Hopefully Black Bill is interesting villain, redeemable if the adventurers make a strong attempt to separate Bill from his axe and attempt to atone Bill with spells such as Ceremony (Atonement) empowered with extra gold or hard to get ingredients of course. Alternatively they could just attack and kill Bill.
A low level brute with legendary actions, Bill can be a very dangerous adversary and a boss encounter. To properly motivate the adventurers perhaps Bill has attacked nearby towns and villages. If one or more of your adventurers are a Hexblade, then Bill will gladly hunt down the scent of their pact weapon and attempt to claim it as his own.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
The Pegacorn, the Alicorn, Flying Unicorn or Horny Pegasus. It has many names, but it’s an instantly recognisable creature. With the flying abilities of the Pegasus but the deadly charge of the unicorn, these can create a deadly aerial bombardment, and with the right riders they are devastating.
I’ve wanted to do more unicorn variants after the Ubercorn, and I’ve got a couple more at least still to come, but the Pegacorn is such a classic I wanted to get it done earlier. I think these would make great gifts for a player mount, though I’d want someone in the party to role play through the persuasion of it, they’re intelligent animals and they’ll want a good reason to allow someone to ride them.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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There is little known about the mysterious Shedim, but this is our account. A bestial fiend that enjoys carnage and bloodshed. Whilst not the most powerful of fiends, Shedim can certainly carve out a cruel existence for themselves in the depths of Carceri.
Your adventurers would do well to banish any Shedim they encounter back there, or put them down for good if they’re able. A Shedim loose in the world could cut a swathe through the innocent and good for the sheer thrill of it.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
On account of February 14th, we present a happy little guy or girl that spreads random love and episodes of arrhythmia.
Similar in appearance to a cherub, this fey armed with the trusty and classic bow and arrow goes out into the world to encourage people to fall in love. Perhaps not in the traditional way, but the good intentions are there. I hope a DM could have a fair amount of fun with this too.
Happy Valentine’s Day.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Hanged Men (and Women) are the logical conclusion of executing very evil people in a magically unstable world. In a world where people can come back as ghosts and revenants, sometimes the act of execution can leave a very serious indent on these tortured souls.
These vengeful dead are often after the very adventurers that brought them to face trial, or sometimes they just want to get back to completing their life’s work of robbing banks or burgling the rich. As intelligent undead however, many reevaluate their actions and aim bigger, facing immortality as an undead allows their schemes to become much grander.
In the case of an innocent man being hanged, the targets of their retaliation are often those they deem responsible for the miscarriage of justice, such as their judge, jury, executioner and any lawmen that pursued them or supplied false or misleading evidence. Your adventurers may seek to protect these targets from the hanged man, assist the hanged man in bringing down a corrupt regime or trying to settle the unfortunate events peacefully.
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Apparently, the Hanged man in the picture was a cyclops.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Demodands were said to have been fashioned by one of the baernoloths, primal creations of Evil and exiled because of their chaotic taint. Demodands are a good choice if you want to avoid devils and demons, but still need to represent an organised fiendish fighting force.
The tarspawn footsoldiers are intelligent and skilled combatants. Using their mobility, flight, armour and blades to parry they can be an infuriating opponent, and that is before you take into consideration their natural ability to disarm their opponents via adhesive tar secretions.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
The charge of a tribe of Aurochs Centaurs is as awesome as it is terrifying. With little concern but for the destruction and mayhem of conflict, these armoured duergar monstrosities can smash apart even prepared foes, and utterly crush those unprepared for it.
I wanted to make something that embodied the theme of the centaur as a complete cavalry unit, but remove the grace and replace it with aggression, remove the beauty and give it something ugly but effective, remove the conflict avoidance and knowledge and replace them with an almost primal desire for fighting to produce a very different monster.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Fulfilling a request, we have the Nuckelavee, a strange combination demon/horse (centaur?) sea beast of plague and pestilence. These fearsome ocean demons will disease their quarry, sapping their energy and wilting them like plants.
Deathly fearsome of freshwater, a Nuckelavee will not cross a freshwater stream, nor will they willingly come onto land whilst it is raining. If it begins to rain, a Nuckelavee will flee to the safe depths of the ocean.
