Showing posts with label monster. Show all posts
Showing posts with label monster. Show all posts

Monday, May 22, 2017

Asmodeus, the Lord of the Ninth

I decided to take a shot at statting up Asmodeus. At this point, he's a full-fledged god (I think), so maybe this is just his avatar. Anyway, here he is.

Asmodeus is the lord of the Nine Hells. All of the other archdevils bow to his will. He can reshape any layer of Hell as he sees fit, change the form of any other devil (including the archdevils) at a whim, and he's instilled a huge sense of paranoia in all of his subordinates. You never know who might be a spy for the Lord of Nessus.

While clearly diabolical in appearance, he is still handsome. He also happens to be 13 feet tall. He wears such finery as would bankrupt many a mortal kingdom, and he wields the infamous Ruby Rod. An artifact of great beauty, glistening with an unearthly luster, and worth more than any mortal could hope to raise, the Ruby Rod is a powerful weapon of evil. It is also said that Asmodeus still has the bloody wounds that he gained when he was cast out of the Upper Realms, and when a drop of his blood touches the ground, a Pit Fiend or other powerful devil grows from that spot.

Asmodeus is always calm, charming, and seemingly in control. Even when someone manages to surprise him, which is pretty much never, he still gives one the sense that he is already three moves ahead of them. Asmodeus is also patient. Very, very patient. His plans can take thousands of years to unfold. He does not like to directly participate in combat if he can help it. He is certainly more than capable of defending himself, but he rather crush the wills of his enemies with his power. Failing that, he is more than happy to let his subordinates handle the task of killing adversaries. Such scut work is beneath him.



Asmodeus
Large fiend (devil), lawful evil

Armor Class 25 (natural armor)
Hit Points 620 (40d10+400)
Speed 40 ft.

Str        Dex      Con      Int        Wis      Cha
30        16        30        29        29        30
(+10)    (+3)      (+10)    (+9)      (+9)      (+10)

Saves Dex +12, Con +19, Wis +18, Cha +19
Skills Arcana +18, Deception +19, Insight +18, Perception +18, Persuasion +19
Damage Resistances acid, cold, lightning
Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 28
Languages all, telepathy 120 ft.
Challenge 30 (155,000 XP)

Discorporation. When Asmodeus drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in the Nine Hells, and he is unable to take physical form for a time.

Fear Aura. Any creature hostile to Asmodeus that starts its turn within 30 feet of him must make a DC 27 Wisdom saving throw, unless Asmodeus is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to Asmodeus’ Fear Aura for the next 24 hours.

Innate Spellcasting. Asmodeus’ spellcasting ability is Charisma (spell save DC 27). He can innately cast the following spells, requiring no material components:

At will: charm monster, detect magic, dispel magic, fireball, suggestion, wall of fire

3/day: divine word, dominate monster, fire storm

Legendary Resistance (5/day). If Asmodeus fails a saving throw, he can choose to succeed instead.

Limited Magic Immunity. Unless he wishes to be affected, Asmodeus is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Asmodeus’ weapon attacks are magical.

Regeneration. Asmodeus regains 30 hit points at the start of his turn.

Ruby Rod. Any properties of the Ruby Rod that require a saving throw have a save DC of 19. Asmodeus can use an action to activate one of the following effects:

Cone of Cold: 75-foot cone, doing 70 (20d6) cold damage on a failed Dexterity saving throw, or half as much damage on a successful one.

Line of Acid: 150-foot line, doing 70 (20d6) acid damage on a failed Dexterity saving throw, or half as much damage on a successful one.

Line of Lightning: 150-foot line, doing 70 (20d6) lightning damage on a failed Dexterity saving throw, or half as much damage on a successful one.

Each effect may only be used 1/day.

While holding the Ruby Rod, Asmodeus possesses the Aura of Might. Any creature attempting to attack Asmodeus must first succeed on a Wisdom saving throw, acting normally on a successful saving throw, or prostrating itself before Asmodeus and rendering it Stunned until the start of its next turn on a failed saving throw.

