ItsADnDStreamNow Monsters—2018-12-27

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IADnDMN Stream Monsters! (2018/12/27)

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!

Xol, Will of the Thousands

Suggested by Patron and Discord regular @whistlehunter, based on the boss from Destiny 2.

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Xol is one of the five "Worm Gods" worshipped by the aberrant Hive species. A being of immense size and terrible strength, it's physical and magical power rivals that of most demigods.

Somewhat of an outcast among the worm gods, Xol fled his home plane and established a new kingdom in a far away realm, seeking to raise an army to conquer in its own name.

Fighting back against the worm god and finding their typical weapons ineffective, the denizens of this new realm created magical javelins capable of piercing Xol's thick hide.

Javelin of the Valkyrie

Weapon (javelin), rare (requires attunement)

 
This thin, solid steel javelin is plated with some unknown material which causes its metallic surface to appear a brilliant, mirror-polished crimson.
    You have a +1 bonus to attack and damage rolls made with this magic weapon. While holding the javelin, you can use a bonus action to speak its command word to activate its magic, causing it to arc with blazing red energy for the next 1 minute. For this duration, the javelin deals an additional 2d6 lightning damage when you hit a creature with a melee attack using it, and when you make a ranged weapon attack with it against a creature, hit or miss, the target and each creature within 5 feet of it must succeed on a DC 14 Dexterity saving throw or take 2d6 lightning damage. Additionally, while active, you can use a bonus action on each of your turns to recall the weapon, causing it to teleport back into your open hand.
    Once activated, the javelin can't be activated again until the following dawn.

 

 
Image Source: Destiny2.swiki.jp.



Xol

Gargantuan aberration (hive), chaotic evil


Armor Class 20 (natural armor)
Hit Points 409 (21d20 + 189)
Speed 40 ft., burrow 80 ft., fly 60 ft.


STR DEX CON INT WIS CHA
29 (+9) 9 (-1) 28 (+9) 18 (+4) 23 (+6) 21 (+5)

Saving Throws Str +17, Dex +7, Con +17, Wis +14,   Cha +13
Skills Deception +13, Insight +14, Perception +14, Persuasion +13
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities blinded, charmed, exhaustion, frightened, poisoned, unconscious
Senses truesight 120 ft., blindsight 300 ft. (blind beyond this radius), passive Perception 24
Languages all, telepathy 300 ft.
Challenge 27 (105,000 XP)


Discorporation. When Xol drops to 0 hit points or dies on a plane other than his throne world, his body is destroyed but his essence travels back to his throne world plane, and he is unable to take physical form for a time.

Hive Telepathy. Xol's telepathy can reach any hive that he is aware of on the same plane of existence as him, regardless of distance.

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

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

Magic Weapons. Xol's weapon attacks are magical.

Tunneler. Xol can burrow through solid rock at half his burrow speed and leaves a 15-foot-diameter tunnel in his wake.

Innate Spellcasting. Xol can innately cast fireball, resurrection and reverse gravity. His spellcasting ability is Charisma (spell save DC 21).

Actions

Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 35 (4d12 + 9) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by Xol. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside Xol, and it takes 28 (8d6) acid damage at the start of each of Xol's turns. Xol can swallow up to 3 Medium or smaller creatures, or 2 Larger creatures, or 1 Huge creature at a time.
    If Xol takes 35 damage or more on a single turn from a creature inside it, He must succeed on a DC 25 Constitution saving throw at the end of that turn or

regurgitate all swallowed creatures, which fall prone in a space within 10 feet of him. If Xol dies, a swallowed creature is no longer restrained by him and can escape from the corpse by using 20 feet of movement, exiting prone.

Blanketing Void. Xol manifests a corrosive aura of void energy which clings to the ground in a 60-foot radius around him, filling the space in this area up to 3 feet above the ground, and persisting for 1d4 + 1 rounds. Any non-hive creature that starts its turn touching this energy takes 10 (3d6) necrotic damage.

Tackle (Recharge 5–6). Xol throws himself prone, crushing an area of the ground adjacent to him that is 20 feet wide and 60 feet long. Each creature in this area must make a DC 19 Dexterity saving throw.
    On a successful save, the creature can choose to be pushed to the nearest unoccupied space to the side of this area. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
    On a failed save, the creature takes 56 (16d6) bludgeoning damage and is pinned. A pinned creature is prone, restrained, and can't breathe for as long as it remains pinned.
    A pinned creature can try to escape by taking an action to make a DC 19 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of Xol. The pin ends if Xol leaves the pinned creature's space.

Soulfire Beam (2/Day). Xol projects a 10-foot wide, 120-foot long beam of soulfire out from him. Each creature in this area must make a DC 22 Dexterity saving throw, taking 33 (6d10) fire damage and 33 (6d10) necrotic damage on a failed save, or half as much of each type on a successful one.

