Every Abnormality may not have a reason to exist, but they all have a will to persist The world is full of strange and wonderful creatures, wonderous items, and curses. Why not combine all of that into one? These creatures and weapons are based off of abnormalities from the game Lobotomy Corporation, a pretty fun management game. Please remember that they are inspired by the game, so may not follow exactly the behavior or nature of the abnormalities. It should also be noted that most of these abnormal things require that you use the optional rules of sanity and madness. Its no fun unless you could end everything with one mistake... :) If you are boring and deside not to, you can replace most sanity checks/saving throws with wisdom, and madness can be a curse of your choosing. Weapons and Items Based on The Heart of Aspiration The Blade of Aspiration Weapon (any sword), rare When you unsheath this +1 sword you get a boost of strength like you have never felt before. You gain 15 temperary hit points and for three rounds after unsheating it you can make an attack with this weapon as a bonus action. Temperary hit points gained by this weapon are lost when the weapon is returned to its sheath. Curse. This weapon is cursed, and as soon as you unsheath it the curse extends to you. If you attempt to sheath this weapon before three rounds expire OR you have not successfully dealt damage to a creature after unsheathing it you immediately suffer the effects of short term madness. If you have successfully dealt damage to a creature and more than three rounds have passed since you unsheath the weapon, it can be safely sheathed with no ill effects. Based on Happy Teddy Bear Hugging Bear Wonderous Item, rare (requires attunement) This normal looking teddy bear appears and acts like a normal stuffed bear, such as one a child would sleep with. When the creature attuned to the bear uses the activating command word (which they choose upon attunement) the Hugging Bear animates and enlarges into the form of a Brown Bear for 10 minutes with the following changes; The bear has 68 hit points It has a +7 to hit with its attacks, which deal one additional dice of damage Its speed is reduced to 20 ft., with a climbing speed of 15ft. It gains the ability Strangle. Strangle. The Hugging Bear grapples any creature that it hits with its claws, with an escape DC of 18. If a creature does not escape from the Hugging Bear within 6 rounds of becoming grappled they are immediately reduced to 0 hit points After reverting to its original form the Hugging Bear cannot be animated again until the next dawn. Curse. Every time after the first time the Hugging Bear assumes its bear form with the same attuned creature roll a d20. If the number rolled is 11 or higher the Hugging Bear will become hostile towards the attuned creature and will prioritize them in combat. The check DC for this increases by 1 every time it is summoned again by the same creature. Based on the Warm Hearted Woodsman The Heart Filled Axe Greataxe, rare (requires attunement) This +2 axe appears old and rusted, but still keeps it's edge. The head of the axe is very thick, with a large lead heart in the center of the duel blades. Over time the axe will loose it's sharpness, reducing its damage by 1 point every week (it cannot be reduced below 1 damage). In order to be rid of this reduction, a still beating heart must be sacrificed to the axe. When the weilder holds a fresh humanoid heart, the lead heart in the axe head will open revealing a cavity where the heart can be placed. Upon placing the heart in the cavity the lead heart will close, and the axe will loose any damage reduction it has and the next damage reduction is reset to a week after this point. Based on the weapon of The Snow Queen Frost Splinter Spear, rare (requires attunement) This +1 spear is cold to the touch with a tip made of unbreakable ice. When you successfully hit a creature with this weapon the creature has their speed reduced by 5 feet until the end of their next turn. This effect does not stack. 