5e: Blightrat

More than anything, I am a monster designer. Give me a terrifying looking image and I will hand you back a full stat block and description to terrify your players and their characters with. This is something I love doing. Having been caught up with so much lately, I haven’t had the time to create the monsters that I enjoy. So now I am taking a few moments out of my take and converting over a high level monster we created for Pathfinder and making it for 5e. We hope you have as much fun with this monster in your game as I had making it. Just a reminder, this hasn’t been edited by my editors so it is not at our published level of awesome yet (because JBE’s editors make everything even more awesome).

Help us give you more monsters in our blog by downloading JBE’s 5e books at the JBE Shop.

Blightrat

Huge monstrosity, neutral evil
Armor Class 18 (natural armor)
Hit Points 189 (18d12 + 72)
Speed 50 ft., burrow 50 ft. climb 50 ft.
STR 18 (+4) DEX 17 (+3) CON 19 (+4)
INT 9 (–1) WIS 15 (+2) CHA 16 (+3)
Saving Throws Cha +8, Con +9
Skills Athletics +9, Perception +7
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 17
Languages understands Deep Speech but cannot speak
Challenge 15 (13,000 XP)

Actions

Multiattack. The blightrat makes three melee attacks: one bite and two claw.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage. The target must succeed a DC 18 Constitution saving throw or become poisoned and take 21 (6d6) poison damage. The poisoned condition lasts until the disease is cured; clumps of hair fall out of the target until cured. Every 24 hours that elapses the target must repeat the saving throw, reducing its hit point maximum by 21 (4d6) on a failure. The disease is cured on a successful saving throw. The target died if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum last until the disease is cured.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) slashing damage.
Diseased Spit (Recharge 5–6). The blightrat unleashes a torrent of saliva and disease in a 30-foot line. Each creature in that line must make a DC 18 Dexterity saving throw, taking 27 (6d8) acid damage and 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.
Even the drow know to stay away from a blightrat and the region where a full pox of these creatures nest. A blightrat is a nightmare for those that are prone to disease and value their hair, such as duergars and other dwarves, who think twice before facing a blightrat.
Highly aggressive and fiercely territorial, a blightrat will attack any creature that enters its territory unless the creature comes bearing tribute. Leaving a token of goodwill, such as moldy cheese or a mound of maggot-filled, spoiled meat about the size of a Medium creature, at the edge of the blightrat’s territory will often appease the creature. Blightrats also value gemstones and magic items, which they add to their hoards. Providing such gifts earns favor with a blightrat, paving the way for negotiations with it.
A blightrat stands 11 feet tall when on its hind legs and weighs about 3,000 pounds.

Pathfinder: Grave Hulk

It is another Shadowsfall Friday. Today, we bring you a monster straight from the brain of Richard Moore. He wrote this one for his home game sent it over to me to send off to you. If you use it in your game, buy him a drink if you see him at a convention.

As always you can find more awesome monsters like this for your game in the Book of Beasts: Monsters of the Shadow Plane at the JBE Shop, DriveThruRPG, Paizo, and the Open Gaming Store.

Grave Hulk CR/HD 9

Init –2; Perception +17 (darkvision 60 ft.)
Size Large (10 ft.); Speed 30 ft.


Defenses


AC 25 (touch 14, flat-footed 19); Fort +10, Ref +10, Will +10; CMD 29
hp 126


Attacks


Melee 2 claws (reach 10 ft.) +17/+17 (2d6+15)
Attack Options (DC 16) awesome blow, energy explosion (1/day, 20-ft. radius, 1d6+9 slashing); CMB +15


Statistics


Str +7, Dex –2, Con —, Int —, Cha +4
XP 6,400; NE undead


Special Abilities


Absorb Corpse (Su) As a move action, a grave hulk can grab the body of an unconscious Medium-sized or smaller living creature at less than 0 current hp, automatically dealing claw damage to it. If the creature dies from this blow, the grave hulk absorbs its body into its form, gaining 4 temporary hit points per hit die of the absorbed creature.

