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View Full Version : My first big attempt at a monster.



blelliot
2017-03-15, 01:25 PM
Grandmother Greenteeth
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Medium Fey, NE
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AC: 20 (Natural)
Hit Points:184 (16d8+112)
Speed: 30 ft., Fly 60 ft.
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Str 27 Dex 18 Con 24 Int 19 Wis 21 Cha 21
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Saves: Dex +10, Int +10, Wis +11, Charisma +11

Skills: Arcana +10, Deception +17, Investigation +10, History +10, Nature +10, Perception +17, Religion +10, Stealth +16 (+26 while using Pass Without Trace)

Damage Immunities: Poison, Psychic (While Mind Blank is active), Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical weapons that aren't Cold Iron

Condition Immunities: Charmed (While Mind Blank is active.), Frightened, Diseased, Poisoned

Damage Resistances: Acid, Cold, Fire, Thunder

Senses: Blindsight 30 ft., Darkvision 120 ft., Passive Perception 32

Languages: Abyssal, Bullywug, Common, Draconic, Giant, Infernal, Narfelli, Netherese, Primordial, Sylvan, Telepathy 100 ft.

Challenge 19 (20 in Lair, 22 as part of a Coven, 23 if in Lair and part of a Coven)
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Legendary Resistance (3/Day): If Grandmother fails a saving throw, she can choose to succeed instead.

Amphibious: Grandmother can breathe air and water.

Innate Spellcasting: Grandmother's Innate Spellcasting ability is Charisma (Spell Attack +11, Spell Save DC 19). She can innately cast the following spells, requiring no material components:
At will: Arcane Eye, Clairvoyance, Contact Other Plane, Death Ward, Detect Magic, Detect Thoughts, Dispel Magic, Find Traps, Freedom of Movement, Modify Memory, Legend Lore, Pass Without Trace, Nondetection, Scrying, Sending, Telekinesis
3/Day: Finger of Death, Flesh to Stone, Forcecage, Harm, Plane Shift, Symbol, Transport Via Plants, True Seeing
1/Day: Astral Projection, Feeblemind, Imprisonment, Glibness, Mind Blank, Wish

Constant Magic: Due to her magical power, Grandmother is always under the effect of the following spells when encountered (included in her statistics)- Mind Blank, Nondetection.

Keen Senses: Grandmother has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.

Magic Weapons: Grandmother's weapon attacks are magical.

Mimicry: Grandmother can mimic animal sounds and humanoid voices. A creature can tell they are imitations with a DC 19 Wisdom (Insight) check.

Regeneration: Grandmother regains 20 hit points at the start of her turn. If she takes damage from a Cold Iron weapon, this trait doesn't function at the start of her next turn.

ACTIONS
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Multiattack: Grandmother uses Frightful Cackle and then makes two attacks: either with her Claws or Venomous Blast.

Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d8+8) Slashing damage plus 12 (3d8) Necrotic damage

Frightful Cackle: Each creature of Granmother's choice within 120 feet of her and that can hear her must make a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If A creature's saving throw is successful or the effect ends for it, the creature is immune to Grandmother's Frightful Cackle for the next 24 hours.

Venomous Blast. Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 28 (8d6) Poison damage plus the target must make a DC 19 Constitution saving throw or be poisoned until the end of its next turn.

Beguiling Gaze. One beast or humanoid that Grandmother can see within 30 feet of her must make a DC 19 Wisdom saving throw, or be magically charmed for one day. The charmed target obeys Grandmother's spoken commands. If the target suffers any harm from Grandmother or another creature or receives a suicidal command from Grandmother, the target can repeat the saving throw, ending the effect on itself on a success. If the saving throw is successful, or it the effect ends for it, the target is immune to the effect of Grandmother's Beguiling Gaze for the next 24 hours.

Change Shape: Grandmother magically polymorphs herself into a Small or Medium humanoid or back into her true form. In her new form, Grandmother retains her proficiencies, her ability scores, the Following Traits: Legendary Resistance, Amphibious, Innate Spellcasting, Keen Senses, Mimicry, Regeneration, and the following Action options: Beguiling Gaze, Change Shape, Venomous Blast, Legendary Actions, and Lair Actions (if in her Lair.). If she dies, she reverts to her true form. Any equipment she is wearing or carrying is borne by the new form.

