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Hello /tg/, I have a project I think would be fun.

We're going to make a monster manual, one of those weird, Monster Manual 3 and onward kinds where they've run out of all the regular monster types and just start making up crazy shit to throw in. Give us your Sennmurvs, your Urgalastas, your Blackstone Eidolons, whatever concepts you can think of. We'll have 100 open slots, which we'll compile into the full manual in the end.

Then we put together some basic stats for them (Think something like how Veins of the Earth did it: Basic hit die and damage die, some loot, etc.). Get it all written down and put together, a little blurb explaining how the thing is supposed to act to the DM and whatnot, and then we illustrate them, using any technique at our disposal. You good at drawing shitty things in ms paint? Go for it. Want to photoshop a bunch of animals together and call it a new kind of owlbear? Do it. Have actual drawing skills? You're probably in the minority. I'll be drawing some myself, and trying to doodle up any ones that don't get picked up by others.

So, tl;dr
>100 monster entries, make up any kind of monster you want, so long as it's weird.
>After the pitch, we figure out simple, relatively system agnostic stats for it.
>Then, any anon who can and wants to, regardless of artistic skill or medium, makes an art entry for it.
>>
why, my peenus weanus of course :)

hahah! :D

it's my weeeeeenus peanus! :) hahah

ITT: we're making a monster manual - my entry is, of course, my peanus weenus :D

hahaha!
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>>68972978
bump, cool concept
>>
>Mirror Golem
>Any spell cast at the golem has a 50% chance to reflect back at the caster
>Has the ability to create a clone of anyone who sees their reflection in the golem
>the clone has all the gear and abilities of the original, but half the hit points and lifespan, it is hostile to the original version
>the golem cannot use its cloning ability on clones or creatures it has already cloned once

This is probably already a thing somewhere, feel free to discard it if something weirder comes up.
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>>68972978
Alright, I'll bite.

>Cauldron Crab
>Car-sized giant elemental fiddler crab, has a hollow "bowl" on the top of its shell.
>Its bowl fills with water, which its own really high body temperature boils.
>Throws food it grabs into the pot to boil it for tenderness. This includes you, if it can grab you.
>Has the danger of sloshing scalding water everywhere when it gets hit.
>>
>>68972978

I've made a bestiary before, but I organize my monsters by biomes. Here's one from the Hallow - a cave covered in bones and fossils from some long-lost apocalyptic
event

>Bone mites - mice-sized insects that resemble skeletal hands. Bone mites scurry through the chambers of the Hollow and snack upon detritus, garbage, and just about anything. They have a stinging bite, but are generally harmless. They make their hives in large skulls, which when disturbed, causes them to scurry out in all directions. The are attracted to moist, sweet smelling things and are repelled by blue light and acidic solutions. Many travelers of the Hollow sprinkle a small vial of vinegar around their campsite to repel the mites, so as to get a good night's rest.
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>>68973129
Still a very fun encounter mechanically, and could get into weird territory depending on its design. What about it it’s like a giant walking oval mirror on top of little spider legs or something, with a face at the top of the mirror that’s it’s eyes/where it casts spells from?
>>
>>68972978
>Intelligent Otyugh (sp?)
>Less powerful than an Otyugh, but vaguely humanoid form and intelligence.
>Image should show his Sewage office reading books.
>Can control Otyugh of lesser intelligence, speaks telepathy with them at will. Keeps them away from his clean floors.
>Some are Loremasters, some are just Animal Trainers.
>He has hands and tentacles with usual bone spurs, two humanoid leg and two 'elephant' legs, he folds to sit most of the time.
>Face HORRORS, is a Aberration that can eat concrete (if he wanted to)
The best shoes and dressing evening gown wins. This test showed me that normal Otyughs has simple animal, telepathic contact. Didn't know that.
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>>68973294
Hadn't thought too much on its design but that visual sounds neat!
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>>68973275
I really like the idea of these, I’m going to give them and some of the others things in here a draw when I get home from the gym.
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>>68972978
Wereopossum
Coffee elemental
Keg golem
>>
Loners

>Only encountered alone in the wilderness, often along the main roads between major settlements
>Looks like a person from a distance
>really more like this slenderman-looking motherfucker up close
>fights like a fucking hunter NPC from Bloodborne
>their physical forms are an artificial construct (not necessarily metal or constructed from materials, merely built for a specific purpose) given to some creature from a far-off plane of existence that fundamentally does not belong here
>domesticated animals get hostile or upset near it, often fleeing
>Can pass for human...for a while
>as their spell of glamour wears off, they become more alien
>seemingly no rhyme or reason to what they do, but they tend to avoid large settlements
>random mutilations of livestock are common when they're around
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>>68974274
How slenderman are we talking here? Full on faceless, or more on the end of weird fucked up features and proportions? I could see a fun one with basically the equivalent of eyespots, so from afar a cluster of tiny eye-slits or look like a regular eye, or a strange hearing organ looks like a closed mouth.
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>>68975554
Varies depending on the specimen.
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>>68974049
>Coffee Elemental
"It was at first assumed that the coffee elemental slaughtered all the cappucino artists for making a mockery of its people, yet when questioned the creature simply stated it 'despised those annoying cunts'. The Coffee Elemental has since been a welcomed guest of most human kingdoms."
-From the notes of Krispu the Keen.
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>>68972978
>Cog Bishop
>Skinny looking golems made from brass
>Followers of a machine god
>have the ability to shape metal into subservient pawn constructs
>given time and resources they will create a congregation and crusade to convert any sapient creatures it finds to its religion
>can be easily confused by philosophical debates and logic traps
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>>68972978
>Un-Living Lightning
>Appear usually as a flash of acid-green lightening, when in humanoid shape are 8-10 feet tall and very lanky, with no discenring features
>Said to be corrupted lightning elemental, they have an odd fascination with animating corpses, and can communicate through them for a limited time
>Jumping from corpse to corpse they leave a trail of chared zombies in their wake, though they quickly burn up by the lightning charging them
>Many believe Un-Living Lightning is a by product of creating Flesh Golems
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>>68973181
Alright, here's a quick shot at some simple, system agnostic stats that are functional abstractions you can use to run some of these things. Example here will be the Cauldron Crab, and for functionality, I'm using the D&D idea of size categories. and have organized things on a 10 point scale, likely to be represented with dots in the actual final document or something suchlike. 10 is really damn good, 1 is absolutely fucking pathetic, stuff that goes beyond 10 or below 1 is totally fine if it works. Speed works on a scale of Glacial/Slow/Medium/Fast/Extreme.

>Cauldron Crab
>Large size
>HP: 4/10
>Armor: 5/10
>Speed: Slow* (*Medium if moving from side to side.)
>Attacks: Crab Claw (3/10 damage, with grab). Dunk (If grabbed, 6/10 damage repeatedly until they escape the cauldron.)
>Special Qualities: Boiling Blood (2/10 damage if bled on), Boiling Cauldron (2/10 damage when hit with lots of damage in adjacent area from the splash)
>Number Encountered: Solitary, or 2-5 as nesting pack
>Environment: Islands, beaches, tide pools
>Loot: Stony Shell (As iron for shields/armor), Food (cooked fish/animal soup), metal treasure/gemstones leftover in cauldron.

How does that sound for a general kind of stat system for this? The idea is to give enough info that it's pretty easy for a DM to run it in whatever system they actually need it for without locking into specific mechanics.
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>>68972978
The dracopede
>massive, four eyed, snakelike reptile with one hundred crablike legs, and a strong segmented carapace covering it’s body.
>it has darkvision, a stinger at the end of it’s tail with paralysis venom, and a breath weapon. It can also spit a honey like substance to trap its prey
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>>68972978

> Ninpress
> Visually a giant foxlike creature made of swirling flame.
> Legend says that there was once a mythical beast. A mad, dancing fox god that brought fire and devastation wherever it went in a glorious but catastrophic revelry. An uneasy alliance of bardic colleges bound the being in stone with a song, and shattered the rock into a hundred pieces so that the beast could never be made whole again.
> Even now the fragments of this binding stone carry great power on their own, and a fragment of the beings power, a burning ghost called a Ninpress, can be called forth from it as a servant or guardian. This is best done in remote areas, as the foxfire of a Ninpress is uncontrollable and dangerous, and a Ninpress once unleashed all too commonly will "accidently" consume its summoner in flame.
> themes of this monster are fire, enchantment, and a specific weakness to bardic magic and countersongs.
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>>68972978
>Genemaw
>A giant purple-skinned humanoid with a squat, rotund body and short limbs, with several short tendrils coming out of its head and a huge second mouth in its stomach
>Lives in deep, remote swamps
>Really strong, skin secrets poisonous mucus
>Can use its tendrils to psychically attack creatures or control them like puppets. Uses this to hunt and to prevent hunters from finding its nest
>Can swallow animals with its second mouth to transform them into mutated thralls that are psychically connected to it. Transformation takes a week and while the Genemaw is doing it they become slow and weaker and cannot use their psychic powers
>Looks like a 12ft version of pic related
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>>68972978
Mandrake Golems- Golems of pure garden loam with what look like innocent, leafy plants growing over themselves. Upon detection of intruders, they are promptly pulled out of the golem's body and flung at the enemy. The golem then pulverizes whoever is paralyzed or incapacitated by the Mandrakes' screams.
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>Corrupted Spell-book
>An abandoned spell-book, lost or left hidden away following the death of its master now corrupted by its latent magic
>The book as grown partially sentient, and must devour magic to survive
>Can cast several spells, has a chance to eat spells that people cast on it
>Floats to move around and pretends to be a regular book in the presence of people
>Sneaks into libraries, emporiums or conservatories to devour magical artifacts and tombs
>Attacks if someone tries to open it
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>>68972978
Meltdown Golem
>Created out of the nuclear waste found in the cores of crashed spaceships
>It's a golem made out of nuclear waste, it should be pretty clear what it does.
>With exertion, can create nuclear chain reactions inside itself to explode at people. Hurts the golem, though.
>varies in power by the radioactivity of whatever was used to create it.
>A semi-natural phenomenon. While some wizards have created them artificially, Meltdown Golems can arise naturally when a human falls into molten nuclear waste and the soul gets trapped.
>Surprisingly weak and slow, but are just as durable as any other golem.
>>
>Thaumovoric Lizard
>A species of rare reptile from the Far West, the Thaumovoric Lizard is notable for it's ability to unbind the magic from enchanted items and transfer it into themselves.
>While in most cases, the lizard uses this ability for nourishment, they can permanently bind a magic items' ability to themselves, giving themselves powers based on the item.
>They can only do this to one magic item, but that's believed to be based on the number of heads they have, as the effect of the magic is generally reflected the most around their face.
>Their social hierarchy is based around the lizards that have taken in the most powerful magical effects - cantripping lizards bow before the might of the fireball breathing ones
>While normally only a foot or two in length, a steady diet of magical items can result in sizes of up to 30 feet.
>Fighting Thaumovoric Lizards with magic is not recommended, and many wizards have returned from a battle only to find their spellbook wiped clean of trapped spells, or a warrior finding his Vorpal Blade dull.

>Rumors of Thaumovoric Lizardmen and Thaumovoric Hydras are so far unsubstantiated.
>>
>Necrojewel Leviathan
>Giant sea abomination made out of hundreds to thousands of fish, and other oceanlife.
>Basically that giant necromorph at the end of dead space, but underwater.
>Every piece of disconnected/dead biomass nearby it is animated, and attempt to join with the Leviathan, or to kill living beings nearby (whichever is easier).
>Healing within a certain distance of it is impossible.
>Basically a landmass, rather than a normal creature.

Lore:
>Long ago, a dark sorcerer created 77 jewels, through which steady flows of negative energy emerged, which was used to power undead war machines.
>After his death, these jewels were crushed, and the dust scattered to sea
>However, this dust retained the properties of the jewels, and created seaborne undead as the dust was concentrated over time.
>The return of the jewel dust together has imprinted on it's powers, as now all of the undead attempt to join back together.
>>
>Grasping Horror
>An aberration that looks almost entirely human, save for wickedly sharp fingernails.
>By dragging it's fingernails along something, the Horror opens a gateway for "something" to reach through. More hands to come out, legs to emerge, eyes, mouths.
>It's fingernails count as Vorpal weapons, cut off a limb on a crit.
>Can shove people inside one of those gaps, where they'll never be seen again. In reality, their body is added to the extradimensional mass of this thing.
>The body isn't it's real body. The was cut off, so it could put it's own face in. Same with the limbs. The body is the weak point, it can't open permanent gates except on a living body.

[Spoiler]If it cuts you, that gate will be on you until the real body gets killed. While killing it's fake body will force it's gateways closed, it'll open it's gates on you in 1d6+1 days, when you're asleep, and carve you up just like it did the previous host. And you'll be alive the entire time to feel it.[/Spoiler]
>>
And some basic stats for my stuff.
>>68980862
>Meltdown Golem
Large Size
HP: same as Stone Golem
Armor: same as Stone Golem
Speed: very slow. 10 foot a round or something.
Attacks:
Fist - same as stone golem attack
Detonation - as dragon breath
Nuclear Aura - use rules for nuclear radiation. If there are no rules, just make a saving throw every turn or lose 1d12 CON, -1 for every for every 10 feet of distance.

>>68981133
>Thaumovoric Eel
Small Size
HP: same as regular lizards
Armor: as above
Speed: average
Attacks:
Bite - same damage as a dagger
Absorb Magic - absorbs magic from something close by. Takes 1d6 rounds per level of magic.
Special abilities vary by magic item absorbed, but should be based around it. If it absorbs a spell, it can cast it at will, recharges on 5-6.

>>68981401
>Necrojewel Leviathan
Use stats as per kaiju.
Healing within 1 mile fails, animates all dead matter.
Can shoot godzilla beam of necrotic energy, but this weakens the leviathan.
Takes a lot of damage from radiant/holy energy.
Different types might have different powers - walking coral reef would be different from fish necromorph, which would be different from giant squid zombie, etc.

>>68981505
>Grasping Horror
HP: as bear/wild animal. Fragile, but doesn't care about injuries.
Armor: none
Speed: slightly above normal speed.
Attacks:
Nail - as vorpal sword
Gate - creates a gateway nearby. Can attack with Nail through gates, or cause other things to emerge.
Number encountered: 90% chance of 1; else the horror on the other side has figured out how to manipulate multiple bodies, in which case it's 1d6 - twice that number are distributed through the area, likely miles away. Will know where you are.
Intelligence - varies by 'individual'. Range from dog-level to Hannibal-Lecter-level.
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>>68972978
I forget, are pookas in the real monster manual already? Because if not, Pookas
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Prism Skeletons
>A strange type of undead, made out of those that freeze to death, and are inhabited by Ice Oozes.
>These types of skeletons resemble wandering glints of light in the distance, as the polar light is reflected off the ooze
>Can hide underwater, under the snow, or in acid pits, thanks to ooze covering
>Skeleton reinforces the ooze, making it smarter and stupidly durable
>Downright impossible to put down, but rather than taking down their prey in one slog, they hunt their targets over the tundra.
>>
I think we could expand on trolls.
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>>68983067
an anon said that trolls should be plant based, and now that's more or less what I go with.
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Mimms
>A type of illusionary fey who have a keen fascination with children
>Have no fixed shape, instead changing form based on the imagination of others. They often befriend children in order to attain new and interesting forms
>Will often perform favors for children, bring them candies and treats, though many go to far and cause awful misfortune to anyone the child dislikes
>Particularly foul Mimms have been known to curse children to be young forever and take them away to the Feywild as "friends"
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>>68983212
Fair enough, I was hoping to make them more like Scandinavian trolls

How about celtic spinxes?
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>>68983511
No, no, scandinavian trolls are fine. But, you can also have them be plant based.
I've got the anon's thoughts here
>remnants of fey magic persist in some places untouched by the current races. Trolls are born in such places: caves, swamps and groves. They can appear in any situation in which four elements are present: decomposing vegetable material; fey magic; darkness; water.

>a humanoid creature whose hair is like moss, smells like rotten wood, the gnarled skin seems mold-like, big and bulbous nose always sniffing, the beard reminds one of vines and ivies. They also regenerate wounds in seconds or minutes, except those caused by fire or acid; they hate heat and fire; is bigger and larger than a person; it has claws and great strength.

>Each troll is generated according to the amount and type of available organic material. They might be as small as goblins or bigger than giants; extrememly hairy and bearded; large toothy mouths; have two or more heads; some grow a tail; colors and patterns that work as camouflage; intelligent enough to learn languages, handle tools and plan group ambushes. Deficiencies also occur: disproportionate arms, weakness to sunlight; sporadic or null regeneration; a missing eye or all the fingers etc.

>Utglard, the mountain supposed to be the world's biggest troll. Each "tree" is a hair, every "rock" a wart and the jagged bluffs are actually old woundsMouth, nostrils and other putrid "caves" give acess to a wooden interior perfect as a spawning ground of new trolls. The tales disagree if Utglard is alive, dead, hibernating or even changing location to avoid being discovered; there also isn't a consensus about its size and characteristics. Some stories say that the great troll's beard is the best wood for staffs and weapon shafts there is, others say that metals and gems can be harvested from its guts.
You could definitely keep that with scandi flavoring.
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>>68983511
As for celtic sphinxes, I like the idea, but what would set them apart from egyptian sphinxes as a monster?
This thread is for a monster manual/bestiary, but wouldn't a celtic sphinx would just be a reflavor of a regular one?
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>>68972978
Hey OP, you still alive?

>Cone Shooter
>A cone being, from the elemental plane of cones.
>Possesses the power shoot cones. Roll on the table of random cone-based attacks and powers, uses it that turn. Notable inclusions - poison gas, cone of cold, dragon breath, Beholder anti-magic fields

>Jinxes
>Minor, pixie-like fey born when chaos magic interferes with fey magic
>have the ability to turn invisible, teleport 10 feet, fly, and most notably render any magical object of a cantrip-level of power unstable and chaotic.
>their favorite prank is to hang out around wizards, and use their magic to render their casting foci useless.

>Thundermites
>Swarms of tiny, crystalline birds (look like origami that glows orangish-brown to pink) from the elemental plane of earth.
>Have some power over electricity and magnetism when in a flock; by rotating and flying around in flock formation, they can create lightning charges, or powerful magnetic fields that attract/repel all metal in the area. Fighting them with metal is not recommended.
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>>68983899
>Soul Stingers
>symbiotic 'paper' wasps that live on and near undead.
>They reinforce the body of the undead with their 'paper', which is actually worked skin with the consistency of leather (AC increased). In addition, when the undead dies the stingers fly out and act like assholes.
>But their worst power is the feared Level Drain ability of ages past. When attacked by a Soul Stinger swarm, or by an undead with a SS infestation, the character must save or act as one level lower, losing HP, attack bonuses, proficiency, whatever. This effect lasts until powerful clerical magic is used, or the undead is killed. If the swarm is unprotected when the victim is level drained, the effect only lasts until they take a rest.

>Gold Slime
>A rare type of slime made of pseudo-gold with the ability to solidify.
>When placed near other gold or metals, the Gold Slime will "melt" and begin to eat it, adding it's mass to itself.
>Commonly found in it's dormant form in the form of rare golden treasure, like a golden scepter or a crown.

>Facesnatchers
>A type of fey that steals the 'social position' of others. Through strange fey magic, the Facesnatcher steals a victims names and social relationships.
>A facesnatcher can cause a victim to lose 1d6 charisma by eating something important to that character, like an heirloom or a weapon. This damage doesn't heal as long as the Facesnatcher is alive.
>If the CHA damage reduces a character to 0, they are essentially an 'unperson' with no social standing - in addition, anybody they meet will automatically think the worst of them. If the damage reduces a character to -CHA, that person ceases to exist, and the Facesnatcher permanently takes their appearance, powers, and social life. The victim loses all their memories, and becomes a Facesnatcher.
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>>68983899
I am! Just working on getting everything together into the document, and making sure we've got a proper index. As of your posts, we're at 28 creatures (not currently counting celtic sphinxes despite how awesome they are, since I think they need a little more of a hook. Maybe something with Ogham? Written riddles?)
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>>68983659
Fair enough, sounds good.

>>68983671
It could be more of a fey version of a sphinx with a spell list to match. From the picture it might even be medium sized. Maybe a more illusion and enchantment based.

I'll be honest, I don't know how it could be different but I thought a new take on sphinxes could be cool

How about a mosquito demon?

Medium creature, designed for parties lv 5-10. Able to drain ability scores through its blood sucking attack. It could have spider climb and the ability to release a cloud of blood to make its escape.
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>>68984060
>Lords of Edge
>The skeletons of powerful bards still hold fragments of their poetic power, but the transition into undeath perverts this force. Instead of a powerful, inspiring force, the Lords of Edge instead recite dour, depressing poetry that saps the souls of anybody that hears it.
>Anybody that listens to a Lord of Edge recite it's poetry gains a point of AntiInspiration. Unspiration. The first point of Unspiration will cancel out Inspiration, but further points do stack. When a character has Unspiration, the DM can cause them to make any roll with disadvantage, or suffer some other weakness.
>Also, Lords of Edge carry strange weaponry. Examples include several hundred knives, a scythe made out of a spinal cord, and a guitar axe.

