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kitsear summoner.
This conjurer will often put up a show for its enemies, to distract as well as to get a reaction. Whoever finds its display of vulpine blazes unappealing, it will try as hard as it can to impress them. When one of your party members seems very interested in its fiery dance, it tends to care about the performance more than actually causing harm. The summoner will gladly let you on your way. However, adventurers, it is important you be a good audience or else your skin will quickly melt away.
My DND character is a big strawberry manticore!
DND figures are fun to paint!
DND npc! Meet Tal-Al
If you’re looking for cute rpg critters, check out this creator. I’ll definitely be using these in my games!
Critter Carnival – Huge swarm of Tiny fey, chaotic neutral
No seeker of the unknown mysteries has seen it all until they have witnessed a critter carnival. This spectacular gathering only happens in places heavily linked to the arcane and in the presence of strong feelings. In rare cases this combination may trigger a spontaneous mass appearance of all kinds of quirky creatures forming a vibrant and vivid parade. Still fuelled by magic, any direct contact with the critter carnival may release a burst of unpredictable effects – a quality potentially leaving a remarkable trace wherever the carnival wanders. Neither aggressive nor malicious, the critter carnival, if provoked too much, isn‘t completely defenseless.
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Dragon priests are a similar case to lichdom, cultists who devote their entire life to dragons, and if the dragon is powerful enough, their entire death as well. They typically have a mask and full body robe based around the dragons colors to hide their decayed and rotten body from those who might judge the dragon for unsightly minions. While technically possible for metallic dragons to have the servitude of a dragon priest, they are much more likely to shun the practice.
Toxling look the purple torsos of a large spider, lacking a head or abdomen, the underside is a pale almost white color.
They have excellent hearing and leap at any creature nearby as they can hear the blood pumping through them. Once they find prey they latch on and several stingers on the bottom of its body stab into the creature. Should it fall prey to their poisons they begin to slurp out the digested insides through a special mouth part in the center of their body.
Their carapace hides a thing layer of gases that isolate all sound coming from inside the toxlings body preventing them from interfering with the toxlings sense of hearing, however should this gas heat up it is violently flammable.
It is believed that only the most twisted fey become bogeyman, as well as the victims they abduct; so long as they are male, can become bogeymen. The bogeyman looks like what the stories say he looks like. If a mother warns her son of a long thin man with knifes for hands who punishes rotten children, then the monster that appears before the child will be thin and tall with claws or metal daggers in place of fingers.
A bogeyman has its own preference for whether it's weapons are part of their body or held and this stays true no matter what the story of it is. Either way if it is slain it and any of its equipment melt into shadow.
They relish using their abilities to torment a creature, enjoying their growing realization that something is creeping nearby. They prefer lone targets as groups allow comfort to the victims, souring their taste. They only fight groups willingly if cornered or in their lair, where their victims and food sources are stored.
They usually haunt secluded locations but the most evil bogeymen are ones who become serial killers, tormenting entire towns and cities and feeding on the mass fear, in which case their powers grow but the likelihood that competent adventurers will find them rises as well.
Lair actions under the cut
Lair and Lair Actions
Bogeymen tend to haunt places where few people wander, like the abandoned shack just outside town, but arent shy of waiting under a bed or a closet. Once a bogeyman has thoroughly learned every inch of a building it can be treated as its lair, even while an unsuspecting family still lives in the house. Vermin, and spiders seem to show up out of nowhere, and the building becomes unsettling overnight.
Lair Actions
On initiative count 20 (losing initiative ties), the bogeyman takes a lair action to cause one of the following effects; the bogeyman can’t use the same effect two rounds in a row:
Any two creatures the bogeyman can see are assaulted by shadows from the corner of the room. provided the creatures are within 10 feet of each other and not in bright light they must make a DC 13 Strength saving throw or be pulled up to 15 feet towards the wall and be grappled until the end of their next turns.
A identical copy of the bogeyman forms in a point it can see within 60 feet of itself provided it and the point are not in bright light. This copy is physical but has 1 hit point, and can take no offensive actions but can pretend to. At the point of forming the bogeyman can choose to swap places instantaneously with its copy, forcing enemies to guess which one to attack. The double lasts until the bogeyman dismisses it as a bonus action, uses this lair action again, or dies, or the double takes any damage. In any case it shatters and disperses into its choice of vermin.
