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Omerian Echo: Vindanda Playable Race | New Player Option for Dungeons & Dragons Fifth Edition

The following details are part of the Omerian Echo campaign setting that will be released at the end of the first quarter of 2019 on Patreon. For more details, check out the Omerian Echo entries here on the site.

Playtest Content

The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game.

Constructive feedback is welcome and appreciated in either comments or social media. If you can give me a valid reason with examples why something is off, 9/10 I’m likely to make changes to the content and credit you for doing so. Otherwise, feedback without anything to back it up gets ignored (or at most a smile emoji like this 🙂 ) Thanks!

Design Notes

Pretty quick notes on this one. Basically, Vindandas are genasi, except genasi aren’t part of the Fifth Edition SRD, hence the reskin and change. Resistance to falling damage shouldn’t be that huge of a deal (there are races that start with resistance to fire, after all, which probably comes up a lot more), and instead of the “hold your breath forever” power of genasi, vindandas aren’t required to breathe at all.

Vindandas (Half-Elementals)

Ancient enemies of the örn, the vindandas are half-elemental beings tied to elemental air. Once Old Omeria shattered, consumed by the Banevoid, the harsh winds and vacuum of the solid world’s absence empowered these genie-kin.

Much like the cloud and storm giants, the vindandan High Cities stay aloft thanks to internal magic and not through the presence of Sparker Engines. Their cities are sights to behold, massive motes shimmering with azure crystals.

The vindandas are a proud and haughty race who see all the Ascended races—giants included—as trespassers in their realm. They are at the heart of the slave trade, as well, seeing it as humanity’s penance for the destruction of Old Omeria. In fact, the vindandas call it The Thousand Year Service, a suggestion that humans won’t know true freedom until they’ve served the other Ascended for a millennium to account for their ancestor’s mistakes.

Vindanda Traits

Your vindanda character has the following traits.

Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.

Age. Vindanda mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 150 years.

Alignment. Stubborn and self-reliant, vindanda tend towards a neutral alignment.

Size. Vindanda came in a wide variety thanks to their half-humanoid heritage, but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size Medium.

Speed. Your base walking speed is 30 feet.

Anaerobic. You do not breathe, therefore, you do not require air.

Light as a Feather. You have resistance to falling damage.

Languages. You can speak, read, and write Common and Vindandan. Vindandan is a soft language utilizing a lot of breathy words.

 

Omerian Echo Campaign Setting: Only on Patreon!

The vindandas are included in the Omerian Echo campaign setting that I’m developing for Patreon. I expect the material to be released sometime in late March (just before The Forsaken Peak Kickstarter commences).

Patrons of the Silver Club or higher get the material for FREE. Plus, all Patrons get every other PDF made for the site, including monthly collections (usually 40+ pages of content). They also get to vote in all Patron-only polls, swag, printed copies of the books, access to workshops, and top-priority requests. The best part? It only starts at $3!

“$3 for 100+ pages of monthly content? Dave, that’s cheaper than a burrito!”

Yep, sure is! So what the hell are you waiting for?

BONUS: this race will be included in the January 2019 collected works, titled EVIL, available on Patreon at ALL levels.

Check out DMDave’s Patreon today!

Art by Simon Goinard.

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Snow Para-elementals | Monsters for Dungeons & Dragons Fifth Edition

At the point where the Elemental Plane of Water borders the Plane of Air is a cold, wet environment known as the Para-Elemental Plane of Ice. There one can find ice mephits, yetis, remorhazes, frost giants, and white dragons. This is also the home of the large and peaceful snow para-elementals.

Nicknamed “snowmen” by those who come across them, these gentle giants roam the tall mountains that border air and earth. They are the natural enemies of remorhazes and frost giants who also lay claim to the tall, wind-swept peaks.

On the rare ocassion that one is summoned to the prime material, it does not last long. If it is exposed to any amount of sunlight, it immediately begins to melt, leaving behind nothing more than a pool of chilly water.

Elemental Nature. The para-elemental doesn’t require air, food, drink, or sleep.

Snow Para-elemental

Huge elemental, neutral


Armor Class 14 (natural armor)

Hit Points 168 (16d12 + 80)

Speed 30 ft. (60 ft. when rolling, 120 ft. rolling downhill)


Abilities Str 23 (+6), Dex 9 (-1), Con 20 (+5), Int 5 (-3), Wis 10 (+0), Cha 7 (-2)


Damage Vulnerabilities fire

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold, poison

Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious

Senses darkvision 60 ft., passive Perception 10

Languages Aquan, Auran

Challenge 10 (5,900 XP)


False Appearance. While the para-elemental remains motionless, it is indistinguishable from a pile of snow.

Sunlight Hypersensitivity. The para-elemental takes 20 acid damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.


Actions

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Engulf. The para-elemental rolls up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the para-elemental enters a creature’s space, the creature must make a DC 18 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the para-elemental. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature’s space and the creature takes 21 (6d6) cold damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 21 (6d6) cold damage at the start of each of the para-elemental’s turns. When the para-elemental moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make DC 18 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the para-elemental.

 

Thanks for reading!

I’m continuing my (new) holiday tradition of creating monsters that align with whatever is happening. If you haven’t already seen them, be sure to check out the Gobble-lin and The Black Friday Horde.

See you next time!

Art by Jakub Casper.

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Mudmen for Dungeons & Dragons Fifth Edition

Mudmen are formed in pools of mud where enchanted rivers (even mildly enchanted ones, such as a stream eroding a magical structure) collect and evaporate and concentrate the dweomer. Because they are creatures of magic, mudmen are sometimes called dweomerlings. Mudmen are unintelligent life forces with but one goal – to protect their pools against intruders.

When aroused into a physical form, mudmen take on the appearance of animated mud in a stocky humanoid shape, about 4’ tall. Their coloration varies between a dirty brown and tar black. They have four thick fingers on each hand. Their legs stay submerged within the pool and are not usually visible. Their eyes are pools of jet black shadow.

