Mind-Mist Shroud LEVEL - 4th CASTING TIME - 1 Action (Ritual) RANGE/AREA - Self; see below COMPONENTS - S, M* DURATION - Concentration, up to 5 minutes SCHOOL - Enchantment ATTACK/SAVE - WIS Save
You call forth ethereal mist, which envelops you and disrupts other creatures' perception of you. Whenever a creature begins its turn in a position where it would normally be able to see you, or enters such a space for the first time on its turn, it must make a Wisdom saving throw. If it already made the saving throw, it does not make it again. For the duration, any creature who failed the saving throw and is not actively searching for you or looking directly at you is completely unaware of your presence. Any creature who succeeded on the saving throw or is actively searching for you has disadvantage on any checks made to find you but can otherwise act normally. If a creature looks directly at you, they can discern a faint outline of your form with a successful Perception check, made with disadvantage, against your spell save DC.
The mist also separates you from the outside world. For the duration, you cannot send messages telepathically or through magical means, including Sending Stones and Animal Messenger. If a creature tries to contact you telepathically, they find a misty mental wall in place. Mind reading also instantly fails on you, and divination spells ignore you. You cannot be detected by any sensing trait, feature, item, or spell, unless its caster/user/wielder succeeded on the saving throw.
If you speak out loud, the spell ends.
At Higher Levels. If you cast this spell with a 6th-level spell slot, you can target yourself and up to one other willing creature that you touch. If you cast this spell with a 7th-level spell slot, you can target any two willing creatures of your choice that you touch. If you cast this spell with a 9th-level spell slot, you can target any number of willing creatures, including yourself, that you can see within 100 feet.
Hello! I've not been on the site for a while, but this seems pretty fun, so I might as well post the robots I've made for my new campaign! I didn't make it in the site's homebrew section, so I hope that's alright.
Lore:
Tungsten Golems were made over a thousand years ago by the agents of the Overgod, to house the dragons of elemental fire after the dragons' betrayal. Each of them is capable of holding down a dragon, no matter how big or strong the dragon might be. Roughly one hundred of them patrol the chamber within a volcano, covered by a protective substance harder than diamond. The golems themselves are completely immune to fire, and can absorb it so well as to burn anyone touching them. As tungsten is the strongest natural metal, these golems are themselves very hardy. Tungsten, however, is more brittle than many metals, allowing damage to effect them more easily. The golems are programmed to have great intelligence and personality, to the point where they seem alive. Most of them wield weapons and/or shields, except for the few juggernauts that simply roll over their foes.
After the founding of Volares City around the mountain, a few genius miners managed to break into the chamber housing the dragons. Seeing that the golems were holding back such a huge threat, though, those miners simply put additional programming into the golems, that would activate them to protect the people of Volares City if the volcano ever erupted. After doing so, the chamber was sealed back up and under oath, forgotten.
Languages Draconic, Elvish, Giant, Primordial, Volaran
Challenge 8(3,900 XP)
_______
Scorching Absorption.If the Tungsten Golem would take at least 10 points of fire damage before accounting for its fire immunity, its body is heated until the end of its next turn.If a creature starts its turn being grappled by the golem or grappling the golem, or touches the golem on its turn, it takes 9(2d8) fire damage.A creature can only take this damage once per round.
Dragon Warden.The Tungsten Golem has advantage on attacks against dragons, and can attempt to grapple a dragon of any size, regardless of if the dragon would normally be immune to being grappled.If it tries to do so, it is unable have disadvantage on the check to grapple the dragon for any reason.
Protector.Any allied creature can use the tungsten golem as cover, and a creature that does gains an additional +3 to armor class.
Actions
Multiattack.The Tungsten Golem makes a sword attack and a Slam attack.It can replace the Sword attack with two attempts to grapple.
Sword.Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target.Hit: 13(2d8+4) slashing damage.Against dragons, this damage ignores immunities and resistances.