>Wizener
>A form of undead created only by the very, very elderly (110+ years of age for humans, over a thousand for elves, etc), wizeners are a fragile and weak form of undead.
>However, their incredible age gives them a powerful 'curse' - anything or anybody that kills them will instantly age to dust, and those nearby will also age up.
>killing a Wizener with the environment or traps will protect the killer, but the aging field effect will still likely cause them to lose a few years.

>Alchemical Horrors
>When a reckless alchemist is killed by their own concoctions, it can result in an Alchemical Horror.
>An undead that's part charred alchemist, part ooze, and part mutant, Alchemical Horrors possess great and terrible abilities.
>Alchemical Horrors retain all the knowledge of their creator, and so can function as an alchemist of equivalent power to their originator.
>In addition, they also possess natural abilities of chimerism, allowing them to fuse parts of animals and monsters into themselves (dragon breath organs on an Alchemical Horror are a feared possibility).
>>
>Abyssal Doppoilganger
An ooze with a measure of intelligence, it tend to mimic the appearance of other living creatures perfectly in terms of mannerism and fine features, but always maintains a monochromatic, oily sheen. Its body can even mimic inanimate objects, becoming sharp as blades or heavy as boulders. It has a dense, yet fluid, body that makes it surprisingly hefty, and it can grow or shrink to suit its needs, usually staying around the size of creatures in close proximity.
It expresses unbridled curiosity in its surroundings, to a dangerous degree. Though fascinating and fascinated in turn, it may try to wound or kill creatures just to see what happens. As it has no internal organs to speak of, it cannot communicate, even via telepathic or magical means.
Incidentally, its mirror-sheen body can absorb or reflect most magical effects.
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>>68984308
>alchemical horrors con't
>Their final and most feared power is that their body naturally functions as an alchemy reactor, allowing them to create, modify, and copy potions on the fly. While this ability is generally limited to potions that the AH knows how to produce, or has imbibed before, it's still a potent power.
>One of their favorite tactics is to create high-pressure potion streams and spray them at enemies, potentially causing horrific effects to take place.
tl;dr it's the alchemist's answer to the lich, except it's got Space Ripper Stingy Eyes that also cause you to go blind, get poisoned, turn into a newt, etc.

>>68984228
Smaller sphinxes with a spell list and a more druidic flavor could work.
Mosquito demon is fine, but I've never seen a Lamprey demon before, and that'd be even worse.

>>68984194
Good to see you're not dead yet. Stuff like this tends to get abandoned, and I'm glad it isn't.
>>
Some attempts to stat things up, so that we've got some of them done as we go down the line.

>>68973129
>Mirror Golem
>Size: Large
>HP: 4/10
>Armor: 2/10
>Speed: Normal
>Attacks: Flail (3/10 damage)
>Special Qualities: Spell Reflection (50% chance to redirect spells back at caster), Mirror Clone (Can create clones of people in its mirror. Clones have all gear and abilities of original, but 50% HP and lifespan, and is hostil to the original. Cannot be used on clones, or creatures who have already had a clone made once before)
>Number Encountered: Solitary
>Environment: Dungeon, towers
>Loot: Ornate Fixtures (Worth money), Reflected Treasure (Disappears if not taken off of clone before clone's death. Mirror of the treasure on that party member.)

>>68973275
>Bone Mite
>Size: Tiny
>HP: 1/10
>Armor (Dodge): 3/10
>Speed: Normal
>Attacks: Bite 1/10
>Special Qualities: Sweet Tooth (Attracted to sweet smelling things, repulsed by acidic solutions and blue light)
>Number Encountered: Pack 4-6 or Swarm 10-15
>Environment: Ossuaries, the Hollow caves
>Loot: None

>>68973358
>Thoughtful Otyugh
>Size: Medium
>HP: 5/10
>Armor: 1/10
>Speed: Normal
>Attacks: Lesser Bite (3/10, roll for disease), Lesser Tentacle Slam (2/10, roll for paralysis)
>Special Qualities: Telepathic (Can actively communicate and speak via telepathy), Educated (Has NPC levels), Otyugh Control (Commands other Otyugh.)
>Number Encountered: Solitary, with 1-4 Otyugh
>Environment: Sewers
>Loot: Books, Treasure bezoar (inside stomach)

>>68974049
>Wereopossum
>Size: Medium
>HP: 5/10
>Armor (Dodge): 3/10
>Speed: Fast
>Attacks: Claw (4/10 damage), Bite (5/10 damage), Tail Whip (1/10 damage, trips)
>Special Qualities: Playing Dead (When reduced to half health, pretends to die.), Shapeshifter (Transforms into non-wereopossum NPC)
>Number Encountered: Solitary, or 2-3 Hunting Pack
>Environment: Woodland, dumps
>Loot: As non-wereopossum form, with some added trash
>>
>>68972978
>>68984194
https://coinsandscrolls.blogspot.com/2019/10/osr-monster-overhaul-planning.html
Here's an article that you might want to look at, OP. Obviously, you shouldn't put that much effort into this, or even format it the same, but it raises a few relevant points as to how to format a monster manual.

As for stat blocks, one format (Also stolen from skerples) you could try is:

Health
Armor
Damage
Speed

Number Appearing
Morale

Intelligence
Desires
Morality
Voice/Sounds


And that's probably my last post for tonight.
>>
>Coffee Elemental
>Size: Medium
>HP: 3/10
>Armor (Dodge): 4/10
>Speed: Normal
>Attacks: Scald (4/10 damage, on contact with body), Caffeine Overdose (0/10 damage, builds up charges per successful hit. At 3 charges, target suffers minor heart attack for 7/10 damage.)
>Special Qualities: Liquid Body (takes 1/2 damage from nonmagic sources)
>Number Encountered: Solitary, or coffee house (3-5)
>Environment: Cities
>Loot: Freshly roasted artisan coffee (Valuable)

>Keg Golem
>Size: Large
>HP: 6/10
>Armor: 3/10
>Speed: Slow
>Attacks: Keg Slam (6/10 damage, sprays alcohol on impact)
>Special Qualities: Hollow (If not filled with liquid, takes double damage from blunt sources), Intoxicant (If filled with alcohol, sprays alcohol when struck or striking, roll against poison or be intoxicated. If set on fire, violently explodes)
>Number Encountered: Solitary
>Environment: Cities
>Loot: Fine liquor (Valuable)

>Loners
>Size: Medium
>HP: 4/10
>Armor (Dodge): 1/10
>Speed: Fast
>Attacks: Strike (5/10 damage)
>Special Qualities: Human-Seeming (Looks like a human from far away, has automatic glamour that continues to disguise it as a human for 10-30 minutes at random) Aura of Disquiet (Animals around it see through glamour, automatically upset/hostile. Causes random mutation in animals in surrounding area.) Inhuman Physiology (Immune to critical hits)
>Number Encountered: Solitary
>Environment: Any, but not large settlements.
>Loot: Strange Calcified Lumps (As gemstones)

>Cog Bishop
>Size: Medium
>HP: 3/10
>Armor: 6/10
>Speed: Normal
>Attacks: Staff Thwack (3/10 damage)
>Special Qualities: Pawn Shaping (Can transform nearby metal into groups of 1d6 Pawns (Small 2/10 HP, 3/10 Armor, 2/10 damage Slam Attack) Theology Weakness (Easily confused by philosophical debate or logic traps)
>Number Encountered: Solitary with 2d10 Pawns, or clergy (3-4 Bishops, 4d20 Pawns)
>Environment: Any
>Loot: Brass Clockwork (Valuable), Machine-God's Symbol (As holy symbol)
>>
>>68972978
Wrath Elemental
>An innocent-looking humanoid without distinguishing features, when approached with hostility fiery cracks form along its skin, revealing an angry visage
>Upon becoming angered, the elemental begins to attack everything in sight while giving off an aura of heat, which grows in intensity every time it hits something or gets hit
>Eventually, the heat it gives off is enough to melt itself, killing the elemental and returning it's energy to the elemental planes.
>You can deal with it either by spamming it and causing a meltdown or staying out of melee range, in which case it attacks itself in a self-destructive manner.
>>
>>68972978
I love drawing monster and you can reach me on the googledoc in the drawthreads OP, I want to sign in to draw stuff on the long run, send me a PM
Alternatively, create a wikia or something
>>
>>68972978
>Stonelight Trapper
>With the bodyplan of flathead fish but 10x the size, the trapper lays itself flat against the floor of its habitat as to not disturb the light of which it uses as bait.
>Through means natural or otherwise, the Stonelight Trapper creates a blinding light at a narrow section of an underground complex such as dungeons or caves. Lying in wait the creature waits for relieved travelers or adventurers who believe they've finally found the exit before swallowing them whole.
>>
>>68985333
Will do, though the idea is that if you see any particular creatures that catch your fancy and you want to draw them, go ahead.

The same actually goes for everyone! I'm going to try and sketch some up later tonight, but if anyone sees anything they want to draw, regardless of any quality or artistic skill whatsoever, go for it. Hell, do it in any medium if you want, if you've got some play-doh and want to make a little mini or something that's just as good as an actual piece or art or a shitty mspaint doodle or a bunch of photoshopped pieces. This is, after all, a /tg/ created monster manual.
>>
>>68972978
A monster that multiplies as you pass perception checks, going through stages until it reaches an apotheosis. Call it something innocuous like the ruddy kobold and watch them turn into langoliers on turn 3.
>>
bump for good luck
>>
>>68972978
Depth Bats
>Not actually bats
>More of a six winged tube monster
>Has air pockets around morrey eel like head
>They expand to store air reserves
>Unleash powerful sound blasts, in addition to sonar
>>
Ribblethroat
>Boulder sized frogs with six legs facing in different directions
>stubby stalked eyes
>rotund body with two fairly large arms, ending in opposable hands.
>Cunning but gluttonis and lazy.
>long, opposable tongue it can use to grapple with as well as deliver a paralyzing agent in it's saliva
>if it touches a Bullywog, it immediately falls into complete servitude of the Ribblethroat

Gnawer
>an invisible rat with two massive fangs usually lurking in former magical workshops/labs/towers/lairs
>drains the mental state of anyone it bites, staying attached until eventual insanity in the host or discovered
>>
>>68972978
>Praya Thamaturgus
>A vast incorporeal net of luminescent tendrils that can grow up to a half-mile in length, and drifts slowly through the landscape, usually favoring a specific area that has ample magical energies
>Passes through most objects and creatures harmlessly
>Feeds on magical energies; each turn, spellcasters it passes through that fail a Will save lose 1d6 spell slots for the day plus one for each age category of the Praya, starting with the highest spell levels known. The Praya gains temporary hit points equal to the total spell levels drained this way.
>Enchanted equipment is usually safe for moderate periods, receiving saves based on their hardness if the DM chooses.
>Has an effective antimagic field constantly active in its presence that can't be suppressed, and consumes active spells (such as bless) it encounters automatically for temporary hit points
>Extremely dangerous to creatures that are composed of magic; magical creatures that aren't composed of magic instead feel ill and lifeless in its presence but recover when removed.
>>
Hoar Beast
>Large bipedal create with two immense forearms used for fighting other males of its species, its legs are smaller yet still strong enough to hold up its bulky frame
> Tusks that look as if they are made of pure ice protrude from its mouth and its head, many hunter and traveller have been unlucky enough to be impaled on these tusks and horns
> woolly coat on first glance seems to be near indestructible but is highly sought for the fineness of the fur and patterns.

Grave Demon
>Bat faced looking thing the size of a human adolescent
>small beady eyes radiate an aura of death and dread, can slowly push a man to madness
> forearms have skin stretched out to create wings that allow them to glide
>Burgundy skin on its body excretes a poison which can kill even the most healthy
Usually inhabit cemeteries but on the night of a new moon will go into towns and attack indicriminately
>>
>>68987280
Could it perhaps be some form of massive, incorporeal Man O War? Drifting through the cloud layer extending magic-feeding tendrils down to the earth below to sustain itself.
>>
Some less aggressive beasties

Sunworms
>Small subterranean worms about the size of a hand that live in near-total darkness
>What little light trickles down into their depths is absorbed into their pitch black bodies
>When threatened, they release a blinding burst of collected sunlight
>Not particularly dangerous when alone, in groups they can permanently blind an unprepared adventurer with repeated flashes

Balloon Sheep
>Large bulbous animals that drift through the skies, feeding on cloud vapours and any unfortunate creatures caught in its gulp
>Due to its fleeced exterior and its slow, ponderous form, uneducated passers-by may confuse it for the very clouds that it feasts on
>More unfortunate country-dwellers will sometimes see what appears to be a cloud falling to the ground and give chase to the wondrous sight
>But a startled Balloon Sheep is far more dangerous than its appearance belies
>Bigger than a house, a Balloon Sheep can suck the very air out of attackers' lungs, and its thick fleece catches even the sharpest of blades, making it dangerous prey indeed
>>
>>68987501
That's actually not too far off the original inspiration. That said, it usually hangs around at ground level because that's where the juicy ambient magical energies usually are and there's not much around that's both able and willing to hurt it considering its incorporeality, antimagic, and the effect it has on magical creatures. Enchanted weapons can mulch it easily given time, but it'll generally just float off into the sky/the ground once it starts taking damage.
It's basically a giant dragnet that siphons ambient magic from the environment to grow. Note that I'm not at all opposed to having it turned into a skyfarer that feeds through tendrils extending to the ground, I just never really thought about doing it that way.
>>
Brambleshrike
>A naturally occurring golem in the shape of an owl, made of tinder, thorns, and branches wrapped around a magically charged stone.
>Created by forests as a defense against magical dangers and encroachment.
>Exist to suicide bomb enemies, exploding into a mass of choking spikes and vines that strangle, while launching their magical keystone away from the rest of the body.
>This keystone regrows a new Brambleshrikes in a few turns, and will do so as long as it has contact with the earth to grow new thorns.

Shrikewood
>A form of elemental treefolk, it resembles a gigantic gnarled oak made of brambles and rose thorns, growing out around a series of large magically charged stones.
>The big cousin of the Stickastrix, it's here to fuck people for the forest.
>Hosts Brambleshrikes in its branches, which hold down targets for it so it can crush them.
>Spears corpses on its branches, as warnings.
>Can throw Brambleshrike cores from inside itself.
>>
>>68976872
Un-Living Lightning
>Size: Large
>HP: 4/10
>Armor: Special
>Speed: Fast
>Attacks: Electrocute (4/10 damage, save vs paralysis)
>Special Qualities: Electric Body (Has no armor, but instead reflexively uses Electrocute on a successful hit to it), Electric Animation (Can possess corpses, animating them. While animated, they have 5/10 HP, Slow speed, and can speak. They lose 1/10 HP a turn as the energy burns through them, before they're unusable)
>Number Encountered: Solitary, or storm (2-3)
>Environment: Any with prominent corpses. Battlefields, graveyards.
>Loot: Necrotic Fulgurite (as gemstone)

>>68977047
Dracopede
>Size: Huge
>HP: 7/10
>Armor: 6/10
>Speed: Normal
>Attacks: Slam (4/10 damage, displaces), Bite (5/10 damage), Stinger (7/10 damage, save vs Paralysis), Acid Breath (6/10 damage in cone)
>Special Qualities: Darkvision (Can see in the dark), Honey Trap (Can spit honey-like substance that stops movement.)
>Number Encountered: Solitary, or mating pair
>Environment: Mountains, caves
>Loot: Treasure hoard (as dragon), Dracopede Venom (Paralysis), Dracopede Honey (Valuable, healing)
>>
>Song Demon
>Vaguely humanoid figure, but with a torso resembling two harps intersected perpendicular to each other, with twanging strings.
>Plays mesmerizing music, lulling victims into a hypnotic trance, where it kills them and extracts their intestinal lining to make new strings, as well as eat.
>Physically repulsed and injured by discordant notes. Singing off key can cause it to flee. The Portsmouth Sinofia would kill it.
>>
>>68972978
Chimeric Mummy
>A great monster that is chimera of many things bound together post death.
>Made by binding a dying mage to the construct.
>Looks like a giant t-rex like monster with swords for front limbs and giant made on the tail, with many dead mages (weak ones) bound in its side. Controling wizard is bound inside large immobile form on its top.
>Is not automatically evil.
>>
>>68972978
I'll toss my hat into the ring
>Bilge Rats
>Swarm of rat-shaped corrupted water elementals spawned from fetid water exposed too long to magic, made of disgusting brown water and covered in green algae and sludge
>Horribly poisonous and corrosive bodies allow them to melt through wooden beams and other organic materials, making them very dangerous on ships (could potentially be expanded to say that mages are not allowed on ships traditionally to keep Bilge Rats from forming from excess magic they generate, or at least it's what old sailors believe)
>Rapidly rot food and other provisions by being near them
>Disintegrate upon coming into contact with bleach and similar sanitation materials, or when dropped back into uncontaminated water
>>
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OP here, just giving an update on the status of the document so far. We have 47 current entries, and out of those entries, 11 have stats formatted in, and two have Monster Manual style blurb descriptions I've written for them.

Bold entries have been entered in and formatted, italicized entries have descriptions written, and underlined entries have art done for them (though there's none of those yet).
>>
>>68990215
Oh shit, good stuff man! Let me drop off a few more, then.
>Soda Jerk
>Delectable creation of an Alchemist after a gluttonous king craved a sweet drink to go with his great banquets. This sugary beverage was brought to life when Essence of Ooze was added to it for carbonation, and the foul beast escaped into the water supply and rapidly multiplied
>ooze made of pure cola, capable of melting through stone, stripping paint, and dissolving even the sturdiest and most polished of bones that find themselves inside of it's semi-liquid form
>They are also one of the few oozes that seem to have some level of intelligence, it's just a shame they use this intelligence to be massive assholes, relishing in the pain of others.
>When killed, they dissolve into regular soda, perfectly carbonated and delicious.
>They're generally a pest, but some bars have taken to capturing them and throwing different ingredients into them to give them different flavors, then kill them to harvest the newly-flavored soda they produce
>>
>>68972978
Sounds cool, here is my attempt.
>Mantivern
>a large wyvern with long mantis like forearms, wings, and eyes. Mantiverns are solitary hunters that lurk in deep forests found both on the surface and underdark hunting anything they can get their claws on.
>They are known for having chameleon like scales that allows them to blend into their environment with ease. Armor made from these scales are said to maintain this property and are highly sought after because of it.
>Mantiverns are also known for their potent venom strong enough to paralyze its meal. Because of its potency, the Mantivern is also sought out for its venom to make powerful cures for most known poisons.
>A Mantivern hunts by blending into a secluded area where prey is know to travel. When it finds a potential meal, it quickly grabs its prey with it mantis like claws before quickly bitting in to its victim. the venom in its mouth paralyzing the prey as the Mantivern eats it alive.
>when attacked by a larger predator or a group of adventures. A Mantivern spits out its venom at its attackers before either attacking its would be predator or flying away if it is outmatched.
>>
>>68977048
Ninpress
>Size: Large
>HP: 7/10
>Armor (Dodge): 5/10
>Speed: Fast
>Attacks:Foxfire (4/10 damage, magically ignites), Bite (5/10 damage)
>Special Qualities: Fox Magic (Can cast fire spells that damage as Foxfire, and enchantment spells, especially illusions.), Musical Weakness (Bardic magic deals twice the effect, Fox Magic can be the target of Countersong and is twice as likely to fail.), Divine Fragment (Counts as divine, anchored to Ninpress Stone)
>Number Encountered: Solitary
>Environment: Forests, wherever summoned
>Loot: Ninpress Stone (Can be used to summon a Ninpress)

>>68978433
Genemaw
>Size: Large
>HP: 7/10
>Armor: 1/10
>Speed: Slow
>Attacks: Swat (6/10 damage), Tendril Blast (3/10 psychic damage, long range.)
>Special Qualities: Poisonous Mucus (Direct contact or successful Swat causes save vs poison), Psychic Puppeteer (When psychic damage knocks a creature unconscious, it raises 1 turn later as a puppet. It retains all stats and status, but cannot use skills or abilities and is unconscious.), Engulf (Can swallow creatures with its stomach mouth. Swallowed creatures transform into Genemaw Thralls who are +1/10 HP, -2/10 Speed, and gain a 4/10 damage Slam attack. Transformation takes 1 week, and while transforming the Genemaw goes down to Glacial in speed, -2/10 damage on Swat, and cannot use Tendril Blast or command Puppets.)
>Number Encountered: Solitary, with 1d4 Thralls
>Environment: Deep swamps
>Loot: Genemaw Mucus (Poisonous), Genemaw Tendrils (Psychic focus)

>>68980502
Mandrake Golem
>Size: Large
>HP: 8/10
>Armor: 0/10
>Speed: Slow
>Attacks: Slam (6/10 damage, slow), Mandrake Toss (1/10 damage, special)
>Special Qualities: Mandrake Garden (Grows Mandrakes in its body. When a Mandrake is uprooted, either through Mandrake Toss or damage, it screams, causing all nearby to save vs paralysis.)
>Number Encountered: Solitary or conservatory (5-6)
>Environment: Forest underground, caves, dungeons
>Loot: 2d10 Mandrakes, lots of rich soil.
>>
>>68990417
Can they have little grumpy faces formed out of carbonation, just to make the Jerk name even more appropriate?
>>
>Topiary Crabs
Take a crab, swap its gills for lungs and enlarge it to around three meters long and one meter tall. Topiary Crabs are herbivores, using their claws as shears like living lawnmowers. Their name originates from their reproductive display, in a fashion similar to bowerbird nests, males will attract females by creating artificial structures, specifically, by using their claws as shears to trim trees and bushes into elaborate topiary sculptures which they then viciously territoriality defend, although aside from males during mating season, they are harmless. They possess a form of genetic memory and their sculptures will replicate things, beings and events they or their ancestors have witnessed. They are edible and their shells can be used as raw materials, but are difficult to kill on account of their size and armored exoskeletons.
>>
>>68991400
Oh, they 100% have little faces made of carbonation, though I see them more snearing at you or sporting that weird Dreamworks Smirk rather than grimacing. It all depends on what kind of asshole you want your Soda Jerk to be, though.
>>
>>68972978
Ok, here I try:

Ignomoth
>giant moths the size of a medium-size dog
>live in deep caves by day and come out at night
>eat miss, bugs and small animals like bats
>Dark red wings, with swirling pattern
>Mostly harmless if not disturbed, can be tamed with enough patience and bravery; not very clever though
>If threatened, their wings drop a fine powder which react which, when inaled, react with airways mucus making an inflammatory substance that irritate and slowly corrodes the airways walls causing an agonizing burning feeling in your chest and throat (from which the name) and a slow, painful death by asphyxiation and bleeding if not treated
>>
>>68973064
This I came to say
My line has already been said
The first post
The best
>>
>>68991952
Well naturally, they're jerks after all.

