Saturday, August 29, 2015

The Ukobach

I believe that Ukobach was originally a proper name for a specific demon, detailed in Dictionnaire Infernal back in 1818, written by Jacques Collin de Plancy. I've decided to make it into an entire race (if that is the right word) of devils that exist at the bottom of the totem pole in the Nine Hells.

This is the picture of Ukobach from Dictionnaire Infernal.

I kind of prefer this look, created by monkeynohito over on Deviant Art. Actually a mix of a kobold & Ukobach, but I still like the look.

Anyway, on to the stats:

Small fiend (devil), lawful evil
Armor Class 13 (natural armor)
Hit Points 32 (5d6+15)
Speed 30 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
11 (+0)             15 (+2)             16 (+3)             11 (+0)             13 (+1)             8 (-1)

Tool Proficiencies Cook’s utensils
Damage Resistances cold; bludgeoning, piercing and slashing from nonmagical weapons that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses Darkvision 120 ft., passive Perception 11
Languages Infernal, telepathy 120 ft.
Challenge 2

Devil’s Sight Magical darkness doesn’t impede the devil’s darkvision.

Magic Resistance The devil has advantage on saving throws against spells and other magical effects.


Coal pan. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage plus 7 (2d6) fire damage.

Hurl Flame. Ranged Spell Attack: +4 to hit, range 150 ft., one target. Hit: 7 (2d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.

These diminutive, red-skinned creatures are one of the lesser kinds of devils that reside in the Nine Hells. According to legend, the Ukobach are charged with tending the boilers of Hell, using oil made with the blood of the damned. They have spindly limbs, a slightly hunched posture, and almost comically large eyes, nose and ears. The only clothing they wear is an apron made from various sorts of leather, and they always carry a long-handled coal pan that constantly burns with hellfire. The Ukobach are able to deftly use these pans as weapons, heedless of the collateral damage the hellfire may cause. This hellfire is a product of the Ukobach’s magic, not the coal pan itself.

Pyromaniacs. The Ukobach love setting things on fire. The bigger the flame, the more they like it. They also aren’t overly picky about what they set aflame, taking a sadistic glee throwing their hellfire at random creatures. Fortunately, as they are only rarely summoned from their infernal home, they do not often have opportunities to indulge in this particular pastime.

Superlative Chefs. Ukobach love to cook and they can be quite skilled at it. Of course, what an Ukobach considers acceptable to cook can be quite different from what a mortal may find appropriate. It is possible to appease an Ukobach with an interesting recipe that it hasn’t seen before, and it is less likely to resent summoning if it has the opportunity to indulge in this pastime. The denizens of Hell typically don’t need to eat, so the Ukobach rarely have an appreciative audience to showcase their skills to. On some worlds, legend has it that it was an Ukobach who invented the art of deep frying foods.

Sunday, August 9, 2015

The Caterwaul

This is the first official D&D creature that I have converted to 5e. I've always liked the caterwaul for some reason, despite not ever having used it in game.

I believe this is the official 2nd edition AD&D picture of the caterwaul.

Medium monstrosity, chaotic evil
Armor Class 14 (natural armor)
Hit Points 65 (10d8+20)
Speed 50 ft., climb 40 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
14 (+2)             16 (+3)             15 (+2)             6 (-2)               13 (+1)             8 (-1)
Skills Perception +5, Stealth +7
Senses darkvision 60 ft., passive Perception 15
Languages -
Challenge 3

Evasion. The caterwaul can nimbly dodge out of the way of certain area effects. If the caterwaul is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Haste. The caterwaul is able summon up incredible speed in combat. For one minute, it gains +2 to AC, has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can only be used to take the Attack (one claw or bite attack only), Dash, Disengage, Hide or Use an Object action. After the minute ends, a wave of lethargy comes over the caterwaul, making it unable to move or take actions until after its next turn. The caterwaul must complete a long rest before it can use this ability again.

Screech. Once per minute, the caterwaul can emit a piercing screech as an action. All creatures within 60 ft. of it must make a DC 12 Constitution save. On a failed save, the screech deals 2d8 thunder damage. On a successful save, the creature takes half damage.

Sprint. Once per minute, the caterwaul can drop to all fours and move 4x its current speed for 1 round.


Multiattack. The caterwaul makes two attacks: one with its claws, one with its bite.

Bite. Melee weapon attack: +4 to hit, 5 ft. reach, one target. Hit: 7 (1d8+2) piercing damage.

Claws. Melee weapon attack: +4 to hit, 5 ft. reach, one target. Hit: 6 (1d6+2) slashing damage.

Caterwauls are solitary, semi-bipedal feline predators with short midnight-blue fur, gleaming yellow eyes and a long tail. They are capable of walking on their hind feet, but are equally comfortable walking on all fours. Some who have encountered them and lived to tell the tale say that their facial features are somewhat reminiscent of elves.
They are typically found in temperate forests and mountains, and make lairs in caves littered with twigs, sticks and leaves. The walls are usually covered with scratch marks where the feline has honed its claws.
Like many cats, caterwauls hate water. They will only enter a body of water if it absolutely must.

Natural Born Killers
Caterwauls are vicious predators. They use their stealth to stalk prey, and then use their speed when they attack. They typically open with their screech, then continue the attack with their bite & claws. They have no fear of attacking humanoid prey, but are intelligent enough to know when they are outclassed.
When it catches prey, it will gorge itself so that it won’t need to hunt again for as long as possible. Its diet is exclusively meat, and it will only eat something that is freshly killed.
Caterwauls are also very territorial, willing to challenge intruders anytime, anywhere. It will only back down from an obviously more dangerous foe.

Shiny Baubles

Caterwauls don’t particularly value money or other treasure, so anything they have in their lair is usually incidental. They do, however, like shiny objects, particularly gems.  A gem will always attract their attention, regardless of its monetary value.