Languages Draconic, Elvish, Giant, Primordial, Volaran
Challenge 7(2,900 XP)
_______
Scorching Absorption.If the Tungsten Golem would take at least 10 points of fire damage before accounting for its fire immunity, its body is heated until the end of its next turn.If a creature starts its turn being grappled by the golem or grappling the golem, or touches the golem on its turn, it takes 9(2d8) fire damage.A creature can only take this damage once per round.
Dragon Warden.The Tungsten Golem has advantage on attacks against dragons, and can attempt to grapple a dragon of any size, regardless of if the dragon would normally be immune to being grappled.If it tries to do so, it is unable to have disadvantage on the check to grapple the dragon for any reason.
Protector.Any allied creature can use the tungsten golem as cover, and a creature that does gains an additional +3 to armor class.
Actions
Multiattack.The Tungsten Golem makes two heavy crossbow attacks, but both must be against the same target.It can then make one harpoon shot.Any of these three attacks can be used to reload one of the weapons.
Heavy Crossbow.Ranged Weapon Attack: +6 to hit, range 100/400 ft., 1 target.Hit: 15(2d10+3) piercing damage.Against dragons, this damage ignores immunities and resistances.The crossbow must be reloaded as a bonus action before it can be fired again.
Harpoon Shot. Ranged Weapon Attack: +6 to hit, range 50/100 ft., 1 target.Hit: 9(2d6+3) piercing damage.Against dragons, this damage ignores immunities and resistances.If the target is a creature or object smaller than the golem, it is pulled 50 feet closer to the golem, stopping if it is pulled within 5 feet of the golem.If the target is a structure, surface, object, or creature that is larger than the golem, the golem is instead pulled up to 30 feet toward the target.
Languages Draconic, Elvish, Giant, Primordial, Volaran
Challenge 12(8,400 XP)
_______
Scorching Absorption.If the Tungsten Golem would take at least 10 points of fire damage before accounting for its fire immunity, its body is heated until the end of its next turn.During this time, if a creature starts its turn being grappled by the golem or grappling the golem, or touches the golem on its turn, it takes 11(2d10) fire damage.A creature can only take this damage once per round.
Dragon Warden.The Tungsten Golem has advantage on attacks against dragons, and can attempt to grapple a dragon of any size, regardless of if the dragon would normally be immune to being grappled.If it tries to do so, it is unable to have disadvantage on the check to grapple the dragon for any reason.
Protector.Any allied creature can use the Tungsten Golem as cover, and a creature that does gains an additional +4 to armor class.
Actions
Multiattack.The Tungsten Golem makes two slam attacks.
Slam.Melee Weapon Attack: +10 to hit, reach 10 ft., up to 4 targets adjacent to each other.Hit: 21(6d4+6) bludgeoning damage.
Unstoppable Force(3/day).Until the end of its next turn, the Tungsten Golem transforms into a sphere and increases its movement speed to 60, losing the ability to make attacks, but instead gains the ability to move through and occupy the space of creatures smaller than it.When it moves through the space of a creature smaller than it for the first time on a turn, the creature must make a DC 18 Dexterity saving throw, taking 33(6d10) bludgeoning damage and being knocked prone on a failed save.On a successful save, the creature is pushed out of the golem’s space and suffers none of the other effects.
If I can only submit one of these, I'll change it. I hope you like it!
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Hello! I've not been on the site for a while, but this seems pretty fun, so I might as well post the robots I've made for my new campaign! I didn't make it in the site's homebrew section, so I hope that's alright.
Lore:
Tungsten Golems were made over a thousand years ago by the agents of the Overgod, to house the dragons of elemental fire after the dragons' betrayal. Each of them is capable of holding down a dragon, no matter how big or strong the dragon might be. Roughly one hundred of them patrol the chamber within a volcano, covered by a protective substance harder than diamond. The golems themselves are completely immune to fire, and can absorb it so well as to burn anyone touching them. As tungsten is the strongest natural metal, these golems are themselves very hardy. Tungsten, however, is more brittle than many metals, allowing damage to effect them more easily. The golems are programmed to have great intelligence and personality, to the point where they seem alive. Most of them wield weapons and/or shields, except for the few juggernauts that simply roll over their foes.
