Posts Tagged ‘Creatures’

It’s RPG Blog Carnival time once again! This month’s theme – invasive species! If you’ve been following my blog you know that this is one of my most very favorite subjects. Big shout out to Garrison James over at Hereticwerks for this badass theme of amazingness!

Invasive species have spoken to us as enemies and engines of conflict for a long, long time. Aliens are the obvious example – Invasion of the Body Snatchers, Independence Day, and The War of the Worlds are good examples of little green men as invaders. Yet, the idea of invasive species goes beyond aliens. Monster movies like Godzilla and Cloverfield could be considered to have the invasive species theme. Alfred Hitchcock’s The Birds clearly has it. What about microorganisms? Even Y: The Last Man could be considered a story with invasive species. Heck, we see it in our real world all the time! Kudzu in Georgia, African hippos in Colombia, and Burmese pythons in Florida are all examples of real world invasive species.

Even the tagline for Cloverfield ads played on the idea of invasive species.

Anyway, you get the idea. It’s a topic central to many great stories. If you’ve been following World Builder Blog the last few months, then you already know two of its iconic invasive species. Today I’ll be presenting you with the Dungeons and Dragons Fifth Edition statistics for the half-devil, half-aberrant morchia and the mind controlling, parasitic mystauk.

Morchia

Like this but with more aberrant stuff!

The morchia are known as The Sleeping Ones, since The Reckoning Spell put a majority of them literally to sleep in the Verdan Underdark. Still, some of the beasts have escaped the tiefling’s ritual. These half-aberrant, half-devil monstrosities live to punish all other sentient races who would call Canus home and claim a piece of it for themselves. They have a particular hatred for metallic dragons, whom they see as the oppressors and murderers of their parent races, and for tieflings, who use The Reckoning Spell against them.

Morchia are often hatching plots which involve the destruction of a local people or settlement. While they rarely work with native races of Canus, they will work with aberrants, devils, and weak creatures who are subservient to them. Those lesser beings who know their place will be rewarded.

Because of their aberrant heritage, every individual morchia has a distinct and unique appearance. Some have tentacles, others many stalked eyes, others have multiple, sharp-toothed maws, and so on. Some have many aberrant features, but all have at least one.

Morchia share a common set of traits given to them by their fiendish parents. All morchia have a set of horns upon their heads, clawed fingers, and a fierce, spear-tipped tail. They also inherited some of the devil’s resistances.

Morchia

Large monstrosity

Armor Class 16

Hit Points 157 (15d10 + 75)

Speed 4o ft.

Senses darkvision 100 ft.

Str 22 (+6)

Dex 17 (+3)

Con 21 (+5)

Int 18 (+4)

Wis 17 (+3)

Cha 15 (+2)

Saving Throws Dex +5, Con +7, Wis +5

Alignment lawful evil

Languages Common, Infernal, Undercommon

Traits

Damage Resistance: The morchia is resistant to cold, fire, poison, and damage from nonmagical weapons except those made of silver.

Magic Resistance: The morchia has advantage on saving throws against magical effects.

Telepathy: The morchia can communicate telepathically with any creature within 100 feet of it that can understand a language.

Actions

Multiattack: The morchia can make two claw attacks, one claw attack and one hurl flame attack, or two hurl flame attacks.

Melee Attack – Claw: +8 to hit (reach 10 ft.; one target). Hit: 14 (2d8 + 6) piercing damage.

Melee Attack – Rend: If the morchia hits one creature with two claw attacks on the same turn, it may use rend against that creature as a bonus action. +8 to hit. Hit: 22 (4d8 + 6) piercing damage.

Ranged Attack – Hurl Flame: +6 to hit (range 100 ft. one target). Hit: 21 (6d6) fire damage.

