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Posts tagged ‘monsters’

5E Monster: Likho

November 9th, 2021

Likho - Alexandrian Bestiary

The likho is a lithe, slight humanoid with slick, purple-gray skin. Its slim limbs are wiry and muscular. Its face is dominated by a single large eye, beneath which are two thin slits for nostrils and a narrow gash of a mouth filled with needle-like teeth.

It has a strange, ever-changing gait — sometimes walking on its hands, sometimes on its legs, sometimes racing on all four — and will often vault and climb and clamber with wild abandon, slipping in and out of shadowy bowers or leaping out of black waters to surprise those peering into the deeps.

Personification of Misfortune. In the folk tales of the frontier, the likho is seen as the living embodiment of ill fortune and evil. “He’s had the likho on his back” is a saying that describes those who have suffered from a series of misfortunes. “Don’t stare the likho in its face” is a proverb suggesting that one should not tempt fate.

There are many who think this is just a turn of phrase. But, of course, the likho is quite real, and while most who suffer setbacks are just unlucky, some truly are cursed by the likho.

In some isolated communities that have a long history with the likho, lichy is a slang term that means something shoddy or unreliable. Some may also refer to likhoy, those who are too daring or foolhardy (and thus risk bringing ill fortune to both themselves and those around them).

Likho Items. Likho can create special bait items. These are often made to look quite valuable — e.g., a sword with a hilt of gold — in order to tempt the greed of their victims. Anyone touching a likho item will find that it is stuck in place and that they are unable to release it. (Wrenching their grasp free requires a DC 22 Strength check or a remove curse spell.) Furthermore, the likho who made the item is alerted as per an alarm spell. As the likho draws near, the one attached to a likho item will feel their presence growing like a darkness in their mind.

Many are the tales of those who have cut off their own hands in order to escape the approaching likho.

Likho’s Bargain. It is said that a likho can sometimes be bargained with. Its own evil can be turned back upon itself, if one can offer a great temptation or something of great worth related to a deadly sin. (Most commonly greed, like a blacksmith offering to make it a precious item or a wizard offering to conjure it a magical feast.)

In truth, however, the likho rarely honors these bargains: it will take what is offered and then betray the one who made the bargain with it. However, the clever can sometimes trick or cheat the likho.

LIKHO

Small fey, chaotic evil


Armor Class 13

Hit Points 58 (13d6+13)

Speed 30 ft.


STR 10 (+0), DEX 16 (+3), CON 12 (+1), INT 12 (+1), WIS 12 (+1), CHA 14 (+2)


Skills Athletics +2, Deception +4, Insight +3, Stealth +5

Senses darkvision 120 ft., passive perception 13

Languages Common, Sylvan

Challenge 4 (1,100 XP)

Proficiency Bonus +2


Adherence: If a creature touches or is touched by the likho, they must make a DC 13 Dexterity saving throw. On a failure, the likho adheres to them and simultaneously vanishes, becoming both invisible and intangible. Truesight or other abilities that perceive the Ethereal Plane allow one to see the likho, which clings to the target’s shoulders from the Border Ethereal.

A character who has been adhered to by a likho feels a weight on their soul and suffers from bad luck. They suffer disadvantage on all checks and must make a DC 13 Constitution saving throw each day at dusk or suffer one level of exhaustion. They do not recover from exhaustion after long rests.

A remove curse spell will break the likho’s adherence, freeing its victim and forcing it to return to the Material Plane.


ACTIONS

Multiattack. The likho makes two claw attacks.

Claw. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 13 (3d8) slashing damage. If the likho hits with a claw attack, the target is subjected to the Adherence trait.


5E Monster: Cerberus Spawn

November 7th, 2021

Cerberus Spawn - Iuliia Kovalova

A cerberus spawn is a large, three-headed dog. They usually have sleek, grey-brown fur, although some are jet black. One can often seen their veins, which glow like red-hot lava through their skin. Their eyes, too, glow red above their slavering maws.

Spawn of Hades. Cerberus spawn are said to be the get of Cerberus itself, the great hound who stands guard upon the gates of Hades. Like their forefather, cerberus spawn are used throughout Hades to keeps souls from escaping their gaols and masters.

Guard Dogs of the Lower Planes. From Hades, the cerberus spawn have spread throughout the Lower Planes, where many demons and devils employ them as guardians. Even wild packs are sometimes seen, roaming the Abyss, feasting upon the damned souls of Avernus, or  adding their howls to the lamentations of Cocytus.

Ghost Hounds. The gifts of cerberus spawn are also renowned on the Material Plane, where their affinity for souls makes them expert trackers of ghosts and other incorporeal undead.

Packs of cerberus spawn are also often brought to the Material Plane by more powerful fiends. They are sometimes abandoned by these masters, or left feral after mortal heroes dispose of their keepers. Such hounds often seek a way home, although some find the easy prey of the mortal world to their liking and settle down.