Psychic Scream (1/Day). Xol unleashes a psychic scream, audible to all living creatures within 300 feet of him. Each non-hive creature that hears the scream must succeed on a DC 20 Constitution saving throw or be knocked unconscious for up to 1 hour. An unconscious creature can repeat its save each time it takes damage.
    After 1 minute, an unconscious creature also repeats its save at the end of each of its turns, doing so with advantage if it has taken damage since the end of its last turn, waking itself on a success, or if another creature uses an action to shake it awake.

Legendary Actions

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

Dig. Xol burrows up to half his burrow speed.
Quick Bite. Xol makes one bite attack.
Hive Diversion (Costs 3 Actions; Recharge 6). Xol burrows straight down, up to half his burrow speed, or until he is no longer visible from the surface. As part of this action, he summons any number of Hive creatures in unoccupied spaces of his choice within 60 feet of the point where he burrowed. The hive creatures summoned can be of a combined CR no greater than 16. The summoned hive creatures remain for up to 1 hour, or until reduced to 0 hit points.

Snow Bee

Suggested by reddit user /u/notthesharpestbulb, who tagged me in this thread.

A tiny elemental found primarily in the Frostfell, snow bees can occasionally find their way into the prime material plane, where they may even manage to build a functioning hive in a suitably cold place, such as a high mountain range, or an actic forest.

These bees are much larger than an ordinary bee, with adults reaching the size of a typical rat. These bees use their innate freezing rays to build hives of ice around existing structures of wood or stone of which they are fiercely protective. A threatened snow bee will repeatedly sting perceived threats, potentially freezing them to death with their magical venom.


Snow Bee

Tiny elemental, unaligned


Armor Class 13 (natural armor)
Hit Points 7 (2d4 + 2)
Speed 10 ft., fly 30 ft.


STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 12 (+1) 3 (-4) 10 (+0) 6 (-2)

Skills Perception +2
Damage Vulnerabilities fire
Damage Immunities cold
Senses passive Perception 12
Languages
Challenge 1/4 (50 XP)


Flyby. The bee doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 5 (2d4) cold damage. If the cold damage reduces the target to 0 hit points, it freezes solid, becoming stable but paralyzed until thawed, even after regaining hit points.

Freezing Ray (Recharge 4–6). One target the bee can see within 15 feet of it must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) cold damage and become partially encased in ice. A creature partially encased in ice loses the use of one of its limbs, determined randomly or chosen by the GM. The creature regains use of this limb upon using an action to break the ice, or upon suffering any bludgeoning damage.

Giratina

Suggested by Patron and Discord-er @ScottyMcScotterson, based on the legendary Pokemon from the Pokemon franchise.

One of the most ancient and powerful pokemon of all, Giratina is the being tasked with guarding an eerie plane called the Distortion World.

It's said that Giratina oversees the transition of a pokemon's soul into the afterlife, and is perhaps the sole guardian of the entire underworld.

Giratina appears either in its six-legged normal form, or its flying serpent "Origin" form. While it can only hold its Origin form for hours, or at most days at a time on other planes, it sails through the sky in Origin form perpetually in the Distortion World.

 

 

 

 

 

 

 

 

Normal Form

Image source: Bulbapedia.



Giratina

Huge monstrosity (shapechanger), lawful neutral


Armor Class 18 (natural armor; 16 in Origin Form)
Hit Points 168 (16d12 + 64)
Speed 50 ft.; 15 ft., fly 60 ft. (hover) in Origin Form


STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 19 (+4) 7 (-2) 14 (+2) 18 (+4)

Saving Throws Dex +4, Wis +6, Cha +8
Skills Perception +6
Damage Vulnerabilities cold
Damage Resistances fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 16
Languages understands Common but can't speak, telepathy 60 ft.
Challenge 10 (5,900 XP)


Shapechanger. Giratina can use its action to polymorph into its Origin Form, or back into its normal form. Its statistics change according to its form, as noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it is reduced to 0 hit points.

Aggressive. As a bonus action, Giratina can move up to its speed toward a hostile creature that it can see.

Sure-Footed (Normal Form Only). Giratina has advantage on Strength and Dexterity saving throws made against effects that would push it or knock it prone.

Actions

Multiattack. The creature makes two shadow claw attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) type damage.

Shadow Claw. (Normal Form Only) Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) slashing damage plus 7 (2d6) necrotic damage.

Shadow Force. Giratina disappears into the Ethereal plane until the end of its next turn. At any time before then, Giratina can use its action to emerge from the ethereal plane, making a single melee attack with advantage against a target within its reach as part of the same action. If the attack hits, it deals an additional 7 (2d6) necrotic damage.

Ominous Wind (Recharge 5–6; Origin Form Only). Giratina unleashes a ghastly wind in a 30-foot cone. Each creature in this area must make a DC 16 Constitution saving throw, taking 10 (3d6) cold damage and 10 (3d6) necrotic damage on a failed save, or half as much of each type on a successful one.

Plane Shift (Recharges After a Short or Long Rest). Giratina and up to six willing creatures it is touching are transported to a different plane of existence. Giratina can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and it and any passengers appear in or near that destination.

Origin Form

Image source: Bulbapedia.

 

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