Multiattack. The samuseru makes two attacks in any combination
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 6) piercing damage.
Thagomizer. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 6) bludgeoning damage. if the samuseru rolls a critical hit on this attack, the target must suceed on a DC 13 constitution saving throw or be stunned for 1 round.
Lightning Breath (Recharge 5–6). The samuseru exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 12 (4d6) lightning damage on a failed save, or half as much damage on a successful one
SensesBlindsight 300 ft. (Blind beyond this radius), Passive Perception 14
LanguagesAll but prefers harsher languages such as Deep Speech or Orc. --
CR30 (XP 155,000; PB +9)
Traits
False Appearance. While Syndro remains motionless, it is indistinguishable from a normal suit of Demon Armor.
Ghostly Wrath. As a bonus action, Syndro can project a clone of himself, which shares the exact same statistics except that it has 1 health, has no Legendary Actions, does not have the Ghostly Wrath or Despot traits, has a flat 18 AC, and all its attacks do Psychic damage. The Clones can move through walls and other barriers. He can have up to 10 Shadow Clones.
Menacing Despot. Syndro gains + 1 AC for each clone he has. In addition, any other clone or minion in his presence (i.e. the Beast Minion for the Beast Tamer or the simulacrum from the Simulacrum spell.) has disadvantage on attack rolls.
Shadowy From. Syndro gains +5 AC while in Dim light or darkness: in addition, while in magical darkness, Syndro is immune to all damage except for Radiant.
Echolocational. If Syndro is deafened, he cannot use his Blindsight.
Shadowy Regen. Syndro regains 10 hit points at the start of his turn if he is in dim light or darkness and hasn't taken Radiant damage since the start of his last turn.
Legendary Resistance (4/Day). If Syndro fails a saving throw, he can choose to succeed instead.
Actions
Multiattack. The armor makes a Whirling Blade attack, then two Rends.
Rend. Melee Weapon Attack: + 16 to hit, reach 5 ft. Hit: 2d10 + 7 Slashing damage, and anyone hit by the attack takes a permanent cumulative -1 penalty to their armor class. This only works if the armor they are using is of Very Rare or lower rarity. An item reduced to 0 AC with this is destroyed. This damage can be repaired with Wish, which counts as replicating an 8th level spell or lower.
Whirling Blade. Ranged Weapon Attack. + 16 to hit, 120 ft. Hit: 2d8 + 7 Slashing damage. Syndro can make another Whirling Blade attack if there is a target within 30 ft. of the first target. (e.g. Jim gets hit by Whirling blade. Jill is within 30 ft. of Jim. Syndro can make another attack against her too. Junior, who is 50 ft. away from Jim but 30 ft. away from Suzie, can also be targeted.)
Legendary Actions
Syndro can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Syndro regains spent legendary actions at the start of its turn.
Attack. Syndro makes one Rend attack.
Move. Syndro moves up to his speed.
Project Clone (Costs 2 Actions). Syndro projects a clone of himself.
LanguagesCommon, Draconic, Druidic, Primordial, Sylvan, Telepathy 60 ft.
Challenge15 (13,000 XP)
Proficiency Bonus+5
Traits
Amphibious. The fey can breathe air and water.
Fey Words. Words that they speak can be completely literal if they wish, so long as the words do not effect anyone else, or effect the weather. The words can also establish contracts, even if they effect other people (So long as the contracts do not effect the life for multiple days a week, or their health).
Fearless. They have advantage on all checks against being intimidated or frightened.
Actions
Multiattack. The fey makes two attacks: one with its bite and one with its claws. It can replace the bite with claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d8+4) piercing damage plus 7 (2d4+2) poison damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 8) slashing damage.
Cards (Recharge 5–6). Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 11 (1d4 + 3) slashing damage. The attack hits twice, and each hit has an effect on it. Roll a d20 for the effect
1: Ace: It frightens the target from Ofterosuh with a save DC of 16 (Wisdom)
2: 2: It deals 2d4-2 additional force damage
3: 3: It deals 3d4-3 additional force damage
4: 4: It deals 4d4-4 additional force damage
5: 5: It deals 5d4-5 additional force damage
6: 6: It deals 2d6-6 additional force damage
7: 7: It deals 3d6-6 additional force damage
8: 8: It deals 2d8-6 additional force damage
9: 9: It deals 3d8-6 additional force damage
10: 10: It deals 4d10 additional force damage
11: Ace: It charms the target with a save DC of 16 (Wisdom)
12: Queen: The target is knocked prone until Ofterosuh's next turn
13: King: The damage from this card can only be healed by a long or short rest
14: Joker One: The target is frightened of their allies until the allies succeed on a DC 16 charisma (persuasion) check to convince them not to
15: Joker Two: The target is blinded and deafened until they use an action to succeed on a DC 16 wisdom saving throw
16: Queen: The target is knocked prone until Ofterosuh's next turn
17: King: The damage from this card can only be healed by a long or short rest
18: Queen: The target takes 2d12 necrotic damage
19: King: The target takes 2d12 necrotic damage
20: Ace: It frightens the target from Ofterosuh with a save DC of 16 (Wisdom)
Dreadful spindlyness. Any creature with intelligence knows about the dreadful spindly killer fish although the information regarding it is most likely false, the creature believes it to be true. if asked were they got this information, they will say something along the lines of "I heard it from a friend who heard it from a passing sailor". any creature that has been on a ship for a living fears the dreadful spindly killer fish
Water Breathing. The dreadful spindly killer fish can breathe only underwater.
Dead men tell no tales. whenever the dreadful spindly killer fish attacks a group or people it always leaves one left alive
Legendary immortality. Whenever the dreadful spindly killer fish would be reduced to 0 hit points, it doesn't die or fall unconscious, instead it swims away and disappears, only to show up again, fully healed at some point in the future
Spread legend.Ranged Weapon Attack: +6 to hit, range 5/10 ft., 1 target. Hit: 5 (1d4+1) psychic damage and the target is cursed. whenever the cursed creature is in a tavern or other place with a crowd of people looking for a story, they will tell a highly embellished tale of when the dreadful spindly killer fish attacked them. anyone who hears the story inexplicably fears water for the next year, and for that year the dreadful spindly killer fish will enter its legend form. the curse can be removed by Remove curse or similar magic
Dreadful spindlyness. Any creature with intelligence knows about the dreadful spindly killer fish although the information regarding it is most likely false, the creature believes it to be true. if asked were they got this information, they will say something along the lines of "I heard it from a friend who heard it from a passing sailor". any creature that has been on a ship for a living fears the dreadful spindly killer fish
Amphibious. The Dreadful Spindly Killer Fish can breathe air and water.
