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D&d Monster - Blog Posts

2 months ago

Monster Idea

Psychic Fox

Description: A seemingly normal Giant Fox that, only at night, looks like a fox being looked through a thermal sight.

Functionality: The Psychic Fox will first appear to the party during the day, looking at them from afar and studying them during an encounter or analysing their actions. If the Psychic Fox is approached, the party gets blinded and deafened for 6 seconds, after that it all goes back to normal but the Psychic Fox is disappeared. Any way to find or trace the Psychic Fox fails automatically.

The night after:

If the Psychic Fox deemed the party worthy, they’ll find a cub of Psychic Fox next to them when they wake up. The original Psychic Fox will sometimes reappear, to check on the cub, for the next 6d6 days, after that, it will never show up again. The cub is one week old (determinable by the party only after a successful Nature check).

If the Psychic Fox deemed the party unworthy, they’ll find their food missing, and the Psychic Fox will never show up again.

Once the cub is 1 month old it’ll be loyal enough to be able to aid the party:

1/day it can deafen for 6 seconds all enemies or non-allies in a 10ft radius

1/day it can blind for 6 seconds all enemies or non-allies in a 10ft radius

Small size

Understands Common and Sylvan

At 2 months:

2/day it can deafen for 6 seconds all enemies or non-allies in a 20ft radius

2/day it can blind for 6 seconds all enemies or non-allies in a 20ft radius

Bite and scratch attack

1/day can cast Minor Illusion

1/day can cast Mirror Image

Understands one other language (the most used in the party except Common or one of the languages their favourite party member speaks)

At 3 months:

3/day it can deafen for 6 seconds all enemies or non-allies in a 30ft radius

3/day it can blind for 6 seconds all enemies or non-allies in a 30ft radius

Medium size

2/day Minor illusion

1/day Hypnotic Pattern

At 4 months:

3/day Minor Illusion

2/day Mirror Image

2/day Hypnotic Pattern

1/day Major Image

No one is the owner of a Psychic Fox, not even when it’s a cub. The decisions are all made by the DM during battle. If spoken to with Soeak with Animal or other mechanics, it will have a Primordial accent (described as a guttural way of speaking by those not familiar with Primordial). The Psychic Fox will disappear after 4 and a half months for two weeks, before returning for one lasts month (presumably to have a baby and give it to another party).

At 5 months:

5/day Minor Illusion

4/day Mirror Image

4/day Hypnotic Pattern

3/day Major Image

1/day Seeming

1/day Weird

After 5 months and a half the Psychic Fox will disappear, forever. It will leave only X luminous spheres of light that when touched grants those who did it a sense of well being and immunity to being blinded and deafened. Those who gained a Psychic Fox blessing can also, only at night, focus and look like under a thermal sight until concentration ends.

Inspiration: the amazing artwork of @kittydisk (I procrastinated this so much and I don’t know why)

ACTION POTENTIAL

ACTION POTENTIAL


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2 months ago

Pet Idea

The Sniler

Description: a Tiny common-looking mouse, except for its pitch black tail and its especially long whiskers.

Functionality: The Sniler can teleport inside small spaces, like pockets, small bags, empty sheaths, loose socks, etc., that are of property of its owner. The Sniler mostly sleeps and eat, but when it’s awake it can do two things by emitting a squeak:

Outside of an encounter: The Sniler squeaks and the owner has advantage on all Nature and Animal Handling checks.

In an encounter: The Sniler squeaks and a d4 is rolled.

The owner of The Sniler gets teleported in a 15ft radius from their starting point of their choosing.

The Sniler grows in size and becomes a Medium Sized. It uses the Giant Rat sheet with the added Action of Teleport (see Blink Dog). Reaching 0 hp makes The Sniler return to its normal form and teleport to an empty pocket of its owner.

The Sniler squeak sounds like a monstrous roar, making any enemy creature in a 30 ft radius frightened of its owner. This effect lasts 1d6 round(s).

The owner of The Sniler turns one size smaller, along with its equipment, and their speed raises by 15ft.

To trigger a squeak the owner needs to feed The Sniler with an 5cm cube of cheese that was previously soaked in beer. The Sniler will engulf the cheese in one bite and proceed to squeak, it’s completely possible that the squeak is actually just a burp.

The Sniler will take only 3 cubes of its delicious cheese before sleeping or refusing any more, accepting it back only after a long rest (of the Sniler).

