ItsADnDStreamNow Monsters—2018-09-26

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IADnDMN Stream Monsters! (2018/09/26)

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!

Giant Anomalocaris

Suggested by Twitch viewer and Discord regular @SherlockHole1. Anamalocaris on Wikipedia.

Anomalocaris is a species of ancient ocean-dewlling creatures covered in thick bony plates. The creature has two large, prehensile mouthparts which it uses to sift for food, or to pull prey closer to its crushing esophagus.

While these creatures aren't particularly vicious, they are voracious, and aren't likely to pass up a potential meal.

image credit: Nobu Tamura via Wikimedia



Giant Anomalocaris

Huge beast, unaligned


Armor Class 17 (natural armor)
Hit Points 150 (12d12 + 72)
Speed 10 ft., swim 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 5 (-4) 23 (+6) 1 (-5) 5 (-3) 3 (-4)

Saving Throws Con +9
Damage Resistances cold, poison
Condition Immunities prone
Senses passive Perception 7
Languages
Challenge 10 (5,900 XP)


Hold Breath. While out of water, the anomalocaris can hold its breath for 10 minutes.

Water Breathing. The anomalocaris can breathe only underwater.

Actions

Multiattack. The anomalocaris makes three attacks: two with its mandibles, and one with its bite.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one Medium or smaller target. Hit: 24 (4d8 + 6) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the anomalocaris can't bite another target.

Mandible. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be pushed 5 feet in a direction of the anomalocaris' choice.

Mandible Scoop (Recharge 4–6). The anomalocaris sweeps inward with its massive tendril-like mandibles in a 15-foot cone, attempting to draw prey closer to it. Each creature in the area must succeed on a DC 14 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be pulled 5 feet toward the anomalocaris. If one or more creatures are within 5 feet of the anomalocaris immediately following this action, it can use its reaction to make a bite attack against one of them.

Predator

Suggested by Discord regular @Tanuki1029, based on the creature from the Alien mythos.

These monstrous-looking humanoids are as enigmatic as they are dangerous. Their nomadic culture revolves around traveling the planes, hunting the most dangerous creatures in existence—which doesn't always just mean beasts.

The Yauja (or simply "Predators" as they are more commonly known) use an array of purpose-built magical and mechanical equipment to stalk, ambush, and kill their prey as quickly and efficiently as possible. It's also customary for predators to collect grisly trophies from their kills, so a predator's base of operations, perhaps even their outfit, is often decorated with severed claws, teeth, or even skulls.



Predator

Medium humanoid (yautja), lawful evil


Armor Class 16 (predator's breastplate)
Hit Points 60 (8d8 + 24)
Speed 35 ft., climb 35 ft.


STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 17 (+3) 10 (+0) 16 (+3) 13 (+1)

Saving Throws Dex +5, Int +3, Wis +6
Skills Athletics +7, Acrobatics +5, Insight +6, Perception +6, Stealth +8, Survival +6
Condition Immunities charmed
Senses passive Perception 10
Languages Yautja
Challenge 5 (1,800 XP)


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

Brave. The predator has advantage on saving throws against being frightened.

Standing Leap. The predator's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Hunter's Helm. The predator possesses a magical helm of its people's design which grants it a number of benefits while equipped:

  • The predator can understand any of the Standard Languages (listed on p.123 of the Player's Handbook), but can't speak them. The predator can use a bonus action on its turn to have the helm generate a sentence of up to ten words spoken in one of these languages, audible to any creature within 60 feet.
  • The predator has darkvision to a range of 120 feet. The predator can use a bonus action on its turn to swap this vision for blindsight out to a range of 60 feet.
  • Twice per day, the predator can use a bonus action on its turn to innately cast the hunter's mark spell, requiring no components.

Predator's Breastplate (Recharges after a Short or Long Rest). While wearing this magical breastplate, the predator can innately cast the greater invisibility spell, requiring no components.

Actions

Multiattack. The predator makes two weapon attacks.

Claw Blades. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. These weapons are arm-mounted, keeping the hands to which they are equipped free.

Blade Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage, or 8 (1d8 + 4) slashing damage if wielded with two hands. If the attack hits, the predator can immediately make another attack with this weapon against the same target as a bonus action.

Blade Disc. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage. When thrown, the disc automatically returns to the thrower, unless somehow intercepted or otherwise blocked from returning.

Shoulder-Mounted Crossbow. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d8 + 2) piercing damage. This weapon is shoulder-mounted, and does not require a hand to operate, but does not function while the predator is not wearing its helm.

(image source unknown)

Brass Knight

Based on the accompanying image from reddit, for which I was tagged multiple times.

The brass knights are an order of musician knights who take their devotion to their instruments to a fanatical extent. They clad themselves entirely in brass armor formed from horns and enchanted to enhance their strength and resonance. This grants them incredibly light armor that is tougher than any ordinary steel plate mail, and which produces a sonorous ring when struck.

The brass knights also wield deafening thunder magic, as well as a pair of cymbal-like shields which they use for both attack and defense. Indeed, it's said that when brass knights enter into battle, the affair can be heard for miles around.



Brass Knight

Medium humanoid (any race), any alignment


Armor Class 20 (brass armor, cymbal shields)
Hit Points 60 (11d8 + 11)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 12 (+1) 11 (+0) 18 (+4)

Saving Throws Str +6, Con +4, Wis +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities thunder
Senses passive Perception 10
Languages Common, two other languages
Challenge 6 (2,300 XP)


Brass Armor. When the knight takes bludgeoning, piercing, or slashing damage, each creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 7 (2d6) thunder damage.

Devotion. The knight has advantage on saving throws against being charmed or frightened.

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

Transposition (Recharge 4–6). As a bonus action on its turn, the knight teleports up to twice its speed to an unoccupied space it can see. The knight can't use this ability while it is grappled, paralyzed, prone, or stunned.

Actions

Multiattack. The knight makes two cymbal shield attacks.

Cymbal Shield. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) thunder damage.

Sonic Burst. Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 9 (2d8) force damage. Hit or miss, the target and each creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 7 (2d6) thunder damage.

Horn Blast (Recharge 5–6). Each creature in a 15-foot cone must make a DC 15 Constitution saving throw. A creature takes 10 (3d6) thunder damage and is deafened until the end of its next turn on a failed save, or takes half as much damage and is not deafened on a successful one.

 

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