IADnDMN Stream Monsters! (2018/10/03)
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!
Taken
The Taken are the soulless legions of Oryx. While each individual taken was once a material creature born of its own native plane, its own essence has been stripped away by Oryx or one of his echoes, replaced by the blackness of Oryx's power.
All taken share a psychic link with Oryx through his echoes, and they obey his every whim through this dark hivemind. If one of Oryx's echoes is destroyed, not only are all the nearby taken immediately obliterated, but the remaining taken in the area are suddenly severed from his direct command, and left to think with only the remains of their own ruined minds.
While these forsaken individuals are still technically loyal to Oryx and the rest of the Taken, without orders or a definite chain of command, they are often thrown into mass confusion and infighting.
Taken Template
Text goes here.
Type. The taken's type becomes aberration.
Alignment. The taken's alignment becomes neutral evil.
Ability Scores. The taken's Strength and Deterity scores each increase by 2, and its Constitution score increases by 1. The taken's intelligence score decreases by 4, to a minimum of 3.
Damage Vulnerabilities. The taken gains vulnerability to radiant damage.
Damage Resistances. The taken gains resistance to cold and necrotic damage, as well as bludgeoning, piercing, and slashing damage from nonmagical attacks.
Damage Immunities. The taken gains immunity to poison dmaage.
Condition Immunities. The taken gains immunity to the blinded, exhaustion, and poisoned conditions.
Senses. The taken gains blindsight with a radius of 30 feet and darkvision with a radius of 120 feet.
Languages. The taken understands any languages it knew previously. If the taken's new Intelligence score is less than 6, it can't speak any of them.
Aggressive. As a bonus action, the taken can move up to its speed toward a hostile creature that it can see.
Necrotic Shroud. The taken is shrouded in a fine black mist of necrotic essence. A creature that moves to within 5 feet of the taken for the first time on its turn, or starts its turn there must succeed on a Constitution saving throw or take 7 (2d6) necrotic damage. The DC of this saving throw is equal to 10 + the taken's Constitution modifier.
Pack Tactics. The taken has advantage on attack rolls against a creature if at least one of the taken's allies is within 5 feet of the creature and the ally isn't incapacitated.
Shade Step (Recharge 6). The taken teleports to an unoccupied space it can see within 10 feet. The taken can do this as a bonus action, or as a reaction when targeted by an attack made by a creature it can see. This imposes disadvantage on the triggering attack, or causes the attack to miss if the taken moves out of the attack's range.
Taken Nature. The taken's nature becomes violent and chaotic. This nature is suppressed while the taken can perceive its creator.
Taken Weapons. The taken’s weapon attacks are magical. When the taken hits with any weapon attack, the attack deals an extra 2d4 necrotic damage (included in the attack). This doesn't apply for a weapon attack that already dealt additional elemental damage.
Elemental Damage. Any elemental damage from a spell or other attack that the creature dealt before becoming Taken is swapped according to the following table. Any damage type mentioned in the creature's original stat block is swapped for its counterpart on the same line, in either direction (ex. fire is swapped for cold, or vice-versa).
| Type 1 | Type 2 |
|---|---|
| Fire | Cold |
| Radiant | Necrotic |
| Poison | Acid |
| Lightning | Thunder |
| Force | Psychic |
New Action: Flensing Claws. The taken gains claws if it did not already possess them. These natural weapons use the higher of the creature's Strength or Dexterity scores for their attack and damage rolls. The claws' damage varies depending on the size of the taken: 1d4 for Small, 1d6 for Medium, 2d6 for Large, 3d6 for Huge, or 4d6 for Gargantuan.
New Action: Multiattack. The taken can make two attacks with its flensing claws. If the creature already has a multiattack, these two attacks are added to the multiattack as a secondary option which replaces all attacks made using its hands. If the creature's multiattack doesn't include any attacks made with its hands, these two attacks are simply appended to the creature's existing multiattack.
New Reaction: Taken Shudder (Recharge 5–6). When the taken is targeted by a ranged weapon or spell attack it convulses and shudders, imposing disadvantage on the triggering attack roll.
