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Showing posts from September, 2022

IMPERIAL TROOPER (5th Edition Space Fantasy Monster)

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 The "Imperial Trooper" is the elite soldier of the Evil Star Empire. They are not the common rabble soldiers conscripted from the various colony worlds. These are highly-trained and devoted warriors who believe in the "manifest destiny" of the Evil Star Empire to bring order and rule to the galaxy. The uniform of the Imperial Trooper is designed to inspire fear in their enemies, having a skull-faced helmet and glowing red eyes. The armor is painted blood-red, giving the impression that these soldiers come from the Nine Hells themselves! The armor of these troopers are fitted with night-vision sensors, communicators, and affixed with a clear spindle ioun stone (allowing the troopers to fight without the need to stop for food or water). IMPERIAL TROOPER Medium humanoid (any), lawful evil Armor Class 15 (light battle armor) Hit Points 13 (2d8+4) Speed 30 ft. Str 13 (+1) Dex 16 (+3) Con 15 (+2) Int 10 (+0) Wis 11 (+0) Cha 10 (+0) Saving Throws Str

CEPHELEPHANT (5th Edition Fantasy Monster)

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  CEPHELEPHANT Huge monstrosity, unaligned Armor Class 12 (natural armor) Hit Points 76 (8d12+24) Speed 40 ft. Str 22 (+6) Dex 9 (-1) Con 17 (+3) Int 3 (-4) Wis 11 (+0) Cha 6 (-2) Skills Perception +2, Stealth +1 Damage Resistance psychic Senses Darkvision 60 ft.; passive Perception 12 Languages -- Challenge 4 (1,100 xp); Prof. Bonus +2 Camouflage. The cephelephant has advantage on Dexterity (Stealth) checks made while in forests. Trampling Charge. If the cephelephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the cephelephant can make one stomp attack against it as a bonus action. ACTIONS Gore. Melee weapon attack : +8 to hit, 5-ft. reach, one target. Hit : 19 (3d8+6) piercing damage. Ink Spit (Recharge 5-6). The cephelephant spits ink in a line that is 40 feet long and 5 feet wide. Eac

SENTRY ROBOT (5th Edition Space Fantasy Monster)

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  Sentry robots are automatons designed and programmed for use by security and military forces. They are highly customizable and come in a variety of forms and sizes, based on manufacturers and the needs of the customer. In addition, they are programmed with a rudimentary virtual intelligence allowing some autonomy to their actions. Much like security robots, these automatons are used to guard important locations, objects, or personnel. Sentry robots also engage in seek-and destroy missions; being used by the military to attack targets in environments deemed too hostile to send living soldiers. Besides lawful security and military forces, sentry robots are also found on the black market; allowing criminal organizations access to theses dangerous robots. Designed with more of a military purpose, sentry robots tend to have heavier weapons and armor than security robots. Most are also designed with force field generators. SENTRY ROBOT Large construct, unaligned Armor Class 14 (armor

SERVITOR ROBOT (5th Edition Space Fantasy Monster)

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 As their name suggests, servitor robots are a series of robots designed and programed for service. Most servitor robots are designed to appear as the species they serve. As most sentient species are humanoid, so too are the design of most servitor robots. These robots primarily serve to facilitate etiquette and protocol between sentients and machines. They are programmed to understand all Galactic Standard Languages (any languages that is not considered "secret," such as Druid or Thieves' Cant) and are knowledgeable about various cultures and customs, allowing them to advise others with whom they are working. While most servitor robots maintain their robotic appearance, some wealthy robot owners prefer to add a more realistic appearance to their servitors. These models are similar in function to the regular servitor robots, but are also be fitted with a soft plastic "synthetic-flesh" or (for the wealthiest of clients) even clone-grown flesh exteriors. SERVITOR

ARACHNID TURRET ROBOT (5th Edition Space Fantasy Monster)