Siege Monster. The Dreadful Spindly Killer Fish deals double damage to objects and structures.
Dead men tell no tales. whenever the dreadful spindly killer fish attacks a group or people it always leaves one left alive
Legendary immortality. Whenever the dreadful spindly killer fish would be reduced to 0 hit points, it doesn't die or fall unconscious, instead it swims away and disappears, only to show up again, fully healed at some point in the future
Actions
Multiattack. The Dreadful Spindly Killer Fish makes 2 bite attacks and one tail attack. the fish cannot target the same creature with a bite and tail attack.
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 10) piercing damage plus 14 (1d8 + 10) psychic damage. If the target is a large or smaller creature grappled by the fish, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the fish, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns.
If the fish takes 50 damage or more on a single turn from a creature inside it, the fish must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the fish. If the fish dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tail. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target must succeed on a DC 23 dexterity saving throw or be pushed 30ft away from the fish, landing prone.
Thrash. The fish thrashes in the water, causing massive waves. Any creature within 100ft of the fish must make a DC 23 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one, and be pushed 50ft away.
lemme know if there're any monster statblocks I missed
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes/general of the goose horde/leader of Urat on kingdoms and crowns/holder of the evil storyteller badge of no honor/king of madness/The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
Bonus Actions siphon: it regenerates 1d10 hit points every turn
Reactions Thorn hide: once per round it can stab somebody with its thorns when they attack it and does 2d10 piercing damage in response
Legendary Actions Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Actions Berserker
Mythic Action Name (3 rounds) when the monstrosity reaches half health it stops attacking for three rounds to restore its vitality once it reaches the third round it restores its health and will rush the nearest person in a frenzy to stop this you need to find a relic in the lair of the monstrosity and hit them with it they immediately stop healing and go back to half health
Description The monstrosity of the jungle was created when an ancient civilization started attack to the people who lived in the forest to combat this problem they made the monstrosity but they could not control the monstrosity and it slaughtered its creators before going into the heart of the jungle to hide centuries latter the civilizations that live in the jungle still are terrorized by this monster
Bonus Actions siphon: it regenerates 1d10 hit points every turn
Reactions Thorn hide: once per round it can stab somebody with its thorns when they attack it and does 2d10 piercing damage in response
Legendary Actions Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Actions Berserker
Mythic Action Name (3 rounds) when the monstrosity reaches half health it stops attacking for three rounds to restore its vitality once it reaches the third round it restores its health and will rush the nearest person in a frenzy to stop this you need to find a relic in the lair of the monstrosity and hit them with it they immediately stop healing and go back to half health
Description The monstrosity of the jungle was created when an ancient civilization started attack to the people who lived in the forest to combat this problem they made the monstrosity but they could not control the monstrosity and it slaughtered its creators before going into the heart of the jungle to hide centuries latter the civilizations that live in the jungle still are terrorized by this monster
You might not want to add so many vulnerabilities, or any at all. Usually a monster with lots of vulnerabilities ends up being a lot weaker than the CR rating.
The dreadful spindly killer fish, which I heard of from a friend who got kidnapped by pirates, has a strength score of 40(18+22) when in its legend form.
Rollback Post to RevisionRollBack
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
The dreadful spindly killer fish, which I heard of from a friend who got kidnapped by pirates, has a strength score of 40(18+22) when in its legend form.
i should change that. it was ment to equal 22 when in legend form
Rollback Post to RevisionRollBack
Race: Not Human. that's for sure
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes/general of the goose horde/leader of Urat on kingdoms and crowns/holder of the evil storyteller badge of no honor/king of madness/The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
Multiattack. The samuseru makes two attacks in any combination
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 6) piercing damage.
Thagomizer. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 6) bludgeoning damage. if the samuseru rolls a critical hit on this attack, the target must suceed on a DC 13 constitution saving throw or be stunned for 1 round.
Lightning Breath (Recharge 5–6). The samuseru exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 12 (4d6) lightning damage on a failed save, or half as much damage on a successful one
SensesBlindsight 300 ft. (Blind beyond this radius), Passive Perception 14
LanguagesAll but prefers harsher languages such as Deep Speech or Orc. --
CR30 (XP 155,000; PB +9)
Traits
False Appearance. While Syndro remains motionless, it is indistinguishable from a normal suit of Demon Armor.
Ghostly Wrath. As a bonus action, Syndro can project a clone of himself, which shares the exact same statistics except that it has 1 health, has no Legendary Actions, does not have the Ghostly Wrath or Despot traits, has a flat 18 AC, and all its attacks do Psychic damage. The Clones can move through walls and other barriers. He can have up to 10 Shadow Clones.
Menacing Despot. Syndro gains + 1 AC for each clone he has. In addition, any other clone or minion in his presence (i.e. the Beast Minion for the Beast Tamer or the simulacrum from the Simulacrum spell.) has disadvantage on attack rolls.
Shadowy From. Syndro gains +5 AC while in Dim light or darkness: in addition, while in magical darkness, Syndro is immune to all damage except for Radiant.
Echolocational. If Syndro is deafened, he cannot use his Blindsight.
Shadowy Regen. Syndro regains 10 hit points at the start of his turn if he is in dim light or darkness and hasn't taken Radiant damage since the start of his last turn.
Legendary Resistance (4/Day). If Syndro fails a saving throw, he can choose to succeed instead.
Actions
Multiattack. The armor makes a Whirling Blade attack, then two Rends.
Rend. Melee Weapon Attack: + 16 to hit, reach 5 ft. Hit: 2d10 + 7 Slashing damage, and anyone hit by the attack takes a permanent cumulative -1 penalty to their armor class. This only works if the armor they are using is of Very Rare or lower rarity. An item reduced to 0 AC with this is destroyed. This damage can be repaired with Wish, which counts as replicating an 8th level spell or lower.
Whirling Blade. Ranged Weapon Attack. + 16 to hit, 120 ft. Hit: 2d8 + 7 Slashing damage. Syndro can make another Whirling Blade attack if there is a target within 30 ft. of the first target. (e.g. Jim gets hit by Whirling blade. Jill is within 30 ft. of Jim. Syndro can make another attack against her too. Junior, who is 50 ft. away from Jim but 30 ft. away from Suzie, can also be targeted.)
