Monster
The creature lurched towards the crowd that stood petrified with fear, it's mouth dripping saliva. It had already taken a quiver of arrows and was making no signs of slowing. The only way to stop this beast was to match it's savage ferocity, and destroy it completely. Phyl knew what he had to do. The crowd watched in horror as the skin of Phyl's face began sloughing from his body and his teeth turned into vicious fangs. The transformation was always painful but it was nothing compared to seeing the horror upon the faces of family that had harbored him.
Phyl cast one last look at the town. He would never be able to return, but even as he left his life behind a smile crossed his lips. Phyl would have to start from scratch again but no one in the town had died, and for the first time in years he felt full.
Outcast From Society
When monsters are found they are hunted down and slain. Monsters cannot stay in one place for long and are forced to live in the shadows. This ostracism either causes a monster seek redemption, or drives them further from the light. When a monster does find a place where they are welcome, they will stop at nothing to protect it.
Consider how you interact with other people: do your good deeds assuage their fears or do you conceal you true nature?
Becoming a Monster
Not all who are considered monsters are deserving of that title. Few monsters choose this life and most fight only to escape it, but there are some who relish the bloodshed and infamy it brings them. Monsters become adventurers for many reasons: some seek acceptance, some want revenge, and others just love the violence. The dark powers which created you must have done it for a reason, this pain cannot be for nothing. Will you embrace your dark destiny or fight to save the light within you?
The first step to creating a monster is choosing what kind of monster you wish to be. Were you created by another monster? Did you go too far in the pursuit of power? Do you even know why you are this way? Do you serve a master, do you make your own path, or do you follow fate?
Quick Build
You can make a monster quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the hermit background.
Monster
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Creature type, Inhuman Nature |
2nd | +2 | Darkness |
3rd | +2 | Foul Fortitude |
4th | +2 | ASI |
5th | +3 | Multiattack |
6th | +3 | Creature Feature |
7th | +3 | Nightstalker, Destruction |
8th | +3 | ASI |
9th | +4 | Legendary Action |
10th | +4 | Legendary Resistance |
11th | +4 | Creature Feature |
12th | +4 | ASI |
13th | +5 | Cursed Existence |
14th | +5 | Unstoppable, Legendary Action x2 |
15th | +5 | Siege Monster |
16th | +5 | ASI |
17th | +6 | Creature Feature |
18th | +6 | Lair, Legendary Action x3 |
19th | +6 | ASI |
20th | +6 | Unkillable |
Class Features
Hit Points
- Hit Dice: 1d12 per monster level
- Hit Points at 1st Level: 12 + your Constitution modifier
- Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per monster level after 1st
Proficiencies
- Armor: All armor
- Weapons: Simple weapons, flails, morningstars, shortswords, tridents, whips
- Tools: None
- Saving Throws: Charisma, Constitution
- Skills: Choose two skills from Athletics, Deception, Intimidation, Religion, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- Chain mail and a handaxe
Creature of the Night
At 1st level, choose what type of horrific creature you have become. The creature you choose grants you features at 1st level and again at 6th, 11th, and 17th level.
You can choose between the Risen or Bloodthirsty creature types.
Inhuman Nature
When you start your dark journey at 1st level your body is twisted by foul forces, you gain the following features:
- While you are not wearing armor your Armor Class is equal to 13 + your Constitution Modifier.
- Your unarmed strikes deal 1d8 + your Strength or Dexterity slashing damage.
- You gain darkvision out to 60ft, if you already have darkvision the range of your darkvision increases by 60ft.
- You have resistance to necrotic damage.
Darkness
At level two, as a bonus action you can expend and roll a hit die to perform a dark action. You learn the three dark actions described below and an additional dark action at level 6 as a creature feature.
Some of your monster features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Dark Save DC = 8 + your proficiency bonus + your Constitution modifier
- Unnatural Health. Gain temporary hit points equal to the number rolled on your hit die plus your Constitution.
- Lash Out. Make an attack, if this attack hits the target creature takes slashing damage equal to the number rolled on your hit die and cannot regain hit points until the end of your next turn.
- Terrify. Force one creature that can see you to make a wisdom saving throw against your Dark dc or be frightened of you for one minute. A frightened creature can repeat the saving throw at the end of each of it's turns to end the effect.
Foul Fortitude
At 3rd level, you have additional hit dice equal to half your Monster level. When you finish a short rest you regain these hit dice and may spend them to restore hit points.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Multiattack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Nightstalker
At 7th level you have mastered creeping through the shadows. Your movement increases by 10 feet and you gain a climbing speed equal to your walking speed. Additionally after you make a stealth or athletics check you may expend a hit die and add the number rolled to the check.
Destruction
Also 7th level your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Legendary Action
At level 9 you have become a monster of legends. At the end of another creature’s turn you can immediately perform one of your dark actions as a reaction without expending a hit dice. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature twice between rests starting at 14th level and three times between rests starting at 18th level.
Legendary Resistance
At level 10 when you fail a saving throw you may use your reaction and spend a hit die to add the number rolled to the saving throw.