>>68991813
I've just remembered that Topiary Guardians were a thing in 3.5e, making these crabs potentially absolutely terrifying in that encounter. Giant tree golems that have healers/retrofitters to give them new abilities?
>>
>>68972978
I'm gonna make a few stronger monsters, just because they're always fun
>Skele-Tones
>Bard equivalent to lichdom, it occurs when a bard seeks life after death so they can continue to create their works, a sentiment the Demon Lord Graz'zt rewards by granting them undeath using a wand he stole from Orcus long ago
>Instead of feeding directly on souls or having a traditional phylactery, Skele-tones are kept alive and made immortal through their audience, and feed off of their praise and regard
>As long as they have a large enough audience, Skele-tones are incapable of death, simply regenerating after an hour when killed wherever they consider their 'studio', or a similar location where they typically create their art
>Skele-Tones are powerful, but Graz'zt is far more fickle than Orcus, and is outright willing to take away the immortality he gave unless they continue to pull in an audience and spread his message to the public
>Skele-Tones gradually lose their humanity, and therefore their creativity, the longer they're alive, so their existence is a constant struggle to find ways to get their creative spark back, generally forcing them to perform more and more degenerate acts to find their muse. Eventually they lose their original spirit to create entirely, and begin purely creating just to propagate their existence longer, a cycle Graz'zt takes great pleasure in observing
>>
>>68993278
Nice
>>
>>68972978
One of snakes limiting factors is they can only "jump" as far as their striking distance, which is only like, a third the length of their body, and beyond that, move fairly slow if all-terrain.

SO, I give you something that has worked to great effect in my own campaigns...

THE FROG-ACONDA.

A Titanboa with a set of frog-like legs near where it's anterior set of vestigial spurs would be.
>>
>>68973275
i see you that, and raise you land-based hermitcrab-like arthropods that use skulls instead of shells.
>>
>>68972978
>The 4 Ooze Princes Sanguine, Choleric, Phlegmat, and Melanchol
>4 primordial Oozes, said to be the first spawns of Jubilex, serving as advisors and potential heirs
>Based on the 4 humors of Blood, Black Bile, Yellow Bile, and Phlegm, with personalities that match the types
>Sanguine is the face of Jubilex's various cults, the charismatic son, and often takes human form to spread his master's word in the Mortal Realm. He's also a massive narcissist, and hopes to one day take over if and/or when Jubilex is killed
>Melanchol is the most intelligent of the Princes, some say one of the most intelligent creatures in the abyss, and his experiments in his section of Jubilex's planes creates many of the more peculiar oozes that show up in the mortal world. His deep obsession with his research on the nature of Oozes and attempts to design the perfect slime is his main drive, pushing him to sometimes even make deals with mortal behind his master's back to acquire knowledge and resources for his experiments
>Choleric is the determined general of Jubilex's forces, and the unofficial leader of the Princes. A grade A leader, his guidance and effort has lead to many victories over the other Demon Lords, and allowed Jubilex's realm to expand so far in the Abyss. He regularly clashes with Sanguine as to who deserves Jubilex's throne should he die.
>Phlegmat is the glue of the 4 princes, and serves as the voice of reason and council to all of them and Jubilex himself. He is ill-suited for combat and somewhat cowardly, but his submissive, gentle nature and observational skills allow him to better make judgement calls his other, more impulsive relatives would be unable to, and makes him a valuable Prince regardless.
>>
>>68972978
>OP starts with some aldkai tier kobold trash
Get the fuck out of here with that gay shit and start this thread over right.
>>
Milkwalker NE

A mimic that has found out how much it's food likes milk
>>
>>68973064
This post is one of quality and high standards
>>
>>68972978
>Beheld Trolls
>Trolls that have been almost entirely destroyed by the eye beams of a Beholder, and have grown back mutated by their magic. Alternatively, they could be created by a Beholder that dreams of trolls.
>Beheld Trolls are cycloptic, more intelligent trolls that combine the devastating eye beams and cunning intellect of a Beholder with the regeneration and ferocity of a Troll
>Lacks the ability to fly or the anti-magic cone of a beholder, instead possessing the ability to leap incredible distances through the additional propulsion that normally gave Beholders the ability to fly and the ability to turn on and off.
>Eye beams are also larger, being launched from the central eye, but also slightly weaker due to them being less focused and precise
>If the head of the Beheld Troll is cut off, it's massive noggin gains the ability to fly like a normal beholder, able to function independently, and can regenerate a whole new body if given enough time
>>
>>68972978
Monster bump to keep the thread alive
>Encantado
>Nature fae that resembles a pink river dolphin
>Often transforms into a humanoid form, being fascinated with mortal humanoids, and uses its infectious charisma to sneak into parties and events they celebrate, then sleeps around with the village women
>Children born from the union that are male are destined to turn into Encantados, and are hypnotically drawn to the water by their fathers to drown them and transform them into a proper Encantado
>Female offspring have a fey bloodline and make excellent sorcerers, though their offspring are always destined to be malr and become Encantados
>Encantado protect rivers and streams faithfully, and despite normally being nonhostile, they will brutalize anybody who attempts to pollute or destroy the river they swear to protect.
>>
>>68994929
Oh isn't that a folk monster from Brazil? I'm pretty fucking stupid if I never thought of it as a Fae
>>
>>68995000
Yeah, Encantado are Brazilian mythological creatures. They're actually pretty neat, and river dolphins just in general are cool, you can read more about them here:
https://en.m.wikipedia.org/wiki/River_dolphin#In_mythology
And don't worry if you didn't think of it as a fae, you get points just for knowing it was a thing
>>
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>>68983511
sure, but only if we have egyptian dwarves.

lots of stonework and ale, greedy because muh gold for the afterlife, kings must be buried under a mountain, but we moved to the desert, so we built a damn pyramid as their mountain.
>>
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>>68993927
fuckin mimics man
>>
>>68972978
Since I've posted like 14 monsters I'm not going to post anymore, but I will add on some extra details to the ones I've made.

>Meltdown Golem
Roll 1d6
1. Earth elemental, or a stone golem, but carved out of very radioactive material. The basic variant.
2. Fluid, almost oozelike spill, flowing uphill and towards you in slow motion. Flows through cracks and crevasses. Can't be harmed except with magic, as it envelops weapons.
3. Floating masses of core material, surrounded in spinning dust. Attacks with wind, if you breath parts of it in you're already dead.
4. Human skeleton, covered in broiling flesh, pierced through with spikes of ever-melting metal. Eyes glow like miniature suns, shoots nuclear eye lasers.
5. Bits of the reactor still stuck on, with the golem inside. Hides inside the reactor, almost like a crab.
6. Never ending explosion. Equivalent of an Aura of Fireball. Fragile at the center, though.

>Thaumovoric Lizards
Common Variants:
1. Light. Thin filigree grows from it's face, emits light on demand. Stuns foes by flashing quickly, might cause epilepsy attacks.
2. Mending. Weak healing saliva, generally smaller than others.
3. Firebolt. Scorch marks and ash surrounds it's mouth, burps fire on occasion.
4. Bag of Holding. Inside it's mouth is an extradimensional space, projectile-vomits things that were inside. Like potions, old swords, forgotten treasure...
5. Immovable Rod. Single dull horn grows from it's head, can freeze itself in place by the horn and flail around like a lunatic. Generally considered misfortunate.
6. Mage Hand. Glowing bands surround it's forelegs, sometimes carry themselves.
Artifact Variants:
1. Vorpal. Grossly enlarged, almost the size of a bear. All attacks deals force damage and can sever limbs/heads, thanks to projecting fake-vorpal blades.
2. Holy Avenger. Glowing halo, wings, surprisingly wise look for a lizard. Animalistic paladin of sorts, seeks out evil to smite.
>>
I always loved the idea of mirror monsters, something about them enables fun shenanigans
I came up with a few monsters one day while brainstorming a "haunted house" style one-shot where the party would investigate a manor of a very vain (mirrors in every room kinda vain) noblewoman who vanished and find it infested with these mirror based monsters
>Mirror imp
>A small demon like creature, denizens of the "Twisted Reflection". A world that is seemingly mirrored to our own, yet inhabited by it's own monsters and creatures.Seemingly made of silvered glass, these are malicious little bastards that cause general havoc if they can. Usually drawn to locations with mirror devils or other powerful mirror based monsters to serve them in exchange for a place to live (big mirror monster probably has lots of mirrors around). When threatened they prefer to either stay back and launch what appears to be magical glass shards that can cut through anything, or vanish back into the Twisted Reflection. They treat all mirrors within a certain area as portals to one another
>Glass Elemental
>Less a true elemental and more magic gone wild, these are formed by hundreds-thousands (depending on size) of glass shards congealed around a magical core. Capable of going through any crack or hole as long as their core can fit through. They usually have two forms, One is when all the glass shards form into a vaguely humanoid shape which allows for manipulation and finer interaction of the world around them, and a form that is essentially a whirlwind of glass around the core at the center. Usually formed by magical mirrors shattering in an exceptionally violent manner (such as a grumpy barbarian smashing the mirror the imp escaped into)
Got another one coming
>>
>>68996253
>Thaumovoric Lizards cont.
3. Cone of Cold. Miniature white dragon, ice crystals form on it's breath.
4. Cloak of Invisibility. Turns invisibility at will, takes joy in messing with other beings.
5. Belt of Giant Strength. Absolutely enormous; shakes the earth where it steps.
6. Meteor Swarm. Don't fuck with this lizard.
>Variants
Multi-headed lizards can have multiple abilities, as it's 1/head. Thaumovoric Lizardmen have stats as lizards, but can also absorb magic items by eating them - only at high levels can they actually get the permanent benefits of the magic items eaten. Thaumovoric Hydras grow 2 new heads every time one is cut off. Probably only one, made by an overconfident and likely deceased wizard.

>Necrojewel Leviathan
Roll 1d6 for form.
1. Necromorph made out of fish. As normal.
2. Wandering coral reef. Much tougher, but can't heal. Rather than negative energy beams, fires out chunks of coral reef - costing it's HP.
3. Giant Zombie Squid. As Kraken, with lasers and heal reduction.
4. Schools of fish, but now they're one hiveminded entity. And they fly through the air, attacking like piranhas.
5. Plankton mass. Undead ooze. No ranged capabilities, but so big can't really be injured without magic either.
6. Roll twice, both show up. 50% chance fighting each other, 30% ignoring each other, 20% cooperation. If rolled again, they're all here, maybe some you've come up with as well. Good luck.
>>
Sporemonkey
>A small primate with a sickly green colour and a pitiably short lifespan, their main evolutionary goal being to find a suitable dying place, where their body will dissolve, spreading spores around which eventually grow into new sporemonkeys.
>Were the spores to get into an open wound or inside a living body a potentially fatal infection would take place, from which curious warts that eventually detache grow
>Richer, more fertile ground gives way to stronger, longer living sporemonkeys which spread further upon their death.
>It is theorized that strong enough sporemonkeys could actually have lifespans long enough to interact with civilization in a meaningful way
>>
>>68996395
these are damn good. Imagine fighting them and a mirror golem at the same time.

>>68996416
>Grasping Horror
Not much to say about these, except for a table of limbs/things to emerge from their portals.Not every horror can summon these - most will only manage hands and legs, while older ones will have more subsumed bodies to work with.
1. Hands. Cut with vorpal fingernails.
2. Legs. Run around, kick shit.
3. Faces. Can see, taste, spit, read, scream maniacally.
4. Streams of bile and blood. Not particularly fast, but there is a lot of it.
5. Giant bones, anywhere from regular to pillar-sized, based on the age of the originator.
6. thrashing veins and musculature, spurt blood, probably diseased.
7. Teeth. Fired out like projectiles.
8. Animalistic parts. Wings, tentacles, chicken feet, insect thoraxes, mouthparts.
9. Stomach acid.
10. itself. The horror emerges into the world if threatened by something that might truly kill it (extradimensional weapons, powerful magic items, dimensional shutter spells) to try and overwhelm the enemy. Treat as all the above.

>Prism Skeletons
1. Basic white, nothing special here. Probably hunting something. Maybe you.
2. Gleaming red. It's just fed, and lethargic. Will flee if given the chance, burrowing into the snow.
3. Fleshy. The person inside was still alive when the ooze got to them, maybe just minutes ago. Mutters half-remembered lines from their life. Still resembles who they once were, but they're already dead.
4. Polar bear skeleton. Kept compressed inside, hidden by the ooze. When an enemy expects an easier fight, it shoots out, doubling in size and fury.
5. Pincushion. Full of old blades and armor, the host was probably an adventurer of sorts. Weapons emerge from it at random, cutting those nearby. 50% chance it's able to hide them inside itself, stab them outwards as a surprise.
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>>68972978
>Pumpkin Dragon
>Enchanted giant pumpkin with the stem head and neck of a dragon, the body of a pumpkin, and vine tentacles that it uses to crawl around and grasp foes
>Is incapable of flight due to it not having wings, but it can burrow a short distance and floats on water due to natural buoyancy, where it can swim relatively quickly (though it can't dive)
>Breath weapon is firing flaming pumpkin seeds at foes, where the gooey, fiery seeds stick to foes and deal damage overtime
>>
>Mirror Devil
>Higher in the pecking order than mirror imps, these are manipulative creatures from the twisted reflection. Normally trapped and only able to communicate with the regular world through mirrors, they often seek to manipulate those outside the Twisted Reflection into performing rituals that would free them. They possess all the same power as mirror imps (bar the ability to freely move from the Twisted Reflection into the world and back), but can also call out lesser creatures from the Twisted reflection if there is a mirror nearby. >They can gain information into the personality and mannerism of any creature they hold eye contact with for at least a minute, and have perfect mimicking skills (the copy kind, not the mimic monster kind) and they can change their appearance at will. Their true form is that of a tall, gaunt, faceless humanoid
>Their preferred method is to impersonate the target and convince them to perform the ritual via "conversations with myself in the mirror" interactions. Usually going after especially vain characters. Their innate magic prevents the target from being too suspicious about the reflection talking back. While formidable in combat, the more fragile nature of creatures from the Twisted Reflection makes it so mirror devils prioritize manipulation from the shadows over straight up combat, but they are more than capable of defending themselves if cornered with razor sharp claws, magic resistance, and unnatural speed.
>Mirror devil's tend to be solitary creatures, as the ritual required to free them from the Twisted Reflection can only be used to free one creature at a time.
>If slain in the world, the mirror devil is banished back into the Twisted Reflection. If slain in the Twisted Reflection, the devil dies permanently.
>Too little is known about the Twisted Reflection to explain how mirror devils come to be, but what is known about them is they want out, and will gladly trade the lives of thousands to walk free
>>
>>68996667
>plant pumpkin patch
>dragon comes out
>eats your farm, your family, your town
the important question is, can you carve them?

>>68996657
>Prism Skeletons cont.
6. Magician. The body was from a spellcaster, and everything important is in the head, anyways. All the bones repurposed into a shield around the head, can't die until the brain is broken. Even more durable than normal, although less powerful. Can cast 1d4 cantrips and a random spell, once.

>Cone Shooter
random cone table.
1. Dragon Breath.
2. Cone of Cold.
3. Poison Breath.
4. Beholder Anti-Magic Fields
5. Burning Hands
6. Fear

>Jinxes
how can you tell it from a pixie?
1. Wings are made of spiderwebs and glowing lights.
2. Got two faces - one on the back of it's head.
3. Looks just like you, in miniature. Nobody's fooled, but it's sorta creepy.
4. Turns parts of it invisible. Arms, legs, head - fine. It's the invisible skin that gets you.
5. Missing it's fey glamour, looks more like a flying clay doll of a person. Can't become invisible, but can cause blurring instead.
6. constantly blinking in and out, it's teleport powers aren't stable. Short enough duration that it's not like the Blink spell, but it's still annoying.

>Thundermites
Increase in intelligence as a group - never enough to match a person, but where a single one is about as dumb as a fly, a group might be doglike. If taken as a familiar, it's a group of around 10-20, only able to build up a minor static charge, pick up metal objects.

>Soul Stingers
>Gold Slime
>Facesnatchers
can't think of anything, these guys are fine as is.
>>
>>68996932
>Increase in intelligence as a group - never enough to match a person, but where a single one is about as dumb as a fly, a group might be doglike
Never naturally as intelligent as a person. Some wizard with no sense of right and wrong is trying to concentrate them in a vat to artificially create a sentient variety.
>>
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>Metallurgic Mantises
>Man sized Mantises that were born of an ill-fated love affair between the goddess of metallurgy and the god of nature.
>Can excrete liquid metals on demand. Though this is often done in a suicidal frenzy as the metal will surely harden, entombing the Mantis in a metal sarcophagus.
>Metallurgic Mantises live in small congregations where they have been seen practicing worship to many gods from that of their father/mother to the various other gods.
>The kind of metal they excrete seems to be random and without pattern: Copper, Platinum, Iron, Gold, Nickel, Tungsten and rarely even synthetic metal alloys such as Steel are found.
>>
>>68996932
>Lords of Edge
Random weapons table.
1. Scythe made out of bones. The cutting part is a spine, somehow. If the LoE kills something with it, can steal their bones, preventing ressurection and healing the LoE.
2. Like 300 knives. Toss out handfuls of knives at enemies, surprisingly accurate. With a gesture, can animate the knives. Function as Wall of Knives.
3. The Ax. A guitar-axe, The Ax is a powerful melee weapon and bardic component. No magical powers, however.
4. Chain Hand. By removing the arm and replacing it with a 50 foot chain, the LoE gains a mighty range benefit. Instead of dealing damage normally, the LoE casts Inflict Wounds on anybody that the hand hits. Will pimp slap you.
5. Dirge Flute. Instead of relying on physical combat, the Dirge Flute manifests Unspiration as murderous force. Every point of Unspiration a character has causes 1d6/1 die of damage as long as they can hear the LoE play. If you die, you just die of depression, and your soul can't be returned to your body.
6. Dual Katanas.
7. Sword made of iron collected from blood. Really fragile, like the LoE's ego. If it cuts you, save versus disease or get Hepatitis, Tetanus, and more. Not actually magical, just disgusting.
8. Inscribed summoning circle on their bones allows the LoE to shoot minor demons like bullets by posing.

