The Pinterest Series

Well, I enjoy crafting up monsters a fair amount. So what I thought I would do is browse pinterest, grab a random picture and generate a full stat block for the creature. Now, I prefer to use the full npc creation method rather than the quick generation, so these stat blocks may be more detailed than needed. I also try to create some unusual stuff and will add in some details for battles and fluff.

6 Likes

Dusk Crawler

Difficulty Level 1
Defenses: Toughness (14) Guard (16) Resolve (11)
Hit Points: 18
Speed: 30
Perception: 1d20+1d10
Size: Small
Attacks
Acid Glob 1d20+1d10 Vs Guard (Range 50 Feet / Acid Damage / Persistent Damage Bane (5+))
Trip 1d20+1d8 ADV 2 Vs Toughness (Close / Knockdown Bane / Adv 2 / Claws)
Corrosive Drool 1d20+1d10 ADV 2 Vs Guard (Close / Persistent Damage Bane PL 4 / Adv 2 / Acid Damage)
Claw 1d20+1d8 Vs Guard (Close / Slashing Damage / Piercing Damage)
Statistics
Physical: Fort 3 Agility 3 Might 3
Mental: Perception 4 Will 1 Logic 1
Social: -
Extraordinary: Entropy 4
Feats: Bane Focus (Persistent Damage) Bane Focus (Knockdown)

Combat Behavior
Dusk Crawlers prefer to swarm and knock prey down so they can be covered in their corrosive drool. They begin combat by spitting globs of acid at their targets as they close the distance and attempt trips as soon as possible. Once a victim is prone they will all immediately attempt to coat the victim in their drool.
Additional Information
Possessing a keen eye sight and instincts they work well in groups and are quick to abandon fights that could result in injury. Pack tactics and ambushes as a favored tactic of the dusk crawler.

3 Likes

Nice idea for making NPC/Creatures. This one looks pretty good :slight_smile:

Interestingly, it doesn’t look that much different from ones that were quick built:

I’d recommend including the Level with the creature so people have a rough idea of where it sits compared to players. Also might include the range of the Acid Glob, as well as the dice roll info for quicker reference when someone looks at it, see the above link for some examples.

1 Like

Thistle Missile

Difficulty Level 1
Defenses: Toughness (14) Guard (10) Resolve (10)
Hit Points: 18
Speed: 30 Fly
Perception: 1d20 / Sense Anger 1d20 +2d6
Size: Tiny
Attacks
Seek out Anger 1d20+2d6 Vs Resolve (Range 50ft / Mind Dredge PL 4)
Extract Anger 1d20+2d6 ADV 2 Vs Resolve (Close / Memory Alteration PL 5 / Advantage 2)
Statistics
Physical: Fort 4 Agility 0 Might 0
Mental: Perception 0 Will 0 Logic 0 Learning 0
Social: Deception 0 Persuasion 0 Presence 0
Extraordinary: Prescience 5 / Influence 5
Feats: Fly / Bane Focus (Memory Alteration)

Combat Behavior
The thistle missile isn’t innately hostile. However, it possesses the ability to pick up on any feelings of anger originating from any sentient being. Once successfully detected anger, it will slowly make its way through the air floating as a flower in the wind towards the origin. When in range it will use its ability to seek out anger directly on the target. Though mindless the thistle missile will determine the exact source of the anger in the mind of the target. After finding the direct cause the thistle missile will attempt to latch onto the target and extract the memory that generated the anger. This memory feeds the creature and allows it to multiply. It will remain attached to the target for as long as possible attempting to extract multiple memories of anger. Each memory successfully extracted will create a seed that will fall to the ground and sprout a few days later into a new thistle missile.
Additional Information
The loss of the source of anger can lead to some odd interactions with creatures. This is why thistle missiles are drawn to areas of conflict. A swarm of thistle missiles has been known to halt entire battle fields for a few hours while they remove all the anger from the combatants before moving on. On occasion they are captured and used as a type of therapy.
Unfortunately the memory loss is only temporary and once returned usually causes sever confusion.