A grave hulk is formed from dozens of dead bodies, their putrefying flesh and bone twisted by necromantic magic into a vaguely humanoid form that stands some ten feet tall. It reshapes its body as it moves, manifesting new claws and limbs seemingly at random and even discharging bone shards in destructive showers when surrounded by foes.

Although a grave hulk can be made out of approximately 25 corpses via create greater undead, most grave hulks either occur naturally in areas suffused with extreme levels of negative energy or are constructed in rituals that profane the culture or religion of the dead whose bodies will comprise the creature.

In combat, a grave hulk prefers to use its awesome blow in conjunction with its superior reach to keep foes at bay, instinctively discharging its energy explosion ability whenever three or more enemies are within its radius of effect. It is not smart enough to distinguish friend from foe in most cases, however, so poorly-worded instructions from its master could have disastrous consequences for a novice necromancer who attempts to control one.

Traveller: Unleash the Creatures of Distant Worlds Upon Your Game

Beyond the Imperium, unknown creatures await unwitting explorers. Even in established civilizations, devious politicians and gangsters keep dangerous pets to show off their status. On frontier outposts, scarcely documented plants and animals attack any who threaten their habitats and food sources. With Foreven Worlds: Creatures of Distant Worlds, you’ll have a new monster to throw at your players no matter where they go.

This 29-page book features more than 60 new creature stat blocks. These include:

  • 4 varieties of ants, from swarms of tiny creatures you can stomp with your boot to enormous specimens able to devour entire buildings
  • 3 varieties of mutated canines called devil dogs, known for their mean disposition and terrible bite
  • Blob creatures that can cause significant damage even to ships, such as magmites and space oozes
  • Psionic plants and animals that coordinate their attacks and lure their prey to their doom
  • Expanded traits and numerous benchmark creatures which enable you to create your own native flora and fauna for your games.

Give your players a new challenge today!

Download this awesome book of monsters exclusively at DriveThruRPG.

Pathfinder: The Undead of Shadowsfall

Last week, we announced that we are creating our own setting known as Shadowsfall. It is a worlds where a lich tried to take over the world, killed the sun goddess, and was destroyed by the other gods. Here, you are a survivor fighting for the living in the aftermath of all that. Nine out of every ten creatures are undead and more than half of them are mindless.

So saying that undead feature prominently in any Shadowsfall game is an understatement. With the survivors either in protected cities, living near some fortification to retreat there when the undead hordes come close, or wandering the wastelands hunting for food and slaying small groups of walking corpses they encounter, seeing a zombie or skeleton here is as common as seeing a goblin, kobold, or orc in a standard fantasy setting. Today I just want to take a few moments and share with you some of the undead creatures that “live” in this land of poor sunlight. Long time fans of JBE will recognize these pieces as being from the Book of Beasts: Monsters of the Shadow Plane.

You can also see some of the other walking corpses like the orc skeletal champion and a ravager wolf. Today, however, we’re going to share with you the stat block for the unquiet giant. This big brute is jovial in the way it smashes everything in its sight. Its a fun monster to have wandering around.

Unquiet Giant CR/HD 13

Init +0; Perception +17 (darkvision 60 ft., low-light vision)
Size Huge; Speed 30 ft.


Defenses


AC 30 (touch 16, flat-footed 23); Fort +14, Ref +14, Will +14; CMD 35 (39 vs bull rush)
hp 198; DR 15/slashing; Immune undead immunities
Weakness easily distracted


Attacks


Melee greatclub +22/+17/+12 (3d8+23) or 2 slams +22 (3d6+25)
Ranged spirit stone +16/+11/+6 (28)
Attack Options improved combat maneuver, rock throwing (120 ft.), stun attack (13/day, Fort DC 14); CMB +26 (+30 bull rush)


Statistics


Str +9, Con —, Wis +4, Cha +6; Climb +21, Intimidate +17, Perception +17
XP 25,600; CE undead (giant)


