IADnDMN Stream Monsters! (2019/05/03)
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!
Pteroid
Suggested by @whistlehunter, based on the depicted art by artist Paul Komoda.
A relative of the dreaded fishbear, the pteroid is a bestial, humanoid version of the common lionfish. This creature not only uses its spined for protection, but it can hurl them through its prey to deliver a stabbing wound—with a great dose of venom—from range.
artist credit: Paul Komoda
Pteroid
Huge monstrosity, unaligned
Armor Class 14 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft., swim 60 ft.
STR DEX CON INT WIS CHA 21 (+5) 13 (+1) 20 (+5) 4 (-3) 12 (+1) 5 (-3)
Skills Athletics +8, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 5 (1,800 XP)
Limited Amphibiousness. The pteroid can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating.
Siege Monster. The pteroid deals double damage to objects and structures.
Spined Hide. At the start of each of its turns, the pteroid deals 5 (1d10) piercing damage plus 7 (2d6) poison damage to any creature grappling it.
Actions
Multiattack. The pteroid makes two attacks with its claws, one of which may be replaced with a bite attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Hurl Spine. Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 12 (3d4 + 5) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage and becoming poisoned for 10 minutes on a failed save, or taking half as much poison damage, and not becoming poisoned on a successful one. A poisoned creature can repeat its save at the end of each of its turns, ending the effect on a success.
Spine Volley (1/Day). The pteroid bristles its spines, which then launch outward in a wide volley, pelting each creature in a 30-foot cone. Each creature in this area must make a DC 15 Dexterity saving throw, taking 10 (4d4) piercing damage plus 10 (3d6) poison damage on a failed save, or half as much of each damage type on a successful one.
Agreus
Suggested by Siravia, based on the boss from the video game Castlevania: Lords of Shadow 2
A demigod and close relative of the deity Pan, Agreus is a vengeful, spiteful, and hateful patron of some of the more ruthless druid circles.
image source: castlevania.fandom.com
Agreus
Huge fey, neutral evil
Armor Class 17 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 50 ft.
STR DEX CON INT WIS CHA 17 (+3) 21 (+5) 21 (+5) 15 (+2) 19 (+4) 25 (+7)
Saving Throws Str +9, Dex +11, Wis +10, Cha +13
Skills Deception +13, Insight +10, Nature +14, Perception +10, Stealth +11
Damage Resistances poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 15 ft., darkvision 120 ft., passive Perception 20
Languages Common, Druidic, Sylvan
Challenge 19 (22,000 XP)
Fey Step (Recharge 5–6). As a bonus action, Agreus can teleport up to 30 feet to an unoccupied space he can see.
Legendary Resistances (3/Day). If Agreus fails a saving throw, he can choose to succeed instead.
Magic Resistance. Agreus has advantage on saving throws against spells and other magical effects.
Weapons of the Hunt. Agreus' weapons are magical. When Agreus hits with any of these weapons, the weapon deals an extra 4d8 poison damage (included in the attack). He can conjure or dismiss these weapons at will (no action), causing them to appear or disappear in a plume of leaves. When one of these weapons appears, it appear in his hands, ready to be used.
Actions
Multiattack. Agreus makes any three attacks with his Weapons of the Hunt.
Spear of the Hunt. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 30/90 ft., one target. Hit: 13 (3d6 + 3) piercing damage, or 16 (3d8 + 3) if wielded in melee with two hands. On a hit, the target also takes 18 (4d8) poison damage.
Sickle of the Hunt. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage plus 18 (4d8) poison damage.
Longbow of the Hunt. Ranged Weapon Attack: +9 to hit, range 180/720 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 18 (4d8) poison damage.
Sickle Boomerangs. Agreus throws his sickles like boomerangs, which travel in a horizontal arc. Agreus chooses up to three creatures he can see within 30 feet of him, which are within 5 feet of each other. Each creature must succeed on a DC 19 Dexterity saving throw, or take 21 (6d6) slashing damage.
Legendary Actions
Agreus 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. Agreus regains spent legendary actions at the start of his turn.
Stalk. Agreus either moves up to half his speed, or uses the Hide action, if able.
Goading Taunt (Cost 2 Actions). Agreus taunts one creature of his choice that can make a melee attack against him and is within melee reach. That creature must succeed on a DC 17 Wisdom saving throw or be forced to use its reaction to make a single melee attack with disadvantage against Agreus. If the attack misses, Agreus then makes a melee attack with advantage against the creature.
Whirlwinds (Costs 2 Actions). Agreus uses his sickles to form two whirlwinds within 5 feet of him, each of which fills a 5-foot cube area. Each whirlwind immediately travels in a straight line for 30 feet before dissipating. Each creature whose space a whirlwind travels through must succeed on a DC 19 Strength saving throw or be pushed 5 feet in a andom direction and knocked prone.
Compost Slug
Suggested by /u/AwwwSnack in this reddit thread, based on a piece of art by Simon Kono.
Sometimes seen scavenging in the aftermath of a terrible battle, Compost Slugs are creatures that feed indiscriminately on corpses and carrion of all kinds.
artist credit: Simon Kono
Compost Slug
Gargantuan monstrosity, unaligned
Armor Class 10 (natural armor)
Hit Points 245 (14d20 + 98)
Speed 20 ft., burrow 10 ft.
STR DEX CON INT WIS CHA 21 (+5) 4 (-3) 25 (+7) 2 (-4) 8 (-1) 4 (-3)
Saving Throws Str +9, Con +11
Damage Resistances bludgeoning
Damage Immunities poison
Condition Immunities poisoned
Senses tremorsense 120 ft., passive Perception 9
Languages —
Challenge 10 (5,900 XP)
Carrion Feeder. If the slug starts its turn within 15 feet of a Medium or larger corpse, and has at least one tentacle free it can eat that corpse as a bonus action, regaining 11 (2d10) hit points.
Compost Gasses. When the slug takes piercing damage, the wound emits a small plume of poisonous gas from the decomposing material inside its body. Each creature within 5 feet of the slug must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage.
If the slug has half of its hit points remaining or fewer, each time it takes fire damage, roll a d10. On a result of 10, the slug ignites and explodes. The slug is instantly killed, and each creature within 20 feet of it must succeed on a DC 15 Dexterity saving throw or take 28 (8d6) fire damage. Any creatures swallowed by the slug have disadvantage on their saving throws.
Keen Smell. The slug has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The slug makes four tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (4d4 + 5) bludgeoning damage, and the target is grappled (escape DC 15). At the start of the slug's next turn, it can pull the grappled creature to within 5 feet of it (no action).
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) piercing damage.
Swallow. The slug makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the slug, and it takes 10 (4d4) acid damage at the start of each of the slug's turns. If the slug dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.