Hopefully this joke monster would actually play quite well as a “cursed” beholder for a lower level party, or perhaps an advanced eye-beast. I believe your adventurers might have some fun when they suddenly become forced to run while cross eyed.
When running the beholderp, remember a few things. It does not want to reveal its true nature, and your players will assume it is a real beholder and hopefully not believe themselves to be strong enough to face it yet. The reveal could be dramatic, and allow them to realise they have a fighting chance. The beholderp is mostly attempting to disorient and confuse adventurers to give itself a window to murder them with its damaging rays. A beholderps lair should have many pit traps, falls, grease and spiky floors, not only does the beholderp never touch the floor, it has a ray that forces enemies to run… perhaps without looking, into sharp things and trapped floors. If you want to be extra evil, have the adventurers face the beholderp in a small room. In a 25 by 25 foot room, 30 foot of forced straight line movement is often either off a cliff, or otherwise painful. Small races may get out of this… but monks and barbarians are damned.
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Another of the spiderkin family inspired by Skulldixon’s artwork, these super intelligent spiderkin are academics, scholars, record-keepers, and teachers, with a strong affinity for The Weave, which also makes them very capable magic users.
Adventurers gaining entry to a spiderkin colony are most likely to spend most of their time among the weavers, since they are tasked with the education of outsiders when it comes to the inner working of spiderkin culture and history. The prime goal of this education is the seeking of acceptance of the spiderkin, though some distasteful individuals could exploit their hospitality for their own means, though woe betide those who fall on the wrong side of the weavers.
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Terrorizing the tidal plains it considers its territory, the Duwaran is a natural lancer, with a 15 foot long sternum that deals terrible damage to any creature that has upset it.
The heavy metallic plates that protect its body and make up the club of a tail it uses as a counterweight to its sternum are prized by craftsmen looking to forge high quality armour from this natural, if difficult to acquire, resource.
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The hundghest were the lord of the hunt’s (the wild hunt that is) personal hunting hounds, trained by his houndmaster and used at the vanguard of his hunting expeditions. These powerful fey dogs were more than up to the task originally, but hundreds and thousands of years of hunting, selective breeding and rewarding violence eventually made this breed untenable. Banishment of the hounds turned them into twisted fiends that roamed the lower planes, hunting and killing for sport.
Since then, many unscrupulous creatures have attempted to turn the hundghest’s violent tendencies to their own advantage. Some succeed, others fail… but perhaps a powerful enemy of the adventurers has found a way to tame these wild dogs, temporarily and is using them to hound and harass the party. Treating your adventurers like a hunted quarry can be rather enjoyable, and a real challenge for them to attempt to escape.
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The limpetfolk slicer is a humanoid gastropod with a deep sense of honour and razor sharp blades at the end of its arms. The infantry of the limpetfolk race, these skilled fighters are hesitant to kill most.
This is a new race of monsters I’m trying out, an underwater lawful good breed which will hopefully have some synergy between the troop types to make for some interesting encounters.
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In a desperate attempt to hijack trendy millennial subjects I present to you the Avocato! Because everyone loves cats and avocados surely? Furthermore I declare this week to be Cat week, so prepare yourself a fun week of feline fancies.
These cute fruits make fantastic familiars, and what they lack in combat ability they make up for in flavour. If your friendly fighter has fainted, send over your avocato to drop off a goodberry in his mouth… just maybe don’t tell the fighter how the good berries are made.
As an encounter suggestion, perhaps an Avocato tree has become polluted and poisoned, causing the cats to become feral and territorial. Local villagers need help as they rely on the avocatos tasty shells to make their creamy sauces for their otherwise bland food. Your adventurers must investigate the cause of the corruption, such as a hag or blight whilst trying to avoid hurting the avocatos that assault them with scratches and thundering meows.
Do I need to say more? It’s a plant that looks like a cat that fits in your pocket. Have fun!
