Tuesday, December 4, 2018

Fey Statblocks

Gonna take my first crack at writing system-agnostic monster statblocks. Here's some general rules:


  • HD is hit dice, obviously. If you're playing 5E or something more modern/with generally larger statblocks, double whatever amount I give you. If monster level or CR are important for some reason, just refer to its HD.
  • Size is most important for determining what dice the monster uses for health. Medium sized = d8, going up or down a die step with monster size. General sizes will be Tiny (pixie), Small (goblin), Medium (human), Large (ogre), and Huge (giant).
  • AC and Speed stats will be given in reference to something else in the system for ease of translation.
  • Attacks will be given with damage dice, any bonuses, and if deemed necessary damage type. They're given with a DC to beat, but if you roll attacks for monsters just take ten off the DC and add it to the attack.
  • Multiattacks are written as: "Attack 1 + Attack 2."
  • Creatures with a choice between two attacks are written as: "Attack 1 / Attack 2."
  • Attacks with two different damage types are written as: " Type 1, Type 2."
  • Any ability scores that seem noteworthy (read: not common sense/easily interpreted) will be given. Otherwise, just use your best judgement.
  • Special languages, senses, and/or damage/condition immunities or vulnerabilities will be given if they exist.

With the housekeeping done, let's get to the monsters.


Krovatilde


When a fey gets venerable and senile enough, they are magically transformed into a Krovatilde and usually dumped onto the Material Plane (which the fey see as a vacation spot) as a reward for their service. This makes them, above everything else, very sleepy. They usually know a lot about whatever location they're in, as the fey who decide where they take their rests usually pick someplace they had an interest in.

They look like a big snail, pretty much. The snail shifts across all colors, lava-lamp style. The shell is usually black, with star or sheep designs on them that also glow in rainbow colors.

They're quite pleasant when they're not sleeping. Only problem is that they sleep 24 hours a day. The magical programming in their shells kicks in to defend them whenever somebody gets near. The party probably won't realize this and will just think that it's a mollusk monster. But if the party puts two and two together, upon waking up Krovatilde usually feel really bad for attacking you and will offer whatever assistance they can provide (they're usually pretty good spellcasters or can put in a favor with local fey).

Krovatilde
HD 8 Size Large AC As Platemail Speed As snail
Arcanopods: Dodge 16, 1d8 + 1d8

Comatose - While sleeping, the Krovatilde is unaffected by visual illusions. Damage won't wake the Krovatilde up (it's done to the shell), but the following things might: exceptionally loud noises (roll on random encounter table), the sensation of falling, or putting bright light down the shell's aperture.

Magic Murmurs - The Krovatilde sleeptalks. Whenever a spell is cast near it, flip a coin. On heads, it casts that same spell on a random target on its next turn as a free action.

These guys were inspired by Jirachi's fights in the PMD games.

Dullahan


I wrote about them here.

General Dullahan tactics are to restrain and behead whoever looks like the party's leader. They'll run if alone (usually after casting Mass Restrain), but they might let you kill them if it looks like you'll follow them back to their Court.

Dullahan
HD 2 Size Medium AC As Goblin Speed As human
Guillotine Blade: Dodge 11, 1d12

Courtly - While in their Court, the Dullahan have doubled HD and no limit on their spells. If killed outside their court, they reform in it in eight hours.

Headless - Critical hits deal no extra damage against Dullahan.

Spellcasting - Spell save DC = HD + 10.
At-will: Wheel of Fortune
3/day: Restrain
1/day: Mass Restrain

Grig


Members of one of the Low Courts. Like centaurs, but the bottom half is a grasshopper instead. Want to help you compose new songs about your epic deeds. This will usually involve you fighting something while they make it harder with their spells.

Grig
HD 1 Size Tiny AC As Hawk Speed As Dwarf, but moves via jumping

Courtly - While in their Court, the Grig have doubled HD and no limit on their spells. If killed outside their court, they reform in it in eight hours.

Spellcasting - Spell save DC = HD + 14.
At-will: Cure Wounds, Invisibility, Irresistible Dance
2/day: Mass Irresistible Dance

Fey Spells


Available to your party members if you really feel like it. I'd make them quest for 'em, personally. Mass spells replace "target creature" with "all creatures within a 30-foot area."

Irresistible Dance
Standard Action, Range 60 ft.
Target creature must make a Save or become unable to take any action but dance. Target gains no benefit from Dexterity to dodging and moves at half speed. On their turns, they may either attempt to make a new Save or take evasive maneuvers, restoring their Dexterity modifier to their dodging. If someone kills the partying mood (tells a really bad joke, does something particularly grim) the effect is ended.

Restrain
Standard Action, Range 30 ft.
Target creature must make a Save or become prone and restrained. Slashing weapons automatically crit targets in this condition.

Wheel of Fortune
Initiative Action (free action taken after the last creature in initiative order acts)
All creatures within the current combat reroll initiative.

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