After the founding of Volares City around the mountain, a few genius miners managed to break into the chamber housing the dragons. Seeing that the golems were holding back such a huge threat, though, those miners simply put additional programming into the golems, that would activate them to protect the people of Volares City if the volcano ever erupted. After doing so, the chamber was sealed back up and under oath, forgotten.
Languages Draconic, Elvish, Giant, Primordial, Volaran
Challenge 8(3,900 XP)
_______
Scorching Absorption.If the Tungsten Golem would take at least 10 points of fire damage before accounting for its fire immunity, its body is heated until the end of its next turn.If a creature starts its turn being grappled by the golem or grappling the golem, or touches the golem on its turn, it takes 9(2d8) fire damage.A creature can only take this damage once per round.
Dragon Warden.The Tungsten Golem has advantage on attacks against dragons, and can attempt to grapple a dragon of any size, regardless of if the dragon would normally be immune to being grappled.If it tries to do so, it is unable have disadvantage on the check to grapple the dragon for any reason.
Protector.Any allied creature can use the tungsten golem as cover, and a creature that does gains an additional +3 to armor class.
Actions
Multiattack.The Tungsten Golem makes a sword attack and a Slam attack.It can replace the Sword attack with two attempts to grapple.
Sword.Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target.Hit: 13(2d8+4) slashing damage.Against dragons, this damage ignores immunities and resistances.
Languages Draconic, Elvish, Giant, Primordial, Volaran
Challenge 7(2,900 XP)
_______
Scorching Absorption.If the Tungsten Golem would take at least 10 points of fire damage before accounting for its fire immunity, its body is heated until the end of its next turn.If a creature starts its turn being grappled by the golem or grappling the golem, or touches the golem on its turn, it takes 9(2d8) fire damage.A creature can only take this damage once per round.
Dragon Warden.The Tungsten Golem has advantage on attacks against dragons, and can attempt to grapple a dragon of any size, regardless of if the dragon would normally be immune to being grappled.If it tries to do so, it is unable to have disadvantage on the check to grapple the dragon for any reason.
Protector.Any allied creature can use the tungsten golem as cover, and a creature that does gains an additional +3 to armor class.
Actions
Multiattack.The Tungsten Golem makes two heavy crossbow attacks, but both must be against the same target.It can then make one harpoon shot.Any of these three attacks can be used to reload one of the weapons.
Heavy Crossbow.Ranged Weapon Attack: +6 to hit, range 100/400 ft., 1 target.Hit: 15(2d10+3) piercing damage.Against dragons, this damage ignores immunities and resistances.The crossbow must be reloaded as a bonus action before it can be fired again.
Harpoon Shot. Ranged Weapon Attack: +6 to hit, range 50/100 ft., 1 target.Hit: 9(2d6+3) piercing damage.Against dragons, this damage ignores immunities and resistances.If the target is a creature or object smaller than the golem, it is pulled 50 feet closer to the golem, stopping if it is pulled within 5 feet of the golem.If the target is a structure, surface, object, or creature that is larger than the golem, the golem is instead pulled up to 30 feet toward the target.
Languages Draconic, Elvish, Giant, Primordial, Volaran
Challenge 12(8,400 XP)
_______
Scorching Absorption.If the Tungsten Golem would take at least 10 points of fire damage before accounting for its fire immunity, its body is heated until the end of its next turn.During this time, if a creature starts its turn being grappled by the golem or grappling the golem, or touches the golem on its turn, it takes 11(2d10) fire damage.A creature can only take this damage once per round.
Dragon Warden.The Tungsten Golem has advantage on attacks against dragons, and can attempt to grapple a dragon of any size, regardless of if the dragon would normally be immune to being grappled.If it tries to do so, it is unable to have disadvantage on the check to grapple the dragon for any reason.
Protector.Any allied creature can use the Tungsten Golem as cover, and a creature that does gains an additional +4 to armor class.
Actions
Multiattack.The Tungsten Golem makes two slam attacks.
Slam.Melee Weapon Attack: +10 to hit, reach 10 ft., up to 4 targets adjacent to each other.Hit: 21(6d4+6) bludgeoning damage.