Special Abilities


Easily Distracted (Ex) Although it is immune to all mind-affecting spells and spell-like abilities, an unquiet giant is highly susceptible to mundane distraction. At the start of its turn, it must succeed a DC 15 Wisdom check to fight normally. If it fails, it attacks a random creature within its reach.
Spirit Stone (Su) An unquiet giant imbues every stone it throws with the essence of its final battle, flying unwaveringly, and even veering to follow its target. An unquiet giant uses its Charisma bonus instead of its Dexterity bonus to its attack rolls when throwing rocks. All rocks thrown in this manner are considered to be magic weapons for purposes of damage reduction.

Traveller: Pyroplants

Next week sees the release of our long awaited book Foreven Worlds: Creatures of Distant Worlds. This 29-page book of monster for you to shoot up turned out exceptionally well and we are truly proud of it. We hope that you enjoy the creatures inside this book as much as we loved creating them for you. I personally consider myself first and foremost a monster creator so this was a labor of love above anything else.

Image by Tadas Sidlauskas
We have showed off the various monsters inside this book during its creation including ants, magmites, psirats, and spiders. Today, I want to share with you one that had quite a bit of fun inflicting on some poor unsuspecting players: a pyroplant. When you start igniting without an obvious source, words that I cannot repeat in this blog post get said. Watching their reactions is fun as hell.

Grab the Foreven Worlds: Creatures of Distant Worlds, available now at DriveThruRPG, and let us know how much you enjoy these creatures in your game.

Animal Pyroplants
Hits 6
Speed 1 m
Skills Telekinesis 3, Telepathy 0
Attacks
Traits Armour (+1), Camouflaged, Heightened Senses, Immune to fire, Psionic (5), Small (–2)
Behaviour Carnivore, Killer

13th Age: Gibbering Glob

Recently, I posted the above picture to our Twitter and Facebook accounts, asking people to share their thoughts on what abilities it should have. Some background on this, we published this monster as the gibbering glob as in the Pathfinder Book of Beasts: Legendary Foes in an effort to update the gibbering orb, a CR 27 monster. Such a high level monster wasn’t really practical in Pathfinder so we made the gibbering glob a CR 25. That small difference still made it a viable monster for a level 20 group and even lower if they were mythic.

There were some awesome ideas for new abilities among the responses. One response, however, really caught my eye. Submitted by Vojtech Pribyl, this was a near-fully fleshed out monster. Well, I talked it over with our 13th Age developer and we finished the fleshing out. So for your enjoyment, we share with you the gibbering glob for 13th Age. We hope it makes it’s way in to your game.

Be sure to check out all of our 13th Age PDFs at the JBE Shop.

Gibbering Glob

Large 11th level Wrecker [ABERRATION]

Initiative +14

Bite +16 vs AC (4 attacks)—25 damage

Natural even hit: 10 acid damage

Got to bite em all. 1/battle the gibbering glob’s bite attacks and engages all nearby targets.

Dissonant voices +16 vs. MD 20 psychic damage to all nearby targets

Limited use: 1/round, as a quick action.

I see what you want to do. For one attack per turn, the gibbering glob can switch its PD and MD as an interrupt.

Inescapable. -5 penalty to all disengage checks made to disengage the monster.

Nastier Specials

Bites All Around. The Got to Bite em All ability is now 1/round.

AC 27
PD 21
MD 25
HP 576

Traveller: Psirat

If you thought rats were difficult to kill without of a rat trap, imagine one that can talk to others of its kind telepathically. It can be a look out, warn others of impending danger, call for help, and much more. Larger, more powerful psirats can even detect the thoughts of other creatures, warning them to active dangers instead of merely potential threats. Nuisance does not even begin to cover these creatures. This is just one creature in the upcoming Traveller RPG book Foreven Worlds: Creatures of Distant Worlds.

Before the share with you the weakest of the psirats, let me just mention that you can find all of Jon Brazer Enterprises’ Traveller books and PDFs at DriveThruRPG, including the D66 Compendium 2, available now at 25% off the regular price. Download it now while this sale is going on.