Once per day, the Ruby Rod can activate the Reverie of Nessus as a reaction (see below). Any creature touching the Ruby Rod without Asmodeus’ permission takes 21 (6d6) necrotic damage every round that it touches it.

Actions
Multiattack. Asmodeus makes three attacks with his Ruby Rod.

Ruby Rod. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 19 (2d8+10) bludgeoning damage plus 21 (6d6) necrotic damage.

Teleport. Asmodeus magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Reactions
Reverie of Nessus (1/day). Asmodeus can incase himself in a 10-foot spherical Wall of Force. The area 50 feet around the sphere, but not within it, becomes an antimagic field. This effect lasts for 3 round. On the first round, Asmodeus is purged of unwanted enchantments. On the second round, he is purged of any diseases, poison, or physical maladies (including missing body parts). On the third round, he is healed to full hit points and is refreshed as if he had just completed a long rest. This ability triggers automatically if Asmodeus ever fails a saving throws against an unwanted enchantment spell or effect.

Legendary Actions
Asmodeus 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. Asmodeus regains spent legendary actions at the start of his turn.

Attack. Asmodeus makes one attack with his Ruby Rod.

Teleport. Asmodeus uses his teleport action.

Word of Submission (Costs 2 Actions). Asmodeus can force a single creature that can hear and understand his voice to make a DC 27 Wisdom saving throw. On a failure, the creature submits to all of Asmodeus’ commands for 1 day, doing whatever he asks as if his every request was a suggestion spell that does not allow a saving throw. On a success, the creature cannot be affected by this ability ever again.

Asmodeus’ Lair
Asmodeus rules the Nine Hells from Fortress Nessus. This bleak citadel sits at the endpoint of The Serpent’s Coil, a vast spiraling canyon said to be where Asmodeus landed when he fell from the upper realms. Fortress Nessus is a place of splendor, every surface decorated with precious metals, rare fabrics, and gems of astonishing size. A sense of regret and despair permeates these splendid hallways, however, affecting those who stay too long with a powerful melancholy. Though the citadel seems uninhabited, with vast hallways that stretch for miles, the constant sound of weeping can be heard echoing from its walls.

Lair Actions
On initiative count 20 (losing initiative ties), Asmodeus can take a lair action to cause one of the following effects: he can’t use the same effect two rounds in a row.

·        Asmodeus can summon any devil he wishes and compel it to provide a service.

·        Asmodeus radiates a debilitating cold that affects all creatures within 300 feet of him. Each creature other than Asmodeus must make a DC 27 Constitution saving throw or gain one level of exhaustion.


·        Asmodeus casts the command spell on every creature of his choice in the lair. He needn’t see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets.

Saturday, April 29, 2017

The Wereshark

There wereshark was originally created by John Eric Holmes, according to a source I looked at. It first appeared in AD&D in 1983 in Monster Maual II. It has since appeared a number of times in the different editions through the years.

Originally, the wereshark only had two forms: the humanoid form and the shark form. It gained a hybrid form in 3rd edition, though if I were to use one, I'd probably stick to the two forms. The wereshark detailed here is based on existing D&D material. The Razor Coast campaign from Frog God Games has a slightly different take on the wereshark (spoilers). They're still arrogant and cruel, but they are less individualistic due to being dedicated to an evil shark god. So you end up with groups of the darn things, and they do have the hybrid form.

Now on to the stats:


The original MMII picture.

Wereshark
Medium humanoid (human, shapechanger), neutral evil

Armor Class 11, 12 in shark or hybrid form
Hit Points 97 (15d8+30)
Speed 30 ft. (0 ft. in shark form), swim 40 ft. in shark or hybrid form

Str        Dex      Con      Int        Wis      Cha
18 (+4) 12 (+1) 15 (+2) 10 (+0) 11 (+0) 9 (-1)

Skills Perception +2
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Senses blindsight 30 ft. in shark or hybrid form, passive Perception 12
Challenge 4 (1,100 XP)

Amphibious (shark or hybrid form only). There wereshark can breathe air and water.

