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Third to Fifth

Grisgol  Large construct, unaligned  Armor Class 20 (natural armor)  Hit Points 189 (18d10 + 90)  Speed 30 ft.  Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks not made of adamantine  Condition Immunities charmed,...

Grisgol
Large construct, unaligned
Armor Class 20 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 30 ft.
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks not made of adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses darkvision 60 ft. passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 15 (13000 XP)
Magic Resistance. The grisgol has advantage on saving throws against spells and other magical effects.
Choking Dust. Whenever the grisgol takes 10 or more bludgeoning or slashing damage from an attack, dust and mold explode from its body, dealing 4 (1d8) poison damage to each creature within 10 feet of it.
Incite Madness. Any creature who examines the scrolls that compose a grisgol's body must succeed on a DC 17 Wisdom saving throw or be consumed by the need to painstakingly fit the scraps of parchment back together. The creature does this to exclusion of all else, including eating and drinking. The affected creature may attempt a new saving throw at the start of each day, ending the effect on a success.
Innate Spellcasting. The grisgol's spellcasting ability is Charisma (spell save DC 13). The grisgol can innately cast the following spells, requiring no material components:
At will: detect magic, light
1/day each: blight, chain lightning, feeblemind, hold person, ice storm, meteor swarm, power word stun, scorching ray, shield
Actions
Multiattack. The grisgol makes two slam attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage and 22 (5d8) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed. The creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

With a body made of broken magic items, and the animating spirit of a lich bound to it. Wisps of smoke slip from its body with every movement, and its red eyes glow under its rusted helmet. It leaves a sooty coating upon everything it touches. The grisgol's body contains the bound lich's phylactery; if destroyed, the lich returns to its physical form as it usually would; at which point it usually seeks vengeance on the magic-user who created the grisgol. The grisgol knows how to cast spells, but only in the specific order that its creator specifies, unless said creator is nearby to issue commands. Grisgols are relentless in completing whatever mission they are assigned. A grisgol stands around 8 feet tall and weighs 400 pounds.

Originally from the Monster Manual III

Anonymous asked:

Grisgol plz

Kelvezu  Medium fiend (demon), chaotic evil  Armor Class 19 (natural armor)  Hit Points 217 (29d8 + 87)  Speed 30 ft., fly 60 ft.  Str 21, Dex 24, Con 16, Int 17, Wis 16, Cha 16  Saving Throws Dex +13, Int +9, Wis +9  Skills Stealth +13  Damage Immunities...

Kelvezu
Medium fiend (demon), chaotic evil
Armor Class 19 (natural armor)
Hit Points 217 (29d8 + 87)
Speed 30 ft., fly 60 ft.
Str 21, Dex 24, Con 16, Int 17, Wis 16, Cha 16
Saving Throws Dex +13, Int +9, Wis +9
Skills Stealth +13
Damage Immunities poison
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned
Senses truesight 120 ft. passive Perception 13
Languages Abyssal, telepathy 120 ft.
Challenge 18 (20000 XP)
Evasion. Whenever the kelvezu is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the kelvezu instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Magic Resistance. The kelvezu has advantage on saving throws against spells and other magical effects.
Magic Weapons. The kelvezu's weapon attacks are magical.
Sneak Attack (1/Turn). The kelvezu deals an extra 28 (8d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kelvezu that isn't incapacitated and the kelvezu doesn't have disadvantage on the attack roll.
Actions
Multiattack. The kelvezu makes five attacks: three with its scimitar, and two with its dagger.
Scimitar. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6+7) slashing damage and 7 (2d6) poison damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 4 (1d8) hit points at the start of each of its turns due to a bleeding wound. Each time the kelvezu hits the wounded target with this attack, the damage dealt by the wound increases by 4 (1d8). Any creature can take an action to stanch the wound with a successful DC 17 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Dagger. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d4+7) piercing damage and 7 (2d6) poison damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 4 (1d8) hit points at the start of each of its turns due to a bleeding wound. Each time the kelvezu hits the wounded target with this attack, the damage dealt by the wound increases by 4 (1d8). Any creature can take an action to stanch the wound with a successful DC 17 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Teleport. The kelvezu magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

