One of my friends told me a story about how his grandpa feeds deer and one time he was helping his grandpa and found black widows infesting the feed and his grandpa just sprayed them and then threw the feed (mixed with dead black widows) out for the deer. So that gave me an idea to create nightmare fuel for my players: Black Widoe
It's currently awaiting moderation on here to be publicly available, but its stats are below:
Spider Climb. The Black Widoe can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the Black Widoe knows the exact location of any other creature in contact with the same web.
Web Walker. The Black Widoe ignores movement restrictions caused by webbing.
Charge. If the Black Widoe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Actions
Multiattack. The Black Widoe makes two attacks, only one of which can be a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 12 (2d8+3) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
I love it, it's a little off because as we all know from the song a Doe is a deer, a female deer, so unless that Widoe is pumped full of testosterone for some reasons it wouldn't have antlers. That being said, it's a magical amalgamation of a deer an a spider...so all rules are out the window and I am back to loving it just because it is so weird.
Someone on Reddit brought that up as well. The way I see it, they're like Caribou (aka Reindeer, where both sexes have antlers). Plus, I couldn't NOT make the pun.. XD
That's it! I make a motion that we turn this into a sounding board for monsters/concepts that are genuinely terror-inducing or mind-breakingly psychotic.
To start (sorry for lack of stats as I'm rolling a bit off-the-cuff):The House of Lies. An old, abandoned house which serves as a trap for local adventurers. Literally every room has a host of 1-20 (maybe more!) mimics. Is that chair a mimic? How about that window? Nope, wrong all along, it was the 3rd floorboard from the right! And because mimics have relatively low speed, the rooms gradually shift and players are forced to rely on passive perception as much as active checks since they cannot see everything at once. The chandelier just fell on the mage. It's a mimic, kill the mimic!!! But no, the mimic was actually the boards holding the chandelier!
Next up: The Tickler. While seemingly comical by its name, this little imp is actually known for causing terror and mischief alike. It bears a barbed whip, a pair of excessively-long arms, and a maw that seems to cover the whole bottom-half of its head. The Tickler can be found in woods or ruined biildings and feeds on fear and dread. It also bears an uncanny ability for sound and visual illusions. As an explorer wanders the forgotten halls of a castle, the gentle patter of footsteps can be heard. He rounds the corner to find dust and darkness. Behind him, a whispering hiss can be heard and he spins to confront the danger, yet finds nothing still. Fear begins to take hold, but he will not be turned away. After a few minutes, something scratches his neck. Terrified now, he spins and calls out, but only echoes respond. The last thing he knows is another scratch around his neck and a little whisper of, "Bye."
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
To post a comment, please login or register a new account.
One of my friends told me a story about how his grandpa feeds deer and one time he was helping his grandpa and found black widows infesting the feed and his grandpa just sprayed them and then threw the feed (mixed with dead black widows) out for the deer. So that gave me an idea to create nightmare fuel for my players: Black Widoe
It's currently awaiting moderation on here to be publicly available, but its stats are below:
Black Widoe
Large monstrosity, unaligned
Armor Class 15 (Natural Armor)
Hit Points 64 (8d10 + 20)
Speed 30 ft., climb 30 ft.
STR 14 (+2)
DEX 16 (+3)
CON 12 (+1)
INT 3 (-4)
WIS 12 (+1)
CHA 4 (-3)
Skills Stealth +5
Damage Resistances Poison
Condition Immunities Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages --
Challenge 3 (700 XP)
Spider Climb. The Black Widoe can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the Black Widoe knows the exact location of any other creature in contact with the same web.
Web Walker. The Black Widoe ignores movement restrictions caused by webbing.
Charge. If the Black Widoe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Actions
Multiattack. The Black Widoe makes two attacks, only one of which can be a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 12 (2d8+3) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
I love it, it's a little off because as we all know from the song a Doe is a deer, a female deer, so unless that Widoe is pumped full of testosterone for some reasons it wouldn't have antlers. That being said, it's a magical amalgamation of a deer an a spider...so all rules are out the window and I am back to loving it just because it is so weird.
Someone on Reddit brought that up as well. The way I see it, they're like Caribou (aka Reindeer, where both sexes have antlers). Plus, I couldn't NOT make the pun.. XD
The Power of the Pun is strong.
wow....ok now I just want a supplement called "Nightmare Fuel" with stuff like this.
That's it! I make a motion that we turn this into a sounding board for monsters/concepts that are genuinely terror-inducing or mind-breakingly psychotic.
To start (sorry for lack of stats as I'm rolling a bit off-the-cuff):The House of Lies. An old, abandoned house which serves as a trap for local adventurers. Literally every room has a host of 1-20 (maybe more!) mimics. Is that chair a mimic? How about that window? Nope, wrong all along, it was the 3rd floorboard from the right! And because mimics have relatively low speed, the rooms gradually shift and players are forced to rely on passive perception as much as active checks since they cannot see everything at once. The chandelier just fell on the mage. It's a mimic, kill the mimic!!! But no, the mimic was actually the boards holding the chandelier!
Next up: The Tickler. While seemingly comical by its name, this little imp is actually known for causing terror and mischief alike. It bears a barbed whip, a pair of excessively-long arms, and a maw that seems to cover the whole bottom-half of its head. The Tickler can be found in woods or ruined biildings and feeds on fear and dread. It also bears an uncanny ability for sound and visual illusions. As an explorer wanders the forgotten halls of a castle, the gentle patter of footsteps can be heard. He rounds the corner to find dust and darkness. Behind him, a whispering hiss can be heard and he spins to confront the danger, yet finds nothing still. Fear begins to take hold, but he will not be turned away. After a few minutes, something scratches his neck. Terrified now, he spins and calls out, but only echoes respond. The last thing he knows is another scratch around his neck and a little whisper of, "Bye."
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero