IADnDMN Stream Monsters! (2019/02/13)
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!
Nokris, Herald of Xol
Suggested by @whistlehunter, based on the character from Bungie's Destiny series.
Oryx, Nokris' father, exiled him for practicing necromancy, which is seen as an affront to the very core principle by which the Hive live: the belief that the strong will kill the weak until only the strongest species remains.
Nokris turned to necromancy as a way to compensate for his lack of physical strength compared to his brother Crota. Enraged by this, Oryx disowned Nokris, banishing him and erasing any record of his existence.
Only the worm god Xol was willing to assist the young scion, taking Nokris as his personal herald, the leader of his own sect of worshippers, and primary agent of his will.
Nokris
Large aberration (hive), neutral evil
Armor Class 19
Hit Points 190 (20d10 + 80)
Speed 25 ft., fly 35 ft. (hover)
STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 18 (+4) 20 (+5) 18 (+4) 23 (+6)
Saving Throws Dex +10, Int +12, Wis +11, Cha +13
Skills Arcana +12, History +12, Insight +11, Perception +11, Religion +12
Damage Resistances cold, fire, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, exhaustion, frightened, poisoned, unconscious
Senses truesight 10 ft., darkvision 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)
Discorporation. When Nokris 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, and he is unable to take physical form for a time.
Hive Defense. Nokris' AC includes his Charisma bonus, and he has advantage on saving throws against spells and other magical effects.
Hive Sight. Magical darkness doesn't impede Nokris' darkvision.
Hive Weapons. Nokris' weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 3d6 necrotic damage (included in the attack).
Legendary Resistance (3/Day). If Nokris fails a saving throw, he can choose to succeed instead.
Innate Spellcasting. Innate Spellcasting. Nokris’s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: false life, inflict wounds (4th level), revivify
2/day each: circle of death, harm, raise dead
1/day each: astral projection, resurrectionActions
Multiattack. Nokris makes three attacks with his hive claws, or two darkness blast attacks.
Hive Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 10 (3d6) necrotic damage.
Darkness Blast. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 13 (3d8) fire damage plus 13 (3d8) necrotic damage.
Dying Star (Recharge 6). Nokris hurls a magical ball of solar fire that explodes at a point he can see within 120 feet of him. Each creature within 20 feet of that point not behind total cover must make a DC 21 Dexterity saving throw, taking 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
Reactions
Deflective Force. When a creature that Nokris can see would hit him with a ranged attack, he forces the attacker to re-roll the attack with disadvantage.
Legendary Actions
Nokris 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. Nokris regains spent legendary actions at the start of his turn.
Quick Blast. Nokris makes a darkness blast attack.
Wound Space (Recharge 4–6). Nokris enters a short-range planar portal, teleporting to an unoccupied space of his choice that he can see or is familiar with within 100 feet. If Nokris can't fit in the destination space, the teleportation fails, and Nokris takes 5 (1d10) force damage.
Darkness Smash (Cost 2 Actions). Nokris slams the ground at his feet with tremendous dark power. Each other creature within 20 of him must make a DC 21 Constitution saving throw. A creature takes 13 (3d8) necrotic damage and is pushed 20 feet on a failed save, or takes half as much damage, and is pushed 10 feet on a successful one.
(Image credit: Cory Turner, senior character artist at Vicarious Visions)
Lair Actions
On initiative count 20 (losing initiative ties), Nokris takes a lair action to cause one of the following effects; Nokris can’t use the same effect two rounds in a row:
- Nokris activates the hive gate in his lair, which remains open for 1 minute, or until Nokris dies. Each round on initiative count 0 (losing initiative ties), 1d3−1 Hive Knights, 1d4 Hive Acolytes, and 1d8 Hive Thralls emerge from the gate. These hive creatures are loyal to Nokris, treating him as an ally, and all act on the same turn in initiative, which takes place immediately following this emergence. At the GM's discretion, any number of the thralls raised this way may be Cursed Thralls. Nokris can use this lair action while the gate is open to extend its duration for an additional 1 minute.
- Nokris raises forth a number of individuals from the myriad of dead Hive embedded within the walls and floors of his lair. Nokris chooses a a 10-foot radius area of floor centered on a point he can see within 15 feet of him. 1d2 Hive Acolytes and 1d6 Hive Thralls emerge from this space, acting as described above, for Hive creatures emerging from the Hive Gate. At the GM's discretion, any number of the thralls raised this way may be Cursed Thralls.
"Hear me, o dreadful worm. We will raise an army. We will die and be reborn in your name, feed you the souls of our enemies."
~Nokris to Xol
- Nokris channels power from the black stone stalactites around the altar in his lair. The lair starts with six of these stalactites. If Nokris' hive gate is active, he can use this lair action to shatter 1d2 of them to which he has line of sight, revealing a magical crystal of protection which hovers in the space of one of the stalactites that was broken. While this crystal remains, Nokris is encased in a shimmering bubble of impenetrable force, rendering him unable to move, teleport, or use any actions that aren't lair actions, his Quick Blast legendary action, or his Darkness Blast attack. While in this bubble of force, Nokris is immune to all damage, as well as all spells and harmful effects, and any harmful conditions or curses currently affecting him are suppressed for the duration. The next time Hive creatures would emerge from Nokris' hive gate, an additional "Annointed" Hive Knight emerges, identifiable by its conspicuous green aura. This knight is identical to an ordinary Hive Knight, except that its hit points and hit point maximum are each increased by 22 (4d10). When this knight is killed, a spherical green relic buried in its chest falls from its remains. This relic can be tossed at Nokris' active crystal of protection as an action (or replacing a single attack, if a character can make multiple attacks when it takes the Attack action), destroying the crystal and ending its effects. If he wishes, Nokris can also destroy an active crystal with a thought (no action), ending its effects immediately.
If Nokris doesn't have a valid Lair Action to use, he doesn't use one this round. Next round, he counts as not having used any Lair Actions last round, for the purpose of not being able to use the same Lair Action two rounds in a row.
When encountered in his lair, Nokris has a challenge rating of 24 (62,000 XP).
Image credit: Cristina Laviña
Lizardfolk Elemental Champion
Suggested by @MuxedoTask, based on this art by ArtStation artist Cristina Laviña (lavinart).
Lizardfolk are generally a simple people, not especially known for their magic except for the occasional shaman or sorcerer.However, there is a very specific lizardfolk ritual which occurs only at an unknown but very long interval, which results in the appearance of an elementally-imbued
lizardfolk warrior of incredible strength and skill.
It's speculated that this ritual involves the strongest warriors from many neighboring tribes traveling to either a planar portal, or an area with strong ties to the elemental planes. Here, it is suspected that some kind of trial takes place, killing the participants until only one survives, who then emerges not only strengthened, but empowered by the very elemental planes themselves.
Elemental Champion
Large humanoid (lizardfolk), chaotic neutral
Armor Class 15 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 35 ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 18 (+4) 6 (-2) 13 (+1) 12 (+1)
Saving Throws Str +8, Con +7, Wis +4
Skills Athletics +8, Intimidation +4, Perception +4, Survival +4
Senses passive Perception 14
Languages Draconic, Primordial
Challenge 8 (3,900 XP)
Elemental Form (Recharge 4–6). The lizardfolk can use a bonus action to transform into an embodiment of either elemental fire or elemental ice, or back into its true form, which is humanoid. Its statistics, other than its damage immunities and vulnerabilities are the same in each form. The lizardfolk's armor and greatclub transform with it, taking on characteristics of the element it embodies. Any other equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
While in fire form, the lizardfolk is immune to fire damage and vulnerable to cold damage, and these are reversed while in ice form. When the lizardfolk changes back into its normal form from an elemental form, it regains 11 (2d10) hit points, and gains 11 (2d10) temporary hit points.Elemental Aura (Fire or Ice Form Only). At the start of each of the lizardfolk's turns, each creature within 5 feet of it takes 7 (2d6) damage. The damage dealt by this trait is fire damage while the lizardfolk is in fire form, or cold damage while in ice form.
Brave. The lizardfolk has advantage on saving throws against being frightened.
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Actions
Multiattack. The lizardfolk makes two attacks: one with its bite, and one with its greatclub.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 17 (5d6) acid damage. If the champion is assuming either its fire or ice form, the acid damage is replaced with fire or cold damage, respectively.
Champion's Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the champion is assuming either its fire or ice form, the target takes an additional 10 (3d6) damage of either fire or cold types, respectively.
Breath Weapon (Recharges After a Short or Long Rest). The lizardfolk exhales a deadly elemental plume in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) damage on a failed save, or half as much damage on a successful one. The damage dealt by this action is fire in fire form, cold in ice form, or acid in normal form.
Astral Scout
Suggested by Twitch viewer @BobChao87, based on NASA's Opportunity rover, which was declared lost today. RIP, our wonderful robot friend.
The astral scout is a construct built for, as its name implies, exploring the uncharted reaches of the astral plane. The construct's creator can send the magical machine to any plane they can adequately describe, and once it is there, they can view the potentially inhospitable realm through the safety of the scout's remote viewing capability.
While the scout doesn't really possess much capacity for combat, or even defense, its value as an observer of worlds that would be otherwise unobservable can't be overstated. It's not unheard of for a mage to become sentimentally attached to their little machine, despite its decided lack of capacity for emotion or even speech. Some old wizards have even admitted to risking their own lives to recover a damaged astral scout: an act that is, ironically, exactly counter to its intended purpose.
Blind Obedience. When its creator has given it a clear command, an astral scout performs flawlessly. If the scout is left without instructions, or if it completes all instructions given to it, it continues to follow its last orders to the best of its ability. When it can’t fulfill its orders, an astral scout stands idle until given a new command. An astral scout that has been given conflicting orders sometimes alternates between them.
Constructed Nature. An astral scout doesn’t require air, food, drink, or sleep.
Image source: mars.nasa.gov
"My battery is low, and it's getting dark."
~paraphrase of last message received from Opportunity
Astral Scout
Medium construct, lawful good
Armor Class 16 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 10 ft.
STR DEX CON INT WIS CHA 8 (-1) 5 (-3) 17 (+3) 4 (-3) 16 (+3) 6 (-2)
Skills Perception +7
Damage Resistances cold, fire
Damage Immunities poison, psychic, radiant
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., darkvision 300 ft., passive Perception 17
Languages understands Common but can't speak
Challenge 1 (200 XP)
Remote Scout. The astral scout is magically bound to a special scrying orb. The orb's owner can telepathically command the astral scout or call her to travel to them at any time, and the astral scout knows the distance and direction to the orb, even if she and it are on different
planes of existence. At any time the orb's owner can use its action to see through the astral scout’s eyes and hear what she hears, and continue to do so until they use their action to return to their normal senses.
Antimagic Susceptibility. The astral scout is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the astrals scout must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Magic Resistance. The astral scout has advantage on saving throws against spells and other magical effects.
Radiant Absorption. Whenever the astral scout is subjected to radiant damage, she takes no damage and instead regains a number of hit points equal to the radiant damage dealt.
Actions
Drill. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) piercing damage.
Astral Travel (1/Day). The astral scout slips through astral space itself, appearing in an unoccupied space of its choice she has seen or is familiar with on any plane. If there isn't room for the scout in the destination space, she is pushed to the unoccupied space nearest to the destination, taking 5 (1d10) force damage for every 10 feet pushed.