ItsADnDStreamNow Monsters—2019-02-06: Crabtank, Ursatyr Smoke Bolter, and Giant Brawler Mimic

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IADnDMN Stream Monsters! (2019/02/06)

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!

Crabtank

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

The crabtank is a hulking magical abomination built and leveraged by some of the more engineering-minded (and militant) peoples of the elemental plane of water.

The appearance of a crabtank is a rare sight, usually occurring only in the midst of an especially brutal or desperate war. A single crabtank has been known to decisively turn the tide of a battle, and if one side manages to field a squadron of them, it makes for a nigh-unstoppable force.

Two or more crabtanks squaring off against one another in battle is truly a sight to behold, as arcane blasts from range eventually give way to savage blows with claws and feet as they close into a cacophonous melee.

However, if one can get in close enough, often the most apt means of stopping one of these war machines is to board it and assault its crew—the added bonus of course being that, if you succeed, you can take control yourself.

Blind Obedience. When its crew is onboard to command it, a crabtank performs flawlessly. If the crabtank's crew leaves, it continues to follow its last orders to the best of its ability. When it completes or can’t fulfill its orders, or if it is not given instructions a crabtank does nothing other than wait for a crew to return and defend itself from attackers.

A crabtank can’t think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can’t be reasoned with or tricked with words.

Constructed Nature. A crabtank doesn’t require air, food, drink, or sleep.

Crew. The crabtank's Challenge Rating increases from 17 to 19 (22,000 XP) while it is fully-manned.

 

Image source: reddit (original source unknown)



Crabtank

Gargantuan construct, unaligned


Armor Class 21 (natural armor)
Hit Points 290 (20d20 + 80)
Speed 40 ft., climb 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
25 (+7) 6 (-2) 19 (+4) 1 (-5) 12 (+1) 3 (-4)

Saving Throws Str +13, Con +10, Cha +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses blindsight 30 ft., darkvision 120ft., passive Perception 11
Languages understands one language spoken by its pilot but can't speak
Challenge 17 (18,000 XP)


Command Crew. The crabtank's armored carapace is hollow, and can contain up to 4 Medium or smaller creatures. Any creatures inside the crabtank have total cover against attacks and effects originating from outside it. Additionally, there are two external rotating turrets that provide three-quarters cover to their occupants, and a 15-foot square of uncovered outer deckspace to accommodate exterior passengers. If the crabtank is knocked prone, each crew and passenger not fully inside of it must succeed on a DC 15 Dexterity saving throw or be thrown from its hull, landing prone in a space within 5 feet of it.
    The crabtank has four interior stations, which appear as seats with mystical command orbs, each of which can be manned by a single creature, and a creature can only man one of these stations at a time. A creature touching an orb can use its action to use that station, assuming the crabtank's senses until it is no longer touching the orb, and using the associated abilities:

  1. Pilot. Uses the crabtank's movement, as well as up to two Stomp attacks. The pilot can also issue the crabtank a single command, which the crabtank will obey autonomously to the best of its ability when not piloted.
  2. Claws. Uses the crabtank's claws, manipulating them and making up to two Claw attacks, or instead using them as a shield, granting the crabtank +2 to its AC until the start of its next turn.
  3. Arcane Blaster. Uses the crabtank's Arcane Blaster action, if recharged. The creature can use its own Dexterity or Intelligence modifier with proficiency to make the attack roll, if it wishes, instead of the crabtank's attack bonus.
  4. Arcane Bolter. Uses the crabtank's Arcane Bolter attack, if recharged. Can also use its Ink Cloud ability as part of the same action.

All-Terrain Vehicle. The crabtank ignores difficult terrain not caused by an ongoing magical effect.

Echolocation. The crabtank can't use its blindsight while deafened.

Facing. The crabtank is not particularly maneuverable, especially while walking on land. While not swimming, the crabtank can't pivot easily, and must therefore spend 5 feet of movement for every 45 degrees it rotates. It can only use its attacks on targets within a cone projected directly in front of it, except for its stomp which can only be used on targets in similar cones projecting 90 degrees to either of its sides, and its arcane turret, which can be used on any targets within range and line of sight, as normal.

Magic Weapons. The crabtank's weapon attacks are magical.

Seige Monster. The crabtank deals double damage to objects and structures.

Stable. Whenever an effect knocks the crabtank prone, it can make a DC 21 Constitution saving throw to avoid being knocked prone. If the crabtank is knocked prone, roll a die. On an odd result, the crabtank lands on one or more of its own legs and is pinned. While the crabtank remains pinned, its speed becomes 0, and it automatically fails Dexterity saving throws. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn.

Actions

Multiattack. If none of the crabtank's weapons have been used by its crew since the end of its last turn, The crabtank makes four melee attacks, up to two of which can be claw attacks.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage, and the target is grappled (escape DC 17). The crabtank has two claws, each of which can grapple only one target.

Stomp. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. After using this attack, the crabtank's ranged attacks are made at disadvantage until the end of its next turn.