Unstoppable Force(3/day).Until the end of its next turn, the Tungsten Golem transforms into a sphere and increases its movement speed to 60, losing the ability to make attacks, but instead gains the ability to move through and occupy the space of creatures smaller than it.When it moves through the space of a creature smaller than it for the first time on a turn, the creature must make a DC 18 Dexterity saving throw, taking 33(6d10) bludgeoning damage and being knocked prone on a failed save.On a successful save, the creature is pushed out of the golem’s space and suffers none of the other effects.
If I can only submit one of these, I'll change it. I hope you like it!
No, multiple things that are all part of the same thing (i.e. orc, orc war chief, and orog or all ages of a kind of dragon) can be submitted as the same entry.
(It also contains the info for the Iron Sentinels as a group, since I decided not to make a whole bunch of monsters when existing ones could serve the purpose.)
I'm back! but I doubt I have time to make an option for each category this time. but feel free to turn your gaze upon my DM option, the Ferroslime!
Description
A ferroslime is a metallic ooze that is transparent under normal circumstances. When assaulted, however, the outer membrane of the ooze hardens as it absorbs the impact of what damaged it.
These creatures typically lie in wait in a room with only one exit, waiting for unwary explorers to wander into the chamber. When this happens, the ooze blocks the doorway and simply waits until the creatures starve or get close enough for the ooze to strike with its pseudopod.
This creature is also difficult to run because of the complexity of its reactive armor ability. Use at your own risk!
SensesBlindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages--
Challenge6 (2,300 XP)
Proficiency Bonus+3
Amorphous. The slime can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Transparency.While the ooze remains motionless, it is invisible. This ability is suppressed as long as the ooze’s armor class is 10 or higher.
Reactive Armor. When the ooze takes damage, its armor class increases by 2 and it gains resistance to the triggering damage type. If the triggering damage type is fire or lightning, its armor class is instead reduced by 2 and it loses one randomly determined resistance gained by this ability. At the beginning of each of the ooze’s turns, its armor class increases by 1 if it is below 7 or decreases by 1 if it is above 7.
Actions
Pseudopod. Melee Weapon Attack:+5 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 2) bludgeoning damage plus 10 (2d8) poison damage. This attack deals piercing damage rather than bludgeoning if the slime’s armor class is 10 or higher.
Here's my DM submission. Primus, the One and the Prime, ruler of the clockwork nirvana of Mechanus. The entire world it rules over is built of metal, as are the modrons that live within it.
<snip>
I experimented with a new mechanic, giving this monster essentially three states it can be in and abilities that change depending on its state. I still might make some changes if I discover any issues or you have any suggestions :-)
I like the idea, but the stat block is easily the largest I've ever seen. The pathos of recent D&D stat blocks is to summarize a list of the abilities that a monster brings to a combat scenario without necessarily being exhaustive of the monster's full powers. Is there any way this can be used to make Primus a bit more lean?
Here's my DM submission. Primus, the One and the Prime, ruler of the clockwork nirvana of Mechanus. The entire world it rules over is built of metal, as are the modrons that live within it.
<snip>
I experimented with a new mechanic, giving this monster essentially three states it can be in and abilities that change depending on its state. I still might make some changes if I discover any issues or you have any suggestions :-)
I like the idea, but the stat block is easily the largest I've ever seen. The pathos of recent D&D stat blocks is to summarize a list of the abilities that a monster brings to a combat scenario without necessarily being exhaustive of the monster's full powers. Is there any way this can be used to make Primus a bit more lean?
Yes, but from what I have seen the community, including myself, did not like these changes - even before these simplifications were made, official 5e monsters often were criticized for just being bags of hit points. If you look at my other statblocks for my high CR monsters like Hastur, Platinum Dragon (Bahamut), Dragon Queen (Tiamat) or my Primordial Dragon Turtle I submitted in the last contest I took part, they all are big and detailed.
Primus in addition has his signature mechanic that requires his attacks to basicially have two different versions.
