User Tools

Site Tools


monster_type_templates_powers

Monster Type Templates and Powers

This section offers a sampling of monster type templates whose traits you can apply to your quick-build monster, new powers tied to specific monster types (including actions, bonus actions, reactions, and additional traits), and advice on how to use those powers. Some templates use the challenge rating of the creature you’re creating to calculate saving throw DCs, damage, and other variables.

Aberration


Aberrations generally have high Intelligence, Wisdom, and Charisma scores, as well as darkvision with either a 60- or 120-foot range. An aberration speaks a language such as Deep Speech, or communicates telepathically.

Senses darkvision 120 ft.

Languages Deep Speech, telepathy 120 ft.

You can further represent an aberration’s nature by giving them any of the following powers.

Adhesive Skin

(Trait). When this creature is hit by a melee weapon attack, the weapon becomes stuck to them. A creature can remove a stuck weapon with an action and a successful DC 14 Strength (Athletics) check. All items stuck to this creature become unstuck when the creature dies.

Sure to surprise your players, this power should be given only to a single creature to avoid frustration. It can lead to different tactics, or to characters drawing one weapon after another to keep attacking in melee. Enjoy describing the gross skin the monster has to enable this trait!

Displace Enemies

(Bonus Action). Each enemy within 30 feet of this creature must succeed on an Intelligence saving throw (DC = 11 + 1/2 CR) or be teleported up to 20 feet to an unoccupied space of this creature’s choice that this creature can see.

As an alternative to Repulsion, this power can be used to move targets away from a vulnerable foe. But it can also be used to place heroes over pits (allowing a DC 10 Dexterity saving throw to grab the edge), move characters next to dangerous foes, lift them up and drop them, and explore other devious tactics. If you change the power to target all creatures or target allies instead of enemies, it could be used to move companion creatures out of danger (with those creatures allowed to intentionally fail their saving throws).

Dominating Gaze

(Action, Recharge 4–6). If this creature has the Multiattack action, Dominating Gaze can take the place of one of the attacks used in that action. This creature chooses a target they can see within 60 feet of them. The target must succeed on a Charisma saving throw (DC = 12 + 1/2 CR) or be forced to immediately use their most effective weapon attack, magical attack, or at-will spell against another target chosen by this creature.

This action communicates the foe’s otherworldly nature. The momentary domination could come in the form of mind control, changing what the target sees, or confusing them. Describing horrid whispers of the beauty of the stars waking to devour the world is optional.

Erase Memory

(Bonus Action) The next time this creature hits a target with an attack, the attack’s damage becomes psychic damage and this creature becomes Invisible to the target. The target can make an Intelligence saving throw (DC = 13 + 1/2 CR) as an action or at the end of each of their turns, ending the Invisibility on a success. A target who succeeds on the saving throw is immune to this effect for 5 minutes.

This power can easily be reskinned as an illusionary effect usable by spellcasters, fey, or other magical creatures. A foe can use this power to prevent a specific creature from being able to see them (and perhaps forget they ever existed), forcing the characters to change tactics.

Grasping Tentacles

(Reaction). When this creature hits with an attack, they sprout a tentacle that grasps the target. In addition to the attack’s normal effects, the target is Grappled (escape DC = 11 + 1/2 CR) and Restrained. Until the grapple ends, this creature can’t use the grappling tentacle against another target. This creature can sprout 1d4 tentacles.

This reaction is a fun way to surprise your players. Describe how the tentacles emerge from the foe’s limb or body to grasp a character. You can roll for the number of tentacles or choose a number that reflects the creature’s desired challenge rating.

Repulsion

(Action, 1/Encounter). This creature targets up to eight creatures they can see within 50 feet of them. Each target must succeed on a Charisma saving throw (DC = 13 + 1/2 CR) or immediately move their speed away from this creature, avoiding hazards or dangerous terrain if possible. On a failed save, a target creature can’t move closer to this creature. An affected target can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success.

Repulsion is an excellent way to keep characters away from an otherwise vulnerable foe. Even if only a few characters fail their saving throws, the number of characters who can fight the foe in melee is reduced. This is a powerful action to add to a monster acting as a guardian to other vulnerable creatures. You can explicitly make this a fear effect and use the frightened condition if doing so fits the foe and the situation.

Beast

Beasts might have low ability scores if they are mundane creatures, with their strongest scores in either Strength or Dexterity. They might also have a medium to high Constitution or Wisdom to represent hardiness and cunning. Beasts typically have darkvision with a 60-foot range, and they don’t speak a language. Beasts often have the ability to climb, swim, or fly, and they might be proficient in the Athletics, Perception, or Survival skills.