Mudmen have two states: rest and activity, the latter of which solely involves killing intruders. A mudman’s pool varies in size between 20 and 200 feet in diameter. Such pools are often found near waterfalls.

Errata:

  • 10/11/2018: changed the wording on the mud walk trait and gave it immunity to acid damage.

Mudman

Small elemental, neutral


Armor Class 9 (natural armor)

Hit Points  24 (7d6)

Speed 20 ft


Abilities Str 15 (+2), Dex 7 (-2), Con 11 (+0), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)


Damage Vulnerabilities thunder

Damage Immunities acid, poison; bludgeoning, piercing, slashing from nonmagical attacks

Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious

Senses darkvision 60 ft.

Languages

Challenge 1/8 (25 XP)


False Appearance. While the mudman remains motionless, it is indistinguishable from an ordinary mound of mud.

Mud Walker. The mudman ignores movement restrictions caused by mud.


Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

Mud Fling. Ranged Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage. If the target is a creature, it must make a DC 12 Strength saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

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The mudman will be included as a Dungeons & Dragons Fifth Edition entry in a new book I’m working on for DMsguild.com titled, simply, CR 1/8.

It will be available for free download and reading until the book is published (probably by the end of this week). Note: not the final artwork.

If you like the mudman’s stat block, then get the word out by sharing it. Click one of the buttons below.

Thanks so much and see you next time!

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Phi Na for Dungeons & Dragons Fifth Edition

The phi na is a malevolent ball of sentient water that floats under and above the surfaces of lakes, lagoons, and ponds. When animals (or humanoids) come close to the surface, the phi na swims up to its prey and engulfs the creature’s head (or entire body, if it’s small enough), and attempts to drown it.

It’s not known why the phi na do this since they do not seem to gain anything from killing a living creature. Perhaps they simply enjoy ending life.

Phi Na

Small elemental, chaotic evil


Armor Class 13 (natural armor)

Hit Points 14 (4d6)

Speed 0 ft., swim 60 ft., fly 15 ft. (hover)


Abilities Str 7 (-2), Dex 13 (+1), Con 10 (+0), Int 5 (-3), Wis 10 (+0), Cha 8 (-1)


Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

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

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10

Languages Aquan

Challenge 1/8 (25 XP)


Damage Transfer. While engulfing a creature, the phi na takes only half the damage dealt to it (rounded down), and that creature takes the other half.

Invisible in Water. The phi na is invisible while fully immersed in water.


Actions

Engulf. The phi na moves up to its speed. While doing so, it can enter a Large or smaller creature’s space. Whenever the phi na enters a creature’s space, the creature must make a DC 11 Dexterity saving throw. On a successful save, the phi na is pushed 5 feet back or to the side of the target. On a failed save, the phi na enters the creature’s space, and the creature takes 3 (1d6) bludgeoning damage, takes one level of exhaustion, and is engulfed. The engulfed creature can’t breathe unless it can breathe water and takes 3 (1d6) bludgeoning damage at the start of each of the phi na’s turns. If the target is Large, Medium, or Small, the phi na can’t move while it is engulfing the creature, and if the creature moves, the phi na moves with it. If the engulfed creature is Tiny, the creature is restrained, and when the phi na moves the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 11 Strength check. On a success, the creature escapes and the phi na is pushed to a space within 5 feet of the creature if its size is Large, Medium, or Small, or the engulfed creature enters a space of its choice within 5 feet of the phi na if its size is Tiny.

 

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The phi na will be included as a Dungeons & Dragons Fifth Edition entry in a new book I’m working on for DMsguild.com titled, simply, CR 1/8.

It will be available for free download and reading until the book is published (probably by the end of this week).

If you like the phi na’s stat block, then get the word out by sharing it. Click one of the buttons below.

Thanks so much and see you next time!

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Hurricane Wing Butterflies for Dungeons & Dragons Fifth Edition

There is an old saying that the flutter of a butterfly’s wings on one side of the world can lead to a series of events that creates a hurricane on the other side of the world. The hurricane wing butterfly may be living proof of that concept.

Hailing from the Elemental Plane of Air, the tiny hurricane wing butterfly is a mostly-benevolent creature. However, when pressed, the butterfly defends itself with a powerful gust of wind from its wings.

Wizards, collectors, and cultists of elemental evil air try to capture hurricane wing butterflies to reap the benefits of their raw elemental power. Of course, that’s easier said than done. Nevertheless, the payoff is worth it: a live hurricane wing butterfly can sell for as much as 500 gp in the right market.

Butterfly, Hurricane Wing

Tiny elemental, unaligned


Armor Class 13

Hit Points 3 (1d4 + 1)

Speed 0 ft., fly 60 ft.


Abilities Str 1 (-5), Dex 17 (+3), Con 13 (+1), Int 2 (-4), Wis 12 (+1), Cha 7 (-2)


Damage Resistances lightning, thunder

Senses passive Perception 11

Languages

Challenge 1/8 (25 XP)


Wind Funnel. The natural whirlwind surrounding the butterfly protects it from arrows and other missiles. All ranged attacks targeting the butterfly are made at disadvantage.


Actions

Wind Blast. The butterfly beats its wings. Each creature within 10 feet of the butterfly must succeed on a DC 11 Strength saving throw or take 4 (1d8) bludgeoning damage and be knocked prone. The butterfly can then fly up to half its flying speed.

 

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The hurricane wing butterfly will be included as a Dungeons & Dragons Fifth Edition entry in a new book I’m working on for DMsguild.com titled, simply, CR 1/8.

It will be available for free download and reading until the book is published (probably by the end of this week).

If you like the hurricane wing butterfly’s stat block, then get the word out by sharing it. Click one of the buttons below.

Thanks so much and see you next time!