I could make it a bit shorter by removing the reaction or one of its legendary action options for example, but I do not think simplifying it much further does monsters like these justice to be honest and wouldn't really work without scrapping the general concept and its signature mechanic. Do you have suggestions for how the statblock could be simplified?
Here's my DM submission. Primus, the One and the Prime, ruler of the clockwork nirvana of Mechanus. The entire world it rules over is built of metal, as are the modrons that live within it.
<snip>
I experimented with a new mechanic, giving this monster essentially three states it can be in and abilities that change depending on its state. I still might make some changes if I discover any issues or you have any suggestions :-)
I like the idea, but the stat block is easily the largest I've ever seen. The pathos of recent D&D stat blocks is to summarize a list of the abilities that a monster brings to a combat scenario without necessarily being exhaustive of the monster's full powers. Is there any way this can be used to make Primus a bit more lean?
Yes, but from what I have seen the community, including myself, did not like these changes - even before these simplifications were made, official 5e monsters often were criticized for just being bags of hit points. If you look at my other statblocks for my high CR monsters like Hastur, Platinum Dragon (Bahamut), Dragon Queen (Tiamat) or my Primordial Dragon Turtle I submitted in the last contest I took part, they all are big and detailed.
Primus in addition has his signature mechanic that requires his attacks to basicially have two different versions.
I could make it a bit shorter by removing the reaction or one of its legendary action option
+s for example, but I do not think simplifying it much further does monsters like these justice to be honest and would really work without scrapping the general concept and its signature mechanic. Do you have suggestions for how the statblock could be simplified?
I believe that Primus is great the way he is. It’s very detailed, true, but that’s not necessarily a bad thing.
Here's my DM submission. Primus, the One and the Prime, ruler of the clockwork nirvana of Mechanus. The entire world it rules over is built of metal, as are the modrons that live within it.
<snip>
I experimented with a new mechanic, giving this monster essentially three states it can be in and abilities that change depending on its state. I still might make some changes if I discover any issues or you have any suggestions :-)
I like the idea, but the stat block is easily the largest I've ever seen. The pathos of recent D&D stat blocks is to summarize a list of the abilities that a monster brings to a combat scenario without necessarily being exhaustive of the monster's full powers. Is there any way this can be used to make Primus a bit more lean?
Yes, but from what I have seen the community, including myself, did not like these changes - even before these simplifications were made, official 5e monsters often were criticized for just being bags of hit points. If you look at my other statblocks for my high CR monsters like Hastur, Platinum Dragon (Bahamut), Dragon Queen (Tiamat) or my Primordial Dragon Turtle I submitted in the last contest I took part, they all are big and detailed.
Primus in addition has his signature mechanic that requires his attacks to basicially have two different versions.
I could make it a bit shorter by removing the reaction or one of its legendary action option
+s for example, but I do not think simplifying it much further does monsters like these justice to be honest and would really work without scrapping the general concept and its signature mechanic. Do you have suggestions for how the statblock could be simplified?
I believe that Primus is great the way he is. It’s very detailed, true, but that’s not necessarily a bad thing.
Yeah, I don't think it needs simplification. Complexity can often allow for more interesting abilities or effects.
Rollback Post to RevisionRollBack
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
At the moment, there is not a way for me to create a voting form. As such, the form will be ready on April 9, and voting will proceed until April 16, when the winner will be announced. Submissions will return to being open until April 7.
How that? It took me only like 15 minutes to create the voting form when I ran the last contest. If you want, I can create a voting form for this contest too.
How that? It took me only like 15 minutes to create the voting form when I ran the last contest. If you want, I can create a voting form for this contest too.
Hm. Alright, you can do that, but we’ll proceed with the timeframe as just stated.
Update!
