I made these up to try and challenge my players and to make things a little more interesting in the surrounding area for a time. Enjoy.
Flaming Hell Glory (spore) -- CR 3(?) (700XP)
AC 12
Size: Large (10ft x 10ft)
speed: 5ft or 10ft (depending on maturity)
HP (5d8+5)
STR 13(+1) DEX 14(+2) CON 13(+1) INT 9(-1) WIS 8(-1) CHA 3(-4) Immune to madness, blinded, deafened, resistant to fire, blindsight 60ft., passive perception 14 single attack
Vine: +4 to Hit, single creature, range 10ft, 1d10+2 damage on a successful hit
Needles: +3 to Hit, single creature, range 30/60ft, 2d6+1 on a successful hit and creature must make a Wisdom DC 10 save, or roll for madness (DMG pg. 259)
When the Flaming Hell Glory (spore) dies, it erupts in a puff of pollen. All creatures within a 10ft. radius must make a Wisdom DC 10 save, or roll for madness.
Flaming Hell Glory (mature) -- CR 7(?) (2,900XP)
AC 14
size: Gargantuan (20ft x 20ft)
speed: 20ft
HP: (10d8+10)
STR 15(+2) DEX 16(+3) CON 15(+2) INT 9(-1) WIS 10(+0) CHA 5(-3) Immune to madness, blinded, deafened, fire. blindsight 120ft, passive perception 15 multiattack- Creature takes 1 needle attack, 2 vine attacks, or attempts to grapple a single creature and stuff them into one of its venus fly trap-esque mouth and chew.
Vine: +5 to Hit, single creature, range 15ft, 3d8+4 damage on a successful hit
Needle: +4 to Hit, single creature, 40/70ft range, 3d4+2 damage on a successful hit and creature must make a Wisdom DC 12 save, or roll for madness (DMG pg. 259)
Chew: +5 to hit, single creature, 1d4 damage. The creature must make an automatic Wisdom DC 14 save for every turn it is inside a mouth.
When the Flaming Hell Glory (mature) dies, it erupts in a puff of pollen. All creatures within a 15ft. radius must make a Wisdom DC 12 save, or roll for madness.
Monsters with Madness
Should you want PCs to battle monsters suffering from madness, have each one roll a Wisdom DC 10 save on each of their turns. On a fail, roll a 1d10 and use the list below.
1- self harm. creature harms itself
2- hallucinations. Creature sees and either flees or attempts to attack something that is not there. Any creature within range of a flailing monster may need to roll a Dex save or be hit with an attack.
3- attempt to flee. Creature attempts to flee from something, real or imagined, and may run into objects, such as trees or walls.
4- Creature attacks the nearest creature, whether friend or foe.
5- Paralyzation. The monster is paralyzed for 1 turn.
6- Creature eats something odd, such as dirt or feces.
7- Stunned. The creature is stunned for 1 turn.
8- Babbling. The creature babbles nonsense for 1 turn.
9- Cuddle. They love on the nearest creature like an affectionate cat that wants to cuddle.
10- Unconscious. The creature falls unconscious for 1 turn.
WARNING: Creatures suffering from madness are much easier to beat. Do not go by the CR ratings for Creatures suffering from madness. An example from a personal campaign: 2 level 3 players and 2 level 4 players had to be challenged with an Ettin and Hill Giant at the same time for it to be a Medium to Difficult battle.
"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
Good point, but anything that can move can bite. Give it a range of 5 ft, it's a fair range. Consider the purple worm's bite attack for rules around being consumed.
"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
yeah, no. I made it the way I did for a reason. It's an automatic WIS save when a creature is in the mouth (a venus fly trap mouth, remember. not something with actual jaws) of a creature with incredibly low speed. That WIS save having a DC of 14 means that they are likely going to be in there a while without getting an action. When they do succeed on the WIS save, they would then have to make a successful STR check to get out. If anyone who uses this wants to change it for their own purposes, that's one thing, but as I designed it, it's a chew attack.
1. I apologize if I came across as rude, mean, or condescending. I presumed that you wanted feedback, not taking into consideration if you actually did. I understand the feeling of showing someone something you're proud of and them telling you what's wrong with it.
2. Clarification: what exactly is the wisdom saving throw in the Chew attack for? A madness effect? It wasn't made clear in the original post.
"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
1. I apologize if I came across as rude, mean, or condescending. I presumed that you wanted feedback, not taking into consideration if you actually did. I understand the feeling of showing someone something you're proud of and them telling you what's wrong with it.
2. Clarification: what exactly is the wisdom saving throw in the Chew attack for? A madness effect? It wasn't made clear in the original post.