Cerberus spawn breed true, but rarely (only going into heat once every thirteen years), so fortunately these packs rarely become endemic. Druids often seek to eliminate them, however, because they tend to violently displace native predators. (It’s not unusual, for example, to find dead wolves marking the limits of a cerberus spawn’s territory.)

CERBERUS SPAWN

Large fiend, neutral evil


Armor Class 15 (natural armor)

Hit Points 85 (10d10+30)

Speed 50 ft.


STR 22 (+6), DEX 9 (-1), CON 17 (+3), INT 8 (-1), WIS 12 (+1), CHA 5 (-3)


Skills Perception +5

Senses darkvision 60 ft., passive perception 15

Languages Infernal

Challenge 5 (1,800 XP)

Proficiency Bonus +3


Three Heads: A spawn has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Soul Scenter: A cerberus spawn gains advantage on Wisdom (Survival) checks related to ghosts and similar undead.

Magic Resistance. A spawn has advantage on saving throws against spells and other magical effects.


ACTIONS

Multiattack. The spawn makes three bite attacks.

Bite. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.


 

Corpsedamp Zombie

March 4th, 2020

The word dampf, in German, means “vapour.” In England, the term became used to describe a variety of gases encountered during mining:

  • Firedamp refers to a flammable gas, most often methane.
  • Whitedamp refers to a smothering, toxic gas (usually carbon monoxide resulting from burning coal). This is the gas which canaries were famously used to detect.
  • Stinkdamp is hydrogen sulfide. Poisonous, corrosive, and very flammable, with the foul odor of rotten eggs.
  • Afterdamp, the toxic mixture of gases left in the aftermath of an explosion. Could be any mixture of the above.

Corpsedamp is a gas most often extracted by necromancers from rotting corpses. It has a number of properties favorable to their work, but is particularly notable for allowing the creation of corpsedamp zombies: Shambling undead literally bloated by the mass of gas which has been used to animate them. Their rotting skin is drawn taut; the milky white remnants of their eyes often bulge from the face or are even pushed out to dangle against their cheeks by their internal pressure.

CORPSEDAMP ZOMBIE
Medium undead, neutral evil

Armor Class 8
Hit Points 22 (3d8+9)
Speed 20 ft.

STR 13 (+1), DEX 6 (-2), CON 16 (+3), INT 3 (-4), WIS 6 (-2), CHA 5 (-3)

Saving Throws Wis +0
Damage Immunities Poison
Condition Immunities Poisoned
Vulnerability fire
Senses Darkvision 60 ft., passive Perception 8
Languages understands all languages it spoke in life, but cannot speak
Challenge 1/2 (100 XP)

Explosive Death. If a corpsedamp zombie is reduced to 0 hit points, it immediately explodes. All creatures within 15 feet must make a DC 13 Dexterity save. A target takes 2d8 fire damage on a failed save or half as much damage on a successful one. (The fire spreads around corners and ignites flammable objects in the area that weren’t being worn or carried.)

Fiery Death. A corpsedamp zombie is vulnerable to fire. If they die as a result of fire damage, however, their Explosive Death ability deals 4d8 damage (or half on a successful save) instead of the normal amount.

ACTIONS

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

Go Back to Remixing Avernus

This content is covered by the Open Gaming License.

Blood Terror

July 18th, 2018

Blood Terror

Blood Terrors appear to be immortal, and are often found as tomb guardians in the cyclopean barrows of the Tyrannis Gígās (the Tyrant Giants). Long mistaken for some sort of transformation of the Tyrannis’ skyldur (their human serfs or chattel), the true nature of the Blood Terrors was rediscovered when the long-forgotten Idol of the Beast was recovered among the island kingdoms of the south. What had once sealed the Beast’s connection to this world now became a conduit through which its will could be made manifest and around which new cults could arise in dim memory of a primitive and bestial past.

Blood Terrors are a pure extrusion of the Blood of the Beast. Their glistening bodies — with skin-less musculature defined by clotted coagulations — boil with a raw, powerful rage.

BLOOD TERRORS (CR 6): 60 hp (8d8+24), AC 19, claws +11/+11 (2d6+4), Save +9, Ability DC 16.
Str 16, Dex 12, Con 18, Int 10, Wis 14, Cha 10
Skills: Balance +9, Climb +11

Blood Spray (Ex): Works like a grease spell. Persists for 1 minute. Triggered as immediate action if injured. Does not affect other creatures of the Beast.

Blood Blight (Su): 1/day, exude a 20 ft.-radius mist of blood that acts like unholy blight (3d8 points of damage; sickened for 1d4 rounds). Will save halves damage and negates sickened. (Sickened is -2 to all action checks.)

Immune poison
Resist acid 10, cold 10, fire 10
Telepathy 100 ft.

This stat block is designed for use with Legends & Labyrinths. It can be used with 3rd Edition games without modification.

This material is covered under the Open Game License.