Legendary Actions
Syndro can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Syndro regains spent legendary actions at the start of its turn.
Attack. Syndro makes one Rend attack.
Move. Syndro moves up to his speed.
Project Clone (Costs 2 Actions). Syndro projects a clone of himself.
LanguagesCommon, Draconic, Druidic, Primordial, Sylvan, Telepathy 60 ft.
Challenge15 (13,000 XP)
Proficiency Bonus+5
Traits
Amphibious. The fey can breathe air and water.
Fey Words. Words that they speak can be completely literal if they wish, so long as the words do not effect anyone else, or effect the weather. The words can also establish contracts, even if they effect other people (So long as the contracts do not effect the life for multiple days a week, or their health).
Fearless. They have advantage on all checks against being intimidated or frightened.
Actions
Multiattack. The fey makes two attacks: one with its bite and one with its claws. It can replace the bite with claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d8+4) piercing damage plus 7 (2d4+2) poison damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 8) slashing damage.
Cards (Recharge 5–6). Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 11 (1d4 + 3) slashing damage. The attack hits twice, and each hit has an effect on it. Roll a d20 for the effect
1: Ace: It frightens the target from Ofterosuh with a save DC of 16 (Wisdom)
2: 2: It deals 2d4-2 additional force damage
3: 3: It deals 3d4-3 additional force damage
4: 4: It deals 4d4-4 additional force damage
5: 5: It deals 5d4-5 additional force damage
6: 6: It deals 2d6-6 additional force damage
7: 7: It deals 3d6-6 additional force damage
8: 8: It deals 2d8-6 additional force damage
9: 9: It deals 3d8-6 additional force damage
10: 10: It deals 4d10 additional force damage
11: Ace: It charms the target with a save DC of 16 (Wisdom)
12: Queen: The target is knocked prone until Ofterosuh's next turn
13: King: The damage from this card can only be healed by a long or short rest
14: Joker One: The target is frightened of their allies until the allies succeed on a DC 16 charisma (persuasion) check to convince them not to
15: Joker Two: The target is blinded and deafened until they use an action to succeed on a DC 16 wisdom saving throw
16: Queen: The target is knocked prone until Ofterosuh's next turn
17: King: The damage from this card can only be healed by a long or short rest
18: Queen: The target takes 2d12 necrotic damage
19: King: The target takes 2d12 necrotic damage
20: Ace: It frightens the target from Ofterosuh with a save DC of 16 (Wisdom)
Dreadful spindlyness. Any creature with intelligence knows about the dreadful spindly killer fish although the information regarding it is most likely false, the creature belives it to be true. if asked were they got this information they will say something along the lines of "I heard it from a friend who heard it from a passing sailor". any creature that has been on a ship for a living fears the dreadful spindly killer fish
Water Breathing. The dreadful spindly killer fish can breathe only underwater.
Dead men tell no tales. whenever The dreadful spindly killer fish attacks a group or people it always leves one left alive
Legendary immortality. Whenever The dreadful spindly killer fish would be reduced to 0 hit points, it dosent die or fall unconcious, insted it swims away and dissappers, only to show up again, fully healed at some point in the future
Legend form. while a creature is afraid of the water due to a cursed victim of The dreadful spindly killer fish, The dreadful spindly killer fish grows to gargantuan adds 27d20 + 189 to its hit point maximum, adds 4 to its strength score, subtracts 2 from its dextrity score, adds 10 to its constitution score, 8 to its wisdom score, 6 to its charisma score, 6 to its armor class, and gains immunity to Lightning, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Actions
Bite.Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) piercing damage plus 10 (1d10+5) psycic damage. Legend form only. +36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the dreadful spindly killer fish can’t bite another target
Swallow (Legend form only). The dreadful spindly killer fish makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the dreadful spindly killer fish, and it takes 56 (16d6) acid damage at the start of each of the dreadful spindly killer fish’s turns.
If the dreadful spindly killer fish takes 60 damage or more on a single turn from a creature inside it, the dreadful spindly killer fish must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the dreadful spindly killer fish. If the dreadful spindly killer fish dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Bonus Actions
Spread legend.Ranged Weapon Attack: +6 to hit, range 5/10 ft., 1 target. Hit: 5 (1d4+1) psycic damage and the target is cursed. whenever the cursed creature is in a tavern or other place with a crowd of people looking for a story, they will tell a highly embellished tale of when the dreadful spindly killer fish attacked them. anyone who hears the story inexplicably fears water for the next year, and for that year the dreadful spindly killer fish will enter its legend form. the curse can be revmoved by Remove curse or similar magic
lemme know if there're any monster statblocks I missed
Could you put who made each one next to the name? I'm just curious as to who made these.
Multiattack. The samuseru makes two attacks in any combination
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 6) piercing damage.
Thagomizer. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 6) bludgeoning damage. if the samuseru rolls a critical hit on this attack, the target must suceed on a DC 13 constitution saving throw or be stunned for 1 round.
Lightning Breath (Recharge 5–6). The samuseru exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 12 (4d6) lightning damage on a failed save, or half as much damage on a successful one
SensesBlindsight 300 ft. (Blind beyond this radius), Passive Perception 14
LanguagesAll but prefers harsher languages such as Deep Speech or Orc. --
CR30 (XP 155,000; PB +9)
Traits
False Appearance. While Syndro remains motionless, it is indistinguishable from a normal suit of Demon Armor.
Ghostly Wrath. As a bonus action, Syndro can project a clone of himself, which shares the exact same statistics except that it has 1 health, has no Legendary Actions, does not have the Ghostly Wrath or Despot traits, has a flat 18 AC, and all its attacks do Psychic damage. The Clones can move through walls and other barriers. He can have up to 10 Shadow Clones.
Menacing Despot. Syndro gains + 1 AC for each clone he has. In addition, any other clone or minion in his presence (i.e. the Beast Minion for the Beast Tamer or the simulacrum from the Simulacrum spell.) has disadvantage on attack rolls.
Shadowy From. Syndro gains +5 AC while in Dim light or darkness: in addition, while in magical darkness, Syndro is immune to all damage except for Radiant.
Echolocational. If Syndro is deafened, he cannot use his Blindsight.
Shadowy Regen. Syndro regains 10 hit points at the start of his turn if he is in dim light or darkness and hasn't taken Radiant damage since the start of his last turn.