>Wizener
I've got nothing.
>>
>>68984599
nice work bud
>>
>>68972978
Alright then... here are my dumbest encounter ideas. Do what you want when stating them
>waffle litch, a crazy old skeleton litch, that can summon infinite waffles, and use waffle based spells
>[insert trickster fox name here] an extremely low int, and naive kitsune who has absolutely no idea what she’s doing, but is trying to do her best
>frogginfraggon: a massive fat frog, with draconic wings, and a breath weapon
>pumpkahydra: a massive 4 headed serpent made out of watermelons with carved pumpkins for heads. It has an ooze based breath weapon
>dragon gulls: giant scaly seagulls with dragon wings and a breath weapon
>the quackin: a feathery kraken with duck heads on the ends of its tentacles, and a giant duck head in place of its head.
Alright... I think those were all my stupid ideas... good luck
>>
>Skulker

A tan gaunt humanoid with almost papery skin that looks like its stretched over a frame of bone. Its limbs end in sharp points and Its head is featureless save for the gaping hole filled with teeth that makes up its face (think
lamprey eel) Its is unique in that it is able to detect fields of vision and stay in either a blind spot or just out of sight. Its limbs are mildly adhesive and it is able to traverse walls and ceilings with ease so that it can make use of any surface. It reproduces by jamming a forelimb into a victims ear canal and injecting a parasite that grows to take over the nervous system of the host and reshape the body into a skulker.

>Any alignment, usually Neutral Evil

>Str 11 Dex 22 Con 14 Wis 14 Int 15 Cha 10

>Treated as having greater invisibility that cannot be detected by normal means such as fairy fire or see invisibility, can be seen in glimpses if a subjects field of view unexpectedly changes to look in the direction of the monster (such as during a fall or an unchoreographed fast head turn)

>Has Spiderclimb

>Limbs are treated as Finesse weapons that deal 1d10, can attack 2 times a round

>Can make a special action to implant a parasite, host must make a dc 16 con save or be infected and killed in 1d8 days

>Cannot speak any language but can understand common, abyssal and sylvan along with one other randomly determined language

>Capable of minor telepathic communication but does not often use it

>Will have body structure based on original host (general shape, sex and some characteristics)

>May occasionally retain part of the hosts personality but this is rare
>>
>>68972978
Feliciphage
>Rare human-sized leech that consumes misfortune
>Sprays other creatures with a foul-smelling slightly acidic liquid (1 damage), emitting a mist of misfortune that it drinks from. Afflicted creatures can't critically fail saves, checks, etc. for 8 hours after exposure.
>If threatened, can regurgitate a mist of misfortune, dealing its victims low damage and preventing critical successes until cured by healing magic. Especially old or sated ones may also inflict random curses with their mist.
>Generally docile if well-fed, though they will seldom breed in captivity; healthy ones are often revered as tribal treasures or even objects of worship by goblin clans or other primitive societies aware of its acid's properties.
>Due to their rarity, their properties are mostly unknown to the world at large; only an extremely learned scholar would be likely to know of them, but in such circles vials of their acid goes for an excellent price.
>>
>>68998349
>insert trickster fox name here]
Renard
>>
>>68996932
Oh, you can totally carve them.
As a matter of fact, slaying and carving one is a component in the sacred ritual needed to summon the One True Terror, the Great Pumpkin. Speaking of which...
>Great Pumpkin
>Ancient avatar of the god of fear that ravaged the land millenia ago
>Eventually slain by a pack of brave heroes, but his worshippers cursed the family line of the heroes that killed him. The only way to break the curse? Revive the ancient evil and kill it for good, once and for all
>Bringing it back to life requires a number of sacraments and objects, however. It requires: The Pumpkin body of a Pumpkin Dragon carved in the likeness of the Fear Lord, the teeth of a Hag, the flesh of a Flesh Golem, the skin of a raccoon, the ectoplasm of a ghost, the dirt from the hometowns of the heroes who slayed him originally... and a rock.
>>
>>68985956
Here's my lore contribution, and I want to draw monsters ON the thread, but I just simply don't have the time this days.
I just wanted to be booked for it (if this is a long run project) in case I'm not able to deliver a couple drawings before the thread 404, or if there's a place later compiled when we could check it back/add stuff
If I finish some coms early today, I'll drop a few sketches


Tide Conscript
>Water humanoid (Warcraft water elemental inspired) that is bound to the sea. They crave land and rush as far as they can travel over it, attacking anything in their straight path. After a period of time, they are pulled screaming in a rain vortex back to the sea.
Tide Riot
>Details are unknow, but as the Tarrasque lies dormant in the land, the Tide Riot lies scattered on the sea. Once every age, thousands and thousands of Tide Conscripts unite, and take the form of an unstoppable 250 feet wave for the sole purpose of walking the land, together, losing mass as it travels more and more inland in a thunderous roar, untill a final humanoid water mass drops to the floor, to reveal a very tired, naked adult, First Human.
>>
>>68983443
>Mimms
neat, is this real
>>
>>68986146
I like this, something that gets more dangerous as it is observed, but not a "Gaze Attack" thing
>>
>>68998861
Good name for a stupid fox
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>>68972978
>Spherical Cow
>Elemental creature that dwells in the astral plain, embodying void. They are frequently preyed on by Astral Dreadnaughts, and are sought out by powerful mages to use their essence for the forging of powerful anti-magic enchantments
>Travel in herds, are normally quite docile unless their territory or herd are threatened
>Passively absorb magical energy to sustain themselves, will group up around energy hotspots and portals to other realms to absorb their energy
>Create vacuums to defend themselves and escape predators, warping pressure in areas to crush foes
>>
A good reason to revisit the archives to dig up my older posts.
The Doom Knight from Neverwinter Nights & Demogorgon's Demon Knights from Baldurs Gate respectivly- these things need their own context asides from the 2 initial types of death knight pre-4e
That fucking thing sealed away in the tomb that wipes the party 99% of the time, being an agent of a dead/reformed chaos era deity in BG1
Shadow Liches from Ravenloft, NWN/Tome of Magic
The Elder Evil that the warlock MC of NWN2 became in his CE Ending
Drow Lich (One of few lich variants only existing as a statblock and not some unique lich state for drow) Or one respective for vampires, given Lolth's history with their kind
Medusa/Marillith crossbreed
More stuff on the Pale Night and her spawn
Aboleth + Illithid Tadpol
Aboleth SAVANT + ULITHARID TADPOLE
Aboleth Savant (or one of sufficient size) + The Elder Brain being surgically grafted in
For a lesser encounter, the Elder brain is also a brain in a jar in it's Aboleth host.
Aboleth Savant + Elder Brain that has polymorphed into a Ulillithid Tadpole to be inseminated into the Aboleth to perform cerebromorphis = P̸̧̜̮̦̫̬͕̕h̠̫̻͉̺̰̪͝'̙ͅn̵̴̘̼̠̬̻̖̣̗g̙͉̥͙̩̼̙̯͖̕l̞͖͉ͅṷ̺̟̼͖͇̹͍͝i̗̳̜͕̪͞ ̵͍̘m̙̫̗̗̳̺̝̜͢͟ģ͕̝͝l̜̣̥̰̹͟w̦̕'̴͔͖̞͕͉͎͖͈͢ǹ̹̜͎̤̬̖a̞̰͔f̳̹̖ḫ͖̩͍̗ ̢̩C͙͇̺̖͙͙̻ṭ̛̛͇͉ḩ̪̭̪ͅù̮̱̹̠͈̜͟l̸͕̘̫̖͈̠̺̺ͅh̵̢͙̬͓̟͡ṷ̶̟̣͕̟̪͚͘ ̸̣͚̫̣̜̯̖R̦͘͘'͚̺̤͚̖̠̬̩̕͢l̩̫̜͚̞̤̝͇͜͞y̵͉̜͖̥̯̺̪͢e͚̞̙̬̘̗̣͞h̻͍͙͔͢͜ ͙̘̩̦͇̥̯͘͘͝w̼̘̟̦̯ģ̩a͔̮͇͖h͚̯͓̼͖̱͙͖̙'̛͚͇͖̣͔̖͞n̮̹͎͡a͍͇̺͎͇̘g̷̭̜̹̜l̩̖̞̪̩͇̖̳̀̀ ̛̹͔̬̦̻̪͘͟ͅf̵͙̪͙̝̙h̤͡͝ț̳̩͎̦̯͡a̢͙̘̠̦̙͞g̵̹͙̹̹̀n̸͕̘̯̖̞͚͖͕ͅ.̨̞̦̟͈̪̘̫̩͜ ̺͎̟̼͠Ạ̠̯̻̹̝̮̩z̡͉͡a͕̼̗̤̝͝t͔̙̺̦̀h̶̞̗̝͓̭́o͇t͈̫̭̘̩̜͙h̷̷͓ń͍̬͈̟̰y̭̖̼̦̰͕͟t͔̱̖͔́́h̷͇͎̩̞͕̺͟ͅ ̼̙̜̫͞͞͝s̴͈̠̖̤̬h̢̼͕̫̱̫̥̝̗͖͠u̜͚̳̯͎͡g̠͇̩̻̫̻̀͘͡ͅg̨̺̪̘̙͈̀ ̷̥̬̭̩̰̗͘͠ͅt̸͎̱͍͝h̥̗͉̝̼̀͟͠r̡͔̦͔͓̫͘ơ̧̻̻̘̤͝
>>
Gentleman

>appearing as a man of average appearance and polite demeanor these creatures can only be distinguished by their unnaturally long and thin hands (this requires an above average check to notice and a knowledge check to understand the importance). If engaged in conversation a gentleman will be overly polite and simply disregard any rude behavior. They favor roadside inns and other places where travelers socialise and rest around a large number of back roads. They will engage in casual conversation with those who seem to be traveling alone or in small groups and will bring up the route they are taking. They will attempt to persuade suitable victims to take secluded back roads if they aren't already, usually claiming it to be a shortcut to their destination which they know well. Once confident they are secluded, the gentleman will attack and kill their victim before skinning them and eating their flesh. A gentleman can use the skill of a male victim to assume their appearance
>a gentleman will wait until they are thoroughly secluded and their target unaware or disadvantaged before attacking. They will pull the skin off their fingertips revealing razor sharp claws, and attempt to claw open the throat or neck of their victim before they can react. If their target is able to fend off the initial attack the gentleman will withdraw and begin stalking them, possibly assuming a new guise or waiting for them to sleep.
Stats
Good strength, dexterity and agility, all other stats average.
Abilities
Natural claw attack
Change voice and appearance
Sneak attack or similar ability.
>>
>>69001509
They are a mother, father, gentleman.
For real though anon, fucking excellent. They remind me of a monster from that Gumshoe monster manual about horrible grindhouse horror monsters, one that talks to people in bars and makes them sob story themselves to death.
>>
>>68983511
Do they have a tagteam combo supernova DoT signature attack?
>>
>>69000770
http://www.rpc-wiki.net/rpc-888
>>
>>68972978
>Urgalasta

Urga-what-now?
>>
>>68972978
>Pompatoads
>Halfling-sized sticky gel-covered toads that hop and flop about inside of jungles and swamps, eating various large insecta, small birds, and occasionally scavenging corpses left behind by other animals
>They shape their gel to form different hairstyles and aesthetic decorations, denoting their role and rank inside of the gang. The larger the decoration, the higher your rank, with leaders sporting large pompadours, hence the name, while warriors sport horns and the caretakers of the young sport mohawks
>Communicate through bubbling noises and croaks/chirps that sound like finger snapping
>Very territorial, will fight larger creatures no matter the size or danger to retain their territory, larger gangs even being known to wipe out Black Dragon nests to keep their land secure
>Typical method of attack is to ambush a foe by launching part of their sticky gel at them to slow them, the gel acting as somewhat of a paralytic, and then ruthlessly bashing stones and other objects they attach to their gel coats against the target until it dies
>Their gel can be used to create anesthesia for medical use and hair gel, making them desirable in both the medical and fashion fields
They're surprisingly strong and durable for their size, but they're not too bright
>>
>>69002892
Correction, I mistyped one of the worst named things in the D&D monster canon, the Ulgurstasta. It's basically a giant undead maggot that vomits skeletons.
>>
>>69002848
FUCK, you just reminded me, I haven't made any alien monsters yet. It would be weird in a fantasy setting, but it's still way too tempting not to do something with.
I wonder what kind of aliens it should be...
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>>69003072
Well, it *sounds* cool.
>>
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>>68983899
Here's a Jinx.

Also I loled at wanting to draw something for the thread and this guy post one of my drawings
>>69000770
I'm honored
>>
>>69003369
Oh hey, it's you! I was the OR on the Spherical Cows in a Vacuum picture all that time ago in the drawthread. I kept it all this time because I've been wanting to do something with it, and now is as good a time as any to actually pin a concept down for it.
You're a real talented artist, man, and I look forward to the stuff you make for this thread! There are some pretty neat concepts on here, and it would be really cool to see how you bring them to life.
>>
>>69003472
I remember all the requests I fill, glad you still enjoy it anon.

And I'll try to fill as many as I can here on the little free time I have, I'm having too much NSFW and want to tilt the scale a bit more to the fantasy side.
>>
>>69003345
Oh yeah, they're super fun, both as monsters and as a combat encounter, they just have a name that's uniquely awful to actually remember and pronounce.

>>69003369
Yo, that's awesome.
>>
>>68984599
great work man!
>>
>>68993569
funny you said that, here's another denizen of the Hollow that (similar to the Skull-crab) uses cadavers for hunting and armor:

>Fossiliths - massive primordial mollusks that utilize bones and skeletons for their exoskeletons. They resemble a crowd of skeletal remains, undead arms waving and clawing, that move and clatter through the Hollow. They hunt by using the outer skeletal limbs to pull the creature in and suffocate them in the Fossiliths' mucous-covered inner layer. The Fossilith can then digest the creature and add the skeleton to their outer protective layer.
>>
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>Sentient Boomerang Blade
>light metal boomerang bladed on all sides and imbued with a simplistic mind
>it can subtly move its body to adjust its flight path to cleanly slash multiple moving targets in one throw before angling back towards its wielder
>usually created by wizards to be used by their other constructs in teams, but are also ritualistic weapons used by people seeking to silently kill multiple targets simultaneously, like bounty hunters and assassins
>the sharp blades on every side require the wielder to either be extraordinarily dexterous to throw and catch it effectively. metal gloves work too, but they create much noise and wear down the edge with time
>they cannot throw themselves nor move much on their own, so they are helpless without a throwing partner
>if their partner dies, they will bond with the first person that throws them
>if left alone for three days, they will die of loneliness

Statistics:
Sentient Boomerang Blade
Small size
HP: 2/10
Armor: 5/10
Speed: None
Attack: 4/10 damage against each target it hits while in flight. This attack power may be increased by any property or statistics of the wielder that would increase the power of a regular thrown boomerang.
Special Property: When thrown by a wielder, it can hit up to four targets of the wielder's choice within 30ft of the wielder before returning to the wielder's hand, dealing moderate damage on each hit. This all takes place on the wielder's turn. Otherwise, it acts as a normal boomerang.
Special Property: The wielder must have at least 8/10 dexterity or they will take 4/10 damage both when throwing or catching the boomerang. Wearing leather gloves will lower the requirement to 7/10 dexterity, and wearing metal gloves will lower it to 5/10 dexterity. However, throwing or catching the boomerang with metal gloves creates a loud metallic screech.
Number Encountered: One per wielder, perhaps two.
Environment: Wizard's dungeons, the hands of assassins and mercenaries.
Loot: Itself.
>>
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Had some time today to draw up some of the monsters in the thread to help bolster out our pictures. I've got the Mirror Golem, Coffee Elemental, Pumpkin Dragon, and Cauldron Crab. I'll try and do some more in the coming few days.
>>
>>69004909
Could you maybe, if it’s not too inconvenient” draw the Dracopede? I would really like to show my friends, as I’m proud of the idea, but I’m terrible at drawing D&D stuff
>>
>>69005030
Sure, no problem at all! Probably won't actually have it done until tomorrow or the day after, but that's a pretty straightforward kind of creature.
>>
>>68992452
You were close, anon,
but you've got to remember
Haiku writing rules

It's 5-7-5,
in three lines. so yours should go
Somewhat more like this:

This I came to say
My line's already been said
The first post's the best
>>
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>>68972978
>Brainiac Maniacs
>Powerful psychic creatures from beyond the stars, arriving on Faerun inside of great metal ships crafted through and powered by science, but controlled through psionics
>Collect creatures of interest from the planet, psychically probe them for information, and then edit out any memories of them being captured before sending them back to their original location. If a target is especially interesting, however, they may edit the memories of those who knew the original target to try and excuse their disappearance, then whisk them away in their ships for further study, never to be seen again
>Brainiac Maniacs crave knowledge above all else, being intensely curious, almost childlike creatures, though they lack empathy and seem to look down on most beings
>Find magic especially fascinating and fear-inducing, not seeming to be familiar with the Weave where they come from, and often kidnap mages specifically to test out and learn about magic, though they are often especially cautious when dealing with them. They also seem to particularly be interested in cattle...
>Very physically frail and cowardly creatures, they often will attempt to flee from encounters if they cannot immediately incapacitate or hypnotize their target with their potent mental abilities
>After probing the mind of a foe, can replicate any 1 proficiency, saving throw, or learned skill to the same level their target would have for 24 hours or until they Mind Probe somebody else
>They travel in away teams when picking up targets, and are typically backed by one or two "golems" (robot bodyguards)
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>>69004909
Really good stuff, man! Would you be down to draw either a Beheld Troll or a Soda Jerk when you get the chance? I think either of them would look really cool in your style...
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>Ideas guys already begging
Fuck that was quick.
>>
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>Living Building
>a structure supported from underneath hundreds, thousands, or even millions of thin legs that distribute the building's weight equally so that it stands and walks much like a spider
>commonly created from small buildings by chiseling out and attaching many stone, wood, or metal legs to the underside of a building's foundations and powering them with a constant stream of magic
>these common manmade Living Buildings can have their legs connected to a pilot's mind through a mental link that allows the pilot to freely maneuver the legs as if they were his own
>more rarely, a Living Building arises naturally after receiving its occupants' thoughts and desires and internalizing the purpose its creators gave it, storing its occupants' surplus mental and spiritual energy to bring forth great, if short-lived spurts of action
>such Living Buildings develop minds of their own, with its goals being derived from its purpose: a living hospital will seek to protect its patients and will try its best to supply its doctors with the materials they need. a living prison will seek to keep interlopers outside and prisoners inside, only listening to those who have official authority over it, like the warden and the government. a living wizard's tower will lurk in inhospitable regions, trying to avoid notice at all costs. etc etc
>sentient Living Buildings slowly and stealthily develop their legs over years, not revealing their living nature until they act. after they act, they lower themselves to the ground to recover from their exertion but remain vigilant against threats to themselves or their goals
>sentient structures that are sufficiently large and have many people to draw energy from have increased powers, including the abilities to change their internal structure on the fly to thwart intruders, allow entry into secret areas, create pit traps where there used to be solid floor, crush someone in between walls, etc
continued...
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>>69005101
Thanks.
Also it’s kinda funny, I’m actually proud of the dracopede, because it’s simple. While making monsters, I usually end up with some kind of overcomplicated abomination.
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>>69004909
Damn nice work, love the style!
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>>69005371
continued
>sufficiently powerful Living Buildings that contain hundreds or thousands of intelligent creatures manifest and control even stranger powers within, but at the cost of gradually decaying its occupants' life force and spirits
>examples include: visual and audible illusions, antimagic fields, telekinesis, alternate gravity, localized vacuums, internal teleportation fields, healing circles, potent magnetism, hydrokinesis (for controlling large bodies of water within), fields that prevent extraplanar and extradimensional travel, and fields that bind the soul to the body/prevent resurrection
>such buildings will often seek out or lure prey so that it may sustain itself, and can grow themselves by getting allied humanoids to add more rooms and structures onto it
>when the drive to survive eventually overpowers a giant sentient Living Building's original purpose, it will become immobile to save energy, and its weight eventually sinks it into the ground. it degenerates into a Living Dungeon, continually attracting adventurers and monsters to create treasure and challenges to encourage more adventurers to enter and gather its riches for themselves, dying more often than not and leaving their equipment behind as just more loot.
>a Living Building will last until it crumbles apart or until it runs out of energy to maintain itself, the former of which could take centuries and the latter of which can only be done by completely emptying it of intelligent creatures
continued...
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>>69005606
continued
Statistics:
Artificial Living Building
Gargantuan size (at least 20ftx20ftx10ft, at max 30ftx30ftx40ft), the legs add 20ft of height when extended.
HP: Depends on construction, usually 9/10. The legs have 4/10 HP each.
Armor: Depends on material, usually 8/10. The legs have 4/10 armor each.
Speed: Fast, but can only move for a certain amount of time before it rests for 100 times the amount of time it moved. The minimum amount of time it can move is 1 minute, and the maximum amount of time is 1 hour.
Attack: Has no attacks, but if it walks over a creature it does 1/10 damage for every 5ft it moves while over the creature. It can drop onto creatures underneath it to do 10/10 damage.
Special Property: The artificial Living Building has one place inside of it in which an intelligent creature can sit and pilot the building as if it was their own body.
Special Property: The artificial Living Building can only move if it has a large power source giving it energy.
Number Encountered: Usually one, though multiple can be made.
Environment: Anywhere on the ground.
Loot: Whatever is inside of it.
continued...
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>>69005753
continued
Sentient Living Building
Gargantuan-er size (at least 50ftx50ftx20ft, at max 300ftx300ftx100ft), the legs add 40ft of height when extended
HP: 20/10. The legs have 4/10 HP each.
Armor: 10/10. The legs have 4/10 armor each.
Speed: Slow, but can only move for a certain amount of time before it rests for 10,000 times the amount of time it moved. The minimum amount of time it can move is 30 minutes, and the maximum amount of time is 10 hours.
Attack: Has no attacks, but if it walks over a creature it does 3/10 damage for every 5ft it moves while over the creature. It can drop onto creatures underneath it to do 30/10 damage.
Special Property: The Sentient Living Building can only function if it has at least 30 intelligent creatures within it giving it energy.
Special Abilities: Can alter its inside structure at will to create walls, doorways, floors, ceilings, hidden pitfalls, crushing walls, etc.
Variant Abilities: A sufficiently large and well-powered Sentient Living Building can create within itself visual and audible illusions, antimagic fields, telekinetic effects, alternate gravity and localized vacuums within specific rooms, teleportation fields, healing circles, potent magnetic fields, auras that prevent interplanar travel, auras that block resurrection, and more.
Number Encountered: One.
Environment: Anywhere on the ground.
Loot: Whatever is inside of it.
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>>69005269
I knew I had to give up on the haiku because it was 4 lines, not 3.
Did I at least qualify for a stanza?
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>>69004909
I really like the look of that mirror
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>>69004909
Your artwork is fantastic
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>>69005866
Well it doesn't really have rhymes but I suppose a stanza doesn't have to have internal rhyming
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>>69003106
Always remember, Expedition to the Barrier Peaks is one of the earliest D&D modules, and it's about exploring a crashed spaceship. Aliens work great in fantasy, it just takes a little effort to make it clear they're an alien without making it feel out of place.
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>>69004909
They look great! Your style reminds me of the the classic monster manual art. I am huge fan of that type of art.