Aberrant Traits

Every morchia has at least one aberrant trait (and many have more). Roll on the chart below at least once to give the morchia a special ability. Unless otherwise specified, the GM determines the exact nature of the morchia’s physical feature. For instance, if a morchia has the four tentacles feature, these tentacles can grow from their head, back, waist, or anywhere else the GM chooses. GMs may feel free to plunder abilities from other aberrant creatures rather than use the table below.

d12 Feature Effect
1 Four Tentacles When using multiattack, the morchia may make tentacle attacks in place of a claw of hurl flame attacks. Tentacle: +8 to hit (reach 15 ft.; one target). Hit: 11 (1d10 + 6) bludgeoning damage, and the target is grappled. Until the grapple ends, the target is restrained. The morchia has four tentacles, each out which can grapple only one target.
2 Multiple stalked eyes The morchia may use its action to fire 1d4+1 eye rays. Use the beholder eye ray ability to determine the effects.
3 Constantly speaking mouths grow all over the morchia’s body, constantly speaking infernal incantations The whispers drive fear into the hearts of the morchia’s enemies. The creature gains a fear aura. Fear Aura: Any creature which starts its turn within 5 feet of the morchia must make a DC 15 Charisma saving throw. Failed Save: The creature is frightened for 1 minute. Successful Save: The creature is immune to this morchia’s fear aura 24 hours. In addition, as a bonus action the morchia may attack an adjacent creature with a bite attack. +8 to hit (reach 5 ft.; one target). Hit: 12 (1d12 + 6) piercing damage.
4 A foul smelling, purple ooze exudes from the morchia’s pores and absorbs harmful magic The morchia is immune to spells of 6th level or lower, but can choose to be effected by any spells cast upon it.
5 The morchia can float above the ground, propelled by an unnatural force. The morchia gains a fly speed of 40 ft. It cannot be knocked prone and continues to float, even when stunned or knocked unconscious.
6 The morchia’s forehead protrudes, a signal that its mental prowess is beyond that of other morchia. As an action, the morchia can use Dominate Person: The morchia chooses one target it can see within 50 feet. The target must make a DC 14 Wisdom saving throw. Failed Save: The morchia has access to all of the target’s thoughts and memories, and the target is charmed for 1 day or until the morchia or one of the morchia’s companions harms it, or until the morchia is killed. While charmed, the target must obey the morchia’s commands. The morchia can have only one creature charmed at a time. If the charmed creature takes any damage, it can make a DC 14 Wisdom saving throw to end the effect. A creature remembers being charmed by the morchia. Successful Save: The creature is immune to the morchia’s dominate person ability for 24 hours.
7 The morchia grows cat eyes upon its hands, which can emit a mental blast. The morchia emits psychic energy in a 60-foot cone. Mind Blast: Each creature in the area must make a DC 14 Intelligence saving throw. Failed Save: 22 (4d8 + 4) pyschic damage, and the target is stunned for 1 minute, but can repeat the saving throw at the end of each of its turns, ending the stunned condition early on a successful save.
8 Purple, protruding veins Once per day, the morchia can enter a Pyschic Rage: For ten minutes, the morchia does an extra 10 damage on all melee attacks and has advantage on melee attack rolls.
9 The morchia has black claws, which are always sharp and stronger than adamantine. When the morchia successfully uses its rend attack, the target must make a DC 14 Constitution saving throw, or die instantly as its body is torn to shreds.
10 Third eye The morchia’s third eye emits an anitmagic field (as the spell) in a 150-foot cone. All spells, magic items, and magical effects within the area are suppressed – even the morchia’s own abilities (if applicable). At the start of each of its turns, a morchia decides which way the cone faces and whether the cone is active (the morchia deactivates the cone by shutting its third eye).
11 Acid drips from the morchia’s mouth. The morchia gains two new actions a bite and an acid spray. As part of its multiattack it may use its bite in place of a claw or hurl flame attack. Bite: +8 to hit (reach 5 ft.; one target). Hit: 16 (3d6 + 6) piercing damage and 7 (2d6) acid damage. Acid Spray (Recharge 5-6): The morchia can breathe acid in a 30-foot line. Each creature in the line must make a DC 14 Dexterity saving throw. Failed Save: 21 (6d6 damage) acid damage. Successful Save: Half damage.
12 The morchia has two aberrant features. Roll twice on this table.
You're gonna need these eye rays...

You’re gonna need these eye rays…

Mystauk

This guy is in your head!