You can customize a quick-build beast using one of the powers below, or a power from the “Monstrosity” section.

Earthshaking Demise

(Trait). This creature must be size Huge or larger. When this creature dies, they topple to the ground, forcing each smaller creature within 20 feet of this creature to succeed on a DC 15 Strength saving throw or be knocked Prone.

This power reminds players of the considerable size and weight of creatures such as dinosaurs. It works best when several creatures all have this trait, so that as each one falls, the characters feel the effect impact the battle. Beyond bestial creatures, this trait works well for constructs, dragons, and other physically mighty foes.

Empowered by Carnage

(Reaction). When this creature hits another creature with a melee attack and the damage from the attack either reduces the target to below half their hit point maximum or reduces them to 0 hit points, this creature can immediately move up to their speed and repeat the melee attack against another target.

This reaction captures the ferocious nature of the beast, motivated by seeing prey take a grievous wound or meet their end.

Hit and Run

(Action). As part of this action, this creature first takes one of their other actions. After that action is completed, this creature can move 30 feet without provoking opportunity attacks. If the creature ends their movement behind cover or in an obscured area, they can make a Dexterity (Stealth) check to hide.

This action allows a beast to act as a predator, attacking and repositioning themself for maximum effect. Retaliation (Reaction). When this creature is hit by a creature they can see, they can make an opportunity attack against the attacker.

A beast that bites back feels feral and dangerous. This is also an effective power for other creature types, especially boss monsters who can benefit from an off-turn attack.

Celestial

As divine beings of the Outer Planes, celestials have high ability scores. Charisma is usually especially high to represent a celestial’s leadership qualities, eloquence, and beauty. Celestials often have resistance to radiant damage. They might also have resistance to damage from non magical attacks, and immunity to the charmed and frightened conditions, and to exhaustion. The mightiest celestials possess truesight with a range of 120 feet, speak and understand all languages, and communicate telepathically.

Damage Resistances radiant; bludgeoning, piercing, and slashing from non magical attacks Condition Immunities charmed, exhaustion, frightened

Senses darkvision 120 ft.

Languages all, telepathy 120 ft. You can also select one or both of the powers below to further enhance a creature’s celestial nature.

Mirrored Judgment

(Reaction). When this creature is the sole target of an attack or spell, they can choose another valid target to also be targeted by the attack or spell.

A celestial might change their face or armor to become reflective like a mirror, so that an attacking creature can contemplate their actions.

Winged

(Trait). This creature has a flying speed equal to their best speed, and can hover.

Glorious celestial wings might be shaped of feathers, ice, or radiant energy. You can increase the flying speed if you wish the celestial to have more mobility.

Construct

A construct’s strongest ability scores are usually Strength and Constitution, though a construct built for agility might also have a high Dexterity. Constructs typically also have either blindsight or darkvision, and a selection of damage immunities and condition immunities to reflect their nonliving nature. They usually can’t speak, but might understand one or more languages.

Powers that suggest precision and programming work well for golems, clockwork creatures, and other constructs.

Damage Immunities poison, psychic

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

Senses blindsight 60 ft. (blind beyond this radius) or darkvision 60 ft.

Languages understands certain languages but can’t speak You can further enhance a construct with one of the following features.

Armor Plating

(Trait). This creature has a +2 bonus to Armor Class. Each time the creature’s hit points are reduced by one-quarter of their maximum, this bonus decreases by 1, to a maximum penalty to Armor Class of −2.

The high Armor Class of a construct might feel initially frustrating, but as you describe the pieces of armor plating being torn off, players will sense the tide turning. When the bonus to Armor Class becomes a penalty, describe how the rents in the armor allow characters access to the construct’s inner workings, speeding up the foe’s demise!

Erratic Gears

(Trait). At the start of each of this creature’s turns, roll a d6 to determine what they do: 1: The creature’s internal mechanism stops working and they do nothing this turn. 2: The creature acts normally. 3–5: The creature has a surge of power that causes them to deal an extra CR damage on each attack this turn. 6: The creature speeds up, letting them use two actions this turn.

The chaotic nature of this power lends itself to constructs experiencing malfunctions or not under the direction of a creator. It works best if given to several creatures, so that on average, they will still be effective and engaging. This power is meant to be as evocative as effective, but you can alter the effects to change that.

Improved Critical Range

(Trait). This creature’s attacks score a critical hit on a roll of 17–20.