4 Likes

Inversion Knight

Difficulty level 6
Defenses: Toughness (17) Guard (18) Resolve (19)
Hit Points: 36
Speed: 30
Perception: 1d20 + 2d6
Size: Large
Attacks
Quad Swords 1d20 + 2d6 ADV 3 Vs Guard (Slashing Damage / Quad Wielding / Martial Focus / Advantage 3)
Statistics
Physical: Fort 4 Agility 5 Might 3
Mental: Perception 5 Will 3 Logic 2 Learning 2
Social: Deception 3 Presence 6
Extraordinary -
Feats: Inversion Field* / Quad Wielding / Battle Trance / Combat Follow Through / Combat Momentum / Diehard / Martial Focus (Swords)

Combat Behavior
Inversion Knights are completely fearless as they are assured of their fields. They will target any opponent who seems able to use abilities that target fortitude or resolve first. Once their field is disrupted, they will go on the defensive and fight with great caution seeking an opportunity to flee and restore their fields.

Additional Information
Inversion Field: An inversion field twists fate and probability in terrifying ways. Any attack made against the guard defense fails if it exceeds this creatures guard defense. Any attack that misses or fails to exceed this creatures guard defense succeeds. Once an attack has successfully bypassed the field, it no longer functions for 1 hour. Players who figure out this trick my choose to forgo their attribute dice when attacking this creature or they may choose to purposefully miss (if this option is chosen then the player rolls to attack as normal). This feat is strictly forbidden from players. This is a strong puzzle like aspect to this creature. Provide some hints but not overly obvious ones as to what is happening, and allow the players to determine their own unique way of over coming it.

3 Likes

Defiled Egg

Difficulty level 1/2
Defenses: Toughness (14) Guard (13) Resolve (14)
Hit Points: 22
Speed: 30
Perception: 1d20 + 1d4
Size: Tiny
Attacks
Stench to end all Stench 1d20 + 1d8 ADV 2 Vs Toughness (Close / Bane Sickened / Advantage 2)
Slam 1d20 + 1d6 Vs Guard (Close / Bludgeoning)
Statistics
Physical: Fort 2 Agility 1 Might 2
Mental: Perception 1 Will 2
Social: Presence 2
Extraordinary: Entropy 3
Feats: Rot* / Bane Focus (Sickened)

Combat Behavior
A defiled egg seeks to end itself as quickly as possible. They wander aimlessly until they come upon anything that isn’t rotten and throw themselves into combat, hoping that this will put an end to their rotten existence.

Additional Information
Defiled eggs are rarely if ever found alone, for when one comes into existence their fellow nest mates quickly rot and awaken as defiled themselves. They say these foul creatures come into existence when their nests are abandoned by the parents. However, entire baking industries have crumbled under the weight of a defiled baker’s dozen.

Rot: Any food with in 10 feet of a defiled egg rots at an alarming rate. In mere seconds meat turns fetid and water fouls. Any eggs that happen to fall under this effect quickly rise as defiled eggs themselves.

3 Likes

Armor of Gluttony

Difficulty level 5
Defenses: Toughness (25) Guard (22) Resolve (19)
Hit Points: 36
Speed: 20
Perception: 1d20
Size: Large
Attacks
Slam/Bite 1d20 + 1d8 VS Guard (Melee, Bludgeoning)
Consume Magic 1d20 + 2d6 VS Resolve (Range 30ft, Nullify Bane)
The curse 1d20 + 1d8 VS Resolve (Domination Bane, special see combat)
Statistics
Physical: Fort 7 Agility 2 Might 4
Mental: Will 2
Social: Presence 4
Extraordinary: Influence 3 Protection 5
Feats: Natural Defense III / Extraordinary Defense III / Resilient
Special: Living cursed armor* / No healing* / Hunger*

Combat Behavior
The armor of gluttony is a simple beast. It simply wishes to consume all living creatures it comes across. In battle it will close distance quickly to attempt to slam or bite a victim. If a creature uses a boon in the presence of the armor it will attempt to consume it using consume magic. But only if it witnesses the use itself. If a creature falls unconscious int he presence of the armor, it will go out of its way to consume it. It will only act out of self defense while eating.

