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Past 72hr Jam Entry Pyro, Demo & Sniper as Dungeon & Dragons Monsters

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Past 72hr Jam Entry Pyro, Demo & Sniper as Dungeon & Dragons Monsters

Elemental Pyro, Aberration Demo and a Construct Sniper

(Pyro, based on the Azer. When forged, its mouth and eyes were sealed shut to keep in the magical steam the gives the elemental life)

Steam Azer

Medium Elemental, Lawful Neutral

Armour Class 15 (Natural Armour)

Hit Points 39 (6d8+12)

Speed 30 ft.

STR DEX CON INT WIS CHA

17 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 10 (+0)

Saving Throws CON +4

Damage Immunities Fire, Poison

Condition Immunities Poisoned

Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 11

Languages Understands but can't speak Auran, Ignan

Challenge 3 Proficiency Bonus +2

Death Burst. When the azer dies, it explodes in a cloud of scalding steam and bronze shrapnel. Each creature within 10 feet of the azer must succeed on a DC 12 Dexterity saving throw or take 4 (1d8) piercing damage and 4 (1d8) fire damage.

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Actions

Battleaxe.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Fire Spray (Recharge 5-6). From a swing of its battleaxe, the azer shoots a 15-foot cone of fire. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

Compression blast (Recharge 5-6). The azer lets out a small portion of the pressurised steam within its bronze body. Each creature within a 15-foot cone must succeed on a DC 12 Strength saving throw or be pushed 30 feet away from the azer. In addition, unsecured objects that are completely within the area of effect are automatically pushed 30 feet away from the azer.


Mmph mphna mprh



(Demo, based on the Nothic. This Nothic's rotting gaze has turned volatile. It uses this to its advantage by detaching and lobbing the explosive eye. It wields a magical longsword known as the eyelander)

De-Gazer Nothic

Medium Abberration, Neutral Evil

Armour Class 15 (natural)

Hit Points 45 (6d8 +18)

Speed 30 ft.

STR DEX CON INT WIS CHA

14 (+2) 16 (+3) 16 (+3) 13 (+1) 10 (+0) 8 (-1)

Skills Arcana +3, Intimidation +1, Perception +2, Stealth +5

Senses Truesight 120 ft., Passive Perception 12

Languages Undercommon

Challenge 3 Proficiency Bonus +2

Charge. If the nothic moves at least 20 feet straight toward a target and then hits it with a Eyelander attack on the same turn, the target takes an extra 7 (2d6) slashing damage.

Actions

Eyelander
. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10 + 3) slashing damage when used with two hands, and if the target is a creature, it must succeed on a DC 12 Constitution saving throw or become blinded until the end of the nothic’s next turn.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d6 + 3) slashing damage.

Throw and Detonate Eyeball. While holding a detached eyeball, the nothic can throw it to a point up to 60 feet away. Additionally, the nothic can choose to detonate any number of their detached eyeballs within 60 ft. Each creature within 5 feet of a detonated eyeball must succeed on a DC 12 Dexterity saving throw or take 4d6 (14) acid damage as it bursts into green ooze. A creature makes this save with disadvantage if it unable to see the eyeball.

Bonus Actions

Detach Eyeball
(Recharge 5-6). As a bonus action, the nothic detaches its own eyeball. It can catch the eyeball if it has a free hand, or else it falls to the ground in its space.

While the nothic has no eye in its eye socket, it’s truesight is reduced to 30ft and it is blind beyond this radius. The nothic regrows a new eyeball when this ability recharges.

A detached nothic eyeball turns to ooze after 1 minute, in which it loses all magical properties.


Couldn’t ya see my bloody eye



(Sniper, based on the Clockwork Oaken Bolter. This clockwork uses centrifugal force and a gyroscope to land shots with extreme accuracy. Yes, this is a spinning sniper bot)

Clockwork Glass Sniper

Medium Construct, Unaligned

Armour Class 13 (natural armour)

Hit Points 91 (14d8 +28)

Speed 30 ft.

STR DEX CON INT WIS CHA

11 (+0) 18 (+4) 14 (+2) 3 (-4) 13 (+1) 1 (-5)

Skills Perception +5

Senses darkvision 60 ft., Passive Perception 15

Languages understands one language of its creator but can’t speak

Challenge 4 Proficiency Bonus +2

Gyroscope. Attacking at long range doesn't impose disadvantage on the clockwork’s ranged weapon attack rolls and the clockwork’s ranged weapon attacks ignore half cover and three-quarters cover.

In addition, the clockwork ignores any disadvantage imposed by an unsteady environment.

The clockwork cannot use this feature if it is prone or its speed is 0 as its body must be able to spin freely.

Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.

Unusual Nature. The clockwork doesn’t require air, food, drink or sleep.

Actions

Inbuilt Heavy Crossbow.
Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Bonus Actions

Scope (3.Day).
Immediately after making an attack roll or a damage roll with a ranged weapon, the clockwork can roll a d10 and add the number rolled to the total. The clockwork cannot use this feature if it is prone or its speed is 0 as its body must be able to spin freely.


Steady, Steady.
Author
Hazard
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