Legendary Resistance (4/Day). If Syndro fails a saving throw, he can choose to succeed instead.
Actions
Multiattack. The armor makes a Whirling Blade attack, then two Rends.
Rend. Melee Weapon Attack: + 16 to hit, reach 5 ft. Hit: 2d10 + 7 Slashing damage, and anyone hit by the attack takes a permanent cumulative -1 penalty to their armor class. This only works if the armor they are using is of Very Rare or lower rarity. An item reduced to 0 AC with this is destroyed. This damage can be repaired with Wish, which counts as replicating an 8th level spell or lower.
Whirling Blade. Ranged Weapon Attack. + 16 to hit, 120 ft. Hit: 2d8 + 7 Slashing damage. Syndro can make another Whirling Blade attack if there is a target within 30 ft. of the first target. (e.g. Jim gets hit by Whirling blade. Jill is within 30 ft. of Jim. Syndro can make another attack against her too. Junior, who is 50 ft. away from Jim but 30 ft. away from Suzie, can also be targeted.)
Legendary Actions
Syndro can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Syndro regains spent legendary actions at the start of its turn.
Attack. Syndro makes one Rend attack.
Move. Syndro moves up to his speed.
Project Clone (Costs 2 Actions). Syndro projects a clone of himself.
LanguagesCommon, Draconic, Druidic, Primordial, Sylvan, Telepathy 60 ft.
Challenge15 (13,000 XP)
Proficiency Bonus+5
Traits
Amphibious. The fey can breathe air and water.
Fey Words. Words that they speak can be completely literal if they wish, so long as the words do not effect anyone else, or effect the weather. The words can also establish contracts, even if they effect other people (So long as the contracts do not effect the life for multiple days a week, or their health).
Fearless. They have advantage on all checks against being intimidated or frightened.
Actions
Multiattack. The fey makes two attacks: one with its bite and one with its claws. It can replace the bite with claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d8+4) piercing damage plus 7 (2d4+2) poison damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 8) slashing damage.
Cards (Recharge 5–6). Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 11 (1d4 + 3) slashing damage. The attack hits twice, and each hit has an effect on it. Roll a d20 for the effect
1: Ace: It frightens the target from Ofterosuh with a save DC of 16 (Wisdom)
2: 2: It deals 2d4-2 additional force damage
3: 3: It deals 3d4-3 additional force damage
4: 4: It deals 4d4-4 additional force damage
5: 5: It deals 5d4-5 additional force damage
6: 6: It deals 2d6-6 additional force damage
7: 7: It deals 3d6-6 additional force damage
8: 8: It deals 2d8-6 additional force damage
9: 9: It deals 3d8-6 additional force damage
10: 10: It deals 4d10 additional force damage
11: Ace: It charms the target with a save DC of 16 (Wisdom)
12: Queen: The target is knocked prone until Ofterosuh's next turn
13: King: The damage from this card can only be healed by a long or short rest
14: Joker One: The target is frightened of their allies until the allies succeed on a DC 16 charisma (persuasion) check to convince them not to
15: Joker Two: The target is blinded and deafened until they use an action to succeed on a DC 16 wisdom saving throw
16: Queen: The target is knocked prone until Ofterosuh's next turn
17: King: The damage from this card can only be healed by a long or short rest
18: Queen: The target takes 2d12 necrotic damage
19: King: The target takes 2d12 necrotic damage
20: Ace: It frightens the target from Ofterosuh with a save DC of 16 (Wisdom)
Dreadful spindlyness. Any creature with intelligence knows about the dreadful spindly killer fish although the information regarding it is most likely false, the creature belives it to be true. if asked were they got this information they will say something along the lines of "I heard it from a friend who heard it from a passing sailor". any creature that has been on a ship for a living fears the dreadful spindly killer fish
Water Breathing. The dreadful spindly killer fish can breathe only underwater.
Dead men tell no tales. whenever The dreadful spindly killer fish attacks a group or people it always leves one left alive
Legendary immortality. Whenever The dreadful spindly killer fish would be reduced to 0 hit points, it dosent die or fall unconcious, insted it swims away and dissappers, only to show up again, fully healed at some point in the future
Legend form. while a creature is afraid of the water due to a cursed victim of The dreadful spindly killer fish, The dreadful spindly killer fish grows to gargantuan adds 27d20 + 189 to its hit point maximum, adds 4 to its strength score, subtracts 2 from its dextrity score, adds 10 to its constitution score, 8 to its wisdom score, 6 to its charisma score, 6 to its armor class, and gains immunity to Lightning, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Actions
Bite.Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) piercing damage plus 10 (1d10+5) psycic damage. Legend form only. +36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the dreadful spindly killer fish can’t bite another target
Swallow (Legend form only). The dreadful spindly killer fish makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the dreadful spindly killer fish, and it takes 56 (16d6) acid damage at the start of each of the dreadful spindly killer fish’s turns.
If the dreadful spindly killer fish takes 60 damage or more on a single turn from a creature inside it, the dreadful spindly killer fish must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the dreadful spindly killer fish. If the dreadful spindly killer fish dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Bonus Actions
Spread legend.Ranged Weapon Attack: +6 to hit, range 5/10 ft., 1 target. Hit: 5 (1d4+1) psycic damage and the target is cursed. whenever the cursed creature is in a tavern or other place with a crowd of people looking for a story, they will tell a highly embellished tale of when the dreadful spindly killer fish attacked them. anyone who hears the story inexplicably fears water for the next year, and for that year the dreadful spindly killer fish will enter its legend form. the curse can be revmoved by Remove curse or similar magic
lemme know if there're any monster statblocks I missed
Could you put who made each one next to the name? I'm just curious as to who made these.