Untested: Fungal Traps

August 2nd, 2012

Fungus - James Hamlyn Willis

I’ve been watching After Life: The Science of Decay, which is a really fascinating BBS documentary. The link there will take you to a point in the middle of the video which showcases a couple of interesting real-life fungi which, with a little fantasy twist, could be made very interesting challenges for your PCs.

Confusion Spike (CR 4): Characters within an area infested by the airborne spores of the confusion spike must make a Fortitude save (DC 15) each minute or become infected. Once infected, the spores will grow rapidly within the character’s mind, creating alchemicals that control and disrupt the victim’s behavior. 2d6 rounds after exposure, the victim will become confused (as per a confusion spell). 2d6 rounds after that, they must make a second Fortitude save (DC 15): On a success, they have recovered from the infection. On a failure they die.

Characters who die while under the effects of the confusion spike (either due to the effects of the fungus or otherwise), rapidly exude the fruiting body of the fungus. 1d4 rounds after death, this takes the form of a long, narrow spike which bursts through the character’s skull and grows rapidly to a length equal to roughly three times the character’s body length over the course of 2d6 rounds.

4d6 minutes later, the top of the fruiting body will explode spreading spores in a radius equal to the length of the fruiting body. These spores create a new infection zone, which can linger in the air for years or even decades. (Although they dissipate more quickly in outdoor environments.)

Dwarfbane (CR 1): This magical fungus, reportedly a tainted byproduct from certain rituals used to enchant magical arms and armor, breaks down metallic items in a cycle of decay. It was named dwarfbane after a strain of the fungus infested the rich veins of Dharballa and completely destroyed the dwarven city’s mines. Efforts to contain the infestation failed and eventually — broken and impoverished — the entire city of Dharballa was abandoned. Today there are many dwarven cities that will still refuse entry to any dwarf of Dharballa out of fear they will bring banespore with them.

Metallic items that touch dwarfbane become infested. Magic items made of metal can avoid infestation with a successful Reflex save (DC 17).

Although a great threat to dwarven cities, dwarfbane poses little threat to adventurers as long as they are wary of the danger: 1d4 hours after exposure to dwarfbane spores, a successful Knowledge (nature) check (DC 15) or Spot check (DC 25) will allow the owner of an item to notice spots of the distinctive green patina formed by the fungus. After 4d6 hours, the item will suffer 1d6 points of damage per hour until destroyed.

Objects affected by dwarfbane are rendered into a green, mossy rust. (Which, of course, seethes with dwarfbane spores.)

Fungal Snare (CR 2): These large, strong fungal growths form large loops around subterranean corridors. When a creature passes through the loop, the fungus snaps shut in a vice-like grip. If the target fails a Reflex saving throw (DC 14),they are caught by the snare, suffer 1d6 points of damage, and become stuck and entangled. The snare has AC 16, 10 hp, and requires a Strength or Escape Artist check (DC 15) to escape. A fungal snare can be detected with a successful Search check (DC 15).

Goblins have been known to specifically foster and grow fungal snares as lair wards. The goblins will carry small bags containing cuttings from the fungal snares, the presence of which prevents the fungal snares from snapping shut.

Fungal Web Droppers: Fungal webs grow on tall stalks to the ceiling of a cavern or into the lower foliage of a forest’s canopy. Once they have reached this height, their fruiting body spreads a wide, web-like indusium. When creatures pass beneath the indusium, the fungi drop their webs.

Size
Escape Artist DC
Reflex/Break DC
Hit Points
Poison
Small (5' x 5')
10
14
2
Fort DC 10, 1d2 Str
Medium (5' x 5')
10
10
4
Fort DC 10, 1d3 Str
Large (10' x 10')
12
16
6
Fort DC 12, 1d4 Str
Huge (15' x 15')
13
17
12
Fort DC 13, 1d6 Str
Gargantuan (20' x 20')
16
20
14
Fort DC 16, 1d8 Str
Colossal (30' x 30')
20
24
16
Fort DC 20, 2d6 Str
Colossal+ (50' x 50')
28
32
18
Fort DC 28, 2d8 Str

The table lists the size of the web and the maximum size of the creature that can be trapped by the web. Creatures beneath the web are affected as per a web spell, except using the DCs listed on the table. The web is also coated with a contact poison, afflicting anyone caught in the web or trying to tear it apart with their bare hands.

The tall stalks of fungal web droppers are usually easily noticed, although a Knowledge (nature) check (DC 18) is required to recognize the danger. Some fungal web droppers have stalks which camouflage themselves as stone columns or tree trunks, requiring a Spot check (DC 20) to notice. A Spot check (DC 30 – 2 per size category) will suffice to notice the overhanging webs.

Fungal Snare Webs: Fungal snare webs are similar fungal web droppers, except their webs remain attached to the fruiting body of the fungi and will attempt to draw those caught in the web up into the air. Characters who fail their initial Reflex throws are drawn a random distance into the air. Increase the Escape Artist and Break DCs by +5.

Long Net Stinkhorn - Shirley Ng

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