Posts Tagged ‘Monster’

Once again I’m continuing my quest to add killer undead to the options already available in the fifth edition Monster Manual for my world of Enora. So far we’ve seen husks, skeletal dragons, vampiric dragonsvampiric vines, and elemental undead. Now I’d like to turn my attention to updating (and adding my own twists to) some old favorites: the nightcrawler, nighthaunt, nightwalker, and night wing. Thanks to EN World forum user pukunui for the idea!

Nightshades

When shadows and evil are infused with the strong will of a powerful being, they take massive forms. Appearing as giants, purple worms, and winged-beasts, this animated shadow stuff abhor life and light and desire a world covered in a shadow of death.

Massive Murderers. All nightshades are enormous combinations of solid shadow and corruption. When a strong-willed, evil beings refuse to pass into the afterlife, their souls infuse the with the same material that creates the Plane of Shadow. The souls wrestle with the shadow stuff, taking as much of it on as possible in order to anchor themselves in worlds of the living. At the same time, the shadow sucks any tiny sense of morality from the soul, creating a new being of considerable size, horrific shape, and murderous intent.

Undead Generals. Nightshades are cunning beings, who stalk the Plane of Shadow, looking for wayward victims to kill and turn into other undead through dark rituals. These undead are bound to the nightshade for as long as it exists. They follow its every command. Many nightshades search for ways to lead their armies into the Material Plane, so they might swell their ranks and experience death on a grand scale.

Work Better Together. Nightshades have great respect for others of their kind. They often form alliances to increase their slaughtering capabilities and grow the sizes of their armies.

Undead Nature. Nightshades don’t require air, food, drink, or sleep.

Nightcrawler

Nightcrawlers resemble purple worms made of pure darkness. Despite their appearance, they are extremely intelligent spellcasters who have devastating strength, burrowing capabilities, and the ability to swallow ogres whole.

Nighthaunt

Nighthaunts resemble large gargoyles and are pure malevolence. As expert tacticians, these nightshades are the best at leading armies of undead or placing guards and strategic defenses around a fortress.

Nightwalker

Nightwalkers are twenty-foot-tall humanoids silent as death. They are among the multiverse’s best stalkers and their dead eyes can cause panic in the most daring prey.

Nightwing

Nightwings appear as enormous bats made of darkness, but have the same level of cunning and guile as all other nightshades. Silent as death and nearly invisible against a black sky, these beings dive onto prey before victims even know they’re being attacked.

Want the Stats?

Grab the PDF below or on the Free Game Resources section of this site any time.

Nightshades

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

Once again I’m continuing my quest to add killer undead to the options already available in the fifth edition Monster Manual for my world of Enora. So far we’ve seen husks, skeletal dragons, vampiric dragons, and vampiric vines. Now I’d like to turn my attention to updating (and adding my own twists to) two old favorites: blazing skeletons (or blazing bones) and the chillborn zombie.

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Elemental Undead

Just because many wizards focus on one school of magic does not mean they can’t add a dash of another to their speciality to create a true nightmare. When a pinch of conjuration is added to the power of necromancy, skeletons bathed in fire and corpses armored in ice walk the land, eager for only murder.

Created by Master Mages. Only the most powerful mortals can tap into the power of the elemental planes when they make the dead walk again. These horrid creations are infused with elemental essence to make them stronger and faster while providing magical abilities that other undead of their ilk lack. A creator must be certain they can control an elemental undead before they create it, since the monster desires the mage’s death as much as any other living creature.

Furious Dead. Blazing bones and chillborn zombies have the elementals’ fury and the undead’s hatred of all things living, making them extremely difficult to control. They take a primal, raw pleasure in killing and are never satisfied.

Blazing Bones

Blazing bones are skeletons wreathed in ever-burning flame. They smell constantly of cooked marrow and screech like vultures when they attack. A connection to the Plane of Fire allows them to hurl flame and detonate their bodies at the moment of death.

Chillborn Zombie

Chillborn zombies have ice crystals embedded in their rotting flesh. The immediate area around them is deathly cold and their frigid touch penetrates to the heart. Their elemental connection allows them to breathe cold and, like the blazing bones, they also explode in a burst of energy when they perish.

Want the Stats?

Grab the PDF below or on the Free Game Resources section of this site any time.

