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    Jun 2014

    Default Re: Hipster Dixit's Monsters Compendium (PEACH)

    GRAVE TROLL







    Art by Vincent Proce



    Distant cousins of the more common trolls of the hills, grave trolls are named after their habit of raiding crypts and graveyards in search for food. What's most weird about them is the fact that they do not usually feed on living creatures, preferring the rotten flesh of the undead.
    An Unusual Diet. Some say that the first grave trolls were once a tribe of trolls that started eating undead to not die of starvation after a great cataclysm caused by the failure of a great magical experiment. Apparently, the new diet changed their inner metabolism a lot, depriving them of their traditional features in exchange for others who made them more undead-like. Despite this, the casual adventurer should not be deceived when encountering a grave troll: they are very dangerous and do not disdain eating living creatures when hunger calls.



    GRAVE TROLL
    Large giant, unaligned

    Armor Class 12 (natural armor)
    Hit Points 147 (14d10 + 70)
    Speed 30 ft.

    STR 18 (+4)
    DEX 13 (+1)
    CON 20 (+5)
    INT 5 (-3)
    WIS 9 (-1)
    CHA 7 (-2)

    Skills Perception +2
    Damage Resistances poison
    Condition Immunities poisoned
    Senses darkvision 60 ft., passive Perception 12
    Languages -
    Challenge 8 (3,900 XP)


    Stench. Any creature that starts its turn within 5 feet of the grave troll must succeed on a DC 16 Constitution check or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all grave trolls for 1 hour.

    Undead Metabolism. The grave trolls has advantage on saving throws against being charmed or exhausted.

    ACTIONS

    Multiattack. The grave troll makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage. If the target is a creature, the grave troll gains an amount of temporary hit points equal to the damage dealt, and the target must succeed on a DC 16 Constitution saving throw against disease or be infected with grave fever. While the target is infected, it is poisoned, and its movement speed is halved. In addition, every 24 hours, the target must repeat the saving throw. On a failure, it takes 14 (4d6) damage, and its hit point maximum is reduced by the same amount. On a success, the disease is cured. The creature dies if its hit point maximum is reduced to 0. This reduction lasts until the disease is cured, or the creature is dead.

    Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
    Hit: 14 (3d6 + 4) slashing damage.





    FROSTFELL WARDEN







    Art by Michael Bierek



    Frostfell wardens are silent, yet savage creatures from the elemental plane of ice, conjured by the most powerful druids to protect the frozen wastes.
    Ruthless and Unbound. Being a primal force of nature, frostfell wardens never bow to their summoner's orders, sometimes even ending up killing them. They are very much territorial: after they found a place to settle which is cold and snowy enough, they usually never leave it, murdering anyone who is unlucky enough to enter.



    FROSTFELL WARDEN
    Huge elemental, neutral

    Armor Class 18 (natural armor)
    Hit Points 138 (12d12 + 60)
    Speed 30 ft.

    STR 22 (+6)
    DEX 14 (+2)
    CON 20 (+5)
    INT 6 (-2)
    WIS 18 (+4)
    CHA 10 (+0)

    Saving Throws Con +9
    Damage Vulnerabilities fire
    Damage Resistances acid, lightning, thunder; bludgeoning, piercing and slashing from nonmagical weapons
    Damage Immunities cold, poison
    Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
    Senses tremorsense 60 ft., passive Perception 14
    Languages Aquan, Auran
    Challenge 12 (8,400 XP)


    Innate Spellcasting. the frostfell warden's spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:

    At will: gust of wind
    3/day each: sleet storm
    1/day each: ice storm

    Regeneration. The frostfell warden regains 10 hit points at the start of its turn if it has at least 1 hit point. If the frostfell warden takes fire damage, this trait doesn't function at the start of the frostfell warden's next turn.

    Winter Aura. Any creature that starts its turn within 10 feet of the frostfell warden takes 3 (1d6) cold damage, and must succeed on a DC 16 Constitution saving throw or suffer 1 level of exhaustion.

    ACTIONS

    Multiattack. The frostfell warden makes one frost cage attack and two slam attacks.

    Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
    Hit: 19 (3d8 + 6) bludgeoning damage plus 11 (2d10) cold damage.

    Frost Cage. The frostfell warden targets one creature within 30 ft. of it. The targed must make a DC 16 Reflex saving throw against this ability. On a failed save, the target becomes restrained for 1 minute, encased in ice. At the beginning of its turn, a restrained creature can attempt a Strength (athletics) or Dexterity (acrobatics) check with DC 16, as an action. On a success, the restrained condition ends. On a failure, it takes 11 (2d10) cold damage. If the creature takes at least 5 points of fire damage while under the effect of this ability, the restrained condition ends.
    Last edited by Hipster Dixit; 2019-01-09 at 07:28 AM.