The curse is used when the armor has been defeated. It attempts to dominate a creature into donning the armor.

Additional Information
Living Cursed Armor = This creature acts as an alternate form to the one who wears the armor of gluttony. Upon reverting back to the original form a sacrifice must be made. This sacrifice comes in the form of feeding the armor. The armor only consumes fresh meat and this meat is to be placed into the maw decorating the front breastplate of the armor. 1 pound of fresh flesh must be offered per HP lost during the time the armor’s alternate form was used. If this is not completed immediately, the wearer must sacrifice 1 hp per pound of flesh that is lacking. If this kills the wearer, the armor becomes sentient and wonders around seeking a new host. If destroyed in this form it reverts back to its armor form

No healing = This creature does not heal naturally and can not be healed magically.

Hunger = This creature suffers from an incredible sense of unending hunger. If it reduces a living creature to 0 hp, it will stop what it is doing and go about devouring the unconscious creature. If the armor is being used by a sentient being, then they may resist this urge. The armor rolls an influence vs the original creatures resolve. If the armor succeeds then the urge is too powerful. This consumption does not count toward the sacrificed required when reverting to an original form.

2 Likes

Flame Devourer

Difficulty level 3
Defenses: Toughness (14) Guard (14) Resolve (14)
Hit Points: 22
Speed: 30 Perfect Flight
Perception: 1d20 + 1d8 (Heat Vision / Special)
Size: Medium
Attacks
Drain Heat 1d20 + 2d6 VS Guard (Range 50ft / Cold Damage / Bane Focus Fatigue)
Flame Consumption Aura 1d20 + 2d6 ADV 2 VS Toughness (Range 5ft / Bane Fatigue / Advantage 2)
Explode 1d20 + 2d6 VS Guard (All within 10 ft/ Fire Damage / Special See text)
Statistics
Physical: Fort 2 Agility 2 Might 2
Mental: Logic 2 Perception 4 Will 2
Social: Presence 2
Extraordinary: Energy 5 Entropy 5
Feats: Boon Focus III (Aura) / Bane Focus I (Fatigue)
Special: Explode / Heat Senses / Climate Influence

Combat Behavior
Flame Devourers are creatures that lack the inner fire of life, as such they crave to consume as much heat to fill this void. They are very sensitive to differences in temperatures and as such are drawn to sources of high temperature differences in their environments. When they detect a source of heat they will quickly move towards it but remain at a distance and use drain heat upon the target. If the target is an unattended fire or flame it is automatically snuffed out. However, a creature body reacts differently to this attack. When the target of drain heat, the victim’s body temperature plummets rapidly for a moment as the heat is drawn away from them. Any who fall to 0 hp from this attack enter hypothermia.

Flame Devourers keep their distance due to their fragile nature, however, they are most dangerous when a creature enters their aura.

Explode: When a flame devourer dies all of the heat it has consumed explodes outward. Any other devourers caught in this explosion immediately consume the flame and are healed rather than harmed by the explosion.

Additional Information
Climate Influence: The area a flame devourer resides quickly drops in temperature. Every hour the creature is present in a given location drops the temperature of the immediate environment by 1 degree C. This effect stacks with multiple devourers in one location. Usually this causes the creature to move on to continue to absorb this heat, but those that are trapped in small locations can reduce the environments temperature to deadly low levels.

Heat Senses: A devourers vision is based on heat solely. If a creature’s body temperature closely matches the environment, it is as though they are invisible and the devourer suffers disadvantage 5 on perception rolls.

1 Like