Blood Frenzy. The wereshark has advantage on melee attacks against creatures that don’t have all of their hit points.

Shapechanger. The wereshark can use its action to change into a Large shark-hybrid or Large shark form, or back to its true form, which is humanoid. In shark-hybrid or shark form, it gains a swim speed of 40 ft., and loses its 30 ft. speed in shark form. All other stats, other than its size and AC, remain the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Actions
Multiattack. The wereshark makes two attacks, only one of which can be a bite.

Bite (shark or hybrid form only).Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereshark lycanthropy.

Boarding Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing or slashing damage or 8 (1d8+4) piercing or slashing damage if used with two hands.

A character cursed with lycanthropy gains a Strength of 18 if his or her score isn’t already higher, and a +1 bonus to AC while in shark or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

Weresharks are avaricious brutes, individualistic and always out for their own gain. As humanoids, they are muscular, frequently showing evidence of a shark attack in the form of scars or possibly even a missing limb. These old wounds are not evident when in shark form. Arrogant and cruel, weresharks are also fiercely territorial and will defend a claimed area to the death. The only creatures weresharks will usually associate with are real sharks, though it’s not unknown for a wereshark to cooperate with sahuagin or a priest of an evil sea god.


A wereshark fighting on land will use weapons appropriate to its previous maritime existence, such as a boarding axe. It much prefers to do its fighting in the water, where it has an advantage. Weresharks don’t tend to worry about infecting victims with lycanthropy. It’s a rare occurrence for a wereshark to leave a victim alive, so it rarely becomes an issue.

Saturday, October 22, 2016

The Annis

In addition to the green hag, night hag and sea hag, there was also the annis. She didn't make the cut for 5e for whatever reason. The annis is the physically largest and most direct of the hags. They also like to hang with ogres and trolls, perhaps a bit more than other hags.

Annis
Medium fey, neutral evil

Armor Class 17 (natural armor)
Hit Points 90 (12d8+36)
Speed 35 ft.

Str        Dex      Con      Int        Wis      Cha
19 (+4) 11 (+0) 16 (+3) 11 (+0) 12 (+1) 12 (+1)

Skills Deception +3, Perception +3, Stealth +2
Senses darkvision 60 ft., passive Perception 13
Languages Common, Giant
Challenge 3 (700 XP)

Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 11). She can innately cast the following spells, requiring no material components:
3/day: fog cloud

Actions
Multiattack. The hag makes two attacks: one with her bite and one with her claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage, and the target is grappled (escape DC 14).

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her iron-hard flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 18 Intelligence (Investigation) check to discern the hag is disguised.

The annis the largest and most physically imposing of the hags, standing 7 to 8 feet in height, and possessing deep blue skin that feels like iron. Hair, teeth, and nails are glossy black in color. The annis is typically much more direct than other types of hags, delighting in rending the flesh of her victims with her claws.

Joy in Cruelty
The greatest joy an annis can have is to inflict as much cruelty on another creature as possible. To hear the wail of anguish of a loved one while she slaughters a victim is delightful music to her ears.

Covens
An annis that is part of a coven has a challenge rating of 5 (1,800 XP).

Wednesday, September 21, 2016

Blackscale and Poison Dusk Lizardfolk

 The D&D 3.5 Monster Manual III saw the coming of the Blackscale Lizardfolk and the Poison Dusk Lizardfolk. One of them is big and smashy, the other is small and sneaky. I gather that they're both relatively prominent in the Eberron setting, which I don't know a lot about. I will say, though, that from what I have seen & heard, Eberron is pretty awesome. It seems I missed a few awesome things when I took a little hiatus from playing D&D.