Elemental Undead

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

Today I’m continuing my quest to add killer undead to the options already available in the fifth edition Monster Manual for my world of Enora. Today we enter the world of undead plants! (You read that right). You might say, “Whoa, James. Plants that are evil and dead? C’mon.” To that I’d say, “Of course, dear reader. Haven’t you ever seen Evil Dead? The most terrifying scene involves trees (that are presumably both evil and dead).”

It is with great pleasure that I now show off vampiric vines.

Vampiric Vine

Vampiric vines are sentient clusters of black thorned vines that thirst for the blood of the living. When a plant dies as the result of necrotic magic and its seeds are scatter on desecrated ground, these vines grow forth and eventually uproot themselves and crawl out into the night in search of a drink.

Nocturnal Hunters. During the day, a tangle of vampiric vines stays in the desecrated dirt from which it sprung forth. At night, the undead plant crawls forth, looking for unsuspecting creatures and an easy meal before returning home. The vines leave the bodies of their drained victims behind, sometimes causing panic that a den of vampires is nearby, attacking the land at night.

Hidden in Plain Sight. Vampiric vines appear to be normal dead brush when at rest. If a victim wanders into a lair, the vine waits until it is within striking distance and then pounces.

Save Snacks for Later. Vampiric vines are surprisingly strong, and will sometimes drain enough blood from a victim to drop it unconscious and then drag the prey back to its lair for more feeding later. Sometimes vampiric vines will feed off a victim for days before drinking enough blood to kill it.

Want the Stats?

Get them in the PDF below or grab them anytime on the Free Game Resources page. These stats are in playtest mode, so I’d love any feedback you have for me!

Vampiric Vines

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

dragon-1950009

In the last two weeks, I showed off some new undead (skeletal dragons and husks), to help fill the undead Challenge Rating gaps in the fifth edition Dungeons and Dragons Monster Manual for my world of Enora. Today I’m continuing the parade of new undead with vampire dragons!

Vampiric Dragon

Vampiric dragons are the unfathomable result of dragons undergoing transitions to become potent, blood-sucking undead. Of the few such terrors that exist, most underwent the transition willingly. There are many reasons for a dragon to become a vampire, fear of death and increased power chief among them.

Vampiric Qualities. Like humanoid vampires, vampiric dragons do not cast shadows or reflections and have a thirst for blood. In their normal state, they are generally undistinguishable from their dragon counterparts who are not undead. Unlike normal vampires, vampiric dragons do not need to be invited to enter a residence and have nothing to fear from running water.

Feed and Slumber. When vampiric dragons feed, they can ravage miles of countryside or an entire city in a single night. Their thirst for blood is nigh insatiable, and a vampiric dragon can devastate an entire province before it slumbers, creating armies of vampire spawn to guard its lair.

Relief comes when the dragon decides to rest. Finally satiated, the beast enters a long slumber of one-hundred years before it wakes to feed again.

Undead Nature. Vampiric dragons do not require air. Since they have nothing to fear from running water and no need to breathe, many make their lairs deep in bodies of water.

Want the Template and as Sample Vampiric Dragon?

Here you go. I put them into a nice little PDF for you:

Vampiric Dragons

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

dragon-1957809

Last week, I wrote about my desire to create more undead of varying challenge ratings. I need a ton of these rotting beasties for my world of Enora. Up next are skeletal dragons!

By the way, if you like these baddies, you might enjoy my zombie dragons available on the DMs Guild in the pay-what-you-want product Arachnids, Wraiths, and Zombies.

Dragon Skeletons

Animating the bones of a dragon is no small feat. A huge infusion of dark magic must be brought to bear to make the skeleton of an ancient wyrm rise. Even more power is required to maintain control over the bones. While such beasts are most often created by intentional rituals, if a dragon’s grave is desecrated, over the course of a century or more dark magic can seep into the bones. This causes the skeleton to rise and wreak havoc on the world of living for no reason other than it was not allowed to rest.

Not Your Average Skeleton. Dragon skeletons are more mentally capable than their boney counterparts. They can think critically and improvise. These undead sometimes lead other minions as a result.

Undead Nature. A dragon skeleton doesn’t require air, food, drink, or sleep.

Want the Stats?

