Showing posts with label Monster. Show all posts
Showing posts with label Monster. Show all posts

Thursday, August 20, 2020

Savage Orc

 

Savage Orcs are a more recent creation of the Orcish God Thulzug. They were created in his anger over the High Orcs becoming civilized and turning their back on him. He desires nothing less then the total destruction of the civilized world. So he created a more powerful more terrifying type of Orc.

They are more powerful with a more monstrous appearance then regular Orcs. The drawback is that Savage Orcs are even less intelligent then regular Orcs. Closer in intelligence to an Ogre.

In the Orc hordes there is roughly 1 Savage Orc for every 5 regular Orcs. The brutes do very little other then fight, eat, and sleep. They care nothing for the culture they are part of or even the worship of the god that spawned them. They simply wait for their next opportunity to fight.

Monstrous Information
Medium Humanoid (orc), Chaotic Evil
Armor Class: 14 (natural armor + shield)
Hit Points: 32 (4d10 + 10)
Speed: 30 ft
Strength: 17 (+3)
Dexterity: 10 (+0)
Constitution: 16 (+3)
Intelligence: 5 (-3)
Wisdom: 9 (-1)
Charisma: 7 (-2)
Skills: Darkvision 60 ft, Passive Perception 9
Languages: Giant
Challenge Rating: 1 (200 XP)

Gore: If moving 15 or more ft towards an enemy, a savage orc can perform a running gore with it's tusks. With a + 5 to hit and dealing 2d6 + 3 piercing damage.

Actions
Glaive: +5 to hit, reach 10 ft, deals 1d12 + 3 slashing damage.

Wednesday, June 3, 2020

Hive Hound

Art by Jacob K. Gratchyk
One couldn't be blamed if they confused the Hive Hound for some bizarre undead abomination that has bees living in it or a hound infected with a parasite swam. But in actuality the swarm and the hound are one singular demonic being.

Hive Hounds are actually fiends created by the Demon Lord Brumble. They are a result of him wanting his own servants similar to Hell Hounds but as he calls the Demi-Plane of Bees his home, he created something far more horrific.

A hive hound's bees act as an extension of it's body. Their sight is it's sight. Should the hive hound perish any of the demonic bees that came from it's body with die as well.

Unlike Hell Hounds, Hive Hounds can speak with disturbingly deep buzzing voices.

Monstrous Information
Medium Fiend, Chaotic Evil
Armor Class: 15 (Natural Armor)
Hit Points: 50 (7d8 + 14)
Speed: 45 ft
Strength: 15 (+2)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 6 (-2)
Charisma: 6 (-2)
Skills: Perception + 5
Damage Immunities: Poison
Condition Immunities: Poison, Charm, Blindness
Senses: Darkvision 60ft, Passive Perception 15
Language: Abyssal
Challenge: 3 (700 XP)

Swarm Aura: Anyone within 5 ft of the Hive Hound on their turn must make a dexterity save with a DC of 12 or suffer damage from the bees swarming nearby. Those who fail the save suffer 1 piercing damage and 1d4 poison damage.

Actions
Bite: + 5 to hit, reach 5 ft, deals 1d8 + 2 piercing damage and 2d6 poison damage

Noxious Breath: (Recharge 5-6) The hound exhales gas in a 15 foot cone. Each creature in that area must make a 12 DC Constitution save of suffer 6d6 poison damage. Taking only half damage on a successful save.

Unleash the Swarm: Once per hour a hive hound can spawn a swarm of bees. These bees count as an insect swarm and use the rules for a swarm of wasps.

Sunday, May 24, 2020

Serpent Thralls

Art by Jacob K. Gratchyk

Serpent Thralls are men who have been infected with the Seed of Corruption from a Bride of Set. They are nearly mindless servants devoted to carrying out the will of Set and by extension obey any commands from high ranking members of his followers.

They were originally created by accident. The Seed of Corruption was intended to create another Bride of Set, so they didn't know what would happen if it were used on a male. The result was an unexpected mutation that is driven by the endless call to serve Set.