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The Man O’ Nine Cats is a construct inhabited ~and possibly controlled~ by cats. Wandering aimlessly across the land, if you don’t bother it, it won’t bother you.
Along with its protector, the Catomaton, the Man O’ Nine Cats is a portable home for feral cats, though not originally designed for this purpose, it has ended up this way.
Very badly disguised to appear as an old man, the abysmally observant may be convinced to help this mute purely based on its apparently aimlessness and wandering, though the even remotely astute should hopefully notice the cat inhabitants coming and going, the sound of purring, and the constant light cloud of loose fur being left in a trail behind it.
As a way to involve the Man O’ Nine Cats in your campaign, perhaps it has be spotted roving through a wolf infested area of the world, or aybe it has come to a halt, run out of whatever powers it, and a new source of power needs to be found.
Either way, cat lovers are sure to be motivated to assist the Man O’ Nine Cats to continue its good, albeit unintentional, work.
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The giant cat isn’t some “dire” beast or giganpig. The giant cat is a cat, that is truly giant. Taller than buildings, using lakes as a water bowl, deserts as a litter tray and entire towns as playthings. The giant cat is an interesting element to add to an island or country, where the inhabitants just get on with their lives and work around the giant unpredictable cat that most sane people would recognise as Kitty Kong, a harbinger of doom.
In other news, Commandante Gato is from our home game, a one shot game in which this brave tabaxi helped a druid recover a sprig of yggdrasil to save the world from pollution and war. Although I think the druid might be evil and everything could get worse… commandante Gato was able to perform his role perfectly, scaling trees, shooting blights and navigating the harsh corrupted rainforests without getting lost.
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This is an amalgamation of various bits of lore surrounding this celtic fairy. These cats are said to live in shadowy forests, steal souls and manipulate luck. They are considered very powerful fey and command much respect from the other fey folk.
The Cat Sìth can cast imprisonment once a day, it uses this ability in a slightly different way than most, trapping the soul of a recently departed person in a gem and either hiding this gem or wearing it in a piece of jewelry. It is also able to use the spell in the normal way.
Some may not consider the Cat Sìth to be particularly powerful or threatening but should it use its greater invisibility and imprisonment to completely remove an adventurer from the equation it can definitely take the adventurers by surprise. The Cat Sìth is a smart and cunning foe, and knows when to run and when to fight; its favoured tactic is using hex to disadvantage the saving throw of one adventurer, then using its claws to drain their luck and deal extra hex damage, and finally its bestow curse to thoroughly ruin its target’s day.
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This might be obvious, but I believe that the real Atchoum may be the greatest cat of all time. I defy anyone who has seen that cat to tell me it is not the most powerful wizard they’ve ever seen.
Which leads us to today's monster, ATCHOUM THE MIGHTY AND WISE. Atchoum always talks in the first person, as long as he isn’t pretending to be an innocent housecat. Atchoum has an excellent memory and has lived many years. Why is Atchoum a cat that can speak and cast spells? No one knows, he just is, he is just ATCHOUM THE MASTER OF REALITY.
So we’ve established that Atchoum is, but what does he want? Atchoum wants more power, more knowledge, more neck scratches. Atchoum wants to conquer, he wants to make his familiar a lord or king, and assume the power behind the throne. Atchoum wants the riches of success without the risks of it, because Atchoum is smart.
Atchoum makes any normal human opponent more interesting, because your low level adventurers are trying to take on a bandit king? Oh he’s sitting in a chair with a cat on his lap, how very Bond of him… wait why is there magic, is this bandit a wizard, no it’s the cat, what the hell? We’ve killed the bandit, why does the cat look so ang- “ATCHOUM WILL REMEMBER THIS. YOU MADE HIM WASTE DAYS GROOMING THAT FAMILIAR.” will be the words that ring out as the cat vanishes into thin air. A long term, puppetmaster of a big bad evil cat that most people probably won’t even believe. “A cat wizard? Like a tabaxi? Are you sure it wasn’t just a familiar and an illusion?”.