Additional Action. Roll a d12. Compare the number rolled to the table on the following page, adding the corresponding action to the taken's game statistics. Alternatively, the GM can choose a desired result.
Taken Actions
| d12 | Action |
|---|---|
| 1 | Taken Ward (Recharge 5–6). The taken creature projects a translucent 10-foot radius sphere of dark magical energy centered on itself. Any creatures of the taken's choice when it uses this ability gain the effects of full cover while within the sphere, and their ranged weapon and spell attacks can leave the sphere as if it was not there. The sphere has an AC of 10 and 40 hit points. Attacks or spells originating from outside the sphere can't pierce it but do damage it. Any creature can move into or through the sphere unhindered. |
| 2 | Orb of Darkness (Recharge 5–6). The taken launches an orb of darkness which travels in a 30-foot long, 10-foot wide line. Each hostile creature in the area must succeed on a Constitution saving throw or become blinded until the end of its next turn. The DC of this saving throw is equal to 10 + the taken's Constitution modifier. |
| 3 | Axion Bolt (Recharge 5–6). The taken summons a homing bolt of magical energy and targets one creature it can see within 60 feet, ignoring half and three-quarters cover. A creature hit by the bolt must make a Dexterity saving throw or take 21 (6d6) force damage on a failed save or half as much damage on a successful save. Succeed or fail, each other creature within 5 feet of the target creature must then succeed on a Dexterity saving throw or take 10 (3d6) force damage from the explosion of the bolt. The DC of this saving throw is equal to 10 + the taken's Dexterity modifier. |
| 4 | Necromantic Gaze (Recharge 5–6). The taken creature targets up to three creatures it can see within 30 feet and releases a beam of dark flaming energy from its eyes at each target. Each target must make a Dexterity saving throw, taking 13 (3d8) fire damage and 13 (3d8) necrotic damage on a failed save or half as much damage on a successful save. The DC of this saving throw is equal to 10 + taken's Dexterity modifier. |
| 5 | Rotting Surge (Recharge 5–6). The taken creature releases a surge of necrotic energy from its eyes and fires a beam at one creature it can see within 60 feet of it. The target creature must make a Dexterity saving throw, taking 27 (6d8) necrotic damage on a failed save or half as much on a successful one. The taken can use its action to maintain the beam on subsequent turns and can either continue to target the same creature or swap to another nearby creature it can see. The DC of this saving throw is equal to 10 + the taken's Dexterity modifier. |
| 6 | Blistering Soulfire (Recharge 5–6). The taken vomits an arc of molten silver soulfire from its mouth, filling a 10-foot cube centered on a point it can see within 30 feet of it. The area becomes enveloped with soulfire for three rounds and is treated as difficult terrain. Any creature that enters the area for the first time on its turn or that ends its turn there takes 7 (3d4) fire damage and 7 (3d4) necrotic damage and is ignited. An ignited creature takes 5 (2d4) fire damage at the start of each of its turns until it uses its action to extinguish itself. |
| d12 | Action |
|---|---|
| 7 | Retaliation Swarm (Recharge 5–6). The taken creature summons four motes of energy, one of which is immediately launched at a creature the taken can see within 60 feet of it, while the remaining three begin to orbit it, remaining for up to 1 minute. When a creature hits the taken with an attack, the taken can use its reaction to launch any number of its remaining motes at the creature. A mote functions identically to a magical dart from the magic missile spell, each one dealing 3 (1d4+1) force damage to its target. |
| 8 | Division. The taken creature splits itself into two identical versions of itself. Each of the new taken has a number of hit points equal to one half of the original taken's hit point total at the time the action is used. Each new taken acts on the same initiative as the original. |
| 9 | Acolyte’s Eye (Recharge 5–6). The taken creature summons a Tiny orb of magical energy at a point it can see within 60 feet. The orb is immobile, has an AC of 10, and has 20 hit points. On the taken's turn, the orb can target a creature within 30 feet of it that either it or the taken can see, and which doesn't have full cover from the orb. The target must make a Dexterity saving throw, taking 10 (4d4) force damage on a failed save or half as much damage on a successful one. The DC for this saving throw is equal to 10 + the taken's Dexterity modifier. |
