Variable CR: Minimum 2 (450), Average 5 (1800), Maximum 7 (2900). If using XP leveling system the DM may use choose to use the “minimum,” “maximum,” or “average” CR as they feel appropriate for the resulting monster, or they may recalculate the CR based on the specific stats rolled.
Variable Stats: Instead of using the AC, HP, Ability Scores and Modifiers, Saving Throw and Skill modifiers, and Passive Perception listed above, (which are the average stats), the Botched Summon has a variable set of stats depending on the the results of the Amalgamation feature below. For saving throws, skills, and passive perception, use the following calculations instead of the ones above. For AC, and HP, and ability score modifiers, refer to Amalgamation.
Saving Throws CON (CON + 3)
Skills Intimidation CHA + 3
Senses Passive Perception 10 + WIS
Amalgamation. Roll 1d8 on each of five tables below for AC, HP, Physical Stats (STR, DEX, CON), Mental Stats (INT, WIS, CHA), Miscellaneous Features (special senses or speeds, immunities and resistances). The Botched Summon has corresponding stats and abilities in each of those areas. In addition, the Botched Summon has the Actions and Features listed on the sixth table labeled Abilities below of All Five (5) of the previously rolled creature types (you do not roll for the Abilities table). You can roll the same Creature type for multiple tables and each time you roll the Dragon creature type the DM selects a damage type from Fire, Lightning, Poison, Acid, and Cold as an option for their Breath Weapon feature. The Botched Summon has all of the Creature types rolled. Wherever multiple ability modifiers or damage types are divided by a “/” The DM determines which modifier or type is used. The DM may roll on these tables at the start of initiative, or before session to simplify the stat block by listing out the rolled stats and features. The DM may also hand select which stats and features to use in place of rolling.
Immutable Form. The Botched Summon is immune to any spell or effect that would alter its form.
Magic Weapons. The Botched Summon’s weapon attacks are magical.
AC:
|
1 |
Celestial |
19 |
|
2 |
Beast |
12 |
|
3 |
Fey |
13 |
|
4 |
Elemental |
16 |
|
5 |
Fiend |
18 |
|
6 |
Aberration |
15 |
|
7 |
Dragon |
19 |
|
8 |
Undead |
14 |
|
|
Average |
16 |
HP:
|
1. Celestial |
97 |
|
2. Beast |
52 |
|
3. Fey |
44 |
|
4. Elemental |
68 |
|
5. Feind |
59 |
|
6. Aberration |
40 |
|
7. Dragon |
50 |
|
8. Undead |
30 |
|
Average |
55 |
Physical Stats: (STR, DEX, CON)
|
1. Celestial |
3, 5, 3 |
|
2. Beast |
4, 2, 2 |
|
3. Fey |
0, 3, 1 |
|
4. Elemental |
2,4, 3 |
|
5. Fiend |
4, 2, 4 |
|
6. Aberration |
3, 0, 2 |
|
7. Dragon |
4, 2, 3 |
|
8. Undead |
1, 3, 2 |
|
Average |
3, 3, 3 |
Mental Stats: (INT, WIS, CHA)
|
1. Celestial |
4, 5, 4 |
|
2. Beast |
-4, 1, -1 |
|
3. Fey |
1, 2, 3 |
|
4. Elemental |
0, 1, -1 |
|
5. Fiend |
1,1,0 |
|
6 .Aberration |
3, 0, -2 |
|
7. Dragon |
0, 2, 2 |
|
8. Undead |
-3, 0, -1 |
|
Average |
1, 2, 1 |
Misc:
|
1. Celestial |
Truesight 120ft, resistance to radiant dmg. |
|
2. Beast |
Darkvision 60ft, Keen Senses. The summon has advantage on Wisdom (Perception) Checks. |
|
3. Fey |
Swim Speed 60ft, Amphibious. Can breathe both air and water. |
|
4. Elemental |
Immune to grapple, paralyzed, and restrained conditions. |
|
5. Fiend |
Limited Magic Immunity. The summon can’t be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. |
|
6. Aberration |
Immunity to Psychic damage. Darkvision 60ft. |
|
7. Dragon |
Fly speed 60ft. Resistance to the damage types you have selected for your Breath Weapon feature. |
|
8. Undead |
Immunity to Poison damage, and Poison and Frightened conditions. |
Abilities:
|
Celestial |
Action. Constrict. Melee Weapon Attack. + 3 + STR to hit, reach 10 ft., one Medium or smaller creature. Hit. 10 (2d6 + STR) bludgeoning damage, and the target is grappled escape DC 11 +Dex. Until this grapple ends, the target is restrained, and the Botched Summon can't constrict another target. |