To properly roleplay Atchoum, imagine you’re a bad parody of a bond villain, played by brian blessed who only speaks in the first person and try to get at least one ATCHOOOOOOOOOOUUM in there whilst going through Atchoum’s vast array of epithets. The master of mages, the sovereign sorcerer, the wizard beyond compare, the cat above all, the fantastical feline, the wise and mighty cat, the unparalleled occultist, he who is spoken of in whispers, the claws in the shadows, he who watches, the great and mighty Atchoum.
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Happy punday Monday everyone. Unfortunately work commitments have kept us all from being able to write a punday monster, so instead i’ve resurrected something i decided to try my hand at for our current DM nearly a year ago. Doubtful this will actually be used, I present the judgement, the lieutenant for our current BBEG.
An undead paladin and necromancer, the paladin is an armour clad powerhouse of hammer wielding necrotic might and undead controlling necromancy.
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These skeletons have very dedicated necromancers that worked very hard on them, bonegrafters specialise in taking artistic license with corpses and creating things that are a little different. The bonework skeleton is a prime example of art imitating hell, as they are formed in the image of a bone devil. Whilst no two are created with the same mixture of parts, the functionality is always similar; tail stinger, talons, hooves, wing blades, hatred of the living.
The bonework skeletons themselves are similar in temperament to a regular skeleton, animated by necromancy they seek to destroy the living and if left uncontrolled will attack randomly without mercy. It is not unheard of for an entire museum of original creations to be abandoned by a bonegrafter who has moved onto bigger and better things. These boneworks stalk the halls, uncontrolled and feral just waiting until they discover a way out, or an unfortunate soul discovers a way in.
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These are reminiscent of the Booze Ooze in that it annoys dwarves how many of the things they love can come to life and hurt them.
Gunpowder ooze aren’t particularly complex, but should be handled with care. Adventurers who are too quick to test their theory of gunpowder being weak to fire will instantly regret the obvious outcome if they are too close for comfort. Battling the gunpowder ooze can leave adventurers coated in gunpowder residue, which can add fuel to the fire when it comes to being burnt.
Whether your cultists are transforming the enemies ammunition and alcohol into murderous oozes or the alchemists are just too enthusiastic to improve their creations via trial and error. The gunpowder ooze should hopefully make your adventurers stop, evaluate and proceed with caution… or the stars of their very own Michael Bay set piece.
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I wanted to expand upon the current Thri-Kreen options and came to realise there was only one Thri-kreen in the monster manual with a potential psionic variant. So here is my Psionic Thri-kreen with a more berserker-esque approach which focuses on many quick light attacks and less on anger.
The Thri-kreen are wise, and as such tactical. A Ka’tho will use their spells like *invisibility* or *magic weapon* before engaging. Once engaged, a Ka’tho will either use their attacks on separate foes to attempt to poison multiple targets at once, or will focus their attention on one creature to overwhelm it whilst maximising the chance of paralysis; once paralyzed the Ka’tho will attempt to finish off their foe to ensure they do not retaliate later.
Obviously the Thri-kreen work well in any Dark Sun setting, but could also be reflavoured as any insectoid race. If your campaign world does not use psionics, these could be seen as racial spells like the duergar or drow.
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I like the fey and the feywild, so they become liberally used in my home games. This is my take on a fey I’d consider similar to the dryad and fossegrim but obviously a member of the Winter Court or Unseelie Fey. There is obviously also a little butterfree sleep powder in there too, as I view moths as the kind of creatures that will look into your thoughts, hypnotise you and then stab you in the mind with a shadow blade if need be.
Orizaba are beautiful, kind and delicate… to other Orizaba and a large number of fey, to everything else they are cruel, torturous and unsympathetic. Most adventurers are seen as something to be used and discarded, although some might have skills and talents to impress the Orizaba or at least provide enough entertainment or services to earn their freedom.