They do little more then mindlessly follow orders however a sliver of their former intelligence remains, making them capable of doing more complicated tasks then animated dead or magical constructs can.

Any Thralls that are created from weaker subjects are usually not armed particularly well. They are considered fodder, so there is no reason to give them quality weapons and armor that could go to a human or goblin who is truly loyal without magical persuasion.

They are capable of speech but unless relaying information to a superior, most won't get much of a response from them outside of "Must Obey".

Note: The stats below are for the average person who has been turned into a Serpent Thrall. For a stronger character keep all of their stats and skills except for dropping their Intelligence, Wisdom, and Charisma to the numbers displayed here. Yes this means pretty much any spellcasting abilities will still be present but weakened.

Monstrous Information
Medium Humanoid, Lawful Evil
Armor Class: 12 (Shield)
Hit Points: 12 (2d8+2)
Speed: 30 ft
Strength: 14 (+2)
Dexterity: 12 (+1)
Constitution: 13 (+1)
Intelligence: 6 (-2)
Wisdom: 8 (-1)
Charisma: 7 (-2)
Damage Immunities: Poison
Condition Immunities: Poison and Charm
Senses: Darkvision 60 ft, Passive Perception 10
Languages: Common, Goblin
Challenge Rating: 1/2 (100 XP)

God Driven Fortitude: If a Serpent Thrall is reduced to 0 hit points from an attack, it must make a Constitution Saving Throw with a DC of 7+ the damage taken unless the damage is cold or from a critical hit. On a successful save his hit points drop to 1 instead.

Actions
Longsword: +4 to hit, single target, deals 1d8+2 slashing damage.

Sling: Ranged Attack, range 30/120, +3 to hit, single target, deals 1d4+1 bludgeoning damage.

Thursday, May 14, 2020

Brides of Set

Art by Jacob K. Gratchyk
As their name implies the Brides of Set are servants of the serpent god Set. The original was a priestess who had been particularly loyal to Set who was transformed as a reward for her dedication. But not all of them that have been created since then have been people who were originally loyal to the serpent god.

Anyone who is foolish enough to kiss one of them will likely find themselves paralyzed by the venom that courses through their lips and their saliva. This poison is also frequently found on their weapons and claws, however it is not as potent in those instances where it often has dried.

Once a Bride of Set has a victim defenseless and paralyzed they use the stinger on the end of their tail to inject a seed of corruption into the victim. The seed has a different effect depending on who it is used on. Any male injected with it becomes a near mindless monster that follows the commands of it's creator or any other followers of Set. Animals tend to become obedient half snake abominations. Any female injected with one becomes a new Bride of Set.

New Bride's of Set mostly maintain their original personality. If they were already loyal to Set, their mind practically remains unchanged. Anyone who wasn't a follower of Set however becomes a twisted version of their former selves as the seed compels them to carry out acts in the name of Set.

In the absence of any priests of Set, Brides of Set always outrank other followers and often work as overseers. They have keen senses that allow them to be highly alert.

Note: The following monster stats are simply the default version of the Brides of Set. If a particularly powerful female character was transformed into one they would retain all their original abilities in addition to what is listed here.

Monstrous Information
Large Monstrosity, Lawful Evil
Armor Class: 16 (natural armor and dexterity)
Hit Points: 90 (11d10 + 30)
Speed: 40 ft
Strength: 12 (+1)
Dexterity: 17 (+3)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 15 (+2)
Skills: Perception +5, Stealth + 6, Persuasion + 4
Damage Immunities: Poison
Condition Immunities: Poison, Charm, Sleep
Senses: Darkvision 80 ft, Passive Perception 19
Languages: Common, Infernal
Challenge Rating: 5 (1,800 XP)

Paralytic Venom: Anyone kissed by a Bride of set mus make a DC 15 Constitution Saving Throw with disadvantage or become paralyzed for 1d8 + 2 turns. Anyone hit by their sword or claws must make a DC 11 Constitution Saving Throw or become paralyzed for 1d4 turns.

