Tuesday, May 19, 2015

Shantak for 5e

Just a quick update. Continuing my 5e conversions. Another monster from the Cthulhu Mythos.



















Not any birds or bats known elsewhere on earth . . . for they were larger than elephants and had heads like a horse’s . . . . The Shantak-bird has scales instead of feathers and those scales are very slippery.


—H.P. Lovecraft, The Dream-Quest of Unknown Kadath





Shantak, Gargantuan Monstrosity, Neutral
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AC 15 (natural armor) HP 129 (10d20+24) Speed 30 ft., fly 120 ft.
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STR 24 (+7) DEX 10 (+0) CON 14 (+2) INT 4 (-3) WIS 11 (+0) CHA 12(+1)
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Skills Perception +3
Damage resistances cold, nonmagical weapons
Senses darkvision 60 ft. Passive Perception 13
Languages -
Challenge 7 (2900 XP)
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Fear of Nightgaunts A Shantak has disadvantage on attack rolls and saving throws versus Nightgaunts

Otherworldy Appearance A creature that is aware of a Shantak must succeed on a Sanity check DC 15 or suffer short term madness per DMG

Slippery. A Shantak has advantage on abilty checks and saving throws to escape a grapple


Vacuum Immunity A Shantak doesn't need to breathe air


Actions
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Multiattack The shantak makes three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack +10 to hit, reach 10ft., one target. Hit 12 (1d10+7) piercing damage. If the target is Large or smaller, it is grappled (escape DC 15)

Bite. Melee weapon Attack +11 to hit, reach 10 ft., on target. Hit 11 (1d8+7) piercing damage.




Shantaks are enormous, elephantine beasts that serve as aerial mounts for the Great Old Ones.














Tuesday, May 5, 2015

Cthulhu Mythos creature for 5e

Mi-Go have always been one of my favorite Mythos creatures. I'm a fan of Delta Green and they play a large role in some aspects of the game. There's a version of it for your D&D game.



















Mi-Go Medium Aberration, Lawful evil
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AC 13 (natural armor) HP 16 (3d8+3) Speed 20 ft., fly 30 ft. (120 ft. in vacum)
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STR 12 (+1) DEX 15 (+2) CON 12 (+1) INT 17 (+3) WIS 15 (+2) CHA 6(-2)
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Skills Science +5, Perception +2, Stealth +4
Damage resistances nonmagical weapons
Damage Immunities cold
Senses blindsight 30 ft, darkvision 60 ft. Passive Perception 12
Languages Mi-Go
Challenge 2 (450 XP)
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Disable device: A Mi-go adds its proficiency bonus on any attempts to disable a trap or device

Innate Spellcasting. (Psionics) The Mi-go spellcasting ability is Intelligence (spell save DC 15). The Mi-go can innately cast the following spells, requiring no material components:
at will - detect thoughts
1/day - clairvoyance

Otherworldly Appearance A creature that is aware of a Mi-Go must succeed on a Sanity check DC 15 or suffer short term madness per the DMG

Telepathy A Mi-Go can magically communicate with any creature within 100 ft of it that can understand a language

Vacuum Immunity A Mi-Go doesn't need to breathe air

Vulnerability to drowning A Mi-Go has disadvantage on all Swim checks
Actions
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Claw. Melee Weapon Attack +3 to hit, reach 5ft., one target. Hit 16 (3d8+3) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15)

Lightning gun. Ranged Weapon Attack: +3 to hit, range 100/300 ft., one target. Hit: 13 (3d8 lightning)



These creatures are found in the HP Lovecraft story The Whisperer in Darkness and other sources including Delta Green. It is rumored they have a base on Pluto.