ItsADnDStreamNow Monsters—2019-01-16: Cornell, Mantisfolk Abductor, and Sharktocrab

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IADnDMN Stream Monsters! (2019/01/16)

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!

Cornell, Dark Lord of the Lycans

Suggested by patron and discord regular @whistlehunter, based on the boss from Castlevania: Lords of Shadow.

The man known now only as Cornell was a good, pious man—a man known well for the good deeds he performed for the sake of humanity. He had some evil in him as well, though, as we all do. Unfortunately, when Cornell died, it's said that his goodness left his body to ascend to the heavens, leaving only the evil behind. That evil then possessed his physical remains, turning this once righteous man into a figure of pure wickedness.

Once taken by evil, Cornell had become a lycanthrope. A exemplary, apex specimen of lycankind. This now-immortal man, twisted and empowered by shadow, is larger than more powerful than he had ever been in life, and now commands a small army of lycanthropes which terrorizes the countryside.

Cyclone Boots

Wondrous item, legendary (requires attunement)

These sturdy, yet comfortable boots are comprised of hard studded leather shielded by greaves made from interleaved strips of bright bronze. While wearing these boots, you can use a bonus action and click the boots' heels together. If you do, the boots increase your speed and agility to superhuman levels, granting you several benefits. If you click your heels together again, you end the effect.

While the boots are active, your walking speed is doubled, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. Additionally, your long jump is increased by 20 feet and your high jump is increased by 10 feet, with or without a running start, and if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

The used duration of the boots' property is measured in increments of 1 minute, rounded up. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

 

Image source: Castlevania Wikia



Cornell

Large fiend, neutral evil


Armor Class 13
Hit Points 127 (15d10 + 45)
Speed 35 ft.


STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 17 (+3) 12 (+1) 15 (+2) 16 (+3)

Saving Throws Dex +7, Wis +6, Cha +7
Skills Athletics +9, Insight +6, Intimidation +7, Perception +6, Survival +6
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Common; understands Abyssal and Infernal but can't speak them
Challenge 11 (7,200 XP)


Cyclone Boots. While wearing these boots, Cornell can use a bonus action and click the boots' heels together. If he does, the boots increase his speed and agility to superhuman levels, granting him several benefits. If he clicks his heels together again, he ends the effect.
    While the boots are active, Cornell's walking speed is doubled, and any creature that makes an opportunity attack against him has disadvantage on the attack roll. Additionally, Cornell’s long jump is up to 40 feet and his high jump is up to 20 feet, with or without a running start, and if Cornell is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
    When the boots' property has been used for a total of 10 minutes, the magic ceases to function until he finishes a long rest.

Charge. If Cornell moves at least 20 feet straight toward a target and then hits it with a tenderizer attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Keen Hearing and Smell. Cornell has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Legendary Resistance (1/Day). If Cornell fails a saving throw, he can choose to succeed instead.

Lupine Fury. When Cornell is reduced to 0 hit points, or when he would be killed, he instead polymorphs into a Huge wolf-humanoid. He remains in this form until he completes a long rest, or until he spends 1 minute meditating, at which point re resumes his humanoid form. His statistics change to that of his lycan form, as listed on his lycan form stat block, and his current hit points increasing to that form's hit point maximum. Any equipment he is wearing or carrying are absorbed into this new form. He reverts to humanoid form if he dies.

Shadow Weapons. Cornell's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 1d8 force damage (included in the attack).

Actions

Multiattack. Cornell makes three Tenderizer attacks, or makes one Tenderizer attack, and one Hurl Tenderizer attack.

Tenderizer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage, plus 4 (1d8) force damage.

Hurl Tenderizer. Ranged Weapon Attack: +9 to hit, range 30/90 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage, plus 4 (1d8) force damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be stunned until the end of its next turn. A flying creature stunned by this effect has its fly speed reduced to 0. Immediately after the attack, Tenderizer returns to Cornell's hand.

Sweep. Cornell sweeps Tenderizer in front of him in a wide arc. Each creature in a 15-foot cone must succeed on a DC 17 Dexterity saving throw or take 11 (2d10) bludgeoning damage plus 9 (2d8) force damage.

Legendary Actions

Cornell can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Cornell regains spent legendary actions at the start of his turn.

Sidestep. Cornell moves up to 10 feet.
Quick Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 4 (1d8) force damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed 5 feet.
Quake Slam (Costs 2 Actions). Cornell slams the ground, causing it to quake violently in a 30-foot radius. Each other creature on the ground in this area must make a DC 15 Dexterity saving throw, taking 11 (2d10) bludgeoning damage and being knocked prone on failed save, or taking half as much damage and not falling prone on a successful one.

Mantisfolk Abductor

Suggested by twitch viewer @MrCelophane, and was inspired by this scene from Portal 2.

Originally a terrible magical experiment gone awry, mantisfolk are now a reclusive and enigmatic race of mantid humanoids who are rarely seen—though it's unclear to what extent that is due to their rarity, as compared to the relatively few numbers who see them and escape.

