/r/dndmonsters

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This subreddit is for the discussion, creation, and questions for Dungeons and Dragons monsters from any edition.

Welcome!

Please feel free to post your creations here, as well as questions, advice, and other posts relating to DnD monsters! Any edition is allowed but please post the edition number in your title.

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/r/dndmonsters

18,275 Subscribers

7

Introducing, The Red Knight!

2 Comments
2024/10/31
18:38 UTC

5

Introducing Yemineg, the Rust Dragon!

2 Comments
2024/10/31
18:25 UTC

1

Need Help designing a future boss

IF YOU'RE IN THE WITCHES OF WAR GAME IN RAZORWING GUILD LEAVE NOW!!!!

Ok now that my players are gone.

Hi there! It's basically like the title says, I need help designing a future boss. The party is nowhere near approaching this boss so I have a lot of time to decide WHAT exactly I want him to do, but I'd just like some ideas.

A bit of lore on this boss:

Voraphom is known as the Capricious King. He is an Archfey, and the leader of the Feywilds in my world. He is also a member of a group known as the 4 Kings of Ruin. Thematically, each king is meant to represent a "Ruin" their people can bring upon the world if left unchecked.

Voraphom represents the destruction that can be wrought through endless Hedonism and Indulgence.

Vibes wise I'm going for a Dionysus feel for his overall presence. This man holds endless parties that he forces his people into where they literally party to death, and people ruin the world trying to find a proper present to bring him when they want an audience.

Now for my ideas:

As an archfey I know he would probably have access to enchantment and illusion spells, but I've never really cared for tradition in that way so I'm fine with him having what he needs to fit the flavor. In Cannon, he transformed the mother of one of my players into a wolf so I thought of giving him transformative abilities, similar to a wildshape.

I'd really like to lean into his abilities as the "Capricious King" and the theme of Hedonism and Indulgence.

My first idea is to give him an ability that makes players act drunk or maybe even vomit, but Im not sure how to represent that. My kneejerk reaction is to have it function like paralysis in pokemon where you make a save or lose the turn to vomiting, but that's not fun on the vomiting player's part.

Help?

1 Comment
2024/10/30
09:11 UTC

2

An-Gurr the Plant Dragon Hybrid

Any and all suggestions are welcome, this is the BBEG of my campaign, the party should be level 17 to 20 depending.

Name An-Gurr Types Collosal Dragon Plant Armor Class: 22 (Iron Bark Scales) Hit Points: 625 (25d20 + 325) Speed: 40 ft., fly 80 ft.

Stats STR: 30 (+10) DEX: 14 (+2) CON: 29 (+9) INT: 21 (+5) WIS: 18 (+4) CHA: 24 (+7)

Saving Throws: Dex +9, Con +16, Wis +11, Cha +14 Skills: Perception +18, Stealth +9, Nature +12, Deception +14 Damage Resistances: Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities: Poison Condition Immunities: Charmed, Paralyzed, Poisoned, Sleep Effects. Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 28 Languages: Common, Draconic, Sylvan Challenge: 26 (90,000 XP) Proficiency Bonus: +8

Special Abilities Magic Resistance: Verdoxis has advantage on saving throws against spells and other magical effects.

Iron Bark Scales: Verdoxis reduces damage from spells by half.

Strength of the Earth: While in contact with the ground, An-Gurr has Regeneration 15 and advantage on strength checks.

Actions

Multiattack: Verdoxis makes three attacks: one with his bite and two with his claws.

Bite: Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 10) piercing damage plus 11 (2d10) poison damage.

Claw: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) slashing damage.

Tail: Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 10) bludgeoning damage and if the attack hits push the opponent 20 feet away (Strength save to ignore movement.)

Ironwood Wing Buffet (5 Times per long rest): Choose an area with a radius of 10 feet, each creature in the radius takes 12D12 of magical Piercing damage, DC 24 Dexterity saving throw for half, the area is now considered magical difficult terrain.

Chloromantic Breath (Recharge 5-6): Verdoxis exhales a 90-foot cone of corrosive spores. Each creature in that area must make a DC 24 Constitution saving throw, taking 78 (12d12) poison damage on a failed save, or half as much damage on a successful one. Creatures that die to this damage a resurrected as Zombies under his control.

Lair Actions On initiative count 20 (losing initiative ties), An-Gurr can use one of the following lair actions:

Detritus Bloom: An-Gurr causes 20 foot radius around himself to be heavily obscurred as he flaps his wings, granting himself the effects of the Blur Spell. (If chosen he is no longer able to be on the ground until next initiative count of 20.

Nature’s Wrath: An-Gurr causes a tree or Plant Creature to violently explode, dealing 10D8 Magical Bludgeoning and Piercing damage,DC 24 Dexterity saving throw for half, in a 20 foot Radius, creating difficult terrain in the radius.

The Green Maze: All plants grow an additional category, see below, and the surrounding plant life shifts around in a 10 foot radius. Bare -> Grassy -> Bushy -> Dense -> Towering Bare: No plant matter Grassy: No effects Bushy: Difficult Terrain Dense: Once per turn when you begin a movement, DC 22 Strength check or be entangled, grants half cover vs ranged attacks. Towering: Disadvantage on melee attacks made by by large or smaller creatures, advantage on stealth checks, full cover vs ranged attacks.

Legendary Actions An-Gurr 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. Verdoxis regains spent legendary actions at the start of his turn.

Legendary Resistance (3/Day): If An-Gurr fails a saving throw, he can choose to succeed instead.

Tail Attack: An-Gurr makes a tail attack.

Awaken Woods (Costs 3 Actions): If able An-Gurr creates 1D4 Treefolks.

Iron Wood Antimagic (Costs 2 Actions): An-Gurr chooses one are of difficult terrain made by his Iron wood Buffet Attack, the area is treated as Antimagic and all creatures in it are targeted with dispell magic. Only one area may be active at a time.

1 Comment
2024/10/28
19:49 UTC

58

[OC] [ART] Can you stop Ammaroth the Unstoppable ?

2 Comments
2024/10/21
13:05 UTC

2

Council of powerful beings?

Making a collection of bbegs for a friend's campaign and finally decided to come here for advice. The council in question has ten members (all of which are over cr 20) I've made 7 so far. There's a pit fiend a fallen angel, a lich, a drow cleric, a wizard, an ancient black dragon, and a statblock of lucien from critical role. They are all either evil or neutral. I'd like to have them all be unique so the players won't keep killing different dragons.

2 Comments
2024/10/20
05:44 UTC

10

The players don't know it yet, but behind the rune locked puzzle door are three large swarms of flesh eating scarab beetles. [Encounter][OC]

2 Comments
2024/10/19
13:17 UTC

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