I don't mind feedback, but don't always like the way some people give it I guess. And yes. The automatic Wis save is for madness. The inside of those things is mostly pollen.
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I made these up to try and challenge my players and to make things a little more interesting in the surrounding area for a time. Enjoy.
Flaming Hell Glory (spore) -- CR 3(?) (700XP)
AC 12
Size: Large (10ft x 10ft)
speed: 5ft or 10ft (depending on maturity)
HP (5d8+5)
STR 13(+1) DEX 14(+2) CON 13(+1) INT 9(-1) WIS 8(-1) CHA 3(-4)
Immune to madness, blinded, deafened, resistant to fire, blindsight 60ft., passive perception 14
single attack
Vine: +4 to Hit, single creature, range 10ft, 1d10+2 damage on a successful hit
Needles: +3 to Hit, single creature, range 30/60ft, 2d6+1 on a successful hit and creature must make a Wisdom DC 10 save, or roll for madness (DMG pg. 259)
When the Flaming Hell Glory (spore) dies, it erupts in a puff of pollen. All creatures within a 10ft. radius must make a Wisdom DC 10 save, or roll for madness.
Flaming Hell Glory (mature) -- CR 7(?) (2,900XP)
AC 14
size: Gargantuan (20ft x 20ft)
speed: 20ft
HP: (10d8+10)
STR 15(+2) DEX 16(+3) CON 15(+2) INT 9(-1) WIS 10(+0) CHA 5(-3)
Immune to madness, blinded, deafened, fire. blindsight 120ft, passive perception 15
multiattack- Creature takes 1 needle attack, 2 vine attacks, or attempts to grapple a single creature and stuff them into one of its venus fly trap-esque mouth and chew.
Vine: +5 to Hit, single creature, range 15ft, 3d8+4 damage on a successful hit
Needle: +4 to Hit, single creature, 40/70ft range, 3d4+2 damage on a successful hit and creature must make a Wisdom DC 12 save, or roll for madness (DMG pg. 259)
Chew: +5 to hit, single creature, 1d4 damage. The creature must make an automatic Wisdom DC 14 save for every turn it is inside a mouth.
When the Flaming Hell Glory (mature) dies, it erupts in a puff of pollen. All creatures within a 15ft. radius must make a Wisdom DC 12 save, or roll for madness.
Monsters with Madness
Should you want PCs to battle monsters suffering from madness, have each one roll a Wisdom DC 10 save on each of their turns. On a fail, roll a 1d10 and use the list below.
1- self harm. creature harms itself
2- hallucinations. Creature sees and either flees or attempts to attack something that is not there. Any creature within range of a flailing monster may need to roll a Dex save or be hit with an attack.
3- attempt to flee. Creature attempts to flee from something, real or imagined, and may run into objects, such as trees or walls.
4- Creature attacks the nearest creature, whether friend or foe.
5- Paralyzation. The monster is paralyzed for 1 turn.
6- Creature eats something odd, such as dirt or feces.
7- Stunned. The creature is stunned for 1 turn.
8- Babbling. The creature babbles nonsense for 1 turn.
9- Cuddle. They love on the nearest creature like an affectionate cat that wants to cuddle.
10- Unconscious. The creature falls unconscious for 1 turn.
WARNING: Creatures suffering from madness are much easier to beat. Do not go by the CR ratings for Creatures suffering from madness. An example from a personal campaign: 2 level 3 players and 2 level 4 players had to be challenged with an Ettin and Hill Giant at the same time for it to be a Medium to Difficult battle.
Ugly sketch of a spore below.
Chew feels like a special occasion attack. I think a bite attack would work better.
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
Good point, but anything that can move can bite. Give it a range of 5 ft, it's a fair range. Consider the purple worm's bite attack for rules around being consumed.
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
yeah, no. I made it the way I did for a reason. It's an automatic WIS save when a creature is in the mouth (a venus fly trap mouth, remember. not something with actual jaws) of a creature with incredibly low speed. That WIS save having a DC of 14 means that they are likely going to be in there a while without getting an action. When they do succeed on the WIS save, they would then have to make a successful STR check to get out. If anyone who uses this wants to change it for their own purposes, that's one thing, but as I designed it, it's a chew attack.
1. I apologize if I came across as rude, mean, or condescending. I presumed that you wanted feedback, not taking into consideration if you actually did. I understand the feeling of showing someone something you're proud of and them telling you what's wrong with it.
2. Clarification: what exactly is the wisdom saving throw in the Chew attack for? A madness effect? It wasn't made clear in the original post.
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