ItsADnDStreamNow Monsters—2019-01-30: Alucard, Pikmin, and Clefable

by ItsADnDMonsterNow

Search GM Binder Visit User Profile

IADnDMN Stream Monsters! (2019/01/30)

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!

Alucard

Suggested by Discord regular @Kleinroux, based on the character from the Castlevania franchise.

Alucard is the son of a human woman and one of the most powerful vampire lords ever to exist in the whole of the multiverse. His half-heritage not only grants him some of the most awesome powers of vampire kind, but his humanity even spares him from the weaknesses inherent to vampire kind.

He was raised by his father to be the most powerful demihuman ever known, but as he matured, Alucard began to see the evil of his father's ways. As a young adult, Alucard left his home, changing his name and vowing to forever oppose his father's brutal rule.



Alucard

Medium humanoid (human, shapechanger), neutral good


Armor Class 16 (natural armor)
Hit Points 190 (20d8 + 100)
Speed 35 ft.


STR DEX CON INT WIS CHA
22 (+6) 19 (+4) 20 (+5) 19 (+4) 16 (+3) 23 (+6)

Saving Throws Str +12, Dex +10, Con +11, Int +10 , Cha +12
Skills Acrobatics +10, Athletics +12, Perception +9
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 19
Languages Abyssal, Celestial, Common, Deep Speech
Challenge 19 (22,000 XP)


Shapechanger. Alucard can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
    While in bat or wolf form, Alucard can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
    While in mist form, Alucard can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, but he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage.

Legendary Resistance (3/Day). If Alucard fails a saving throw, he can choose to succeed instead.

Limited Flight (Recharges after a Short or Long Rest). As a bonus action, Alucard begins to fly, gaining a fly (hover) speed of 30 feet for up to 10 minutes. If he is in mid air at the end of this duration, Alucard descends at a rate of 15 feet per round until he lands.

Regeneration. Alucard regains 10 hit points at the start of his turn if he has at least 1 hit point.

Shadow Weapons. Alucard's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the attack).

Spellcasting. Alucard is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He has the following spells prepared:

Cantrips (at-will): acid splash, chill touch, dancing lights, fire bolt, prestidigitation, sword burst
1st level (4 slots): disguise self, magic missile, zephyr strike
2nd level (3 slots): darkness, misty step, scorching ray
3rd level (3 slots): elemental weapon, fireball, lightning bolt, vampiric touch
4th level (3 slots): banishment, dimension door, summon greater demon
5th level (2 slots): dawn, enervation, flame strike
6th level (1 slot): disintegrate, soul cage

Actions

Multiattack (Humanoid Form Only). Alucard makes three weapon attacks. Alternatively, he makes one weapon attack and casts one cantrip that has a casting time of 1 action.

Greatsword (Humanoid or Wolf Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 9 (2d8) necrotic damage.



Alucard, continued

Actions, continued

Bite (Bat or Humanoid Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Alucard. Hit: 9 (1d6 + 6) piercing damage plus 21 (6d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Alucard regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Charm. Alucard targets one humanoid he can see within 30 feet of him. If the target can see Alucard, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Alucard as a trusted friend to be heeded and protected. The target isn’t under Alucard’s control, but it takes Alucard’s requests and actions in the most favorable way and lets Alucard bite it.
    Each time Alucard or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Alucard is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Flying Sword. Alucard creates a spectral shadowy greatsword to hover magically in an unoccupied space within 5 feet of him. If Alucard can see the sword, he can mentally command it as a bonus action to fly up to

25 feet and make one attack against a target within 5 feet of it, which uses his attack bonus and deals 7 (2d6) necrotic damage on a hit.
    Alucard can have up to two such swords present at a time, and command either one on his turns as a bonus action, or instead command them both independently as an action. Any hovering swords disappears if Alucard dies or is knocked unconscious.

Dark Metamorphosis (1/Day). Alucard invokes the darkness within his own blood, calling upon the power of the vampire lord he was intended to be. For the next 1 minute, or until he is knocked unconscious, Alucard's movement walking speed increases by 10 feet, and any time a living creature within 5 feet of him that has blood takes slashing damage, Alucard regains 1d4 hit points

Legendary Actions

Alucard 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. Alucard regains spent legendary actions at the start of his turn.

Detect. Alucard makes a Wisdom (Perception) check.
Quick Strike. Alucard makes a melee weapon attack.
Spinning Blade (Costs 2 Actions). Each creature within 5 feet of Alucard must make a DC 20 Dexterity saving throw, taking 14 (4d6) slashing damage plus 18 (4d8) necrotic damage on a failed save, or half as much on a successful one.

Image source: Castlevania wikia

Pikmin

Suggested by twitch viewer and discord regular @PuppyTheUpdog, based on the tiny little critters from the Pikmin video games.

Pikmin are the diminutive plant people of a very far away land. The humanoid plants have a basic sapient intelligence, but operate largely on instinct.

For unknown reasons, this instinct drives pikmin to respond to commands given by a creature they can hear that emits a shrill whistle of a very specific pitch. So entranced are they by this tone, that a swarm of pikmin will readily run off of a cliff without hesitation, if commanded to do so.


Red Pikmin

Small plant, neutral


Armor Class 10
Hit Points 9 (2d6 + 2)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 7 (-2) 13 (+1) 6 (-2)

Skills Acrobatics +4, Athletics +4, Performance +2
Damage Immunities fire
Senses passive Perception 11
Languages Pikmin; understands Common but can't speak it
Challenge 1/2 (100 XP)


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

Plant of Burden. The pikmin is considered to be a Medium creature for the purpose of determining its carrying capacity.

Water Weakness. If the pikmin starts its turn fully submerged in water up to its head, it dies.

Whistle Commands. If the pikmin hears a whistle of a specifc pitch from a creature it can see within 60 feet of it, it is charmed by that creature and will move to follow it until given another command. A creature that has charmed one or more pikmin can use a bonus action on its turn to issue a command to any number of its charmed pikmin that it chooses.
    A charmed pikmin obeys a given command to the best of its ability until the command is completed or it is recalled by an additional whistle, at which point it returns to it master's side.

Actions

Stalk Whip. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.


Yellow Pikmin

Small plant, neutral


Armor Class 10
Hit Points 9 (2d6 + 2)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 7 (-2) 13 (+1) 6 (-2)

Skills Acrobatics +4, Athletics +4, Performance +2
Damage Immunities lightning
Senses passive Perception 11
Languages Pikmin; understands Common but can't speak it
Challenge 1/2 (100 XP)


Conductive Body. The pikmin's body conducts electricity. Any creature touching the pikmin when it takes lightning damage takes half as much lightning damage.

Glide. When falling, the pikmin's fall rate is reduced by half, it takes no damage from falling, and can travel horizontally a distance equal to the distance it fell.

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

Plant of Burden. The pikmin is considered to be a Medium creature for the purpose of determining its carrying capacity.

Water Weakness. If the pikmin starts its turn fully submerged in water up to its head, it dies.

Whistle Commands. If the pikmin hears a whistle of a specifc pitch from a creature it can see within 60 feet of it, it is charmed by that creature and will move to follow it until given another command. A creature that has charmed one or more pikmin can use a bonus action on its turn to issue a command to any number of its charmed pikmin that it chooses.
    A charmed pikmin obeys a given command to the best of its ability until the command is completed or it is recalled by an additional whistle, at which point it returns to it master's side.

Actions

Stalk Whip. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

   

Image source: pikminwiki.com


Blue Pikmin

Small plant, neutral


Armor Class 10
Hit Points 9 (2d6 + 2)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 7 (-2) 13 (+1) 6 (-2)

Skills Acrobatics +4, Athletics +4, Performance +2
Senses passive Perception 11
Languages Pikmin; understands Common but can't speak it
Challenge 1/2 (100 XP)


Amphibious Locomotion. The pikmin can breathe both air and water. The pikmin can choose to sink or float in water (no action). When it sinks, it can run along the bottom of a body of water unhindered.

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

Plant of Burden. The pikmin is considered to be a Medium creature for the purpose of determining its carrying capacity.

Whistle Commands. If the pikmin hears a whistle of a specifc pitch from a creature it can see within 60 feet of it, it is charmed by that creature and will move to follow it until given another command. A creature that has charmed one or more pikmin can use a bonus action on its turn to issue a command to any number of its charmed pikmin that it chooses.
    A charmed pikmin obeys a given command to the best of its ability until the command is completed or it is recalled by an additional whistle, at which point it returns to it master's side.

Actions

Stalk Whip. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


Purple Pikmin

Medium plant, neutral


Armor Class 10
Hit Points 13 (2d8 + 4)
Speed 25 ft.


STR DEX CON INT WIS CHA
16 (+3) 6 (-2) 14 (+2) 7 (-2) 13 (+1) 6 (-2)

Skills Acrobatics +4, Athletics +4, Performance +2
Senses passive Perception 11
Languages Pikmin; understands Common but can't speak it
Challenge 1 (200 XP)


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

Plant of Burden. The pikmin is considered to be a Large creature for the purpose of determining its carrying capacity.