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This one took a little longer to create than usual, mostly because I couldn’t think of the best way to make it something unique. It started with the pun, and after a bit of a creative void I wondered what would happen to a banderhobb gone wrong, how it would start to feel like it was incomplete. Add in a sprinkling of Eric Olthwaite, and the Blanderhobb was born.
I like the idea that this can be used in an encounter where it isn’t necessarily an enemy, even if it is causing a negative effect for the players. It probably won’t be a problem for murderhobos, but as an NPC the party need to protect it could be beautiful.
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Mandragora ~~is my drag name~~ are corrupted and tainted mandrake roots. Growing to roughly the size of a forest gnome and constructed of muscle-like plant fibers and relentless hate. These plants live to kill and kill to live, they cannot be bargained with but they are extremely useful as spell and potion components if you need a mandrake root with a little extra sadism.
You will always find these creatures in a Bog Hag’s swamp and sometimes randomly out in the wild where a hag has tainted the soil or where mandrake roots were growing too close to something evil. It is not unknown for a hag to disguise themselves as a merchant and sell mandragora as ordinary mandrake roots, due to their false appearance, these sometimes are used in rituals by mistake causing far more chaos than the hag would if she simply attacked travellers. Mandragora ordered to remain completely motionless by a hag will do so, at least for a couple of days.
These are the perfect plants for messing with your alchemists or wizards that would like to build a homunculus.
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Soul eaters are native to the abyssal planes where initially they were treated like cockroaches. Stepped on by powerful demons, crushed and discarded. Over time however soul eaters consumed more and more mortal souls and developed their power. Eventually becoming powerful entities in their own right and demanding respect and fear from their abyssal peers.
Soul eaters contain a vortex of souls that is commonly referred to as their soul engine. When a creature’s soul is consumed it is added to this vortex where it is thrown into turmoil and over 24 hours all the uniqueness is extracted from it to power the soul eater’s abilities. After 24 hours the soul becomes indistinguishable from the churning masses and resurrection becomes nigh impossible with the exception of spells like wish. Before 24 hours have passed, killing the soul eater results in the freeing of all trapped souls, allowing spells like resurrection and raise dead to work.
If your high level adventurers need to rescue an important person, this trapped soul mechanic can add another layer of complexity and a timed element to the challenge.
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I’ve been enjoying the necromantic arts recently, and my bonegrafters are back with another Bonework creation. The Amalgam is a hyper-offensive zombie that does not care about its own safety, seeking to bite and destroy foes with its almost redundant amount of unnatural weapons.
A bonework amalgam is similar to a zombie in that it is a slow durable hunk of flesh, but it is stronger, it has more limbs to swing and it is driven by a purposeful hate. This hate protects it somewhat from being turned or killed. Bonegrafters have many uses for this aggressive pile of limbs and bone.
There as as many variants of most bonework amalgams as there are bonegrafters, but whilst weapons and shapes change, the amalgams core remains the same… three torsos fused together with fury, bound in blood, strengthened with sinew and filled to the brim with wrath.
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As promised, a prize for /u/Coenani for guessing this weeks punday monster.
The Ghour are demon servants and creations of Demon Lord Baphomet. Huge hulking minotaur like demons that can breath the poisonous stench of death and paralyze enemies with its roar, it swings mighty fists, and impales enemies on its horns.
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Today’s Monster is the Beholderp.
Today’s punday is brought to you by sticking googly eyes on things which we completely endorse.
Hopefully this joke monster would actually play quite well as a “cursed” beholder for a lower level party, or perhaps an advanced eye-beast. I believe your adventurers might have some fun when they suddenly become forced to run while cross eyed.