This power works particularly well for multiple low threat creatures, creating a better chance that one or more will score a crit. You can alter the critical hit range based on the story you’re telling. For example, low-CR constructs with a critical range of 15–20 could be a lot of fun, hitting surprisingly hard but dying quickly. You can also use this power with nearly any other creature type, representing preternatural acuity or battle training.

Be careful with giving formidable foes this trait, and consider reducing the range if you do—especially at low levels of play where critical hits can have a big impact on play and easily result in character death. But, yes, a vorpal tyrannosaurus does sound awesome.

Sentinel

(Trait). This creature can make opportunity attacks without using a reaction.

This simple feature really shines when you describe the construct’s sharp eyes zeroing in on the characters, or how the construct swivels part of their body to make an opportunity attack.

Dragon Draconic creatures have high Strength, Dexterity, and Constitution scores, as well as high Charisma scores. A dragon has immunity to any damage type used for their breath weapon, has blindsight and darkvision, and speaks Draconic. They often have proficiency in Perception, and in one or more other skills reflecting their interests or nature.

Ancient and awe-inspiring creatures, dragons might grant powers to any other creatures who serve them. Creatures might also seek to steal a dragon’s essence or emulate their capabilities. The powers below are tied to specific dragon types, but can be easily reskinned by changing damage types or effects to represent other dragons.

Damage Immunities damage type associated with the dragon’s breath weapon

Senses blindsight 60 ft., darkvision 120 ft.

Languages Common, Draconic

A true dragon or a closely related draconic creature has a breath weapon that is fearsome to behold. You can adjust the damage or area of effect depending on how powerful your draconic creature is meant to be. Acidic Weapon (Trait). The first time on a turn that this creature hits with a weapon attack, the attack deals an extra 2 + CR acid damage, and the target takes a cumulative –1 penalty to AC (to a maximum −3 penalty) until the end of the encounter. Armor of Frost (Reaction). When this creature is hit by a melee weapon attack, the attacking creature takes 4 + CR cold damage and their speed is halved until the end of their next turn. Dragon’s Breath (Action, Recharge 5–6). This creature breathes to deal poison, cold, or fire damage in a 30-foot cone, or breathes to deal acid or lightning damage in a 60-foot line that is 5 feet wide. Each creature in the area of the exhalation must make a Dexterity saving throw against a line or a Constitution saving throw against a cone (DC = 12 + 1/2 CR), taking 4 × CR damage of the appropriate type on a failed save, or half as much damage on a successful one.

You might also wish to provide a dragon or draconic creature with an additional power to reflect their nature. Dragon’s Gaze (Bonus Action, Recharge 6). One creature within 60 feet of the dragon must make a Wisdom saving throw (DC = 13 + 1/2 CR) or become frightened of the dragon. While frightened in this way, each time the target takes damage, they take an extra 1/2 CR damage. The target can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success.

Dragon’s Gaze puts the pressure on a character, and goes well with threats a dragon makes as they promise that the heroes are about to meet their doom. Draconic Retaliation (Trait). When this creature is reduced to half their hit points or fewer, they can immediately use either their breath weapon or their Multiattack action. If the creature is incapacitated or otherwise unable to use this trait, they can use it when they are next able to.

This trait showcases a dragon’s might and fury, just as the characters appear to gain the upper hand. For a particularly fearsome foe—or particularly strong characters—you can use this trait again when the dragon is reduced to one quarter of their hit points or fewer. Electrified Armor (Reaction). When this creature is hit by a melee weapon attack, the attacking creature takes 4 + CR lightning damage and has disadvantage on their next attack roll. Flaming Weapon (Trait). The first time on a turn that this creature hits with a weapon attack, the attack deals an extra 4 + CR fire damage and the target’s armor or skin begins to smolder. While smoldering, the target has vulnerability to fire damage. The target can make a Constitution saving throw (DC = 11 + 1/2 CR) at the end of each of their turns, ending the effect on themself on a success. Poison Strike (Trait). The first time on a turn this creature hits with a weapon attack, the attack deals an extra 2 + CR poison damage and the target takes 2 + CR poison damage at the start of each of their turns. The target can make a Constitution saving throw (DC = 10 + 1/2 CR) at the end of each of their turns, ending the effect on themself on a success.

These powers can be given to humanoids or other creatures serving dragons, or can be reskinned to work as elemental powers or to represent beasts or monstrosities tied to elemental forces. For example, a massive winter wolf might have a hide that radiates cold, represented by the Armor of Frost power.