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Flamefish for Dungeons & Dragons Fifth Edition

Leaping from the lava pools in the Sea of Fire on the Elemental Plane of Fire, one can sometimes catch a glimpse of a flamefish. These tiny elementals are composed of pure fire. Unlike normal fish that live in water, flamefish do not need to stay within lava or fire, although they do prefer it. Flamefish can fly anywhere where the weather is dry and warm and precipitation is low.

Flamefish feed on ash and use their tiny bites to convert organic material for consumption. While a single flame fish poses very little threat, schools of flame fish can be quite dangerous, especially if they find a way to escape to the Prime Material Plane.

Flamefish

Tiny elemental, unaligned


Armor Class 13

Hit Points 1 (1d4 – 1)

Speed 0 ft., fly 40 ft. (hover)


Abilities Str 2 (-4), Dex 16 (+3), Con 9 (-1), Int 1 (-5), Wis 7 (-2), Cha 2 (-4)


Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities fire, poison

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

Senses darkvision 60 ft., passive Perception 8

Languages

Challenge 1/8 (25 XP)


Fire Form. The flamefish can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the flamefish or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage. In addition, the flamefish 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 2 (1d4) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 2 (1d4) fire damage at the start of each of its turns.

Illumination. The flame fish sheds bright light in a 5-foot radius and dim light in an additional 5 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 fire 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 2 (1d4) fire damage at the start of each of its turns.

 

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The flame fish will be included as a Dungeons & Dragons Fifth Edition entry in a new book I’m working on for DMsguild.com titled, simply, CR 1/8.

It will be available for free download and reading until the book is published (probably by the end of this week).

If you like the flame fish’s stat block, then get the word out by sharing it. Click one of the buttons below.

Thanks so much and see you next time!

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3 Clay Golem Support Monsters for Dungeons & Dragons 5e: Alchemical Golems, Acid Mephits, and Three-Armed Goblins

Earlier today, while I was waiting to pick Jack up from school, I was flipping through the Fifth Edition Monster Manual looking for some monster inspiration. I landed on the clay golem, which are pretty cool and a little underused, I think.

Sure, they’re probably the second weakest of the MM golems (just behind the flesh golem), but they have some cool abilities.

  1. Haste. Clay golems can use this as an action and, as Keith Ammann points out, probably will use this whenever it’s available to them.
  2. Acid absorption. When hit with acid damage, it heals for the same hit points the acid damage would’ve dealt.

I like to create creative combinations for monsters like this, because when I see something like “acid absorption” it says to me “duh, pair them with acid monsters.”

Clay golems are basically brutes, too. Even though their haste power gives them extra AC and bonuses on Dex, it’s still a brute. It just becomes a harder-to-kill brute.

So the clay golem is going to need some quicker support, too.

Monster Manual support monsters for clay golems.

What monsters in the Monster Manual have acid attacks (not including the ones that swallow)? Well, not very many, unfortunately.

Here are the ones I found:

  • Ankheg: 30′ x 5′ line that deals 3d6 acid damage (DC 13 Dexterity save). However, they aren’t immune to acid themselves and aren’t very bright, being giant ants.
  • Black Dragons: Ancients do a 90′ x 10′ line, adults 60′ x 5′, young 30′ x 5′, and wyrmlings with 15′ x 5′. The breath weapons deal 5d8 to 15d8 acid damage, with Dex saves ranging from DC 11 to 22. Wyrmlings are a good choice, as they’ve got good flight and Dexterity themselves and are immune to their own attack.
  • Copper Dragons: their range is nearly the same as black dragons, although slightly weaker with damage. Thematically, this one is a bit of stretch since these guys tend to be chaotic good.
  • Oozes: Nearly all of the oozes do acid based attacks. Black puddings deal 4d8 on a pseudopod hit and have a corrosive form that deals 1d8 to anything that touches it. Gelatinous cubes have a pseudopod attack that does 3d6 acid damage. Plus, they can engulf prey and do round by round acid damage of 6d6. Gray oozes hit for 2d6 acid damage, and finally, ochre jellies do 1d6 acid damage when they hit. The trouble with oozes is that they’re super dumb. And all of these attacks are 5 ft. reach stuff, so it’s weird to think of them purposely going for something that isn’t food.

Kind of a limited selection, right? Of those four, the black dragons make the most sense since they swing towards evil, are smart, and can fly.

Easily customizable options

Here are some options you can create fairly easily:

Half-black dragon creatures that can move fast.

Doing some basic homebrewing, you could also create a half-black dragon humanoid that deals acid damage which would make sense. Something that’s good at keeping distance like a goblin with its Nimble Escape or something that can fly (winged kobold or even a kobold sorcerer make the most sense thematically) are good ideas for this.

Spellcasters with acid-based spells.

There’s also mages and spellcasters that can cast Melf’s acid arrow or acid splash.

Acid splash is fun because it’s only a cantrip that requires a Dexterity saving throw and it can hit two targets for 1d6 damage. This works great because a lot of your melee folks that are going to be 1v1’ing the clay golem are probably going to have lousy Dexterity saves. Just keep hitting both the melee combatant and the golem (having it fail on purpose) and it’s like two birds with one acidic stone! Acid splash has a decent range on it, too, of 60 feet, which can help keep your squishy guys out of reach.

Melf’s isn’t nearly as good since it only affects one target, so unless you’ve got somebody blowing second level spell slots to heal a golem (which would be dumb), it doesn’t make nearly as much sense to use it.

Intelligent monsters armed with flasks of acid.

This would be a lot cooler if the acid splashed into an area, but unfortunately, it’s ranged attack only. Still, it’s not the worst idea ever.

Acid traps and obstacles.

Finally, creating a room full of acid traps would be fun. Imagine vats or pools of acid all around and a golem that can easily walk through them? Meanwhile, the PCs have to carefully walk (or jump!) to avoid falling into the acid themselves.