When running the beholderp, remember a few things. It does not want to reveal its true nature, and your players will assume it is a real beholder and hopefully not believe themselves to be strong enough to face it yet. The reveal could be dramatic, and allow them to realise they have a fighting chance. The beholderp is mostly attempting to disorient and confuse adventurers to give itself a window to murder them with its damaging rays. A beholderps lair should have many pit traps, falls, grease and spiky floors, not only does the beholderp never touch the floor, it has a ray that forces enemies to run… perhaps without looking, into sharp things and trapped floors. If you want to be extra evil, have the adventurers face the beholderp in a small room. In a 25 by 25 foot room, 30 foot of forced straight line movement is often either off a cliff, or otherwise painful. Small races may get out of this… but monks and barbarians are damned.
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Today’s monster is the Spiderkin Weaver.
Another of the spiderkin family inspired by Skulldixon’s artwork, these super intelligent spiderkin are academics, scholars, record-keepers, and teachers, with a strong affinity for The Weave, which also makes them very capable magic users.
Adventurers gaining entry to a spiderkin colony are most likely to spend most of their time among the weavers, since they are tasked with the education of outsiders when it comes to the inner working of spiderkin culture and history. The prime goal of this education is the seeking of acceptance of the spiderkin, though some distasteful individuals could exploit their hospitality for their own means, though woe betide those who fall on the wrong side of the weavers.
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Today’s monster is the Duwaran.
Terrorizing the tidal plains it considers its territory, the Duwaran is a natural lancer, with a 15 foot long sternum that deals terrible damage to any creature that has upset it.
The heavy metallic plates that protect its body and make up the club of a tail it uses as a counterweight to its sternum are prized by craftsmen looking to forge high quality armour from this natural, if difficult to acquire, resource.
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Today’s Monster is the Hundghest.
The hundghest were the lord of the hunt’s (the wild hunt that is) personal hunting hounds, trained by his houndmaster and used at the vanguard of his hunting expeditions. These powerful fey dogs were more than up to the task originally, but hundreds and thousands of years of hunting, selective breeding and rewarding violence eventually made this breed untenable. Banishment of the hounds turned them into twisted fiends that roamed the lower planes, hunting and killing for sport.
Since then, many unscrupulous creatures have attempted to turn the hundghest’s violent tendencies to their own advantage. Some succeed, others fail… but perhaps a powerful enemy of the adventurers has found a way to tame these wild dogs, temporarily and is using them to hound and harass the party. Treating your adventurers like a hunted quarry can be rather enjoyable, and a real challenge for them to attempt to escape.
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Today’s Monster is the Limpetfolk Slicer.
The limpetfolk slicer is a humanoid gastropod with a deep sense of honour and razor sharp blades at the end of its arms. The infantry of the limpetfolk race, these skilled fighters are hesitant to kill most.
This is a new race of monsters I’m trying out, an underwater lawful good breed which will hopefully have some synergy between the troop types to make for some interesting encounters.
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Today’s Monster is the Avocato.
In a desperate attempt to hijack trendy millennial subjects I present to you the Avocato! Because everyone loves cats and avocados surely? Furthermore I declare this week to be Cat week, so prepare yourself a fun week of feline fancies.
These cute fruits make fantastic familiars, and what they lack in combat ability they make up for in flavour. If your friendly fighter has fainted, send over your avocato to drop off a goodberry in his mouth… just maybe don’t tell the fighter how the good berries are made.
As an encounter suggestion, perhaps an Avocato tree has become polluted and poisoned, causing the cats to become feral and territorial. Local villagers need help as they rely on the avocatos tasty shells to make their creamy sauces for their otherwise bland food. Your adventurers must investigate the cause of the corruption, such as a hag or blight whilst trying to avoid hurting the avocatos that assault them with scratches and thundering meows.
Do I need to say more? It’s a plant that looks like a cat that fits in your pocket. Have fun!
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Today’s monster is the Man O’ Nine Cats and the Catomaton.
The Man O’ Nine Cats is a construct inhabited ~and possibly controlled~ by cats. Wandering aimlessly across the land, if you don’t bother it, it won’t bother you.