Mystauk – terrifying mind-control parasites which latch onto the brain after entering the skull via the ear, nose, or mouth. Mystauk have only instinct, until the attach themselves to another mind. As host-less bugs they have a speed of 20 feet, fly speed of 30 feet, 1HP, AC 14, and a +6 bonus to Dexterity (stealth) checks. They have advantage on Dexterity (stealth) checks when hiding in dense foliage thanks to their green coloring.

When a mystauk crawls into a host’s head, the host must make a DC 20 Wisdom saving throw, or the mystauk infects the host. A successful save means the mystauk must leave the hosts head and cannot try to infect that host for another 24 hours. The mystauk has no other attacks.

When attached to a host, the game changes for the mystauk. They are able to fully access the host’s brain, making the parasite smarter, while making the host’s body faster and stronger. The mystauk fully controls the actions of the host until removed.

Historically, mystauk are only known to infect humanoids. Sages and scholars theorize that other species have brains too simple or too complex for mystauk to conquer and humanoids make the perfect host for them so they do not bother using other creatures as hosts. Others believe the mystauk have infected all manner of creatures, even dragons, the world just has not been made aware of such developments, because the mystauk are too deceptive.

A mystauk adopts the abilities and proficiencies of the host. All of the host’s ability scores become 20, as the mystauk is able to unlock the host’s brain and body’s full potential. For the same reason, the mystauk adds the host’s proficiency bonus to all saving throws. The mystauk is also proficient in the Charisma (deception) skill once it has a host as it has access to all of the host’s thoughts and memories. The mystauk can communicate with the host, but the host cannot hear the mystauk’s thoughts unless the mystauk wants it to.

A mystauk can tell when another inhabited host is in their presence and can communicate telepathically with any other awakened mystauk within 25 feet.

If a successful feeblemind spell is cast against the mystauk and host, the mystauk detaches from the host’s brain and cannot reattach itself to that host for another 24 hours. If the host dies, the mystauk detaches from the brain.

Screen Shot 2014-03-03 at 11.52.39 AM

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July 3rd is right around the corner and that means so is the release of the D&D Starter Set for the fifth edition as well as the first iteration of the Basic D&D PDF. Holy crap, this Summer is going to be amazing. To honor all you DMs out there who will be hungry for lots of monsters to pack into your campaigns, here’s a few baddies I’ll be throwing into the Exploration Age Campaign Guide. Check them out and use them in your world if you want. Most of all, game and enjoy, my friends. Game and enjoy!

Blazing Wraiths

I’m on fiiiiiiiiiiiiiiire!

Blazing wraiths are undead who had their lives ended in terrible fiery ways. When a village is burned and pillaged, a massive fire spreads throughout a city, or a volcanic lair inevitably spews lava onto its inhabitants, those who die may return as hateful spirits, wishing to inflict the same fiery fate upon others.

Blazing wraiths abhor the living and wish to burn all live flesh which crosses their path. They are specters made of pure fire, existing in the Material Plane and Ethereal Plane at the same time.

Wraith, Blazing

Medium Undead

Armor Class 14

Hit Points 26 (4d8 + 8); see Traits below

Speed 60 ft., fly 60 ft.

Senses darkvision 60ft.

Str 6 (-2)

Dex 16 (+3)

Con 14 (+2)

Int 10 (+0)

Wis 11 (+0)

Cha 12 (+1)

Alignment chaotic evil

Languages Common, Infernal

Traits

Immunity: The blazing wraith is immune to disease, fire, necrotic, and poison. It cannot be charmed, frightened, paralyzed, turned to stone, or put to sleep. It does not need to sleep, eat, or breathe.

Incorporeal: The blazing dread wraith is incorporeal.

Actions

Melee Attack – Life Drain: +4 to hit (reach 5ft.; one creature). Hit: 12 (2d8 + 3) necrotic damage, 3 (1d6) fire damage, and the target must make a DC 11 Constitution saving throw. On a failed save the target’s hit point maximum is reduced by the damage dealt by this attack. This reduction lasts 24 hours.

A creature whose hit point maximum is reduced to 0 by this attack dies. The wraith can choose to raise the creature as a specter under its control, but a blazing wraith can have no more than seven specters under its control at one time.

A remove curse spell restores the target’s hit point maximum to its full amount.