Here you go. I put them into a nice little PDF for you:

Skeletal Dragons

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

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As I’ve said before, I’m starting to make some progress in my world of Enora, where undead rule the surface of the planet! There’s just one monster of a problem with this idea: the fifth edition Dungeons and Dragons Monster Manual has a serious Challenge Rating gap when it comes to undead. There’s a handful of Challenge 5 undead and then it jumps to 13 with the vampire. What’s a DM with a taste for rotting flesh to do when hankering for some good mid-level baddies (not to mention during the thinner highest levels of the game)? Time to put on the necromancer hat and make some new fifth edition undead!

Over the next few weeks, I’ll be revealing some of my creations and asking for your critiques and feedback. Let me know what you think! These critters are in playtest mode. First up is the husk.

Husks

Husks are the undead shell of a creature, animated skin and muscle of surprising strength that do the bidding of their creators. Many necromancers see these horrid creations as a two-for-one deal that does not waste a corpse’s fleshy parts after animating a skeleton. Husks are loyal to the wielders of dark magic who create them, but sometimes these undead rise of their own accord in places where mass murder occurs. Husks without a master desire only the death of other creatures.

Created by Power. Only the most powerful necromancers and most atrocious acts of murder can create a husk. The creatures require a massive amount of dark energy to move without a skeleton. Having a husk servant is a point of pride for evil spellcasters. The larger the husk, the more dangerous the master.

Insatiable Desire to Kill. Even husks who are bound to masters have a strong desire to murder any living creatures they come across. A husk’s master can feel this desire and only those necromancers with the strongest wills do not give into this temptation themselves. For many dark wizards giving into the temptation is not a problem at all.

Murder Victims Only. Husks can only be created from corpses that were murdered in cold blood. Many necromancers kidnap victims and murder them one at a time when they are learning the ritual required to create a husk. Husks that rise on their own usually do so in groups, and only in places of sorrow after a mass slaying has occurred. Beyond this requirement, any creature with skin and flesh may become a husk.

Size Matters. Most husks of a given size have the same abilities. A husk that was once a human and a husk that was once a panther are statistically the same, but they might move, smell, and sound very different from one another.

Undead Nature. A husk doesn’t require air, food, drink, or sleep.

Want the Stats?

Here you go. I put them into a nice little PDF for you:

Husks

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

Let’s talk about an Archduke of the Nine Hells! Both of my Exploration Age games that started during the launch of fifth edition are wrapping up. One campaign has a single session remaining! The entire story culminates in a battle with Bel, the former Archduke of Avernus, the first layer of the Nine Hells. (Note, if you’re unfamiliar with Bel, he’s mentioned briefly in the Nine Hells section of the Dungeon Master’s Guide on page 65 and in the old third edition source book Fiendish Codex II: Tyrants of the Nine Hells).

In my campaign the player characters formed an alliance of necessity with Bel. They had common enemies. Bel gave the characters the power to take out some very formidable aberrations in exchange for helping to reinstall him as the Archduke of Avernus. It turns out the characters were being used by the crafty devil to take out his rivals. Now all they are all that stands in the way of Bel turning their home plane into a brand new hellscape.

Since I needed to stat out this legendary fiend for my party to take on, I thought I’d share the mechanics with all of you! Take a look. You can grab Bel’s stats in the free PDF linked below and in the Free Game Resources page of this site. (Note: My version of Bel is extra powerful. He’s the campaign’s ultimate villain and he’s gained a lot of power thanks to the adventurers. I estimate his normal Challenge Rating would be somewhere in the low to mid 20s. Reducing his hit points, damage output, and AC and then replacing his Limited Magic Immunity with Magic Resistance is an easy way to make that adjustment.)

Bel: Not Your Average Pit Fiend

Image from the Forgotten Realms Wiki.

Image from the Forgotten Realms Wiki.

Bel

Bel is no ordinary pit fiend. The ground shakes and all but the strongest archdevils are cowed when the legendary general walks by.

Asmodeus Above All. Bel is the former and present general and adviser of Zariel, the current ruler of Avernus by decree of Asmodeus. During Zariel’s first reign, Bel served his mistress loyally, until she plotted to overthrow Asmodeus. Bel betrayed Zariel in order to please his greater master Asmodeus. As a reward for his loyalty, Bel became the Archduke of Avernus when Zariel was overthrown. Overtime Zariel proved her loyalty to Asmodeus once again and Bel fell from the dark god’s favor. Zariel once again ruled Avernus and Bel was demoted. This was the will of Asmodeus, and though the decision was a slap in the face to Bel, he respects the hierarchy of the Nine Hells above all. It is an insult to serve Zariel, who delights in keeping Bel as an advisor, but he will not go against the word of Asmodeus.