Note: both pictures below are from the Monster Manual III.



Lizardfolk, Blackscale
Large humanoid (lizardfolk), neutral

Armor Class 14 (natural armor)
Hit Points 59 (7d10+21)
Speed 40 ft., swim 30 ft.

Str        Dex      Con      Int        Wis      Cha
19 (+4) 10 (+0) 16 (+3) 7 (-2)   12 (+1) 7 (-2)

Skills Perception +3, Stealth +2, Survival +5
Damage Resistances acid
Senses passive Perception 13
Languages Draconic
Challenge 3

Hold Breath. The blackscale lizardfolk can hold its breath for 15 minutes.

Actions
Multiattack. The blackscale lizardfolk makes two attacks, each one with a different weapon.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6+4) piercing damage.


Like the common lizardfolk, blackscale lizardfolk are primitive reptilian humanoids that lurk in the world’s swamps and jungles. Their lairs are typically very similar to the common lizardfolk’s lairs: hut villages in grottos, marshy ruins, and watery caverns.

Blackscale lizardfolk are usually around 9 feet tall, with black scales. A leathery crest runs from the top of its head to about mid-back, and its deep-socketed eyes and flat nasal openings give its face an appearance similar to a skull.

These creatures are every bit as territorial and xenophobic as their smaller kin. They tend to be more straightforward combatants, finding tricks and traps tools for lesser lizardfolk. Blackscale lizardfolk are overly concerned with showing their battle prowess, and will fight as an unruly mob if left to their own devices. It takes a strong hand to get them organized for any length of time.



Lizardfolk, Poison Dusk
Small humanoid (lizardfolk), neutral

Armor Class 14 (natural armor)
Hit Points 13 (3d6+3)
Speed 25 ft., swim 25 ft.

Str        Dex      Con      Int        Wis      Cha
12 (+1) 15 (+2) 12 (+1) 8 (-1)   12 (+1) 7 (-2)

Skills Perception +3, Stealth +6, Survival +5
Senses passive Perception 13
Languages Draconic
Challenge 1/2

Chameleon Skin. The poison dusk lizardfolk have advantage on Dexterity (Stealth) checks.

Hold Breath. The poison dusk lizardfolk can hold its breath for 15 minutes.

Poison Use. The poison dusk lizardfolk frequently makes use of poison, and it is considered proficient with the Poisoner’s Kit.

Actions
Multiattack. The poison dusk lizardfolk makes two attacks, each one with a different weapon.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, half as much on a successful one.

Net. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target. Hit: Special: target creature of Large size or smaller is restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself on a success. Dealing 5 points of slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.


The poison dusk lizardfolk, standing between 3 & 4 feet tall, are considerably smaller than their other lizardfolk kin, but they are no less dangerous when provoked. A poison dusk lizardfolk’s scales can shift in color, which happens frequently to reflect the lizardfolk’s mood. They are also able to use their ability to change color to give them an advantage when hunting or in battle. Its eyes are larger than other species, and its crest flattens or extends based on mood.

Poison dusk lizardfolk are much more cunning than their larger kin, preferring to strike at their foes through trickery rather than direct combat. They make frequent use of traps and poison, and favor ambushes. One of their favorite tactics is to entangle foes with nets, then have archers strike with poison arrows.

Friday, September 16, 2016

Bonjo Tombo, the Demon Ape

Hopefully Frog God Games won't mind, but a took a creature from their book, Dead Man's Chest, and converted it to 5e. Bonjo Tombo, the Demon Ape, trapped on the island he rules and a terrible threat to anyone who visits it.

Dead Man's Chest is a pdf they sell for $11.99, and comes in both the 3.5 & Pathfinder versions. It's a neat little book with a bunch of interesting maritime things in it. It also has a few adventures, including one with Bonjo Tombo.


Bonjo Tombo
Huge fiend, chaotic evil

Armor Class 17 (natural armor)
Hit Points 207 (18d12+90)
Speed 50 ft.