If the Sniler isn’t offered a cube of special cheese in 3 days it will squeak only outside of battle, hiding from its owner in battle, if it’s not fed a cube of special cheese in 6 days it will disappear with any cheese and beer the party has in a 10ft radius from the owner after a long rest.

Even if the cheese and beer are inside a Bag of Holding.

Feed the Sniler.

Inspiration: The Sniler @todaysbird

The Sniler

The Sniler


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3 months ago

Hazard Idea

Pond of Dancing

Description: A pond of approximately 9x9 meters, the water is slightly darker than it should be. The players can roll for perception (DC 17 if there aren’t any other bodies of water nearby, if there are then -1 for each), creatures that live in the Deep or underground get advantage. The pond can be either empty or have 1d6 number of goblin skeletons inside, dancing.

Functionality: Once a creature enters the pond or walks 3m in it roll a DC 17 Con save, if it fails, the creature starts dancing alongside the creatures already in it, creating a ritualistic choreography. Small and Tiny creatures get disadvantage to the Con save.

All dancing creatures (whether they are still in the pond or got out) are now labelled as “Dancers”. Dancers get 1d8 necrotic damage once they become Dancers and every 2 minutes that they’re still in the Pond. If a Dancer dies, they won’t stop dancing, their skin will erode and become an undead dancing skeleton, still labelled as a Dancer.

Once there are 10 Dancers in the pond, the water will start moving and shaping form of a Water Elemental. The Water Elemental’s stats are the same as a normal Water Elemental except:

CAR: 8(-1) —> 18(+4)

INT: 5(-3)—>12(+1)

+HP: Xd8 (X: n° of Dancers)

Damage Immunity: +Necrotic

Language: +The main one of each Dancer

Charm Person: 3/day

+Chill Touch, +Sapping Sting, +Toll the Dead: 5/day (each)

Dancing General: The Water Elemental can speak a 1-word command to any or all of the Dancers: Attack (attacks the closer enemy of the Water Elemental), Protect (moves in front of the Water Elemental to shield it of any attack), Grapple (lunges itself to grapple the closest opponent or the one the Water Elemental is pointing at), etc etc. This can be used as a reaction 4/day.

Dancers will be in a catatonic state unless ordered to do something by the Water Elemental (like at the first round of combat if they roll a higher initiative than the Water Elemental, or after they killed a creature after the Water Elemental ordered them to attack it). A Dancer with WIS 17 or higher will have disadvantage at all ‘to hit’ rolls, a Dancer attacking a former allied gets their speed halved. (Make your Dancer players role as they attack unwillingly the other players! They’re still semi-conscious).

A Dancer loses its Dancer label once the Water Elemental is defeated, after walking at least 45m away from the pond/Water Elemental or if the Water Elemental says to it “Free” thanks to the Dancing General feat.

Inspiration: the silly post I’ve reblogged of @diamondguls

P.S. Thanks to all the people who liked my posts while I was on a break, I have 40 something drafts just for you muhahahaha 😘😈

yippieeee~ ahahaha~ yaaaaaaaaay~!⋆。°✩

Yippieeee~ Ahahaha~ Yaaaaaaaaay~!⋆。°✩

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11 months ago

Monster Idea

Chonky

Description: An enormous cat seemingly made out of clouds, a bit fat because it’s the cat of the Goddess of Hunting and it receives a lot of treats who are just the scrap of the animals that the Goddess hunt. The fact that these animals where actually powerful monster may or may not be why the cat has its strange range of abilities.

Functionality: It’s probably just escaped from the back door that the Goddess left open for a second, try to bring it back or make sure it stays still in the same place so that it’ll be easier for the goddess to find it and bring it back to her house.

Abilities:

Immune to bludgeoning, slashing, poison, lightning, water and necrotic damage

Its body is literally clouds and acts like the spell Fog Cloud, players can end turn inside its enormous body but be warned:

It can cast lighting spells inside of its cloudy body, to attack those inside, or to deal more damage if it then use a charged paw to smash you

It’s weightless and even if it steps on a city, since it’s made out of clouds it won’t destroy it.

Wail (Banshee), Regeneration (Shield Guardian), Limited Telepathy (Otyugh), Hurl Flame (Barbed Devil), Keen Hearing and Smell (Hell Hound), Life Drain (Wight), Cold Breath (Winter Wolf), Lightning Breath (Behir), Animate Trees (Treant)

Inspiration: Cat above @benthesoldiersjeanshorts

rollforimagination - A Random DM’s Ideas

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1 year ago

Pet Idea

Gleep Glorp

Description: A small, tiny, mini octopus. It goes gleep glorp. It makes you slightly more squishy and bouncy and glorpy.