Maybe really make it a pain in the ass with terrain that doesn’t stand still!

3 New Monsters to Support Clay Golems

Of course, this blog wouldn’t be what it is if I didn’t create monsters to accompany clay golems.

Alchemical Golem

Referencing the third edition Monster Manual, there was a pretty cool golem variant called an alchemical golem. From the text:

The body of an alchemical golem is composed of a single tough, transparent membrane in the shape of a humanoid, with the face usually mimicking the appearance of its creator. Inside the membrane is a swirling collection of toxic, oily chemicals, which merge and separate at random, and give the creature life. An alchemical golem wears no clothing and has no possessions. Despite the membrane that keeps the ingredients inside, the golem gives off a faint, acrid smell.

Basically, they’re a human-shaped bag of hazardous materials, ie toxic waste golems. But what’s cool about them is that they have an acid breath weapon that’s a 15-foot cone! Plus, touching them causes acid damage, too. And since I’m a mean DM, I’m going to make them corrode armor, as well. Muahaha!

Clay golem to alchemical golem: “DID WE JUST BECOME BEST FRIENDS? YUP!”

Acid Mephit

The Swamp of Oblivion lies between the mud hills of the Plane of Earth and the silt flats of the Plane of Water. While there are many oozes that call this dank region home, there are also bizarre, nasty, little elementals composed of caustic materials known as acid mephits that live there, too.

Oxies

There’s a strange offshoot of goblins that live in the Underdark called oxies. For whatever reason, the oxies are immune to acid damage; because of this they frequently work closely with black dragons around pools of caustic substances. Oxies are short, hairless creatures with deep olive skin and an extra arm growing from their backs. Oh, and they hate elves so much, it puts them in a frenzy whenever they see one.

 

alchemical-golem

Alchemical Golem

Large construct, unaligned


Armor Class 16 (natural armor)

Hit Points 126 (12d10 + 60)

Speed 20 ft.


Abilities Str 23 (+6), Dex 12 (+1), Con 20 (+5), Int 3 (-4), Wis 10 (+0), Cha 1 (-5)


Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 120 ft., passive Perception 10

Languages understands the languages of its creator but can’t speak

Challenge 9 (5,000 XP)


Berserk. Whenever the golem starts its turn with 70 hit points or fewer, roll a d6. On a 6, the golem goes berzerk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with a preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Corrosive Form. A creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 3 (1d6) acid damage. Any nonmagical piercing or slashing weapon made of metal that hits the golem corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition that deals piercing or slashing damage and is made of metal that hits the golem is destroyed after dealing damage.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem’s weapon attacks are magical.


Actions

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) acid damage.

Acid Breath (Recharge 5-6). The golem exhales caustic acid in a 15-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 17 (5d6) acid damage on a failed save. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to half. On a successful save, the target takes half damage and its armor isn’t affected.

 

acid-mephit

 

Acid Mephit

Small elemental, neutral evil


Armor Class 11

Hit Points 22 (5d6 + 5)

Speed 30 ft., fly 30 ft., swim 30 ft.


Abilities Str 7 (-2), Dex 12 (+1), Con 12 (+1), Int 10 (+0), Wis 11 (+0), Cha 8 (-1)


Damage Immunities acid, poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 10

Languages Aquan, Terran

Challenge 1/2 (50 XP)


Death Burst. When the mephit dies, it pops with a splash of acid. Each creature within 5-feet of the mephit must succeed on a DC 11 Dexterity saving throw or take 4 (1d8) acid damage.

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary pool of acid.


Actions

Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning damage plus 2 (1d4) acid damage.

Acid Breath (Recharge 6). The mephit exhales a 15-foot cone of acid. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.

 

oxy

Oxy

Small humanoid (goblinoid), neutral evil


Armor Class 12

Hit Points 13 (3d6 + 3)

Speed 30 ft.


Abilities Str 7 (-2), Dex 14 (+2), Con 12 (+1), Int 8 (-1), Wis 8 (-1), Cha 8 (-1)


Skills Stealth +6

Damage Immunities acid

Senses darkvision 120 ft., passive Perception 9

Languages Goblin, Undercommon

Challenge 1/2 (100 XP)


Elven Hatred. The oxy has advantage on attack rolls against all elves. If the oxy makes an attack against an elf on its turn, attack rolls against it have advantage until the start of its next turn.

Evasion. If the oxy is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the oxy instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.


Actions

Multiattack. The oxy makes three dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

 

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Next, I just need to build my acid trap room so I can plug in some of these baddies. Definitely thinking about doing an acid vat room with narrow, rocking catwalks, and either the kobold sorcerers armed with acid splash or the acid mephits.

If you like the monsters you found here, be sure to share them on social media to help get the word out. It only takes a minute and it’s much appreciated.

See you next time!

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4 Elemental Huggies for Fifth Edition Dungeons and Dragons

Just recently, I created 4 new monsters to support ogres. One of the fun ones that I cooked up was a Small elemental called a huggy.

What is a huggy?

A huggy is a small elemental driven by a compulsion to, well… hug things! As it “hugs” creatures, the huggy converts their organic matter into elemental energy which it feeds upon. However, some creatures don’t seem to mind this exchange as it gives the targeted creature elemental powers similar to those of the huggy that’s hugging it.

Huggies are fiercely jealous beings, especially of other huggies. Two huggies in the same area will inevitably get into a fight with each other. And if it’s two huggies of different elemental types, they will attack each other violently.

Many craft Elementalist wizards employ huggies to pair with their more “expendable” creatures, especially dim-witted beasts, ogres, or giants that can last longer with a huggy attached to it than most other creatures. If they can avoid the huggies’ hugs themselves, that is!

 

flame-huggy

Flame Huggy

Small elemental, neutral


Armor Class 13

Hit Points 18 (4d6 +4)

Speed 40 ft.