Ideas for your adventurers include, a village requesting the adventurers kill a Nuckelavee that has cursed their crops, meaning the adventurers will need to hunt the demon underwater. When underwater the Nuckelavee has a slightly different appearance but is just as deadly, if not more so when on land.
Alternatively perhaps the Nuckelavee attacks the village, and the villagers seek aid, whilst they cast their ritual of rain to send the Nuckelavee away, they need to be defended. This creates an encounter with a non-standard victory condition, as they just need to survive and keep the ritual casters alive. Perhaps clever spellcasting adventurers could help with the ritual, shortening the time needed to complete it.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
The Jorōgumo is a creature Japanese folklore, I thought it would fit in well to the average D&D game, especially one involving Lolth or Drow with a little adjustment.
The Jorogumo are to spiders, what driders are to the drow. Blessed by Lolth and granted drow magic, they are naturally stealthy, deceptive creatures. A spider has to reach a ripe old age to be powerful enough to develop and accept these powers, and naturally anything that lives a long time is wise enough to plan to survive even longer. As such these are enemies that use traps, cunning and deception to their advantage and will not often engage in situations where the odds are anywhere close to even.
My example encounter with a Jorogumo would be whilst travelling, the Jorogumo has laid a trap, after poisoning a Hobgoblin and dragging his unconscious form somewhere good for ambushing the Jorogumo assumes the appearance of a young half-elf and screams for help when it knows the adventurers are close by. Kicking the hobgoblin in the head to rouse it, the groggy hobgoblin will understandably play his part in angrily attacking the young elf that just gave him the boot, much to the Jorogumo’s delight. The adventurers will then see this scene, and hopefully intervene, to save the damsel in distress. The Jorogumo now has two options, to attack the adventurers unawares whilst they are focused on the hobgoblin, or to allow itself to be rescued, and then attack them whilst they make camp and sleep.
Alternatively, a Jorogumo may be inside its lair when the adventurers invade its home. A Jorogumo will pretend to be a girl stuck in the webbing, as it assesses the threat the adventurers pose. This means the adventurers will clamber onto the webbing to save the poor victim. In actuality they are just hindering themselves, making it difficult to move and maneuver for when the Jorogumo attacks them in its webbing. If it deems the adventurers too tough it will thank them and either join them to attack them in their sleep, or pretend to run “home” whilst hiding in its lair, living to fight another day.
Jorogumo often abduct particular women, in order to take their place in a city, much like a doppelganger. These intricate plots are often a large web of deception orchestrated by drow priestesses or Lolth herself.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
The Lamia Halfspawn, is a half Lamia. These Lamias are unable to use magic and instead rely on brute force and feline reflexes instead. They make excellent bodyguards for the Lamias that created them and are often raised with the intent of servitude.
If your adventurers are to discover a Lamia, a retinue of slaves and Halfspawn are a great addition to any combats or encounters. Halfspawn come in a wide variety of breeds and colours, depending on what their humanoid half was sired from.
Lamia Halfspawn encountered away from other Lamia were probably cast out of their societies because they’re unpure, as Lamia and Noble Lamia are very similar to the whole Yuan-Ti caste system deal.
Lamia Hellspawn are an excellent substitution for actual lions in a gladitorial arena, because… if the adventurers guess that the arena has lions, they’re only half right.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
We noticed that we’ve accidentally launched into a weird, (at least) quadrupedal, somewhat centaurid week. Well to continue on that theme, here is the Girtablilu. Whilst somewhat similar to the Tlincalli from Volo’s guide to monsters, the Girtablilu have their own, vastly different cultures and customs.
The Girtablilu are not welcoming to outsiders, so negotiating a difficult peace treaty can be an excellent reason to recruit wandering disposable adventurers. Or obviously the Girtablilu can just be a typical strong, hard to kill monster randomly dropped into an adventure (especially in a desert setting).
The Girtablilu often carry live scorpions around with them, the scorpions see the Girtablilu as friends and will gladly fight for them when Giant Insect is cast on them, or scout for them under the influence of beast bond.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Deep in the jungle, these powerhouses with their poisonous snake appendages extending from each shoulder, can be found displaying their strength against each other or mighty beasts in a display of worship to their gods.
Renouncing the use of weapons in battle, instead exhibiting their strength in battle by relying on their powerful fists to pound their foes into submission, a display of their physical prowess for their gods.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
The underwater panther is an important mythological water being, as such other creatures native to the ocean region treat it with respect and reverence. A fearsome hunter, a noble beast much like the great land cats.