Water Weakness. If the pikmin starts its turn fully submerged in water up to its head, it dies.

Whistle Commands. If the pikmin hears a whistle of a specifc pitch from a creature it can see within 60 feet of it, it is charmed by that creature and will move to follow it until given another command. A creature that has charmed one or more pikmin can use a bonus action on its turn to issue a command to any number of its charmed pikmin that it chooses.
    A charmed pikmin obeys a given command to the best of its ability until the command is completed or it is recalled by an additional whistle, at which point it returns to it master's side.

Actions

Stalk Whip. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.


White Pikmin

Small plant, neutral


Armor Class 10
Hit Points 5 (2d6 - 2)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 9 (-1) 7 (-2) 13 (+1) 6 (-2)

Skills Acrobatics +4, Athletics +4, Performance +2
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 11
Languages Pikmin; understands Common but can't speak it
Challenge 1/2 (100 XP)


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

Plant of Burden. The pikmin is considered to be a Medium creature for the purpose of determining its carrying capacity.

Poisonous Body. A creature that hits the pikmin with a bite or swallow attack is forced to make a DC 14 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much on a successful one.

Water Weakness. If the pikmin starts its turn fully submerged in water up to its head, it dies.

Whistle Commands. If the pikmin hears a whistle of a specifc pitch from a creature it can see within 60 feet of it, it is charmed by that creature and will move to follow it until given another command. A creature that has charmed one or more pikmin can use a bonus action on its turn to issue a command to any number of its charmed pikmin that it chooses.
    A charmed pikmin obeys a given command to the best of its ability until the command is completed or it is recalled by an additional whistle, at which point it returns to it master's side.

Actions

Stalk Whip. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) poison damage.


Rock Pikmin

Small plant, neutral


Armor Class 17
Hit Points 11 (2d6 + 4)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 15 (+2) 7 (-2) 13 (+1) 6 (-2)

Skills Acrobatics +4, Athletics +4, Performance +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 11
Languages Pikmin; understands Common but can't speak it
Challenge 1/2 (100 XP)


Drop Attack. If the pikmin drops from a height of at least 10' onto a target, the target must succeed on a DC 14 Dexterity saving throw, or the pikmin lands on it, causing the target to suffer the fall damage instead of the pikmin. If the pikmin drops and does not hit a target, the pikmin takes only half damage from the fall.

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

Plant of Burden. The pikmin is considered to be a Medium creature for the purpose of determining its carrying capacity.

Water Weakness. If the pikmin starts its turn fully submerged in water up to its head, it dies.

Whistle Commands. If the pikmin hears a whistle of a specifc pitch from a creature it can see within 60 feet of it, it is charmed by that creature and will move to follow it until given another command. A creature that has charmed one or more pikmin can use a bonus action on its turn to issue a command to any number of its charmed pikmin that it chooses.
    A charmed pikmin obeys a given command to the best of its ability until the command is completed or it is recalled by an additional whistle, at which point it returns to it master's side.

Actions

Stalk Whip. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1 + 2) bludgeoning damage.



Winged Pikmin

Small plant, neutral


Armor Class 11
Hit Points 9 (2d6 + 2)
Speed 30 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 7 (-2) 13 (+1) 6 (-2)

Skills Acrobatics +4, Athletics +4, Performance +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 11
Languages Pikmin; understands Common but can't speak it
Challenge 1/8 (25 XP)


Falling Stun. If the pikmin hits the ground after falling at least 10 feet, it is stunned until the end of its next turn.

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

Plant of Burden. The pikmin is considered to be a Medium creature for the purpose of determining its carrying capacity.

Water Weakness. If the pikmin starts its turn fully submerged in water up to its head, it dies.

Whistle Commands. If the pikmin hears a whistle of a specifc pitch from a creature it can see within 60 feet of it, it is charmed by that creature and will move to follow it until given another command. A creature that has charmed one or more pikmin can use a bonus action on its turn to issue a command to any number of its charmed pikmin that it chooses.
    A charmed pikmin obeys a given command to the best of its ability until the command is completed or it is recalled by an additional whistle, at which point it returns to it master's side.

Actions

Stalk Whip. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Clefable

Suggested by twitch viewer and discord regular @mrcelophane, based on the Pokemon of the same name.

Some of the most mysterious Pokemon known to exist, clefable (and their younger form, clefairy) are fey creatures that, according to legend, descended on the world from the astral plane itself.

