twitch viewer and Discord regular @SherlockHole1, based on the Eldar Aspect Warrior units from the Warhammer 40k franchise.

One of the most maligned orders of elven warriors, the Striking Scorpions use shadows and silence to strike at their prey at the most opportune moment. An attack from a group of Striking Scorpions is sudden, brutal, and often over before their opponents can even grasp the situation.

The Striking Scorpions attack with elegant and deadly elven blades and hand crossbows. The ambushers use these weapons to deadly effectiveness with practiced maneuvers and agile formations which constantly shift and weave, leaving their targets with little idea of where the next attack will come from.

Their distinctive appearance is owed to their iconic elven armor made from mithral. The legendary metal allows their armor plates to be as tough as steel, while remaining nearly silent, even at full sprint.


Striking Scorpion Warrior

Medium humanoid (any elf), lawful neutral


Armor Class 17 (mithral half plate)
Hit Points 52 (8d8 + 16)
Speed 30ft.


STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 15 (+2) 10 (+0) 13 (+1) 11 (+0)

Saving Throws Dex +5
Skills Perception +3, Stealth +7, Survival +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Elvish
Challenge 3 (700 XP)


Ambusher. In the first round of a combat, the elf has advantage on attack rolls against any creature it surprised.

Cunning Action. On each of its turns, the elf can use a bonus action to take the Dash, Disengage, or Hide action.

Fey Ancestry. The elf has advantage on saving throws against being charmed, and magic can't put the elf to sleep.

Mandiblaster Helm (1/Turn). The trademark helm of elven aspect warriors includes a pair of tiny magical implements which assault their opponents with magical blasts as they engage in close combat. The first time the elf makes a melee attack on a turn, the target must succeed on a DC 13 Dexterity saving throw or take 2 (1d4) force damage.

Shadow Shroud. While in dim light or darkness, the elf has advantage on Dexterity (Stealth) checks, and creatures without truesight have disadvantage on Wisdom (Perception) checks made to see or hear the elf.

Sneak Attack (1/Turn). The elf deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the elf that isn't incapacitated and the elf doesn't have disadvantage on the attack roll.

Actions

War Falchion. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Limbo Griffon

Suggested by Discord regular @griffmac, continuing a previous string of other planar griffons.

Like all other planar griffons, the Limbo griffon is practically a living embodiment of its native plane. In the case of Limbo however, the only thing one can expect from this information is that one can't possibly know what to expect.

When the Limbo griffon is threatened or otherwise agitated, its natural defense mechanism is to channel the pure chaotic energy of its home plane. This causes the very fabric of the griffon's body to change and mutate wildly, randomly adopting characteristics of creatures from every far-flung corner of the multiverse.

 

DISCLAIMER

Use this creature with caution!

The nature of the Limbo griffon's mercurial form means that it defies strict codification of its mechanics. If you use this creature in your home game, be prepared to make rulings on the fly, as it's impossible to fully prepare for every outcome that may come about.

Use your best judgement: if something happens that muddies the mechanics (within the stat block or otherwise), simply rule as makes sense and is most fair to you and your players.

 

Chaotic Shapeshifting

Use the table below for the Limbo griffon's Chaotic Shapeshifting trait.

Chaotic Shapeshifting
d12 Attribute
1 Armor Class
2 Any one movement speed
3 Any one ability score
4 Any one skill or saving throw proficiency
5 All damage vulnerabilities, resistances, and immunities
6 All condition immunities
7 All senses
8 All languages
9 Any one trait plus up to 1 action referenced by it
10 Any one action
11 Any one of the results above of the GM's choice
12 Roll twice more on this table (max. 4 changes total)

Limbo Griffon

Large monstrosity (shapechanger), unaligned


Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 30 ft., 80 ft. (hover)


STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 3 (-4) 13 (+1) 8 (-1)

Skills Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages
Challenge 5–8 (1,800–3,900 XP)