Cursed Existence
At 13th level, you are cursed to walk the earth eternally. You no longer experience the effects of aging. When you die make a DC 15 Constitution saving throw. If you succeed you return to life with 1 hit point in 1d8-1 days, if the result is 0 you return to life immediately. If you are affected by an ability which prevents corpses from turning into undead such as the Hallow or Gentle Repose spell, or if your body is completely destroyed you do not return to life.
Unstoppable.
At level 14 you gain immunity to the charmed, exhaustion, frightened, and poisoned conditions.
Siege Monster
At level 15, your attacks can rend through any defense. You deal double damage to objects and structures.
Lair
When you reach 18th level your surroundings change to match your darkness. At initiative count 20 you can cause one of the following effects centered on your location:
- The weather within one mile of your location becomes stormy and the sun sheds dim light for 12 hours.
- The land and air in a 60ft radius becomes difficult terrain for creatures other than you until initiative count 20
- The air in a 100ft radius becomes heavily obscured until initiative count 20
- No creatures within a 50ft radius can cast spells until initiative count 20
Once you have caused an effect you cannot cause the same effect until you have finished a long rest.
Unkillable
When you reach 20th level you can no longer be killed by mortal weapons. You gain Immunity to non-magical bludgeoning, slashing, and piercing damage.
Risen
You have been animated by dark magic or a foul disease.
Husk
At 1st level, you gain resistance to poison damage. Additionally, once per long rest when you are reduced to 0 hit points you may choose to be reduced to 1 hit point instead.
Reanimation
At 1st level you gain the power to imbue the dead with a fraction of your power. At the start of your turn you can summon the cadaver of a medium or small creature to fight for you for one minute. Your cadavers act immediately after you in initiative and obey your verbal commands. You may only control one cadaver at a time, if you reanimate a second cadaver the first one immediately dies. If a small or medium creature dies within 30ft of you you may turn it into a cadaver.
Once you have used this feature a number of times equal to your proficiency bonus you cannot use it again until you finish a long rest.
Cadaver
Medium or small undead
- Armor Class 9 + Prof bonus
- Hit Points 5 + 2 x your level
- Speed 30 ft
STR DEX CON INT WIS CHA 14 (+1) 16 (+3) 16 (+3) 4 (-3) 10 (+0) 8 (-1)
- Saving Throws: STR 1 + proficiency, Con 3 + proficiency
- Damage Immunities: necrotic, poison
- Condition Immunities: exhaustion, frightened, paralyzed, poisoned, charmed
- Senses: darkvision 60 ft., passive Perception 8
- Languages: none
- Challenge: --
- Proficiency Bonus (PB): equals your bonus
Actions
Claw. Melee Weapon Attack: your Constitution modifier + proficiency to hit, reach 5 ft, one target. Hit: 1d4 + your CON necrotic damage
Dark Action: Infection
Starting at 6th level, a creature within 30 feet must succeed a dexterity saving throw or be poisoned and take necrotic damage equal to a roll of your dark die at the start of each of it’s turns. At the end of it’s turn a creature may repeat the save ending this effect on a successful save.
Plague
At 11th level, you can control up to two cadavers at a time instead of one, if you summon a third cadaver one cadaver of your choice immediately dies.
Hollow
At 17th level your body is an empty husk of pestilence. You have immunity to poison and necrotic damage. If you or a cadaver is reduced to 0 hit points, all creatures of your choice within 10 feet must make a Constitution saving throw against your dark dc. Any creature that fails their saving throw takes 3d12 necrotic damage and is blinded until the end of their turn, or half as much on a successful save.
Bloodthirsty
You gain power from draining the life from creatures.
Child of the night
At 1st level you have resistance to poison damage, and you can communicate basic ideas with wolves and bats.
Hemorrhage
At level 1, when you hit with a melee attack you may deal 2d6 bonus necrotic damage and heal yourself for the same amount. You may use this feature a number of times equal to your proficiency bonus and regain all uses after a short rest. This feature does not work on constructs or undead.
Dark Action: Drain
At 6th level as a bonus action you can expend a hit die to cause one creature with 30 feet to make a dexterity saving throw. on a failed save the target creature takes necrotic damage equal to the number you rolled on your hit die and you heal for the same amount.
Charming
Additionally at level 6, when you use your terrify dark action you may charm the creature instead.
Shapechanger
At 11th level as an action you can turn into a cloud of bats or bloody mist. When you transform, your size becomes small, you gain a flying speed equal to your walking speed, and resist all damage. While in this form the only action you can take is the action to change back into your normal form, however you can still perform dark actions.
Thrall
At level 17, if a creature fails it's saving throw against your terrify dark action three turns in a row it becomes your thrall. Your thralls are charmed by you and do not repeat the saving throw to end the effect at the end of their turns. While chared by you follow any orders you give them to the best of their ability. If you or an ally harm a thrall or command them to take an action which would endanger themself or a loved one, the thrall may repeat the saving against your charm, ending the effect on a successful save.
Spirit
You have been brought back from beyond the grave to finish what you started in life.
Past life
At 1st level, you remember your life although you have passed it behind. You gain resistance to poison damage and proficiency in martial weapons as well as one skill or tool of your choice.