Mind-Mist Shroud
LEVEL - 4th
CASTING TIME - 1 Action (Ritual)
RANGE/AREA - Self; see below
COMPONENTS - S, M*
DURATION - Concentration, up to 5 minutes
SCHOOL - Enchantment
ATTACK/SAVE - WIS Save
You call forth ethereal mist, which envelops you and disrupts other creatures' perception of you. Whenever a creature begins its turn in a position where it would normally be able to see you, or enters such a space for the first time on its turn, it must make a Wisdom saving throw. If it already made the saving throw, it does not make it again. For the duration, any creature who failed the saving throw and is not actively searching for you or looking directly at you is completely unaware of your presence. Any creature who succeeded on the saving throw or is actively searching for you has disadvantage on any checks made to find you but can otherwise act normally. If a creature looks directly at you, they can discern a faint outline of your form with a successful Perception check, made with disadvantage, against your spell save DC.
The mist also separates you from the outside world. For the duration, you cannot send messages telepathically or through magical means, including Sending Stones and Animal Messenger. If a creature tries to contact you telepathically, they find a misty mental wall in place. Mind reading also instantly fails on you, and divination spells ignore you. You cannot be detected by any sensing trait, feature, item, or spell, unless its caster/user/wielder succeeded on the saving throw.
If you speak out loud, the spell ends.
At Higher Levels. If you cast this spell with a 6th-level spell slot, you can target yourself and up to one other willing creature that you touch. If you cast this spell with a 7th-level spell slot, you can target any two willing creatures of your choice that you touch. If you cast this spell with a 9th-level spell slot, you can target any number of willing creatures, including yourself, that you can see within 100 feet.
pm me the word "tomato"
she/her
Hello! I've not been on the site for a while, but this seems pretty fun, so I might as well post the robots I've made for my new campaign! I didn't make it in the site's homebrew section, so I hope that's alright.
Lore:
Tungsten Golems were made over a thousand years ago by the agents of the Overgod, to house the dragons of elemental fire after the dragons' betrayal. Each of them is capable of holding down a dragon, no matter how big or strong the dragon might be. Roughly one hundred of them patrol the chamber within a volcano, covered by a protective substance harder than diamond. The golems themselves are completely immune to fire, and can absorb it so well as to burn anyone touching them. As tungsten is the strongest natural metal, these golems are themselves very hardy. Tungsten, however, is more brittle than many metals, allowing damage to effect them more easily. The golems are programmed to have great intelligence and personality, to the point where they seem alive. Most of them wield weapons and/or shields, except for the few juggernauts that simply roll over their foes.
After the founding of Volares City around the mountain, a few genius miners managed to break into the chamber housing the dragons. Seeing that the golems were holding back such a huge threat, though, those miners simply put additional programming into the golems, that would activate them to protect the people of Volares City if the volcano ever erupted. After doing so, the chamber was sealed back up and under oath, forgotten.
Tungsten Golem(Warrior Version)
Large Construct, Lawful Neutral
_______
Armor Class 16 (natural armor, shield)
Hit Points 110 (13d10 + 39)
Speed 30 ft.
STR:19(+4) DEX:12(+1) CON:16(+3) INT:10(0) WIS:10(0) CHA:5(-3)
_______
Skills Athletics +7, Perception +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical sources
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 30 ft., passive Perception 13
Languages Draconic, Elvish, Giant, Primordial, Volaran
Challenge 8(3,900 XP)
_______
Scorching Absorption. If the Tungsten Golem would take at least 10 points of fire damage before accounting for its fire immunity, its body is heated until the end of its next turn. If a creature starts its turn being grappled by the golem or grappling the golem, or touches the golem on its turn, it takes 9(2d8) fire damage. A creature can only take this damage once per round.
Dragon Warden. The Tungsten Golem has advantage on attacks against dragons, and can attempt to grapple a dragon of any size, regardless of if the dragon would normally be immune to being grappled. If it tries to do so, it is unable have disadvantage on the check to grapple the dragon for any reason.
Protector. Any allied creature can use the tungsten golem as cover, and a creature that does gains an additional +3 to armor class.
Actions
Multiattack. The Tungsten Golem makes a sword attack and a Slam attack. It can replace the Sword attack with two attempts to grapple.
Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13(2d8+4) slashing damage. Against dragons, this damage ignores immunities and resistances.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 9(2d4+4) bludgeoning damage.