Whilst the mishipeshu prefers fresh water, there are the rare few who venture out to sea. If your adventurers are attempting to cross a mishipeshu’s lake, or traverse a portion of the sea the mishipeshu claims as its own they may need to pay the mishipeshu reverence. If the adventurers anger the mishipeshu they will encounter storms, even in such tranquil settings as inland lakes as a mishipeshu’s anger manifests itself.
Mishipeshu are sworn protectors of the waters, and the natural order of things. They will protect creatures in their care, but will not intervene otherwise. Mishipeshu allow fishermen to fish, predators to consume prey and the circle of life to flow. However if one species is to become corrupt by some outside force, it will attack. If fishermen begin to overfish and threaten species with extinction, it will attack. The mishipeshu cannot tolerate troubled waters for too long.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I'm well aware of that. I think that at will spells for monsters should mostly be restricted to 2nd level spells or lower. Even if you strongly disagree, you will have to note that in effect, nothing would ever end the call lightning other than the Mishipeshu ending it, choosing to concentrate on another spell, or falling unconscious.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I'm well aware of that. I think that at will spells for monsters should mostly be restricted to 2nd level spells or lower. Even if you strongly disagree, you will have to note that in effect, nothing would ever end the call lightning other than the Mishipeshu ending it, choosing to concentrate on another spell, or falling unconscious.
So, basically, it has the following action:
Call Lightning. The mishipeshu magically calls down lightning on a point it can see within 120 feet of itself. Each creature within 5 feet of that point must make a DC 14 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. If the mishipeshu is outdoors in stormy conditions, the lightning does 22 (4d10) damage instead.
Given that the thing's Multiattack averages 43.5 damage, one target having to save or be knocked prone, and one target being grappled and restrained if everything hits, I don't think it's a problem.
I'm well aware of that. I think that at will spells for monsters should mostly be restricted to 2nd level spells or lower. Even if you strongly disagree, you will have to note that in effect, nothing would ever end the call lightning other than the Mishipeshu ending it, choosing to concentrate on another spell, or falling unconscious.
So, basically, it has the following action:
Call Lightning. The mishipeshu magically calls down lightning on a point it can see within 120 feet of itself. Each creature within 5 feet of that point must make a DC 14 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. If the mishipeshu is outdoors in stormy conditions, the lightning does 22 (4d10) damage instead.
Given that the thing's Multiattack averages 43.5 damage, one target having to save or be knocked prone, and one target being grappled and restrained if everything hits, I don't think it's a problem.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
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Today’s monster is the Black Bill.
Hopefully Black Bill is interesting villain, redeemable if the adventurers make a strong attempt to separate Bill from his axe and attempt to atone Bill with spells such as Ceremony (Atonement) empowered with extra gold or hard to get ingredients of course. Alternatively they could just attack and kill Bill.
A low level brute with legendary actions, Bill can be a very dangerous adversary and a boss encounter. To properly motivate the adventurers perhaps Bill has attacked nearby towns and villages. If one or more of your adventurers are a Hexblade, then Bill will gladly hunt down the scent of their pact weapon and attempt to claim it as his own.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s monster is the Pegacorn.
The Pegacorn, the Alicorn, Flying Unicorn or Horny Pegasus. It has many names, but it’s an instantly recognisable creature. With the flying abilities of the Pegasus but the deadly charge of the unicorn, these can create a deadly aerial bombardment, and with the right riders they are devastating.
I’ve wanted to do more unicorn variants after the Ubercorn, and I’ve got a couple more at least still to come, but the Pegacorn is such a classic I wanted to get it done earlier. I think these would make great gifts for a player mount, though I’d want someone in the party to role play through the persuasion of it, they’re intelligent animals and they’ll want a good reason to allow someone to ride them.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s monster is the Shedim.
There is little known about the mysterious Shedim, but this is our account. A bestial fiend that enjoys carnage and bloodshed. Whilst not the most powerful of fiends, Shedim can certainly carve out a cruel existence for themselves in the depths of Carceri.
Your adventurers would do well to banish any Shedim they encounter back there, or put them down for good if they’re able. A Shedim loose in the world could cut a swathe through the innocent and good for the sheer thrill of it.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s monster is the Matchmaker.
