IADnDMN Stream Monsters! (2019/04/05)
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!
Bomber Man
Suggested by /u/sciencesquared in this reddit thread.
Armed with a number of cutting-edge explosive devices, a bomber man creates deadly explosions to corral and box in his opponents before finally blowing them to bits.
artist credit: Dmitry Burmak.
Bomber Man
Medium humanoid (any race), any chaotic alignment
Armor Class 17 (padded half plate)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 17 (+3) 13 (+1) 8 (-1) 10 (+0)
Saving Throws Dex +4, Con +6
Skills Athletics +6
Damage Resistances fire
Senses passive Perception 9
Languages Common
Challenge 6 (2,300 XP)
Padded Half Plate. The bomber man has advantage on saving throws against damage caused by explosions, such as from its bombs, or the fireball spell. If an effect from an explosion allows the bomber man to make a saving throw to take only half damage, the bomber man instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Siege Engineer. The bomber man's bombs deal double damage to objects and buildings.
Actions
Multiattack. The bomber man makes two unarmed strike attacks.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Bomb. The bomber man throws a bomb in a space it can see within 60 feet. Each creature within 5 feet of where the bomb lands must make a DC 14 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much on a successful one.
Compass Bomb. The bomber man places a bomb on the ground in an orientation of its choice. At the start of each of the bomber man's following turns, roll a d4. On a roll of 1, the bomb explodes, sending a 5-foot wide, 30-foot long line of flames in each of four directions, 90 degrees apart on the same plane. Each creature in any of these lines must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a successful one. The bomber man can have up to 2 active bombs placed at once.
Smoke Bomb (3/Day). The bomber man tosses a smoke bomb to a point it can see within 60 feet. At the start of the bomber man's next turn, the smoke bomb emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
Remote Bomb (1/Day). The bomber man places a single bomb attuned to a magical command item it carries on its person. While the bomb is placed, the bomber man knows how many creatures are within 20 feet of that bomb. As a bonus action, the bomber man can trigger this bomb to explode. When this occurs each creature within 20 feet of the bomb must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save or half as much on a successful one.
Corrupted Warden
Suggested by Discord regulars @kleinroux and @Siravia, based on this concept art for the game Remnant: From the Ashes.
A fey creature once tasked with safeguarding the many forests of the feywild, corrupted wardens are the result of fiendish or otherworldly influence on these stewards of the woods.
image source: the Remnant official twitter account.
Corrupted Warden
Large fey, lawful evil
Armor Class 16 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 50 ft.
STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 19 (+4) 9 (-1) 13 (+1) 18 (+4)
Saving Throws Str +6, Dex +6, Con +7
Skills Perception +4, Stealth +6
Damage Resistances bludgeoning, piercing, poison
Damage Immunities fire, necrotic
Condition Immunities blinded, poisoned
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 14
Languages Druidic, Sylvan
Challenge 8 (3,900 XP)
Death Burst. When the warden dies, it explodes in a burst of fiery corruption. Each creature within 10 feet of it must make a DC 15 Dexterity saving throw, taking 7 (2d6) fire damage and 7 (2d6) necrotic damage on a failed save, or half as much of each damage type on a successful one.
Fey Ancestry. The warden has advantage on saving throws against being charmed, and magic can't put the warden to sleep.
Heated Body. A creature that touches the warden while within 5 feet of it takes 5 (1d10) fire damage.
Warden's Magic. Damage and harmful effects from the warden's magic do not affect plant life.
Innate Spellcasting. The warden's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The warden can innately cast the following spells, requiring no material components:
at-will: darkness, faerie fire, guiding bolt, misty step, ray of sickness
2/day each: bestow curse, blindness/deafness, blur, heat metal, hellish rebuke
1/day each: counterspell, fireball, hold person, immolationActions
Multiattack. The warden makes two attacks with its staff.
Warden's Staff. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 3 (1d6) fire damage, and 3 (1d6) necrotic damage.
Ghost Fire (Recharge 5–6). The warden conjures an unnatural, ghostly flame which hovers in the air, filling a 5-foot-cube of the warden's choice within 60 feet of it. The flam sheds bright light out to a range of 15 feet, and dim light an additional 15 feet. A creature that enters a flame's space for the first time on its turn, or that starts its turn there must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much on a successful one. At the start of each of the warden's turns, it can move each of its flames up to 10 feet in any direction, including vertically. Each flame lasts for 1 minute, or until the warden is killed.
Warden's Bond (1/Day). The warden chooses a point it can see on the ground within 60 feet. Veins of pure darkness appear and spread outward from that location in a 20-foot radius. For 1 minute, or until the warden is killed, the area is difficult terrain for all other creatures, and each other creature that enters the area for the first time on a turn, or that starts its turn there must make a DC 15 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much on a successful one. If a creature starts its turn within 5 feet of the center of the area, the necrotic damage dealt by it increases to 28 (8d6) necrotic damage on a failed save, or half as much on a successful one, and the warden then regains a number of hit points equal to half the necrotic damage dealt.
At the start of each of the warden's turns, each other creature in the area must succeed on a DC 15 Strength saving throw or be pulled up to 10 feet toward the center of the area.