Arcane Blaster (Recharge 6). Ranged Weapon Attack: +10 to hit, range 200/800 ft., one target. Hit: 13 (2d12) force damage plus 13 (2d12) fire damage. Hit or miss, the target and each other creature within 15 feet of it must succeed on a DC 21 Dexterity saving throw or take half as much damage.

Arcane Bolter (Recharge 2–6). Ranged Weapon Attack: +10 to hit, range 60/240 ft., each target within a      10-foot cube in range. Hit: 13 (2d12) force damage.

Arcane Turret. Ranged Weapon Attack: +10 to hit, range 45/180 ft., one target. Hit: 11 (2d10) force damage. Can only be used as an action by a creature within a turret.

Ink Cloud (2/Day). The crabtank deploys a volley of small perforated eggs filled with black ink, which disperse an ink cloud in a 30-foot cube projected outward in front of it, functioning both above or below the surface of the water. The area is heavily obscured for 1 minute, although a significant current or wind disperses the ink.

Ursatyr Smoke Bolter

Suggested by @kleinroux based on this artwork.

As their name implies, the secretive ursatyr race is the distant, primitive ancestors of the more familiar "modern" satyrs. Whereas ordinary satyrs crave hedonistic pleasures, ursatyrs seem to crave only the thrill of the hunt.

Variant: Smoke Mephit Censer

Sometimes, more experienced, or higher-ranking ursatyr smoke bolters are known to carry a censer containing a bound smoke mephit. In this case, that ursatyr also has the following action:

Smoke Mephit Censer (1/Day). The ursatyr activates a magical censer, releasing a smoke mephit bound to its service. The smoke mephit appears in an unoccupied space within 10 feet of its summoner, acting as an ally of its summoner. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action, at which point it is forced to return to its censer. If the mephit dies, it can't be summoned again for 1d6 + 1 days.

(Image credit: artist Kyle Enochs)



Ursatyr Smoke Bolter

Medium fey, any chaotic alignment


Armor Class 16 (studded leather)
Hit Points 78 (12d8 + 24)
Speed 45 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 15 (+2) 14 (+2) 15 (+2) 12 (+1)

Saving Throws Dex +7, Int +5, Wis +5
Skills Perception +5, Stealth +7, Survival +5
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 10
Languages Primordial, Sylvan
Challenge 5 (1,800 XP)


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

Infravision. Within the range of its darkvision, the ursatyr can clearly see living, warm-blooded creatures that would otherwise be heavily obscured.

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

Smoke Aura. If the ursatyr doesn't move on a turn, a cloud of smoke coalesces in its space, heavily obscuring it until it moves, or until an attack hits or misses it. A creature that ends its turn within 5 feet of the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn, at which point it repeats its save, ending the effect on a success, or falling unconscious for up to 1

minute on a failure. A slight wind is sufficient to disperse the cloud. An unconscious target is awoken if it takes damage, or if another creature uses its action to shake it awake.

Standing Leap. The ursatyr's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Multiattack. The ursatyr makes either two ranged attacks, or it makes two melee attacks.

Censer Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

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

Incense Bolt (2/Day). The ursatyr lights a special incense arrow, and loads it into its crossbow, making an attack with it as normal. If the attack hits, it deals an additional 7 (2d6) fire damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.
    If the attack strikes a solid surface, the incense scatters, spreading smoke and hot cinders in a 5-foot radius from the point of impact, creating a cloud of smoke that heavily obscures the area, and forcing each creature within it to succeed on a DC 14 Dexterity saving throw or take 3 (1d6) fire damage and be blinded until the end of its next turn.
    A creature that ends its turn within 5 feet of the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn, at which point it repeats its save, ending the effect on a success, or falling unconscious for 1 minute on a failure. A slight wind is sufficient to disperse the cloud.

 

 

 

Giant Brawler Mimic

Suggested by @ScottyMcScotterson based on this meme image taken from the tumblr page of user chefpyro.

Giants have treasure chests too, and wherever there are treasure chests, there are mimics who will pretend to be them. However, one curiousity of note is that when you have a variety of mimic large enough to duplicate the appearance of a giant's massive treasure chest, they sometimes opt for different methods of attack.

One of these cases is the giant brawler mimic: an insidious creature that hides in plain sight, until it sees its opportunity to strike—suddenly and painfully—with its massive, meaty fists.

Image source: tumblr-er pulling-agro; unclear if original artist

 



Giant Brawler Mimic

Huge monstrosity, chaotic neutral


Armor Class 13 (natural armor)
Hit Points 171 (18d12 + 54)
Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 16 (+3) 5 (-3) 12 (+1) 8 (-1)

Saving Throws Str +9, Con +6
Skills Athletics +9, Intimidation +2, Stealth +7
Damage Immunities acid
Senses darkvision 60 ft., passive Perception 11
Languages
Challenge 7 (2,900 XP)


Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous-humanoid hybrid form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A creature adhered to the mimic is also grappled by it (escape DC 17). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

Surprise Attack. If the mimic surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack, and must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.

Actions

Multiattack. The mimic makes two punch attacks.

Punch. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. On a critical hit against a creature, that creature must succeed on a DC 17 Strength saving throw or be knocked prone.

 

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