5e: Greater Air Elemental

We at JBE absolutely love Fifth Edition. This game is one we enjoy every chance we get. Writing for it is fun and a challenge.

Today we would like to share with you a greater air elemental. This monster comes from the much delayed Book of Heroes: Conjurable Creatures. The book contains a number of monsters perfect for your character to summon with the various conjure spells in 5e.

Be sure to check out all our 5e titles at the JBE Shop, DriveThruRPG, and the Open Gaming Store.

Greater Air Elemental

Huge elemental, neutral
Armor Class 16
Hit Points 133 (14d12 + 42)
Speed 0 ft., fly 90 ft.


STR 17 (+3) DEX 23 (+6) CON 16 (+3)
INT 8 (–1) WIS 11 (+0) CHA 9 (–1)


Damage Resistance lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Auran
Challenge 9 (5,000 XP)


Air Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions


Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Whirlwind (Recharge 4–6). Each creature in the elemental’s space must make a DC 16 Strength saving throw. On a failure, a target takes 30 (5d10 + 3) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

Pathfinder 1e: Dark Soldier

Image by Matt Bulahao

The dark folk have not gotten much love. These underground dark reflections of the humanoid races rarely held the spotlight. So I am going to work to fix that. Below is a new entry into the society of of the dark folk, the dark soldier. These fighting legions keep their people safe from the greater dangers of the underground world, be they monstrous in origin or other humanoids. While open warfare is a rarity among the dark folk, dark soldiers frequently serve as body guards for the dark guildmasters protecting them from assassination attempts.

If you need more darkness-themed monsters in your game, check out the Book of Beasts: Monsters of the Shadow Plane, on sale now at DriveThruRPG. Check out all of JBE’s Pathfinder 1e titles while they are 40% off their regular price at DriveThruRPG. Download now.

Dark Soldier CR/HD 3

Init +1; Perception +8 (see in darkness)
Size Medium; Speed 30 ft.


Defenses

AC 17 (touch 12, flat-footed 15); Fort +7, Ref +5, Will +2; CMD 18
hp 40
Weakness light blindness


Attacks


Melee 2 short swords +6 (1d6+4/17–20)
Ranged dagger +4 (1d4+8/19–20)
Attack Options critical striker, poison use, stun attack (Fort DC 7, stunned for 1 round, success negates); CMB +6


Statistics


Utility Spells at will—darkness, detect magic
Str +4, Dex +1, Con +2; Intimidate +11, Perception +8, Stealth +8
XP 800; CN humanoid (dark folk)


Special Abilities


Death Throes (Su) When a dark soldier is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must make a DC 12 Fortitude save or be blinded for 1d6 rounds. Other creatures of the dark folk subtype within 10 feet are blinded for 1 round on a successful saving throw, due to their light blindness. The save is Constitution-based.

5e: Doombat

Writing monsters is a simple joy that I do not do enough. I really should since new monsters are at the core of the much delayed Book of Heroes: Conjurable Creatures. This book when it is finally finished and released is for any spellcaster that utilizes the various conjure spells in Fifth Edition. As such this book is perfect for druids, wizards, rangers and those that can use the spell list from one of these classes. Plus it doubles as a monster book for GMs.

We really love this book and know you will enjoy it as well, just as soon as we finish it up. In the meantime, here’s the doombat—one of the monsters from this book—that I recently wrote. Not only is it useful for GMs but it is perfect for a druid casting conjure fey as a 7th level spell. As you can see in the link, there are previous few options for that spell in that level range, which is something Book of Heroes: Conjurable Creatures aims to fix.

Doombat

Huge animal, neutral
Armor Class 15
Hit Points 171 (18d12 + 54)
Speed 10 ft., fly 40 ft.
STR 10 (+0) DEX 21 (+5) CON 16 (+3)
INT 5 (–3) WIS 14 (+2) CHA 6 (–2)
Skills Perception +5
Senses blindsight 120 ft., passive Perception 15
Languages
Challenge 7 (2,900 XP)


Echolocation. While it can’t hear, the doombat has no blindsight.
Keen Hearing. The doombat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions


Multiattack. The doombat makes three attacks: one bite and two wing buffet.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Wing Buffet. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.
Deafening Cry (Recharge 5–6). A doombat can unleash a scream that can cause any non-bats to recoil in pain. All non-bat creatures within a 30 feet radius that can hear takes a 45 (13d6) points of thunder damage and is deafened for the next minute. Any creatures that succeeds a DC 15 Constitution saving throw takes half damage and is not deafened.

Image by Nicole Cardiff

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

Powered by WordPress.com.

Up ↑