sure
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Race: Not Human. that's for sure
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes/general of the goose horde/leader of Urat on kingdoms and crowns/holder of the evil storyteller badge of no honor/king of madness/The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
The dreadful spindly killer fish is really silly I like it. the spread legend has no save, which means it’ll always be in legend form basically, idk if that’s intentional. also it has a +36 to hit in legend form ? it may be better to make a separate statblock for its legendary form
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— δ ψινο • the croc master • hε/hιm δ — “sᴏᴍᴇᴏɴᴇ, ɪ ᴛᴇʟʟ ʏᴏᴜ, ɪɴ ᴀɴᴏᴛʜᴇʀ ᴛɪᴍᴇ ᴡɪʟʟ ʀᴇᴍᴇᴍʙᴇʀ ᴜs.” ——————| EXTENDED SIG |—————— Φ • happily married to • ☁️ℝ𝔼𝔻ℙ𝔼𝕃𝕋☁️ • As vast as the sun, stars, and the sky itself, so is my promise to you • Φ
Bonus Actions siphon: it regenerates 1d10 hit points every turn
Reactions Thorn hide: once per round it can stab somebody with its thorns when they attack it and does 2d10 piercing damage in response
Legendary Actions Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Actions Berserker
Mythic Action Name (3 rounds) when the monstrosity reaches half health it stops attacking for three rounds to restore its vitality once it reaches the third round it restores its health and will rush the nearest person in a frenzy to stop this you need to find a relic in the lair of the monstrosity and hit them with it they immediately stop healing and go back to half health
Description The monstrosity of the jungle was created when an ancient civilization started attack to the people who lived in the forest to combat this problem they made the monstrosity but they could not control the monstrosity and it slaughtered its creators before going into the heart of the jungle to hide centuries latter the civilizations that live in the jungle still are terrorized by this monster
You might not want to add so many vulnerabilities, or any at all. Usually a monster with lots of vulnerabilities ends up being a lot weaker than the CR rating.
It’s fine because it has resistance to all damage plus regeneration that isnt stopped by certain damage
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— δ ψινο • the croc master • hε/hιm δ — “sᴏᴍᴇᴏɴᴇ, ɪ ᴛᴇʟʟ ʏᴏᴜ, ɪɴ ᴀɴᴏᴛʜᴇʀ ᴛɪᴍᴇ ᴡɪʟʟ ʀᴇᴍᴇᴍʙᴇʀ ᴜs.” ——————| EXTENDED SIG |—————— Φ • happily married to • ☁️ℝ𝔼𝔻ℙ𝔼𝕃𝕋☁️ • As vast as the sun, stars, and the sky itself, so is my promise to you • Φ
The dreadful spindly killer fish is really silly I like it. the spread legend has no save, which means it’ll always be in legend form basically, idk if that’s intentional. also it has a +36 to hit in legend form ? it may be better to make a separate statblock for its legendary form
*i was thinking that. the legend form is basically a reskinned kraken, so i might do that. thanks tho, i was cookin' when i made that*
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Race: Not Human. that's for sure
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes/general of the goose horde/leader of Urat on kingdoms and crowns/holder of the evil storyteller badge of no honor/king of madness/The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
Bonus Actions siphon: it regenerates 1d10 hit points every turn
Reactions Thorn hide: once per round it can stab somebody with its thorns when they attack it and does 2d10 piercing damage in response
Legendary Actions Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Actions Berserker
Mythic Action Name (3 rounds) when the monstrosity reaches half health it stops attacking for three rounds to restore its vitality once it reaches the third round it restores its health and will rush the nearest person in a frenzy to stop this you need to find a relic in the lair of the monstrosity and hit them with it they immediately stop healing and go back to half health
Description The monstrosity of the jungle was created when an ancient civilization started attack to the people who lived in the forest to combat this problem they made the monstrosity but they could not control the monstrosity and it slaughtered its creators before going into the heart of the jungle to hide centuries latter the civilizations that live in the jungle still are terrorized by this monster
You might not want to add so many vulnerabilities, or any at all. Usually a monster with lots of vulnerabilities ends up being a lot weaker than the CR rating.
It’s fine because it has resistance to all damage plus regeneration that isnt stopped by certain damage
I see. Sorry to make the conversation about me, but you're good at the balancing stuff, so...
Is Syndro more balanced now? I don't want to release him into the world while he's broken.
HELLO EVERYONE I LOVE HB. Expect a big post on like... Monday where I send wording change suggestions for all these. Its sorta become a normal job with my friends for me to help get wordings both legal and stylistically consistent to 5e rules text
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NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG Lesser Student of Technomancy [undergrad student in computer science] Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews! Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya! Characters (Outdated)
HELLO EVERYONE I LOVE HB. Expect a big post on like... Monday where I send wording change suggestions for all these. Its sorta become a normal job with my friends for me to help get wordings both legal and stylistically consistent to 5e rules text
Looking forward to it! I love (good-natured) criticism! I definitely tried staying faithful to the 5e wording, but I know I might must have missed some.
HELLO EVERYONE I LOVE HB. Expect a big post on like... Monday where I send wording change suggestions for all these. Its sorta become a normal job with my friends for me to help get wordings both legal and stylistically consistent to 5e rules text
Looking forward to it! I love (good-natured) criticism! I definitely tried staying faithful to the 5e wording, but I know I might must have missed some.
Dw, its always good natured! I try to keep it pretty objective and to the point :)) And we all make wording mistakes! I ask some of my friends to do the same for my HB every time cause I know I mess up a lot of it even with how much I read and write lol
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NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG Lesser Student of Technomancy [undergrad student in computer science] Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews! Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya! Characters (Outdated)
I see. Sorry to make the conversation about me, but you're good at the balancing stuff, so...
Is Syndro more balanced now? I don't want to release him into the world while he's broken.
no worries! i dont mind at all, and im happy to give feedback if you want it. imo, it’s still very unbalanced because of 1) the resistance to BPS and immunity to pretty much every spell type damage, which effectively doubles its already very high health to around 1300. The 300 ft blindsight is a lot, even for a blind creature, it ensures that it can never be surprised or hidden from which, combined with its health, makes it really hard to kill (id make the blindsight around 120-200 ft). And while its clones have had a limit set in place, you should probably make them be able to do one attack each, because it can make three clones per turn which then gives an insane boost to its dpr. It has two saving throws, both of which would typically be given to spellcasters, so id recommend instead of CHA/WIS it should be STR/WIS/INT or DEX or something. The armor destruction is really punishing, I’d make it so that the armor becomes mundane. The armor reduction of the armor i’m not entirely positive how it works (is the creature reduce to 0 AC and the armor is destroyed, or if it’s like plate +2 it needs to land 20 hits before it’s destroyed?). The damage output is low, which I’m guessing you did to combat its tankiness, but essentially what this thing can do is summon a bunch of clones and live forever (you never said if the clones die as well if the monster dies) and hack at a party until they lose all of their magic armor and die. Without metagaming, it’s not really possible to know what it’s immune to and what it isn’t, so you’ll have a caster that essentially needs to spend several turns slinging spells at it until it finds something that damages it. By then, it already probably has like 10 clones (which can happen after three/four turns) that are just hacking away at you. Clone summoning as a bonus action is also difficult to counter because it gets to just attack and summon a clone on every single one of its turns with no consequences. Oh, and its clones share all of its resistances so that also makes killing them nearly impossible, you’d need a martial with a lot of attacks solely dedicated to trying to kill all its clones (which, it can fly, not many characters get a fly speed consistently other than from race).
