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5e beasts

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When the DM is tired of everybody’s bullshit - THE THING Medium aberration, Chaotic Evil Armor Class 12 Hit Points 90 Speed 20 ft., burrow 10 ft, climb 20 ft., swim 10 ft. STR 16 (+3) DEX 14 (+2) cON 20 (+5) INT 18 (+4) wIs 18 (+4) CHA 10 (+0) Saving Throws Con +10, Int +9, Wis +9 Skills Deception +10, Perception +9, Stealth +12, Survival +14 Damage Vulnerabilities acid, fire Damage Resistances bludgeoning, cold, piercing, slashing Damage Immunities bludgeoning, piercing, and slashing from tun nonmagical attacks that aren't silvered Condition Immunities blinded, charmed, deafened, frightened, poisoned, prone Senses darkvision 120 ft., tremorsense 20 ft., passive Perception 19 Languages telepathy 60 ft. Challenge 13 (10,000 XP) Legendary Resistance If The Thing fails a saving throw, it can choose to succeed instead. Gibbering. While in it's true form The Thing babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of The Thing and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On or 8, the creature collapses to the ground and begins to cower in terror. Absorb. The Thing can use it's action to consume the body of any recently deceased organic creature to absorb it's knowledge and biological attributes. The Thing gains all knowledge held by those it assimilates, and improves it's body gaining any one of the immunities or resistances possessed by the assimilated being. Regeneration. The Thing regains 10 hit points at the start of its turn. If The Thing takes acid or fire damage, this trait doesn't function at the start of The Thing next turn. The Thing dies only if it starts its turn with 0 hit points and doesn't regenerate. Replication. After The Thing has Absorbed an organism, as an action it is capable of imitating them exactly down to their memories, characteristics, mannerisms, and all of their Even anatomical anomalies and health defects are replicated. When a part of The Thing becomes cut in two, both of those. pieces become their own creatures and operate separately, each half has half of the remaining hit points of the original. Insrcutable. Wisdom (Insight) checks made to ascertain the The Thing's intentions or sincerity have disadvantage. The Thing has advantage on deception checks against creatures who are unaware of it's nature. Assassinate. During its first turn, The Thing has advantage on attack rolls against any creature that hasn't taken a turn. Any hit The Thing scores against a surprised creature is a critical hit. ACTIONS Multiattack. The Thing makes three attacks, one with it's Bite, and two with it's tentacles. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into The Thing. Tentacle. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 Bludgeoning damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be pulled Sit closer to The Thing. REACTIONS Blinding Spittle (Recharge 5-6).. When The Thing is hit by an attack or is the target of a spell, as a reaction The Thing spits a chemical glob at the attacker. The glob bursts in a small explosion of inky chemicals on impact. Each creature within feet of the burst must succeed on a DC 13 Dexterity saving throw or be blinded until the end of The Things's next turn. LEGENDARY ACTIONS The monster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The monster regains spent legendary actions at the start of its turn. Gaze Detection. The Thing attempts to detect creatures and humanoids within a 30ft radius. It becomes aware of anything that can currently see it. Tunneler. The Thing burrows into the ground or structure moving at its burrow speed and leaves a foot d-ameter tunnel in its wake. Split (Costs 2 actions). The Thing splits off a portion of its mass losing health and creating another The Thing, this The Thing starts with + 12 health, but can regenerate up to a max health of - iFunny
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