1 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Based on One Sin and Hundreds of Good Deeds Weight of One Sin Wonderous Item, Unique This skull appears to have carvings covering it resembling most known religious iconography, and even some that are not known by any. Any evil creature that admit to their evil deeds and seeks atonement can pray to the skull for 10 minutes. After this, the creature can choose to change their alignment from evil to neutral. Based on Crumbling Armor Armor of Bravery Half Plate Armor, very rare This +2 set of half plate made from woven fabrics and strips of wood, consisting of large rigid panels, and strips of armor bound together, and it inspires bravery in the wearer. Any creature that dons this armor has advantage on all saving throws to resist being charmed, and is immune to being frightened. A creature wearing this armor no longer feels fear from anything. Curse. This armor is cursed, and as soon as you don the armor the curse extends to you. Critical hits dealt against creatures with this curse have one additional dice added to the attacker's damage (if the attack does multiple types of damage, the enemy can choose which gains the dice). Doffing the armor does not end the curse, and the effects only end when subjected to a remove curse spell or similar magic. Based on the weapon of The King of Greed Gold Rush Weapon (spiked gauntlet), very rare (requires attunement) This pair of +2 spiked gauntlets appear to be made out of solid gold, with an amber-like crystal on the back of the hand. On an attack roll of 19 or 20 the damage dealt by the weapon increases by 6 for the triggering attack and the next. If the second attack misses then the damage bonus is lost. Curse. After triggering the special ability of Gold Rush, the speed of the attuned creature is reduced by half and their AC is reduced by an amount equal to their Dexterity. This effect is removed after the creature's next Long Rest, but causes the creature not to restore any HP from the rest. Based on Judgement Bird Broken Scales of Judgment Wonderous Item, uncommon This small golden scale appears perfectly fair but always tips in one direction over the other. Any creature that has this item on their person is affected by it. When under the effects of a spell that would determine if what the creature is saying is true, it will always appear that what they say is a lie. Based on Express Train to Hell Healing Abyss Wonderous Item, rare (requires attunement) This necklace holds a gem from the abyss, with four smaller round gems surrounding it. You can use your bonus action to release a healing surge to yourself or a creature within 30 feet of you, healing 10 hp. If used on an undead it instead deals 10 radiant damage. After using this ability, the four small gems will start to glow one at a time, one per round after the initial ability. During this period you can undo the healing you gave, or if an undead was targeted it will heal for the damage you dealt, at which point any gem that is glowing will stop. This can be used twice per day, and restores all uses at dawn. It cannot be used again if any gems are glowing, one must wait for them to go out or retract the healing if you wish to use it again. Curse. A round after all four gems are lit, a sound like a trumpet can be heard. A portal opens at most 50 feet away from the attuned creature (it will open as far as possible depending on the environment, but never directly above). A Lightning Bolt spell is cast from the portal, alligning so the attuned creature is directly in it's path. The spell deals necrotic damage and ignores any immunity or resistance to that damage type. The portal is one directional, and fades immediately after the spell is cast. All four gems will also cease glowing. Based on You Must be Happy Devil's Coin Wondrous Item (coin), uncommon This coin resembles a gold piece, but its faces are replaced by a picture of an angel and a demon. When flipped, the creature flipping the coin rolls a d20 with no modifiers. The coin cannot be interfered with while flipping, and the result cannot be rerolled. If the number rolled is even, the angel side is facing up. When the creature gets this, they get a +1 to all ability checks and attack rolls for 10 minutes. If the number rolled is odd, the devil side is facing up. When a creature gets this, they receive a -1 to all ability checks and attack rolls for 10 minutes. If you flip this coin while under its effects already, nothing occurs no matter which face is facing up. Curse. If a creature flips the coin five times in one day, a random number of random demons are created by the coin and appear near the creature flipping the coin. The number of strength of the demons should be a challenge for every creature present. 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Based on El Llanto de la Luna Instrument of the Bards, Feathered Flute Wondrous item, instrument, very rare (requires attunement by a bard) The Feathered Flute is an exquisite instrument, made of softly polished platinum and adorned with black feathers that cause the music made from the instrument to be magically magnificent. No matter your talent or proficiencies, you can play this flute masterfully. Any time a Charisma (Performance) check is made with this instrument, any roll below 20 can be considered a 20. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Feathered flute can be used to cast arms of hadar (5th level), holy aura, and moonbeam (6th level) Curse. This flute is cursed, as touching it causes the curse to be extended to yourself. Whenever this flute is used, the user must make a separate d20 roll. This roll cannot be modified or rerolled by any means. On a roll of 1, a Nalfeshnee is summoned at least 10 feet away from the user. This Nalfenshnee does not have a flying speed or the Teleport action and is unable to speak, however its Hit points are 246 and it gains the following condition immunities; charmed, frightened, incapacitated, paralyzed, unconscious, exhausted. It also becomes vulnerable to radiant damage, and immune to necrotic damage. While the Nalfenshnee is alive the user is forced to spend their entire turn continuing to play the flute and cannot do anything else. The Nalfenshnee will not cause harm to the creature playing the flute but will attack all other creatures, prioritizing ones that are not hostile towards the creature playing the flute. After 1 minute they will vanish. Alternate Version Feathered Flute Wondrous item, instrument, rare This flute is wondrously made, made of softly polished platinum and adorned with black feathers that cause the music made from the instrument to be magically magnificent. Even if you are not proficient with flutes, you automatically know how to play this instrument masterfully. Any performance check made with this instrument 3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Creatures
4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Based on Scorched Girl Scorched Zombie Scorched zombies look like normal zombies, but their skin is burned off and they are perpetually covered in ash. A Union of Magic. Scorched zombies are created when a necromancer summons a zombie that was killed by a fire spell -typically fireball. These zombies are dangerous to even the summoner, as the blast they create when they die does not discriminate on its targets. 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Scorched Zombie Medium undead, neutral evil Armor Class 8 Hit Points 30 (4d8 + 12) Speed 20 ft. STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Saving Throws Wis +0 Damage Resistances Fire Damage Immunities Poison Condition Immunities Poisoned Senses Darkvision 60 ft., passive Perception 8 Languages Understands All Languages It Spoke In Life But Can't Speak Challenge 1 (200 XP) Explosive Finish. When reduced to 0 hp, the Scorched Zombie lights on fire and begins to hiss. The following round when it's turn would occur it explodes, forcing all creatures within 15 feet of it to make a DC 11 Dexterity saving throw, taking 3d6 fire damage on failure and half on success. Actions Smoldering Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning damage and (1d4) fire damage. Light The Fuse. The Scorched Zombie reduces their own hit points to 0. Shadowed Marksman Medium devil, lawful evil Armor Class 18 (natural armor) Hit Points 74 Speed 40 ft. STR DEX CON INT WIS CHA 14 (+2) 21 (+5) 17 (+3) 18 (+4) 8 (-1) 11 (+0) Saving Throws Con +6, Wis +2, Cha +3 Skills Deception +3, Insight +2, Perception +5 Damage Resistances Bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Damage Immunities Fire, Poison Condition Immunities Poisoned Senses Darkvision 120 ft. Languages Languages it knew in life, Infernal Challenge 8 (3,900 XP) Devilish Tracker. The Marksman knows the exact location of any creature it has a contract for, even if the creature and the Marksman are on different planes of existence. If the creature being tracked by the Shadowed Marksman dies, the Shadowed Marksman knows. Actions Multiattack. The Marksman makes two Piercing Shot attacks. Piercing Shot. Ranged Weapon Attack: +9 to hit, range 100/400ft., line. Hit: 3d6 + 6 piercing damage to all creatures in a line up to 100 feet away, using the same roll for each creature effected. Reactions Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