Tungsten Golem(Marksman Version)
Large Construct, Lawful Neutral
_______
Armor Class 16 (natural armor)
Hit Points 77 (9d10 + 18)
Speed 30 ft.
STR:14(+2) DEX:17(+3) CON:15(+2) INT:10(0) WIS:10(0) CHA:5(-3)
_______
Skills Stealth +7, Perception +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical sources
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 30 ft., passive Perception 13
Languages Draconic, Elvish, Giant, Primordial, Volaran
Challenge 7(2,900 XP)
_______
Scorching Absorption. If the Tungsten Golem would take at least 10 points of fire damage before accounting for its fire immunity, its body is heated until the end of its next turn. If a creature starts its turn being grappled by the golem or grappling the golem, or touches the golem on its turn, it takes 9(2d8) fire damage. A creature can only take this damage once per round.
Dragon Warden. The Tungsten Golem has advantage on attacks against dragons, and can attempt to grapple a dragon of any size, regardless of if the dragon would normally be immune to being grappled. If it tries to do so, it is unable to have disadvantage on the check to grapple the dragon for any reason.
Protector. Any allied creature can use the tungsten golem as cover, and a creature that does gains an additional +3 to armor class.
Actions
Multiattack. The Tungsten Golem makes two heavy crossbow attacks, but both must be against the same target. It can then make one harpoon shot. Any of these three attacks can be used to reload one of the weapons.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., 1 target. Hit: 15(2d10+3) piercing damage. Against dragons, this damage ignores immunities and resistances. The crossbow must be reloaded as a bonus action before it can be fired again.
Harpoon Shot. Ranged Weapon Attack: +6 to hit, range 50/100 ft., 1 target. Hit: 9(2d6+3) piercing damage. Against dragons, this damage ignores immunities and resistances. If the target is a creature or object smaller than the golem, it is pulled 50 feet closer to the golem, stopping if it is pulled within 5 feet of the golem. If the target is a structure, surface, object, or creature that is larger than the golem, the golem is instead pulled up to 30 feet toward the target.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7(2d4+2) bludgeoning damage.
Tungsten Golem(Juggernaut Version)
Huge Construct, Lawful Neutral
_______
Armor Class 13 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft.
STR:22(+6) DEX:7(-2) CON:20(+5) INT:10(0) WIS:10(0) CHA:5(-3)
_______
Skills Athletics +10, Perception +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical sources
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 30 ft., passive Perception 13
Languages Draconic, Elvish, Giant, Primordial, Volaran
Challenge 12(8,400 XP)
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Scorching Absorption. If the Tungsten Golem would take at least 10 points of fire damage before accounting for its fire immunity, its body is heated until the end of its next turn. During this time, if a creature starts its turn being grappled by the golem or grappling the golem, or touches the golem on its turn, it takes 11(2d10) fire damage. A creature can only take this damage once per round.
Dragon Warden. The Tungsten Golem has advantage on attacks against dragons, and can attempt to grapple a dragon of any size, regardless of if the dragon would normally be immune to being grappled. If it tries to do so, it is unable to have disadvantage on the check to grapple the dragon for any reason.
Protector. Any allied creature can use the Tungsten Golem as cover, and a creature that does gains an additional +4 to armor class.
Actions
Multiattack. The Tungsten Golem makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., up to 4 targets adjacent to each other. Hit: 21(6d4+6) bludgeoning damage.
Unstoppable Force(3/day). Until the end of its next turn, the Tungsten Golem transforms into a sphere and increases its movement speed to 60, losing the ability to make attacks, but instead gains the ability to move through and occupy the space of creatures smaller than it. When it moves through the space of a creature smaller than it for the first time on a turn, the creature must make a DC 18 Dexterity saving throw, taking 33(6d10) bludgeoning damage and being knocked prone on a failed save. On a successful save, the creature is pushed out of the golem’s space and suffers none of the other effects.
If I can only submit one of these, I'll change it. I hope you like it!
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
No, multiple things that are all part of the same thing (i.e. orc, orc war chief, and orog or all ages of a kind of dragon) can be submitted as the same entry.