If mariliths are the generals of Abyssal armies, and balors the kings of Abyssal realms, then kelvezus are the assassins and spies of the Abyssal realms. Rather than leading other demons into battle, they serve as agents of elimination, almost always working alone. While not able to magically disguise itself, its human-like shape makes it quite easy for it to disguise itself as a human or tiefling with just a tinge of work from a disguise kit. Kelvezus are around the same height and weight as a human.

Originally from the Monster Manual II.

Rot Reaver  Medium aberration, neutral evil  Armor Class 16 (natural armor)  Hit Points 97 (15d8 + 30)  Speed 30 ft., climb 20 ft.  Str 15, Dex 14, Con 15, Int 7, Wis 12, Cha 16  Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from...

Rot Reaver
Medium aberration, neutral evil
Armor Class 16 (natural armor)
Hit Points 97 (15d8 + 30)
Speed 30 ft., climb 20 ft.
Str 15, Dex 14, Con 15, Int 7, Wis 12, Cha 16
Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft. passive Perception 11
Languages Common
Challenge 6 (2300 XP)
Drain Unlife. Whenever the rot reaver damages an undead creature with a melee weapon attack, the rot reaver regains that many hit points.
Actions
Multiattack. The rot reaver makes two attacks with its cleaver. It then may make up to two tongue attacks against any creature it has hit with a cleaver attack this turn.
Cleaver. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) slashing damage. A humanoid slain by this attack rises 1 hour later as a zombie under the rot reaver's control.
Tongue. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature that the rot reaver has hit with its cleaver this turn. Hit: 4 (1d4+2) piercing damage plus 10 (3d6) necrotic damage.

These wretched creatures crave the taste of undead flesh. It will consume the undead, but its malevolent nature causes to derive even greater satisfaction from killing the living, reanimating them, and then feasting on their negative energy. It is believed that they were created to serve in some long-forgotten war between mages, to counter a horde of undead. It walks like an ape, its long glistening tongues wrapped around its arms to drain victims of life. It is often accompanied by two to five zombies as well, as escorts and a source of food when the creature needs to restore its life force. When hunched, as they usually are, rot reavers around 4 feet tall; drawn up to their full height, they stand around 6 feet tall. In either case, they weigh around 250 pounds.

Originally from the Monster Manual III

Rat King  Small monstrosity, unaligned  Armor Class 14  Hit Points 112 (15d6 + 60)  Speed 30 ft., climb 15 ft., swim 15 ft.  Str 12, Dex 19, Con 18, Int 5, Wis 14, Cha 11  Condition Immunities charmed, frightened, paralyzed, petrified  Senses darkvision 60...

Rat King
Small monstrosity, unaligned
Armor Class 14
Hit Points 112 (15d6 + 60)
Speed 30 ft., climb 15 ft., swim 15 ft.
Str 12, Dex 19, Con 18, Int 5, Wis 14, Cha 11
Condition Immunities charmed, frightened, paralyzed, petrified
Senses darkvision 60 ft. passive Perception 12
Languages -
Challenge 5 (1800 XP)
Keen Smell. The rat king has advantage on Wisdom (Perception) checks that rely on smell.
Speak With Rats. The rat king can communicate with normal rats (including giant rats).
Actions
Multiattack. The rat king makes five bite attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.

Sometimes, several rats, endlessly writing in the darkness and muck, end up with their tails entangled and eventually knotted together. Sometimes, when this happens, the pain and torment of their restrained existence causes the rats' sentience to merge into one single creature. Thoroughly infested with disease, the sight of a rat king can be enough to send an entire city into panic for the illnesses it may spread. A rat king is about 3 feet tall and weighs around 15 pounds.

Originally from the Pathfinder Bestiary 4.