Based on Der Freischütz Shadowed Marksman To kill someone is to hate them beyond reason, to take over the responsibility of a god to deal out justice as you see fit. Shadowed Marksmen were once people, often assassins, who lost themselves in their work to such an extent that they lost their soul. Sometimes it was due to making a deal with a devil, while others souls became so dark it only knew hate. Dealmakers. Shadowed Marksmen are devils, and as such are always willing to make a deal. Their favorite deal to make is a killing contract, to hunt down and eliminate a person. Based on Funeral of the Dead Butterflies Funeral Butterfly Not every beast that hunts seeks to kill. A Funeral Butterfly is a beautiful sight to see, with what seems to be six pure white wings bordered in black hiding a tiny black body within them. Graveyard Home. Funeral Butterflies make their home in graveyards, and are typically benign creatures. They feed off the emotional sadness of those who visit, fluttering around them but not attacking. Death Robbers. Funeral Butterflies, when angered by someone disturbing their nest or someone trying to attack them, will attack using their own memories, having known the sadness and anger of many who visit the graveyards. Upon knocking someone unconscious, they draw from their victim every last memory of death. There are stories of people who purposely aggravated Funeral Butterflies to forget a death that they cannot bear to remember. This memory can be restored by a Remove Curse or Lesser/Greater Restoration spell. 6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Funeral Butterfly Tiny beast, true neutral Armor Class 14 Hit Points 8 Speed 5 ft., fly 20 ft. STR DEX CON INT WIS CHA 1 (-5) 15 (+2) 4 (-3) 12 (+1) 13 (+1) 7 (-2) Damage Vulnerabilities Fire Damage Resistances Bludgeoning, Piercing, Slashing Damage Immunities Necrotic Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses Passive perception 10 Languages Languages Challenge 1/4 (50 XP) Actions Multiattack. The Funeral Butterfly can make more attacks (up to 3) depending on how many are occupying the same swarm Erase. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4) psychic damage. This attack deals non-leathal damage, and dropping to 0 hp from this will cause the target to forget every memory of any death. Swarm. A Funeral Butterfly can join with another one to make a swarm. Each butterfly in the swarm gives an additional damage die per butterfly.
7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Image Credit Art of Mountain of Smiling Bodies by LMNas Based on the abnormality with the same name Mountain of Smiling Bodies The Mountain of Smiling Bodies was created by a foolish necromancer who used a Wish to create the strongest undead creature in existence. What it has become is no longer truely undead, and it has become a true monstrosity. Simply laying your eyes on it is enough to cause a normal person to die of shock. But don't die don't die you cant die you cantIt's So Funny. The Mountain of Smiling Bodies is made up of hundreds of once dead bodies, now somewhat alive, making up it's horrendous shape. Every body is stuck smiling, wrapped up in a black tar like substance that seems to function as it's skin. If you see a dead body near you suddenly start to smile, burn the body, you cannot allow it to eat more it can smell you burn yourself leave nothing behind for itWorld Ender. The Mountain of Smiling Bodies never stops growing in strength. Should it be allowed to consume an entire town of people, it would become nearly unstoppable. The only weakness it has is that it cannot fly, and thus the gods should be safe for now. 8 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Smiling Zombie Smiling zombies are typically byproducts of the Mountain of Smiling Bodies, tar covered corpses stuck in an eternal smile. They can sometimes be created as a failed attempt to make a Mountain. The eerie smile they always have on their faces is enough to send shivers down anyone's back. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Smiling Zombie Medium undead, chaotic evil Armor Class 8 Hit Points 37 (5d8 + 15) Speed 20 ft. STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Saving Throws Wis +0 Damage Immunities Poison, Necrotic Condition Immunities Frightened, Poisoned Senses Darkvision 60 ft., passive Perception 8 Languages Understands All Languages It Spoke In Life But Can't Speak Challenge 2 (450 XP) Child of the Mountain. The Smiling Zombie has advantage on attack rolls against all creatures while within 15 feet of a Mountain of Smiling Bodies. Purpose, to Remain. If the Mountain of Smiling Bodies that the Smiling Zombie was created by is killed, the Smiling Zombie will increase its speed to 40 feet and can only use its action to dash or dodge. If 24 hours pass after the Mountain of Smiling Bodies that created them die, they will seek out other Smiling Zombies. If at least five join together, they will form a new Mountain of Smiling Bodies that starts at only half health. If they do not rejoin, they die after another 24 hours passes. Actions Tar Grab. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning damage. The target is Grappled (escape DC 15). Until the grapple ends, the target is Restrained and has disadvantage on Strength Checks and Strength Saving Throws.
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