Shadows swirl in a 10 foot cube within 30 feet of the bogeyman, any creature in this area must make a DC 13 Dexterity saving throw or lose all resistances until the next initiative count 20. Can be used on targets in any light level.
Regional Effects
The region containing a legendary bogeyman's lair is sullied by the bogeymans magic, which creates one or more of the following effects:
Creatures sleeping within or within 30 feet of the lair have difficulty sleeping, having a 50% chance to gain no benefit of resting in the area. Additionally these creatures lose their positive emotions over time.
Light sources dwindle twice as fast as normal, and if no creatures observe them for 20 minutes or longer they go out.
The air within the area blows with an unpleasant chill all hours of the day.
Creatures feel as if something is standing behind them breathing at all times.
If the bogeyman dies, these effects fade over the course of 1d4 days.
Stone drakes themselves look like living statues, seeming like ornate carved stone. As drakes they lack wings and move around on all fours. When they bite creatures, so long as the drake can see, its eyes force transmutation upon the victim, petrifying them. It uses these eyes to reanimate creatures to serve it, and its lairs are full of them. Adventurers must act quickly to save fallen allies, as after 24 hours the creature dies, and the servant is no different than a zombie. The stone drakes eyes are useful for a wide variety of transmutation effects, such as spell components, creating spell scrolls, or magical items.
Lair actions under the cut
Lair Actions
On initiative count 20 (losing initiative ties), the drake takes a lair action to cause one of the following effects; the drake can’t use the same effect two rounds in a row:
Up to 3 statues in the lair that the drake can see reanimate, make a single weapon attack, before repetrifying.
One statue in the lair that the drake can see reanimates, breaths or otherwise creates a 60 foot cone, any creatures must make a DC 14 Dexterity or Constitution (DM's choice) saving throw or take 21 (6d6) damage of the dms choice of type.
A stronger version of the hydra, but this one is forced into aquatic life. This species of hydra has devolved their legs into fins to better suit prowling rivers, lakes, and ocean shores where fire typically isnt. They gain longer necks end venomous abilities reminiscent of water snakes but they still require air to breathe and must surface every 2 hours to avoid drowning unless sleeping in which case their bodily functions slow down allowing them to go for up to 12 hours without returning to the surface.
Animated instruments - which can take any form, not just that of the violin - can be thought of as the bardic answer to a wizard's familiar. To have constant musical accompaniment is every bard's dream, and an animated instrument never gets tired and doesn't need to be paid!
Cunningly disguised as a gift, this mechanical monster can be programmed to go on a rampage at a pre-determined time, or simply left to ambush anyone who tries to unwrap it.
When triggered, the party pooper sprouts mechanical arms and legs, attacking anyone nearby. It is best to deal with these devices quickly; if left too long, they are prone to explode!
The hideous chimera that is a deep blue devil combines the worst features of fish and fiend, with a leathery tail, scaly wings, gills where its face should be and a single eye suspended from its head like an anglerfish's lure. Truly, it is hard to imagine a more repulsive creature.
They are deployed as amphibious shock troops whenever the armies of the Hells need to project force into aquatic regions, and spend the rest of their time tormenting sailors and innocent merfolk. Deep blue devils are cunning and creative, and love to come up with exciting new ways to inflict pain and misery.
All deep blue devils hope to one day earn promotion to the rank of ice devil, with true mastery of the elements of air and water. In the meantime though, they serve their superiors only grudginly, always on the lookout for any opportunity to offload their duties onto someone else.
Flapping around on bat-like wings, the medic's misery is a foul parasite that lurks in temples, hospitals and other places of healing. It feeds on magic energy, sapping the strength of clerics and druids as they go about the business of tending the sick.
Their huge, yellow eyes glisten whenever they spy an opportunity to inflict pain and suffering, which they do by projecting sickening rays of necrotic energy at whatever vulnerable targets present themselves. Medic's miseries avoid open conflict and tend to retreat when presented with vigorous opposition, relying on their flight and small size to escape into darkened hiding places.
I drew a juvenile kraken from dnd! Its based of a dumbo octopus and its holding a toy boat practicing for when its older :D