Patreon Request Monsters Part 1/2 | New Monsters for Fifth Edition (BroadSword Preview)

In July, I offered up free monster requests to all my patrons which would appear in BroadSword Monthly #2. And boy did they deliver!

Here are those monsters.


If you’d like to see your requests made by DMDave, join up as a patron. It’s only $3 to become a member and there’s always a special theme each month (for August, it’s alien races).


Animated Bear Trap

Requested by Jose P.

An animated beartrap works similar to a real bear trap, waiting in hiding for creatures to step onto it. Once sprung, it attacks with animal-like ferocity.

Animated Bear Trap

Small construct, unaligned


Armor Class 19 (natural armor)

Hit Points 27 (6d6 + 6)

Speed 5 ft., fly 30 ft. (hover)


Abilities Str 16 (+3), Dex 11 (+0), Con 13 (+1), Int 1 (-5), Wis 5 (-3), Cha 1 (-5)


Skills Stealth +2

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7

Languages

Challenge 1/2 (100 XP)


Antimagic Susceptibility. The bear trap is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the bear trap must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

False Appearance. While the bear trap remains motionless and isn’t flying, it is indistinguishable from a normal bear trap.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC 13). Each time a creature fails its attempt to free itself the animated bear trap’s grapple, it takes 1 piercing damage.

 

Cult Changed One

Requested by Mauricio C.

Cultists who worship horrible aberrations often undergo horrible transformations–sometimes willing, sometimes not so much–to better reflect their dark gods’ whims. Almost always, the transformation drives the cultist mad.

Cult Changed One

Medium aberration, any non-good alignment


Armor Class 13 (natural armor)

Hit Points 65 (10d8 + 20)

Speed 30 ft., swim 30 ft.


Abilities Str 19 (+4), Dex 14 (+2), Con 15 (+2), Int 5 (-3), Wis 6 (-2), Cha 5 (-3)


Saving Throws Wis +0

Damage Resistances acid, poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 8

Languages understands Common but can’t speak

Challenge 3 (700 XP)


Aberrant Blood. A creature that touches the changed one or hits it with a melee attack while within 5 feet of it must make a DC 12 Constitution saving throw or become diseased. The disease has no effect for 1 hour and can be removed by any magic that cures disease. After 1 hour, the diseased creature’s Charisma and Wisdom scores are reduced by 1d4 as it becomes deformed and loses its sanity. The diseased creature must use its action before moving on each of its turns to make a melee attack against a creature other than itself.  After the disease’s effects set in, the disease can be removed only by a lesser restoration spell or similar magic. The creature’s Charisma and Wisdom scores are restored after its disease is cured.

Amphibious. The changed one can breathe air and water.

Reckless. At the start of its turn, the changed one can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.


Actions

Multiattack. The changed one makes two tentacle attacks.

Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it must make a DC 12 Constitution saving throw or be affected by the changed one’s Aberrant Blood trait (described above).

 

Desjardin

Requested by Nicholas D.

The desjardin lives underground. Its slimy, dark exterior allows it to blend almost seamlessly into the darkness. The desjardin has no eyes. Instead, it relies on its powerful sense of smell. Once it finds its prey, it uses its long, mosquito-like proboscis to drain the organs and bones from its victims.

Desjardin

Large aberration, chaotic evil


Armor Class 15 (natural armor)

Hit Points 120 (16d10 + 32)

Speed 15 ft., swim 40 ft.


Abilities Str 18 (+4), Dex 13 (+1), Con 15 (+2), Int 7 (-1), Wis 10 (+0), Cha 5 (-3)


Skills Perception +6, Stealth +7

Conditioned Immunities blinded

Senses blindsight 60 ft., passive Perception 14

Languages Deep Speech

Challenge 6 (2,300 XP)


Amphibious. The desjardin can breathe air and water.

Blind Sense. The desjardin can’t use its blindsight while it is unable to smell.

Keen Smell. The desjardin has advantage on Wisdom (Perception) checks that rel on smell.

