En5ider - 400 - On Second Thought Nevermind Its Very Silly - v2
En5ider - 400 - On Second Thought Nevermind Its Very Silly - v2
En5ider - 400 - On Second Thought Nevermind Its Very Silly - v2
Riding Coconuts
in this way they form into a commoner swarm.
ACTIONS
Wondrous item, common (requires attunement) Unarmed. Melee Weapon Attack: +3 to hit, reach 5 ft.,
There’s nothing particularly remarkable about one target. Hit: 3 (1d4+1) bludgeoning damage.
these coconut halfshells, but when bashed against Debate. Denise engages in a heated intellectual debate
one another they make a sound very similar to the with one creature that is within 30 feet and able to
clopping of hooves. Once attuned, you can use an hear her. If the creature understands Common, it must
action to start bashing the coconut halves together, make a DC 14 Intelligence saving throw. On a failed
enchanting a willing creature you can see within 30 save, the creature is unable to take an action on its
feet. The creature is compelled to prance as they move next turn as it composes and utters its response. If a
about for as long as you continue bashing the coco- creature’s saving throw is successful, it is immune to
nuts together. While prancing, both the creature and Denise’s Debate for the next 24 hours.
you gain advantage on the next saving throw made to
complete a forced march. A creature can only benefit True power is derived from mandates by the masses,
from this property once between long rests. not some slickened merfolk lobbing swords from
waterways. Denise knows this and fervently works to
organize and embolden her fellow commoners, and
although her logical arguments are difficult to ignore
her personality grates on many people, ultimately
driving them away from her and the cause.
NUMBED KNIGHT
MEDIUM HUMANOID (ANY), LAWFUL NEUTRAL Make Into A Newt
Armor Class 18 (plate) 3rd-level transmutation (warlock)
Hit Points 130 (20d8+40) Casting Time: 1 Action
Speed 30 ft. Range: 30 feet
STR DEX CON INT WIS CHA Components: V, S, M (eye of a newt)
16 (+3) 11 (+0) 14 (+2) 10 (+0) 7 (–2) 15 (+2) Duration: Concentration (up to 10 minutes)
Skills Intimidation +6, Perception +2 This spell transforms a creature that you can see
Damage Resistances bludgeoning, piercing within range into a newt. An unwilling creature must
Damage Immunities acid, cold, fire, force, lightning, make a Wisdom saving throw to avoid the effect. The
necrotic, poison, psychic, radiant, thunder spell has no effect on a shapechanger or a creature
Condition Immunities charmed, exhaustion, frightened with 0 hit points.
Senses passive Perception 12 The transformation lasts for the duration, or until
Languages Common the target drops to 0 hit points or dies. The new form
Challenge 4 (1,100 XP) is a newt with 1 hit point, AC 10, a walking speed of 5
feet, and 1 (–5) for all ability scores. The target’s game
statistics, including mental ability scores, are replaced
by the statistics of the newt. It retains its alignment
and personality.
Twilight Monster
the start of each of its turns due to the vicious wound.
Each time the vorpal rabbit delivers a vicious wound
against the creature, the damage dealt by the wound Gargantuan monstrosity, chaotic evil
increases by 7 (2d6). Any creature can take an action Armor Class 17 (natural armor)
to stanch the wound with a successful DC 12 Wisdom Hit Points 202 (15d20+45)
(Medicine) check. The wound also closes if the creature Speed 30 ft.
receives magical healing. STR DEX CON INT WIS CHA
ACTIONS 24 (+7) 13 (+1) 16 (+3) 3 (–4) 9 (–1) 14 (+2)
Multiattack. The vorpal rabbit attacks twice. Saving Throws Con +7
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one Skills Investigation +10, Perception +13, Survival +7
target. Hit: 22 (4d8+4) piercing damage. Condition Immunities charmed, frightened
REACTIONS Senses darkvision 60 ft., passive Perception 23
Uncanny Dodge. When an attacker that the vorpal rabbit Languages —
can see hits it with an attack, the vorpal rabbit can use Challenge 10 (5,900 XP)
its reaction to halve the attack’s damage against it.
Bobbies
Medium or smaller creature it is grappling. If the attack
hits, that creature takes the bite’s damage and is
swallowed, and the grapple ends. While swallowed, Right then — that’s enough of that! Just as the party
the creature is blinded and restrained, it has total reaches where they believe the Holy Grail is located,
cover against attacks and other effects outside the they are stopped by uniformed men and women
monster, and it takes 14 (4d6) bludgeoning damage pouring out of extremely complex self-propelled
at the start of each of the monster’s turns. wagons. Sirens wail and people are manacled left and
If the monster takes 20 damage or more on a single right! Each adventurer must make a DC 22 Dexterity
turn from a creature inside it, the monster must succeed or Intelligence saving throw (PC’s choice) or they are
on a DC 15 Constitution saving throw at the end of that grappled by the bobbies. At the end of their next turn,
turn or regurgitate all swallowed creatures, which fall a grappled adventurer repeats the saving throw or
prone in a space within 10 feet of the monster. If the becomes restrained and is manacled, moved into the
monster dies, a swallowed creature is no longer back of one of the wagons, and shuttled off screen. In
restrained by it and can escape from the corpse order to escape, an adventurer must not be grappled
using 15 feet of movement, exiting prone. or restrained and have made three successful saving
REACTIONS throws against the bobbies.
Gobble Up. When a creature the monster has grappled
in its mouth attempts to escape, the monster can use
its reaction to Swallow the grappled creature.