Abilities Str 7 (-2), Dex 17 (+3), Con 12 (+1), Int 6 (-2), Wis 10 (+0), Cha 7 (-2)


Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities fire, poison

Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious

Senses darkvision 60 ft., passive Perception 10

Languages Ignan

Challenge 1/2 (100 XP)


Heated Body. A creature that touches the huggy or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Illumination. The huggy sheds bright light in a 20-foot radius and dim light in a 40-foot radius.

Water Susceptibility. For every 5 feet the huggy moves in 1 foot or more of water, it takes 2 (1d4) cold damage.


Actions

Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) fire 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.

Hug. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 2 (1d4) necrotic damage and the huggy attaches to the target. While attached, the huggy doesn’t attack.  Instead, at the start of each of the huggy’s turns, the target takes 2 (1d4) necrotic damage and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0, disintegrating into a pile of ashes. In addition, if the target is a Large or smaller creature it bursts into flames and changes into a fire elemental. The target remains this way as long as the huggy is attached. Elementals, undead, and constructs are not affected.

As a fire elemental, the target’s type changes to elemental. It gains damage resistances to bludgeoning, piercing, and slashing from nonmagical weapons, damage immunities to fire and poison, as well as condition immunities to exhaustion, paralyzed, petrified, poisoned, and unconscious. The target sheds bright light in a 20-foot radius and dim light in a 40-foot radius and the target has a heated body, which causes any creature that touches the target or hits it with a melee attack to take 1d10 fire damage. Also, the target is susceptible to water; for every 5 feet the target moves in 1 foot or more of water, it takes 1d4 cold damage. All of the target’s melee attacks deal an additional 1d6 fire damage.

The huggy can detach itself from the target by spending 5 feet of its movement, at which point the target reverts back to normal.

 

rock-huggy

Rock Huggy

Small elemental, neutral


Armor Class 15 (natural armor)

Hit Points 26 (4d6 +12)

Speed 20 ft., burrow 20 ft.


Abilities Str 16 (+3), Dex 8 (-1), Con 16 (+3), Int 5 (-3), Wis 10 (+0), Cha 5 (-3)


Damage Vulnerabilities thunder

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious

Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10

Languages Terran

Challenge 1 (200 XP)


Earth Glide The huggy can burrow through nonmagical unworked earth and stone. While doing so, the huggy doesn’t disturb the material it moves through.


Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage.

Hug. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 2 (1d4) necrotic damage and the huggy attaches to the target. While attached, the huggy doesn’t attack.  Instead, at the start of each of the huggy’s turns, the target takes 2 (1d4) necrotic damage and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0, crumbling into dust. In addition, if the target is a Large or smaller creature, the target turns into an earth elemental. The target remains this way as long as the huggy is attached. Elementals, undead, and constructs are not affected.

As an earth elemental, the target’s type changes to elemental. Its Strength and Constitution score increases by 5 and its Dexterity score decreases by 2. The target gains damage vulnerability to thunder, damage resistances to bludgeoning, piercing, and slashing from nonmagical weapons, and damage immunity to poison. The target also gains condition immunities to exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious. In addition, the target gains a burrow speed of 30 feet unless it already has a burrow speed that’s equal or higher. While burrowing, it can pass through nonmagical earth and stone without disturbing the material it moves through.

The huggy can detach itself from the target by spending 5 feet of its movement, at which point the target reverts back to normal.

 

water-huggy

Water Huggy

Small elemental, neutral


Armor Class 13 (natural armor)

Hit Points 18 (4d6 +4)

Speed 30 ft., swim 60 ft.


Abilities Str 14 (+2), Dex 14 (+2), Con 12 (+1), Int 5 (-3), Wis 10 (+0), Cha 8 (-1)


Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

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

Senses darkvision 60 ft., passive Perception 10

Languages Aquan

Challenge 1/2 (100 XP)


Water Form. The huggy can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the huggy takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn


Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage.

Hug. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 (1d4) necrotic damage and the huggy attaches to the target. While attached, the huggy doesn’t attack.  Instead, at the start of each of the huggy’s turns, the target takes 2 (1d4) necrotic damage and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0, dissolving into a puddle of water. In addition, if the target is a Large or smaller creature, it turns into liquid and changes into a water elemental. The target remains this way as long as the huggy is attached. Elementals, undead, and constructs are not affected.

As a water elemental, the target’s type changes to elemental. It gains damage resistance to acid and bludgeoning, piercing, and slashing from nonmagical weapons, plus damage immunity to poison, as well as condition immunities to exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious. The target has a water form that allows it to enter a hostile creature’s space and stop there, and it can move through a space as narrow as 1 inch wide without squeezing. If the creature takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its turn. In addition, the target gains a swim speed of 90 feet unless it already has a swim speed that’s equal or higher, and it can breathe underwater.

The huggy can detach itself from the target by spending 5 feet of its movement, at which point the target reverts back to normal.

 

air-huggy

Wind Huggy

Small elemental, neutral


Armor Class 15

Hit Points 18 (4d6 +4)

Speed 30 ft., fly 60 ft. (hover)


Abilities Str 10 (+0), Dex 20 (+5), Con 12 (+1), Int 6 (-2), Wis 10 (+0), Cha 6 (-2)


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

Damage Immunities poison

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

Senses darkvision 60 ft., passive Perception 10

Languages Auran

Challenge 1 (200 XP)


Air Form. The huggy can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.


Actions

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) bludgeoning damage.

Hug. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 2 (1d4) necrotic damage and the huggy attaches to the target. While attached, the huggy doesn’t attack.  Instead, at the start of each of the huggy’s turns, the target takes 2 (1d4) necrotic damage and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0, vaporizing into nothing. In addition, if the target is a Large or smaller creature, its physical form dissipates and it turns into an air elemental. The target remains this way as long as the huggy is attached. Elementals, undead, and constructs are not affected.