Clefable and clefairy are known to wield incomprehensible power over not only magic and the elements, but over matter and the laws of physics themselves. These characteristics cause the clefable and clefairy to be some of the most eagerly-studied pokemon, though their elusivity, not to mention their remarkable abilities, make them problematic subjects to say the least.


Image source: Bulbapedia



Clefable

Medium fey, neutral


Armor Class 14 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft.


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

Saving Throws Con +6, Wis +3
Skills Perception +3, Performance +6
Damage Vulnerabilities poison
Damage Resistances bludgeoning from unarmed strikes or martial arts
Condition Immunities grappled, paralyzed, petrified, restrained
Senses darkvision 60 ft., passive Perception 13
Languages Pokemon; understands Common but can't speak it
Challenge 6 (2,300 XP)


Fairy Resistances. The clefable has advantage on saving throws against, and takes half damage from any of the following sources:
  • Attacks or abilities that require the expenditure of one or more ki points.
  • Bludgeoning, piercing, or slashing damage from insects or spiders.
  • Sneak attack damage.
  • Spells or magical effects from evil or chaotic-aligned creatures.

Dragon Immunity. The clefable is unaffected by a dragon's spells or from a dragon's or dragonborn's breath weapon.

Keen Hearing. The clefable has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Doubleslap. The clefable makes 1d4 + 1 slap attacks against a single target.

Slap. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Moonblast. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 17 (3d8 + 3) radiant damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or deal half damage with spells and other magical effects until the end of its next turn.

Metronome (Recharge 6). The clefable wags its fingers while chanting, conjuring forth powerful magic which produces one of the magical effects below at random. All spells listed have a save DC of 14 and are cast innately, requiring no material components.

1. Self-Destruct. The clefable erupts in a fiery explosion, reducing itself to 0 hit points, and forcing each other creature within 20 feet of it to make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one.

2. Cantrip. The clefable casts either druidcraft, prestidigitation, or thaumaturgy.
3. Splash. The clefable produces a harmless splash of water, wetting each creature and object within 5 feet.
4. Magic Missile. The clefable casts magic missile.
5. Absorb. Ranged Weapon Attack: +6 to hit, range 30 ft., one living creature. Hit: 10 (4d4) necrotic damage, and the clefable regains a number of hit points equal to half the damage dealt.
6. Darkness. The clefable casts darkness.
7. Gravity. The clefable increases gravity in a 100-foot radius centered on itself for 1 minute or until it is killed or knocked unconscious. The area follows the clefable, remaining centered on it for the duration. While in the area, damage from falling is doubled, and creatures with fly speeds have that speed reduced by 30 feet. If a flying creature has its fly speed reduced to 0 or less, it must make a DC 14 Strength saving throw, falling to the ground on a failed save, or slowly descending at a rate of 30 feet per round on a successful one.
8. Fly. The clefable casts fly.
9. Flamethrower. Each creature in a 5-foot wide, 30-foot long line must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one.
10. Confusion. The clefable casts confusion.
11. Bubble Beam. Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 17 (5d6) bludgeoning damage, and if the target is a creature, it rolls a d3. On a result of 1, its speed is reduced by 5 feet for 1 minute.
12. Dominate Person. The clefable casts dominate person.
13. Thunder Wave. The clefable zaps one creature it can see within 15 feet, forcing it to succeed on a DC 14 Constitution saving throw or become paralyzed for 1 minute. A paralyzed creature can repeat its save at the end of each of its turns, ending the condition on a success.
14. Heal. The clefable casts heal.
15. Shadow Ball. Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 22 (5d8) cold damage, and the target must succeed on a DC 14 Constitution saving throw or be cursed for 1 minute. Each time a cursed creature makes a saving throw, it rolls 1d6 and subtracts the result from its total. A cursed creature can repeat the save at the end of each of its turns, ending the curse on a success.
16. Etherealness. The clefable casts etherealness.
17. Dragon Rage. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 40 force damage.
18. Antimagic Field. The clefable casts antimagic field.
19. Hyper Beam. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 75 (10d6 + 40) force damage. Hit or miss, the clefable is incapacitated until the end of its next turn.
20. Wish. The clefable casts wish.

Reactions

Disable (3/Day). When the clefable is targeted by a spell or magical effect from a creature the clefable can see within 60 feet of it, the clefable can force that creature to make a DC 14 Wisdom saving throw. On a failed save, the spell or magical ability fails, and the target can't use that spell or magical ability for 1 minute.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.