Showing posts with label Monster. Show all posts
Showing posts with label Monster. Show all posts

Wednesday, April 5, 2023

Myths & Monsters: Nyxian Shade

Introducing the "Nyxian Shade," a monstrous creature inspired by Greek mythology's primordial goddess of the night, Nyx.

The Nyxian Shade is a dark and shadowy creature that dwells in the darkest corners of the night. Its form is that of a large, serpentine beast with a body as black as the void and eyes that glow with an eerie, otherworldly light.

As a creature of the night, the Nyxian Shade is nearly invisible in darkness, and it preys upon unsuspecting victims who dare to wander too far from the safety of civilization. It is said to be able to move through shadows, slipping in and out of darkness with an almost supernatural grace.

Those who have encountered the Nyxian Shade describe it as a creature of immense power and malevolence, capable of draining the life force from its victims with a single touch. Its mere presence is said to bring a feeling of dread and unease to those nearby, and its hypnotic gaze can leave even the bravest of warriors trembling with fear.

Legends say that the only way to defeat the Nyxian Shade is to face it with an unbreakable will and a heart that burns with a fierce inner fire. But even then, it is said that the creature will never truly be defeated, for it is a being born from the very essence of the night itself.

Nyxian Shade

Large monstrosity, chaotic evil

Armor Class: 18 (natural armor)

Hit Points: 200 (16d10+112)

Speed: 50 ft., climb 40 ft.

Abilities:

STR: 20 (+5), DEX 22 (+6), CON 24 (+7), INT 18 (+4), WIS 20 (+5), CHA 16(+3) 

Skills: Stealth +13, Perception +10

Senses: darkvision 120 ft., passive Perception 20

Languages: understands Abyssal and Common, but can't speak

Challenge Rating: 16 (15,000 XP)

Shadow Stealth. The Nyxian Shade can take the Hide action as a bonus action in dim light or darkness.

Incorporeal Movement. The Nyxian Shade can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Life Drain. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 26 (4d10 + 6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Hypnotic Gaze. The Nyxian Shade's gaze can hypnotize a creature within 60 feet of it. The creature must succeed on a DC 18 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. The effect ends if the Nyxian Shade damages the creature, or if the creature takes damage from any source other than the Nyxian Shade.

Legendary Actions. The Nyxian Shade can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Nyxian Shade regains spent legendary actions at the start of its turn.

1. Move. The Nyxian Shade moves up to its speed without provoking opportunity attacks.

2. Life Drain (Costs 2 Actions). The Nyxian Shade uses its Life Drain.

3. Summon Shadows (Costs 3 Actions). The Nyxian Shade summons 1d4 shadow creatures that appear in unoccupied spaces within 60 feet of it. These shadow creatures are under the Nyxian Shade's control and act on its turn. They disappear after 1 minute or when reduced to 0 hit points.

There you have it! The Nyxian Shade is a formidable creature that should challenge even the most experienced adventurers.

Tuesday, January 2, 2018

Myths & Monsters: Slythern Wyvern




Slythern Wyvern



Hit Dice: 8
Armor Class: 3 [16]
Attacks: Bite (2d8) or sting (1d6 + poison)
Saving Throw: 8
Special: Poison sting, shapeshift
Move: 6/24 (flying)
Alignment: Neutrality
Challenge Level/XP: 10/1,400

Normal wyverns are a two-legged form of dragon, much smaller in size and not very intelligent. Slytherns, however, are possessed of a frightful cunning and intelligence, as well as  the limited ability to shapeshift to a man-sized, humanoid reptillian form. They also have all the abilities of the Assassin class, at the 5th level of ability. They keep their armor class, but increase ground speed to 12.

In their wyvern form, they possess the normal wyvern abilities of flight and poisonous sting, along with the limitation of only being able to bite or use their stinging tail, but not both, in the same round.

Knowledge of Slytherns is not a commonly known fact. Only a few sages have ever even heard rumors that these mysterious creatures exist. In fact, Slytherns have killed to keep their secrets safe.

For the DM: Slytherns are a mysterious reptilian cult, much like a draconic assassin's guild, that operate in secret at the direction of their Master, an ancient Black Dragon. There is a human assassin's death cult, known as the Wyvern Brotherhood, that operates as informants, support personnel, and assassin assault teams, but the Brotherhood is unaware of the true nature of their mysterious leadership and its goals.










Monday, January 1, 2018

Myths & Monsters: Melusine

Melusine (May-loo-ZEEN)

HD 8
AC 5 [14]
Atk 2 fists (1d6)
Move 12, Fly 12
Save 8
AL N
CL/XP 11/1700
Special: Cleric Lvl 6, Magic-user Lvl 5


A Melusine is a very rare creature. A member of the Fey, they rarely are seen in the lands of men, but do occasionally seek out sacred sites to partake in religious rites, or bathe in druidic groves to renew their powers.

Whenever they are in the Lands of Men, they appear to be human women of exquisite beauty, and charm. Tales speak of mortals falling in love with them and marrying them, unknowing of their magical nature. Rarely do these tales have happy endings. In order for a Melusine to agree to marry a mortal, they must extract a sacred oath from their lover. Should their lover ever break that oath, the Melusine's supernatural form will be revealed, and terrible consequences will befall the offending mortal.  If a mortal sees them in their Fey form, usually while they bathe, give birth, or perform sacred rituals in the forests, they will become very vengeful and punish the offending mortal.

In both human and Fey form, a Melusine possesses the powers of a 6th level cleric, and a 5th level magic-user. They do not require material components, or time to prepare or memorize their spells, however they are limited in the number of spells they may cast per day, determined by their class levels.

In Fey form, they appear as their human selves, though with a serpent's tail from the waist down, and sport bat wings with which they may use to fly. They possess enormous strength, and can break stone with their fists.

One tale even tells of a Melusine of great power that could take the form of a dragon.

Monday, October 30, 2017

Myths & Monsters: Bonnacon


Bonnacon (also Bonacon)

HD 3
AC 7 [12]
Atk 1 headbutt (1d6)
Move 18
Save 14
AL N
CL/XP 4/120
Special: Caustic Spray - Cone 30' long x 20' wide


The Bonnacon resembles a great bull, but with a shaggy mane like a horse. Its horns curl backwards, making them all but useless for goring in defense.

When startled or attacked, a Bonnacon will turn and attempt to flee, releasing a putrid spray of liquid caustic manure. This spray will cause 3d4 points of acid damage, and if a victim fails their saving throw they will be incapacitated by the stench for 1d10 rounds.