Image by Ryan Sumo
Animal Hits Speed
Psirat 2 3 m
Skills Athletics (dexterity) 2, Melee 0, Stealth 4, Telepathy 0
Attacks Bite (1)
Traits Fast Metabolism (+4), Psionic (3), Small (–4)
Behaviour Scavenger, Reducer

Pathfinder: Orc Skeletal Champion

Image by Eric Quigley

We’re bringing you our Pathfinder blog this week on Monday instead of Friday like usual since last week was the GM’s Day Sale that occupied us. This week we are bringing you an orc skeletal champion. To make this one, we had to write a skeletal champion graft. We will be sure to include it in a future Pathfinder 1e monster book we create. We are after all first and foremost monster designers and making new monster books is something we can hardly stop ourselves from doing. We move creating these baddies so much that we just have to share them with you. Anyways, we hop you enjoy this monster in your game.

Be sure to check out all our Pathfinder books at the JBE Shop, DriveThruRPG, Paizo, the Open Gaming Store, Amazon, and Noble Knight Games.

Orc Skeletal Champion CR/HD 4

Init +7; Perception +12 (darkvision 60 ft.)
Size Medium; Speed 30 ft.


Defenses


AC 19 (touch 13, flat-footed 16); Fort +6, Ref +6, Will +5; CMD 20
hp 44; DR 5/bludgeoning; Immune cold, undead immunities
Weakness light sensitivity
Defensive Options channel resistance +4


Attacks


Melee +1 scimitar +8 (1d6+13/18–20)
Ranged composite (+4) longbow +6 (1d8+9/x3)
Attack Options combat reflexes, create spawn, power attack; CMB +8


Statistics


Str +4, Dex +3, Con —, Wis +1; Climb +12, Intimidate +9, Perception +12
XP 1,200; CE undead (orc) fighter


Special Abilities


Combat Reflexes (Ex) Orc skeletal champion can make up to 5 attacks of opportunity each round and can make attacks of opportunity when flat-footed,
Create Spawn (Su) Any creature killed by the orc skeletal champion rises as a skeleton in 1d4 days and is under the command of the orc skeletal champion. The orc skeletal champion can have up to 10 skeletons under its command at once.
Power Attack (Ex) Orc skeletal champion’s scimitar attack changes to +6 (1d6+22/18–20)

5e: Mites

Earlier this month, we released an updated version of our adventure Deadly Delves: Along Came a Spider for the Fifth Edition of D&D. Inside are a number of new monsters and spiders do take up the majority of those new monsters. However, they are not the only new monsters inside. Today we want to show off the mite. These little fey are used to being kicked around. They get absolutely no respect and carry a grudge because of it. Despite their evil bent, they are not without their redeeming qualities. Find out what they are by reading this adventure today.

Download Deadly Delves: Along Came a Spider today at the JBE Shop, DriveThruRPG, Paizo, and the Open Gaming Store.

Mite

Image by Simon Buckroyd
Small fey, lawful evil
Armor Class 12
Hit Points 40 (9d6 + 9)
Speed 20 ft., climb 20 ft.


Str 6 (–2) Dex 14 (+2) Con 13 (+1)
Int 8 (−1) Wis 13 (+1) Cha 10 (+0)

Skills Perception +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages Deep Speech
Challenge 1/4 (50 XP)

Innate Spellcasting. The mite’s spellcasting ability is Charisma (spell save DC 10). The mite can innately cast the following spells, requiring only verbal components:
At will: prestidigitation
1/day: bane

Actions


Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Dart. Ranged Weapon Attack: +4 to hit, range 20 ft./ 60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Vermin Empathy (1/day). As an action, a mite can conjure a swarm of bats, a swarm of rats, a giant centipede, 2 giant rats, or a giant wolf spider. The conjured creatures attack the closest creature except the mite. The mite has no additional control over the conjured creatures.

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