Virulent Curse (3/Day). Grandmother unleashes a deadly curse on a creature she touches. The target must make a Wisdom saving throw. On a failed save, it is cursed
The curse has several effects:
- The creature must make a DC 19 Constitution saving throw as a deadly disease sweeps through the creature's body and wracks it with great pain and causes the flesh to rot off of the creature's body. On a failed saving throw, the creature has disadvantage on attack rolls and both Ability checks and Saving throws based on Strength, Dexterity, and Constitution while it is cursed. In addition, If the creature failed the initial saving throw, its hit point maximum is reduced by an amount equal to the any damage it takes and it is stunned until the end of its next turn as the damage causes even more chunks of flesh to slough off the creature's body.
- The creature must make a Wisdom save at the beginning of each of its turns. On a failed save, the creature loses any actions, bonus actions, and reactions as pain wracks the creature's body.

This curse lasts until dispelled. Once the curse is removed, an effect that removes disease can then be used to repair the damage caused by the curse's disease.

LEGENDARY ACTIONS
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Grandmother 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 creatures turn. Grandmother regains spent legendary actions at the start of her turn.

Grandmother's Evil Eye (1 Action). Grandmother targets one Frightened creature she can see within 30 ft. of her. If the target can see Grandmother, it must succeed on a DC 19 Wisdom saving throw against this magic or drop to 0 hit points.

Slippery Muck (1 Action). Slick mud covers the ground in a 10-foot square centered on a point within 60 feet that Grandmother can see and turns it into difficult terrain for one minute. When the mud appears, each creature standing in its area must succeed on a DC 19 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Swamp Gas Attack (2 actions). Briefly surrounded by greenish yellow mist, Grandmother can teleport up to 30 feet to an unoccupied space that she can see. Afterwards, she may use her Venomous Blast.

Rotting Swamp Debris (3 actions). Grandmother chooses a point within 150 feet that she can see. A rotting mass of dead vegetation and fetid muck appears in a 100-foot radius centered on that point A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. She can exclude one or more areas of any size within the effect’s area from being affected. She can dismiss this effect as a bonus action on her turn.

LAIR ACTIONS
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On Initiative count 20 (losing Initiative ties), Grandmother can take a lair action to cause one of the following magical effects. She can't use the same effect two rounds in a row.

- Blinding, caustic sludge shoots up from the swamp hitting a creature within 30 feet of Grandmother (+11 to hit), dealing 9 (2d8) Acid damage on a hit, plus the creature must make a DC 19 Constitution saving throw or be blinded for one minute. The blinded creature may make a Constitution save at end of each of its turns, ending the effect on itself on a successful saving throw.

- Grandmother's swamp belches a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point she chooses within 120 feet that she can see. The vapor spreads around corners. It lasts for one round or until strong wind disperses the gas, ending the effect. Its area is heavily obscured. When a creature enters the affected area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 14 (4d6) poison damage and is poisoned until it leaves the clouds area on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.

- A giant bubble of fetid muck ripples out from Grandmother's swamp in a 60-foot-radius sphere from a point within 150 feet that Grandmother can see. Each creature in that area must make a Constitution saving throw. A target takes 19 (3d12) necrotic damage on a failed save, or half as much damage on a successful one.
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Grandmother's Power: Grandmother is so powerful, that any coven she is a part of has more powerful magic to access. This ability is otherwise like a Coven of Hags' Shared Spellcasting Trait.
The casting is 20th level, with Spell attack equal to 6 plus the Hag's Intelligence modifier, and Spell save DC equal to 14 plus the Hag's Intelligence modifier. The casting is done from the Wizard's spell list.
1 (4 slots)- Alarm, Magic Missle, Tasha's Hideous Laughter, Shield
2 (3 slots)- Arcane Lock, Misty Step, Mirror Image, See Invisibility
3 (3 slots)- Counterspell, Dispel Magic
4 (3 slots)- Evard's Black Tentacles, Glyph of Warding
5 (3 slots)- Passwall, Telekinesis
6 (2 slots)- Otiluke's Feezing Sphere, True Seeing
7 (2 slots)- Teleport, Prismatic Spray
8 (1 slot)- Abi-Dalzim's Horrid Wilting
9 (1 slot)- Meteor Swarm

LeonBH
2017-03-15, 10:21 PM
This is really hard to read. You may want to fix the formatting of this post first.

blelliot
2017-03-17, 05:58 AM
This is the best I can do at the moment. All I have is my phone to post from. Hope the changes made it easier to read.