Ranged Attack – Hurl Flame: +4 to hit (range 50ft.; one creature). Hit: 10 (3d6) fire damage.

Wraith, Blazing Dread

Medium Undead

Armor Class 14

Hit Points 91 (14d8 + 28)

Speed 60 ft., fly 60 ft.

Senses blindsight 60 ft., darkvision 60 ft.

Str 10 (+0)

Dex 16 (+3)

Con 15 (+2)

Int 12 (+1)

Wis 13 (+1)

Cha 16 (+3)

Alignment chaotic evil

Languages Common, Infernal

Traits

Detect Life: The blazing dread wraith gains a +5 bonus on Wisdom (Perception) checks to detect the presence of living creatures.

Immunity: The blazing dread wraith is immune to disease, fire, necrotic, and poison. It cannot be charmed, frightened, paralyzed, turned to stone, or put to sleep. It does not need to sleep, eat, or breathe.

Incorporeal: The blazing dread wraith is incorporeal.

Actions

Multiattack: The blazing dread wraith makes two life drain attacks, two hurl flame attacks, or one life drain attack and one hurl flame attack.

Melee Attack – Life Drain: +8 to hit (reach 5ft.; one creature). Hit: 36 (6d10 + 3) necrotic damage, 7 (2d6) fire damage, and the target must make a DC 13 Constitution saving throw. On a failed save the target’s hit point maximum is reduced by the damage dealt by this attack. This reduction lasts 24 hours.

A creature whose hit point maximum is reduced to 0 by this attack dies and immediately rises as a free-willed blazing wraith untidier the GM’s control.

A remove curse spell restores the target’s hit point maximum to its full amount.

Ranged Attack – Hurl Flame: +8 to hit (range 100ft.; one creature). Hit: 21 (6d6) fire damage.

Eldritch Fire (Recharge 5-6): The blazing dread wraith chooses a point within 50 feet of it. Each creature in a 20-foot radius cloud centered on that point must make a DC 15 Dexterity saving throw. On a failed save the creature takes 35 (10d6) fire damage, and half damage on a successful save.

The fire ignites any unattended flammable objects and damages objects in the area.

Sand Kraken

Who already hates this?

A sand kraken is exactly what is sounds like – a kraken who makes its home in the sand of desert wastes instead of the sea. Sand krakens are rare indeed and encounters with them are even more unique. These beasts are mostly reclusive, interacting with creatures above the sand only when hunting for food – or items of great power.

No one is exactly sure why sand krakens seem to want powerful items beyond the normal reasons, but two things are clear. The beasts have a sixth sense which draws them toward items of great power, and these items have a significance to the sand krakens greater than their use and function implies. Do the sand krakens have a greater purpose for these things? Are they working together or individually? No one is sure, since these creatures are not studied and avoided at all cost.

Sand krakens revel less in the chaos of killing and destruction than their sea-faring cousins, so they can sometimes be seen traveling just beneath the surface of the sand without harming anyone observing them. Don’t get in their way though. They do not hesitate to harm those they see as inferior creatures – which is everything else.

Sand Kraken

Huge monstrosity

Armor Class 15

Hit Points 198 (17d12 + 85)

Speed 5 ft., burrow 90 ft.

Senses tremor sense 500 ft., true seeing 120 ft.

Str 25 (+7)

Dex 11 (+0)

Con 20 (+5)

Int 15 (+2)

Wis 18 (+4)

Cha 18 (+4)

Saving Throws Str +12, Con +10, Int +7, Wis +9, Cha +9

Alignment lawful evil

Languages Common

Traits

Immunities: The sand kraken is immune to lightning, thunder, and damage from nonmagical weapons. It cannot be frightened, paralyzed, polymorphed, or put to sleep. It does not need to breathe.

Siege Monster: The sand kraken deals double damage to objects and structures.

Telepathy: The sand kraken can communicate telepathically with any creature within 100 feet of it that can understand a language.

Actions

Multiattack: The kraken makes three melee attacks, each of which it can replace with one use of fling.

Melee Attack – Bite: +11 to hit (reach 5 ft.; one target). Hit: 23 (3d8 + 10) piercing damage.