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 For when you want to add a little "Pew pew pew!" to your space fantasy campaign. ARACHNID TURRET Large construct, unaligned Armor Class 16 (armor plating) Hit Points 52 (8d10+8) Speed 40 ft., climb 40 ft. Str 15 (+2) Dex 16 (+3) Con 12 (+1) Int 10 (+0) Wis 10 (+0) Cha 10 (+0) Skills Perception +2 Damage Immunity necrotic, poison, psychic Condition Immunity poisoned, diseased Vulnerability EMP Senses darkvision 60 ft.; passive Perception 12 Languages Common Challenge 4 (1,100 xp); Prof. Bonus +2 Circuitry. The arachnid turret has disadvantage on saving throws against effects that deal EMP or lightning damage. Spider Climb. The arachnid turret can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONS Multiattack. The arachnid turret makes two blaster cannon attacks. Blaster Cannon. Melee weapon attack : +5 to hit, range 100/400, one target. Hit : 17 (4d6+3) radiant damage. Burst Fire. The arachnid t

DISPLACER NARWHAL (5th Edition Fantasy Monster)

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 This monster is one that can be added to the "Damn It, Owen!" category of monsters. DISPLACER NARWHAL Huge monstrosity, unaligned Armor Class 12 (natural armor) Hit Points 65 (10d10+10) Speed swim 60 ft. Str 19 (+4) Dex 10 (+0) Con 13 (+1) Int 3 (-4) Wis 12 (+1) Cha 7 (-2) Skills Perception +3 Senses blindsight 120 ft., darkvision 60 ft.; passive Perception 13 Languages -- Challenge 3 (700 xp); Prof. Bonus +2 Avoidance. If the displacer narwhal is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only takes half-damage if it fails. Displacement. The displacer narwhal projects a magical illusion that makes it appear to be swimming near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer narwh

BRISTLE BISON (5th Edition Fantasy Monster)

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  BRISTLE BISON Large monstrosity, unaligned Armor Class 13 (natural armor) Hit Points 51 (6d10+18) Speed 50 ft. Str 19 (+4) Dex 10 (+0) Con 16 (+3) Int 2 (-4) Wis 11 (+0) Cha 7 (-2) Skills Perception +2 Condition Immunity frightened Senses Darkvision 60 ft.; passive Perception 12 Languages -- Challenge 1 (200 xp); Prof. Bonus +2 Beast of Burden. The bristle bison is considered a Huge creature for the purpose of determining its carrying capacity. Quills. Any creature that makes a melee attack within 5 feet of the bristle bison must make a DC 13 Dexterity saving throw or take 7 (2d6) piercing damage. Any creature that attempts to grapple the bristle bison takes 7 (2d6) piercing damage when they make the attempt and at the start of each of their turns they maintain the grapple. Trample. If the bristle bison moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target takes an additional 7 (2d6) piercin

BATMAN (My official M&M 3rd edition build)

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 It is Batman Day, September 17th, 2022. With that in mind, here is my personal and official Batman build that I use in any DC-based campaign I GM using the Mutants and Masterminds 3rd edition rules. Enjoy! BATMAN (PL 10) Real Name: Bruce Wayne Bodycast: John Barrowman Occupation: Businessman Base of Operations: Gotham City Affiliation: Justice League Height: 6'2"; Weight: 210 lbs. Eyes: Blue; Hair: Black Strength 4, Stamina 6, Agility 4, Dexterity 7 Fighting 7, Intellect 7, Awareness 4, Presence 4 EQUIPMENT Bat Cave: Headquarters ( Size : Huge; TGH : 8; Features : Communications, Computer, Concealed, Dock, Garage, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power Systems, Trophy Room, Workshop) - 18 points Bat Plane: Vehicle (Fighter Jet) - 66 points Bat-Suit: Enhanced Advantage 2 (Daze [Intimidation], Startle); Enhanced Intimidation 2; Enhanced Stealth 2 - 4 points Countermeasure Taser: Affliction 5 (Dazed, Stunned, Incapacitated); Resisted

WIDOWJACKET (5th Edition Fantasy Monster)