| 10 | Repelling Blast (Recharge 5–6). The taken creature targets a creature it can see within 15 feet of it. The target must make a Strength saving throw or take 10 (3d6) thunder damage and be pushed 15 feet. On a successful save the target takes half as much damage and is not pushed. The DC of this saving throw is equal to 10 + the taken's Strength modifier. |
| 11 | Invulnerability Beam. The taken creature projects a beam of force onto one other creature it can see within 15 feet of it, granting it immunity to all damage for up to 1 minute. The taken must use its action on each of its turns to continue the effect, maintaining concentration to do so (as if concentrating on a spell). If the taken is blinded, incapacitated, or loses line of sight to the target creature, or if the target creature moves out of the beam's range, the effect immediately ends. While the beam is active, the taken’s speed is halved, and all attacks made against the taken are made with advantage. |
| 12 | The GM chooses or rolls for any two actions. This result can't occur more than once. |
Taken Bandit
Medium aberration, neutral evil
Armor Class 13 (leather armor)
Hit Points 11 (2d8 +2)
Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
Damage Vulnerabilities radiant
Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing damage from nonmagical attacks. Damage Immunities poison
Condition Immunities blinded, exhaustion, poisoned
Senses passive Perception 10
Languages any languages it knew before it was Taken
Challenge 3 (700 XP)
Aggressive. As a bonus action, the taken can move up to its speed toward a hostile creature that it can see.
Necrotic Shroud. The taken is shrouded in a fine black mist of necrotic essence. A creature that moves to within 5 feet of the taken for the first time on its turn, or starts its turn there must succeed on a DC 11 Constitution saving throw or take 7 (2d6) necrotic damage.
Pack Tactics. The taken has advantage on attack rolls against a creature if at least one of the taken's allies is within 5 feet of the creature and the ally isn't incapacitated.
Shade Step (Recharge 6). The taken teleports to an unoccupied space it can see within 10 feet. The taken can do this as a bonus action, or as a reaction when targeted by an attack made by a creature it can see. This imposes disadvantage on the triggering attack, or causes the attack to miss if the taken moves out of the attack's range.
Taken Nature. The taken's nature becomes violent and chaotic. This nature is suppressed while the taken can perceive its creator.
Taken Weapons. The taken’s weapon attacks are magical. When the taken hits with any weapon attack, the attack deals an extra 2d4 necrotic damage (included in the attack). This doesn't apply for a weapon attack that already dealt additional elemental damage.
Actions
Multiattack. The creature makes two attacks with its flensing claws.
Flensing Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 5 (2d4) necrotic damage.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 5 (2d4) necrotic damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 5 (2d4) necrotic.
Blistering Soulfire (Recharge 5–6). The taken vomits an arc of molten silver soulfire from its mouth, filling a 10-foot cube centered on a point it can see within 30 feet of it. The area becomes enveloped with soulfire for three rounds and is treated as difficult terrain. Any creature that enters the area for the first time on its turn or that ends its turn there takes 7 (3d4) fire damage and 7 (3d4) necrotic damage and is ignited. An ignited creature takes 5 (2d4) fire damage at the start of each of its turns until it uses its action to extinguish itself.
Reactions
Taken Shudder (Recharge 5–6). When the taken is targeted by a ranged weapon or spell attack it convulses and shudders, imposing disadvantage on the triggering attack roll.
All Hallows' Cat
Suggested by /u/FlameswordFireCall who tagged me in this post on the ImaginaryDemons subreddit. The lovely art was created by DeviantArt user IrenHorrors.
An All Hallows' Cat is the result of the possession of a common house cat by a specific kind of demon, which only occurs near the day where the veil separating the prime material from the Shadowfell and the lower planes is thinnest.
The possessed host cat is mutated into a wicked-looking creature with two heads each equipped with four glowing orange eyes, a set of bat-like wings, and a series of dragon-like spines running along its back and down its tail.
The creature also gains some more classic demonic characteristics, such as resistance to magic and the use of the Common and Abyssal tongue, as well as more feline-influenced abilities, such as the ability to conjure up hairballs imbued with poison or flame.