On account of February 14th, we present a happy little guy or girl that spreads random love and episodes of arrhythmia.
Similar in appearance to a cherub, this fey armed with the trusty and classic bow and arrow goes out into the world to encourage people to fall in love. Perhaps not in the traditional way, but the good intentions are there. I hope a DM could have a fair amount of fun with this too.
Happy Valentine’s Day.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s monster is the Hanged Man.
Hanged Men (and Women) are the logical conclusion of executing very evil people in a magically unstable world. In a world where people can come back as ghosts and revenants, sometimes the act of execution can leave a very serious indent on these tortured souls.
These vengeful dead are often after the very adventurers that brought them to face trial, or sometimes they just want to get back to completing their life’s work of robbing banks or burgling the rich. As intelligent undead however, many reevaluate their actions and aim bigger, facing immortality as an undead allows their schemes to become much grander.
In the case of an innocent man being hanged, the targets of their retaliation are often those they deem responsible for the miscarriage of justice, such as their judge, jury, executioner and any lawmen that pursued them or supplied false or misleading evidence. Your adventurers may seek to protect these targets from the hanged man, assist the hanged man in bringing down a corrupt regime or trying to settle the unfortunate events peacefully.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Apparently, the Hanged man in the picture was a cyclops.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Today’s monster is the Tarspawn Demodand.
Demodands were said to have been fashioned by one of the baernoloths, primal creations of Evil and exiled because of their chaotic taint. Demodands are a good choice if you want to avoid devils and demons, but still need to represent an organised fiendish fighting force.
The tarspawn footsoldiers are intelligent and skilled combatants. Using their mobility, flight, armour and blades to parry they can be an infuriating opponent, and that is before you take into consideration their natural ability to disarm their opponents via adhesive tar secretions.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s monster is the Aurochs Centaur.
The charge of a tribe of Aurochs Centaurs is as awesome as it is terrifying. With little concern but for the destruction and mayhem of conflict, these armoured duergar monstrosities can smash apart even prepared foes, and utterly crush those unprepared for it.
I wanted to make something that embodied the theme of the centaur as a complete cavalry unit, but remove the grace and replace it with aggression, remove the beauty and give it something ugly but effective, remove the conflict avoidance and knowledge and replace them with an almost primal desire for fighting to produce a very different monster.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s monster is the Nuckelavee.
Fulfilling a request, we have the Nuckelavee, a strange combination demon/horse (centaur?) sea beast of plague and pestilence. These fearsome ocean demons will disease their quarry, sapping their energy and wilting them like plants.
Deathly fearsome of freshwater, a Nuckelavee will not cross a freshwater stream, nor will they willingly come onto land whilst it is raining. If it begins to rain, a Nuckelavee will flee to the safe depths of the ocean.
Ideas for your adventurers include, a village requesting the adventurers kill a Nuckelavee that has cursed their crops, meaning the adventurers will need to hunt the demon underwater. When underwater the Nuckelavee has a slightly different appearance but is just as deadly, if not more so when on land.
Alternatively perhaps the Nuckelavee attacks the village, and the villagers seek aid, whilst they cast their ritual of rain to send the Nuckelavee away, they need to be defended. This creates an encounter with a non-standard victory condition, as they just need to survive and keep the ritual casters alive. Perhaps clever spellcasting adventurers could help with the ritual, shortening the time needed to complete it.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s monster is the Jorogumo.
The Jorōgumo is a creature Japanese folklore, I thought it would fit in well to the average D&D game, especially one involving Lolth or Drow with a little adjustment.
The Jorogumo are to spiders, what driders are to the drow. Blessed by Lolth and granted drow magic, they are naturally stealthy, deceptive creatures. A spider has to reach a ripe old age to be powerful enough to develop and accept these powers, and naturally anything that lives a long time is wise enough to plan to survive even longer. As such these are enemies that use traps, cunning and deception to their advantage and will not often engage in situations where the odds are anywhere close to even.
