ItsADnDStreamNow Monsters—2019-03-13: Ash Titan and Abyss Watchers

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IADnDMN Stream Monsters! (2019/03/13)

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!

Ash Titans

Suggested by whistlehunter, based on the roaming boss from the game Anthem.

Among the largest and most fearsome of all the elementals

are the ash titans: huge bipedal creatures of earth and fire that sear the very ground beneath their feet.

These elementals are extremely rare, as their development period is exceptionally long, and they seldom emerge from the earth before they are fully grown. Once they do, a fully-matured ash titan wreaks havoc among any civilization that lies in its path, levelling towns or even kingdoms unfortunate enough to be near its place of emergence.

An ash titan of sufficient age will reproduce by "budding" itself, creating much smaller creatures which flee and immediately seek a warm place underground to hide until they are old enough to emerge themselves.

Image source: anthem.fandom.com



Ancient Ash Titan

Gargantuan elemental (titan), chaotic evil


Armor Class 18 (natural armor)
Hit Points 388 (21d20 + 168)
Speed 50 ft.


STR DEX CON INT WIS CHA
26 (+8) 9 (-1) 27 (+8) 6 (-2) 16 (+3) 13 (+1)

Saving Throws Str +15, Dex +6, Con +15, Wis +10, Cha +8
Skills Perception +10
Damage Resistances cold, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses tremorsense 30 ft., darkvision 60 ft., passive Perception 20
Languages Ignan, Terran
Challenge 24 (62,000 XP)


Death Burst. When the ash titan dies, it explodes in a burst of smoldering ash. Each creature within 10 feet of it must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Heat Aura. A creature that touches the ash titan or ends its turn within 5 feet of it takes 10 (3d6) fire damage.

Inferno Weapons. Any unarmed attack the ash titan makes is considered magical, and deals an extra 14 (4d6) fire damage on a hit (included in the attack).

Legendary Resistance (3/Day). If the ash titan fails a saving throw, it can choose to succeed instead.

Magic Resistance. The ash titan has advantage on saving throws against spells and other magical effects.

Siege Monster. The ash titan deals double damage to objects and structures with its melee and ranged weapon attacks.

Actions

Multiattack. The ash titan makes two slam attacks.

Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage plus 14 (4d6) fire damage.

Stomp. Melee Weapon Attack: +15 to hit, reach 5 ft., one Large or smaller target. Hit: 34 (4d12 + 8) bludgeoning damage.

Flame Volley. The ash titan launches a volley of four fireballs that fly out to points of the ash titan's choice that it can see within 60 feet of it. The fireballs can be sent at one point or several. Each fireball forces each creature within 10 feet of its point of impact that is not behind total cover to make a DC 18 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much on a successful one.

Heat Burst (Recharge 5–6). The ash titan charges up an aura of unbearable heat within 60 feet of itself. Each creature in the area at the start of the ash titan's next turn takes 18 (4d8) fire damage. Each creature in the area that isn’t resistant or immune to fire damage must make a DC 23 Constitution saving throw or gain one level of exhaustion.

Scorch Beam (Recharge 6). The ash titan opens a cavity in its chest and project a 10-foot wide, 120-foot long beam of scorching energy from it. Each creature in the area must make a DC 23 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much on a successful one.

Summon Elementals (1/Day). The elemental summons 1d4 fire elementals and 1d4 earth elementals in random unoccupied spaces within 30 feet of it. Summoned elementals have maximum hit points, are allies of the ash titan, and disappear if the ash titan is reduced to 0 hit points.

Legendary Actions

The ash titan 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 ash titan regains spent legendary actions at the start of its turn.

Stomp. The ash titan makes a stomp attack.

Move. The ash titan moves up to its speed.

Flame Wall (Costs 2 Actions). The ash titan emits an expanding wall of flame in a 20-foot radius around it. Each creature in the area must make a DC 23 Dexterity saving throw 10 (3d6) fire damage on a failed save, or half as much on a successful one.

 

Ash Titan Lifecycle

Much in the same way that dragons become larger and more powerful as they age, so too do Ash titans. Only the oldest stage of the ash titan lifecycle is listed here, but other younger (and therefore less powerful) forms also exist, such as the Lesser Ash Titan, which is Huge, and the Ash Titan Bud, which is Large.

 

 

 

Age Size Notable Features
Ancient   Gargantuan Flame Volley, Flame Wall, Summon Elementals, Scorch Beam
Lesser Huge Flame Volley, Flame Wall
Bud Large Newborn stage; immediately flees and seeks shelter in which to mature

Abyss Watchers

Suggested by Siravia, based on the boss enemies from the game Dark Souls 3.

Also called "The Undead Legion," the abyss watchers are a group of relentless soldiers who continue to defend their homeland from the darkness-touched abominations of the

abyss, even after they all have died, their keep lying in ruin.