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  WIDOWJACKET Large monstrosity, unaligned Armor Class 14 (natural armor) Hit Points 85 (10d10+30) Speed 30 ft., climb 30 ft., fly 50 ft. Str 19 (+4) Dex 15 (+2) Con 16 (+3) Int 2 (-4) Wis 10 (+0) Cha 2 (-4) Skills Stealth +4 Senses blindsight 10 ft., darkvision 60 ft.; passive Perception 10 Languages -- Challenge  3 (700 xp) Spider Climb. The widowjacket can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the widowjacket knows the exact location of any other creature in contact with the same web. Web Walker. The widowjacket ignores movement restrictions caused by webbing. ACTIONS Multiattack. The widowjacket makes two attacks: one with its bite and one with its sting. Bite. Melee weapon attack : +6 to hit, 5-ft. reach, one target. Hit : 8 (1d8+4) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or

GRIZZLYBOAR (5th Edition Fantasy Monster)

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GRIZZLYBOAR Large monstrosity, unaligned Armor Class 12 (natural armor) Hit Points 68 (9d10+18) Speed 40 ft., climb 30 ft. Str 19 (+4) Dex 10 (+0) Con 16 (+3) Int 2 (-4) Wis 13 (+1) Cha 7 (-2) Skills Perception +3 Senses Darkvision 60 ft.; passive Perception 13 Languages -- Challenge 2 (450 xp); Prof. Bonus +2 Charge. If the grizzlyboar moves at least 20 feet. Straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Keen Smell. The grizzlyboar has advantage on Wisdom (Perception) checks that rely on smell. Relentless (recharges after a short or long rest). If the grizzlyboar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. ACTIONS Multiattack. The grizzlyboar makes two attacks: one with its bite and one with its claws. Bite. Melee weapon attack : +

SKY SLED (5th Edition Space Fantasy Monster)

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The  Sky Sled is a flying vehicle from the   Masters of the Universe   setting (created by Mattel). For this build, I was inspired by the art of Eddie Del Rio, who produced a ton of excellent concept art of what MOTU might be like in a modern production. You should check it out! It's excellent stuff! http://www.eddiedelrio.com/ Onto the build... SKY SLED Medium construct, unaligned Armor Class 14 (armor plating) Hit Points 33 (6d8+6) Speed 0 ft., fly 60 ft. Str 13 (+1) Dex 17 (+3) Con 13 (+1) Int 1 (-5) Wis 10 (+0) Cha 1 (-5) Saving Throws Dexterity +5 Damage Immunity poison, psychic Damage Resistances necrotic Condition Immunity diseased, poisoned Languages -- Challenge 2 (450 XP), Prof. Bonus +2 Circuitry. The sky sled has disadvantage on saving throws against effects that deal EMP or lightning damage. Piloted. The sky sled requires an active pilot to take any actions, and if the pilot is subject to any conditions that the sky sled is not immune to, the sky

BEARSHARKTOPUS (5th Edition Fantasy Monster)

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  BEARSHARKTOPUS Large monstrosity, unaligned Armor Class 12 (natural armor) Hit Points 68 (8d10+24) Speed 40 ft., swim 40 ft. Str 20 (+5) Dex 10 (+0) Con 16 (+3) Int 2 (-4) Wis 13 (+1) Cha 7 (-2) Skills Perception +3, Stealth +2 Senses Blindsight 30 ft., darkvision 60 ft.; passive Perception 13 Languages -- Challenge 3 (700 XP), Prof. Bonus +2 Amphibious. The bearsharktopus can breathe air and water. Blood Frenzy. The bearsharktopus has advantage on melee attack rolls against any creature that doesn't have all its hit points. Keen Smell. The bearsharktopus has advantage on all Wisdom (Perception) checks that rely on smell. Underwater Camouflage. The bearsharktopus has advantage on Dexterity (Stealth) checks made while underwater. ACTIONS Multiattack. The bearsharktopus makes two attacks: one with its bite and one with its tentacles. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage. Tentacle. Me

STRIDOR (5th Edition Space Fantasy Monster)