|
Beast |
Pounce. If the Botched Summon moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 11 + STR Strength saving throw or be knocked prone. If the target is prone, the Botched Summon can make one melee attack against it as a bonus action. |
|
Fey |
Action. Drowning Kiss (Recharge 5–6). The Botched Summon touches one creature it can see within 5 feet of it. The target must succeed on a DC 11 + CHA Constitution saving throw or take (3d12 + CHA) acid damage. On a failure, it also runs out of breath and can’t speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on itself on a success. |
|
Elemental |
Air Form. The Botched Summon can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch without squeezing. Action. Stinging Dust. One creature of the Botched Summon’s choice inside its space must make a DC 11 + CON Constitution saving throw. On a failed save, the creature takes 10 (3d6) bludgeoning damage and has the blinded condition until the end of its next turn. On a successful save, the creature takes half as much damage only. |
|
Fiend |
Action. Multi Attack. The Botched Summon makes three melee attacks. Alternatively, it can make two ranged attacks. You can replace one of these attacks with the Rotting Claw, Constrict, or Breath Weapon if you have them. |
|
Aberration |
Whispering Aura. At the start of each of the Botched Summon’s turns, each creature within 5 feet of the summon must succeed on a Wisdom saving throw DC 11 + CHA/INT or take 2d6 psychic damage, provided that the Botched Summon isn’t incapacitated. |
|
Dragon |
Action. Breath Weapon. The Botched Summon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw DC 11 + Wis/Int/Cha. A creature takes 2d6 damage of a damage type you selected on a failed save, or half as much damage on a successful one. |
|
Undead |
Festering Aura. Any creature, other than you, that starts its turn within 5 feet of the Botched Summon must succeed on a Constitution saving throw DC 11 + INT/CHA or be poisoned until the start of its next turn. Action. Rotting Claw Melee Weapon Attack. + 3 + INT/WIS/CHA to hit, reach 5 ft., one target. Hit. (1d6 + 3 + DEX). If the target is poisoned, it must succeed on a Constitution saving throw DC 11 + INT/CHA or be paralyzed until the end of its next turn. |
Lash. Melee Weapon Attack: + 3 + DEX/STR to hit, reach 10ft, one target. Hit: (2d8 + STR/DEX) bludgeoning/piercing/slashing damage.
Unstable Burst. Ranged Spell Attack: + 3 + WIS/INT/CHA to hit, range 60/120ft., one target. Hit: (2d8 + WIS/INT/CHA) one of your selected Dragon types/psychic (if Aberration)/ radiant (if Celestial)/necrotic (if Fiend or Undead)/bludgeoning damage.
Description
The Botched Summon is an amalgamation of several potential summoned creatures merged together in a failed conjuration. This may be a spell or ritual that has just been attempted and gone awry, or one that occurred long ago, its twisted nature preventing it from being dismissed by its caster. The DM determines the physical characteristics of the creature based on the types rolled for each stat. The DM may choose to use the listed monster as a baseline for these characteristics or may supply any appropriate for the creature type.
|
1. Celestial (Coutal) |
|
2. Beast (Saber-Toothed Tiger) |
|
3. Fey (Nereid) |
|
4. Elemental (Dust Hulk) |
|
5. Fiend (Zakya Rakshasa) |
|
6. Aberration (Aberrant Spirit: Star Spawn) |
|
7. Dragon (Draconic Spirit: Chromatic or Metallic) |
|
8. Undead (Undead Spirit: Putrid) |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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1/28/2024 11:08:40 PM
|
8
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1
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Coming Soon
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