ItsADnDStreamNow Monsters—2019-03-21: Troupe Master Grimm and Weeping Angel

by ItsADnDMonsterNow

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IADnDMN Stream Monsters! (2019/03/21)

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!

Troupe Master Grimm

Suggested by Siravia, based on the boss from the game Hollow Knight.

Troupe master Grimm is a mysterious creature. As gregarious as he conniving, you can never be entirely certain who he's currently plotting against until its too late.



Troupe Master Grimm

Medium undead, lawful evil


Armor Class 16 (natural armor)
Hit Points 130 (20d8 + 40)
Speed 30 ft., fly 15 ft. (hover)


STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 16 (+3) 13 (+1) 12 (+1) 18 (+4)

Saving Throws Dex +10, Wis +6, Cha +9
Skills Acrobatics +15, Deception +9, Insight +6, Perception +6, Performance +14
Damage Resistances poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Common
Challenge 15 (13,000 XP)


Dark Devotion. Grimm has advantage on saving throws against being charmed or frightened.

Flame Step. As a bonus action on each of his turns, Grimm can teleport up to 20 feet to an unoccupied space that he can see.

Split (2/Day). When reduced to 0 hit points, Grimm splits into 12 Small flying shadow creatures bearing his likeness, which immediately spread out 30 feet in all directions. One randomly chosen likeness is Grimm's "true" likeness, containing his essence, and if the true likeness is destroyed, Grimm dies.
    Each likeness has an AC of 19 and 1 hit point, except the true likeness which has 30 hit points. A creature can use an action on its turn to make a DC 17 Wisdom (Perception) check to identify the true likeness.
    At the end of each of Grimm's turns, he rolls a die. On an even result, his true likeness reforms, restoring his normal form with half of its hit points.

Actions

Multiattack. Grimm makes either three attacks with his claws, or three fire bat attacks. Alternatively, Grimm can use any two of his kick actions.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) slashing damage.

Fire Bat. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 13 (2d8 + 4) fire damage.

Slide Kick. Grimm slides along the ground, feet first, up to 15 feet in a straight line. While doing so, he can enter Medium or smaller creatures' spaces. Whenever Grimm enters a creature's space, the creature must succeed on a DC 17 Dexterity saving throw or take 7 (2d6) bludgeoning damage. Succeed or fail, the creature is pushed to the nearest unoccupied space of its choice.

Dive Kick. While Grimm is flying, he can descend up to 10 feet in a straight line to a space within 5 feet of a creature he can see. When he does, that creature must succeed on a DC 17 Dexterity saving throw or take 12 (3d6 + 2) bludgeoning damage.

Fire Rain (Recharge 6). While Grimm is flying, he conjures a rain of fire motes which fly out in all directions within 30 feet of him. Each other creature in this area must make a DC 17 Dexterity saving throw taking 21 (6d6) fire damage on a failed save, or half as much on a successful one. A creature that fails its save by 5 or more takes an additional 10 (3d6) fire damage.

Reactions

Cutting Words (3/Day). When a creature that Grimm can see within 60 feet of him makes an attack roll, an ability check, or a damage roll, he can roll a d8 and subtract the result from the creature’s roll.

Legendary Actions

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

Skitter. Grimm moves up to his speed. This movement doesn't provoke opportunity attacks.

Cloak Spikes (Costs 2 Actions). Grimm stabs his magical cloak into the ground, which then erupts in five magical spikes, each which appear in a 5-foot space of his choice within 30 feet of him. No space can be within 5 feet of any other space. Each creature in one of the chosen spaces must succeed on a DC 17 Dexterity saving throw or take 5 (1d10) piercing damage.

Dash Uppercut (Costs 3 Actions). Grim dashes up to 15 feet in a straight line, then makes an attack with his claws against a creature within his reach. Hit or miss, Grimm then ascends 10 feet into the air, and launches up to 3 balls of flame, each at a different creature of his choice that he can see within 20 feet. Each creature must succeed on a DC 17 Dexterity saving throw or take 7 (2d6) fire damage.

Weeping Angel

Suggested by @natezsilli, based on the iconic monsters from the classic British television series Doctor Who.

Some of the most chilling monsters in existence, the weeping angels are alien creatures are so insidious, that a single encounter with them can cause a person to develop a lifelong fear of all statues.

They are so feared that there is even a storied piece of folk wisdom meant for anyone who encounters these beings, passed around like a ghost story (often in an attempt to dissuade young men and women from becoming adventurers), that simply says...

"Don't blink."

                          Image source: tardis.fandom.com



Weeping Angel

Medium aberration, neutral evil


Armor Class 17 (natural armor)
Hit Points 102 (12d8 + 48)
Speed 40 ft.


STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 19 (+4) 10 (+0) 18 (+4) 16 (+3)

Saving Throws Str +8, Con +7, Cha +6
Skills Deception +6, Perception +7, Stealth +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 17
Languages understands Deep Speech but can't speak
Challenge 8 (3,900 XP)


Statue Shyness. While the angel can be directly seen by a living creature, it is petrified. It remains petrified until no creature can see it, at which point the condition immediately ends. While petrified or otherwise motionless, the angel is indistinguishable from a normal statue. As an action, the angel can change its appearance to resemble a different subject or style of statue, but can't change its size or other statistics.
    Unless surprised, at the start of each of its turns, a creature can keep its eyes focused on all angels to which it has line of sight that are within a 180-degree arc centered on a direction of the creature's choice. If the creature does so, it can see any angels within that arc until it can lock its eyes in a new direction, either at the start of its next turn, or when it uses a bonus action to do so. Any angels in this arc while the creature does this are petrified. If the creature looks at any other subject, even momentarily, the effect immediately ends.

Ambusher. The angel has advantage on attack rolls against any creature it has surprised.

Instantaneous Travel. The angel can't move normally, instead moving exclusively by teleporting. On each of its turns while it is not petrified, the angel can teleport to an unoccupied space it can see up to a range equal to its movement speed. It can do this once using its movement, and can't move again until its next turn, unless it uses the Dash action to move a second time the same way. This movement makes no inherent sound.

Shadow Stealth. While in dim light or darkness, the angel can take the Hide action as a bonus action.

Voices of the Dead. The angel can speak in the disembodied voice of any creature it has killed in any language the killed creature knew. The angel understands any language known by a creature it has killed.

Actions

Multiattack. The creature makes two attacks with its claws.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.

Grab. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained and can't breathe. A grappled creature is unable to turn to look at the angel.

Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled creature. Hit: 22 (4d8 + 4) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Animate Statue (1/Day). The angel targets one Medium statue it can see, which becomes animate, using the game statistics for a Gargoyle. The statue remains animated for 8 hours and is an ally of the angel, obeying the angel's commands to the best of its ability for the duration. The animated statue returns to its inanimate form at the end of the duration, or if the angel is killed.

 

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