— δ ψινο • the croc master • hε/hιm δ — “sᴏᴍᴇᴏɴᴇ, ɪ ᴛᴇʟʟ ʏᴏᴜ, ɪɴ ᴀɴᴏᴛʜᴇʀ ᴛɪᴍᴇ ᴡɪʟʟ ʀᴇᴍᴇᴍʙᴇʀ ᴜs.” ——————| EXTENDED SIG |—————— Φ • happily married to • ☁️ℝ𝔼𝔻ℙ𝔼𝕃𝕋☁️ • As vast as the sun, stars, and the sky itself, so is my promise to you • Φ
I’d suggest you up its damage, make the clones only able to do one attack each, have all of the clones immunities become resistances and resistances become normal, reduce the clone speed by half, cut down on the HP significantly or remove the resistance to all BPS and give it like three to four immunities while making the rest resistance, and all the stuff i said in the previous post. It’s a cool idea and I like the abilities, the issue is that it’s way too strong numerically, rather than it being a flaw of the design.
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— δ ψινο • the croc master • hε/hιm δ — “sᴏᴍᴇᴏɴᴇ, ɪ ᴛᴇʟʟ ʏᴏᴜ, ɪɴ ᴀɴᴏᴛʜᴇʀ ᴛɪᴍᴇ ᴡɪʟʟ ʀᴇᴍᴇᴍʙᴇʀ ᴜs.” ——————| EXTENDED SIG |—————— Φ • happily married to • ☁️ℝ𝔼𝔻ℙ𝔼𝕃𝕋☁️ • As vast as the sun, stars, and the sky itself, so is my promise to you • Φ
HELLO EVERYONE I LOVE HB. Expect a big post on like... Monday where I send wording change suggestions for all these. Its sorta become a normal job with my friends for me to help get wordings both legal and stylistically consistent to 5e rules text
Looking forward to it! I love (good-natured) criticism! I definitely tried staying faithful to the 5e wording, but I know I might must have missed some.
Dw, its always good natured! I try to keep it pretty objective and to the point :)) And we all make wording mistakes! I ask some of my friends to do the same for my HB every time cause I know I mess up a lot of it even with how much I read and write lol
I'm lazy and don't understand half of how making monsters works so I appreciate anything you fix for me because more than likely I won't notice what's wrong with it
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fellow follower of JEFF!!!! and a fan of botw
Co-cult leader of the cynophobia cult
Archivist of the kingdoms and Crowns thread and the Percy Jackson thread
opportunities don't happen, you create them -Chris Grosser
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you read the title, this is a place for the statblocks of kingdoms and crowns!
Samuseru. ME!
Multiattack. The samuseru makes two attacks in any combination
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 6) piercing damage.
Thagomizer. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 6) bludgeoning damage. if the samuseru rolls a critical hit on this attack, the target must suceed on a DC 13 constitution saving throw or be stunned for 1 round.
Lightning Breath (Recharge 5–6). The samuseru exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 12 (4d6) lightning damage on a failed save, or half as much damage on a successful one
Syndro. Platy
False Appearance. While Syndro remains motionless, it is indistinguishable from a normal suit of Demon Armor.
Ghostly Wrath. As a bonus action, Syndro can project a clone of himself, which shares the exact same statistics except that it has 1 health, has no Legendary Actions, does not have the Ghostly Wrath or Despot traits, has a flat 18 AC, and all its attacks do Psychic damage. The Clones can move through walls and other barriers. He can have up to 10 Shadow Clones.
Menacing Despot. Syndro gains + 1 AC for each clone he has. In addition, any other clone or minion in his presence (i.e. the Beast Minion for the Beast Tamer or the simulacrum from the Simulacrum spell.) has disadvantage on attack rolls.
Shadowy From. Syndro gains +5 AC while in Dim light or darkness: in addition, while in magical darkness, Syndro is immune to all damage except for Radiant.
Echolocational. If Syndro is deafened, he cannot use his Blindsight.
Shadowy Regen. Syndro regains 10 hit points at the start of his turn if he is in dim light or darkness and hasn't taken Radiant damage since the start of his last turn.
Legendary Resistance (4/Day). If Syndro fails a saving throw, he can choose to succeed instead.
Multiattack. The armor makes a Whirling Blade attack, then two Rends.
Rend. Melee Weapon Attack: + 16 to hit, reach 5 ft. Hit: 2d10 + 7 Slashing damage, and anyone hit by the attack takes a permanent cumulative -1 penalty to their armor class. This only works if the armor they are using is of Very Rare or lower rarity. An item reduced to 0 AC with this is destroyed. This damage can be repaired with Wish, which counts as replicating an 8th level spell or lower.
Whirling Blade. Ranged Weapon Attack. + 16 to hit, 120 ft. Hit: 2d8 + 7 Slashing damage. Syndro can make another Whirling Blade attack if there is a target within 30 ft. of the first target. (e.g. Jim gets hit by Whirling blade. Jill is within 30 ft. of Jim. Syndro can make another attack against her too. Junior, who is 50 ft. away from Jim but 30 ft. away from Suzie, can also be targeted.)
Syndro can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Syndro regains spent legendary actions at the start of its turn.
Attack. Syndro makes one Rend attack.
Move. Syndro moves up to his speed.
Project Clone (Costs 2 Actions). Syndro projects a clone of himself.
Ofterosuh. Tarasque
Amphibious. The fey can breathe air and water.
Fey Words. Words that they speak can be completely literal if they wish, so long as the words do not effect anyone else, or effect the weather. The words can also establish contracts, even if they effect other people (So long as the contracts do not effect the life for multiple days a week, or their health).
Fearless. They have advantage on all checks against being intimidated or frightened.
Multiattack. The fey makes two attacks: one with its bite and one with its claws. It can replace the bite with claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d8+4) piercing damage plus 7 (2d4+2) poison damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 8) slashing damage.