Str        Dex      Con      Int        Wis      Cha
27 (+8) 13 (+1) 20 (+5) 8 (-1)   10 (+0) 12 (+1)

Saving Throws Str +13, Con +10, Wis +5
Skills Athletics +13, Perception +5, Stealth +6
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Challenge 15 (13,000 XP)

Magic Resistance. Bonjo Tombo has advantage on saving throws against spells and other magical effects.

Water Vulnerability. Immersing Bonjo Tombo in running water or ocean water causes him to shrink one size category per minute until he reached Tiny size. Every size category he shrinks reduces his strength by -4 and reduces his weapon damage by 1d4. It takes Bonjo Tombo one month per size category to return to his normal size. Rain does not have this effect. Bonjo Tombo will not cross rivers or enter water under any circumstances.

Actions
Multiattack. Bonjo Tombo makes one attack with his bite and two with his fists.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6+8) piercing damage.

Fists. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (3d10+8) bludgeoning damage.

Roar (1/day). Bonjo Tombo unleashes a horrific roar. Each creature within 60 feet of it that can hear it and that isn’t a demon must succeed on a DC 21 Constitution saving throw or be stunned until the end of Bonjo Tombo’s next turn.

Legendary Actions
Bonjo Tombo 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. Bonjo Tombo regains spent legendary actions at the start of his turn.

Attack. Bonjo Tombo makes one fist attack.

Charge. Bonjo Tombo moves up to his speed.

Fling (Costs 2 Actions). Bonjo Tombo grapples a creature that is size Large or smaller if he succeeds at a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. Bonjo Tombo then releases the creature he is grappling by flinging it up to 100 feet away from him, in a direction of his choice. If the creature comes into contact with a solid surface, such as a wall or floor, the creature takes 1d6 bludgeoning damage for every 10 feet it was flung.

Bonjo Tombo, the Demon Ape, is a thoroughly evil monster that is as ferocious as he is dumb. Reputed to be the offspring of Demogorgon and a demon-tainted giant ape, Bonjo Tombo rules his jungle island with savagery and malice.

Bonjo Tombo looks like a massive ape with a frightening visage, possessing two pairs of glaring yellow eyes, one atop the other, and a pair of wicked tusks that jut out from his lower jaw. His filthy gray hide covers a massively muscled frame, which has long arms and short legs that end in apish feet. Despite his size, he is surprisingly stealthy as he stalks his island home. Bonjo Tombo fears running water, refusing to cross it under any circumstances.


Bonjo Tombo begins any violent engagement with his mighty roar, then immediately rushes his enemies to crush them with his mighty fists. He will also grab opponents and fling them into trees and other pieces of landscape, sometimes even throwing the hapless creature into its companions.

Sunday, September 11, 2016

The rest of the Aspis nest.

Not long ago I posted a 5e conversion for the Aspis Drone. Below are the Aspis Larva and Aspis Cow, as well as 5e stats for giant ants, since they are a pretty big part of the Aspis nest. I'll admit that I'm actually a little shocked that the Monster Manual didn't include giant ant stats, since once upon a time, they were a somewhat commonly encountered monster.

From the original entry for the Aspis way back when in AD&D. I don't remember if this is supposed to be the Cow or the Larva, but since they look very much alike except for a significant size difference, I don't think it matters.

Aspis Larva
Small monstrosity, unaligned

Armor Class 10
Hit Points 7 (2d6)
Speed 15 ft., Swim 20 ft.

Str        Dex      Con      Int        Wis      Cha
7 (-2)   10        10        3 (-4)   10        6 (-2)

Damage Resistances acid
Damage Immunities thunder
Senses tremorsense 60 ft., passive Perception 10
Languages
Challenge 1/8 (25 XP)

Keen Smell. The aspis larva has advantage on Wisdom (Perception) checks that rely on smell.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Aspis larvae resemble giant maggots or grubs, typically being white or off-white in color. Aspis larvae are deaf and blind, using their sense of smell and ability to perceive vibrations to sense potential food. Unlike drones, aspis larvae are soft-bodied and easily injured.

