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UnOfficial Monsters for 5th Edition


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Spiretop Drake
Small dragon, unaligned
Armor Class 14
Hit Points 18 (4d6 + 4)
Speed 20 ft., fly 40 ft. (hover)
Str 11 Dex 18 Con 13 Int 3 Wis 16 Cha 11
Senses darkvision 60 ft. passive Perception 13
Languages -
Challenge ¼ (50 XP)
Flyby. The drake doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.

In the wild, spiretop drakes nest in high cliff faces and large trees, but many have found their way into cities where they gather around tall buildings. Like ravens, they are social beings and have a tendency to collect shiny objects. They also have a keen homing instinct, so domesticated spiretop drakes make great couriers for light objects or messages.

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Spitting Drake
Medium dragon, unaligned
Armor Class 15 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
Str 14 Dex 18 Con 14 Int 3 Wis 14 Cha 12
Damage Resistances acid
Senses darkvision 60 ft. passive Perception 12
Languages -
Challenge 1 (200 XP)
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Caustic Spittle. Ranged Weapon Attack: +6 to hit, range 50 ft., one target. Hit: 9 (1d10+4) acid damage.

Spitting drakes make for messy pets, but humanoids train them as guardians nonetheless. In the wild, spitting drakes sometimes congregate with other drakes, such as guard drakes. Spitting drakes can also be found in clutches formed under a dominant rage drake that has no clutch of its own.

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Brain in a Jar
Small undead, neutral evil
Armor Class 12 (natural armor)
Hit Points 31 (7d6 + 7)
Speed 0 ft., fly 20 ft.
Str 10 Dex 13 Con 13 Int 19 Wis 14 Cha 18
Saving Throws Int +6, Wis +4, Cha +6
Skills Arcana +8, History +6, Nature +6, Religion +6
Damage Immunities poison, psychic
Damage Vulnerabilities bludgeoning, thunder
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses blindsight 60 ft. (blind beyond this radius) passive Perception 12
Languages telepathy 60 ft.
Challenge 1 (200 XP)
Container. When the brain in a jar is reduced to 0 hit points, the jar shatters and falls away, releasing the brain. The brain in a jar becomes an animated brain, without regaining the use of any Innate Spells it cast.
Innate Spellcasting. The brain in a jar’s spellcasting ability is Intelligence (spell save DC 14). The brain in a jar can innately cast the following spells, requiring no material components:
3/day each: suggestion
1/day each: dominate person
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.
Mind Stab. The brain broadcasts a mental assault onto all creatures within 15 ft. of it. Each creature in that area must make a DC 14 Intelligence saving throw. On a failed save the target takes 7 (2d6) psychic damage and has disadvantage on Wisdom saving throws until the end of the brain’s next turn.

Life as a brain in a jar gets far less fragile if it is put into any kind of container. Glass jars are the most commonly used, filled with a special solution that allows the brain to channel its natural flight into the full container and keep its mobility, along with increased protection. The glass is usually magically treated to resist damage, though it is still quite fragile and can be shattered relatively easily, forcing the animated brain to flee without its protection.

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Lightning Elemental
Large elemental, unaligned
Armor Class 15
Hit Points 90 (12d10 + 24)
Speed 0 ft., fly 120 ft.
Str 10 Dex 20 Con 14 Int 5 Wis 10 Cha 5
Damage Immunities lightning, poison, thunder
Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft. passive Perception 10
Languages Auran
Challenge 5 (1800 XP)
Illumination. The elemental sheds bright light in a 5-foot radius and dim light in an additional 5 feet.
Lightning Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 7 (2d6) lightning damage.
Lightning Movement. Opportunity attacks made against the elemental are made with disadvantage.
Actions
Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) lightning damage. The elemental has advantage on the attack roll for this attack if the target is wearing armor made of metal.

Lightning elementals are the most difficult to conjure on purpose, as timing a spell to reach its conclusion at the same moment a lightning strike occurs is a near impossibility without powerful divination magic. It essentially never occurs accidentally either, as the odds of a lightning strike naturally happening without planning is even less likely. However, some mages seek a method of conjuring lightning elementals on command, using special rods to collect lightning bolts and storing the energy, as the essence of a lightning elemental can be an incredibly useful means of crafting javelins of lightning.


 

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