If possible I’d like to see the Mantivern I made earlier done by you since I would love to see it in your style. But no rush, I would love to see you do monsters here in general.
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>>68980693
Corrupted Spellbook
>Size: Tiny
>HP: 2/10
>Armor: 1/10
>Speed: Fast
>Attacks: Thwack (1/10 damage)
>Special Qualities: Spellcaster (Can cast magic, up to the level of spell in it before corruption.), Spell Devourer (75% chance to absorb any spell used targeting it, converting to HP.), Floating (Flies around.)
>Number Encountered: Solitary
>Environment: Libraries, tombs
>Loot: Spell pages (Functions as spell scrolls.)

>>68981766
These are already set up, so I'll move on to.

>>68983053
Prism Skeleton
>Size: Medium
>HP: 5/10
>Armor: 8/10
>Speed: Slow
>Attacks: Chilling Rend (5/10 damage, acidic, frostbite)
>Special Qualities: Frozen Camouflage (Can hide underwater, in snow, in acid, and in sunlight due to reflective properties.), Snowblind (When in direct sunlight, save vs blindness.)
>Number Encountered: Solitary
>Environment: Tundra, boreal wastes
>Loot: None

>>68983443
Mimms
>Size: Varies (Diminuative to Medium)
>HP: 2/10
>Armor (Dodge): 6/10
>Speed: Fast
>Attacks: None
>Special Qualities: Imaginary Shapeshifter (Can change form at will, using telepathy based on imagination of those nearby), Cursemaker (Can cast curses, favoring misfortune.), Friends Forever (Can curse children to be young forever.)
>Number Encountered: Solitary or camraderie (5-10)
>Environment: Small towns, forests
>Loot: Mimm Dust (Temporary shapeshifting use.)
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>>68985956
guess I could give some if the thread survives till this weekend
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>>68983899

Cone Shooter
>Size: Small
>HP: 4/10
>Armor: 4/10
>Speed: Immobile* (Can propel self with Cone of Force)
>Attacks: Cone Blast (Random damage, random effect, see appendix)
>Special Qualities: Induction (Whenever a spell or ability with a Cone template is used on it, it uses the same ability on its next turn in lieu of its Cone Blast.)
>Number Encountered: 1-4
>Environment: Any, summoned
>Loot: Tiny cone-shaped gold pieces.

Jinx
>Size: Tiny
>HP: 2/10
>Armor (Dodge): 6/10
>Speed: Fast
>Attacks: None
>Special Qualities: Fey Magic (Can fly, turn invisible, teleport 10 feet in any direction as an action.), Chaotic Aura (Renders any magical object of cantrip-level power unstable. When used, roll 1d6. At a 1, it explodes. At a 2-3, it casts the spell at a random target. At 4-5 it casts a different, random cantrip. At 6, it casts as normal.)
>Number Encountered: Solitary or throng (3-8)
>Environment: Forests, towns
>Loot: Explodes into 1d4 random items worth 5 gold or less.

Thundermite
>Size: Swarm (Fine)
>HP: Size/10
>Armor (Dodge): 3/10
>Speed: Normal
>Attacks: Positive Charge (5/10 damage, save vs paralysis)
>Special Qualities: Swarm Intelligence (Gains intelligence as it grows in size), Magnetic Pulse (As an action, can either attract or repulse all metal within area. Save vs strength to hold onto objects or not be moved.)
>Number Encountered: Small swarm (20-50 individuals) up to thunderhead (500-1000)
>Environment: Steppes, plains
>Loot: Metallic Exoskeletons (Valuable)
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>>68983511
Here's a take on the celtic sphinx idea I had.

Ogham Sphinx
>Size: Large
>HP: 6/10
>Armor (Dodge): 4/10
>Speed: Normal
>Attacks: Pounce (5/10 damage)
>Special Qualities: Ogham Writ (Casts spells as medium level druid in the form of written riddles. If riddle is answered correctly, spell triggers on Sphinx. If incorrectly, spell triggers on answerer. Riddles must be answered when read.), Woad-Marked (Once per fight, can activate to give +2/10 damage to all attacks and temporary 2/10 damage reduction, but becomes unable to cast spells for duration. Lasts 2d6 turns.)
>Number Encountered: Pair or kith (3-5)
>Environment: Moors, beaches, vallesy
>Loot: Golden jewelry, Berserker's Woad (Grants Woad-Mark effect, 3 uses)

>>68983659
Loam Troll
>Size: Large (Varies)
>HP: 7/10
>Armor: 3/10
>Speed: Normal
>Attacks: Smash (5/10 damage)
>Special Qualities: Regenerator (Regenerates 4/10 HP per turn unless damaged with acid or fire.), Composite Form (Varies in size, strength, and appearance dependent on what it's composed of, formed anywhere there is decomposing vegetable material, fey magic, darkness, and water.)
>Number Encountered: Small (4-10), Medium (2-4), Large (1-3), Huge (Solitary)
>Environment: Caves, swamps, watery groves
>Loot: Trollfruit (Grants 2/10 HP per turn regeneration for short time)
>>
OP here, bumping the thread once with some information. We're currently on creature number 72, and of those 72 creatures, 26 have their stats in and formatted into the document. Thanks for your hard work everyone, this has been chugging along well.
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>>69008845
Also here's the cone table so far. Does this seem good?
>1. Cone of Cold
>2. Cone of Fire
>3. Cone of Light
>4. Cone of Stone (transmutes air to stone in cone shape.)
>5. Droning Cone (sonic damage)
>6. Cone of Growth (makes plants grow.)
>7. Cone of Alone (Blinds, Deafens, Mutes)
>8. Cone of Poison Gas
>9. Cone of Dragons (Flings tiny dragons, an inch tall, who bite. Vanish in 1d4 turns.)
>10. Cone of Bone (Cone of skeletal projectiles. Creates 1d3 skeletons after impact.)
>11. Antimagic Cone
>12. Pro-Magic Cone (Increases the effect of all spells by two spell levels.)
>13. Cone of Tone (Gives everything in area +1 temporary strength)
>14. Cone of Clone (Duplicates everything in area with a temporary clone, which melts into goo after 2d6 turns.)
>15. Cone of Thrones (Fires tiny chairs.)
>16. Midas Cone (Transmutes all metal in cone to solid gold)
>17. Cone of Force (Launches everything in effect 20ft in direction, and itself in opposite direction.)
>18. Cone of Scone (Transmutes any food into scrumptious baked goods.)
>19. Cone of Unknown (Causes short term amnesia)
>20. Cone of Cones (Roll three more times on the table. The cone fires out tiny, frozen cones of those effects. Touching the frozen cone activates its effect. Vanish in 1d4 turns.)
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>>68972978
>Tiki Golem
>Created by primitive tribes on a particular archipelago, these magical creations contain the souls of the ancestors of a tribe, bound to a tiki body by a shaman through a secret ritual, the accumulated knowledge of the ancestors making them a deadly foe
>These stalwart spirits have the sole purpose of defending tribal territory from potential attackers, as well as acting as an object of worship for those who seek the guidance of their ancestors
>Tiki Golems have the accumulated knowledge of all of a tribe's founders and speak with all of their voices at once, making their speech unintelligible unless one engages in a tribe's sacred 'Speak With Ancestors' ritual, which includes taking a certain drug created from a plant found in the depths of the island's deadly forests, for only then can one interpret their ancestors' wise words
>The temperament of Tiki Golems depends on the temperament of the tribe. If a tribe is unhappy, Tiki Golems have been known to fly into rages or refuse to assist in the defense of a tribe, but if a tribe is happy a Tiki Golem may even assist tribe members with labor, as well as defend the tribe with newfound vigor and determination. Similarly, Tiki Golems have their life forced directly tied to their tribe, when the tribe is destroyed so are they.
>Local legend reports that all Tiki Golems are based on a single ancient one crafted by the Islands themselves, and defended the islands from enemies long ago, allegedly being able to shatter mountains with a punch. They say it sleeps inside of the great volcano in the middle of the Archipelago, patiently awaiting a threat that would require its reawakening...
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>>69010330
Nice. Will you post the document here when it is done?
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>>69001509
>>69002197
Thanks that is exactly what I was going for.
To make the statistics fit the format most people are using I've reworked them

Statistics:
Gentleman
Medium Size
HP: 5/10
Armor: 2/10 natural armor
Speed: Fast,
Attack: Two Claw attacks 5/10 damage, 8/10 if the target is unprepared for the attack
Special Property: Can assume the appearance of any former victim by wearing their skin. changing skins takes one minute and a gentleman is reduced to 0/10 armor until the change is complete.
Number Encountered: Usually one, rarely pairs or groups of 3 to 4
Environment: Any road
Loot: small amounts of money, small trinkets taken from previous victims
HP 5/10
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>>68981800
I have the book that's from! Spiderwick chronicles field guide or somesuch. Excellent art
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>>68987280
Let's see,
>Praya Thamaturgus
>Size: Colossal
>HP: 10/10
>Armor: 0/10 (fragile)
>Speed: Very Slow
>Attack: Devour Magic touch attack (No damage to most creatures and magical creatures; 10/10 damage to creatures of pure magic (Fortitude half); gains temporary HP equal to the damage inflicted. Removes all magical effects on the target that aren't innate or from equipment; gains temporary HP equal to the total spell levels consumed this way. Magical equipment is mostly unaffected; DM may call for saves with hardness at their discretion. Spellcasters must save vs Will or lose 1d6 spell slots for the day plus one for each age category of the Praya; starting with the highest spell levels available. The Praya gains temporary HP equal to the total spell levels drained this way. Creatures inside its incorporeal form are subjected to these effects each turn as long as they remain.)
>Special Qualities: Incorporeal, Flight (very slow), Magic-Absorbing (Instinctively and automatically consumes spells cast at it, gaining temporary HP equal to the spell level)
>Number Encountered: Always solitary
>Environment: Leyline convergences, arcane ruins, any exceptional, persistent, and largely unattended concentration of magical energy
>Loot: Magic-absorbing gossamer (incorporeal)
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>>69012107
Absolutely! That's the plan once I can get it all together. I'll probably post a version with all the art and without all the art, given that that's definitely going to be the slowest-going part of the process.
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>>69014999

Nice! Take as much time as you need. I look forward to seeing it when done!
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>>68972978
>Lepusians
>Goblin-sized Rabbitfolk that dwell inside of great burrows as tribes
>The breed rapidly and they constantly raid nearby farms and towns to gather produce and valuable objects, as well as raiding occasionally just for the thrill of it
>Are typically armed with stolen or makeshift weapons, though their aces in the hole are Melt Snails, specially bred giant pet snails that cling to and melt flesh, which they often lob at foes using special gloves
>Capture, breed, and train dogs from raided settlements to act as warhounds, which they often ride into battle
>Lepusians worship the dark god Bunyip, a deity that resembles a Lepusian made of moss that lacks back legs, ripped off long ago by Gnomish deities, which according to Lepusian myth is why the Gnomes have their signature luck. For this reason, as well as the fact that the Gnomish lands used to belong to the Lepus and they were pushed off of them long ago, they despise all of Gnomekind with a passion, often going out of their way to slaughter them
>According to their beliefs, one day a mighty Warrior-Mage will be born among the tribe with the most stolen wealth. This warrior-mage, dubbed The Horned Prince, will be an avatar of Bunyip in the Mortal World, and will unite the tribes and reconquer the lands the gnomes took, with the tribe the Prince was born to taking a place at the top. For this reason, Lepusian tribes steal and acquire as much wealth as they can, hoping to be worthy enough that the Horned Prince can be born
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>>68973064
high quality post
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>>68999757
Many ancients would agree
https://en.m.wikipedia.org/wiki/Reynard_the_Fox
>>
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>>69016043
The most horrible monster.
https://www.youtube.com/watch?v=X4RuB3gT8t0
>>
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>>68972978
>Baabid
>Long and slim the Baabid would be nearly flat, were it not for the five pairs of bi-jointed, salamander-like feet jutting from its underside
>Each toe ends in a flattened pad which secretes a sticky wax, allowing the Baabid to cling its feet to flattened surfaces
>It is a ambush hunter, residing in moist caves and taking nest in the many abandoned stone structures claimed back by the dense Vacurian Jungle
>Apart from climbing walls and stone faces, the Baabid routinely uses its feet to latch onto loose plates of bone or rock from the local area, and carries them around it's body
>When disturbed or when hungry, it spins and leaps from it's perch in an undulating fashion, rapidly swinging its makeshift weapons around itself
>After beating it's prey to death or unconsciousness, the Baabid feasts - forcing it's body down the throat and consuming the creature's organs and flesh.
>The remains of Baabid meals are seen frequently by those venturing under the trees, a sac of skin filled with broken bones, hollowed out from the inside with clear, needle-like teeth
>If particularly good prey is found a Baabid may leave some of the body intact, and deposit a clutch of slick black eggs inside, so as to hatch with a first meal
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>>68972978
Here is my second attempt on a creature:
>The Voiceless
>a medium pale spirit creature with long clawed arms and a single toothless mouth for a face.
>The Voiceless are a rare form of undead born from the souls of those who were wrongly accused and killed without a trial.
>when brought back, the Voiceless is a ravenous spirit blinded by pain and rage that desires tell all about those that have wronged it. The problem is that they have no voice when they return and so hunt take one from a potential victim to speak.
>when it targets a potential victim, the Voiceless appears in a way that will make it’s prey speak (such as making it call for help). When it does, the creature must succeed a constitution saving throw or otherwise lose it’s ability to speak as it’s voice is stolen by the Voiceless.
>this ability is particularly bad against mages as it not only stops them from using vocal components in spells, but allows the Voiceless to cast those spells so long as it has the spell casters voice.
>the Voiceless will then uses its long arms to restrain its victim as it tries to speak to its prey and tell it how the Voiceless was wronged in life. But tragically, its voice comes out as madding gibberish causing creatures around that hear it to Constantly lose 1d4 wisdom score on a failed save so long as the Voiceless speaks. A creature dies when it is reduced to a wisdom score of zero. The voice it steals fades away when the original victim dies and the Voiceless begins its hunt again soon after.
>the ways to get a voice back from a Voiceless is either to slay it or right the wrong done to it within the first 24 hours of the voice being taken. After 24 hours, the Voiceless loses the stolen voice and it can only be restored to the victim by the equivalent of a greater restoration or wish spell.
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>>69015687
Yep, my idea was for a traditional mythological creature that would make for a comedic encounter
>>
>Eschaton Immanentizer
>Angelic construct made out of extraplanar light and psionic fields. Looks like a miniature sun, covered in white-gold plates in the shape of wings, slowly rotating around the center.
>By exerting it's will over another, it can place them in a perfect hallucination where nothing goes wrong ever. It's an ideal world.
>Inside this dream world, the victim knows no suffering, existing in a perfect, heavenly state.
>After an hour or so, the soul of the victim begins being metamorphosed, all extraneous bits removed.
>The victim becomes unable to ever perceive anything other than than this perfect dream world of absolute bliss, a heavenly state on earth, as all the negative bits of their soul are removed.
>The rest of their soul matter is introduced into the Eschaton Immanentizer's internal soul forges, and turned into another EI after exactly 6 days.
>In a fight, relies mostly on blinding flashes of light and psionic whips; is pretty fragile, but uses it's innate flight and psionic power to great effect.

>The first Eschaton Immanentizer was created by a wizard, long ago, after glimpsing the true nature of the afterlife and the dark secret of the gods.
>The first victim was himself.
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>>68984060
Soul Stinger
>Size: Fine
>HP: 1/10
>Armor (Dodge): 5/10
>Speed: Fast
>Attacks: Soul Sting (2d10 damage, Level Drain)
>Special Qualities: Symbiotic (Lives inside of an undead host. Grants the host +2/10 armor from their hive.), Level Drain (Stings inflict level drain, lasts until holy magic dispels or the undead host is killed, at which it lasts until the next rest.)
>Number Encountered: Swarm (10-15) inside host, or throng (40-50) inside 4-6 hosts.
>Environment: Any with undead
>Loot: Soulworked Leather (As magical leather armor)

Gold Slime
>Size: Small
>HP: 4/10
>Armor: 2/10
>Speed: Slow
>Attacks: Melting Touch (4/10, acidic)
>Special Qualities: Golden Absorption (When in contact with metal, will absorb it and grow in size, gaining hp and armor.), Treasure Disguise (Can hold shape hibernating in the form of gold treasure, like a crown or scepter.)
>Number Encountered: Solitary, or hoard (5-10 in treasure pile)
>Environment: Treasuries, banks
>Loot: Gold-like jelly (Valuable, but not as much as the gold it ate)

Facesnatcher
>Size: Medium
>HP: 4/10
>Armor (Dodge): 3/10
>Speed: Normal
>Attacks: As Stolen character
>Special Qualities: Stolen Faces (Can steal names and social relationships from someone by eating something important to them. Causes permanent charisma loss, unless Facesnatcher dies.), Unperson (If a Stolen character is reduced to 0 charisma, they become an 'unperson'. If they are reduced to negative charisma, the Facestealer permanently takes their appearance, abilities, and social life, and they themselves become a Facestealer.)
>Number Encountered: Solitary
>Environment: Cities, civilization
>Loot: As Stolen character
>>
bump
>>
>Spellsbane Spores
>This purple bioluminescent breed of fungus was first discovered growing in the sewers beneath a large mage's guild, and was apparently feeding off of latent magical energy in the area. Then someone thought it would be wise to cast an Awakening on it...
>Spellsbane Spores walk on multiple root-like appendages and vary in size from small to huge, dependant on how much magical energy they have been exposed to. Very few spells have the capability of damaging a Spellsbane Spore, and stronger magic only serves to feed it more. Even magical weapons can cause the spore to grow and repair as it's being cut down.
>Upon reaching critical mass, the spore will burst itself and distribute countless seed through the air. If not dealt with correctly, a single spore can quickly become an infestation.
>>
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>>68983443
>>
I cast Raise Thread!