Seed of Corruption: When a helpless victim is injected with the seed from the Bride's tail they take 1 piercing damage. They take 1d6 necrotic damage every turn afterwards unless the seed is neutralized. If they drop to 0 hit points from this damage they will go comatose and the transformation can no longer be stopped. After a day they will arise as a creature loyal to Set. The seed can be neutralized by a Remove Curse spell or removed by a DC 15 Medicine check if a sharp object to remove it is present (A dagger or proper medical tools. A sword is too big). Every failed Medicine check to remove it results in the victim taking 1d6 slashing damage.

If the Seed is injected within melee range of an enemy, the enemy may make an attack of opportunity against the Bride of Set. If the attack hits it interrupts the injection. For this reason the ability isn't used often during active combat.

Actions
Double Attack: Brides of Set make two attacks with either their sword or both of their claws. Or 1 sword/claw attack and a tail slam against an enemy behind her.

Sword Attack: +7 to hit, reach 5 ft, deals 1d8 + 4 slashing damage, prompts a save against venom.

Claws: +7 to hit, reach 5 ft, deals 1d4 + 4 slashing damage, prompts a save against venom.

Tail Slam: + 7 to hit, reach 10 ft, deals 1d6 + 4 bludgeoning damage.

Constrict: + 7 to hit, reach 5 ft, grapples target and deals 1d6 + 4 bludgeoning damage, Escape DC 12. Constricted target may not move or attack. Constricted targets take 1d6 + 4 bludgeoning damage per turn until freed. While constricting someone initially prevents the Bride from using double attack, on following turns she can make double attacks on other targets while still crushing the target.

Thursday, April 9, 2020

Chimaceans

Art by Jacob K. Gratchyk
Chimaceans are the horrific results of a mad wizard's experiment in the distant past. They were originally chimeras created by combining human test subjects with traits from reptiles, sharks, and crustaceans in an attempt to build durable dangerous minions to do his bidding. Whether that wizard died at the hands of his creations or due to the actions of some valiant group of heroes is unknown. Regardless of the outcome the creatures have continued to exist long since his passing and exist in scattered tribes in coastal areas.

What is known for sure is that they are not friendly to most other intelligent life including humans in spite of their own ancestors once being human themselves. Instead they are cold hearted creatures with very little empathy for other races who they mostly view as nothing more then a potential meal.

As state earlier they tend to live in coastal areas. Particularly in caves. They don't live under water because while they can breath under water for limited periods of time, they can not do it indefinitely. Some part of their humanity still remains buried in there that requires at least some amount of pure oxygen multiple times per day.

All things considered they are not completely uncivilized, at least amongst themselves. They are fully capable of building shelters, tools, and weapons though usually just using whatever objects they find that wash up on shore. If one where to adventure into one of their dwellings many structures they have built would mostly consist of pieces of wreckage from ships.

They heavily value any properly crafted weapons they obtain, due to lacking the resources to create well crafted equipment themselves.

Monstrous Information
Medium Monstrosity, Chaotic Evil
Armor Class: 15 (Natural Armor) 16 (When using a shield)
Hit Points: 21 (4d8 + 2)
Speed: 30 ft, swim 40 ft
Strength: 13 (+1)
Dexterity: 12 (+1)
Constitution: 15 (+2)
Intelligence: 11 (+0)
Wisdom: 6 (-2)
Charisma: 4 (-3)
Skills: Perception +4, Intimidation +5, Survival +5
Senses: Darkvision 120, Passive Perception 14
Languages: Eldrich
Challenge: 1/2 (100 XP)

Attacks
Wild Flurry: Chimaceans unarmed can make a berserk attack with all 4 claws and their bite with no bonuses to hit or on damage. Their claws deal 1d2 slashing damage and their bite deals 1d8 piercing.

Shrapnel Mace: More of a club then a mace, this weapon is basically a stick with a ball on the end embedded with random sharp objects. +5 to hit and deals 1d6+3 damage.

Tribal Spear: A makeshift spear, while poorly made tends to have a larger point then a real spear. +5 to hit, reach 10 ft, and deals 1d8+3 damage.