Vengeful Spirit
Additionally at 1st level when a creature deals damage to you, your next attack against that creature has advantage and deals 1d6 bonus necrotic damage. Additionally once per short rest, when you take damage, you can use you reaction to take half damage instead.
You may always use both features against a creature that has killed you even if you have not taken damage from them or taken a short rest.
Dark Action: Possess
At level 6, as a dark action, you force one creature of your choice within 5 feet of you to make a charisma saving throw. On a failed save you may move that creature up to 30 feet across the ground and make one unarmed strike as if you were in the creature’s location. On a successful saving throw the target creature takes necrotic damage equal to the number rolled on your hit die. Once a creature has succeeded on the saving throw you cannot use this feature on them again until you finish a short rest. A creature may choose to willingly fail the saving throw.
If you use this ability on the inanimate corpse of a small or medium creature you may permanently inhabit that body instead of your current form. You take on the appearance of the corpse and then it is destroyed.
Incorporeal
At 11th level, you have a flying speed of 10 feet and can hover. You can move through solid objects and creatures as if they were difficult terrain but if you end your turn inside a creature or object you take 1d10 force damage.
Spectral
At level 17, when you occupy the same space as a creature you may deal 3d6 necrotic damage to it. A creature cannot take damage from this feature more than once in a turn.
Experiment
You have been transformed into something monstrous in the name of science.
Dark Insight
At 1st level, the horrific experiments performed on you have left you with scientific revelations. You gain resistance to lightning damage. Additionally as an action you may expend and roll one hit die to heal a creature within 5 feet of you by the number rolled plus your Constitution modifier.
Instruments of Death
Also at level 1, you can use anything as a weapon to frightening effect. you may use intelligence in place of strength or dexterity when making attack and damage rolls. The first time you hit a creature with an attack on your turn you may deal 1d10 extra damage, this bonus damage is doubled when you use an improvised weapon which you are not proficient with.
Dark Action: Overcharge
At 6th you learn to harness the power keeping you alive. As a dark action you overcharge yourself. While overcharged your size becomes large, you add your intelligence modifier to strength checks and saving throws, you gain advantage on attack rolls. At the start of your next turn you are no longer overcharged and you may force all creatures within 10 feet of you to make a Dexterity saving throw, on a failed save a creature takes lightning damage equal to the number rolled on your hit die plus your intelligence modifier.
If you took lightning damage during your last turn you may use this dark action without expending a hit dice.
Living Weapon
At level 11, whenever you roll a hit die as part of an action or bonus action you can add an additional 1d12 to the result.
Maniacal Modification
At level 17, through science you can reanimate lifeless flesh. Once per long rest you can cast the spell True Resurrection with the material cost reduced by half.
Unfinished stuff
Experiment
You were the subject of a scientific experiment which caused hideous changes to your body.
Insane Insight
At first level, the horrific experiments performed on you have left you with scientific revelations. You gain resistance to lightning damage. Additionally you gain a bonus to medicine checks equal to your Constitution modifier.
Overcharge
Additionally at level one you can push the limits of your augmented form. At the start of your turn you may overcharge yourself for one minute. While you are overcharged your size becomes large and you may add your constitution modifier to all ability checks and damage rolls you make. You can stay overcharged for one minute
Living Weapon
At 1st level you have been made only to kill. You have a weapon incorporated into your body. Choose one weapon which you are proficient and lacks the two-handed property.
During a short rest you can incorporate a weapon are proficient and lacks the two-handed property into your body.
Dark Action: Bolt of Inspiration
At 6th you learn to harness the power keeping you alive. As a dark action you may force all creatures within 10 feet of you to make a Dexterity saving throw, on a failed save a creature takes lightning damage equal to the number rolled on your hit dice, or half as much on a successful save. You may spend additional hit dice to roll them and add them to the damage
Draconic
Gain resistance to acid, cold, fire, lightning, or poison damage.
Dark Action: Breath weapon
As a dark action you exhale elemental power in a 30 foot cone in front of you. All creatures in the cone must make a dexterity saving throw or take damage equal to the number rolled or half as much on a successful save. WHen you use this dark action you may spend additional hit dice to roll them and add them to the damage. The damage type for this ability is the same damage type you chose at level 1
Aberration
Abberant Form
At level 1, your body is unnatural to creatures from this plane. Gain resistance to psychic damage. Additionally, once per long rest, when a creature scores a critical hit against you may turn it into a normal hit.
Abberant Mind
You may communicate telepathically with creatures within 30 feet. When you hit a creature that is grappled, frightened, or stunned
Dark Action: Mind Flay
As a dark action force one creature within 30 feet to make a Intelligence saving throw, on a failed save the target creature takes damage equal to the number rolled and is incapacitated until the start of your next turn. Once a creature is incapacitated by this ability you cannot target it again with this ability until you finish a long rest.
Fiend
Art Credit
asdasd, LI qian
Ghost captain, 王 建喜
Wendigo Warrior, Alex Charleux
Step by Step, Flavio Bolla
zombie, xin xia
transformation, Bruno Biazotto
Sea Witch, Ubergank