#dd ideas

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Durgolosk are huge 6 eyed predators with 6 clawed legs and smaller clawed hands that have whip like tentacles extending from them. They use their massive jaws filled with teeth and their arms tipped with venom to paralyze and devour prey during the night before hiding from the sun in caves and crevasses.

A repeat of my previous post, now with better quality as requested by @shane-and-martin

This is for the star wars 5e version, might start posting more of this and the pokemon 5e games if it is well received.


Splicers are good to have for any group, able to manipulate battlefields and sneakily deal with electronics.

There’s not enough magic bows, perfect for when you want to use more flying enemies without losing control of combat balance and to give someone a role to excel at.

A pair of artifacts for elemental lovers. And masochists.

Perfect for a low level dragonborn (to make up for how weak their racial features are) that doesn’t break the game but also is likely to stick with them for their adventuring career.

If you aren’t familiar with vestige they’re introduced in explorers guide to wildemount but basically through feats and trials your magic items can grow in power, starting at dormant and gaining additional powers.

I made an adult version a while back, figured I should expand on the demon plant family


An alraune is a plantlike woman, with vines and petals flowing off her body. Large ones are usually bound to a certain spot while the younger ones are able to walk around, so long as they return to their flower before long. Alraune can grow up to 15 feet tall once they reach around 200 years of age, however the threat they pose often results in them being cut down before then. They utilize long spiked vines to ensnare creatures, and either drain them of their life or in the case of humanoids they are especially fond of, charm them into doing their bidding.


They reproduce via seeds that require meat, usually dead creatures but the more sadistic ones will turn living creatures into slaves and then used as fertilizer.


The older an alraune grows the more her magical abilities take over her physical prowess; an alraune of any age is capable of deftly fighting using its vines but the older ones simply require anti magics to defeat no matter the opposing forces strength.

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.

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.

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.

Based on the legendary Japanese yokai “Nue”

“A neui is a chimera type demon, with the head, torso and back legs of a golden snub nosed monkey, front arms of a lions, and a snake for a tail. Despite its demonic nature it acts more like a wild animal than a force for chaos. It keeps to itself in wilderness or hiding in crowded towns, hunting prey animals for food but kills in surplus which usually results in its extermination. It’s poison causes great fatigue that in weaker creatures causes death after under a week.


They are tremendously difficult to bribe or coerce into work, with physical bullying being the only known way to cause one to act subservient but only until out of view in which case it attempts to regain its freedom.”

Dire rabbits are tunneling colony beasts. They emerge to defend territory or to prey on creatures that have walked too close. Unsurprisingly they have excellent hearing, meaning they rarely get snuck up on, and they always have at least one lookout while the remainder of the family unit further expands their underground home. They rarely eat meat as they find most of their nutrients in the form of underground roots and plants, as well as supplementing their diet with minerals from dirt, as well as insects.

I’m not sure exactly how to port a monster from earlier editions, as I straight up don’t know what all those words mean. However I hope I got the spirit of the razor boar across.

“This enormous boar has a black-bristled hide marked by hundreds of old scars. Its eyes are wild and bloodshot, and its tusks are more than three feet long, gleaming like polished ivory and sharper than many swords.” While at first believed to be the source of vorpal weaponry, weapons made with these vorpal Tusks are imperfect and only increase critical damage not guaranteeing a decapitation.

I imagined the beast as a feywild monster, it’s a simple creature but it’s fey features cause great caution to be required around it. Many amateur adventurers have met their end in one blow to this creatures Tusks, having their fragile heads skewered atop them. Settlements steer clear of their territory if possible, but special precautions such as flying mounts must be acquired in the case of a roaming razor boar getting too close for comfort.

An alraune is a large plantlike woman, with thick petals surrounding her. Large ones are usually bound to a certain spot while the younger ones are able to walk around, so long as they return to their flower before long. Alraune can grow up to 15 feet tall once they reach around 200 years of age, however the threat they pose often results in them being cut down before then. They utilize long spiked vines to ensnare creatures, and either drain them of their life or in the case of humanoids they are especially fond of, charm them into doing their bidding.


They reproduce via seeds that require meat, usually dead creatures but the more sadistic ones will turn living creatures into slaves and then used as fertilizer.


The older an alraune grows the more her magical abilities take over her physical prowess; an alraune of any age is capable of deftly fighting using its vines but the older ones simply require anti magics to defeat no matter the opposing forces strength.

I might make some younger and a matriarch version if this is well received

Perfect gift from a dark entity that wishes to challenge someone, or maybe just a liches failed creation it discarded into its pipe of loot, or maybe an orc tribe leader must wear this into combat to prove their skills before being accepted as the strongest member.

Make the big bad of the campaign Hatsune Miku. She is on her way, and ready to break your nico nico kneecaps

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