The Acidic Weapon power is assumed to harm armor in a way that is easily repaired. However, you might decide that the penalty lasts until the target can repair their armor during a short or long rest. Elemental Elementals generally have strong physical ability scores. They have resistance to damage of the type they are associated with (acid, bludgeoning, cold, fire, lightning, or thunder), and might have immunity to that damage if wholly created from elemental energy. An elemental usually has immunity to poison damage and certain conditions, depending on their nature. They have darkvision and speak the language associated with their element.

The following powers can be modified to reflect a particular type of elemental creature. Adding these powers to elementals not only strengthens them, but can help better portray their elemental nature. These powers can also be used with other creature types, reflecting the creature’s association with an environment tied to a particular element or some other factor that has imbued them with elemental energy.

Damage Resistances damage type the creature is associated with, if appropriate; bludgeoning, piercing, and slashing from non magical attacks

Damage Immunities damage type the creature is associated with, if appropriate; poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60 ft.

An elemental can be further enhanced with one of the following features. Elemental Attacks (Trait). This creature’s weapons or limbs are infused with energy of the type they are associated with (acid, bludgeoning, cold, fire, lightning, or thunder), dealing that damage type instead of their normal type.

This is a basic feature to communicate the nature of an elemental monster. Reinforce this through roleplaying, describing the foe’s form and appearance. Are they a being of fire? Are they wielding weapons that they ignite with fire? Elemental Aura (Trait). This creature radiates an aura of elemental energy of the type they are associated with (acid, bludgeoning, cold, fire, lightning, or thunder). Any creature who moves within 10 feet of this creature for the first time on a turn or starts their turn there takes 5 damage of the selected energy type (10 damage if this creature is CR 12 or higher).

Does your elemental monster radiate extreme cold? Do sparks fly from them, or does a cloud of stones encircle them? An elemental aura communicates a creature’s nature clearly, and presents a tactical challenge for melee focused characters. For an alternative approach, have this trait activate only when the creature drops below half their hit points, as their elemental essence leaks out of their body. Elemental Seepage (Trait). Whenever this creature is below half their hit point maximum, they radiate an aura of elemental energy of the type they are associated with (acid, bludgeoning, cold, fire, lightning, or thunder). Any creature who moves within 10 feet of this creature for the first time on a turn or starts their turn there takes 5 damage (10 damage if this creature is CR 12 or higher) of the associated type.

When present on several creatures in an encounter, this power encourages characters to focus fire so as to face fewer auras. You can contract or enlarge the aura to change its lethality and the number of characters who’ll be impacted tactically by it. The power’s relatively low damage means it works well for multiple creatures, but if given to only one or two creatures, the damage could be equal to CR or even 5 + CR. Elemental Shroud (Reaction, 1/Encounter). When this creature is hit by a melee attack, their body is shrouded with energy of the type they are associated with (acid, bludgeoning, cold, fire, lightning, or thunder) until the start of their next turn. While this creature is shrouded, any creature who touches this creature or hits them with a melee attack while within 5 feet of them (including the triggering attacker) takes 5 + CR damage of the associated type.

Characters can choose to keep attacking a foe with this power, but will take damage when doing so. This can be an excellent way to convince characters to take other actions, such as interacting with important non combat elements of an encounter.

The short duration for this power makes it significantly different from similar shield auras, but it can deal a lot of damage while it lasts. You can raise the number of times per encounter the power can be used, or even tie its use to an object or mechanism in the encounter so that the characters can disable the mechanism to turn the power off.

If you want the shroud to function as a shield and really dissuade characters from attacking, it could provide temporary hit points to the foe as well.

Fey Fey creatures can vary greatly in their traits and actions, but often have high Charisma and Dexterity scores and moderate-to-high Wisdom scores. Fey usually speak Sylvan or Elvish in addition to Common, and many speak Giant. Most fey have darkvision, and proficiency in the Deception, Perception, or Persuasion skills.

Compulsion powers wielded by fey creatures and others with a penchant for enchantment demonstrate a supernatural capability to influence characters. These powers should be used sparingly, so as to present an interesting challenge without becoming frustrating or repeatedly removing the sense of agency that players enjoy.

Senses darkvision 60 ft.

Languages Common, Elvish, Sylvan

A fey creature can be further enhanced with one of the following features. Beguiling Aura (Trait). An enemy of this creature who moves within 25 feet of them for the first time on a turn or starts their turn there must succeed on a Wisdom saving throw (DC = 10 + 1/2 CR) or be charmed by this creature until the end of their turn.

