These subtle creatures have no fixed dwelling, and can make lives difficult wherever they go. Recognizable by their strong smell, they originally hail from high mountain valleys, but have trickled down-hill into the lowlands.
WANDERING MUNSTER Medium ooze, unaligned Armour Class 8 Hit Points 30 (4d8 + 12) Speed 10ft. Str 16 (+3); Dex 6 (-2); Con 17 (+3); Int 1 (-5); Wis 8 (-1); Cha 7 (-2) Skills Survival +1 Damage Resistances acid; piercing from nonmagical weapons Damage Immunities bludgeoning Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Damage Vulnerabilities fire, slashing Senses blindsight 10ft. (blind beyond this radius) Languages - Challenge 1 (200 XP) Osmotic Feeding. At the start of the wandering munster's turn, any creature grappled by it takes 10 (3d6) bludgeoning damage. The wandering munster's current and maximum hit points are increased by half the amount of damage taken. Pungent. Creatures that can smell the wandering munster within 60 feet have disadvantage on any Wisdom checks due to the overpowering smell. Soft. The wandering munster can move through a space as small as 4 inches without squeezing. ACTIONS Absorb. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). This subspecies of Mimic is able to disguise itself as a leather-bound book, able to be opened and for some of its various parchmentlike gills to be turned, but within its middle, it hides a lashing pseudopod which can immobilize a target by wrapping around their face and head. It can then exude an acid to digest its victim over time while they suffocate. Although they are ambush predators, they lack the self-control of full mimics, and sometimes launch an attack at an inopportune time.
FAUXLIO Small monstrosity (shapechanger), neutral Armour Class 12 (natural armour) Hit Points 13 (2d8+4) Speed 10ft. Str 13 (+1); Dex 7 (-2); Con 14 (+2); Int 5 (-3); Wis 11 (+0); Cha 7 (-2) Skills Stealth +0 Damage Immunities Acid Senses Darkvision 30ft., passive Perception 10 Languages - Challenge Rating 1 (200 XP) Shapechanger. The fauxlio can use its action to change its shape into a book-shaped object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. False Appearance (Object form only). While the fauxlio remains motionless, it is indistinguishable from an ordinary book. If it is being inspected, a target can make an Intelligence (Investigation) check against the fauxlio's passive disguise DC of 12. Grappler. The fauxlio has advantage on attack rolls against any creatures grappled by it, or holding it in object form. Actions Pseudopod. Melee weapon attack: +3 to hit, reach 0ft., one target; Hit: 3 (1d4+1) bludgeoning damage) and if the target is Large or smaller, it is grappled by the fauxlio (escape DC 11). Ability checks to escape this grapple have disadvantage. Digest. If the fauxlio begins its turn grappling a target, the target takes 7 (2d6) acid damage and must succeed on a Constitution saving throw (DC 11) or begin suffocating immediately. Also posted on Game Masters Stash on 15 July 2021. DM: "You see a warehouse in the distance."
Player: "Is that like a werewolf, but instead of a wolf, it turns into a house?" DM *frantically writing down stats* "It is now." - i_amJeremy (@dr5bludgeoning on Twitter) Well write frantically no more, for I now present statistics for this creature! Werehouses are distantly related to Mimics, and it is whispered that the first Werehouse was a man cursed by a powerful deity for their temerity in asking for more storage space in their village. He was transformed into a wooden building, and on the full moon, his power awoke, transforming him into a bloodthirsty walking abomination- the very first Werehouse. Centuries later, Werehouses have reproduced by some unknown means, and are now a stable race of their own. Their hunger is terrible and insatiable, their mercy nonexistent. When they awake, they grow many taloned limbs, and can prowl the streets and leap upon their prey. Although they can transform during the rest of the month, they only do so rarely, to save themselves from destruction. Werehouse Gargantuan monstrosity (shapechanger), chaotic evil Armour Class 18 (natural armour) Hit Points 125 (10d20+20) Speed 10ft. Str 14 (+2); Dex 6 (-2); Con 14 (+2); Int 6 (-2); Wis 13 (+1); Cha 7 (-2) Skills Athletics +6, Stealth +2 Damage Resistances Bludgeoning, Piercing, and Slashing damage from weapons Senses Darkvision 60ft., tremorsense 20ft., passive Perception 11 Languages Common, as well as the language of the streets Challenge 10 (5,900 XP) Shapechanger. The werehouse can use its action to transform into an odd-looking ordinary house, or back into its true form, which is a monstrous house-creature hybrid. Its statistics, other than its size, are the same in each form. Any decorations on the outside of the werehouse are preserved, but actual furniture or objects placed within the werehouse are often damaged. Curiously, Mimics are unharmed by Werehouses- perhaps they recognize a kindred spirit, or perhaps their link is deeper thanimagined previously. It reverts to its true form if it dies. False Appearance (House form only). While the Werehouse remains motionless in house form, it has a +10 bonus on Stealth checks to appear as a normal house. If someone is not looking for it particularly, it seems to be an ordinary-looking building with some curious angles or features. Grappler. The Werehouse has advantage on attack rolls against any creature grappled to it. The Werehouse is immune to the Grappled condition, even while it is grappling another creature. Only if another Gargantuan creature grapples or is grappled by the Werehouse is it subject to the condition. Pounce. If the Werehouse has moved at least 10 feet straight toward an opponent and then hits it with a bite attack, that target has disadvantage on the Strength saving throw against being grappled. Actions Multiattack. The Werehouse can make two talon attacks against different opponents, and one bite attack. Talon. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 8 (2d6+1) slashing damage, and the target must make a Strength saving throw (DC 13) or become Grappled. Bite. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 12 (3d6+1) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is Restrained. Variant: Liquidation Werehouse It is whispered that some Werehouses are even filled with acid, and that once someone has been fed into their open doormouth, it is swiftly digested and turned into biological swill. These rarer Liquidation Werehouses are only seen briefly, and seem to flit from town to town quickly. A liquidation werehouse has a Challenge rating of 11 (7,200XP), and the following traits. Digestion. A target who becomes restrained by a liquidation werehouse takes an additional 11 (3d6) acid damage per round. Acid Spray (Recharge 5-6). The liquidation werehouse exhales acid in a 30-foot cone. Each creature in this cone must make a DC 13 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half damage on a successful one. The liquidation werehouse's digestion trait does not function until the start of its next round. Also posted on Game Masters Stash on 9 April 2021. The mage Emorn The Hilarious crafted this as a prank when commissioned to forge a suit of plate armour for a young knight. The knight's family were aghast at the joke, but the young knight, without better protection, donned the bizarre armour and competed in the tournament.
Although his appearance drew confusion and laughter, the flexibility of the magically-hardened ceramic plates allowed him to avoid blow that might have felled him otherwise, and he placed second in the tournament, and won glory and renown, as well as enough money to go to a reputable wizard for armour. Nevertheless, Emorn's prank was told for many years through the knight's family, and the suit of armour is still displayed as a warning to be careful what you ask for. Emorn's Plate Shirt Magic armour, unique, requires attunement This enchanted shirt is nearly unbreakable, and grants an Armour Class of 16 + Dex modifier (max +2). Although its appearance is notable, it does not draw disadvantage on stealth checks, except any made to blend into a crowd. Also posted on Game Masters Stash on 5 August 2020. Gatekeepers are hideous monsters which halt entry by visitors or even those who have legitimate business. They began as part of a community, but have become so devoted to stopping entry that they have passed beyond the bounds of death, and interfere even with those who know the proper passcodes.
These creatures originated from religious communities, and then passed on to wizarding schools, and even mundane community groups at times. Many started with good intentions, but hen became so dedicated to the concept of purity in their community that they refused to accept change, even their own death. No matter the type of group, if there is at least one Gatekeeper, which makes it difficult for new people to join them. Gatekeepers lurk around the fringes of a community, often taking up positions where they can exercise their fell power. Gatekeepers can often suppress their monstrous nature in order to pass as an ordinary member of the community for a short time. Statistics: Gatekeepers are Lawful Evil undead creatures, with about 4 Hit Dice. They can use Open/Close and Command as spell-like abilities at will, and maintain an Alarm spell constantly around the area they protect. Gatekeepers are entirely devoted to keeping 'undesirables' out of their communities. They will confront those 'lurking' in their domain and quiz them to make sure they have the 'right' qualities and knowledge, often commanding those they confront to answer their Knowledge skill tests. The secret is that although they can seem unpleasant, Gatekeepers have little real power to actually stop those who need to pass through or join the community, and end up as gargoyle-like protection on the outside of the community anyway. Also posted on Game Masters Stash on 4 April 2019. These vile horrors are believed to be some sort of atavistic throwback to a long-dead insectile race. Nevertheless, they present a murderous and alien threat, despite being few in number.
