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Published by goroiamanuci, 2023-05-19 09:36:25

Manes - The Homebrewery

Manes - The Homebrewery

Manes Mane Tactics Unless directed to do otherwise, manes simply mill about aimlessly, spitting and snarling at one another until violence breaks out, at which point they attack the nearest creature until no living creatures remain within 20 feet of them. If goaded by a more powerful demon, they will attempt to follow its directions, at least as far as their Mindless Hate allows. Vilespawn use their Panicked Charge whenever available if they can hit at least four creatures (friend or foe) with it, and both vilespawn and mobs attempt to consume any fiend they manage to kill, often going out of their way to kill those that look near death even if enemies are present. Mane Lore Arcana DC 10: While all demons, in theory, can spontaneously evolve into other forms, in large enough quantities the possibility becomes a near-inevitability, as the constant scrabble for survival ensures that any loose scraps of demonic energies are consumed rather than dissipating. History DC 15: Manes are moved by a bottomless well of indiscriminate hatred and sub-bestial intelligence, making them often more of a liability than asset in combat. Those who have been successful deploying them in the wars of the lower planes have done so by herding them like cattle into an opposing army so their mad squabbling can be the enemy's problem. Nature DC 15: Manes dissolve violently into clouds of acid when slain, an effect which can set off a chain reaction of carnage when they are crammed in tight proximity to one another. Religion DC 10: Manes are the lowest and weakest of all demonkind, serving primarily as a source of food and entertainment for more powerful demons. Enormous hordes of them continuously spawn from the ruined earth of the Abyss, often immediately killing one another within minutes of birth. Religion DC 20: It is said that Orcus himself began his existence in the Abyss as a mane, though his cults seem divided on whether this is an inspiring tale of raw ambition winning out, or blasphemous slander. Mane Wretch Small fiend (demon), chaotic evil Armor Class 9 Hit Points 13 (3d6 + 3) Speed 20 ft. STR DEX CON INT WIS CHA 10 (+0) 9 (-1) 13 (+1) 3 (-4) 8 (-1) 4 (-3) Damage Resistances Cold, Fire, Lightning Damage Immunities Poison Condition Immunities Charmed, Frightened, Poisoned Senses Darkvision 60 ft., Passive Perception 9 Languages understands Abyssal but can't speak Challenge M4 (220 XP) Minion. If the creature takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the creature takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage. Mindless Hate. At the beginning of each of its turns in combat, the mane must succeed on a DC 5 Wisdom saving throw or use its turn to attack the nearest creature. Acidic Cloud. When a mane dies, it dissolves into a cloud of acrid vapor, dealing 3 acid damage to each creature within 5 feet of it. Actions Maddening Claws (Group Attack). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 slashing damage and the target has disadvantage on attacks that don't target a mane on its following turn.


Mane Vilespawn Small fiend (demon), chaotic evil Armor Class 9 Hit Points 33 (6d6 + 12) Speed 20 ft. STR DEX CON INT WIS CHA 13 (+1) 9 (-1) 14 (+2) 3 (-4) 8 (-1) 4 (-3) Damage Resistances Cold, Fire, Lightning Damage Immunities Poison Condition Immunities Charmed, Frightened, Poisoned Senses Darkvision 60 ft., Passive Perception 9 Languages understands Abyssal but can't speak Challenge 2 (450 XP) Mindless Hate. At the beginning of each of its turns in combat, the mane must succeed on a DC 5 Wisdom saving throw or use its turn to attack the nearest creature. Acidic Cloud. When a mane dies, it dissolves into a cloud of acrid vapor, dealing 4 (1d8) acid damage to each creature within 5 feet of it. Actions Multiattack. The mane makes two attacks with its Maddening Claws. Maddening Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage and the target has disadvantage on attacks that don't target a mane on its following turn. Panicked Charge (Recharge 4-6). The mane moves up to its speed, and may make a melee attack at disadvantage against each creature it passes within 5 feet of with this movement. Reactions Consume Essence. As a reaction when the mane kills a fiend of CR 2 or higher, it attempts to absorb the fiend's essence, making a DC 15 Constitution saving throw. On a success, the mane transforms into a demon of equal or lesser CR to the killed fiend. On a failure, the mane keels over, bursts, and dies. Mane Mob Huge swarm of small fiends (demon), chaotic evil Armor Class 9 Hit Points 77 (14d6 + 28) Speed 20 ft. STR DEX CON INT WIS CHA 15 (+2) 8 (-1) 14 (+2) 3 (-4) 8 (-1) 4 (-3) Damage Resistances Cold, Fire, Lightning; Damage from Attacks Damage Immunities Poison Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned. Senses Darkvision 60 ft., Passive Perception 9 Languages understands Abyssal but can't speak Challenge 4 (1,100 XP) Mindless Hate. At the beginning of each of its turns in combat, the mob must succeed on a DC 5 Wisdom saving throw or use its turn to attack the nearest creature. Acidic Cloud. Whenever the mob takes 10 or more damage from a single source, a cloud of acrid vapor issues forth from it, dealing 9 (2d8) acid damage to it and each other creature within 5 feet. Swarm. The mob can occupy another creature's space and vice versa, and the mob can move through any opening large enough for a small creature. The mob can't regain hit points or gain temporary hit points. Actions Multiattack. The mob makes two attacks with its Maddening Claws. Maddening Claws. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 16 (4d6 + 2) slashing damage, or 9 (2d6 + 2) slashing damage if the mob has fewer than half its hit points, and the target has disadvantage on attacks that don't target a mane on its following turn. Reactions Essence Frenzy. As a reaction when the mob kills a fiend of CR 2 or higher, it falls upon the fiend, thrashing in a mad frenzy to consume it The mob loses 28 (8d6) hit points as manes in it die in failed attempts to absorb the fiend's essence, then if the mob has any hit points remaining a demon of equal or lesser CR to the killed fiend appears in the mob's space as one of its members transforms.


Art Credits Mane by Arnie Swekel Bisk, Goblin King by Rae Elderidge I've Got a Subreddit! Want more monsters like this? Come check out r/bettermonsters, where I post all my work. Don't see something there? Drop a request and I'll usually get it to you within a day if I've got something on hand, and I'll shoot you a message when it's ready if not. You Found the Free Books! The Part Where I Shill My Patreon Want to support the creation of content like this? I post new monsters with lore and tactics to my patreon five times a week, joining the more than 1300 already there, indexed in a big PDF along with formats for Foundry and 5eTools.


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