Coveter of Power. Though Bel will not directly oppose or betray Asmodeus, he still desires his old station as Archduke of Avernus. To this end Bel seeks creatures who operate outside of the hierarchy of the Nine Hells. Bel’s plots are layered and complex. The strange bedfellows he makes are often unwitting adventurers who don’t realize the true consequences of their actions until it is too late. Bel seeks Zariel overthrown again, this time permanently, or a way to coerce Asmodeus.

Dangerous Deceiver. Bel is an engaging liar. He forges perfectly worded contracts that have deceived ancient gold wyrms into handing over their souls. The devil can look into the soul of any person and tell them exactly what they want to hear in order to get his desired reaction.

Brilliant General. For centuries Bel has been leading armies of devils in Avernus, the first line of defense against the Nine Hell’s incoming threats, namely demons from the Abyss. He has been fighting the Blood War for as long as he can remember and the fact that he has survived and thrived in this environment is a testament to his strategic mind and the loyalty of his troops.

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

Quick announcement: The meaty World Builder Blog posts will now come every Thursday, since episodes of Have Spellbook, Will Travel drop on Wednesdays and I don’t want to overload you.

Time for even more aberrations!

A few weeks ago I made the case for needing more high challenge rating aberrations than the ones in the Monster Manual for my soon-to-be-published Exploration Age campaign setting. There’s only 19 total aberration stat blocks in the book, and the highest CR is 14 (beholder in lair), so you might want some more aberrations for your world too! That’s why I’m sharing them on this blog.

In that post I showed off the Lovecraft-inspired moonbeast. Then in a later post I presented my hound of Tindalos and after that my gug. In this post I’m showing off my fifth edition Dungeons and Dragons version of the dimensional shambler!

Publisher’s Choice Quality Stock Art © Rich Hershey / Fat Goblin Games

Publisher’s Choice Quality Stock Art © Rich Hershey / Fat Goblin Games

Dimensional Shambler

Dimensional shamblers are 5-foot tall hairless beasts of humanoid form. Tight grey and red skin binds their unnerving crouched form. Their hands sport cruel claws and their almost simian head can open terrifyingly wide to reveal rows of canine teeth. Very little is known about their motivations, but theories abound.

Hunters of Intelligent Life. Dimensional shamblers cross the multiverse using their innate plane-shifting abilities looking for prey. While no one is certain what exactly attracts shamblers to a particular prey, they seem to be drawn to intelligent humanoids who use magic to travel to and summon creatures from other planes. While such victims appear to be a shambler’s preferred target, they are known to abduct any creature with above animal intelligence. A shambler can spend years tracking a single target.

Soul-Devouring Torturers. While dimensional shamblers are powerful combatants and known to kill large groups of humanoids, they much prefer to drag off a single intelligent creature from a fight. They will carry these victims to forgotten corners of the multiverse and bathe them in a ooze-like substance called gray mire. The gray mire painfully devours and nourishes a victim over the course of weeks as the shambler watches, never resting. Eventually the victim’s body is completely destroyed by the mire, leaving only their soul which is devoured by the shambler.

Power in Numbers. While dimensional shamblers often work alone, they do cross paths in the multiverse. Sometimes these horrors agree to work together to capture prey. A strange bond forms between shamblers who agree to work together, increasing each’s power exponentially.

Dimensional Shambler

Medium aberration, chaotic evil


Armor Class 17 (natural armor)

Hit Points 171 (18d8 + 90)

Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5)  16 (+3) 20 (+5) 10 (+0) 14 (+2) 20 (+5)

Saving Throws Dex +7, Int +4, Wis +6, Cha +9

Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons

Damage Immunities psychic

Condition Immunities exhaustion, charmed

Skills Perception +6, Stealth +7, Survival +7

Senses truesight 120 ft. passive perception 16

Languages Deep Speech, telepathy 120 ft.

Challenge 12 (8,400 XP)


Aggressive Plane Shift. When the shambler casts plane shift any creatures it is grappling must succeed on a DC 17 Charisma saving throw or be teleported with the shambler. If the shambler is touching an unconscious creature when it casts this spell, that creature is automatically transported with the shambler.

