ItsADnDStreamNow Monsters—2019-05-10: Eldritch & Infernal Griffons, and Vex Goblin

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IADnDMN Stream Monsters! (2019/05/10)

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!

Planar Griffons

Further continuing our series of planar griffons, we add two more to the list. This time they hail from the elemental plane of water, and the "plane beyond the planes"—the Far Realms.

Far Plane Griffon

Suggested by @whistlehunter

Never seen in its natural habitat, the eldritch griffon originates from the Far Plane. Like other creatures of the unknowable void, the eldritch griffon is a creature of writhing muscle and tentacles. It is only vaguely recognizable as a griffon at all, as the entropic nature of the plane has twisted its form nearly beyond recognition.

The hostile environment has also affected the beast's temperament. Unlike their formidable-yet-kind ancestors, these creatures live for naught but wanton destruction.



Eldritch Griffon

Large aberration, chaotic evil


Armor Class 15 (natural armor)
Hit Points 104 (11d10 + 44)
Speed 20 ft., fly 60 ft. (hover)


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 19 (+4) 6 (-2) 12 (+1) 9 (-1)

Saving Throws Str +9, Con +8, Wis +5
Skills Perception +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 10
Languages understands Deep Speech but can't speak
Challenge 9 (5,000 XP)


Impossible Appearance. A critical hit scored against the griffon is treated as a normal hit. Additionally, the first time in a day that a humanoid sees the griffon, it must succeed on a DC 13 Wisdom saving throw or be affected by one effect of short-term madness (see

chapter 8 of the Dungeon Master's Guide). A creature suffering from a madness caused by this trait is immune to this effect.

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

Actions

Multiattack. The griffon makes four attacks with its tentacles, two of which can be replaced by a single beak attack.

Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target the griffon has grappled. Hit: 18 (2d12 + 5) piercing damage plus 10 (4d4) acid damage.

Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage plus 5 (2d4) acid damage, and the target is grappled (escape DC 15). The griffon can have no more than two creatures grappled at a time.

Psionic Screech (Recharge 5–6). The griffon lets out a mind-rending screech, forcing each creature within 30 feet of it that can hear it to make a DC 16 Constitution saving throw. A creature takes 21 (6d6) psychic damage on a failed save, or half as much on a successful one.

Nine Hells Griffon

Suggested by @whistlehunter

Infernal griffons are probably the most shrewd of all the planar griffons, owing largely to their molding at the hands of their devil masters.

These griffons do not suffer fools, but will gladly deceive those who take for granted their reluctance to attack on sight. The infernal griffons are known to be susceptible to bribes, but remember to never agree to payment up front—the creatures are known to dump their passengers into the River Styx if they have nothing left to give.



Infernal Griffon

Large fiend (devil), lawful evil


Armor Class 16 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 30 ft., fly 80 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 19 (+4) 12 (+1) 15 (+2) 13 (+1)

Saving Throws Dex +7, Cha +4
Skills Intimidation +4, Perception +5
Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Infernal
Challenge 8 (3,900 XP)


Confer Fire Resistance. The griffon can grant resistance to fire damage to anyone riding it.

Devil's Sight. Magical darkness doesn't impede the griffon's darkvision.

Illumination. The griffon sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

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

Actions

Multiattack. The creature makes three attacks: one with its beak, and two with its claws.

Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) fire damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Infernal Gust (Recharge 6). The griffon flaps its enormous bat-like wings, creating a gale of superheated air in a 30-foot cone. Each creature in the area must make a DC 15 Constitution saving throw. A creature takes 14 (4d6) fire damage and is knocked prone on a failed save. On a successful save, a creature takes half as much damage, and is not knocked prone.

Plane Shift (Recharges After a Short or Long Rest). The griffon and up to 4 creatures touching it are teleported to a location of the griffon's choice on the Nine Hells, or to another plane of the griffon's choice, if it is already there. An unwilling creature can make a DC 14 Charisma saving throw to resist being teleported. A creature riding the griffon has disadvantage on this save.

image source: Destinypedia

Vex Goblin

Suggested by @whistlehunter

Goblins are the primary scouting and rank-and-file infantry units of the vast interconnected construct race known only as the Vex. The Vex's ultimate goals are a mystery, but their appearances are only becoming increasingly common.

Vex goblins are plodding, somewhat frail-looking humanoid constructs, with one large, red glass eye which glows with a malevolent intellect. While individual vex goblins can be dispatched by conventional means rather easily, they tend to appear very suddenly, often in large groups.

Vex use an an unrecognizable form of planar travel which allows large quantities to appear in a given location out of nowhere, overrunning the area in the course of just minutes.


Vex Goblin

Medium construct, lawful neutral


Armor Class 16 (natural armor)
Hit Points 34 (4d8 + 16)
Speed 25 ft.


STR DEX CON INT WIS CHA
15 (+2) 7 (-2) 18 (+4) 20 (+5) 13 (+1) 3 (-4)

Saving Throws Wis +3
Skills Investigation +7
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 11
Languages Hexinary; understands all languages but can speak only in Hexinary
Challenge 2 (450 XP)


Targeting Matrix. The vex uses its Intelligence for ranged attacks, instead of its Dexterity.

Vulnerable Core. If the goblin suffers a critical hit, it is destroyed.

Actions

Multiattack. The vex makes two attacks with its radiant beam.

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

Radiant Beam. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 4 (1d8) radiant damage.

Phase Jump (2/Day). The vex teleports up to 30 feet to an unoccupied space it can see.

 

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