I've been playing a lot of Dungeon Crawl Classics recently. And I found there's not a lot of monsters for the referees. The creator Joseph Goodman said once that he wants referees/DMs to create their own monsters.
Like a lot of you, I tend to be a lazy DM. So here's some monsters to help along the way. These two were in the AD&D First Edition Fiend Folio as well as Barrow Maze in Labyrinth Lord format. I'm thinking of running Barrowmaze in my DCC game and I decided to convert them. They're based off the versions from the Pathfinder System Reference Document.
So please enjoy...
Huecuva Init +1; Atk touch +1 melee (1d6);
AC 14; HD 2d12; hp 14; MV 30'; Act 1d20; SP half damage from non-magical weapons or non-silvered weapons, illusion of humanity,
infravision 60', undead; SP disease (DC 14 Fort Save); SV Fort +0, Ref +0, Will +3;
AL C
Hecuva's are the risen corpses of heretical clerics who blasphemed and repudiated their deities before encountering death.
emporarily lose If a hecuva's attack is successful the creature takes 1d6 damage and must make a DC 14 Fort Save or suffer an additional 1d4 temporary Strength and Stamina damage.
A huecuva can cast an illusion that causes it to appear as the person it was in life. The illusion is
complete visual and auditory. The huecuva can reveal his true form if it so wishes. A creature can
make a DC 11 Will check to disbelieve.
Coffer Corpse Init +1; Atk slam +2 melee (1d4);
AC 12; HD 2d12; hp 14; MV 20'; Act 1d20; SP deceitful death, fear (DC 12 Will save), grip,
half damage from non-magical weapons or non-silvered weapons,
infravision 60', undead; SV Fort +0, Ref +0, Will +3;
AL C
If the coffer corpse hits with it's slam attack, it automatically grips the creature tightly around the throat. The creature is grappled and cannot attack unless it spends the next round struggling and succeeds on an opposed Strength check. The character also cannot speak
or cast spells. On its turn, if the coffer corpse wins the Strength check, it chokes the same target for an automatic
1d4 points of damage.
When the coffer corpse is hit for 6 or more points of damage it falls to the ground, seemingly destroyed. If it has fastened its death grip on a victim, it releases its hold when it falls.
On its next turn, the coffer corpse rises again as if reanimated, triggering its fear ability.
Let me know what you think about this in the comments or join the discussion on Twitter!
Follow @qstor2
Showing posts with label #creatures. Show all posts
Showing posts with label #creatures. Show all posts
Thursday, March 18, 2021
Wednesday, September 2, 2015
Northern Crown creatures for 5e
The other day I posted that I'm a huge fan of a setting called Northern Crown
and that I worked on a Pathfinder version of it. The
Northern Crown for Pathfinder Kickstarter went live the other day.
Well here's a few of the creatures in the setting adapted for 5e.
Enjoy!
Haint
Medium humanoid, neutral evil
__________________________
AC 13 (Dex, natural armor)
HP 10 (3d8)
Speed 30 ft.
____________________________________________________
STR 17 (+3) DEX 13 (+1) CON 11 (+0) INT 10 (+0) WIS 10 (+0) CHA 5(-3)
____________________________________________________
Skills Perception +2
Senses darkvision 60 ft. Passive Perception 12
Languages Any Uropan-
Challenge 1/8 (25 XP)
_____________________________________________________
Surprise Attack.If the Haint surprises a creature and
hits it with an attack during the first round of combat, the
target takes an extra 7 (2d6) damage from the attack.
Innate Spellcasting. The Haint spellcasting ability is Intelligence (spell save DC 10). The Haint can innately cast the following spells, requiring no material components:
3/day - knock
ACTIONS
____________________________________________________
Multiattack. The haint makes two attacks with its handaxe
Handaxe. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 6 (1d6+3) slashing damage.
Haints appear as crazed depraved people dressed in tattered rags who have turned to evil.
Thunderbird
Large monstrosity, Lawful Good.
__________________________
AC 15 (Dex, natural armor)
HP 120 (16d10+32)
Speed 10 ft., fly 90 ft
____________________________________________________
STR 18 (+4) DEX 14 (+2) CON 14 (+2) INT 15 (+2) WIS 16 (+3) CHA 16(+3)
____________________________________________________
Saving Throws Wis +3, Cha +5
Damage Resistances bludgeoning,piercing, and slashing from nonmagical weapons
Skills Perception +6
Senses darkvision 60 ft. Passive Perception 16
Languages Any First Ones-
Challenge 5 (1,800 XP)
_____________________________________________________
Innate Spellcasting. The Thunderbird spellcasting ability is Charisma (spell save DC 15). The Thunderbird can innately cast the following spells, requiring no material components:
at will - detect evil and good, thunderwave
ACTIONS
____________________________________________________
Multiattack. The thunderbird makes two attacks: one with its beak
and one with its claws.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage plus 9 (2d8) lightning damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) lightning damage.
Thunderbirds are powerful servants of good sent by the Great Mystery to aid in the battle against evil. They appear as red to red orange raptors. They have been know to ally themselves with strong lawful good characters.
TheThunderbird is based on North American mythology.
Enjoy!
Haint
Medium humanoid, neutral evil
__________________________
AC 13 (Dex, natural armor)
HP 10 (3d8)
Speed 30 ft.
____________________________________________________
STR 17 (+3) DEX 13 (+1) CON 11 (+0) INT 10 (+0) WIS 10 (+0) CHA 5(-3)
____________________________________________________
Skills Perception +2
Senses darkvision 60 ft. Passive Perception 12
Languages Any Uropan-
Challenge 1/8 (25 XP)
_____________________________________________________
Surprise Attack.If the Haint surprises a creature and
hits it with an attack during the first round of combat, the
target takes an extra 7 (2d6) damage from the attack.
Innate Spellcasting. The Haint spellcasting ability is Intelligence (spell save DC 10). The Haint can innately cast the following spells, requiring no material components:
3/day - knock
ACTIONS
____________________________________________________
Multiattack. The haint makes two attacks with its handaxe
Handaxe. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 6 (1d6+3) slashing damage.
Haints appear as crazed depraved people dressed in tattered rags who have turned to evil.
Thunderbird
Large monstrosity, Lawful Good.
__________________________
AC 15 (Dex, natural armor)
HP 120 (16d10+32)
Speed 10 ft., fly 90 ft
____________________________________________________
STR 18 (+4) DEX 14 (+2) CON 14 (+2) INT 15 (+2) WIS 16 (+3) CHA 16(+3)
____________________________________________________
Saving Throws Wis +3, Cha +5
Damage Resistances bludgeoning,piercing, and slashing from nonmagical weapons
Skills Perception +6
Senses darkvision 60 ft. Passive Perception 16
Languages Any First Ones-
Challenge 5 (1,800 XP)
_____________________________________________________
Innate Spellcasting. The Thunderbird spellcasting ability is Charisma (spell save DC 15). The Thunderbird can innately cast the following spells, requiring no material components:
at will - detect evil and good, thunderwave
ACTIONS
____________________________________________________
Multiattack. The thunderbird makes two attacks: one with its beak
and one with its claws.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage plus 9 (2d8) lightning damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) lightning damage.
Thunderbirds are powerful servants of good sent by the Great Mystery to aid in the battle against evil. They appear as red to red orange raptors. They have been know to ally themselves with strong lawful good characters.
TheThunderbird is based on North American mythology.
Subscribe to:
Posts (Atom)