Aspis larvae have incredible appetites and spend all of their time eating. They are strictly kept in the nest’s grub hatcheries, where the drones dump food scraps and other waste into a pit that looks like a sewer. The larvae constantly swim and eat in these pits. The stench can be nauseating to a non-aspis visitor.

Aspis Cow
Huge monstrosity, neutral

Armor Class 11 (natural armor)
Hit Points 76 (8d12+24)
Speed 10 ft.

Str        Dex      Con      Int        Wis      Cha
18 (+4) 8 (-1)   16 (+3) 11 (+0) 14 (+2) 9 (-1)

Damage Immunities acid
Senses darkvision 60 ft., passive Perception 12
Languages Aspis
Challenge 2 (450 XP)

Acidic Secretion. The aspis cow exudes a dangerous corrosive that coats its body and adheres to the walls and floor of its chamber. A creature that touches the aspis cow takes 4 (1d8) acid damage. A nonmagical weapon made of metal or wood that hits the aspis cow corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If this penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the aspis cow is destroyed after dealing damage.

The aspis cow can eat through 2-inch-thick, nonmagical wood or metal in 1 round. Aspis drones and larvae are immune to the cow’s acidic secretion.

Keen Smell. The aspis cow has advantage on Wisdom (Perception) checks that rely on smell.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) piercing damage.

On rare occasions, an aspis larva is selected by the nest’s drones and separated from its siblings. It is fed a specific diet and nurtured in a very careful way, ultimately growing to a massive size and never maturing into an aspis drone. It instead matures into an aspis cow, looking very much like a huge larva. The aspis cow is slow and clumsy, but exudes a corrosive substance from its body and has a powerful bite.

Giant Ant Worker
Small beast, unaligned

Armor Class 12 (natural armor)
Hit Points 4 (1d6+1)
Speed 30 ft., climb 20 ft.

Str        Dex      Con      Int        Wis      Cha
11 (+0) 10 (+0) 12 (+1) 1 (-5)   7 (-2)   3 (-4)

Senses darkvision 60 ft., passive Perception 8
Languages
Challenge 1/8 (25 XP)

Keen Smell. The giant ant has advantage on Wisdom (Perception) checks that rely on smell.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage, and the giant ant clings to the target. To remove the giant ant, the target may attempt a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check.

Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one target that the giant ant is clinging to. Hit: 2 (1d4) piercing damage plus 2 (1d4) poison damage.

Many species of giant ant workers have modified ovipositors that they use as a stinger when defending their nest. Some species have developed much larger mandibles and have lost their stinger, their bite causing 1d6 piercing damage. Others have lost their stinger and have the ability to spray acid from an acidopore in their gaster. This attack has the following stats: Ranged Weapon Attack: +2 to hit, range 10 ft., one target. Hit: 5 (2d4) acid damage.

Giant Ant Warrior
Medium beast, unaligned

Armor Class 13 (natural armor)
Hit Points 11 (2d8+2)
Speed 40 ft., climb 20 ft.

Str        Dex      Con      Int        Wis      Cha
14 (+2) 10 (+0) 13 (+1) 1 (-5)   8 (-1)   3 (-4)

Senses darkvision 60 ft., passive Perception 9
Languages
Challenge 1/4 (50 XP)

Keen Smell. The giant ant has advantage on Wisdom (Perception) checks that rely on smell.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage, and the giant ant clings to the target. To remove the giant ant, the target may attempt a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target that the giant ant is clinging to. Hit: 5 (1d6+2) piercing damage plus 3 (1d6) poison damage.

