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 Post subject: Re: 5e Monsters by KCG
PostPosted: Tue Jul 19, 2016 4:36 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1248
d4
Tiny construct, unaligned
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Armor Class 14 (natural armor)
Hit Points 14 (4d4 + 4)
Speed 40 ft.
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STR 6(-2) DEX 14(+2) CON 12(+1) INT 6(-2) WIS 10(+0) CHA 4(-3)
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Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't adamantine.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 40 ft. (blind beyond this radius)., passive Perception 10
Languages understands all languages but cannot speak
Challenge 1 (200 XP)
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Roll. When the d4 moves or takes a Dash action and ends its turn in another creatures's space, it can immediately make a dice attack.

Compact: The d4 can share space with a Small or larger creature without penalty.

ACTIONS
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Dice. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 7 (1d4 + 2) bludgeoning or piercing damage.

d6
Small construct, unaligned
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Armor Class 16 (natural armor)
Hit Points 27 (6d6 + 6)
Speed 60 ft.
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STR 12(+1) DEX 16(+3) CON 12(+1) INT 6(-2) WIS 10(+0) CHA 4(-3)
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Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't adamantine.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius)., passive Perception 10
Languages understands all languages but cannot speak
Challenge 2 (450 XP)
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Roll. When the d6 moves or takes a Dash action and ends its turn in another creatures's space, it can immediately make a dice attack.

Compact: The d6 can share space with a Medium or larger creature without penalty.

ACTIONS
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Dice. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning or piercing damage.

d8
Medium construct, unaligned
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Armor Class 18 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 80 ft.
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STR 16(+3) DEX 18(+4) CON 12(+1) INT 6(-2) WIS 10(+0) CHA 4(-3)
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Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't adamantine.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 80 ft. (blind beyond this radius)., passive Perception 10
Languages understands all languages but cannot speak
Challenge 4 (1,100 XP)
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Roll. When the d8 moves or takes a Dash action and ends its turn adjacent to another creatures's space, it can immediately make a dice attack.

Compact: The d8 can share space with a Large or larger creature without penalty.

ACTIONS
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Dice. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning or piercing damage.

d10
Large construct, unaligned
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Armor Class 20 (natural armor)
Hit Points 65 (10d10 + 10)
Speed 100 ft.
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STR 20(+5) DEX 20(+5) CON 12(+1) INT 6(-2) WIS 10(+0) CHA 4(-3)
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Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't adamantine.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 100 ft. (blind beyond this radius)., passive Perception 10
Languages understands all languages but cannot speak
Challenge 6 (2,300 XP)
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Roll. When the d10 moves or takes a Dash action and ends its turn adjacent to another creatures's space, it can immediately make a dice attack.

Compact: The d10 can share space with a Huge or larger creature without penalty.

ACTIONS
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Dice. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning or piercing damage and the target must succeed on a DC 16 Strength saving throw or be knocked prone. The d10 can then make a dice attack against a prone target as a bonus action.

d12
Huge construct, unaligned
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Armor Class 22 (natural armor)
Hit Points 90 (12d12 + 12)
Speed 120 ft.
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STR 24(+7) DEX 22(+6) CON 12(+1) INT 6(-2) WIS 10(+0) CHA 4(-3)
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Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't adamantine.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 120 ft. (blind beyond this radius)., passive Perception 10
Languages understands all languages but cannot speak
Challenge 8 (3,900 XP)
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Overrun The d12 can move through the space of creatures Medium or smaller without penalty; against such creatures the d12 can make a dice attack. The d12 can only make a dice attack against a creature once per turn this way.

Roll. When the d12 moves or takes a Dash action and ends its turn adjacent to another creatures's space who was not subject to the d12's Overrun ability, it can immediately make a dice attack.

Compact: The d12 can share space with a Gargantuan or larger creature without penalty.

ACTIONS
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Dice. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (1d12 + 7) bludgeoning or piercing damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone. The d12 can then make a dice attack against a prone target as a bonus action.

d20
Gargantuan construct, unaligned
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Armor Class 30 (natural armor)
Hit Points 230 (20d20 + 20)
Speed 200 ft.
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STR 30(+10) DEX 24(+7) CON 12(+1) INT 6(-2) WIS 10(+0) CHA 4(-3)
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Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't adamantine.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 200 ft. (blind beyond this radius)., passive Perception 10
Languages understands all languages but cannot speak
Challenge 12 (8,400 XP)
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Overrun The d20 can move through the space of creatures Large or smaller without penalty; against such creatures the d20 can make a dice attack. The d20 can only make a dice attack against a creature once per turn this way.