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 Stridor is a robot horse from the Masters of the Universe setting (created by Mattel). For this build, I was inspired by the art of Eddie Del Rio, who produced a ton of excellent concept art of what MOTU might be like in a modern production. You should check it out! It's excellent stuff! http://www.eddiedelrio.com/ As for Stridor... STRIDOR Large construct, neutral good Armor Class 18 (natural armor) Hit Points 33 (5d10+5) Speed 60 ft. Str 18 (+4) Dex 12 (+1) Con 13 (+1) Int 10 (+0) Wis 12 (+1) Cha 10 (+0) Damage Immunity Poison, Psychic Damage Resistances. Bludgeoning Condition Immunity Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 60 ft.; passive Perception 11 Languages Common Challenge 2 (450 XP), Prof. Bonus +2 Circuitry. Stridor has disadvantage on saving throws against effects that deal lightning damage. Immutable Form. Stridor is immune to any spell or effect that would alter its form. Piloted. The rider of Strid

RATTLECAT (5th Edition Monster)

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 ((This monster is based on the rattlecat created by Owen KC Stephens for the Starfinder RPG. You can see his original blog post about this creature here:  https://owenkcstephens.com/2018/05/19/starfinder-monster-design-and-really-wild-west-bestiary-rattle-cat/  )) RATTLECAT Medium beast, unaligned Armor Class 14 (natural armor) Hit Points 28 (5d8+5) Speed 50 ft., climb 40 ft. Str 14 (+2) Dex 15 (+2) Con 13 (+1) Int 3 (-4) Wis 14 (+2) Cha 7 (-2) Skills Perception +4, Stealth +4 Senses passive Perception 14 Languages -- Challenge 1 (200 XP), Prof. Bonus +2 Keen Sight and Smell. The rattlecat has advantage on Wisdom (Perception) checks that rely on sight or smell. Pounce. If the rattlecat moves at least 20 feet straight toward a creature and then hits with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rattlecat can make one bite attack against it as a bonus action. ACTIONS Bite.

CERBERANT (5th Edition Fantasy Monster)

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  CERBERANT Large monstrosity, unaligned Armor Class 14 (natural armor) Hit Points 67 (9d10+18) Speed 40 ft., burrow 10 ft., climb 40 ft. Str 15 (+2) Dex 13 (+1) Con 15 (+2) Int 1 (-5) Wis 10 (+0) Cha 2 (-4) Damage Resistance. Acid Senses Darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages -- Challenge 4 (1,100 XP) Death Throws. When the cerberant dies, it explodes, and each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful save. Keen Smell. The cerberant has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The cerberant has advantage on attack rolls against a creature is at least one of the cerberant's allies is within 5 feet of the creature and the ally isn't incapacitated. ACTIONS Multiattack. The cerberant makes three bite attacks and one sting attack. Bite. Melee Weapon Attack: +4 to hit, r

Goosemoose (5th Edition Fantasy Monster)

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  GOOSEMOOSE Large monstrosity, unaligned Armor Class 12 (natural armor) Hit Points 45 (6d10+12) Speed 50 ft., 40 ft. fly, 20 ft. swim Str 18 (+4) Dex 12 (+1) Con 14 (+2) Int 5 (-3) Wis 12 (+1) Cha 7 (-2) Skills Intimidation +2, Perception +3 Senses Darkvision 60 ft., passive Perception 13 Languages -- Challenge 1 (200 XP) Goring Charge. If the goosemoose moves at least 20 feet straight toward a target and then hits with a gore attack on the same turn, the target takes an additional 7 (2d6) points of piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. ACTIONS Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. Intimidating Display. The goosemoose makes an aggressive display of honking and wing flapping against a creature within 50 feet that it c

Bearelk (5th Edition Fantasy Monster)

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     BEARELK Large monstrosity, unaligned Armor Class 13 (natural armor) Hit Points 59 (7d10+21) Speed 40 ft. Str 20 (+5) Dex 12 (+1) Con 17 (+3) Int 2 (-4) Wis 12 (+1) Cha 7 (-2) Skills Perception +3 Senses Darkvision 60 ft., passive Perception 13 Languages -- Challenge 3 (700 XP), Prof. Bonus +2 Charge. If the bearelk moves at least 20 feet straight forward toward a target and then hits it with an antler attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Keen Sight and Smell. The Bearelk has advantage on Wisdom (Perception) checks that rely on sight and smell. ACTIONS Multiattack. The bearelk makes two attack: one with its antlers and one with its claws. Antlers. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d