Unlike the Thri-kreen of Athas—who are commonly likened to humanoid mantises—mantisfolk are much closer in appearance to the common preying mantises, retaining their deadly spiked forelegs and large, wide-ranged eyes.

No one is certain what becomes of the individuals who are unlucky enough to be abducted by the mantisfolk. Most simply assume that the victims are simply eaten as food, though many more suggest that they are transformed into new mantisfolk, theorizing that the race are without a means to reproduce themselves.

 
Image credit: redditor /u/Shootdawhoop99

 



Mantisfolk Abductor

Medium humanoid (mantisfolk), any chaotic alignment


Armor Class 14 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft., climb 30 ft., fly 20 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 11 (+0)

Skills Athletics +5, Perception +3, Survival +3
Senses darkvision 60 ft., passive Perception 13
Languages Mantish
Challenge 2 (450 XP)


Grappler. The mantisfolk has advantage on attack rolls against any creature grappled by it.

Grappling Forelegs. Ability checks made to escape a grapple made by the mantisfolk have disadvantage. The mantis can fly at its normal fly speed while grappling a creature weighing no more than 250 pounds.

Mantis Pheromone Detection. The mantisfolk can pinpoint, by scent, the location of a creature or object marked by mantis pheromones within 300 feet of it.

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

Spider Climb. The mantisfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The mantisfolk makes two attacks with its mantis claws.

Mantis Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) piercing damage, and if the target is a creature, it is grappled (escape DC 15). The mantisfolk can grapple only one creature at a time.

Mantis Pheromones (Recharges After a Short or Long Rest). One creature the mantisfolk can see within 15 feet of it must succeed on a DC 14 Dexterity saving throw or be marked with mantis pheromones, a colorless substance which is only detectable by mantisfolk or creatures with Keen Smell. The pheromones remain until the marked surface is thoroughly washed clean.

Sharktocrab

Suggested by twitch viewer @LOLFAILWTFBBQ, based on this Magic: The Gathering card and the accompanying illustration by artist Jehan Choo

The concept of the Owlbear taken to the extreme, the sharktopus is a rare hybrid of three giant beasts. Heralded as invincible guardians, they are prized by accomplished conjurers and transmuters who keep them as trophies and pets just as much as protectors of their owners' lairs.

With their many grasping appendages, fighting the creature is best done from range, though their massive size and underwater dens often make this difficult.

Image credit: Jehan Choo



Sharktocrab

Gargantuan monstrosity, unaligned


Armor Class 16 (natural armor)
Hit Points 330 (20d20 + 120)
Speed 30 ft., swim 40 ft.


STR DEX CON INT WIS CHA
25 (+7) 7 (-2) 23 (+6) 2 (-4) 12 (+1) 3 (-4)

Saving Throws Str +13, Con +12, Wis +7
Skills Perception +7
Damage Resistances acid
Condition Immunities frightened
Senses blindsight 15 ft., darkvision 120 ft., passive Perception 17
Languages
Challenge 20 (25,000 XP)


Sea Legs. The sharktocrab moves and pivots awkwardly while standing on its legs. While on land, it can only use its bite and claw attacks on targets within a 15-foot cone in front of it. At the start of each of its turns, the sharktocrab decides which way the cone faces.

Blood Frenzy. The sharktocrab has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Hold Breath. While out of water, the sharktocrab can hold its breath for 1 hour.

Myriad Tentacles. As a bonus action on each of its turns, the sharktocrab can move each creature grappled by its tentacles up to 15 feet in any direction, as long as each such creature remains within the sharktocrab's reach.

Siege Monster. The sharktocrab deals double damage to objects and structures.

Sure-Footed The sharktocrab has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Water Breathing. The sharktocrab can breathe only underwater.
 

Actions

Multiattack. The sharktocrab makes three attacks: one with its bite, two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). The sharktocrab has two claws, each of which can grapple only one target.

Tentacle. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (4d4 + 7) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). The sharktocrab has four tentacles, each of which can grapple only one target.

Fling. One Medium or smaller object held or creature grappled by one of the sharktocrab's tentacles is thrown up to 30 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Legendary Actions

The sharktocrab can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sharktocrab regains spent legendary actions at the start of its turn.

Tentacle Attack or Fling. The sharktocrab makes one tentacle attack or uses its fling.
Trample. The sharktocrab moves up to its speed, potentially through the spaces of other creatures. Any creature whose space the sharktocrab enters during this movement must succeed on a DC 18 Strength saving throw or be knocked prone.
Acid Vomit (Costs 2 Actions). The sharktocrab projects a spray of viscous, sticky acid in a 30-foot cone. Each creature in the area must make a DC 20 Dexterity saving throw, taking 30 (12d4) acid damage on a failed save, or half as much on a successful one. Surfaces in the area become difficult terrain for 10 minutes, or until washed away by flowing water.

 

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