As an air elemental, the target’s type changes to elemental and its Dexterity score increases by 5. It gains damage resistance to lightning, thunder, and bludgeoning, piercing, and slashing from nonmagical weapons, plus damage immunity to poison, as well as condition immunities to exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious. The target has a wind form that allows it to enter a hostile creature’s space and stop there, and it can move through a space as narrow as 1 inch wide without squeezing. In addition, the target gains a fly speed of 90 feet (hover) unless it already has a fly speed that’s equal or higher.

The huggy can detach itself from the target by spending 5 feet of its movement, at which point the target reverts back to normal.

 

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Be sure to check out Keith Amman’s article on elemental tactics, too! It’ll give you a good idea of how to use elementals effectively in combat.

As usual, all of the monsters here are free for you to use in your personal Dungeons & Dragons Fifth Edition campaigns. Just not commercially!

Art by: unknown.

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3 Support Monsters for Treants in 5e D&D: Squirrelfolk, Owl Wizards, and Wind Friends

Errata:

  • 9/26/2018: I realize I forgot to give the scurry knight its Parry reaction.

I was just reading Keith Ammann’s treant tactics over on his blog (and loved it of course), and started thinking about some cool support for treants.

After all, treants are huge brutes of the “I’ma gun clobber you” variety. They have one ranged attack, but as Keith points out, that’s a move that they’ll save for when they’re really ticked off at you. Plus, the DPS isn’t nearly as good as them just getting in the face of those who dare trespass and smacking them with their branches a few times.

But what sort of help do 5e treants need?

Let’s look at a treant’s biggest weaknesses:

  • They have relatively lousy Dex. Fortunately, their rock-throwing attack is built on its incredible Strength and not its Dex.
  • It has no real save bonuses. At CR 9, lacking Dex, Int, and Charisma could put it at risk against magic users.
  • They hate fire. Fire deals double damage. Boo, fire!
  • And anybody with an axe (or sword, I guess) can deal normal damage.

Therefore, when coming up with support monsters, we’ll need stuff that can help it out so it doesn’t get cut down. Literally.

I wish I could say that we DMs live in a world where players won’t be meta and not think about fire and axes when fighting trees, but uh… that ain’t happening.

A Variant for the Treant

My first thought turns to the Ogre Howdah of Mordenkainen’s Tome of Foes. It’s an ogre with a shack on its back where goblins/kobolds/etc can hang out and fire arrows and be relatively safe from danger. Kind of a cool concept.

So here’s a new trait for the treant:

Variant: Treant Shelter

Many treants allow tiny creatures to live in their branches. A treant that does so picks up the following additional trait.

Treant Shelter. The treant holds numerous creatures in its branches. Up to 16 Tiny creatures can hide in its branches without squeezing. The branches are too high for Tiny creatures taking shelter to make melee attacks against a target within 5 feet of the treant, but can make melee attacks against creatures that are sharing the same space as the treant. Creatures in the treant’s branches have three-quarters cover against attacks and effects from outside it. If the treant dies, creatures in its branches are placed in unoccupied spaces within 5 feet of the treant.

3 Support Monsters for Treants in 5e D&D

Now that we’ve got the “fort”, it’s time to populate it.

Instead of goblins, the treant’s got little, Intelligent squirrel people in it with tiny, adorable bows-and-arrows. They hide in the treant’s branches, getting cover bonuses, and can make attacks from within. If I make them tiny sized, a ton of these can fit in the treant’s branches! And I’ve been on an anthro-humanoid kick lately, so creating what I’m now calling scurries (squirrelfolk) should be a ton of fun. And since I just found a cool picture of a squirrel knight riding a bullfrog into battle, I’m pretty sure I’m going to have to create a scurry knight, too!

What else makes its home in trees? Birds, of course! How about assisting this army of scurries is a wise, old owl that can cast magic? That’d be a hoot!

Oh yeah. I made that joke.

Our owl wizard will be another Tiny humanoid called a strig.

Finally, I think an elemental might round out this group fairly well, Something that can work as support and take care of the big dangers like wizards with fire magic or barbarians with axes. I’m imagining an elemental that has a close kinship with the treant a la a dryad crossed with an air weird. It can help douse those flames, push away annoying wizards, and even go toe-to-toe with other dangerous melee combatants.  We’ll call it a wind friend.

squirrel-folk

Scurry (Squirrelfolk)

Tiny humanoid (scurry), chaotic good


Armor Class 11

Hit Points 1 (1d4 – 1)

Speed 30 ft., climb 30 ft.


Abilities Str 2 (-4), Dex 13 (+1), Con 9 (-1), Int 10 (+0), Wis 11 (+0), Cha 10 (+0)


Senses darkvision 30 ft., passive Perception 10

Languages Scurrish, Sylvan

Challenge 1/8 (25 XP)


Keen Smell. The scurry has advantage on Wisdom (Perception) checks that rely on smell.

Martial Advantage. Once per turn, the scurry can deal an extra 2 (1d4) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the scurry that isn’t incapacitated.


Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Shortbow. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

 

squirrel-knight

Scurry (Squirrelfolk) Knight

Tiny humanoid (scurry), chaotic good


Armor Class 17 (chain shirt, shield)

Hit Points 10 (3d4 + 3)

Speed 30 ft., climb 30 ft.


Abilities Str 3 (-4), Dex 15 (+2), Con 12 (+1), Int 12 (+1), Wis 11 (+0), Cha 14 (+2)


Senses darkvision 30 ft., passive Perception 10

Languages Scurrish, Sylvan

Challenge 1/2 (100 XP)


Keen Smell. The scurry has advantage on Wisdom (Perception) checks that rely on smell.

Martial Advantage. Once per turn, the scurry can deal an extra 5 (2d4) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the scurry that isn’t incapacitated.


Actions

Multiattack. The scurry makes two attacks with its shortsword.

ShortswordMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the scurry can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the scurry. A creature can benefit from only one Leadership die at a time. This effect ends if the scurry is incapacitated.


Reactions

Parry. The scurry adds 2 to its AC against one melee attack that would hit it. To do so, the scurry must see the attacker and be wielding a melee weapon.

owl-wizard

Strig

Tiny humanoid, lawful good


Armor Class 11 (14 with mage armor)

Hit Points 12 (5d4)

Speed 5 ft., fly 60 ft.


Abilities Str 3 (-4), Dex 13 (+1), Con 10 (+0), Int 16 (+3), Wis 14 (+2), Cha 11 (+0)


Saving Throws Int +5, Wis +4

Skills Arcana +5, Perception +4, Stealth +3

Senses darkvision 120 ft., passive Perception 14

Languages Common, Elvish, Sylvan

Challenge 2 (450 XP)


Flyby. The strig doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Keen Hearing and Sight. The strig has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Spellcaster. The strig is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The strig has the following wizard spells prepared:

Cantrips (at will): mage hand, ray of frost, true strike
1st level (4 slots): mage armor, magic missile
2nd level (3 slots): enlarge/reduce, gust of wind, ray of enfeeblement
3rd level (2 slots): dispel magic, haste, sleet storm


Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

wind-friend

Wind Friend

Medium elemental, neutral


Armor Class 13

Hit Points 33 (6d8 + 6)

Speed 0 ft., fly 60 ft. (hover)


Abilities Str 10 (+0), Dex 16 (+3), Con 12 (+1), Int 6 (-2), Wis 10 (+0), Cha 6 (-2)


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

Damage Immunities poison

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

Senses darkvision 60 ft., passive Perception 10

Languages Auran

Challenge 2 (450 XP)


Air Form. The wind friend can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.


Actions

Multiattack. The wind friend makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Wind Blast (Recharge 5-6). The wind friend creates a line of strong wind 60 feet long and 10 feet wide until the start of its next turn. Each creature that starts its turn in the line must succeed on a DC13 Strength saving throw or be pushed 15 feet away from the wind weird in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to the wind friend. The blast disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.


Reaction

Wind Shield. When a creature the wind friend can see attacks a target other than itself that is within 5 feet of it with a ranged weapon attack or ranged spell attack, the wind friend can use its reaction to impose disadvantage on the attack roll.

 

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Azer Variants for Dungeons & Dragons 5th Edition

The azer majster for D&D 5e campaigns

If you head over to the Elemental Plane of Fire just on the border of the Elemental Plane of Earth, chances are you’re going to run into an Azer. So, let’s take a look at what these bronze-chested, flame-headed dwarves are. Here’s what you can expect from this article:

  • What is an azer?
  • How do azers fight?
  • What azer variants are needed?
  • 3 new azer variants plus a mount.

What is an azer?

According to the Monster Manual, azers are basically the dwarves of the Elemental Plane of Fire. They’re good at building stuff and mining, are short and stocky, and have fantastic beards. Beards made out of fire, sure, but beards nonetheless. They’ve also got beef with the efreeti, the fire genies, because it’s impossible to be a dwarf of any sort in D&D without some sort of ancient feud.

Azers live in volcanos on the border of the Elemental Plane of Earth and Elemental Plane of Fire. That’s where they find all the gems they’re so fond of. Of course, their mining doesn’t come without headaches as the efreeti constantly send their salamander servants to mess with ’em. Jerk efreeti!

Side note: azers speak Ignan. Since I’m pretty sure Ignan sounds like crackling fire to non-elemental ears, it’s going to be impossible for me to give these fire dwarves a Scottish accent in my campaigns!

How do azers fight?

There’s nothing too wild about azers. They’re tougher than the average dwarf or duergar and they’re immune to fire and poison. If you hit them, they deal fire damage. And their weapons deal fire damage. Otherwise, they’re brutes: strong and tough. In other words, they get in close and whack you with a hot hammer. They’re also wise and lawful enough to know when their lives are in danger, and should be able to assess whether or not an enemy is worth picking a fight with.

What azer variants are needed?

One thing to note about azers is that there’s not a whole lot of these guys around. Fire dwarves don’t really get jiggy with it. Instead, they craft new azers from bronze and then give it a portion of their own inner flame. And each one is totally unique.

Man, that’s pretty damn rad, if I say so myself.

Yet since this process is so slow, there’s not a whole lot of them around. That really got me thinking: why just limit them to dwarf appearances? If you’re going to spend all that time building unique “children” and you’re a total bad ass at creating stuff, why not make some cool variants? Such as:

  • A really, really big one that can help protect the azers from their deadliest foes.
  • One that can channel its inner flame like flame throwers from their arms.
  • A bronze assassin designed for the sole purpose of hunting and killing efreet.

Finally, no D&D monster is complete without having a cool mount to ride into battle. Azers are pretty tough, bad ass guys, but I didn’t want to make their mounts something that was already done before like a pig or a goat.

So, how about a bronze rhinoceros with flame pouring out of its eyes?

Yeah, that works.

4 azer variants for your Dungeons & Dragons fifth edition campaign.

First up is the big guy.  Since azers are artists, the name azer magnum opus seemed appropriate enough (although, it doesn’t really gel with the other naming convention I used, but whatev). The magnum opus is the crown jewel of azerian creation that takes the power and firey will of at least twenty artisans to create. It sees itself as a child of the entire community, too, and will do everything in its power to protect it.

I wanted this guy to be big. I haven’t had the opportunity to create anything that’s Gargantuan yet on the blog, so this guy will scratch that itch. And Gargantuan usually comes with a hefty CR price tag. Hello CR 18!

Next, is the fire-throwing azer called the azer majster. They are the battle hardened leaders of the azers that rally the other azers against the efreeti. Instead of having this guy simply created, I thought a regular azer that had “been in the shit” and had lots of visible damage would be a lot cooler. Basically, parts of its bronze “skin” had been pulled off and it may have even lost a hand (or two) along the way.