Shadow Stealth. While in dim light or darkness, the cuelred can take the Hide action as a bonus action.


Actions

Proboscis. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the desjardin attaches to the target. While attached, the desjardin doesn’t attack. Instead, at the start of each of the desjardin’s turns, the target takes 36 (8d8) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken due to its organs being drained. The reduction lasts until a greater restoration spell or similar magic is cast on the target. The target dies if this effect reduces its hit point maximum to 0.

The desjardin can detach itself by spending 5 feet of its movement. It does so after it reduces a creature’s hit points to 0. A creature, including the target, can use its action to detach the desjardin.

 

Elemental, Apocalypse

Requested by Nathaniel W.

An apocalypse elemental is a living explosion. Highly radioactive, simply being in the presence of such a creature is extremely dangerous.

Elemental, Apocalypse

Large elemental, neutral


Armor Class 14

Hit Points 152 (16d10 + 64)

Speed 50 ft.


Abilities Str 10 (+0), Dex 19 (+4), Con 18 (+4), Int 7 (-2), Wis 10 (+0), Cha 8 (-1)


Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities fire, poison, radiant

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 10

Languages Ignan

Challenge 9 (5,000 XP)


Aura of Radiation. Any creature that ends its turn within 60 feet of the elemental takes 5 radiant damage and must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. Elementals and celestials ignore this effect.

Blinding Illumination. The elemental sheds bright light in a 60-foot radius and dim light in an additional 60-feet. If a creature starts is turns within 120-feet of the elemental and can see the elemental, it must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute.

A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it has disadvantage on attack rolls against the elemental until the start of its next turn. If the creature looks at the elemental in the meantime, it must immediately make the saving throw.

A creature blinded by this effect makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

This trait dispels any darkness within 60 feet of the elemental that was created by a spell.

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage plus 5 (1d10) radiant damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage plus 5 (1d10) radiant damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.


Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) fire damage plus 14 (4d6) radiant damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

 

Infiltrator Demon

Requested by Darion N.

When a demon summoning attempt goes wrong, the blood component of the spell takes on partial sentience of the demon, appearing as a small, red ooze. The ooze can possess the summoner, usually attacking while the summoner is asleep, entering through any available orifice. Once it takes over the summoner, the summoner undergoes a transformation.

Inflitratrator Demon Template

A humanoid can become an infiltrator demon. It keeps its statistics, except as follow.

Type. The infiltrator demon’s type is fiend (demon, shapechanger), and it loses any of its tags.

Alignment. The demon’s alignment is chaotic evil.

Armor Class (Demon Form Only). While in its demon form, the demon’s AC is 15 (natural armor).

Speed (Demon Form Only). The demon’s speed is 40 ft. and it gains a climb speed of 40 ft.

Abilities Scores. The demon’s Strength, Dexterity, Constitution, and Charisma scores increase by 3.

Skills. The demon gains proficiency with the Perception skill.

Damage Immunities and Resistances. The demon gains resistance to cold, fire, and lightning, as well as to bludgeoning, piercing, and slashing from nonmagical attacks. The demon is immune to poison and the poisoned condition.

Senses. The demon gains truesight 60 ft.

New Trait: Shapechanger. The demon can use its action to polymorph into a Large demonic beast or back into its true form, which is humanoid. Its statistics, other than its AC and speed, 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.

New Trait: Spider Climb (Demon Form Only). The demon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Multiattack (Demon Form Only). As an action, the demon makes two attacks with its claws.

Attacks (Demon Form Only). In addition to its normal attacks, the demon can use its claws to make unarmed strikes. On a hit, an unarmed strike deals slashing damage equal to 2d6 + the demon’s Strength or Dexterity modifier (demon’s choice). If the target is a creature, it must succeed on a Constitution saving throw with a DC equal to 8 + the demon’s proficiency bonus + the demon’s Constitution modifier or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time the demon hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target received magical healing.

Sample Infiltrator Demon

Here the infiltrator demon template has been applied to a cult fanatic.