Representing the enigmatic and compelling nature of many fey, this aura can force a character to change their tactics during their turn. It’s especially effective on a foe you wish to protect, making it harder for melee characters to engage that foe, and incentivizing those characters to pick other targets first. You can vary the nature of the charm effect, whether the fey is adorned in the finest clothing, can change their appearance to look like a friend, or weaves ancient words to beguile their enemies. Charming Words (Action, Recharge 5–6). This creature chooses any number of targets within 60 feet of them who can hear them. Each target must succeed on a Charisma saving throw (DC = 11 + 1/2 CR) or be charmed by this creature until the end of their next turn.

This area-of-effect compulsion can keep a monster alive by preventing some or all of the characters from attacking them. It’s best used when a fight has other potential targets, so characters can attack a different creature and stay engaged. Fey Ancestry The creature is resistant to the charmed condition, and magic can’t put the creature to sleep. Teleporting Step (Bonus Action). This creature teleports a number of feet up to their walking speed to an unoccupied space they can see.

This option makes a fey creature a master of mobility, which you can richly describe in a number of ways. Does the creature summon, then step through portals? Vanish into shadow? Move from one plant to another? Transform into wind and appear in another location? Words of Treachery (Action). This creature speaks deceitful words at a target within 20 feet of them who can see and hear them. The target must succeed on a Charisma saving throw (DC = 12 + 1/2 CR) or immediately use their reaction to move up to 10 feet and make a melee or ranged weapon attack against a target of this creature’s choice. The compelled target uses an attack they would typically make against a foe.

This power works well when you roleplay what the creature says, then have the player attempt their saving throw and roleplay the outcome. Turning a character into an ally in combat can be a powerful option for a foe, as many characters deal more damage with their actions than monsters do. You can alter the power to work without spending the target’s reaction if you feel that losing a reaction might lessen a player’s fun. You can also decide whether a creature immune to the charmed condition is immune to this effect, or if it channels a different type of compulsion. Fiend Ability scores for fiends favor their physical characteristics, though many also have moderate or higher Charisma scores. Devils hoping to entice mortals into deals also often have proficiency in the Deception skill. Fiends typically have resistance to non magical attacks, and might have one or more elemental resistances. Demons speak Abyssal, while devils speak Infernal. Both usually have telepathy up to 120 feet.

Damage Resistances elemental resistances; bludgeoning, piercing, and slashing from non magical attacks

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft.

Languages Abyssal or Infernal, telepathy 120 ft.

In addition, you can add any of the following features to enhance the fiendish capabilities of a foe. Empowered by Death (Trait). When a creature within 30 feet of this creature dies, this creature regains 2 × CR hit points.

What makes this feature interesting is that the foe’s allies dying also triggers it. Give this trait to a fiendish boss so that they can gain hit points as their minions die. They might even kill one off just for fun. Relish Your Failure (Trait). When a creature within 50 feet of this creature fails a saving throw, this creature gains 1/2 CR temporary hit points. If this creature already has temporary hit points, they instead regain 1/2 CR hit points, up to their hit point maximum.

The fiend calls out any character’s failure, mocking them and drawing strength from their inadequacy. This trait works best for foes who have actions or spells requiring saving throws. Giant Giants have Strength and Constitution scores as formidable as their size, but their Dexterity scores are typically lower. Some giants speak only Giant, while others might speak Common, Goblin, or other languages. Forceful Blow (Reaction, Recharge 4–6). When this creature hits a target with a weapon attack, roll 1d4 + 1. The target is pushed 5 times that many feet away from this creature.

You can alter the size of the die to reflect the type of giant, or assign a fixed value for the distance if you feel that would work better. Sending characters flying is rewarding. Try not to enjoy it too much. Shove Allies (Action). This creature can shove any allied creatures who are within 5 feet of this creature and are smaller in size. Each shoved ally moves up to 15 feet away from this creature, and can make a melee weapon attack if they end that movement and have a viable target within their reach.

Roleplay the giant as they shove smaller creatures around them, forcing them to fight for their lives. Players might enjoy the tactical nature of this approach, since defeating enough of the giant’s smaller allies makes this trait less effective. Humanoid Ability scores for humanoids can reflect both their role and their ancestry. The wide variety of humanoid types and the range of standard NPC stat blocks that can represent humanoids makes it difficult to create templates for specifically humanoid features. Instead, you can select from the powers found in the “Common Monster Powers” section on the next page, choosing those that enable your specific concept. Leader A leader has features that help other creatures. They might heal, boost statistics such as attack modifiers or saving throws, or move other creatures, and they often have lower-than-average hit points, damage output, or accuracy.