Along with its protector, the Catomaton, the Man O’ Nine Cats is a portable home for feral cats, though not originally designed for this purpose, it has ended up this way.
Very badly disguised to appear as an old man, the abysmally observant may be convinced to help this mute purely based on its apparently aimlessness and wandering, though the even remotely astute should hopefully notice the cat inhabitants coming and going, the sound of purring, and the constant light cloud of loose fur being left in a trail behind it.
As a way to involve the Man O’ Nine Cats in your campaign, perhaps it has be spotted roving through a wolf infested area of the world, or aybe it has come to a halt, run out of whatever powers it, and a new source of power needs to be found.
Either way, cat lovers are sure to be motivated to assist the Man O’ Nine Cats to continue its good, albeit unintentional, work.
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Today’s Monster is the Giant Cat and as an extra treat, may we introduce Commandante Gato.
The giant cat isn’t some “dire” beast or giganpig. The giant cat is a cat, that is truly giant. Taller than buildings, using lakes as a water bowl, deserts as a litter tray and entire towns as playthings. The giant cat is an interesting element to add to an island or country, where the inhabitants just get on with their lives and work around the giant unpredictable cat that most sane people would recognise as Kitty Kong, a harbinger of doom.
In other news, Commandante Gato is from our home game, a one shot game in which this brave tabaxi helped a druid recover a sprig of yggdrasil to save the world from pollution and war. Although I think the druid might be evil and everything could get worse… commandante Gato was able to perform his role perfectly, scaling trees, shooting blights and navigating the harsh corrupted rainforests without getting lost.
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Today’s Monster is the Cat Sìth.
This is an amalgamation of various bits of lore surrounding this celtic fairy. These cats are said to live in shadowy forests, steal souls and manipulate luck. They are considered very powerful fey and command much respect from the other fey folk.
The Cat Sìth can cast imprisonment once a day, it uses this ability in a slightly different way than most, trapping the soul of a recently departed person in a gem and either hiding this gem or wearing it in a piece of jewelry. It is also able to use the spell in the normal way.
Some may not consider the Cat Sìth to be particularly powerful or threatening but should it use its greater invisibility and imprisonment to completely remove an adventurer from the equation it can definitely take the adventurers by surprise. The Cat Sìth is a smart and cunning foe, and knows when to run and when to fight; its favoured tactic is using hex to disadvantage the saving throw of one adventurer, then using its claws to drain their luck and deal extra hex damage, and finally its bestow curse to thoroughly ruin its target’s day.
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Today’s Monster is Atchoum.
Added time, multi-ball bonus: Idem.
This might be obvious, but I believe that the real Atchoum may be the greatest cat of all time. I defy anyone who has seen that cat to tell me it is not the most powerful wizard they’ve ever seen.
Which leads us to today's monster, ATCHOUM THE MIGHTY AND WISE. Atchoum always talks in the first person, as long as he isn’t pretending to be an innocent housecat. Atchoum has an excellent memory and has lived many years. Why is Atchoum a cat that can speak and cast spells? No one knows, he just is, he is just ATCHOUM THE MASTER OF REALITY.
So we’ve established that Atchoum is, but what does he want? Atchoum wants more power, more knowledge, more neck scratches. Atchoum wants to conquer, he wants to make his familiar a lord or king, and assume the power behind the throne. Atchoum wants the riches of success without the risks of it, because Atchoum is smart.
Atchoum makes any normal human opponent more interesting, because your low level adventurers are trying to take on a bandit king? Oh he’s sitting in a chair with a cat on his lap, how very Bond of him… wait why is there magic, is this bandit a wizard, no it’s the cat, what the hell? We’ve killed the bandit, why does the cat look so ang- “ATCHOUM WILL REMEMBER THIS. YOU MADE HIM WASTE DAYS GROOMING THAT FAMILIAR.” will be the words that ring out as the cat vanishes into thin air. A long term, puppetmaster of a big bad evil cat that most people probably won’t even believe. “A cat wizard? Like a tabaxi? Are you sure it wasn’t just a familiar and an illusion?”.