These creatures are a little larger than human size, about eight feet tall, but they are hunched and slumped, usually with their wing-claws wrapped around them. When they unfurl and stand up straight, they generally reach a massive size, and terrify their prey. They are usually silent, but emit a strong smell of formic acid, which can be overwhelming when close to them. The underside of their bodies are covered in hundreds of long, sharp claws, and their head features several bulbous eyes and a vicious-looking proboscis. These creatures are secretive and seem to be driving some kind of hidden agenda, but no sage has yet been able to divine their purpose. Statistics: Reticentipedes are 12HD Aberrations, with equivalent spellcasting as a sorcerer, usually choosing Enchantment spells. They often choose to grapple an opponent, taking no penalty for spellcasting while doing do, and can insert their vile proboscis into a target they are grappling, causing a large amount of damage as they siphon life-force directly from the target, and causing a paralyzing poison to immobilize them. The physical revulsion caused in most humanoids on seeing them forces a Will save (DC 15) in order to avoid being sickened for the next 1d3 rounds. How you can use Reticentipedes in your game: • Tracking the course of one of these secretive monsters will be difficult- they possess humanlike intelligence as well as sorcery, and will rarely leave evidence. Those who have even seen them are likely to be disgusted, horrified, and traumatized. • A Writhe of Reticentipedes is, oddly, less likely to be cautious, trusting their own alien intelligence and power to overwhelm most challenges. They might leave some clues as to their own nature in whatever forsaken place they claim as their nest. • A sage who wishes to study these monsters might hire skilled adventurers, perhaps even telling them what they suspect the PCs will come up against. But does this Alienist have hidden motives of their own? (Originally posted on Game Masters Stash on 28 February 2019) These curiously-shaped arrows contain a baleful yellow energy crackling within them. They are offered with a sign saying “clearance- Arrers of Foe Slayin”, at an incredibly cheap price (25-50gp per arrow, with a discount for the bundle). However, the confusion arises from “faux (or pretend) slaying”, rather than “foe slaying”. The merchant is ignorant of their origin, only saying that he “bought them off the wizard what came through town last week. Said ‘is apprentice made ‘em, and they was gar-on-teed.” Statistics: +1 arrow, any foe struck must make a Fortitude save (DC 13) or fall into a deep coma (as per the Sleep spell, and in addition they are visibly covered in bloody splatters). The condition is only distinguishable from actual death with a Heal check (DC 15), which will notice that the blood is insubstantial, and the target’s chest rises and falls slowly. How you can use Arrows of Faux Slaying in your game: • Plentiful enemies equipped with these can make capture of PCs much easier. • An enemy thought to be slain with one of these may not be as dead as thought. • An assassination takes place publicly, and the target is hauled away by some conveniently-close clerics. When the real clerics turn up, however, players might get a clue that everything is not as it seemed... (Originally posted on Game Masters Stash on 20 January 2019) Categories All Suggested level: low-mid (3rd-6th) This bell rings in the presence of disease, warning the wielder of danger. A slight greenish mist emanates from the bell as it rings. When held and within 30 feet of a source of disease, it rings. Depending on the danger of the disease (based on the save DC), it rings more loudly. Note: While these are often used by priests to warn of disease in a patient, or check to see if a water source of infected, a beplagued zombie or other undead creature carrying one of these bells in an area with low visibility could make for a truly harrowing encounter. (Originally posted on Game Masters Stash on 14 August 2018) Categories All Suggested level: medium (6th-8th) This utility item was made by a local Druid who misunderstood the requested purpose. It functions as a +1 light mace, and can extinguish any fires it touches, as a Quench spell. The local noble who requested it was expecting a rod to find additional sources of water, so he angrily turned it down and requested a refund. The Druid then sold it on the open market, finding others who definitely wanted that purpose. (Originally posted on Game Masters Stash on 12 August 2018) Categories All Suggested level: low (2nd-4th) This shield bears the livery of the Duke of Osher. His yellow and black stripes are known through the lands, and are a warning to enemies, and to remind his own soldiers to be wary. It is said that these stripes mark safety, and are greeted with enthusiastic cheers when they are seen by the populace. Those who bear these shields feel constantly ready for action and able to avoid accidents. Statistics: +1 heavy shield, and bearers gain a +2 bonus on Initiative rolls, and on Reflex saves against trap effects. (Originally posted on Game Masters Stash on 5 August 2018) Categories All Recommended Level: low-middle (7th-8th) This hideous weapon built by a cabal of necromancers for their undead champion is fearful to behold and to be confronted by. The weapon itself is animated by powerful magics, and seeks out living flesh to burrow within it. Statistics: +2 Wounding exotic weapon with base damage 1d6, critical 20/x3. This weapon has flexible reach from 5 to 20 feet, and grants a +4 bonus on Disarm attempts. As a Wounding weapon, this inflicts 1 point of Constitution damage per hit, and restores 5 hit points to the wielder (as a negative energy-based effect, an undead wielder is not damaged by this healing). (Originally posted on Game Masters Stash on 18 June 2018) Categories All This helmet was forged for clerics of the Faith to wear in times where they were forced to lead in battle. It protects the face and head, as well as marking the wearer’s rank. It is heavily enchanted to empower specific battle spells. If the wearer casts Sanctuary, the spell’s save DC is increased by +4. In addition, if the wearer casts Prayer, the spell’s area is doubled in radius. The wearer receives a +1 sacred bonus to AC while the helmet is worn, which increases to +5 sacred bonus to AC when an enemy attempts to confirm a critical hit. Rejected title: “Mitre makes Righter”. (Originally posted on Game Masters Stash on 5 May 2018) Categories All These mundane magical items were invented by an apprentice wizard on a study binge, late one night. They are tiny, yellowed, scraps of an enchanted book, shredded into pieces, each about 3 inches by 3 inches. Using a minor transmutation, these scraps adhere to whatever surface they are attached to, unless they are deliberately removed. They grant a +1 bonus on relevant Knowledge checks to recall details, and can be used when researching or studying a particular object, creature, or phenomenon in place. The formula for creating these has now been spread to many other apprentices, and even more experienced mages are now seen to use them in studies or meeting-rooms. People often buy them in big blocks, initially adhered to each other. (Originally posted on Game Masters Stash on 22 April 2018) Categories All |
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