When to Use Them. Leaders are most interesting when used sparingly, though they can be used more often when they are of different types. For example, a hobgoblin priest NPC focused on healing feels different from a duergar war priest who boosts their allies’ attacks.

Placement and Tactics. Leaders can be placed according to the focus of their useful features, letting them help as many of their allies as possible. Because the characters often want to target them, leaders operate best in the center or slightly back from the center of the encounter area.

Leaders make good bosses, or can act as lieutenants for bosses. Be careful when using them with skirmishers and ambushers, though, since characters moving to pursue those foes might go after the leader instead. A good default setup is to have one or two defenders protecting a leader.

Example Leaders. Couatl, knight, priest.

A leader has features that help other creatures. They might heal, boost statistics such as attack modifiers or saving throws, or move other creatures, and they often have lower-than-average hit points, damage output, or accuracy.

When to Use Them. Leaders are most interesting when used sparingly, though they can be used more often when they are of different types. For example, a hobgoblin priest NPC focused on healing feels different from a duergar war priest who boosts their allies’ attacks.

Placement and Tactics. Leaders can be placed according to the focus of their useful features, letting them help as many of their allies as possible. Because the characters often want to target them, leaders operate best in the center or slightly back from the center of the encounter area.

Leaders make good bosses, or can act as lieutenants for bosses. Be careful when using them with skirmishers and ambushers, though, since characters moving to pursue those foes might go after the leader instead. A good default setup is to have one or two defenders protecting a leader.

To turn a foe into a leader, either reduce that foe’s attack bonuses by 2, reduce their hit points by 20 percent, or reduce the damage of all attack actions by 1 for each damage die rolled for the attack.

Then give the creature any of the following powers: Commander (Trait). While this creature is at half their hit point maximum or above, each ally within 30 feet of them has a +2 bonus to attack and damage rolls.

Roleplay the instructions a creature with this trait gives out to underlings, directing their attacks and lifting their morale. Establishing that the commander looking healthy is inspiring their troops can clue the players in to the need to focus fire to end the benefit. For a stronger effect, the +2 attack bonus could be replaced with advantage. Fanaticism (Trait). While this creature is below half their hit point maximum, whenever they take damage and an ally is within 5 feet of them, this creature takes half the damage and the chosen ally takes the remaining damage. Additionally, while this creature is below half their hit point maximum, each ally within 30 feet of them has advantage on attack rolls. This power paints a different story in combat than the Commander power, showing a leader whose desperation fuels the fury and devotion of their foolish followers. Heal Ally (Bonus Action). This creature can choose another creature they can see and hear within 50 feet of them. The chosen creature regains hit points equal to 25 percent of their hit point maximum. Inspire Troops (Reaction). When this creature succeeds on a saving throw or when an attack roll against them misses, one ally who can see this creature gains 5 + 1/2 CR temporary hit points.

You can make this power a trait if you want it to be the centerpiece of an encounter. Smart characters will attack other creatures instead, but that might also work in the leader’s favor. Lead by Example (Trait). When this creature hits a target with an attack, any ally of this creature who can see the target has advantage on attack rolls against the target until the start of this creature’s next turn. March! (Bonus Action). Up to two targets within 30 ft can use a reaction to move up to half its speed in a direction of the leader’s choice. This movement is unaffected by difficult terrain and doesn’t provoke opportunity attacks. Source: https://koboldpress.com/monster-vault-preview-tales-of-the-valiant-marilith/ Protect Yourself! (Bonus Action). Up to two targets within 30 ft can use a reaction to Parry. Until the start of their next turn, they have a +2 bonus to AC, including against the triggering attack. Source: https://koboldpress.com/monster-vault-preview-tales-of-the-valiant-marilith/ Remember Your Training! (Bonus Action). Up to two targets within 30 ft can gain advantage on the next weapon attack roll it makes before the start of the leader’s next turn. Source: https://koboldpress.com/monster-vault-preview-tales-of-the-valiant-marilith/ Shout Orders (Bonus Action, Recharge 4-6). This creature chooses up to six creatures who can see and hear them. Those creatures can immediately either move their speed or take an action.

Monstrosity Monstrosities often have high Constitution and either high Strength or Dexterity. Their Intelligence and Charisma are often low. Many monstrosities lack a language, and they might have skill proficiency in Athletics, Perception, or Stealth. A burrowing, climbing, or swimming speed might be appropriate.