To properly roleplay Atchoum, imagine you’re a bad parody of a bond villain, played by brian blessed who only speaks in the first person and try to get at least one ATCHOOOOOOOOOOUUM in there whilst going through Atchoum’s vast array of epithets. The master of mages, the sovereign sorcerer, the wizard beyond compare, the cat above all, the fantastical feline, the wise and mighty cat, the unparalleled occultist, he who is spoken of in whispers, the claws in the shadows, he who watches, the great and mighty Atchoum.
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Today’s monster is The Judgement.
Happy punday Monday everyone. Unfortunately work commitments have kept us all from being able to write a punday monster, so instead i’ve resurrected something i decided to try my hand at for our current DM nearly a year ago. Doubtful this will actually be used, I present the judgement, the lieutenant for our current BBEG.
An undead paladin and necromancer, the paladin is an armour clad powerhouse of hammer wielding necrotic might and undead controlling necromancy.
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Today’s Monster is Bonework Skeleton.
These skeletons have very dedicated necromancers that worked very hard on them, bonegrafters specialise in taking artistic license with corpses and creating things that are a little different. The bonework skeleton is a prime example of art imitating hell, as they are formed in the image of a bone devil. Whilst no two are created with the same mixture of parts, the functionality is always similar; tail stinger, talons, hooves, wing blades, hatred of the living.
The bonework skeletons themselves are similar in temperament to a regular skeleton, animated by necromancy they seek to destroy the living and if left uncontrolled will attack randomly without mercy. It is not unheard of for an entire museum of original creations to be abandoned by a bonegrafter who has moved onto bigger and better things. These boneworks stalk the halls, uncontrolled and feral just waiting until they discover a way out, or an unfortunate soul discovers a way in.
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Today’s Monster is Gunpowder Ooze.
These are reminiscent of the Booze Ooze in that it annoys dwarves how many of the things they love can come to life and hurt them.
Gunpowder ooze aren’t particularly complex, but should be handled with care. Adventurers who are too quick to test their theory of gunpowder being weak to fire will instantly regret the obvious outcome if they are too close for comfort. Battling the gunpowder ooze can leave adventurers coated in gunpowder residue, which can add fuel to the fire when it comes to being burnt.
Whether your cultists are transforming the enemies ammunition and alcohol into murderous oozes or the alchemists are just too enthusiastic to improve their creations via trial and error. The gunpowder ooze should hopefully make your adventurers stop, evaluate and proceed with caution… or the stars of their very own Michael Bay set piece.
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Today’s Monster is Thri-kreen Ka’tho.
I wanted to expand upon the current Thri-Kreen options and came to realise there was only one Thri-kreen in the monster manual with a potential psionic variant. So here is my Psionic Thri-kreen with a more berserker-esque approach which focuses on many quick light attacks and less on anger.
The Thri-kreen are wise, and as such tactical. A Ka’tho will use their spells like *invisibility* or *magic weapon* before engaging. Once engaged, a Ka’tho will either use their attacks on separate foes to attempt to poison multiple targets at once, or will focus their attention on one creature to overwhelm it whilst maximising the chance of paralysis; once paralyzed the Ka’tho will attempt to finish off their foe to ensure they do not retaliate later.
Obviously the Thri-kreen work well in any Dark Sun setting, but could also be reflavoured as any insectoid race. If your campaign world does not use psionics, these could be seen as racial spells like the duergar or drow.
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Today’s Monster is Orizaba.
I like the fey and the feywild, so they become liberally used in my home games. This is my take on a fey I’d consider similar to the dryad and fossegrim but obviously a member of the Winter Court or Unseelie Fey. There is obviously also a little butterfree sleep powder in there too, as I view moths as the kind of creatures that will look into your thoughts, hypnotise you and then stab you in the mind with a shadow blade if need be.