Abrian  Medium monstrosity, chaotic evil  Armor Class 15 (natural armor)  Hit Points 22 (4d8 + 4)  Speed 50 ft.  Str 13, Dex 16, Con 12, Int 7, Wis 11, Cha 10  Damage Resistances thunder  Senses darkvision 60 ft. passive Perception 10  Languages...

Abrian
Medium monstrosity, chaotic evil
Armor Class 15 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 50 ft.
Str 13, Dex 16, Con 12, Int 7, Wis 11, Cha 10
Damage Resistances thunder
Senses darkvision 60 ft. passive Perception 10
Languages Abyssal
Challenge 1 (200 XP)
Actions
Multiattack. The abrian makes two attacks: one with its beak and one with its kick.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
Shriek (Recharge 5-6). The abrian lets out a horrible shriek. When it does, each creature that isn't an abrian within 30 feet of the abrian must succeed on a DC 11 Constitution saving throw or be deafened for 1 hour. If the saving throw fails by 5 or more, the target is also stunned until the end of its next turn. A creature that succeeds on its save is immune to the Shriek of all abrians for 24 hours.

These ostrich-like birds lurk on the open plains of the Abyss, Gehenna, and other desolate regions of the outer planes. They are smarter than they look, and sometimes trade with nomads in those regions. They tend to travel in flocks of four to ten individuals, though a flock can have up to forty. In battle, they spread out and dart in and out of the fray in pairs, trying to outflank their opponents. They have black and orange feathers, and two small shrunken arms in place of wings, which are adequate for manipulating objects, but useless in combat. They stand around 6 feet tall and weigh around 250 lbs.

Originally from the Fiend Folio.

Blackskate  Large undead, neutral evil  Armor Class 15 (natural armor)  Hit Points 76 (8d10 + 32)  Speed 5 ft., swim 40 ft.  Str 20, Dex 17, Con 19, Int 12, Wis 12, Cha 16  Damage Immunities poison  Condition Immunities exhaustion, frightened,...

Blackskate
Large undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 76 (8d10 + 32)
Speed 5 ft., swim 40 ft.
Str 20, Dex 17, Con 19, Int 12, Wis 12, Cha 16
Damage Immunities poison
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 60 ft. passive Perception 11
Languages -
Challenge 4 (1100 XP)
Blood Frenzy. The blackskate has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Keen Smell. The blackskate has advantage on Wisdom (Perception) checks that rely on smell.
Nimble Swimmer. While swimming, the blackskate can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Multiattack.
The blackskate makes two attacks: one with its bite and one with its sting.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) piercing damage plus 7 (2d6) poison damage.

Their bodies composed of shed scales and loose cartilage shed by various beasts of the sea, blackskates lurk in the depths of the ocean. It constantly seeks out warm blood, which sends it into a famished frenzy. However, it prefers to hunt by waiting below a thin layer of silt and sand on the ocean floor, and lunging when prey arrives.

Originally from Stormwrack.

Anonymous asked:

My dude, just wanted to say I love your page, and keep up the good work. My question is can u make the Demodands, I love them so much and I would like to see them again?

Anonymous asked:

Can you do the Abrian from the 3E Fiend Folio?

Anonymous asked:

Can you do a Banedead their one of my favorite monsters!

Anonymous asked:

Do you know The Creature Codex tumblr? Would you accept to convert their monsters to 5e in the future, when you've converted all/most official monsters?

Plague Brush  Gargantuan plant, unaligned  Armor Class 12 (natural armor)  Hit Points 333 (18d20 + 144)  Speed 60 ft.  Str 27. Dex 10, Con 26, Int 1, Wis 11, Cha 10  Damage Resistances piercing  Damage Vulnerabilities fire  Condition Immunities blinded,...