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And here, with nearly no time to go, is my DM submission, the Iron Sentinel Titan: https://www.dndbeyond.com/monsters/2395056-iron-sentinel-titan
(It also contains the info for the Iron Sentinels as a group, since I decided not to make a whole bunch of monsters when existing ones could serve the purpose.)
What do you think?
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
I'm back! but I doubt I have time to make an option for each category this time. but feel free to turn your gaze upon my DM option, the Ferroslime!
Description
A ferroslime is a metallic ooze that is transparent under normal circumstances. When assaulted, however, the outer membrane of the ooze hardens as it absorbs the impact of what damaged it.
These creatures typically lie in wait in a room with only one exit, waiting for unwary explorers to wander into the chamber. When this happens, the ooze blocks the doorway and simply waits until the creatures starve or get close enough for the ooze to strike with its pseudopod.
This creature is also difficult to run because of the complexity of its reactive armor ability. Use at your own risk!
Amorphous. The slime can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Transparency. While the ooze remains motionless, it is invisible. This ability is suppressed as long as the ooze’s armor class is 10 or higher.
Reactive Armor. When the ooze takes damage, its armor class increases by 2 and it gains resistance to the triggering damage type. If the triggering damage type is fire or lightning, its armor class is instead reduced by 2 and it loses one randomly determined resistance gained by this ability. At the beginning of each of the ooze’s turns, its armor class increases by 1 if it is below 7 or decreases by 1 if it is above 7.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 2) bludgeoning damage plus 10 (2d8) poison damage.
This attack deals piercing damage rather than bludgeoning if the slime’s armor class is 10 or higher.
Sunday DM and creator of homebrew for both DMs and players. I do lots of conversions!
My best brews: Berserker (Fire Emblem - barbarian subclass) | Swordmaster (Fire Emblem - fighter subclass) | Deserter (background) | Flame Atronach (Skyrim - monster)
My Fire Emblem Conversion Thread
General homebrew links
Spells | Monsters | Magic Items | Backgrounds | Feats | Races | Subclasses
I like the idea, but the stat block is easily the largest I've ever seen. The pathos of recent D&D stat blocks is to summarize a list of the abilities that a monster brings to a combat scenario without necessarily being exhaustive of the monster's full powers. Is there any way this can be used to make Primus a bit more lean?
Yes, but from what I have seen the community, including myself, did not like these changes - even before these simplifications were made, official 5e monsters often were criticized for just being bags of hit points. If you look at my other statblocks for my high CR monsters like Hastur, Platinum Dragon (Bahamut), Dragon Queen (Tiamat) or my Primordial Dragon Turtle I submitted in the last contest I took part, they all are big and detailed.
Primus in addition has his signature mechanic that requires his attacks to basicially have two different versions.
I could make it a bit shorter by removing the reaction or one of its legendary action options for example, but I do not think simplifying it much further does monsters like these justice to be honest and wouldn't really work without scrapping the general concept and its signature mechanic. Do you have suggestions for how the statblock could be simplified?
I believe that Primus is great the way he is. It’s very detailed, true, but that’s not necessarily a bad thing.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
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Yeah, I don't think it needs simplification. Complexity can often allow for more interesting abilities or effects.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
As of midnight last night, submissions will no longer be allowed. I will do my best to get a voting survey up by the 2nd!
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Any news on the poll?
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Oop
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Addendum:
At the moment, there is not a way for me to create a voting form. As such, the form will be ready on April 9, and voting will proceed until April 16, when the winner will be announced. Submissions will return to being open until April 7.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
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I am an Archfey, but nobody seems to notice.
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How that? It took me only like 15 minutes to create the voting form when I ran the last contest. If you want, I can create a voting form for this contest too.
Hm. Alright, you can do that, but we’ll proceed with the timeframe as just stated.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Semako, have you made the voting survey?
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
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Will do it later, I am still at my HEMA training. Gotta level up my Fighter class in real life :)
Here it is: <link removed, see below>
Are contestants allowed to vote?
pm me the word "tomato"
she/her
Yes.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature