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Published by goroiamanuci, 2023-07-04 09:29:28

M - Monster Templates - The Homebrewery

M - Monster Templates - The Homebrewery

Lycanthropy (MM, pg.206) One of the most acient and feared of all curses, lycanthropy can transform the most civilized humanoid into a raving beast. In its natural humanoid form, a creature cursed by lychanthropy appears as its normal self. Over time, however, many lycantrhopes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might flow red in the dark. Evil lycanthropes hide among normal folk, emerging in animal form at night to sprread terror and bloodshed, especiall under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns. Curse of Lycanthropy A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. It is possible that a remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish. A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains is normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form - or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transormation, though those memories often haunt a lycanthrope as bloody dreams. Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master thier shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak. Shared Template Within the template are the Werebear, Wereboar, Wererat, Weretiger, Wereraven, Werebat, and Loup Garou traits which are denoted as such.


Lycanthropy Typically humanoid or any creature, except constructs and undead (any size), Wereraven (typically lawful good), Werebear (typically neutral good), Weretiger (neutral), Wererat and Werebat (typically lawful evil), Wereboar (typically neutral evil), Werewolf (typically chaotic evil) Armor Class (Werebear, Wereboar, Werewolf) While in beast or hybrid form the lycanthrope gains a +1 bonus to AC (natural armor). Speed While in beast or hybrid forms, the lycanthrope has: Lycanthrope Walking Speed Climbing Speed Flying Speed Werebear 40 ft. 30 ft. - Boar/tiger/wolf 40 ft. - - Wererat - - 50 ft. Werebat - 30 ft. 60 ft. Damage Resistance bludgeoning, piercing, and slashing from nonmagical damage not made with silvered weapons (All Templates) Languages can speak in hybrid form but can’t speak in beast form Lycanthrope Strength. The lycanthrope’s Strength score become 15 (Werewolf), 17 (Wereboar, Weretiger), or 19 (Werebear) if they aren’t higher. This change in Strength, grants the lycanthrope a +2 (15), +3 (17), or +4 (19) bonus to d20 Tests using Strength. Lycanthrope Dexterity. The lycanthrope’s Dexterity score become 15 (Wererat, Wereraven) or 17 (Werebat) if they aren’t higher. Attack and damage rolls for the lycanthrope’s Infectious Strike are based on the character’s Strength or Dexterity score, whichever is higher. This change in Dexterity, grants the lycanthrope a +2 (15), +3 (17), or +4 (19) bonus to d20 Tests using Dexterity. Keen Hearing and Smell (Weretiger, Werewolf). The lycanthrope has advantage on Wisdom (Perception) checks that rely on hearing or smell. Keen Hearing (Werebat). The lycanthrope has advantage on Wisdom (Perception) checks that rely on hearing. Keen Smell (Werebear, Wererat). T he lycanthrope has advantage on Wisdom (Perception) checks that rely on smell. Relentless (Recharges after a Short or Long Rest; Werebear). If the lycanthrope takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Charge (Wereboar) (Beast or Hybrid Form Only). If the lycanthrope moves at least 15 feet straight toward a target and then hits it with its Infectious Strike on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a Strength saving throw (8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Strength modifier) or be knocked prone. Pounce (Weretiger). (Beast or Hybrid Form Only). If the lycanthronpe moves at least 15 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a Strength saving throw (8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Strength modifier) or be knocked prone. If the target is prone, the lycanthrope can make one Infectious Strike against it as a bonus action. Mimicry (Wereraven). The lycanthrope can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check (8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier). Regeneration (Wereraven, Loup Garou)). The lycanthrope regains 10 hit points at the start of its turn. If the lycanthrope takes damage from a silvered weapon or a spell, this trait doesn’t function at the start of the lycanthrope’s next turn. The lycanthrope dies only if it starts its turn with 0 hit points and doesn’t regenerate. Sunlight Sensitivity. While in sunlight, the lycanthrope has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Echolocation (Werebat). (Beast or Hybrid form Only). The lycanthrope has blindsight out to a range of 60 feet as long as it’s not deafened. Nimble Escape (Werebat). (Humanoid Form Only). The lycanthrope can take the Disengage or Hide action as a bonus action on each of its turns. Virulent Strain (Loup Garou). Any feature or trait that a werewolf qualifies for, so does a loup garou. A humanoid who succumbs to a loup garou’s lycanthropy becomes a werewolf (see above). This form of lycanthropy can’t be removed while the loup garou that inflicted the curse lives. Once the loup garou is slain, a remove curse spell cast during the night of a full moon on any afflicted werewolf it created forces the target to make a Constitution saving throw (8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier). On a success, the curse is broken, and the target returns to its normal form and gains 3 levels of exhaustion. On a failure, the curse remains, and the target automatically fails any saving throw made to break this curse for 1 month. Blood Fenzy (Loup Garou). The lycanthrope has advantage on attack rolls against a creature that doesn’t have all its hit points. Actions Infectious Strike (Beast or hybrid forms; All Templates). The lycanthrope makes a melee weapon attack, in the form of a beak (Wereraven), bite, or Tusks (Wereboar) using Strength or Dexterity (Wererat, Wereraven, Werebat), dealing 1d10 piercing damage or slashing damage (Wereboar). If the target is a humanoid (or another creature type with DM Fiat), it must succeed on a Constitution saving throw (8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed with lycanthropy. Shapechanger The lycanthrope can use its action to polymorph into a beast-humanoid hybrid or into a beast that the curse resembles, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Shapeshifter (Loup Garou). The lycanthrope can use the Shapechanger trait as a bonus action. Its beast shape is a Dire Wolf.


Swarm (Homebrew) Also known as mobs or hordes, swarms are created when a group of creatures gather under a shared goal. Any creature can form a swarm so long as there are enough of them. Swarms are mass groups of monsters consolidated into into a single entity to keep combat running fast. Swarms make low CR creatures more of a threat but be cautious about applying the template to higher CR creatures who become very deadly. Swarm Template Any creature (size increases by 2), any alignment Hit Points hit dice increased by 2 dice and 2 steps. Damage Resistances. bludgeoning, piercing, slashing. Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a creature of the swarm. The swarm can’t regain hit points or gain temperary hit points. Strength in Numbers. The swarm’s Strength ability score increases by 6, to a maximum of 30, and its melee attacks have a range of 0 ft., to which a target must be within the swarm’s space. This change in Strength, grants the swarm a +3 bonus to d20 Tests using Strength and increases the swarm’s DCs by 3. Overwhealm. The swarm’s weapon attack dice increase by 2 steps, to a maximum of d12. If a weapon attack does not have a damage die, it becomes a d4. When the swarm deals damage, the dice are doubled if it has more than half its hit points. Varients Mob Mentality (Replaces Strength in Numbers). The swarm’s ability scores increase by 6, to a maximum of 30, and its melee attacks have a range of 0 ft., to which a target must be within the swarm’s space. This change in ability scores, grants the swarm a +3 to d20 Tests and increases the swarm’s DCs by 3. Rabble Rampage. Any creature that starts its turn in the same space as the swarm must succeed on a Dexterity saving throw (8 + the swarm’s proficiency bonus + swarm’s ability modifier of the chosen attack) or suffer the effects of one melee attack of the swarm’s choice. Routing Pursuit. The swarm can take one reaction on every turn in combat.


Vampire (MM, pg.295) Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed. Born from Death. Most of a vampire’s victims become vampire spawn-ravenous creatures with a vampire’s hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master’s control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies. Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn’t receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way. Undead Nature. Neither a vampire nor a vampire spawn requires air. Vampirism can only be reversed through a Wish spell or the creature is killed and brought back to life. A Vampire’s Lair.* A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night. Shared Template Within the template are both the Vampire Spawn and Vampire traits which are denoted as such.


Vampire Spawn and Vampire Template Typically any creature except constructs and undead (any size), typically lawful evil Damage Resistance necrotic; bludgeoning, piercing, and slshing from nonmagical attacks (Both Templates) Senses darkvision 60 ft. (Vampire Spawn); darkvision 120 ft. (Vampire) Vampiric Build. The vampire’s Strength, Dexterity, and Constitiution scores become 16 (Vampire Spawn) or 18 (Vampire) if they aren’t higher. Shapechanger (Vampire). If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can’t speak, its walking speed is 5 ft, and it has a flying speed of 30 ft. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 ft, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. Misty Escape (Vampire). When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed. While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. Regeneration (Vampire). The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn. Spider Climb (Vampire). The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses (Both Templates). The vampire has the following flaws: Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Bite (Bat or Vampire Form Only; Both Templates). The vampire makes a melee weapon attack, using Strength, dealing 1d6 piercing damage plus 10 (3d6) necrotic damage against a creature within 5ft of itself. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control. Charm (Vampire). The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a Wisdom saving throw (8 + the vampire’s proficiency bonus + the vampire’s Charisma modifier) against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack. Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Children of the Night (1/Day; Vampire). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.


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