The following powers can be used to show off a truly monstrous monstrosity. For monstrosities such as centaurs and doppelgangers who are decidedly less monstrous in their appearance and outlook, you can use the powers in “Common Monster Powers” instead. Devour Ally (Bonus Action). This creature swallows an allied creature who is within 5 feet of this creature and is smaller. This creature regains 3 × CR hit points and the devoured ally is reduced to 0 hit points.

This power works well for a massive monstrosity paired with smaller, weaker creatures who they can slay at will—or even swallow whole. This forces the characters to choose between focusing on the larger foe or killing off the weaker ones to prevent the boss from healing. Frightful Presence Each creature within 120 feet of the foe and is aware of it must succeed on a DC x WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature’s save is successful or the effect ends for it, the creature is immune to the foe’s Frightful Presence for the next 24 hours.

Source: https://koboldpress.com/spicy-takes-on-dune-2-for-your-game/ Lingering Wound (Reaction, Recharge 6). When this creature hits a target with an attack and deals damage, the target takes a lingering wound. At the start of each of their turns, a target with a lingering wound takes the same damage dealt by the original attack. The target can attempt a DC 10 Constitution saving throw at the end of each of their turns, ending the effect on themself on a success. A successful DC 10 Wisdom (Medicine) check made as an action by the target or a creature within 5 feet of them also ends the target’s lingering wound.

The effect of this power can be described as blood loss from jagged fangs or claws, heightening a monstrosity’s terrible nature. Ooze Oozes almost always have low mental ability scores, and they often have either low Strength or Dexterity scores based on their nature. Oozes might be proficient in the Stealth skill if they sneak up on opponents, or if they have transparent bodies or forms that blend into their environment. Oozes typically lack a language, and rely on blindsense to sense creatures in close proximity. They often have immunity to multiple conditions.

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone

Senses blindsight 60 ft. (blind beyond this radius)

Many oozes have the ability to slip through small openings, which can be represented by the following trait. Elongating Limbs (Trait). This creature can increase the length of their limbs or other appendages at will, increasing their reach by 5 feet. A creature moving out of this creature’s reach or within their reach provokes an opportunity attack.

This trait is the surprise that keeps surprising. A monster can lengthen a limb to attack a character, then use it later for a reaction attack. Describe the way the limb elongates in as grotesque a way as desired. Malleable Form (Trait). This creature has advantage on checks to begin or escape a grapple, and can move through a space as if they were two sizes smaller than their size without squeezing.

You can alter the malleable trait to reflect just how small a space an ooze creature can move through, with some oozes able to move through a space as small as 1 inch wide without squeezing.

Additionally, you can choose any of the following powers to represent a creature’s ooze nature. Oozing Passage (Trait). This creature can move through the space of other creatures of their size or smaller without provoking opportunity attacks. When they do so, each creature whose space this creature moves through must succeed on a Strength saving throw (DC = 10 + 1/2 CR) or be restrained until the end of their next turn.

It can be fun to describe the moment when an ooze passes over and around a character. This can be a strong feature if the ooze moves through several characters, so you might alter tactics as needed to reflect the desired challenge rating. You can also remove the restrained effect to simply provide an interesting form of mobility. Plant Plant creatures have extremely low mental attributes and low Dexterity scores. Many are stationary, or might have a slow walking speed of anywhere from 5 to 20 feet. Some plant creatures have darkvision, while others have blindsight out to a range of 30 or 60 feet. Some have resistance to bludgeoning and piercing damage, or resistance to cold, fire, or poison damage. Some have immunity to conditions such as blinded, deafened, and prone, and to exhaustion. A few plants have a vulnerability to fire.

You can add any of the following powers to a creature with a plantlike nature. Grasping Roots (Trait). When a creature attempts to leave a space within 5 feet of this creature, the moving creature must succeed on a Strength saving throw (DC = 12 + 1/2 CR) or be restrained until the start of their next turn.

You can surprise players with this power, which reveals itself as a network of roots surrounding the plant, hidden beneath the soil or spreading along the cracks of a stone floor. When a character attempts to move away from or around the plant, the roots emerge and try to hold them fast. Poison Thorns (Bonus Action, Recharge 5–6). The next time this creature hits a target with an attack and deals damage, the attack deals extra poison damage equal to half the damage originally dealt, and the target gains the poisoned condition until the end of their next turn.

You can describe the thorns growing along the plant creature’s appendages when they take this bonus action. Those thorns might be a bold color such as bright red or blue, and could drip poison. Poisonous Demise (Trait). When this creature is reduced to 0 hit points, they release a spray of poison. Each creature within 30 feet of this creature must succeed on a Dexterity saving throw (DC = 10 + 1/2 CR) or take 2 + CR poison damage.