Cards (Recharge 5–6). Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 11 (1d4 + 3) slashing damage. The attack hits twice, and each hit has an effect on it. Roll a d20 for the effect
Dreadful Spindly Killer Fish. ME!
Dreadful spindlyness. Any creature with intelligence knows about the dreadful spindly killer fish although the information regarding it is most likely false, the creature believes it to be true. if asked were they got this information, they will say something along the lines of "I heard it from a friend who heard it from a passing sailor". any creature that has been on a ship for a living fears the dreadful spindly killer fish
Water Breathing. The dreadful spindly killer fish can breathe only underwater.
Dead men tell no tales. whenever the dreadful spindly killer fish attacks a group or people it always leaves one left alive
Legendary immortality. Whenever the dreadful spindly killer fish would be reduced to 0 hit points, it doesn't die or fall unconscious, instead it swims away and disappears, only to show up again, fully healed at some point in the future
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) piercing damage plus 10 (1d10+5) psychic damage.
Spread legend. Ranged Weapon Attack: +6 to hit, range 5/10 ft., 1 target. Hit: 5 (1d4+1) psychic damage and the target is cursed. whenever the cursed creature is in a tavern or other place with a crowd of people looking for a story, they will tell a highly embellished tale of when the dreadful spindly killer fish attacked them. anyone who hears the story inexplicably fears water for the next year, and for that year the dreadful spindly killer fish will enter its legend form. the curse can be removed by Remove curse or similar magic
Dreadful spindlyness. Any creature with intelligence knows about the dreadful spindly killer fish although the information regarding it is most likely false, the creature believes it to be true. if asked were they got this information, they will say something along the lines of "I heard it from a friend who heard it from a passing sailor". any creature that has been on a ship for a living fears the dreadful spindly killer fish
Amphibious. The Dreadful Spindly Killer Fish can breathe air and water.
Siege Monster. The Dreadful Spindly Killer Fish deals double damage to objects and structures.
Dead men tell no tales. whenever the dreadful spindly killer fish attacks a group or people it always leaves one left alive
Legendary immortality. Whenever the dreadful spindly killer fish would be reduced to 0 hit points, it doesn't die or fall unconscious, instead it swims away and disappears, only to show up again, fully healed at some point in the future
Multiattack. The Dreadful Spindly Killer Fish makes 2 bite attacks and one tail attack. the fish cannot target the same creature with a bite and tail attack.
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 10) piercing damage plus 14 (1d8 + 10) psychic damage. If the target is a large or smaller creature grappled by the fish, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the fish, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns.
If the fish takes 50 damage or more on a single turn from a creature inside it, the fish must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the fish. If the fish dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tail. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target must succeed on a DC 23 dexterity saving throw or be pushed 30ft away from the fish, landing prone.
Thrash. The fish thrashes in the water, causing massive waves. Any creature within 100ft of the fish must make a DC 23 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one, and be pushed 50ft away.
lemme know if there're any monster statblocks I missed
Race: Not Human. that's for sure
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes/general of the goose horde/leader of Urat on kingdoms and crowns/holder of the evil storyteller badge of no honor/king of madness/The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
Monstrosity of the Jungle
Gargantuan Monstrosity (Elemental), Chaotic Evil
Armor Class 20 natural
Hit Points 300 (30d12)
Speed 40 ft., climb 50 ft., walk 50 ft.
STR
30 (+10)
DEX
24 (+7)
CON
24 (+7)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
Damage Vulnerabilities Fire, Lightning, Necrotic
Damage Resistances Acid, Bludgeoning, Force, Piercing, Radiant, Slashing, Thunder
Damage Immunities Poison
Condition Immunities Exhaustion, Grappled, Incapacitated, Poisoned, Restrained, Unconscious
Senses Passive Perception 5
Languages --
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits
resistant oak: the monstrosity is resistant to all damage forms besides lightning, necrotic, and fire
Actions
Ironwood hammer. the monstrosity swings his fist and hits its enemies with its enormous strength
Action Melee Attack. Melee Weapon Attack: - to hit, reach 10 ft., one target. Hit: 1 (3d12 + 4) [bludgeoning] damage.
Ironwood lance: the monstrosity breaks off a piece of itself and hurls it at its enemies at high speeds
Action Ranged Attack. Ranged Weapon Attack: +1 to hit, range 60/120 ft., 1 target. Hit: 2 (2d12 + 0) [piecring] damage.
Bonus Actions
siphon: it regenerates 1d10 hit points every turn
Reactions
Thorn hide: once per round it can stab somebody with its thorns when they attack it and does 2d10 piercing damage in response
Legendary Actions
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Actions
Berserker
Mythic Action Name (3 rounds) when the monstrosity reaches half health it stops attacking for three rounds to restore its vitality once it reaches the third round it restores its health and will rush the nearest person in a frenzy to stop this you need to find a relic in the lair of the monstrosity and hit them with it they immediately stop healing and go back to half health
Description
The monstrosity of the jungle was created when an ancient civilization started attack to the people who lived in the forest to combat this problem they made the monstrosity but they could not control the monstrosity and it slaughtered its creators before going into the heart of the jungle to hide centuries latter the civilizations that live in the jungle still are terrorized by this monster
fellow follower of JEFF!!!! and a fan of botw
Co-cult leader of the cynophobia cult
Archivist of the kingdoms and Crowns thread and the Percy Jackson thread
opportunities don't happen, you create them -Chris Grosser
You might not want to add so many vulnerabilities, or any at all. Usually a monster with lots of vulnerabilities ends up being a lot weaker than the CR rating.
The Competition of the Finest 'Brews! Voting is open!
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
The dreadful spindly killer fish, which I heard of from a friend who got kidnapped by pirates, has a strength score of 40(18+22) when in its legend form.
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nailmaster, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
01001110 01100101 01110110 01100101 01110010 00100000 01100111 01101111 01101110 01101110 01100001 00100000 01100111 01101001 01110110 01100101 00100000 01111001 01101111 01110101 00100000 01110101 01110000
i should change that. it was ment to equal 22 when in legend form
Race: Not Human. that's for sure
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes/general of the goose horde/leader of Urat on kingdoms and crowns/holder of the evil storyteller badge of no honor/king of madness/The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
Could you put who made each one next to the name? I'm just curious as to who made these.
The Competition of the Finest 'Brews! Voting is open!