Orizaba are beautiful, kind and delicate… to other Orizaba and a large number of fey, to everything else they are cruel, torturous and unsympathetic. Most adventurers are seen as something to be used and discarded, although some might have skills and talents to impress the Orizaba or at least provide enough entertainment or services to earn their freedom.
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Today’s Monster is Blanderhobb.
This one took a little longer to create than usual, mostly because I couldn’t think of the best way to make it something unique. It started with the pun, and after a bit of a creative void I wondered what would happen to a banderhobb gone wrong, how it would start to feel like it was incomplete. Add in a sprinkling of Eric Olthwaite, and the Blanderhobb was born.
I like the idea that this can be used in an encounter where it isn’t necessarily an enemy, even if it is causing a negative effect for the players. It probably won’t be a problem for murderhobos, but as an NPC the party need to protect it could be beautiful.
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Today’s Monster is Mandragora.
Mandragora ~~is my drag name~~ are corrupted and tainted mandrake roots. Growing to roughly the size of a forest gnome and constructed of muscle-like plant fibers and relentless hate. These plants live to kill and kill to live, they cannot be bargained with but they are extremely useful as spell and potion components if you need a mandrake root with a little extra sadism.
You will always find these creatures in a Bog Hag’s swamp and sometimes randomly out in the wild where a hag has tainted the soil or where mandrake roots were growing too close to something evil. It is not unknown for a hag to disguise themselves as a merchant and sell mandragora as ordinary mandrake roots, due to their false appearance, these sometimes are used in rituals by mistake causing far more chaos than the hag would if she simply attacked travellers. Mandragora ordered to remain completely motionless by a hag will do so, at least for a couple of days.
These are the perfect plants for messing with your alchemists or wizards that would like to build a homunculus.
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Today’s Monster is the Soul Eater.
Soul eaters are native to the abyssal planes where initially they were treated like cockroaches. Stepped on by powerful demons, crushed and discarded. Over time however soul eaters consumed more and more mortal souls and developed their power. Eventually becoming powerful entities in their own right and demanding respect and fear from their abyssal peers.
Soul eaters contain a vortex of souls that is commonly referred to as their soul engine. When a creature’s soul is consumed it is added to this vortex where it is thrown into turmoil and over 24 hours all the uniqueness is extracted from it to power the soul eater’s abilities. After 24 hours the soul becomes indistinguishable from the churning masses and resurrection becomes nigh impossible with the exception of spells like wish. Before 24 hours have passed, killing the soul eater results in the freeing of all trapped souls, allowing spells like resurrection and raise dead to work.
If your high level adventurers need to rescue an important person, this trapped soul mechanic can add another layer of complexity and a timed element to the challenge.
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Today’s Monster is the Bonework Amalgam.
I’ve been enjoying the necromantic arts recently, and my bonegrafters are back with another Bonework creation. The Amalgam is a hyper-offensive zombie that does not care about its own safety, seeking to bite and destroy foes with its almost redundant amount of unnatural weapons.
A bonework amalgam is similar to a zombie in that it is a slow durable hunk of flesh, but it is stronger, it has more limbs to swing and it is driven by a purposeful hate. This hate protects it somewhat from being turned or killed. Bonegrafters have many uses for this aggressive pile of limbs and bone.
There as as many variants of most bonework amalgams as there are bonegrafters, but whilst weapons and shapes change, the amalgams core remains the same… three torsos fused together with fury, bound in blood, strengthened with sinew and filled to the brim with wrath.
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Today’s monster is the Ghour.
As promised, a prize for /u/Coenani for guessing this weeks punday monster.
The Ghour are demon servants and creations of Demon Lord Baphomet. Huge hulking minotaur like demons that can breath the poisonous stench of death and paralyze enemies with its roar, it swings mighty fists, and impales enemies on its horns.
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