>Dragon Prism
>A large piece of gemstone, covered in arcane runes in the draconic tongue. Made of the heart of a dragon, petrified and refined into the finest of crystal
>Like a prism refracts light into different colors, a Dragon Prism refracts light into dragons
>The brighter the light, the stronger and more numerous and 'real' the dragons are
>It's always the same dragons, of prismatic coloration. They can think while not present, and most likely want a way out.
>If the light goes out, the dragons vanish.
>Dragons can only go in a straight line from the prism, only as far as the light reaches - they're refracted, not actually here.
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How many creatures have been gathered so far?
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>>69022198
>>69010330
Here you go.
>>
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Dirge Spirit
>These spirits are drawn to congregations of the dead during festivals and other times of celebration
>they can take on many forms, but all Dirge Spirits have two things in common: A hood that covers the face and a hurdy-gurdy that they play their haunting melodies upon.
>despite their name, they can play a wide range of music, everything from the their namesake to a haunting mockery of festival music
>When they play, the dead rise, and how they act depends on the music the dirge spirit plays
>For example, a slow dirge may raise dead at an increased rate, while a jig makes it so that the dead to take part in a morbid festival of their own
>Should a dirge spirit be threatened it calls upon nearby dead to defend it, empowering them through it's music not unlike a bard.
>Should it need to take a more direct approach in combat, it also possesses several spells to interfere with foes
>One can often hear a Dirge spirit long before it is in sight, as they rarely ever stop playing, even when in the deepest crypts or moving through graveyards
No idea how to calculate stuff like DC's, health, CR, but I wanted something to bridge the undead gap between wraiths, revenants, and vampire spawns (CR 5) and full blown vampires (CR 13)
spells known
>5th (2 slots): Danse Macabre, Circle of Power
>4th (3 slots): Confusion, Blight
>3rd (3 slots): Haste, Fear, Counterspell
>2nd (3 slots): Hold person, Phantasmal Force
>1st (4 slots): Command, Silent Image, Dissonant Whispers
>Cantrips: Toll the Dead, Dancing lights, Thaumaturgy
>Ability: Music of the damned
>Undead that can hear the Dirge Spirits songs recieve the bonuses of a Bless spell, living creatures that can hear the Dirge Spirits songs receive the penalties of the Bane spell
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a last bump, to keep this tread alive through the night.
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>>68972978
>Boneshock
>A type of magical construct made to look like a reanimated skeleton, typically used by crafty necromancers, and those imitating them
>It's a skeleton of a creature, but instead of being animated by negative energy, it has thin wires running through its skeletal structure, making a construct, and therefore immune to positive energy
>It absorbs electricity like a flesh golem, gaining speed and electricity damage when hit with such an attack
>Also, relatively inexpensive, don't cost onyx gems to create, only animate objects, copper wire, and a skeleton.
>Fuck clerics.
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>>68993964
I don't think I got it right, I'm an idiot
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>>68972978
>Semilitch
>a phase of litch between litch and demilitch, where the body of the litch has not yet moved on to become a demilitch, but the mind is out wandering the astral plane.
>They typically last only a few months at most, as the bones of the semilitch are no stronger than a human's, however, despite being mindless undead, they still possess great magical ability.
>they have most of the power of the demilitch, but are able to perform fine maniupulation and walk about because of their hands and legs.
>easily mistaken for common skeletons, many adventurers will think nothing of them, only to be hit with the full force of a demilitch's telekinetic power, and the paralyzing touch of a litch.
>The only thing possibly more terrifying, would be the Hemidemisemilitch.
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>>69023234
You know what, this wasn't what I had in mind originally for it, but this is honestly way cooler so I can't even say anything except fucking top notch stuff, man.
He looks absolutely sick and has a perfect strange, mutated uncanniness and wrongness that a creature like a mutated troll should have.
Grade A work, thank you so much!
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>>69023358
Welp, glad you like it anyway, anon
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>>69023327
Follow up
>Hemidemisemilitch
>The final stage of a litch's journey to a being of pure thought, the Hemidemisemilitch is a truly odd creature.
>It appears as no more than 2 gems, held in midair by some invisible force. These two gems, that once were the soul-capturing eyes of a Demilich are all that remains of the once-litch's corporeal body.
>The gems have only a sliver of consciousness left in them, left over after all those years without a mind.
>The gems want one thing only, to be reunited with a mind and host body.
>The gems will implant themselves into valuable looking items, necklaces, crowns, earrings, rings etc., and, when donned, these items with carry an odd mind-effecting curse.
>Bearers of these items will find themselves compelled to find ways of becoming undead, or sealing their soul away in secret places, remnants of the Hemidemisemilitch's desires that are the strongest.
>Eventually, the bearer of the cursed jewelry will undergo the process of becoming a litch, and the cycle repeats all over again.
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>>68972978
>Chimney wyrm
>its a little fey dragon that lives in chimneys, lighting up the fireplace beneath.
>Can inhale smoke and breath out clean air.
>Most have a favorite type of smoke to breath.
>Usually can become familiars of pipe-smoking wizards.
>Oh yea and they're omnivorous
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>>69023234
Doesn't matter if it was wrong, its a great drawing anon.
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>Wonderlandian Ulgurstasta
>Ulgurstastas from a demiplane crafted from the rogue imagination of a young magical prodigy, somehow leaking into the mortal realm
>Generally harmless, if narcissistic and snarky, these peculiar philosophers trade their earhtly relative's passion for undeath and bloodlust for deep introspection on the meaning of life and death
>Offer riddles and sage advice to travellers through their domains in exchange for rare herbs to smoke in their signature hookahs or fine food or drink
>Through the smoking of their hookahs, they can see into the future, astrally project, and see into the souls of living creatures to judge their true nature, their primary goal as a race being to uncover the deepest secrets of the universe, all through the smoking of special herbs in their hookahs
>When forced to defend themselves, typically occuring to defend their gardens from those that seek to steal their mind-expanding herbs, they prove quite fierce, able to cast high-level magic through their hookahs and create illusions with the smoke
>Wonderlandian Ulgurstasta lack a regular Ulgurstasta's ability to create skeletal servants, instead creating ghosts from defeated foes that they store inside of their hookah smoke and use to perform manual labor the Wonderlandian Ulgurstasta is too lazy to do itself
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Quantorg
>Nearly indistinguishable from regular ogres, quantorgs are rare creatures. At a first glance they appear in every way a normal ogre, but only when they either undergo closer examination or go unobserved do their powers seem to take effect
>As long as they are unobserved, a quantorg can seemingly teleport short distances as long as the destination they are teleporting to also remains unobserved.
>While it is hard to notice, quantorgs seem to at times flicker in and out of reality, naturally this can be quite dangerous, as one second you can have an angry ogre barreling towards you and then the next second it's halfway to another target
>Nobody knows for sure what conditions create a quantorg, but the current leading theory is that when a regular ogre is infused with a highly concentrated dose of magic, similar to that of wild sorcerers, there is a chance the ogre will become a quantorg instead.
>This process could happen as quickly as one large infusion, such as the result of some sort of magical disaster the ogre survives, or a much slower process as the ogre lives in an area and is slowly infused by latent magic seeping from the world
>Whatever the case, quantorgs are a mystery to baffle even the most well learned scholars
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>>69024104
fucking nice, I'll throw this one at my party and see if they make the connection
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>>69024137
If you want mechanics literally just take a normal ogre,
>give him blink/misty step (however many times a day you want)
>Quantorgs never provoke attacks of opportunity due to dimensional flickering
and scatter vision blocking cover and whatnot around the field for the quantorg to run behind, teleport, and attack from a different angle
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>>69024168
>find the quantum ogre in a dungeon
>follow him down into a dead end around a corner
>party expects to look around the corner and blast him, preparing their attacks and spells to fuck him up as soon as they look
>they look and there's nothing there
>wizard at the back of the party hears heavy breathing behind him
hah, can't fucking wait
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>>69024242
>Party needs a key to progress
>it's in the possession of a cowardly quantorg runt
>It runs into a maze
And other fun ways to make your party hate you
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>>68973275
Please post your bestiary.
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>>69024104
I imagine it could be potentially comical if they used thrown weapons.
>Quantorg throws a boulder at party
>nat1
>teleports in front of the boulder after he throws it
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>>69024104
What happens when you hit one with dimensional anchor? It just becomes a regular ogre?
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>>69024417
A part of me wants to say "fuck counterplay, the quantorg is above all in it's majesty, it is beyond mortal spells" but the more balance-minded part of me says yes, dimensional anchor and other similar effects will stop the quantorg from teleporting
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>>69024417
It becomes an angry ogre. Big difference
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>>69023636
They are all immature larva. If one ever actually succeeds in attaining enlightenment, it’ll spin a silk cocoon and metamorphosis into something. Nobody’s seen an adult yet.
>>
I'll post a few!

Mashberry Monstrosity

>Magical fallout has always been a hazard when it comes to performing poorly practiced sorcery. Horrible, misshapen and sometimes even amusing consequences may result from the abuse of precious and dangerous energy. A Mashberry Monstrosity is one of those consequences. The Mashberry Bush looks like most plants at a glance. Tiny oval leaves of deep green huddled together in a dense bundle. At the ends of the branches it spawns fuzzy golden fruit not unlike a peach. However the raw magical potential coursing through this bush renders it more dangerous than it has any right to be. The Mashberry bush is a plant that magically subsumes the traits of creatures foolish enough to eat the fruit. After consumption, when nature has taken its course and the seeds are spread; A disturbing genesis occurs. After a period growth and reaching full maturity... The earth and dirt gives way and rising from under the bush is a creature unlike any other. The creature is a unholy conglomeration of all the animals that have eaten the fruit from this particular strain of plant. How far back this lineage goes seems to be completely random going from five germinations to over a hundred consumptions! After waking from the soil and being utterly confused; the new monstrosity then wander about in a bizarre attempt to procreate with the rest of the wildlife. This is to be blamed on the rather short lifespan of the creature, as basic survival instincts take over to ensure it’s legacy. This of course, never works. Thus the mutated creature is doomed to die alone, fertilizing the bush that it unknowingly carried on it’s back it’s entire unnatural life.
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>>69025033

Distressed Damselfly

>The Distressed Damselfly is a bipedal dragonfly like creature. It’s skin is translucent, constantly shedding and sloughing off, it’s body wracked with a variety of deadly diseases. Only the Damselflies unnatural growth is able to keep it at bay. It wanders throughout the caves, covering its face as if weeping. Strangely, the constant shedding of skin and the vestigial wings leaves a gossamer thin material drifting behind the Damsel that flutters softly. From a distance the Damsel looks like a silent bride in white. The mourning gesture actually serves to cover up it’s glowing eyes. When close however, the charade quickly falls apart, pulsing skin and oozing diseased organs pumps tainted blood through it’s misbegotten form. When a target has approached close enough or the facade has been discovered, the Damsel attempts to claw apart the victim and hurl pieces of it’s diseased flesh in hopes of transferring one of its numerous plagues to the unfortunate player.
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>>68983067
Stealing this
>>
One more before I go to bed
Libgon
>A strange creature that is created when a nilbog loses the spirit that caused it to be a nilbog without dying, or if the goblin that would have become a nilbog can't handle the powers bestowed upon it
>This creature of chaos exists only for that, to cause as much havoc as possible. For one reason or another it possesses a modified form of the nilbogs normal powers (heal when take damage, CHA save or spend turn praising nilbog when you attack it, etc.) but instead of having the exact abilities, there are differences
>the healing goes to a random creature within 60 ft of the libgon, instead of reducing the damage to 0, the damage is redirected to a random creature within 60 ft
>roll a d6, the number shown determines what attribute the save the nilbogism (or libgonism?) calls for
>on a fail....
>STR: the target must spend its action attempting to hold up a crushing force
>DEX: the target is knocked prone and considered restrained until the end of their next turn
>CON: the target suffers the effects of 3 levels of exhaustion until the end of their next turn (this does not stack with pre-existing levels of exhaustion, if the creature is already at or above 3 levels or exhaustion, the target simply falls prone and is considered stunned until the end of their next turn
>INT: the target suffers the effect of a feeblemind spell until the end of their next turn
>WIS: The target suffers the effects of a confusion spell until the end of their next turn
>CHA: same as regular nilbog, become charmed, must spend action praising libgon

>Libgons wander aimlessly their minds destroyed by the magics wreaking havoc on their body. In combat libgons cast the chaos bolt spell at a random creature in range each turn
>they never run out of spells, but their only spell is chaos bolts
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>>68972978
I like this concept. This is a nice fucking concept.
>>
Emperor Fisher

>Around 2m tall, body similar to a Baryonyx, but covered in bright blue and orange feathers like a Kingfisher, and has a large, long thin beak lined with large backwards facing teeth
>Spends most of its time by rivers and lakes, diving for fish
>Males have brighter plumage, and are more territorial, known to "take over" fishing docks to make a nest for potential mates
>Females have duller and smaller feathers, though are more aggressive
>Tastes like Chicken crossed with Fish

Probably not the weirdest idea, but it's one I've thought of in the past few days that I thought sounded pretty good
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>>69025269
>Goblin
>Nilbog
>Libgon
>Nogbil
>BOGPILL
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>>68984308
Lords of Edge
>Size:Medium
>HP: 4/10
>Armor: 4/10
>Speed: Normal
>Attacks: See appendix
>Special Qualities: Dour Words (Anyone that listens to a Lord's poetry gains AntInspiration. The first point cancels out inspiration, and additional points cause further weakness and ill luck.)
>Number Encountered: Solitary, duet, or recital (4-8)
>Environment: Any
>Loot: Whatever weapon it carries (see appendix), a book of dour poetry

Wizener
>Size: Medium
>HP: 2/10
>Armor: 0/10
>Speed: Slow
>Attacks: Withering Touch (1/10 damage, causes temporary stat loss)
>Special Qualities: Curse of the Wizened (When killed directly, instantly ages its killer 1000 years, and all other mortals nearby 25 years. If killed indirectly, it merely ages the nearby mortals up by 5 years)
>Number Encountered: Solitary
>Environment: Any with very old members of races
>Loot: Dust

Alchemical Horror
>Size: Medium
>HP: 6/10
>Armor: 2/10
>Speed: Normal
>Attacks: Eyeblind Stream (5/10 damage, save vs blindness, poison, and transmogrification.), Chimeric Attacks (see below)
>Special Qualities: Ex-Alchemist (Has all skills and knowledge of a high level alchemist), Alchemical Reactor (Can produce, modify, and copy potions within its own body, as long as it has imbibed them or contacted them.), Chimeric Attacks (Can meld itself with other monsters for additional attacks. Pick attacks from any other monster and apply a total of 3 to the Horror.)
>Number Encountered: Solitary
>Environment: Dungeons, laboratories
>Loot: 2d8 random potions, imperfect Rubedo (valuable)
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Is anyone able to help me make stats/lore for pic related? It was going to be a kraken, but I figured it could fit in the bestiary.
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>>69026319
Sure, here's my idea for it

>Pelagithid
>What happens when a Mind Flayer tadpole escapes into a large body of water, like the sea.
>Instead of turning into a Neothilid, the Pelagithid grows in size and uses its fledgling psychic powers to drawing in nearby animals and eating its way into their brains.
>As it does, it partially undergoes cerebropmorphosis, partially but not totally transforming their prey, forming a strange, partially mind-flayer partially abyssal fish body.
>Monstrously capable psychic, but with a fractured and stunted mind due to its solitude and haphazardly developed brain.

>Size: Huge
>HP: 8/10
>Armor: 3/10
>Speed: Fast
>Attacks: Barbed Hooks (4/10 damage, hooks close), Barbed Bite (6/10 damage, bleeds), Tendril Bore (1/10 damage, save vs grapple, if grappled deals 9/10 damage and extracts brain next turn)
>Special Qualities: Psionic Might (Psychic abilities as high level psion, but without finesse. Themed with the sea and darkness.), Fractured Mind (Passively casts psionic cantrips at random)
>Number Encountered: Solitary
>Environment: Ocean, subterranean seas
>Loot: Sunken treasure hordes
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>>68987500
Hoar Beast
>Size: Large
>HP: 8/10
>Armour: 6/10
>Speed: medium
>Attacks: Slam (7/10 damage, can concuss) Icy Tusks/horns (5/10 damage chance to freeze opponent) Reckless charge (4/10 damage)
>abilities: Bestial rage(If weakened to a significant state the Hoar beast can go into a rage which boosts its speed and attacks but will lose its innate defensive capabilities as a result)
>Frozen tusks/horns (Any attacks made by the beast will have a chance to freeze a target which gets worse over a period of time unless an antidote is found)
>Number Encountered: minimum of 1-2, packs of 4-5 are rare
>Environment: Tundra, Arctic regions
Loot: tusks, horns, Hoar beast pelt (resistance to cold and minor defensive buff)

Grave Demon
>size: small
>HP: 4/10
>Armour: 3/10
>Speed: fast
>Attacks: Raking claws (5/10 causes bleeding) Draining bite (2/10 target loses life and the demon regains it) Maddening Stare(4/10 can make a person go insane and causes slight atrophy)
>Abilities: Blink (short range teleport)
>unending hunger (can and will consume corpses for magical ability and slight strength)
>Number encountered: anywhere from 2-5
>Environments: cemeteries, crypts, hell
>Loot: burning eye, small vial of demon blood, 1d10 razor talons
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>>69024417
>>69024505