Melee Attack – Tentacle: +11 to hit (reach 30 ft.; one target). Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled. Until the grapple ends, the target is restrained. The kraken has ten tentacles, each out which can grapple only one target.

Fling: One object held of creature grappled by the kraken’s tentacles is thrown up to 60 feet away from the kraken and knocked prone. If a thrown target strikes an object, such as a wall of floor, it takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, the target must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.

Firestorm: The sand kraken creates three columns of fire, each which rise up from the ground and can strike a target within 150 feet of the sand kraken. A target must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Lingering Havoc

A towering colossus made of a mass of corpses and terror, the Lingering Havoc stalks the South Pole looking for victims to add to its form. Any living creatures from animals to dragons the Lingering Havoc finds and kills become incorporated into its rotting mass.

No one is sure how the Lingering Havoc came to be. Is it an aberrant experiment gone awry? A necromancer’s ritual gone haywire? Some force that came out of The Damned Lands and swam through the ocean to the South Pole? Or is it a purposeful creation some secret individual or cabal has unleashed on the world? The South Pole could just be the testing grounds or a feeding place for the Lingering Havoc to grow until it is ready to take on the world.

Lingering Havoc

Colossal undead

Armor Class 17

Hit Points  277 (26d8 + 160)

Speed  80 ft.

Senses darkvision 200 ft., true seeing 120 ft.

Str 30 (+10)

Dex 20 (+5)

Con 26 (+8)

Int 18 (+4)

Wis 23 (+6)

Cha 20 (+5)

Alignment chaotic evil

Languages The Lingering Havoc does not speak, but understands all which is spoken to it.

Traits

Absorb the Dead: Whenever the Lingering Havoc kills a creature, its remains join the Havoc’s form and the Havoc regains 30 hit points.

Damage Resistance: The Lingering Havoc is resistant to damage from all weapons, except those made of adamantine.

Fear Aura: Unless the Lingering Havoc is incapacitated, any creature that isn’t the Havoc’s ally that starts its turn within 50 feet of the Havoc must succeed on a DC 21 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Havoc is within line of sight, ending the effect early on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Havoc’s Fear Aura for the next 24 hours.

Ice Walk: The Lingering Havoc takes no penalty to speed while traversing ice or snow.

Immunities: The Lingering Havoc is immune to cold, disease, and poison. It cannot be frightened, paralyzed, polymorphed, or put to sleep. It does not need to eat, sleep, or breathe.

Magic Immunity: The Lingering Havoc is immune to spells of 7th level or lower.

Magic Resistance: The Lingering Havoc has advantage on saving throws against magical effects.

Actions

Multiattack: The Lingering Havoc makes two slam attacks and can also use death eye ray, cold eye ray, corpse drop, or poison breath.

Melee Attack – Slam:  +12 to hit (reach 30 ft.; one target). Hit: 39 (4d12 + 13) bludgeoning damage.

Ranged Attack – Death Eye Ray: +7 to hit (range 150 feet.; one target). Hit: If the target has 150 hit points or fewer, it dies; otherwise it takes 20 (2d12 + 7) necrotic damage.

Ranged Attack – Cold Eye Ray: +7 to hit (range 150 feet.; one target). Hit: The target takes 26 (3d12 + 7) and must make a DC 21 Constitution saving throw or be paralyzed until the end of the Lingering Havoc’s next turn.

Corpse Drop (Recharge 5 – 6): The Lingering Havoc shakes its massive form and 3d4 medium humanoid corpses fall off the creature and rise as Death Knights on the Lingering Havoc’s next turn.

Poison Breath (Recharge 5 – 6): The Lingering Havoc breathes poisonous gas in a 60-foot cone. Each creature in the area must make a DC 21 Constitution saving throw, taking 34 (6d8 + 7) poison damage on a failed save, or half as much damage on a successful one.

So there’s a few monsters for your game, and there’s going to be more in the coming weeks along with magic items, backgrounds, and other fun stuff to bring into your campaign. On July 3rd be sure to stop by your local friendly game store and pick up a copy of the D&D Starter Set and/or download the first iteration of the Basic D&D rules. Happy gaming!

If you like what you’re reading, please check out my podcast on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!