Chaotic Shapechanging. When agitated, the Limbo griffon continually morphs and shifts its shape, much like the ever-changing landscape of its home plane. At the start of each of the griffon's turns, refer to the Monster Manual (or any monster sourcebook or books of the GM's choice), flip to a random page, then choose the statistics of one creature featured on that page. If there are no creature statistics on the resulting page, flip again to a second random page. If there are also none on the second resulting page, one of the previous changes from this trait of the GM's choice, if any, is reverted back to the griffon's true form.
    Otherwise, once a creature's statistics have been chosen from a sourcebook, roll a d12, then refer to the Chaotic Shapeshifting table. If the attribute rolled is one for which the griffon does not already possess a value, the griffon gains that attribute, and its value as written in the statstics. If the griffon already possesses a value for that attribute, the griffon's value for that attribute becomes that of the chosen creature, replacing any previous value(s). If the chosen creature has no value for the attribute rolled, the griffon loses any values for that attribute, if any, otherwise no change occurs. Any attributes gained this way use the griffon's ability scores and proficiency bonus (+3), instead of the source creature's.
    Changes as a result of this trait are typically reflected visibly on the griffon's body. For example, if the griffon were to gain the Gore action from the Rhinoceros, the griffon would suddenly sprout a large horn on its head.

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

Actions

Multiattack. The griffon makes two weapon attacks.

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

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

Example of Play

The following is an example of how this creature might be run in the course of a game, followed by the resulting stat block.

Play Begins, and initiative is rolled.

  1. On the griffon's first turn, the GM opens the Monster Manual and randomly flips to p.221, but there are no creature statistics on this page. Flipping randomly a second time, the GM opens to p.81, which contains the statistics for the displacer beast. The GM then rolls 9 on a d12, which on the Chaotic Shapeshifting table corresponds to 1 trait. The GM chooses to copy the Displacement trait, which the griffon then gains immediately.
  2. On the griffon's second turn, the GM repeats the process, randomly flipping to p.169, which contains the statistics for the flesh golem. The GM rolls a 6 on a d12, corresponding to all condition immunities. Thus the griffon gains immunity to the charmed, exhaustion, frightened, paralyzed, petrified, and poisoned conditions.
  3. On the griffon's third turn, the GM flips again, this time to p.159, which doesn't contain any creature statistics. The GM flips again to p.68, which also doesn't contain any creature statistics, so the GM chooses one of the griffon's changed attributes and changes it back to its starting value. The GM chooses to revert the griffon's displacement trait.
  4. On the griffon's fourth turn, the GM flips to p.237, which contains the statistics for the ogre. The GM rolls a 3 on a d12, corresponding to an ability score. The GM reasons that this trait isn't entirely under the griffon's control, and it might be more fun to hinder the griffon a bit, so chooses the ogre's Dexterity score, setting the griffon's Dexterity to 8 (-1), which also reduces its Armor Class to 9 (natural armor).
  5. On the griffon's fifth turn in the fight, the GM flips to p.269, which contains the statistics for the shadow. The GM rolls 11 on the d12, allowing their choice of any of the changes in the table. The GM chooses an action, taking the shadow's Strength Drain action, albeit using the griffon's Strength and Proficiency Bonus for the attack and damage rolls, which the GM adjusts accordingly.


Limbo Griffon

Large monstrosity (shapechanger), unaligned


Armor Class 9 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 30 ft., 80 ft. (hover)


STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 16 (+3) 3 (-4) 13 (+1) 8 (-1)

Skills Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages
Challenge 5–8 (1,800–3,900 XP)


Chaotic Shapechanging. When agitated, the Limbo griffon continually morphs and shifts its shape, much like the ever-changing landscape of its home plane. At the start of each of the griffon's turns, refer to the Monster Manual (or any monster sourcebook or books of the GM's choice), flip to a random page, then choose the statistics of one creature featured on that page. If there are no creature statistics on the resulting page, flip again to a second random page. If there are none on the second resulting page, one of the previous changes from this trait of the GM's choice, if any, is reverted back to the griffon's true form.
    Otherwise, once a creature's statistics have been chosen from a sourcebook, roll a d12, then refer to the Chaotic Shapeshifting table. If the attribute rolled is one that the griffon does not already possess, the griffon gains that attribute as written in the statstics. If the griffon already possesses a value for that attribute, the griffon's value for that attribute becomes that of the

chosen creature, replacing any previous value(s). If the chosen creature has no value for the attribute rolled, the griffon loses any values for that attribute, if any, otherwise no change occurs. Any attributes gained this way use the griffon's ability scores and proficiency bonus (+3), instead of the source creature's.
    Changes as a result of this trait are typically reflected visibly on the griffon's body. For example, if the griffon were to gain the Gore action from the Rhinoceros, the griffon would suddenly sprout a large horn on its head.

Displacement. The griffon projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the griffon is incapacitated or has a speed of 0.

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

Actions

Multiattack. The griffon makes two weapon attacks.

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

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

Strength Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) 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 1d4 hours later.

 

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