The giant ant warrior is really just a larger worker ant, being more dangerous than its smaller brethren due to its increased size and strength. Like the worker ant, some species have lost the ability to sting and have larger mandibles, causing 1d8 piercing damage with a bite. Some species have acidopores instead of stingers, with the following acid spray attack: Ranged Weapon Attack: +2 to hit, range 10 ft., one target. Hit: 7 (2d6) acid damage.

Giant Ant Queen
Large beast, unaligned

Armor Class 13 (natural armor)
Hit Points 22 (3d10+6)
Speed 30 ft., climb 20 ft.

Str        Dex      Con      Int        Wis      Cha
16 (+3) 10 (+0) 15 (+2) 1 (-5)   10 (+0) 3 (-4)

Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 1/2 (100 XP)

Keen Smell. The giant ant has advantage on Wisdom (Perception) checks that rely on smell.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.

Giant ant queens lack the stinger of the worker and warrior ants. Before the queen ant mates for the first time, she has a pair of wings that give her a flying speed of 50 ft. She loses these wings once she has mated and established a nest.

Giant Ant Drone
Medium beast, unaligned

Armor Class 13 (natural armor)
Hit Points 11 (2d8+2)
Speed 40 ft., climb 20 ft., fly 50 ft.

Str        Dex      Con      Int        Wis      Cha
14 (+2) 10 (+0) 12 (+1) 1 (-5)   7 (-2)   3 (-4)

Senses darkvision 60 ft., passive Perception 8
Languages
Challenge 1/4 (50 XP)

Keen Smell. The giant ant has advantage on Wisdom (Perception) checks that rely on smell.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.


Giant ant drones are the males of the ant colony. They exist for one purpose; to mate with the queen and then die. Unlike the workers and warriors, they are equipped with a pair of wings. As males, they have no ovipositors, and thus lack the sting of the other ants of their nest.

Indominus Rex

I'm sure many of you have seen Jurassic World by now. No doubt some of you loved it and some of you hated it. Regardless, you have to admit the Indominus Rex makes one heck of a D&D monster.

So, spoilers for all five of you who haven't seen the movie and still care about what happens. The Indominus Rex is a hybrid dinosaur made from combining DNA from the T Rex with velociraptor, tree frog, cuttlefish, and, I don't know, the Rock and I think maybe the Predator. Anyway, it's a bad mofo; smarter and more maladjusted than other dinosaurs, with the ability to camouflage itself. It also temporarily takes over the supposedly trained velociraptor pack because it's essentially a giant velociraptor with an incredibly bad attitude. I suspect How It Should Have Ended got it right when it portrayed the conversation as: I Rex: "Hey, we should eat all the humans." Velociraptors: "You make a very compelling argument."

Here's the thought I had for how this monster could fit into a D&D game, assuming you don't have mad scientists combining a bunch of random DNA together in a lab for giggles. Demogorgon's layer of the Abyss is supposed to have a giant jungle just loaded with dinosaurs and other nasty things. The Indominus Rex could be something that just evolved there, since it is the Abyss. Or, Demogorgon could have made the critter for yucks, because he apparently likes doing that sort of thing. I would imagine that a jungle in the Abyss is a really tough place to live, so while the I Rex probably wouldn't really group together in a less deadly environment, I could see some coming together for mutual benefit in that toxic cesspool. They certainly are smart enough to figure that one out. Obviously, it working with the velociraptors in the movie is what originally suggested the pack tactics. If your party can't handle three or four of these things, though, what are they doing in the Abyss?

Just to be upfront about it, I blatantly stole most of the design from Shawn Ellsworth over at Tribality. They do a lot of good stuff over there, if you haven't checked them out yet. I borrowed a tiny bit from DM Paul Weber, then mixed things up to my liking and here is what I got.



Indominus Rex
Huge monstrosity, unaligned

Armor Class 15 (natural armor)
Hit Points 147 (14d12+56)
Speed 60 ft.