I'll say no, it's not affected by dimensional anchor as it blinks on the same reality.
And the counterplay is absurdly easy, it's focused scrying spells/ any pet familiar watching instead. But the party has to find that out.
While in combat, Quantorgs use dirty tricks to stop the party from seeing him, using smoke, hiding in the shadows, etc.
Instead of being sneaky first and then dropping the muscle, It's an inverted ogre encounter, It's great
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Bumping with some WIP stuff. I've got the Dracopede, Mantivern, Soda Jerk, and Cone Shooter on here so far. Might squeeze in another, but ran out of time today to really work on them.
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>Shade Tree
>Corrupted nature spirits twisted by their archfae as punishment for their failure defending a piece of land they swore to protect, they become ferrymen for lost souls, taking them to their respective afterlives
>These sorrow-filled, warped beasts lose much of their cognition upon their transformation, but retain the memories of their previous lives, often breaking into howling tears when alone and not on the job due to this fact, frustrated with what could have been
>These malformed amalgamations of animal, plant, fae, and ghost defend the spirits they collect dutifully, preferring death to another failure to their archfae.
>Shade Trees are able to naturally teleport spirits to other planes of existence, a practice they will occasionally use on foes to banish would-be attackers
>The melancholic wail of a Shade Tree is sorrowful enough to bring even the mightiest of men to tears, transferring the deep sadness of the Tree onto others temporarily. Targets within a range around the Tree must make a Will Save, or be overwhelmed with deep, unending sorrow, making them incapable of actions for a short while
>Shade Trees are unable to be harmed by non-silvered or nonmagic weapons, their bodies merely an echo on the mortal plane
>Those who attack Shade Trees typically do so for 2 reasons: A) they seek to reclaim the soul the Shade Tree is escorting, or B) to harvest the hearts of Shade Trees, with the hearts being powerful alchemical ingredient, as well as being required for several necromancy rituals.
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>>69026406
Wow that's pretty good, anon. Kudos
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>>69028020
Damn, loving the artstyle anon, and the mechanics of it seem fun. I could see a bunch of fun adventures with this surrounding something like someone getting killed and then the party trying to resurrect them, failing, and finding out there's a tree carrying off their soul to the afterlife on foot.
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>Cthulico
>Entities born from the dreams of an elder god that seeked companionship, these tentacled, feline-octopi hybrids are slightly larger than a normal housecat, and are about twice as intelligent and aloof
>These entities have the personalities of cats taken to their logical maximum, being cunning, dispassionate predators that somehow have been tamed into being mostly friendly. They only care about you when you have something to offer, and often when they're taken on as pets or familiars it's questionable who works for who. Cthulicos see themselves as patrons, with their 'owners' being their loyal servants, providers of food and the occasional belly rubs
>Cthulicos possess the unique ability to squeeze and contort their bodies to fit into incredibly small holes and openings, as well as see through illusions
>They are most often taken on as familiars by Warlocks, particularly warlocks that wish to make sure that they aren't cheated out of deals unfairly, as well as for thieving
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>>68973064
is that you willyposter?
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>>69025885
Based and bogpilled
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bears that collectively swarm to mimic larger monsters
https://www.nature.com/articles/35011129
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>>68972978
>Piz'imuri
>Lives underground in large caves and caverns
>Looks like a giant jellyfish with a dozen legs insead of tendrils, evenly spaced around it's body.
>it's legs are covered in small plates of sound-reflective bone, allowing the creature to 'hear' it's surroundings by feeling the vibrations on it's legs.
>It stands about 20 feet tall, but some variants can grow as high as 80 feet.
>When hunting, they walk around aimlessly in their 'hunting grounds' (cave they inhabit), poking their legs into every nook and cranny to locate a source of meat
>When a food source is found, the Piz'imuri impales it on one of it's legs, the hairs on which act as tiny hollow needles.
>It then sucks up all of the creatures liquids to digest, and moves on.
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>Knightmares
>Purpleish-red oozes with a black, pudding-like skin over their sticky bodies, these wretched slimes feed on the pleasant, good dreams of individuals, leaving them only with horrifying nightmares
>When threatened, the ooze will form into a humanoid shape and the black skin will harden into armor-like plates, allowing it to hold its form. It often will base its form and the weapon it uses off of the dreams harvested from its last victim
>Attacks from this creature deal additional psychic damage, and prolonged contact with the black outer shell or skin will cause an individual to fall asleep, allowing the Knightmare to harvest their dreams (contact is accumulative, every strike delivered making a target progressively more tired before they fall asleep completely and become drainable)
>If killed, their hardened skin can be used to make a flexible, durable armor, and the concentrated essence of their ooze is said to be able to grant peaceful, lovely sleep, and enhance psychic abilities
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>>69024417
>>69024505
You know what? OG quantorg poster here, and I say fuck it, dimensional anchor wont stop the quantorg (because lets face it, would a DM who pulls the quantum ogre dilemma really let one spell stop him?)>>69026929
has the right of it, you already have ways to shut down the quantorgs teleportation and it's not traveling to different dimensions so anchor wouldnt have any effect
>THE QUANTORG WILL REIGN SUPREME
>>
Op here, bumping with the latest update with th document. We've hit 95 creatures! Only 5 left before we hit the initial goal, though at this point I'd be down to just keep doing more, this is fun as hell. Transcripting everything down is a mess, but thems the breaks.
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>>69032781
You are counting his peenus weenus, of course? It truly is a monster
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>>69033174
>the allmighty trouser snake
>tiny creature
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>>69033237
>its existence is only theorized, because it is too small to be detected through conventional methods
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>>69032781
Alright then... here mine
The Fifue
>A small dragon that can come in any color of the rainbow
>they act like magpies, stealing any shiny object they can get their little hooked claws on
>they have a breath weapon, though it hardly does any damage
>they travel in swarms, and they have darkvision
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We need some more giant monsters
>Abyssal Titan
>A monstrous fusion of aberration flesh and maritime construction, Abyssal titans are monstrous entities that are spoken of in myths and legends in coastal settlements.
>Towering above even storm giants, abyssal titans appear to be formed from a fusion of shipwrecks and a creature from the abyssal plane
>The legends about them usually revolve around them emerging from the ocean, and terrorizing coastal settlements before returning to the depths, the damage caused by defenders being repaired by the monstrous flesh knitting itself and repairing the wood of the ship with debris collected from wreckage
>some people only believe them to be just that, local legends made to scare outsiders by drunk sailors
>depending on the ship (and by extension the setting) used to form the abyssal titan, its available weapons change
>setting with black powder? probably has cannons to fire
>no black powder? probably has ballistas
>wasn't a warship? probably has fewer (or none if the crew were idiots to sail without protection) so it must resort to simply crushing foes underneath it's bulk and smashing them aside with its limbs
>May or may not manually pick up and throw boulders should it lack proper ranged weaponry
Necrofex colossus was probably one of my favorite things from warhammer and I would love to see more things like it
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>Chupacabra
>The result of a lycanthrope being infected with vampirism, a Chupacabra is a barely-sentient bestial humanoid that combines the most dreadful aspects of both creatures
>Permanently locked into a bestial state due to the curses conflicting, a Chupacabra possesses the sunlight weakeness and thirst for blood of a vampire with the weakness to silver, unending ferocity and primal hunger of a werewolf, with the iron-rending teeth and claws to match
>Chupacabras possess an extreme regenerative factor, speed, and strength, but this is directly tied to the amount of blood they have drank recently and the quality of said blood. The blood of a weak, ill, elderly goat drank about a week ago will make the Chupacabra no stronger than an infant and makes them barely able to heal a papercut, while the fresh blood of a strong oxen may very well have them beginning to heal from a sword slash before it's even done chopping through them, and gives them enough strength to toss a fully armored town guard like a toy
>That bloodlust is the primary motivator of a Chupacabra, for after losing their minds and memories to the foul combo of curses, that is all they have left to hold onto: that unending desire to drain the blood of other creatures, their hunger so great as to be able to smell spilled blood over a mile away
>Their night vision-attuned eyes also possess the standard enthralling property of a standard vampire, a trait the Chupacabra uses most often to lure in prey to drain, tempting them closer so that it may strike and drain them dry
>Chupacabra that drain humans are rare, far more content to drain the blood of livestock, but those who do have been known to regain some level of intelligence, and create great packs of Chupacabra to drain and take over entire villages
>Humanoids that have had their blood drained by a Chupacabra, unless covered in holy water before burial, are destined to rise from their graves 1 day later as another Chupacabra
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>>69033892
The point is to make new things anon, not just write out a description for a thing that already exists culturally
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>>69034441
I mean, it doesn't exist in D&D yet, it has a suitably in-canon twist on it that makes it fit into the world better, and D&D has a history of taking monsters that already exist in myth or the general cultural consciousness and either basing a creature on them or just outright putting them into the monster manual anyways.
I don't see a problem with it. I mean yeah, it's not a 100% unique original monster, but the Chupacabra's an interesting concept regardless
>>
Fade Rasp
The Fade Rasp are a solitary species of crystalline elementals that feed on moments of time. Their size is variable with discoveries ranging from the smallest at the size of a human hand to the largest ever, dubbed El Cabarello, that once stood at a mile high and with an estimated weight of five hundred tons. They appear randomly and predictions of their growth are currently not understood. Their colors remain consistent as a pale opal with silver and blue vein networks that occasionally flash with light. Their intelligence is unknown but they seem to act with a focused pattern, only appearing at sights of past notable events such as major massacres or diplomatic events, many decades and even centuries after those events. They are not proactive but when touched they emit living projections of light that recreate the individuals and events, now twisted and malformed to defend themselves. Woe to the unprepared traveler who touches a Boulder only to experience the long gone battlefield of orcs and dwarves now rise as a field of light to unite and charge in the Fade Rasp's defense. Beyond the light constructs themselves the veins also seem capable of emitting vast electric storms that circle the fields above the Fade Rasps at night and when they are obstructed from sunlight.
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Caudal Devourer
>A large hideous beast reminiscent of a squat, misshapen dragon, a Caudal Devourer is a deadly ambush predator with the unsettling ability to mimic almost anything
>With a rattle of its lumpen tail, it can produce anything from the sound of a babbling brook, to the bustle of a city, to the quiet words of a distant lover
>Passers-by find themselves drawn to its alluring mimicry, often walking straight into its jaws before they realise the trap
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>>68973064
>>69033174
>Peanus Weanus (Pronounced Pay-An-us Way-An-us)
>The Peanus Weanus is a snake-like parasite that attaches itself to the spine of unsuspecting travellers while they sleep, hijacking their nervous system. It then wraps around the waist of the target and changes color, attempting to match the skin color and texture of the individual they are possessing
>Controlled individuals are unaware of the possession, but find themselves receiving pleasure from the Peanus Weanus whenever it does something the Peanus Weanus wants, and experiencing discomfort or even phantom pains whenever they go against the Peanus Weanus' best interest, subtly manipulating them to do what it wishes
>The Peanus Weanus is a simple creature, and mostly uses its host for 2 purpose: feeding and spread their eggs. It saps energy and nutrients from the target to fuel themselves and grow, and spread their eggs when the host breeds, laying eggs on sexual partners their host has. The eggs rapidly grow and possess the sexual partner as well, and eventually spread to their offspring should they have any. The Peanus Weanus dissuades a target from performing any other actions than these or actions related to these 2 things, gradually manipulating their hosts to only pursue them, as well
>If a Peanus Weanus is being attacked while on a host or anybody attempts to remove a Peanus Weanus, they will rapidly send fight-or-flight signals to the brain of the host, and cause them to attack those that seek to remove the parasite. If the host of a Peanus Weanus dies during this process, the Peanus Weanus will rapidly flee, hoping to possess another day. If it is attempted to be forced off while in this state and still alive, as a last ditch 'fuck you' to all parties involved it will inject a paralyzing poison into the spinal cord of a host it used to be possessing, attempting to paralyze them from the waist down for life.
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>>69036385
>(Pronounced Pay-An-us Way-An-us)
what the fuck?
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>>69036385
(Continued)
>Peanus Weanus typically bind to a host during the day and separate from them at night to find partners to breed with. If their host is to leave without them, the Peanus Weanus always seems to have a way of finding its way back to its former host, who it will quickly attempt to attach to again
Additionally, the Peanus Weanus has a number of variants, denoted by their different natural, uncamoflaged color
>Peach Weanus
Your bog standard Weanus
>Black Weanus
The largest, thickest Weanus, makes hosts more aggressive through mental manipulation and fly into a berserker rage when it is attempted to be pried off. Frequently steals shiny objects from others for its host, hoping to attract a mate for them
>Yellow Weanus
The smallest and smartest Weanus, it typically binds to younger targets and binds to them for far longer. Focused the most on the preservation of the host, these cowardly Weanuses often compell their hosts to run away rather than fight back when attempted to be removed. Oddly attracted to magic users
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>>69036519
I mean, you can't make the dick joke THAT overt. Besides, it makes it sound like a spell
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>>69036583
so you hide the dick joke by putting 'anus' in the name twice, making people think it's a butt joke instead? an interesting maneuver
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More of you people need to stat your own creations so OP can finish the book faster
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>>69036519
>>69036583
>>69036607
Ignore the bait, idiots.
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>>69037053
>not knowing the difference between bait and a joke
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>>69036629
that is a very good point
>I HAVE NO IDEA HOW TO STAT GOOD SO IF YOU WANNA ACTUALLY USE THIS STUFF YOU PROBABLY GOTTA BALANCE IT

>>68996395
>Mirror Imp
STR: 5
DEX: 18
CON: 10
INT: 11
WIS: 10
CHA: 16
>higher than average MS
>Mirror Elemental
STR: 10
DEX: 18
CON: 16
INT: 4
WIS: 7
CHA: 7
>standard elemental stuff, can occupy others space, but deals slashing damage
>>68996839
>Mirror Devil
STR: 10
DEX: 20
CON: 14
INT: 12
WIS: 14
CHA: 18
>Alter self at will
>detect thoughts at will
>lower health, higher AC, high speed
>>69022847
>Dirge Spirit
STR: 7
DEX: 14
CON: 15
INT: 12
WIS: 15
CHA 18
>spooky ghost bard thingy, lower HP/AC than melee monsters of a similar CR, but is a buff/debuff spellcaster
see original post for spells
>>69024104
>Quantorg
Ogre stats but also has the following spells blink (at will) misty step 4/day, dimension door 2/day
>>69025269
>Libgon
STR: 8
DEX: 12
CON: 10
INT: 10
WIS: 7
CHA: 15
>literally just a modified nilbog
>>69033885
>Abyssal Titan
STR: 30
DEX: 11
CON: 27
INT: 4
WIS: 10
CHA: 10
>Really good AC (22+ or something, hell if I know)
>Regenerates HP at the start of it's turn
>this is supposed to be a "big boss monster" kinda thing up there with a tarrasque or ancient dragons or in-lair lich if you couldn't tell

No idea if most of the stats I gave are balanced but hey, at least OP has something to put in the book
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>>69036629
I'm an idea's guy i don't do any of that hard work
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>>69030147
This seems almost less like a monster encounter and more like some kind of bizarre natural phenomena. The Aurora Bearialis.
>>
Op here, bumping with a secondary option to >>69036629 if you really can't be assed to make some stats: We will need brief description blurbs for what the monsters look like, in the style of proper monster manuals. Something like a couple sentences that describe what it is and how it moves, that a GM can read out to their players. Doing those also will help the book compile together faster.

As for the book, I'm working as much as I can, but damn if there's a lot of this stuff.
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>>68972978

>Stinger Devil
>Lawful evil
>Humanoid, smooth, light gray skin. Straight horns. Completely black eyes. No privates. Claw-like hands. Human-like legs. Clawed feet
>Have a scorpion-like stinger coming our of their rear
>Stinger spews acidic gray liquid, slightly thicker than water. Burns a lot
>Direct sting causes some pain. Multiple stings cause acidic burns, convulsions, stomach problems, and then death.
>Are sentient and hostile to most
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>>69027698
Mantivern poster here. They all look great so far! I can’t wait to see them when they are done!
>>
Pretty cool this threads still going strong. Will try and make some stats for these to make the task easier for OP, but i've never statted anything so bear with me and anyone who actually DM's can stat these or correct them at their leisure.

I also haven't played a tabletop roleplaying game in 4 years

>>68985502
>Stonelight Trapper
STR: 12
DEX: 14
CON: 18
INT: 5
WIS: 4
CHA: 3 (It's like a damn land fish it isn't very smart/wise or charismatic)
>Can use it's light bait as a flashbang when threatened
>Has the ability to regurgitate it's stomachs contents to either increase it's speed, deal damage or both
>emits the smell of rust and salt

>>68997057
Metallurgic Mantises
STR: 14
DEX: 19
CON:10
INT:9
WIS:10
CHA:6
>Excretes liquid (or molten depending on taste) metal over its entire body. Depending on which metal it excretes increase or decrease CON, DEX and STR. Will harden and entrap and immobilize (but not outright kill) the mantis within X amount of rounds.
>Smell like blood and crushed up ladybugs

Shamefully ripped off >>69037367 format cause i don't know what i'm doing and his looked simple enough to replicate.
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>>69040809
Oh damn it
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>>68973064
How could one post be so good?

Thank you anon.
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>>69025033
posting stats for my critters

>Distressed Damselfly


HP: 12 (2d8)

AC: 14

Attacks: Claws and Flesh bits

Damage: 1d6 +1 (claw only) 1d6 ranged

Morale: 8

Special Abilities: Diseased Flesh

The Distressed Damselfly rips off a gobbet of flesh from it’s own body and hurls it at a nearby target. If the gobbet hits, it deals 1d6 damage and the player must make a save or contract a disease that will kill them in 11 days unless they find a cure.


>Mashberry Monstrosity

HP: 32

AC: 15

Attacks: Thrashing Arms (1d8) and Headbutt (1d8)

Damage: 1d8 x attacks

Morale: ??

This creature is a Large mammalian bipedal covered in coarse fur and looks like a beaver with a bears body and ape like arms. It walks as a bipedal should on webbed feet. It has large bush growing on it’s back, covered in fuzzy gold fruit. It skin appears to throb and pulse constantly, (the vines of the bush dig in and spread throughout the beasts body.). It attacks with large curved ram horns on its head. After head butting something into submission it will attempt to smash and bite the creature it is attacking. It will always attempt to attack the hardiest and toughest foe first. It looks for potential mates in the wild.

Special Abilities:
Acid Blood: When this creature is damaged all creatures within 5 feet of the creature must make a dexterity saving throw or be doused in flesh consuming blood and take 3d6 acid damage.

Cone of Stupidity: When threatened the Mashberry Monstrosity projects a cone of mind numbing properties in a 80 foot diameter. This attack drains 2 points of Intelligence when it hits unless a DC 20 saving throw is made.

Strength Siphoning Spit: The Mashberry Monstrosity hurls a globule of foaming viscous spit containing a potent muscle relaxant from it’s misbegotten maw. When a creature is hit with this attack the player loses 3 points of strength.

(Lost points come back at a rate of 1 per hour)

65% Immunity to Magic Resistance
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>>69040995
Oh! And one more creature! Made this last year, but I think it's a good addition to the book!

>Unfamiliar

No creature is more reviled in the realm of magic and sorcery than the Unfamiliar. It is about the size of a large house cat, pale and gaunt; like a mummified yet gooey gecko. This creature mostly preys on relatively inexperienced wizards. They infiltrate their abode, killing their true familiar and taking it's place. Over the years a the Wizard grows in knowledge, the Unfamiliar siphons out his erstwhile owners very essence. Then when the wizard has been reduced to a weakened husk the true horror begins. The creature disgorges a translucent bubble that engulfs the wizards head. It then detaches the head from the now useless body; and the Unfamiliar scrambles onto it's new "Wizard Egg" and floats away, gloating to itself. This "Egg" contains the last remnants of power, and the knowledge of the now deceased wizard, further strengthining the Unfamiliar. It is said that some have grown so powerful, they keep entire clutches of Eggs. A macabre palanquin, heads bobbing serenly, staring lifelessly out at a horrified world. All the while, the Unfamiliar grins in glee.

It is for this reason, all places of academic learning are to be scoured for these devious creatures, for it invites disaster for apprentice and master alike.
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>>69041180
No clue how to stat this lad. Also the art is courtesy of my little sister, bless her heart.
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>>69040995
dude, lay off the enter key
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>>69041190
Tell her I said she’s an amazing artist
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>>68972978
Found this picture some time ago on a thread. Maybe you guys can make something out of it. I call it the Corvirex.
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>>69039797
Okay, wait, wait. Do you want DnD style statting like >>69040809 or do you want the more generalized stats like >>69026577 ?
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>>69041180
>>69041190
Radical, and your little sister is a great artist.

>>69041287
I'd prefer more generalized, under the intention that we can use them for more than just D&D or equivalent games with that kind of ability score system. Being able to just have these monsters available for whatever is a good thing in the end. I've actually been making the stat ups for most of this thread
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The Forest of Glougauraung
>while travelling in a dungeon, a horrible wave of stink assaults your senses as you approach
>you turn a corner and you see what appears to be a living hallway, somewhat akin to the inside of intestines
>the floor is lined with digestive fluid, the walls cringe and react upon being touched
>the very air is corrosive
>out of the corner of your vision you can see eyes blinking open, but are closed and invisible by the time you turn to see them
>disease is rampant
>if someone dies within the forest, bony protuberances snatch the body, fodder for the forest
>invariably has a powerful (though optional) magical artifact at the end
my players hate going into the forest, but they always want more magic items.
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>>69041265
>Corvirex
>Heavily mutated dragonkin that is born from a dragon egg hatched by nonmagical birds
>Possess truly alien minds, ripe with curiosity and cunning, with intelligence that seems to exceed humanity's but lacks the ability to articulate it in any meaningful way, a predicament that seems to make many Corvirex go insane
>The intentions and motives of Corvirex are mysterious, always seeming to have some greater plan in mind that they xan barely hold onto with their short attention spans, but one things is obvious: they find humans very, very funny. A Corvirex's presence can often be predicted by the cruel, cackling caw-laughter that they burst into at the mere sight of humans, even when being killed by a human they can't help but be brought to tears by the sight of them. Nobody knows what about humans brings such mirth to Corvirex, but it's obvious the mirth is at their expense in some way...
>Corvirex when not flying either bounce quickly along the ground on all six of their legs at once or take careful, slow steps on their hind legs, with very little inbetween in their methods of approach. When flying, they move swiftly, though have been observed to enjoy the experience, often performing loops in the air and glide for fun.
>They are a very grabby species, snatching up objects of interesting and pecking at them in their hands as their primary method of information gathering. Touch is important to a Corvirex, and it wants to experience every square inch of an object, be it food or treasure, before they use it for its intended purpose.
(Continued in next post)
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>>69041265
>>69042723
(Part 2)
>Corvirex hoard like most dragons do, their particular favorite objects being objects of other's setimental value. Heirlooms, childhood toys, pictures, they are all utrerly fascinating to a Corvirex, and will whisk them away if left unattended to add to their collection
>Corvirex do not possess a traditional breath weapon, instead delivering a madness-inducing caw that causes prey or foes to fly into rages, the bloody results of these battles being the ideal meal for their scavenger diets, often eating the weakened original target and anybody they killed in their rage
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>>69042058
keep your vore fetish out of this
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>>69041365
well shit now I feel like I gotta redo all that stuff from >>69037367
but in "general attribute stuff" instead of DnD
>Mirror Imp
Size: small
Armor:2/10
Toughness:3/10
Agility: 8/10
Mental: 5/10
Abilities:
>mirror walk - treat all nearby mirrors as a network of portals
>shatter - when taking damage, may "shatter" and reform nearby, does not prevent damage
Environments: Twisted Reflection, areas with several mirrors
Frequency
>Twisted reflection: Common
>Else: uncommon
Attacks:
>Glass claws
DMG: 3/10
Spellcasting: 6/10
>Twisted Shards
DMG: 5/10
>Mirror Elemental
Size: Small-gargantuan (depending on amount of available material)
Armor: 4/10
Toughness:5/10
Agility:8/10
Mental:2/10
Abilities:
form 1
>razor skin - deals damage to any creature it touches (2/10)
>Humanoid form - gains access to the magical thing of hands and limbs, can act like a humannoid
form 2
>Amorphous - if the core can fit, so can everything else
>whirling shards - can occupy the same space as a creature, deals damage when doing so (6/10)
>shard rush - moves quickly to an area, dealing damage to all creatures in it's path (5/10)
Environments: Wherever there are mirrors or glass in sufficient amount, as well as the required magical ambiance to create them
Frequency: Rare
Attacks:
>Glass claws
DMG 5/10
Spellcasting: none
>Mirror Devil
Size: Medium
Armor:4/10
Toughness: 5/10
Agility :9/10
Mental:7/10
Abilities:
>Mimic - can alter it's appearance to that of any humanoid it chooses
>Mind skim - if it holds eye contact for at least 1 minute, it learns most information about the target
Environments: Twisted Reflection
Frequency: Rare
Attacks:
Glass Claws
DMG: 7/10
Spellcasting: 8/10
>Twisted shards
DMG 6/10
>disguise spells, charm spells and summoning spells as long as there is a mirror nearby
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>>69041254
>>69041365
She says she really appreciates it! Glad you guys like it!
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>>69036629
>>69039797
I would be down to make these stat blocks, but I'm a little unclear how to. Are we using any particular system, or is it more of a general thing? I'm not asking to be spoon fed a tutorial or anything, I just want to be able to help speed up the process and actually put stats to some of the things I made here.
What should I be looking at here to learn how to make these stat blocks?
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>>69043093
>>68972978
>but I'm a little unclear how to
literally in the OP
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>>69043026
>Dirge spirit
Size: Medium
Armor: 4/10
Toughness:5/10
Agility:6/10
Mental:8/10
Abilities:
>Dance of the dead - Raises and empowers nearby undead through it's music, has debuffing effect on the living, types of effects depends on type of songs being played
Environments: Grave sites near civilization
Frequency: Rare
Attacks:
>Ghostly touch
DMG: 4/10
Spellcasting: 7/10
Buffs (for undead), debuffs, illusions and fear spells
>Quantorg
Size: Large
Armor 5/10
Toughness: 8/10
Agility: 4/10
Mental: 2/10
Abilities:
>THE QUANTUM OGRE - as long as both the ogre and target location remains unobserved, the quantorg can freely teleport between the two locations
Dimensional flicking - does not provoke attacks of oppertunity or similar abilities, can teleport short distances
Environments: any with regular ogres
Frequency: very rare
Attacks: Greatclub
DMG 7/10
Hurl boulder
DMG: 7/10
Spellcasting: none
>Libgon
Size: small
Armor: 4/10
Toughness:4/10
agility: 6/10
Mental: 2/10
Abilities:
>Trickster God's curse - when taking damage that damage may sometimes be redirected to a random target, another random target receives healing
>when attacked, attacker may suffer ill effects if they fail a save/test/whatever, the effects depend on the type of save, which is determined random;y
Environments: Plains, forests, mountains
Frequency: rare
Attacks: unstable touch
DMG: random
Spellcasting: 6/10
Chaos bolts
Damage: random
>Abyssal Titan
Size: Gargantuan
Armor: 10/10
Toughness: 10/10
Agility: 4/10
Mental: 1/10
Abilities:
>Regeneration - heals a moderate amount of damage every turn
Environments: Ocean, coastal
Frequency: extremely rare
Attacks:
Slam
DMG 10/10
Broadside (era appropriate weaponry)
DMG 10/10
Spellcasting: none