My example encounter with a Jorogumo would be whilst travelling, the Jorogumo has laid a trap, after poisoning a Hobgoblin and dragging his unconscious form somewhere good for ambushing the Jorogumo assumes the appearance of a young half-elf and screams for help when it knows the adventurers are close by. Kicking the hobgoblin in the head to rouse it, the groggy hobgoblin will understandably play his part in angrily attacking the young elf that just gave him the boot, much to the Jorogumo’s delight. The adventurers will then see this scene, and hopefully intervene, to save the damsel in distress. The Jorogumo now has two options, to attack the adventurers unawares whilst they are focused on the hobgoblin, or to allow itself to be rescued, and then attack them whilst they make camp and sleep.
Alternatively, a Jorogumo may be inside its lair when the adventurers invade its home. A Jorogumo will pretend to be a girl stuck in the webbing, as it assesses the threat the adventurers pose. This means the adventurers will clamber onto the webbing to save the poor victim. In actuality they are just hindering themselves, making it difficult to move and maneuver for when the Jorogumo attacks them in its webbing. If it deems the adventurers too tough it will thank them and either join them to attack them in their sleep, or pretend to run “home” whilst hiding in its lair, living to fight another day.
Jorogumo often abduct particular women, in order to take their place in a city, much like a doppelganger. These intricate plots are often a large web of deception orchestrated by drow priestesses or Lolth herself.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s monster is the Lamia Halfspawn.
The Lamia Halfspawn, is a half Lamia. These Lamias are unable to use magic and instead rely on brute force and feline reflexes instead. They make excellent bodyguards for the Lamias that created them and are often raised with the intent of servitude.
If your adventurers are to discover a Lamia, a retinue of slaves and Halfspawn are a great addition to any combats or encounters. Halfspawn come in a wide variety of breeds and colours, depending on what their humanoid half was sired from.
Lamia Halfspawn encountered away from other Lamia were probably cast out of their societies because they’re unpure, as Lamia and Noble Lamia are very similar to the whole Yuan-Ti caste system deal.
Lamia Hellspawn are an excellent substitution for actual lions in a gladitorial arena, because… if the adventurers guess that the arena has lions, they’re only half right.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Today’s monster is the Girtablilu.
We noticed that we’ve accidentally launched into a weird, (at least) quadrupedal, somewhat centaurid week. Well to continue on that theme, here is the Girtablilu. Whilst somewhat similar to the Tlincalli from Volo’s guide to monsters, the Girtablilu have their own, vastly different cultures and customs.
The Girtablilu are not welcoming to outsiders, so negotiating a difficult peace treaty can be an excellent reason to recruit wandering disposable adventurers. Or obviously the Girtablilu can just be a typical strong, hard to kill monster randomly dropped into an adventure (especially in a desert setting).
The Girtablilu often carry live scorpions around with them, the scorpions see the Girtablilu as friends and will gladly fight for them when Giant Insect is cast on them, or scout for them under the influence of beast bond.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s monster is the Yuan-Ti Zuma.
Deep in the jungle, these powerhouses with their poisonous snake appendages extending from each shoulder, can be found displaying their strength against each other or mighty beasts in a display of worship to their gods.
Renouncing the use of weapons in battle, instead exhibiting their strength in battle by relying on their powerful fists to pound their foes into submission, a display of their physical prowess for their gods.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s monster is the Mishipeshu.
The underwater panther is an important mythological water being, as such other creatures native to the ocean region treat it with respect and reverence. A fearsome hunter, a noble beast much like the great land cats.
Whilst the mishipeshu prefers fresh water, there are the rare few who venture out to sea. If your adventurers are attempting to cross a mishipeshu’s lake, or traverse a portion of the sea the mishipeshu claims as its own they may need to pay the mishipeshu reverence. If the adventurers anger the mishipeshu they will encounter storms, even in such tranquil settings as inland lakes as a mishipeshu’s anger manifests itself.
Mishipeshu are sworn protectors of the waters, and the natural order of things. They will protect creatures in their care, but will not intervene otherwise. Mishipeshu allow fishermen to fish, predators to consume prey and the circle of life to flow. However if one species is to become corrupt by some outside force, it will attack. If fishermen begin to overfish and threaten species with extinction, it will attack. The mishipeshu cannot tolerate troubled waters for too long.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
I think at will may be too strong for call lightning and sleet storm. Perhaps three times per day.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Given that the thing's Multiattack averages 43.5 damage, one target having to save or be knocked prone, and one target being grappled and restrained if everything hits, I don't think it's a problem.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett