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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.

Aggraloths dislike taking contracts, and would rather spend their days lounging around. Whenever they must take contracts they greatly prefer guard jobs to protect stationary areas but they are sometimes ordered to cause mayhem by their higher ups, which they do without complaint, as they understand their lack of magical powers and silently fear Yugoloths with arcane gifts. An aggraloth employed for combat lumbers into the middle of a battle and uses its immense metal body to crush lesser beings.


Aggraloths are large and bipedal, Its whole body is covered in a metallic armor, looking kind of like a wide platemail knight. They have two sharp horns and piercing blue eyes. They employ their entire body as their arsenal, using whatever heavy limb is closest to an enemy at that time to slam them and disorient them.


Dents and scratches in their armor is seen as medals of victory and they wear their injuries with pride. Clean coated aggraloths are hazed and given rough jobs to either toughen them up or end their pathetic life.

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.

firebringeraxels-junk: Winter Elf Subrace. Great for representing northern/cold regional elves for c

firebringeraxels-junk:

Winter Elf Subrace. Great for representing northern/cold regional elves for custom settings as well as Snow Elves from the Greyhawk setting.

Homebrewed for Dungeons and Dragons 5th Edition.

Artist is tagged at the bottom of the page. Homebrewing is done by me.

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thirdtofifth: TwigjackTiny fey, chaotic evilArmor Class 15 (natural armor)Hit Points 45 (10d4 + 20)S

thirdtofifth:

Twigjack
Tiny fey, chaotic evil
Armor Class 15 (natural armor)
Hit Points 45 (10d4 + 20)
Speed30 ft.
Str8,Dex16,Con15,Int11,Wis14,Cha13
SkillsStealth +7
Damage Vulnerabilitiesfire
Sensesdarkvision 60 ft. passive Perception 12
LanguagesCommon, Sylvan
Challenge3 (700 XP)
Bramble Jump. Once on each of its turns, while standing in an area of undergrowth, the twigjack can use 10 feet of its movement to magically teleport to an unoccupied space within 120 feet that it can see that also contains undergrowth.
Sneak Attack (1/Turn). The twigjack deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the twigjack that isn’t incapacitated and the twigjack doesn’t have disadvantage on the attack roll.
Actions
Multiattack.The twigjack makes two claw attacks.
Claw.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:5 (1d4+3) slashing damage.
Splinterspray (Recharge 6). The twigjack emits a spray of splinters in a 20 foot cone. Each creature in the area must make a DC 12 Dexterity saving throw, taking 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one.

Twigjacks torment travelers through the oldest forests with the deepest roots, attacking settlements and any attempt at taming the wilderness. Yet even treants cannot stand the small creatures, who are nimble and adept at getting in the nooks and crannies of the great treants. Sometimes these tiny creatures attempt to impress a dryad, usually without much luck. They resent being seen as plants, and are occasionally pressed into service by goblins for their skill in forceful surprise attacks. 

Originally from the Pathfinder Bestiary 2.


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the-5e-classist:

the-5e-classist:

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Another great idea from my wife. It started as just a class that gains higher max hp as they take damage and then we though the opposite with dealing damage raise it as well.

We used to play a lot of overwatch and we kind of used Sigma and Zarya as an idea for these abilities. Also I’ve been wanting a Con caster and a half caster that felt like the half sorcerer that we don’t have.

MyKo-Fi

I felt like this class needed some more spells. Since Paladins and Rangers get exclusive spells I made some for the Aegis.

 Colossal Creatures – Rules for Climbing on Larger CreaturesInterested in rules for climbing and sla

Colossal Creatures – Rules for Climbing on Larger Creatures

Interested in rules for climbing and slaying colossal creatures? That’s what my personal campaign’s all about, and here are the rules that I use…

Read it on 2-Minute Tabletop

“I leap from the ledge and try to land on the dragon’s back!”  declares the barbarian. What follows? The answer is probably different  at every table. Although improvisation is a staple in 5e to be  celebrated, in these high-risk cases it’s often a boon for both the  players and GM to know what kind of rolls might follow, what the monster  might do in retaliation, and what sort of advantages they have to gain  (beyond the sheer cinematic glory of it!)

This Colossal Creatures ruleset was forged inside my personal homebrew campaign, heavily  inspired by Shadow of the Colossus, Monster Hunter, and my primal  obsession with tiny heroes clashing with huge monsters. These rules aren’t finished, and I’ll likely go on tweaking them forever and ever,  so I encourage you to keep what you like, change what you will, and drop  the rest. Please leave your feedback in the comments too! Together we  can help this ruleset evolve into something great.

Despite the wording so-far, these rules can be used for Large monsters, Colossal monster, or anytime a smaller  creature wishes to grapple a larger creature. They are even useful for  vehicles, moving terrain, and other uncertain footing!

Read more:
https://2minutetabletop.com/colossal-creatures-ruleset/


I’d love to hear your feedback, as this is the first piece of homebrew I’ve EVER released! Hope to see you in the comments. :)


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Some sly “Peeping Tom” goings on with my krausen. It appears to have peaked so I’l

Some sly “Peeping Tom” goings on with my krausen. It appears to have peaked so I’ll throw in a bunch of Fresh Galaxy and Mosaic pellets tomorrow. #krausen #fermentation #ferment #whitelabs #californiaale #gladwrap #beer #biab #bier #birra #homebrew #homebrewer #homebrewing #homebrewery #beerporn #beertography #instabeer #brewtas #tasbrewers


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I think it was a wise idea to replace my 15 year old band heater today. Cooked it! #heater #homebrew

I think it was a wise idea to replace my 15 year old band heater today. Cooked it! #heater #homebrew #homebrewer #homebrewing #homebrewery #beer #birra #beerporn #beertography #instabeer #brewing #fermentation


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Seasonal Rituals for Worshippers of Incabulos, the God of Disease and Pestilence

One of my players was playing a priest/cleric of Incabulos and he was not sure what to do on his down time so I made up season Rituals for him!! Hope you can find them useful!

Farmer’s Tale: The priests of Incabulos must go out and make sure that some of the crops the farmers plant during this season never grow. They are expected to go out and vandalize the fields. Some do this by setting them on fire, poisoning the crops, or just uprooting all of the soil. When the plants begin to bud through the soil they must go and destroy a farmers field in their gods name.



Harvest’s Tale: Once every week, the farmers of the area must give 20 pounds of their food to the priest. If they don’t give it to the priest it then becomes the priests responsibility to go out and steal 20 lbs of food from their house.



Polar’s Tale: During this month disease and sickness should be spread. As the cold assaults everyone, they become more prone to getting sick. The priests are there to help spread disease in order to please their God. They must infect up to twelve people this month. If someone dies from the disease, then they need not try and get the twelve and only need the one.


Twilight’s Tale: When the sun sets and the three moon rises, this is when Incabulos rests. He ask that while he is resting, you give him prayers. Solitude for three days praying for incabulos, whispering the smallest of incantations. If done properly, you enter a trance where you experience his dreams. Most priests become fixated on one dream alone and when they exit the trance, they try and accomplish the arena they experienced in order to appease Incabulos when he awakes.


Bahamut’s Tale: When the sky’s begin to glow orange is when your God wants you to go out and recruit. Do this any way possible. Offer peasants housing before the firestorms start, make threats, steal children. Your God does not care how but he needs his influence spread. After all, most of his wishes are considered “evil” and illegal so he is in constant need of new worshippers.


Vishnash’s Tale: The season where fire rains down. Something your God prefers is for the sacrifice of a farmer. Doing this in his eyes puts you a head of the other priests. He does not make this a requirement for all priest s but in his unholy text it talks about setting a farmer aflame during this season in order to help the hunger spread. This is a very hard to pull off task though and Incabulos would rather not lose his followers to this one tiny crime.

what’s better than a gruff assassin with a heart of gold? one that’s also a cowboy (stylistica

what’s better than a gruff assassin with a heart of gold? one that’s also a cowboy (stylistically anyway)! thus, we have Galmarie Mar’tagon (she/her), an NPC from an underdark campaign I’m running for my friends

© Meeblott ‘22


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guys i did it again! i guess my brain finally started working right or something, bcause this came t

guys i did it again! i guess my brain finally started working right or something, bcause this came together so easily and it was so fun!

gosh, Jastra is always so fun to paint - we love a buff paladin wife

© Meeblott ‘22


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what’s dnd without cute critters? here’s some quick token art I made for my game - Figment, Ioun’s hwhat’s dnd without cute critters? here’s some quick token art I made for my game - Figment, Ioun’s h

what’s dnd without cute critters? here’s some quick token art I made for my game - Figment, Ioun’s homunculus, and Charles, a Smoat, which are three foot tall awakened stoats that help maintain Ioun’s archive and come in fun pastel colors because why not

© Meeblott ‘22


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sheesh! i got so busy i haven’t posted art in a thousand years. this here’s a darling one shot chara

sheesh! i got so busy i haven’t posted art in a thousand years. this here’s a darling one shot character of mine - Miss Delphine Haruspex, a Reborn aberrant mind sorcerer whose overbearing charlatan of a stage mother has positioned her as a medium and conduit of spirits.

© Meeblott ‘22


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