So extreme was their zeal to root out all traces of the abyss, that they were known to torch villages suspected of harboring tainted individuals. Even those of their own ranks weren't above suspicion, as more than once, one group of Abyss Watchers would turn on another, accusing them of secretly working against their cause.



Abyss Watch Commander

Medium undead, lawful evil


Armor Class 16 (studded leather)
Hit Points 67 (9d8 + 27)
Speed 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 10 (+0) 13 (+1) 13 (+1)

Saving Throws Str +5, Dex +7
Skills Acrobatics +7, Athletics +5, Perception +4
Damage Resistances fire, necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages understands the languages it knew in life but can’t speak
Challenge 8 (3,900 XP)


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

Turn Immunity. The abyss watcher is immune to effects that turn undead.

Watcher's Resolve (1/Day). When the abyss watcher’s body is destroyed, its soul lingers. At the start of its next turn, the abyss watcher reanimates the corpse of another abyss watcher within 300 feet of it, regaining all its hit points. If the abyss watcher has no more uses of this trait and is reduced to 0 hit points, it is killed.
    When the abyss watcher uses this trait to reanimate a new corpse, it becomes enraged until it completes a short or long rest. While enraged, the reach of any of its melee attacks using its greatsword increases by 5 feet, and it deals an additional 7 (2d6) fire damage on a hit.

Actions

Multiattack. The creature makes three attacks: two with its greatsword, and one with its scimitar. Either one of the greatsword attacks can be replaced by a use of watchers' fighting style.

Abyss Watcher's Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Wicked Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target it is a creature, it must succeed on a DC 8 Constitution saving throw or lose 1 cumulative hit point due to blood loss at the end of each of its turns. This blood loss continues until the target regains hit points, or until a creature uses an action to dress the wound.

Sprinting Slash. The abyss watcher cants its greatsword to one side and charges forward. The abyss watcher moves up to its speed in a straight line through other creatures' spaces. Each creature whose space the abyss watcher passes through, or that is within 5 feet of the abyss watcher at the end of this movement must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) slashing damage.

Fire Slash (Only While Enraged.) The abyss watcher slashes with its fiery sword, projecting a lash of fire that travels in a 10-foot wide, 30-foot long line. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 17 (5d6) fire damage.

Watchers' Fighting Style (1/Turn). The abyss watcher uses one of the following maneuvers.

    Jumping Slam. The abyss watcher jumps to an unoccupied space it can see within 20 feet of it and slams its sword into the ground, sending out a 10-foot radius shockwave, forcing each other creature in the area to make a DC 14 Constitution saving throw. A creature takes 7 (2d6) bludgeoning damage and is knocked prone on a failed save, or takes half as much damage and is not knocked prone on a successful one.
    Lunge. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
    Uppercut. The abyss watcher makes an attack with its greatsword. If the attack hits, the target must succeed on a DC 15 Strength saving throw or be knocked prone.

Reactions

Parry. The abyss watcher adds 6 to its AC against one melee attack that would hit it. To do so, the abyss watcher must see the attacker and be wielding a melee weapon.



Abyss Watcher

Medium undead, lawful evil


Armor Class 16 (studded leather)
Hit Points 67 (9d8 + 27)
Speed 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 10 (+0) 13 (+1) 13 (+1)

Saving Throws Str +5, Dex +7
Skills Acrobatics +7, Athletics +5, Perception +4
Damage Resistances fire, necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages understands the languages it knew in life but can’t speak
Challenge 5 (1,800 XP)


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

Turn Resistance. The abyss watcher has advantage on saving throws against effects that turn undead.

Undead Fortitude. If damage reduces the abyss watcher to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the

damage is radiant or from a critical hit. On a success, the abyss watcher drops to 1 hit point instead.

Actions

Multiattack. The creature makes two attacks: one with its scimitar, and one with its greatsword.

Abyss Watcher's Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Watchers' Fighting Style. The abyss watcher uses one of the following maneuvers.

    Jumping Slam. The abyss watcher jumps to an unoccupied space it can see within 20 feet of it and slams its sword into the ground, sending out a 10-foot radius shockwave, forcing each other creature in the area to make a DC 14 Constitution saving throw. A creature takes 7 (2d6) bludgeoning damage and is knocked prone on a failed save, or takes half as much damage and is not knocked prone on a successful one.
    Lunge. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
    Uppercut. The abyss watcher makes an attack with its greatsword. If the attack hits, the target must succeed on a DC 15 Strength saving throw or be knocked prone.

Reactions

Parry. The abyss watcher adds 4 to its AC against one melee attack that would hit it. To do so, the abyss watcher must see the attacker and be wielding a melee weapon.

 

Image source: darksouls.fandom.com

 

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