Str        Dex      Con      Int        Wis      Cha
25 (+7) 14 (+2) 18 (+4) 7 (-2)   14 (+2) 10 (+0)
Skills Perception +6, Stealth +6
Senses darkvision 60 ft., passive Perception 16
Languages
Challenge 10

Ambusher. The indominus rex has advantage on attack rolls against any creature it has surprised.

Chameleon. The indominus rex is able to change its color to blend in with the foliage around it. It has advantage on Dexterity (Stealth) checks to hide, and it may take the Hide action as a bonus action.

Keen Senses. The indominus rex has advantage on Wisdom (Perception) checks that rely on sight or smell.

Pack Tactics. The indominus rex has advantage on attack rolls against a creature if it has at least one of the indominus rex’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions
Multiattack. The indominus rex makes two attacks: one with its bite and one with either its claws or tail. It can’t make a bite attack and a tail attack against the same target.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 33 (4d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 19). Until the grapple ends, the target is restrained, and the indominus rex can’t bite another target.

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) slashing damage.


Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage.

Sunday, September 4, 2016

On a lark, I converted the Aspis to D&D 5e

Well, I converted the drone, anyway. These guys first appeared way back in 1981 in module A1, Slave Pits of the Undercity. They've been around here and there since.


This picture is from Slave Pits of the Undercity.

Aspis Drone
Medium humanoid (aspis), neutral

Armor Class 18 (natural armor, shield)
Hit Points 33 (6d8+6)
Speed 30 ft.

Str        Dex      Con      Int        Wis      Cha
12 (+1) 12 (+1) 13 (+1) 11 (+0) 12 (+1) 7 (-2)

Skills Perception +3, Survival +3
Damage Resistances acid, fire
Senses darkvision 60 ft., passive Perception 13
Languages Aspis
Challenge 1 (200 XP)

Keen Smell. The aspis drone has advantage on Wisdom (Perception) checks that rely on smell.

Actions
Multiattack. The aspis drone makes two attacks with its claws or two attacks with its weapons.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.

Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) slashing damage.

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.

Aspis are a species of insect creatures that dwell in underground nests not very far below the surface. These nests are a complex series of tunnels connecting a number of chambers. Most people will only ever encounter aspis drones, as they handle all of the foraging and other duties necessary for the survival of the nest.

Aspis drones look like giant weevils, with tough, chitinous bodies that are typically grey or off-white in color. They have two multifaceted eyes, a pair of short, blunt antennae, and a long proboscis. They have six legs, each of which ends in claws capable of fine manipulation.

Insular Hive Mind
Aspis colonies tend to keep to themselves and rarely have much interest in interacting with other species. During lean times, aspis drones may raid nearby communities.

An aspis drone lacks any sort of individuality; no names, no personality to speak of. They live to serve the aspis cow that dwells at the center of their tunnel network. A drone rarely takes action without first being instructed by the cow.

Defenders of the Nest
Aspis drones are tasked with defending the nest from all threats. When they enter combat, they rear up onto their hind-most legs and use their other four limbs for fighting. An aspis drone will usually use a pair of handaxes or shortswords, and they also commonly use a shield. Their bodies are not suitable for using a bow, but they will use darts for ranged combat.

An aspis drone defending its nest is fearless and will fight to the death without hesitation. Despite the drone’s usual lack of initiative, it will fight intelligently. If it is forced to withdraw, it will attempt to stymie pursuit by setting simple traps. Aspis nests always have traps protecting the most important areas, such as the central chamber or the larvae chambers.

The Nose Knows
Aspis do not have a verbal language. They communicate entirely through body language and scents. Most humanoids are incapable of detecting the subtle variations in the scents used in aspis conversation. Rarely, an aspis drone might learn a very rough form of another species’ language.


Aspis are able to influence other sorts of insects with their scents. They most commonly use giant ants are guardians for their nests. An aspis nest will usually have a handful of giant ants present, though on occasion they will have a full giant ant nest mixing its tunnels with that of the aspis nest.