ItsADnDStreamNow Monsters—2019-04-19: Wasp Snail, Royal Rat Authority, and Recursive Devourer

by ItsADnDMonsterNow

Search GM Binder Visit User Profile

IADnDMN Stream Monsters! (2019/04/19)

As always, tune into ItsADnDMonsterNow's weekly monster-making stream on Twitch every Friday at 10am 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!

 

 

 

 

 

 

Wasp Snail

Suggested by ALL OF REDDIT https://redd.it/beolcj.

One of the more whimsical creatures native to the feywild, Wasp Snails are a species of snail that has developed a symbiotic relationship with one of their world's many native wasp species.

image source: this reddit post.



Wasp Snail

Large fey, neutral


Armor Class 16 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 5 ft.


STR DEX CON INT WIS CHA
14 (+2) 4 (-3) 16 (+3) 4 (-3) 15 (+2) 5 (-3)

Saving Throws Str +5, Wis +5
Skills Animal Handling +5
Condition Immunities prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
Languages understands Sylvan but can't speak
Challenge 7 (2,900 XP)


Hive Shell. Integrated in the snail's shell is a hive containing a number of Giant Wasps. When the snail rolls initiative, and at the start of each of its turns, 1d4 + 2 Giant Wasps emerge from the hive into unoccupied spaces within 5 feet of the snail. Each time this occurs,

the bonus added to this d4 is reduced by 1 until it reaches 0. Once the bonus reaches 0, this trait ceases to create new wasps at the end of the snail's next turn.

Hive Telepathy. The Giant Wasps living in the snail's hive shell are autonomous, but susceptible to the snail's psychic suggestions. The snail can telepathically communicate simple ideas and emotions to the wasps while they are within 60 feet of it. This range is reduced to 30 feet while the snail is withdrawn into its shell.
    As a bonus action on each of the snail's turns, it can issue a simple command to any number of wasps within range of its telepathy, which they are compelled to obey within reason: they will not harm each other, or obey a command that will obviously kill them (such as flying into a fire).

Actions

Command Wasps. Each wasp of the snail's choice within range of its hive telepathy can either move up to half its speed, or make a single attack against a creature within the wasp's reach.

Shell Defense. The snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.

 

 

Royal Rat Authority

Suggested by Siravia, based on the boss from the video game Dark Souls 2.

One of the most vile giant beasts one could ever encounter, the Royal Rat Authority is called so because of its command over an area's local rat population.

image source: darksouls.fandom.com.



Royal Rat Authority

Gargantuan monstrosity, neutral evil


Armor Class 14 (natural armor)
Hit Points 116 (8d20 + 32)
Speed 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 19 (+4) 6 (-2) 13 (+1) 8 (-1)

Saving Throws Str +7, Dex +5, Wis +4
Skills Perception +4
Damage Resistance acid
Damage Immunities poison
Condition Immunities petrified, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 8 (3,900 XP)


Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

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

Rat Telepathy (Recharge 5–6). The rat can telepathically communicate simple ideas and commands to rats it can see within 60 feet of it. As a bonus action, the rat can issue a command to each other rat of its choice in this radius, allowing them to either move up to their speed, or make a single melee attack against a creature within its reach. Alternatively, the rat can use its action to summon forth 1d4 + 1 Giant Rats to its aid.

Actions

Multiattack. The rat makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 16 (5d4 + 4) slashing damage.

Acid Surge (1/Day). The rat vomits forth a surge of acid, filling a 20-foot cube. Each creature in the area must make a DC 15 Dexterity saving throw, taking 15 (6d4) acid damage on a failed save or half as much on a successful one. Any nonmagical metal armor or a metal shield being worn or carried by a creature that fails its save takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.
    Additionally, pools of acid form on the ground in the area. A creature that enters the area for the first time on its turn, or that ends its turn there suffers 7 (3d4) acid damage, and suffers the same corrosion penalty to its armor.

 

Recursive Devourer

Suggested by SherlockHole1 (and the rest of the stream), based on a random idea that came up while working on another stat block.

The Recursive Devourer is equal measure rare, mystifying, and deadly. Its digestive system not only contains an extradimentional space where is absorbs the life from any creature trapped inside, but that space then contains another devourer, whose bowels then contain another in turn, and so on. The only way to escape a recursive devourer is to defeat each of its incarnations until you return to the "top layer," where you can finally kill the original.



Recursive Devourer

Huge aberration, chaotic evil


Armor Class 15 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 15 ft., climb 15 ft., fly 40 ft.


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 21 (+5) 3 (-4) 12 (+1) 7 (-2)

Saving Throws Str +10, Wis +6, Cha +3
Skills Perception +6
Damage Resistances poison
Condition Immunities blinded, charmed, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 16
Languages
Challenge 16 (15,000 XP)


Demiplanar Bowels. Any creature or object that the devourer swallows is transported to a demiplane that can be entered by no other means except a wish spell or by using magic that enables planar travel, such as the plane shift spell. A creature can leave the demiplane only by using such magic. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high, in which resides another recursive devourer. Additionally, like a stomach, the demiplane contains the remains of the devourer’s past meals. The devourer can't be harmed from within the demiplane inside it. If the devourer dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible.

Demiplanar Recursion. Each devourer's demiplanar bowels is home to a lesser version of itself. Each lesser version can potentially swallow targets still, sending them into yet another set of demiplanar bowels, yet containing another devourer, and so on. Each successive devourer's hit point maximum is equal to half the hit point maximum of its parent devourer (minimum 1 hit point). If any lesser devourer is killed,

the demiplanar bowels in which it resided collapse, sending all contents to the spaces around its parent devourer. That parent devourer can then no longer swallow creatures until it completes a long rest.

Alcoholic Susceptibility. Whenever a creature under the effects of alcohol intoxication deals damage to the devourer while within 15 feet of it, the devourer suffers an amount of psychic damage equal to the damage dealt.

Immutable Form. The devourer is immune to any spell or effect that would alter its form.

Actions

Multiattack. The devourer makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 15 Dexterity saving throw or be swallowed by the devourer. The swallowed target, along with everything it is wearing and carrying, appears prone in an unoccupied space on the floor of the devourer’s Demiplanar Bowels.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Legendary Actions

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

Tail. The devourer makes an attack with its tail.
Evasive Maneuver. The devourer flies up to half its speed, not provoking opportunity attacks.
Tar Spit (Costs 2 Actions). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: The target is restrained until it or a creature within 5 feet of it uses an action to make a successful DC 15 Strength (Athletics) check to free it.

 

This document was lovingly created using GM Binder.


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