Functionality:

+5 ft to your max jump

Advantage on grappling enemies

Roll a d4 if you get hit by a bludgeoning weapon (3d6 damage = 3d4, 1d20 damage = 1d4) the result is the damage that the attacker receives as the weapon bounces back from your glorpious body.

You must feed Gleep Glorp.

A hungry Gleep Glorp can leave to find a better owner or threatening you by revoking your gleepy privileges.

Inspiration: Gleep Glorp @the-lumpfish-king


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1 year ago

Monster Idea

Meat worm

Description: A 55 ft long white worm-like creature, able to swallow a 6 ft person in just a few seconds. Along his body there are whiskers-like organs that are able to capture vibrations faster, and that the creature can control to use them as shovels to cover itself in snow or to cover its victim in case there are other people around.

Before the Meat worm attacks, everyone must roll a perception check, those who failed will be surprised (see Ambusher ⬇️)

Abilities:

Ambusher: In the first round of combat, the meat worm has advantage on attack rolls against any creature it has surprised.

Snow body: if it’s snowing or the meat worm is in a snowy terrain, it gains +5 AC, +10ft speed, +5 on Wisdom rolls, it gives disadvantage on all Perception rolls made my other creatures around it.

Actions:

Swallow: spends two rounds swallowing an enemy, at the start of the second turn it finishes swallowing its prey. While swallowing a creature, it can only defend itself using its tail/body and can’t make any opportunity attacks.

Bite: +5 to hit, reach 5 ft, one target, Hit: 15 (2d12+3) piercing damage

Acid spit: +3 to hit, reach 25 ft, AoE, 10 ft radius, Hit: 9 (1d6+6) acidic damage

Tail Whip: +2 to hit, reach 10 ft (from its tail), one target, Hit 7 (1d8+3) bludgeoning damage

After being swallowed the player must do a Strength Saving Throw to exit the worm (either ripping his body or exiting trough the mouth) and take 1d6 acid damage, after 3 turns the damage becomes 2d6, after 6 the damage becomes 4d6, after 9 the damage becomes 3d12, after 12 the damage becomes 6d12, after 15 the damage becomes 12d12, after 18 the damage becomes 24d6. If the character is still alive, the worm vomits them and from now on when attacking using its Bite attack, if the player attacked is the regurgitated one, it will attack twice. If the player is unarmored, they take +Xd4 acidic damage each time. X is the same number of dices that the turn says to roll (first 1, third 2, tenth 3,…)

Inspiration: @weepingwidar’s fabulous art and @sawtheyellowsign

Peter Ferguson (Canadian, 1968) - Pastoral (n.d.)

Peter Ferguson (Canadian, 1968) - Pastoral (n.d.)


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1 year ago

Pet Idea

Mouseth

Description: A mouse-like creature that randomly appear in the vicinity of the owner (preferably on their shoulder or head) say some random silly shit with a really high pitched voice and then disappears again.

Abilities: The owner has +2 to their wisdom score and a +5 on Animal Handling, that becomes +6 if it is to call the Mouseth to feed it. If the owner forgets to feed the Mouseth for three days straight the Mouseth will never appear again.

The same Mouseth can be owned by multiple people, but each one still has to feed it individually if they want to keep it, otherwise only the character who forgot will lose the ownership of the Mouseth.

A character have only one chance in their lifetime to own a Mouseth, once it leaves them they will never be able to reown one again, unless they use Wish, but they can’t wish for infinte Mouseth but only for a second chance to own one. To gain the ownership of the Mouseth, your character needs to feed it whatever food they have in their inventory if they meet it in the wild, or by saving the life of a random mouse/rat/rodent.

You can lose your ownership (forever) to a Mouseth by:

Trying to kill it while in the wild (pre-owning)

Killing a large amount of innocent mice/rats/rodents, no problem with monsters (pre-owning)

Disrespecting a Ratfolk/Mousefolk and being cursed by them (pre-owning) (they can curse players with the inability to own a Mouseth)

Forgetting to feed their Mouseth after 3 days from the last time (the Mouseth will appear and insult you for a last time)

Disrespecting the Mouseth (they have a very haughty behavior, often stopping after eating just to remember to everyone how cool they are)

Inspiration: this meme ⬇️

lol, lmao
Tumblr
made a dumb little edit of this lol

Thanks ❤️ @cuntmunism @gauntletqueen @sandboy-advance-sp


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