Infiltrator Demon Cult Fanatic

Medium fiend (demon, shapechanger), chaotic evil


Armor Class 13 (leather armor), 15 (natural armor) in demon form

Hit Points 39 (6d8 + 12)

Speed 30 ft., (40 ft., climb 40 ft., in demon form)


Abilities Str 14 (+2), Dex 17 (+3), Con 15 (+2), Int 10 (+0), Wis 13 (+1), Cha 17 (+3)


Skills Deception +5, Perception +3, Persuasion +5, Religion +2

Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison, necrotic

Condition Immunities poisoned

Senses truesight 60 ft., passive Perception 13

Challenge 4 (1,100 XP)


Shapechanger. The demon can use its action to polymorph into a Large demonic beast or back into its true form, which is humanoid. Its statistics, other than its AC and speed, 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.

Dark Devotion. The demon has advantage on saving throws against being charmed or frightened.

Spider Climb (Demon Form Only). The demon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Spellcasting. The demon is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The demon has the following cleric spells prepared:

  • Cantrips (at will): light, sacred flame, thaumaturgy
  • 1st level (4 slots): command, inflict wounds, shield of faith
  • 2nd level (3 slots): hold person, spiritual weapon

Actions

Multiattack. The demon makes two melee attacks.

Claws (Demon Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time the demon hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target received magical healing.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., or range 20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.

 

Tulpa, Shadow

Requested by Keith T.

A shadow tulpa is an undead creature that projects the illusions of those that can see it with their greatest fear. It then feeds on the fears of its victims, absorbing their sentience.

Undead Nature. The shadow tulpa does not require air, food, drink, or water.

Tulpa, Shadow

Medium undead (shapechanger), chaotic evil


Armor Class 13

Hit Points 55 (10d8 + 10)

Speed 30 ft.


Abilities Str 1 (-5), Dex 17 (+3), Con 12 (+1), Int 5 (-3), Wis 7 (-2), Cha 16 (+3)


Skills Stealth +5 (+7 in dim light or darkness)

Damage Vulnerabilities radiant

Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities necrotic, poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 60 ft., passive Perception 8

Languages

Challenge 3 (700 XP)


Incorporeal Movement. The tulpa can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Shadow Stealth. While in dim light or darkness, the tulpa can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the tulpa has disadvantage on attack rolls, ability checks, and saving throws.


Actions

Sentience Drain. Ranged Spell Attack: +5 to hit, range 30 ft., one creature that is frightened of the tulpa. Hit: 17 (4d6 + 3) necrotic damage, and the target’s Wisdom score is reduced by 1d4. The target becomes paralyzed and falls unconscious if this reduces its Wisdom score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Fearful Form. The shadow tulpa magically detects the fears of one creature within 30 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the tulpa can use its bonus action to assume the form of the creature’s fear.

If the target creature starts its turn within 30 feet of the tulpa in its fearful form and it can see the tulpa, it must make a DC 13 Wisdom saving throw. On a failed saving throw, the creature drops whatever it is holding and becomes frightened for the duration.

While frightened by this tulpa’s Fearful Form, a creature must take the Dash action and move away from the tulpa by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have a line of sight of the tulpa, the creature makes a Wisdom saving throw. On a successful save, the effect ends for a creature. A creature who succeeds on its saving throw or the effect ends for it is immune to the tulpa’s Fearful Form for 24 hours.

 

BroadSword is Coming!

The first issue of BroadSword Monthly will be out in just a few weeks. Be sure to grab a copy if you haven’t already. Currently, pre-orders get a 10% discount on the cover price.

The book will include 4 new adventures, new campaign settings, new monsters, new magic items, and more!

Get BroadSword #1 now for 10% off the cover price!

 

 

2 thoughts on “Patreon Request Monsters Part 1/2 | New Monsters for Fifth Edition (BroadSword Preview)

  1. They seem to be very nice, though I do have to note that Infiltrator Demon has a mention of adding 6d8 but doesn’t show up anywhere on the sheets themselves.

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