Hypnotic Presence. Creatures who start their turns within 30 feet of the shambler and can see the creature must succeed on a DC 17 Wisdom saving throw or become paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the shambler’s Hypnotic Presence (and the hypnotice presence of all dimensional shamblers) for the next 24 hours.

Spellcasting. The shambler’s innate spellcasting ability is Charisma (spell save DC 17). The shambler can innately cast the following spells, requiring no material components:

At-will: dimension door, misty step

3/day: dominate monsterplane shift, telekinesis

Strength in Numbers. The DC of the shambler’s spells and Hypnotic Presence ability increases by 1 (to a maximum of 20) for every other dimensional shambler within 100 feet on the same plane.

Actions

Multiattack. The shambler can make three attacks: two with its claws, and one with its bite.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and the target is grappled (escaped DC 17). Until this grapple ends, the target is restrained and the shambler can’t use its claws to attack another target.

Create Gray Mire. The shambler touches any 10-foot-square area of natural ground such as dirt, stone, grass, sand, or ice and it becomes a 5-f00t-deep pool of gray mire. Creatures who enter or start their turns in the area must succeed on a DC 17 Constitution saving throw or become paralyzed for 24 hours. During this time the gray mire nourishes them, so they don’t need to eat, sleep, or breathe, but it also eats away at their flesh, dealing 1 necrotic damage which cannot be reduced in anyway. The target’s hit point maximum is reduced by an amount equal to the damage taken effect. This reduction lasts until the target finishes a long rest outside of a pool of gray mire. If a creature’s hit point maximum is reduced to 0 by this effect, it is consumed by the pool and any dimensional shamblers nearby regain 171 hit points. At the end of 24 hours of being paralyzed, the creature must succeed on another DC 17 Constitution saving throw or suffer the same effect if it still in the pool.

The pool counts as difficult terrain. Creatures who start their turn in the pool or enter the pool on their turn must succeed on a DC 17 Strength saving throw or become grappled by the mire until the start of their next turn. A creature who is in the pool can be pulled out of it by another creature not in the pool who can reach the creature in the pool with a DC 17 Strength check made as an action. Being pulled from the pool ends any grappled or paralyzed condition caused by the mire.

Dimensional shamblers are immune to the effects of the gray mire.

PDF

Would you like this Lovecraftian beastie to threaten your players’ characters? Grab it now in its own PDF or alongside a lot of Exploration Age’s monsters! Like the icebreaker shark, gaping maw, morchia, and mystauk.

Dimensional Shambler

All Monsters

If you liked these creatures be sure to check out my other offerings in the Free Game Resources section of this site and my Pay What You Want products on the DMs Guild for backgrounds, magic items, optional rules, and more.

Playtest it up!

Now I ask you my readers to please go forth and test this nasty. Throw it at your players and see how they fare! If you have any feedback for my monster please leave it in the comments below or email me (james.introcaso@gmail.com). If you tell me your name and the names of your players I’ll give you credit as playtesters in the Exploration Age Campaign Guide!

If you like what you’re reading please follow me on Twitter, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

Let’s make some more aberrations!

A few weeks ago I made the case for needing more high challenge rating aberrations than the ones in the Monster Manual for my soon-to-be-published Exploration Age campaign setting. There’s only 19 total aberration stat blocks in the book, and the highest CR is 14 (beholder in lair), so you might want some more aberrations for your world too! That’s why I’m sharing them on this blog.

In that post I showed off the Lovecraft-inspired moonbeast. In this post I’m showing off the hound of Tindalos.

Publisher’s Choice Quality Stock Art © Rich Hershey / Fat Goblin Games

Hound of Tindalos

Little is known about the hounds of Tindalos, since few people see one and live to tell the tell. These mind-bending beings have thin canine bodies and bat-like faces. Like many aberrations, their unsettling, bestial appearance belies their clever, murderous minds. They are named for the city of their origin in the Far Realm.

Planar Predators. The odd physiology of the hounds allows them to teleport instantly across the planes. These beasts constantly hunger for the lifeblood of spellcasters. The more accomplished the caster, the greater the hound’s hunger for that person. Since beings of such power are rare on a single plane, the beasts stalk the multiverse for new victims.