It's probably sloppy but it's late and I couldnt really think too well on some aspects like loot and hit die, so heres a general outline for most of the stuff I guess
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>>69043093
It'd probably be best if you statted them with some generic system like this guy recommends: >>68976930
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>>68998782
Feliciphage
>Size: Medium
>HP: 3/10
>Armor: 2/10
>Speed: Average
>Attacks: Distilling Acid Spray (0.5/10 damage, prevents target from critically failing for 8 hours), Cursed Mist Breath (2/10 damage in cone, victims can't crit until treated with magic. Goes on cooldown for a few turns. Older leeches can inflict random curses too)
Special Qualities: Misfortune Immunity (Immune to magical effects that would directly affect its fortunes), Tremorsense, Cursesense (can detect curses on those around it and will try to spray acid so it can eat the curse. Common curses can be lifted this way, but not severe ones.)
>Number Encountered: Solitary, Colony (6-24)
>Environment: Deep swamps, tribal lands (domesticated)
>Loot: Fortune Acid (Slight damage, temporarily prevents critical failure)
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Alright, this batch of art done!
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>>69044555
These are pretty neat, can you make sure to name them the next time?
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>>69044555
Very cool
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>>69044704
Oh yeah sure. These are the Dracopede, Mantivern, Soda Jerk, and Cone Shooter from above in the thread. I had mentioned them in the WIP I posted last night, so I forgot to do so now.
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>>68973064
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>>68973064
>>69045051
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>>68973064
>>69045062
>>
I’m not really familiar with making general stats for creatures like this, but I will try stating the creatures I made to help OP out. If anyone wants to help rebalance them then feel free to.

>>68990704
Mantivern:
>Size: Large
>HP:4/10
>Armor: 5/10
>Speed: fast (flying)
>Attacks: Claws (4/10 grapple), Bite (6/10 venom save vs paralysis), venom breath (5/10 damage in cone).
>Special Qualities: darkvision (can see in the dark), chameleon scales (is nearly indistinguishable from background while motionless)
>Number Encountered: solitary or mating pair.
>Environment: Forests, swamps, Jungles, caves, underdark.
>Loot: Mantivern scales (valuable, armor), Mantivern venom (valuable, paralysis, healing).

>>69017030
The Voiceless
>Size: medium
>HP: 3/10
>Armor: 2/10 (dodge)
>Speed: normal (hover)
>Attacks: claw (3/10 grapple)
>Special Qualities: incorporeal movement (can move through any solid object but takes damage if stays in solid object), steal voice (when creature speaks within medium radius of the Voiceless must make save or lose it’s ability to speak. Casters that lose their voice this way cannot cast verbal spells and the voiceless can cast them as if they were it’s own), mad gibbering (when the Voiceless speaks, creatures within medium radius must succeed save or lose 1d4 from wisdom score. A creature dies when its wisdom score is reduced to 0).
>Number Encountered: solitary or 2-4 pack.
>Environment: any but holy ground.
>Loot: stolen voice (only if slain or if wrong done to it was fixed within 24 hours, other wise a stolen voice can only be returned by the equivalent of a greater restoration or wish spell), ghost ectoplasm (valuable, spell component)
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>>69044555
They all look great! I really love your take on the Mantivern, thanks man!
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>>68984317
Abyssal Doppoilganger
>Size: Varies (Shapeshifter)
>HP: 6/10
>Armor: 0/10
>Speed: As shapeshifted form
>Attacks: As shapeshifted form
>Special Qualities: Shapeshifter (Can take the shape and appearance of another creature, gaining all non-magic abilities of that creature and appearing the same but monochrome, and with a faint oily sheen. It cannot communicate in any way.), Oily Sheen (Has a 75% chance to reflect targeted magic used on it. Has a further 50% chance to absorb targeted magic used on it.)
>Number Encountered: Solitary
>Environment: Any, the Abyss
>Loot: Umbral Oil (If worked onto armor, gives 50% magical reflection chance for 1 hour.)

>>68984943
Wrath Elemental
>Size: Medium
>HP: 5/10
>Armor: -1/10 (See below)
>Speed: Normal
>Attacks: Flail (6/10 damage, Burning Rage)
>Special Qualities: Burning Rage (Has effectively infinite armor. However, every time it's hit, it creates an aura of damage coming out from it, growing in size and dealing +1/10 damage per turn with each hit. Once it reaches over 10/10 damage, it starts to deal 1 damage per turn to itself ignoring its armor.), Frenzy (Will always attack first available target, even if target is itself.)
>Number Encountered: Solitary
>Environment: Any, summoned
>Loot: Hate-Melted Glass (Valuable)

>>68985502
>>69040809
Here's an updated one for the Stonelight Trapper based on your stat up. I'm going down in order as to keep updating the doc easy, so the mantises will come later.
>Size: Large
>HP: 4/10
>Armor: 5/10
>Speed: Glacial
>Attacks: Devour (5/10, locks in place), Thrash (3/10, hits all adjacent)
>Special Qualities: Camouflage (Blends into stone or cavern flooring), Blinding Lure (Creates a floating blinding light directly above its body at all times except when attacking or moving. Makes tunnels look like a tunnel opening to the surface.
>Number Encountered: Solitary
>Environment: Underground
>Loot: Stonelight Lure (Usable as incredibly long-lasting fireless lantern)

>>69045195
Thanks!
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>>69030147
>>69038821
They attack if their mimicry is found out.
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>>69045480
I'm just picturing like a whole tyrannosaurus exploding into bears when someone waves honey near it and one bear head pokes up.
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>>69045294
Oh fuck, thank you very much for statting the elemental. I was too much of a brainlet to even imagine how it would work
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>>68989880
>Bilge Rats
Size: Swarm of Tiny Elementals
HP: Size/10
Armor (Dodge): 3/10
Speed: Fast
Attacks: Gnaw (Deals 3/10 Poison, save vs poison, deals 6/10 poison damage to wooden structures)
Special Qualities: Rotting Presence (Food, open wounds, and other perishable organic materials that are within 15 feet of the Bilge Rat rapidly rot, make a Constitution save or take 1/10 poison damage every turn while in that range for 24 hours), Beings of Filth (Are immune to poison damage, but Bilge Rats are instantly killed when exposed to a pure body of water such as the sea or a lake, or upon coming into contact with cleaning supplies like soap)
Numbers Encountered: Small Swarm: (10-50) to a Poopdeck (200-500)
Environment: The bilge of ships, occasionally other locations with still, filthy pools of water
Loot: None

>>68990417
>Soda Jerk
Size: Small
HP: 3/10
Armor: 2/10
Speed: Slow
Attacks: Carbonated Touch (2/10, acidic), Foam Spray (1/10, range 15 ft., acidic)
Special Qualities: Flavor Saver (Modifies it's body to incorporate the flavor and color of things it absorbs, be it fruit, meat, grass, or any other organic object. They are naturally attracted to fruits and sugars, however), Shake Well (Soda Jerks rapidly consume water when placed into it and use it to create more of themselves)
Numbers Encountered: Solitary or Swarm (5-10 near sugar deposits)
Environment: Bodies of water or fruit orchards in or near civilization
Loot: Soda
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>>68993964
Beheld Troll
Size: Large
HP: 7/10
Armor (Dodge): 4/10
Speed: Medium, Fast when Leaping
Attacks: Claw (3/10), Eye Beams (See Beholder Eye Beam list), Pounce (6/10, Reflex save or be either grappled or knocked prone, can only be performed after using full movement to head towards a target)
Special Qualities: Regeneration (Heals 2/10 HP every turn unless damaged by fire or acid. If the head of a Beheld Troll is cut off without the usage of acid or fire, the head can fly freely, using the same movement options as a Beholder, and can regrow its body over the span of a day)
Numbers Encountered: Solitary
Environment: Mountains, Abandoned Dungeons and Ruins
Loot: Beholder Eye, Gold

>>68993278
Size: Medium
HP: 5/10
Armor: 4/10
Speed: Medium
Attacks: Paralyzing Touch (2/10 Necrotic, Constitution save or be paralyzed for a minute)
Special Qualities: Spellcaster (The Skele-Tone is an 18th level Spellcaster, and has access to all spells a Bard of that level would have), Disco Doesn't Die (As long as a Skele-Tone has a suitably large audience that they can draw power from, a Skele-Tone will regenerate in a designated 'studio' or similar creative space 24 hours after being killed. In order to sustain this comnection, they must produce one piece of art per month for their audience to enjoy, otherwise their power begins to wane), Turn Resistance (the Skele-Tone has advantage on Turn Undead effects)
Numbers Encountered: Solitary, or rarely part of a Soul Train (2-5)
Environment: Cities, Castles, Arts Festivals, Bar Mitzvahs
Loot: Tons of Gold, a Legendary-level magic item related to creating whatever art the Skele-Tone specialized in
>>
>>68996667
>Pumpkin Dragon
Size: Large
HP: 8/10
Armor: 6/10
Speed: Slow, Glacial (Burrow Speed), Medium (Swim Speed)
Attacks: Bite (4/10), Vine Smack (2/10, Reflex save or be grappled), Seed Breath (6/10 Fire in a 45 foot cone, damaged targets take an additional 1/10 Fire damage from Sticky Seeds stuck to them)
Special Qualities: Buoyant (Does not sink in water, instead bobs on top due to their hollow pumpkin insides), Regeneration (Naturally heals 1/10 HP every turn)
Numbers Encountered: Solitary
Environment: Pumpkin patches
Loot: Large Pumpkin, Dragon Heart, Roasted Pumpkin Seeds

>>69003047
>Pompatoad
Size: Small
HP: 4/10
Armor: 4/10
Speed: Medium
Attacks: Slime Launch (1/10 Acidic, Constitution save or be Paralyzed for 30 seconds), Bash (2/10 + The damage of whatever object they have attached to them at that time)
Special Qualities: Sticky (Upon hitting a Pompatoad with a melee attack, make a Reflex save, on failure whatever object you used to hit the Pompatoad is now stuck to their slimy body, which they will then bash into foes)
Numbers Encountered: Small Gangs (3-5) up to Pomp Mafias (20-50)
>>
>>69045153
>>69047389
>>69047805
>>69048010
OP here, thanks a ton for all these stat ups, this really helps with putting this all together.
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>>69041180
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>>68973275
>>69004084
This sounds really cool, I'd love to read the whole thing if you don't mind posting.
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>>69045294
This thread has proved to me that /tg/ can be still be good, also thanks for the trapper stats!
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>>69050682
>Bottomless Feeder
Size: Large
HP: 5/10
Armor: 5/10
Speed: Slow, (Fly Speed) Glacial
Attacks: Chomp (5/10), Suction (creates a sucking vortex with a 20 foot cone, drawing creatures that fail a reflex save into his jaws. They become grappled and he can immediately perform a Chomp attack as a bonus action), Pseudopod Slam (Swings upper portion of slug body at foes or drops down onto them from flight, 2/10 damage and reflex save, or target is knocked prone)
Special Qualities: Weakness Detector (Can sense injured, ill, or otherwise weakened prey from over 500 feet away), Gripping Feet (Allows the Bottomless Feeder to climb up vertical and horizontal surfaces with ease, even able to sleep upside down hanging from the ceiling)
Numbers Encountered: Solitary
Environment: Caves, abandoned mineshafts, underground ruins, labyrinths
Loot: Snail Scales (Can be made into Snail Mail, a sticky, flexible armor equivalent to Bronze in durability), Snail Lung Pouch (used to make Dwarvish bag pipes)

>Bottomless Feeders are omnivores that dwell inside of caverns and similarly wet, dark places, using their powerful suction ability to pull algae off of cave walls and yank bats out of the air to eat.
>These slow-moving goliaths dominate cave systems they inhabit, and have proven to be a major pest for dwarves and similar cave residents, devouring crop fields, eating livestock, and even destroying the homes of some farmers when driven into a rage.
>Being very territorial, Bottomless Feeders will defend a cave system they have claimed to the death, an especially big problem due to their tendecy to claim dwarven mineshafts as their new homes, many a miner being ripped to shreds by the beast when their digging awakened the beast from their slumber on cave ceilings, causing them to drop down for an ambush.
>>
>>68973129
what happens if two mirror golems clone eachother? can those golems clone eachother or the originals as well? if so you have a von neumann machine situation going on.
>>
>>69042723
>>69042740
>Corvirex
Size: Huge
HP: 7/10
Armor (Dodge): 6/10
Speed: Fast (Slow when strutting. When strutting, Corvirex has advantage on Perception checks, and does not trigger traps), (Flying Speed) Extreme
Attacks: Goring Peck (6/10), Snatching Claw (2/10, Reflex save or be grappled in the creature's grasp), Maddening Caw (Will save or targets within a 120 ft. radius around the Corvirex will be driven into a rage-filled mania, and will attack the nearest organism for 30 seconds)
Special Qualities: Maddened Minds (The Corvirex is immune to any form of mind control and cannot be telepathically communicated with, any attempts to do so resulting in 3/10 psychic damage blowback to the individual attempting it),
Numbers Encountered: Solitary
Environment: Forests and other wooded areas, typically not far from destroyed dragon nests
Loot: Dragon Heart, any loot from its Nest (varying levels of worth depending on stolen heirlooms), Corvirex Brain (Powerful alchemical ingredient that when eaten raw enhances Intelligence permanently by 1, at the cost of the person developing a random mental disorder)
>>
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>>69028020
>Shade Tree
Size: Large
HP: 4/10
Armor: 5/10
Speed: Medium
Attacks: Amalgam Attacks (Pick 1-3 attacks from any creature in the Fae, Beast, Plant, or Undead [Ghost or Spirit] categories, that is what the Shade Tree is merged with), Phase Shift (Can phase shift itself and one other target to a plane of the Shade Tree's choice, typically the soul it's transporting. It has to touch the target, and if a creature does not want to shift it can make a Will save to resist, upon failure being sent to whatever plane the Shade Tree wishes), Wail of Sorrow (Creatures within 120 ft. of the Shade Tree make a Will save, or be overcome with Sadness for 3 turns, unable to perform any harming actions or move during this time as the fall to the floor in tears)
Special Qualities: Shade (Immune to nonmagical weapons, can only be harmed by enchanted or silvered weapons), Courier of the Damned (Targets that die within 500 ft. of the Shade Tree become a Ghost, cannot be revived, and are compelled to follow the Shade Tree as it takes them into the afterlife), Being of Pity (Animals, Plants, Fae and Undead, no matter the alignment, refuse to harm the Shade Tree, even when mind controlled to do so, in respect of its great burden)
Numbers Encountered: Solitary
Environment: Forests that have undergone a great tragedy, such as a plague, a curse, a great wildfire, heavy loss due to overlogging or pollution, etc., and occasionally any of the various Afterlife planes such as Hell or Valhalla
Loot: None
>>
>>69023636
>Wonderlandian Ulgurstasta
Size: Gargantuan
HP: 9/10
Armor: 3/10
Speed: Glacial
Attacks: Tail Whip (2/10)
Special Qualities: Spellcaster (Wonderlandian Ulgurstasta are 18th level Wizards, and have access to all spells that a Wizard of that level would have), Spirit Anchor (Individuals killed by or in an area around the Ulgurstasta become Ghosts and become trapped inside of the Ulgurstasta's hookah, falling under the Ulgurstasta's telepathic control, and cannot be revived)
Numbers Encountered: Solitary
Environment: Mushroom Forests, 'Pockets of Wonderland' (Locations where the Wonderland demiplane has leaked into the Mortal Realm)
Loot: Wonderlandian Hookah (Acts as a powerful arcane focus, and allows for the casting of Astral Projection, Detect Good and Evil, and Augury once per day each without requiring any material components outside of Wonderland Hemp-shrooms, all material components for all spells cast with the Wonderlandian Hookah being replaced with Wonderland Hemp-Shrooms. However, the Hemp-Shrooms are required when casting all spells, and every spell consumes a quarter of a pound of the stuff. If the Hookah doesn't have any Hemp-shrooms in it, it cannot be used to cast any spells), 1/4 to 5 pounds of Wonderland Hemp-Shrooms, Large amount of gold and books
>Additionally, >>69024918 is canon for Wonderlandian Ulgurstasta, if only because I think it's interesting and fits with what they're based on
>>
>>69011663
>Tiki Golem
Size: Large
HP: 6/10
Armor: 8/10
Speed: Slow
Attacks: Bash (3/10), Fire Breath (20 ft. cone from the Tiki's mouth, deals 6/10 fire damage)
Special Qualities: Soul Cauldron (Contains the souls and collected knowledge of hundreds of ancestors, but cannot be understood without taking a specialized drug as part of an ancient magical ritual), Family-Oriented (A Tiki Golem's strength is determined by their tribe's health, and their damage, HP, and Armor will weaken the more unhappy, fearful, or sick the tribe they protects is. If the tribe is outright destroyed, the Tiki Golem is instantly killed)
Numbers Encountered: Solitary
Environment: The Peridot Isles, an archipelago of volcanic tropical islands with a single, great volcano in the middle
Loot: Tikis, Tribal-Crafted Golem Core
>>
>>69005291
>Brainiac Maniac
Size: Small
HP: 2/10
Armor: 1/10
Speed: Medium, (Fly speed via Levitation) Slow
Attacks: Brain Blast (1/10 psychic damage at a range of 30 ft., Will save or Intelligence is dropped to 1 and the target becomes mind controlled by the Brainiac Maniac for 1 hour), Telekinesis (Lift up to 100 pounds of inorganic material), Sparkler Pistol (3/10 Fire damage at a range of 30 ft., blinds targets upon hit to allow for quick escapes), Mind Probe (Can only be performed on a creature under the effects of a Brain Blast. Learns 1 mental ability, such as a proficiency, a memory of an event, or a spell that the individual knows for 24 hours. Can learn it permanently by transferring the knowledge to a Central Computer on their ship)
Special Qualities: Telepaths (Brainiac Maniacs are masters of psionics, and can detect organisms with a brain or brain-like organ within 200 feet of them. They know the location of the targets and can focus on an individual to learn their surface level thoughts), Specialists (Brainiacs are the only creatures that can pilot their spacecraft naturally using their psionic abilities, any other psionics user requiring hefty attunement and training over the span of a month to learn to pilot a craft to any level of aptitude)
Numbers Encountered: Away Team (4-10)
Environment: Near Farmland (particularly farmland with large crop fields or cow pastures), mountains
Loot: Sparkler Pistol (Functions exactly the same as how it's shown with the Brainiacs, can only be used by an individual with psionic abilities)
>>
Bump to see that manula
>>
OP here, still working on the manual. However, if I can't manage to get all the stuff we have in so far before the thread hits the bump limit, I'll make a second thread for us to finish up both the description blurbs, the few stats left to do, and generally to have a place to work on this/add more monsters to it while I try and finish it all up.

Thanks for your patience everyone, it's been fun.
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>>69059915
It’s all good OP. Just make sure to leave a link to the new thread when it is time to move there.
>>
Alright everyone, new thread is up! We're 62 monsters done in terms of stats on here out of the 101 proper in the thread, so let's keep on working. I'll have a WIP of the manual pdf out soon.
>>69063118
>>69063118
>>69063118



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