This trait can be reskinned for other types of creatures, such as elementals and undead, by changing the damage type. You can likewise change the area of effect to better reflect your monster or the desired challenge. The default distance is based on a single monster having this power. If multiple creatures in an encounter have it, reducing the distance to 5 or 10 feet works well. Virulent Poison (Trait). This creature’s attacks that deal poison damage ignore a target’s resistance to poison damage. If a target has immunity to poison damage, that target instead has resistance to poison damage against this creature’s attacks. Additionally, the first time each turn that this creature deals poison damage to a target, that target is poisoned until the end of their next turn.

Poison is a common damage type for characters to resist, which can reduce the challenge of poisonous or venomous foes. You can simplify this power and reduce its potency by removing the poisoned condition, or you can strike a balance by providing a Constitution saving throw (DC = 10 + 1/2 CR) against that condition.

Undead Undead creatures typically have immunity to poison damage and the poisoned condition, and they do not need to eat or breathe. Some undead have immunity to the charmed condition and to exhaustion, and skeletal undead might have vulnerability to bludgeoning damage. Although some intelligent undead can speak, many undead lack the ability to speak even if they can understand language.

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft.

Languages understands all languages they knew in life but can’t speak

You can also add any of the following powers to an undead creature. Aura of Demise (Trait). Each enemy within 30 feet of this creature who makes a death saving throw does so with disadvantage.

Seeing any character drop to 0 hit points while near a creature with this power will have all the players on the edge of their seats. Aura of Destruction (Trait). Each creature who ends their turn within 5 feet of this creature (or within 10 feet of this creature if this creature is CR 12 or higher) must make a death saving throw, regardless of their current hit points. With three successes, a creature no longer needs to make death saves against this effect. With three failures, a creature dies.

Having to make a death saving throw for standing next to a creature? Your players won’t expect that. Truly cruel GMs can combine this and Aura of Demise for a nail biting challenge.

Alternatively, you can soften this power by having three failures reduce an affected creature to 0 hit points—at which point they begin making death saves again as normal. Stench of Death (Trait). Any creature who starts their turn within 10 feet of this creature must succeed on a Constitution saving throw (DC = 10 + 1/2 CR) or become poisoned until the start of their next turn. On a successful saving throw, the targeted creature is immune to this creature’s stench for 24 hours.

You can alter the effect’s radius based on the … uh, flavor you wish to impart. Undead Resilience (Trait). If damage reduces this creature to 0 hit points, they must make a Constitution saving throw with a DC of 2 + the damage taken, unless the damage is radiant or from a critical hit. On a success, this creature drops to 1 hit point instead.

Add this trait to undead creatures who can withstand blows that would kill a living creature. Describe a successful save as the undead creature getting back up or refusing to fall, despite missing body parts or other terrible wounds. Undying Allies (Trait). When an ally who can see this creature is reduced to 0 hit points, that ally immediately becomes a zombie (retaining their original stat block but gaining the undead type), and stands up with 1 hit point. From that point on, if damage reduces the zombie to 0 hit points, they must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Any ally who becomes an undead from this trait is destroyed if this creature dies or is destroyed.

Roleplay the necromancer with this power urging their fallen allies to rise up and strike down the heroes. This places an urgency on defeating the necromancer rather than their allies, since killing allies only results in more undead. Turn Resistance The creature has advantage on saves against any effect that turns Undead. Undead Fortitude If damage reduces the creature to 0 HP, it must make a CON save with a DC equal to 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the creature drops to 1 HP instead. Turn Resistance The creature has advantage on saves against any effect that turns Undead. Undead Fortitude If damage reduces the creature to 0 HP, it must make a CON save with a DC equal to 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the creature drops to 1 HP instead. Withering Blow (Bonus Action, Recharge 4–6). The next time this creature hits with an attack, the target takes 5 + CR necrotic damage at the start of each of their turns. The target can make a Constitution saving throw (DC = 10 + 1/2 CR) at the end of each of their turns, ending the effect on themself on a success. The effect also ends if this creature dies or is destroyed.

For maximum effect, describe how this blow causes a character’s flesh to wither, shrivel, and take on the gray color of undead flesh. For even greater effect, you could have the extra damage from this power also reduce the target’s hit point maximum. But that’s probably too evil. Probably.

Source: Lazy DM's Forge of Foes, ToV Game Master's Guide

monster_type_templates_powers.txt · Last modified: by admin

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki