IADnDMN Stream Monsters! (2019/04/26)
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!
Ko'atal
Suggested by @whistlehunter, based on the character Kotal Kahn from the Mortal Kombat franchise.
Ko'atal is a member of an ancient race who gain strength from sunlight, and for this reason, worship the sun as a deity.
image source: mortalkombat.fandom.com
Ko'atal
Medium humanoid (osh-tekk, shapechanger), lawful neutral
Armor Class 17
Hit Points 199 (21d8 + 105)
Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 21 (+5) 13 (+1) 18 (+4) 18 (+4)
Saving Throws Str +9, Con +9, Wis +8, Cha +8
Skills Athletics +9, Insight +8, Intimidation +8, Perception +8, Persuasion +8
Damage Resistances poison
Damage Immunities radiant
Condition Immunities poisoned
Senses passive Perception 18
Languages Common, Osh-tekk
Challenge 10 (5,900 XP)
Shapechanger. Ko'atal can use his action to polymorph into a Medium panther, or back into his true form.
While in panther form, Ko'atal can't speak, his walking speed is 50 feet, and he has a climbing speed of 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. he reverts to his true form if he dies.Osh-tekk Resilience. Ko'atal has advantage on saving throws against poison and disease.
Sunlight Absorption. When Ko'atal begins his turn in direct, uninterrupted sunlight, he regains 5 hit points, his base speed increases to 35 feet, and he gains a +2 bonus to all ability checks, attack rolls, and damage rolls that use Strength. If Ko'atal takes cold or necrotic damage, this trait doesn't function at the start of his next turn.
Unarmored Defense. While Ko'atal is wearing no armor and wielding no shield, his AC includes his Constitution modifier.
Actions
Multiattack. Ko'atal makes two attacks with his Macuahuitl, or two unarmed strike attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
Macuahuitl. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Sickle. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage.
Sunstone. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 10 (3d6) fire damage.
God Ray (Recharge 6). Ko'atal extends his arm into the air and momentarily calls down a 5-foot wide, 120-foot tall cylinder of sunlight onto a space he can see within 30 feet. A hostile creature in this area must succeed on a DC 16 Dexterity saving throw or take 33 (6d10) radiant damage. If Ko'atal targets himself, he regains hit points equal to half the radiant damage dealt.
Legendary Actions
Ko'atal 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. Ko'atal regains spent legendary actions at the start of his turn.
Sickle. Ko'atal makes a sickle attack.
Blazing Teleport (Costs 2 Actions). Ko'atal disappears in a plume of smoke and fire, reappearing in an unoccupied space he can see within 60 feet. The space he left is heavily obscured by smoke until the start of his next turn.
Crystal Totem (Costs 3 Actions). Ko'atal conjures a crystal totem, which erupts from the ground, filling a 5-foot wide, 10-foot tall space of his choice within 30 feet. While Ko'atal is within 30 feet of this totem, all damage dealt by Ko'atal is increased by (1d4) of the damage type dealt. The totem has an AC of 17, 20 hit points, and is immune to psychic, poison, and radiant damage.
(original image source unknown)
Masks
Suggested by discord regular @maxxumus, based on this gif (original source unknown).
Creatures of pure mischief and unrelenting trickery, masks are always encountered in pairs. Confusingly, the two varieties—Black Mask and White Mask—are named for the color of their bodies, rather than the color of their masks, as the name would seem to suggest.
These two creatures travel together, employing stealth, misdirection, and all manner of foul play in order achieve their one life's purpose: to steal any item of perceived value they come across.
Black Mask
Medium fey, neutral evil
Armor Class 14 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 17 (+3) 11 (+0) 14 (+2) 18 (+4)
Saving Throws Dex +6, Wis +5
Skills Acrobatics +6, Sleight of Hand +9, Stealth +6
Senses darkvision 120 ft., passive Perception 10
Languages Sylvan
Challenge 5 (1,800 XP)
Censure Susceptibility. A creature the mask can see can use its action to attempt to censure the mask. The creature locks eyes with the mask, and shames it with stern words, making a Charisma (Intimidation) or (Persuasion) check, contested by the mask's Wisdom (Insight) check. If the mask fails the contest, it must use its action on its next turn to drop anything it is carrying and move its full speed away from the censuring creature by the most direct safe route.
Cunning Action. The mask can take the Disengage or Dodge action as a bonus action on each of its turns.
Pack Tactics. The mask has advantage on an attack roll against a creature if at least one of the mask's allies is within 5 feet of the creature and the ally isn't incapacitated.
Shadow Stealth. While in dim light or darkness, the mask can take the Hide action as a bonus action.
Spider Climb. The mask can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The mask makes two attacks with its claws.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage.
Pilfer. The mask attempts to steal one item within its reach. If the item is worn or carried, it must be removable without being seen by the item's possessor. The mask makes a Dexterity (Sleight of Hand) check, contested by the passive Perception of the item's possessor. On a success, the mask removes the item without its possessor's knowledge. The mask has advantage on this check if it is hidden from the possessor, or if another mask is within 5 feet of the target.
White Mask
Medium fey, neutral evil
Armor Class 14 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 17 (+3) 11 (+0) 14 (+2) 18 (+4)
Saving Throws Dex +6, Wis +5
Skills Acrobatics +6, Sleight of Hand +9, Stealth +6
Senses darkvision 120 ft., passive Perception 10
Languages Sylvan
Challenge 5 (1,800 XP)
Censure Susceptibility. A creature the mask can see can use its action to attempt to censure the mask. The creature locks eyes with the mask, and shames it with stern words, making a Charisma (Intimidation) or (Persuasion) check, contested by the mask's Wisdom (Insight) check. If the mask fails the contest, it must use its action on its next turn to drop anything it is carrying and move its full speed away from the censuring creature by the most direct safe route.
Cunning Action. The mask can take the Disengage or Dodge action as a bonus action on each of its turns.
Pack Tactics. The mask has advantage on an attack roll against a creature if at least one of the mask's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spider Climb. The mask can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Innate Spellcasting. The mask's innate spellcasting ability is Charisma (spell save DC 15). The mask can innately cast the following spells, requiring no material components:
At will: dancing lights, druidcraft, minor illusion
1/day each: dissonant whispers, enthrall, silent imageActions
Multiattack. The mask makes two attacks with its claws.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) radiant damage.
Pilfer. The mask attempts to steal one item within its reach. If the item is worn or carried, it must be removable without being seen by the item's possessor. The mask makes a Dexterity (Sleight of Hand) check, contested by the passive Perception of the item's possessor. On a success, the mask removes the item without its possessor's knowledge. The mask has advantage on this check if it is hidden from the possessor, or if another mask is within 5 feet of the target.