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
sure
Race: Not Human. that's for sure
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes/general of the goose horde/leader of Urat on kingdoms and crowns/holder of the evil storyteller badge of no honor/king of madness/The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
The dreadful spindly killer fish is really silly I like it. the spread legend has no save, which means it’ll always be in legend form basically, idk if that’s intentional. also it has a +36 to hit in legend form ? it may be better to make a separate statblock for its legendary form
— δ ψινο • the croc master • hε/hιm δ —
“sᴏᴍᴇᴏɴᴇ, ɪ ᴛᴇʟʟ ʏᴏᴜ, ɪɴ ᴀɴᴏᴛʜᴇʀ ᴛɪᴍᴇ ᴡɪʟʟ ʀᴇᴍᴇᴍʙᴇʀ ᴜs.”
——————| EXTENDED SIG |——————
Φ • happily married to • ☁️ℝ𝔼𝔻ℙ𝔼𝕃𝕋☁️ • As vast as the sun, stars, and the sky itself, so is my promise to you • Φ
It’s fine because it has resistance to all damage plus regeneration that isnt stopped by certain damage
— δ ψινο • the croc master • hε/hιm δ —
“sᴏᴍᴇᴏɴᴇ, ɪ ᴛᴇʟʟ ʏᴏᴜ, ɪɴ ᴀɴᴏᴛʜᴇʀ ᴛɪᴍᴇ ᴡɪʟʟ ʀᴇᴍᴇᴍʙᴇʀ ᴜs.”
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Φ • happily married to • ☁️ℝ𝔼𝔻ℙ𝔼𝕃𝕋☁️ • As vast as the sun, stars, and the sky itself, so is my promise to you • Φ
*i was thinking that. the legend form is basically a reskinned kraken, so i might do that. thanks tho, i was cookin' when i made that*
Race: Not Human. that's for sure
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes/general of the goose horde/leader of Urat on kingdoms and crowns/holder of the evil storyteller badge of no honor/king of madness/The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
I see. Sorry to make the conversation about me, but you're good at the balancing stuff, so...
Is Syndro more balanced now? I don't want to release him into the world while he's broken.
The Competition of the Finest 'Brews! Voting is open!
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
HELLO EVERYONE I LOVE HB. Expect a big post on like... Monday where I send wording change suggestions for all these. Its sorta become a normal job with my friends for me to help get wordings both legal and stylistically consistent to 5e rules text
NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN
Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG
Lesser Student of Technomancy [undergrad student in computer science]
Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews!
Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya!
Characters (Outdated)
Looking forward to it! I love (good-natured) criticism! I definitely tried staying faithful to the 5e wording, but I know I
mightmust have missed some.The Competition of the Finest 'Brews! Voting is open!
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
Dw, its always good natured! I try to keep it pretty objective and to the point :)) And we all make wording mistakes! I ask some of my friends to do the same for my HB every time cause I know I mess up a lot of it even with how much I read and write lol
NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN
Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG
Lesser Student of Technomancy [undergrad student in computer science]
Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews!
Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya!
Characters (Outdated)
no worries! i dont mind at all, and im happy to give feedback if you want it. imo, it’s still very unbalanced because of 1) the resistance to BPS and immunity to pretty much every spell type damage, which effectively doubles its already very high health to around 1300. The 300 ft blindsight is a lot, even for a blind creature, it ensures that it can never be surprised or hidden from which, combined with its health, makes it really hard to kill (id make the blindsight around 120-200 ft). And while its clones have had a limit set in place, you should probably make them be able to do one attack each, because it can make three clones per turn which then gives an insane boost to its dpr. It has two saving throws, both of which would typically be given to spellcasters, so id recommend instead of CHA/WIS it should be STR/WIS/INT or DEX or something. The armor destruction is really punishing, I’d make it so that the armor becomes mundane. The armor reduction of the armor i’m not entirely positive how it works (is the creature reduce to 0 AC and the armor is destroyed, or if it’s like plate +2 it needs to land 20 hits before it’s destroyed?). The damage output is low, which I’m guessing you did to combat its tankiness, but essentially what this thing can do is summon a bunch of clones and live forever (you never said if the clones die as well if the monster dies) and hack at a party until they lose all of their magic armor and die. Without metagaming, it’s not really possible to know what it’s immune to and what it isn’t, so you’ll have a caster that essentially needs to spend several turns slinging spells at it until it finds something that damages it. By then, it already probably has like 10 clones (which can happen after three/four turns) that are just hacking away at you. Clone summoning as a bonus action is also difficult to counter because it gets to just attack and summon a clone on every single one of its turns with no consequences. Oh, and its clones share all of its resistances so that also makes killing them nearly impossible, you’d need a martial with a lot of attacks solely dedicated to trying to kill all its clones (which, it can fly, not many characters get a fly speed consistently other than from race).
— δ ψινο • the croc master • hε/hιm δ —
“sᴏᴍᴇᴏɴᴇ, ɪ ᴛᴇʟʟ ʏᴏᴜ, ɪɴ ᴀɴᴏᴛʜᴇʀ ᴛɪᴍᴇ ᴡɪʟʟ ʀᴇᴍᴇᴍʙᴇʀ ᴜs.”
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Φ • happily married to • ☁️ℝ𝔼𝔻ℙ𝔼𝕃𝕋☁️ • As vast as the sun, stars, and the sky itself, so is my promise to you • Φ
I’d suggest you up its damage, make the clones only able to do one attack each, have all of the clones immunities become resistances and resistances become normal, reduce the clone speed by half, cut down on the HP significantly or remove the resistance to all BPS and give it like three to four immunities while making the rest resistance, and all the stuff i said in the previous post. It’s a cool idea and I like the abilities, the issue is that it’s way too strong numerically, rather than it being a flaw of the design.
— δ ψινο • the croc master • hε/hιm δ —
“sᴏᴍᴇᴏɴᴇ, ɪ ᴛᴇʟʟ ʏᴏᴜ, ɪɴ ᴀɴᴏᴛʜᴇʀ ᴛɪᴍᴇ ᴡɪʟʟ ʀᴇᴍᴇᴍʙᴇʀ ᴜs.”
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Φ • happily married to • ☁️ℝ𝔼𝔻ℙ𝔼𝕃𝕋☁️ • As vast as the sun, stars, and the sky itself, so is my promise to you • Φ
I'm lazy and don't understand half of how making monsters works so I appreciate anything you fix for me because more than likely I won't notice what's wrong with it
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opportunities don't happen, you create them -Chris Grosser