All Hallows' Cat
Tiny fiend (demon), chaotic evil
Armor Class 13
Hit Points 10 (4d4)
Speed 40 ft., climb 30 ft., fly 50 ft.
STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 10 (+0) 9 (-1) 12 (+1) 13 (+1)
Skills Perception +3, Stealth +5
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages understands Abyssal and Common but can't speak them
Challenge 3 (700 XP)
Keen Sight and Smell. The cat has advantage on Wisdom (Perception) checks that rely on sight or smell.
Magic Resistance. The cat has advantage on saving throws against spells and other magical effects.
Two Heads. The cat has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Actions
Multiattack. The creature makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) fire damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Flame Hairball (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 20/80 ft., one target. Hit: 5 (2d4) fire damage. Hit or miss, each other creature within 5 feet of the target must succeed on a DC 13 Dexterity saving throw or take 2 (1d4) fire damage.
Poison Hairball (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 20/80 ft., one target. Hit: 4 (1d8) poison damage. Hit or miss, the target and each other creature within 5 feet of it must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat its save at the end of each of its turns, ending the condition on a success.
Mothman
Suggested by Twitch viewer and Discord regular @SherlockHole1, based on the cryptid of the same name.
While many simply discount the legend of the Mothman as a fairy tale meant to scare children, many others profess that this creature is an omen of a great tragedy yet to come, and
that to see the Mothman is to see one's own impending doom.
While most of the specifics about the creature itself are shrouded in old legends and contradicting hearsay, the few details that are agreed upon paint an eerie and genuinely unsettling picture.
Mothman
Medium fey, any neutral alignment
Armor Class 16 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., climb 30 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 17 (+3) 9 (-1) 19 (+4) 10 (+0)
Saving Throws Dex +7, Wis +7
Skills Acrobatics +7, Perception +7, Stealth +7
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 300 ft., passive Perception 17
Languages Druidic, Sylvan
Challenge 6 (2,300 XP)
Precognition. The mothman knows the precise details of the largest calamity that will occur within 10 miles of its current location, up to 1 year in the future.
Once per turn, when the mothman is targeted by an attack, or is included as a target of a spell or ability, the mothman can impose disadvantage on the triggering attack roll, or grant itself advantage on a saving throw against the triggering spell or ability (no action).Ambusher. The mothman has advantage on attack rolls against any creature it has surprised.
Fey Ancestry. The mothman has advantage on saving throws against being charmed, and magic can't put the mothman to sleep.
Silent Flying. The mothman's wings produce no sound from flying.
Sunlight Sensitivity. While in sunlight, the mothman has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The creature makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage.
Grab. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: the target is grappled (escape DC 13). Until the grapple ends, the mothman can fly up to half its flying speed.
Hysteria Gaze. One creature the mothman can see within 30 feet of it that can see it must succeed on a DC 14 Wisdom saving throw or become frightened of the mothman for 1 minute. A frightened creature rolls a d10 at the start of each of its turns, taking the following course of action that turn, based on the result:
1: The creature uses up all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6: The creature doesn’t move or take actions this turn.
7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10: The creature can act and move normally.A frightened creature can repeat its save at the end of each of its turns, ending the effect on a success. A creature that saves against this effect is immune to the mothman's hysteria gaze for the next 24 hours.
Mothman Cultists
A peculiar cult of worshippers wearing bizarre robes fitted with chiffon moth-wings is said to be seen running . Use the game statistics for the Cultist NPC found on p. 345 of the Monster Manual, making the following changes:
Ability Score Increase. The cultist's Charisma score increases to 12.
Spellcasting. The cultist is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The cultist knows the following warlock spells:
Cantrips (at will): minor illusion, poison spray
1st level (1 slot): cause fear, expeditious retreat, faerie fire, sleep
New Reaction: Granted Precognition (1/Day). When the cultist is targeted by an attack, or is included as a target of a spell or ability, the cultist can impose disadvantage on the triggering attack roll, or grant itself advantage on a saving throw against the triggering spell or ability.