Plague Brush
Gargantuan plant, unaligned
Armor Class 12 (natural armor)
Hit Points 333 (18d20 + 144)
Speed 60 ft.
Str 27. Dex 10, Con 26, Int 1, Wis 11, Cha 10
Damage Resistances piercing
Damage Vulnerabilities fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 120 ft. passive Perception 10
Languages -
Challenge 17 (18000 XP)
Greensickness. The plague brush is surrounded by a cloud of spores. Whenever a creature starts its turn within 30 feet of a plague brush (including creatures engulfed by it), that creature must make a DC 22 Constitution saving throw. On a successful save, the creature is immune to the Greensickness of all plague brushes for 24 hours. On a failed save, the creature is poisoned for 1 minute. A creature poisoned this way may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tumbling Trample. The plague brush can move through Large or smaller creatures' spaces. Whenever the plague brush enters a creature's space, that creature must make a DC 22 Dexterity saving throw. On a successful save, the creature is moved 5 feet to the side of the plague brush. On a failed save, the creature takes 14 (4d6) bludgeoning damage, and is engulfed by the plague brush. The engulfed creature is restrained. When the plague brush moves, the engulfed creature moves with it, and the engulfed creature takes 3 (1d6) bludgeoning damage for every 10 feet the plague brush moves. An engulfed creature can try to escape by taking an action to make a DC 22 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of the plague brush. The plague brush can have up to ten creatures engulfed by it at a time.
Actions
Multiattack. The plague brush makes two slam attacks.
Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) bludgeoning damage.

These monstrous tumbleweed-like creatures roll over the terrain of the layers of Carceri with a rustling like thunder. It overruns everything in its path, its only instinct to consume. They exude a cloud of spores that sickens those it sweeps up in its tangled grasp, as well as those it narrowly misses. These terrifying creatures measure up to 35 feet in diameter, and weigh up to 40 tons.

Originally from the Monster Manual III

Anonymous asked:

Night Twist

cyberkevvideo asked:

Have you done the plague brush from Monster Manual 3? Was skimming the archive, but I didn't see it. Might have overlooked it though. It's a nasty monster.

Yuan-Ti Ignan  Large monstrosity (yuan-ti), chaotic evil  Armor Class 15 (natural armor, shield)  Hit Points 104 (11d10 + 44)  Speed 30 ft.  Str 21, Dex 13, Con 18, Int 6, Wis 14, Cha 11  Skills Deception +3, Stealth +4  Damage Immunities fire  Damage...

Yuan-Ti Ignan
Large monstrosity (yuan-ti), chaotic evil
Armor Class 15 (natural armor, shield)
Hit Points 104 (11d10 + 44)
Speed 30 ft.
Str 21, Dex 13, Con 18, Int 6, Wis 14, Cha 11
Skills Deception +3, Stealth +4
Damage Immunities fire
Damage Resistances poison
Damage Vulnerabilities cold
Condition Immunities poisoned
Senses darkvision 120 ft. passive Perception 12
Languages Abyssal, Common, Draconic
Challenge 7 (2900 XP)
Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
Magic Weapons. The yuan-ti's weapon attacks are magical.
Actions
Multiattack. The yuan-ti makes four attacks: two with its mace, one with its gore, and one with its tail slap.
Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) bludgeoning damage and 3 (1d6) fire damage.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage and 3 (1d6) fire damage.
Tail Slap. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) bludgeoning damage and 3 (1d6) fire. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, the yuan-ti can't use its tail slap, and the target takes 15 (3d6+5) bludgeoning damage and 7 (2d6) fire damage at the start of each of the yuan-ti's turns.

The result of crossbreeding between yuan-ti and salamanders, yuan-ti ignans are aggressive and brutal, with an affinity for fire. They are rarely enountered without greater yuan-ti as their masters, who consider them to be expendable. Fear of insurrection causes yuan-ti leadership to keep ignans apart from each other until they are ready to be fielded in battle. Some yuan-ti fortresses have fallen to ignan uprisings, and are occupied solely by the creatures. They tend to keep gems and coins as treasure; never flammable items. Yuan-ti ignans range between 10 and 14 feet long and weigh 250 to 400 lbs. The males tend to have red scales, while the females tend to have gray or brown scales.

Originally from the Monster Manual IV.

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