Relentless Hunters. Hounds of Tindalos never give up on prey once they’ve decided to pursue it. Their bodies are sensitive to subtle changes in magical currents. As such they can tell when a being near them teleports, alters time, or travels through time (be it physically with a spell like time stop or a simple glance into the future or past with a spell like legend lore). It uses this sense to hunt creatures of magical power and follows them through the multiverse until it sees an opportunity to strike.

Hound of Tindalos

Medium aberration, chaotic evil


Armor Class 20 (natural armor)

Hit Points  189 (18d8 + 108)

Speed  50 ft.


STR DEX CON INT WIS CHA
20 (+5)  24 (+7) 22 (+6) 19 (+4) 20 (+5) 24 (+7)

Saving Throws  Dex +12, Wis +10, Cha +12

Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons

Condition Immunities exhaustion

Skills Perception +10, Survival +10

Senses truesight 120 ft. passive perception 20

Languages Deep Speech, telepathy 120 ft.

Challenge 15 (13,000 XP)


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

Magic Sensitivity. The hound automatically knows when the exact location of a spellcaster casting a conjuration, divination, or transmutation spell is cast within 1 mile of its location. If the spell moves the spellcaster (e.g. dimension door) the hound knows the exact location to which the spell took the caster, even if that location is outside the 1-mile range of the hound’s sensitivity.

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

Spellcasting. The hound’s spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At will: detect magic, locate creature, locate object

3/day: dispel magic, phantasmal killer, scrying

1/day: time stop

Actions

Multiattack. The hound can use Paralyzing Howl and make three attacks: two with its claws, and one attack with its bite or proboscis.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage. If the target is a creature it is then grappled (escaped DC 18). Until the grapple ends the target is restrained and the hound cannot use its bite against another target.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

ProboscisMelee Weapon Attack: +12 to hit, reach 5 ft., one creature that is grappled by the hound, incapacitated, or restrained. Hit: 14 (2d6 + 7) piercing damage plus 20 (6d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the damage taken and the hound regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Angled Entry. The hound can cast plane shift at-will, but it can only cast the spell on itself and its destination point must be adjacent to a fixed angle or corner in the physical environment, such as a wall, floor, or ceiling (as determined by the GM); temporary angles created by cloth, flesh, or Tiny or smaller items are not sufficient. It cannot use this ability to enter curved architecture or open outdoor environments.

Paralyzing Howl. Creatures within 30 feet of the hound that can hear the creature must succeed on a DC 20 Wisdom saving throw or become paralyzed 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. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Paralyzing Howl of all hounds of Tindalos for the next 24 hours.

PDF

Would you like this Lovecraftian beastie to threaten your players’ characters? Grab it now in its own PDF or alongside a lot of Exploration Age’s monsters! Like the icebreaker shark, gaping maw, morchia, and mystauk.

Hound of Tindalos

All Monsters

If you liked these creatures be sure to check out my other offerings in the Free Game Resources section of this site and my Pay What You Want products on the DMs Guild for backgrounds, magic items, optional rules, and more.

Playtest It Up

Now I ask you my readers to please go forth and test this nasty. Throw it at your players and see how they fare! If you have any feedback for my monster please leave it in the comments below or email me (james.introcaso@gmail.com). If you tell me your name and the names of your players I’ll give you credit as playtesters in the Exploration Age Campaign Guide!

If you like what you’re reading please follow me on Twitter, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

My latest Pay What You Want product is up on the DMs Guild! Get Arachnids, Wraiths, & Zombies now to grab the following creatures originally created on this blog.

ArachnidsWraiths&Zombies_Introcaso_20160309_Cover

While you’re checking it out, feel free to also grab my other Pay What You Want products. Archons, Catastrophic Dragons, and Greater & Elder Elementals all update Dungeons and Dragons monsters of previous edition for fifth edition rules while 15 New Backgrounds gives you a bunch of new backgrounds as the title suggests plus a module for group backgrounds the whole party can share and a handful of new equipment including bombs! 20 New Traps gives you a bunch of new and updated classics to throw at your PCs. Finally 50 New Magic Items gives you just that plus 100 common rarity weapon properties, 100 common rarity wondrous items, and 100 cursed item properties.

Take a look and if you wish download for free. This is material I pledged when I created would always be available for free and I plan to stick to that promise. I’m always open to feedback, so leave me a comment, start a discussion on a product page, or leave me a review. Honestly at this point in my RPG career a free download with a good review are worth far more to me than cash.

If you like what you’re reading please follow me on Twitter, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!