Roll. When the d20 moves or takes a Dash action and ends its turn adjacent to another creatures's space who was not subject to the d20's Overrun ability, it can immediately make a dice attack.

ACTIONS
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Dice. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 20 (1d20 + 10) bludgeoning or piercing damage and the target must succeed on a DC 22 Strength saving throw or be knocked prone. The d20 can then make a dice attack against a prone target as a bonus action.


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 Post subject: Re: 5e Monsters by KCG
PostPosted: Thu Jul 28, 2016 11:17 am 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1248
THE DREAD EMPEROR
Medium humanoid, lawful evil
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Armor Class 22 (armor of the dread emperor, +1 shield)
Hit Points 170 (20d8 + 80)
Speed 20 ft. (30 ft. when Ring of the Dread Emperor is active).
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STR 12 (+1) DEX 14 (+2) CON 18 (+4) INT 22 (+6) WIS 14 (+2) CHA 12 (+1)
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Saves Con +9, Int +11, Wis +7
Skills Arcana +11, Deception +6, History +11, Perception +8
Tools Smith's Tools
Senses passive Perception 18
Languages Common, Draconic, Elven, Infernal, Halfling, Undercommon
Treasure armor of the dread emperor, +1 shield, belt of the dread emperor, ring of the dread emperor
Challenge 15 (13,000 XP)

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Imp Familiar. The Dread Emperor has advantage on saving throws against spells and other magical effects.

Spellcasting. The Dread Emperor is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19 , +11 to hit with spell attacks). The Dread Emperor can cast charm person and enhance ability at will and has the following wizard spells prepared:

Cantrips (at will): acid splash, blade ward, friends, mage hand, poison spray
1st level (4 slots): expedious retreat, magic missile, silent image, thunderwave
2nd level (3 slots): melf's acid arrow, see invisibility, shatter
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): dimension door, greater invisibility, wall of fire
5th level (3 slots): cone of cold, hold monster, wall of force
6th level (2 slots): disintegrate, true seeing
7th level (2 slots): delayed fireball blast, teleport
8th level (1 slot): dominate monster
9th level (1 slot): meteor swarm

ACTIONS
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Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Diabolism (Recharge 5-6). As a bonus action, The Dread Emperor can empower his spells with vile power: the next spell he casts deals an extra 3d6 necrotic damage to all targets. This damage cannot be healed, either naturally or with magic, except within an area affected by the hallow spell.

Magic Items
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Armor of the Dread Emperor. This plate armor has a +1 enhancement bonus and 4 5-foot chains on the waist, ending in a manacle that fits around a Small or Medium humanoid's neck. When the wearer of the armor takes damage, the creatures locked in the manacles take half the damage (distributed evenly between them).

Belt of the Dread Emperor. The wearer of this belt can cast a spell without consuming a spell slot by dealing necrotic damage equal to the spell level squared to a willing, incapacitated, or charmed creature within 5 feet of the wearer (ignoring resistance and immunity). This ability fails if the creature has fewer hit points than the spell slot requires, though the damage is still dealt. The wearer cannot use their own hit points.

Ring of the Dread Emperor. If the wearer of this ring slays a creature with at least 10 hit dice, they are not subject to any speed penalty for wearing heavy armor for 24 hours and do not suffer disadvantage on Stealth checks.

The Dread Emperor usually has four charmed commoners (typically human children or halflings) attached to him when outside his fortress, both to disuade attackers and to make use of his magic items. If he is expecting a fight, he will attempt to instead use tougher slaves, such as thugs, berserkers, or even a gladiator.


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 Post subject: Re: 5e Monsters by KCG
PostPosted: Tue Aug 02, 2016 6:12 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1248
HALFLING COMMONER
Small humanoid (halfling), Lawful Good
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Armor Class 11
Hit Points 3 (1d6)
Speed 25 ft.
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STR 10(+0) DEX 12(+1) CON 10(+0) INT 10(+0) WIS 10(+0) CHA 11(+0)
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Senses passive Perception 10
Languages Common, Halfling
Challenge 0 (10 XP)
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Brave. The halfling commoner has advantage on saving throws against being frightened.

Lucky. When the halfling commoner rolls a 1 on an attack roll, ability check, or saving throw, it rerolls the die and takes the second result.

Halfling Nimbleness. The halfling commoner can move through the space of any creature that is of a size larger than it.

Naturally Stealthy. The halfling commoner can attempt to hide even when it is obscured only by a creature that is at least one size larger than it.

ACTIONS
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Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.


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