What about our assassin? Upon acceptance of the Ladove Kladivo, or Ice Hammer, an azer willingly extinguishes its inner flame and dies for the good of its people. In death, cold from the hammer consumes its corpse and soon, the azer rises again as an azer ice assassin, clovek zladu. In this form, the azer doesn’t last long in the heat of the Elemental Plane of Fire. Regardless, their “undead” state gives them unique cold powers which are highly effective against the efreeti and their minions.

Finally, the azers’ mounts are known as the nosorozec. They’re basically azers created to look like rhinoceroses. However, they’re no mere pack animals. Nosorozec are considered great warriors and faithful mounts for the bravest majsters.

A note on the azer variant names.

Apparently, the origin of azers comes from Slavic folklore. Therefore, many of the names I created here are simply anglicized versions of Slovakian words. If you speak Slovakian or understand it, feel free to make fun of me.

As usual, these monsters are free for you to use in your D&D 5e campaigns. Just not commercially! And the art isn’t mine. Borrowed!

 

Azer Magnum Opus for D&D 5e Campaigns

Azer Magnum Opus

Gargantuan elemental, lawful neutral


Armor Class 19 (natural armor)

Hit Points 296 (16d20 + 128)

Speed 40 ft.


Abilities Str 27 (+8), Dex 10 (+0), Con 26 (+8), Int 14 (+2), Wis 14 (+2), Cha 18 (+4)


Saving Throws Con +14, Wis +8, Cha +10

Damage Immunities fire, poison

Condition Immunities poisoned

Senses passive Perception 12

Languages Ignan

Challenge 18 (20,000)


Heated Body. A creature that touches the azer or hits it with a melee attack while within 10 feet of it takes 11 (2d10) fire damage.

Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 14 (4d6) fire damage (included in the attack).

Illumination. The azer sheds bright light in a 40-foot radius and dim light for an additional 40 feet.

Siege Monster. The azer magnum opus deals double damage to objects and structures.


Actions

Multiattack. The azer makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 36 (8d6 + 8) slashing damage plus 14 (4d6) fire damage.

 

The azer majster for D&D 5e campaigns

Azer Majster

Medium elemental, lawful neutral


Armor Class 15 (natural armor, shield)

Hit Points 54 (12d6 + 12)

Speed 30 ft.


Abilities Str 19 (+4), Dex 10 (+0), Con 13 (+1), Int 14 (+2), Wis 15 (+2), Cha 12 (+1)


Saving Throws Con +3

Damage Immunities fire, poison

Condition Immunities poisoned

Senses passive Perception 12

Languages Ignan

Challenge 4 (1,100)


Fire Aura. At the start of each of the azer majster’s turns, each creature within 5 feet of it takes 5 (1d10) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the majster or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination. The azer sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Guiding Flame. Any of the majster’s allies within 5 feet of the majster have advantage on attack rolls.


Actions

Multiattack. The azer makes two warhammer attacks.

Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Flame Throw (1/day). The majster ejects flame in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one.

 

Clovek Zladu a 5e D&D Monster for your campaigns

Clovek Zladu

Medium undead, lawful neutral


Armor Class 14 (natural armor)

Hit Points 68 (8d8 + 32)

Speed 30 ft.


Abilities Str 17 (+3), Dex 10 (+0), Con 18 (+4), Int 5 (-3), Wis 8 (-1), Cha 5 (-3)


Saving Throws Con +6

Damage Immunities cold, poison

Condition Immunities charmed, exhaustion, poisoned

Senses passive Perception 9

Languages understands Ignan but can’t speak it

Challenge 4 (1,100)


Freezing Body. A creature that touches the clovek zladu or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage.

Freezing Weapons. When the clovek zladu hits with a metal melee weapon, it deals an extra 3 (1d6) cold damage.

Brute. A melee weapon deals on extra die of its damage when the clovek zladu hits with it (included in the attack).

Reckless. At the start of its turn, the clovek zladu 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 clovek zladu makes two ice hammer attacks.

Ice Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 3) bludgeoning damage, or 14 (2d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) cold damage. If the target is a creature, it must make a DC 14 Constitution saving throw or become partially frozen. A partially frozen creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both.

The target must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is completely frozen for 24 hours. While completely frozen, the creature is effectively petrified except instead of damage resistance to everything, it only has resistance to cold damage and vulnerability to bludgeoning damage. The completely frozen creature’s AC becomes 10 and its hit points are 10. If the creature’s hit points are reduced to 0 while completely frozen, it shatters and dies immediately. The completely frozen condition can be removed with any spell or spell like effect that removes a curse.

 

nosorozec

Nosorozec

Large elemental, lawful neutral

Armor Class 15 (natural armor)

Hit Points 90 (12d10 + 24)

Speed 40 ft.


Abilities Str 21 (+5), Dex 8 (-1), Con 15 (+2), Int 12 (+1), Wis 13 (+1), Cha 10 (+0)


Saving Throws Con +5

Damage Immunities fire, poison

Condition Immunities poisoned

Senses passive Perception 11

Languages Ignan

Challenge 5 (1,800)


Heated Body. A creature that touches the nosorozec or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Heated Weapons. When the nosorozec hits with a metal melee weapon, it deals an extra 7 (2d6) fire damage (included in the attack).

Charge. If the nosorozec moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Illumination. The nosorozec sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, plus 7 (2d6) fire damage.

 

Thanks for reading!

And that finishes up the As of the Monster Manual! Woo hoo! Next, I’ll be jumping into the B’s starting with the banshee. Eeeeeee!

If there’s any requests you have or something (or someone) you’d like me to stat, feel free to drop a message below in the comments or contact me at hamrickbrands@gmail.com.

See you later!