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IADnDMN Stream Monsters!

(2019/02/13)

A
s always, tune into ItsADnDMonsterNow's Oryx, Nokris' father, exiled him for practicing necromancy,
weekly monster-making stream on Twitch every which is seen as an affront to the very core principle by which
Wednesday at 11am Pacific! We hang out, talk the Hive live: the belief that the strong will kill the weak until
DnD, and make monsters together as I explain only the strongest species remains.
my process and share my tips for making fun Nokris turned to necromancy as a way to compensate for
and effective monsters that you can use in your his lack of physical strength compared to his brother Crota.
own games! Enraged by this, Oryx disowned Nokris, banishing him and
erasing any record of his existence.
Nokris, Herald of Xol Only the worm god Xol was willing to assist the young
Suggested by @whistlehunter, based on the character from scion, taking Nokris as his personal herald, the leader of his
Bungie's Destiny series. own sect of worshippers, and primary agent of his will.

Nokris Actions
Large aberration (hive), neutral evil Multiattack. Nokris makes three attacks with his hive
claws, or two darkness blast attacks.
Armor Class 19

Hit Points 190 (20d10 + 80)


Hive Claws. Melee Weapon Attack: +10 to hit, reach 5
Speed 25 ft., fly 35 ft. (hover) ft., one target. Hit: 10 (2d6 + 3) slashing damage plus
10 (3d6) necrotic damage.
Darkness Blast. Ranged Spell Attack: +13 to hit, range
STR DEX CON INT WIS CHA 120 ft., one target. Hit: 13 (3d8) fire damage plus 13
(3d8) necrotic damage.
16 (+3) 17 (+3) 18 (+4) 20 (+5) 18 (+4) 23 (+6)
Dying Star (Recharge 6). Nokris hurls a magical ball of
Saving Throws Dex +10, Int +12, Wis +11, Cha +13
solar fire that explodes at a point he can see within 120
Skills Arcana +12, History +12, Insight +11, Perception feet of him. Each creature within 20 feet of that point
+11, Religion +12
not behind total cover must make a DC 21 Dexterity
Damage Resistances cold, fire, necrotic
saving throw, taking 35 (10d6) fire damage and 35
Damage Immunities poison; bludgeoning, piercing, and (10d6) necrotic damage on a failed save, or half as
slashing from nonmagical attacks
much damage on a successful one.
Condition Immunities blinded, charmed, exhaustion,
frightened, poisoned, unconscious

Reactions
Senses truesight 10 ft., darkvision 120 ft., passive Deflective Force. When a creature that Nokris can see
Perception 21
would hit him with a ranged attack, he forces the
Languages all, telepathy 120 ft.
attacker to re-roll the attack with disadvantage.
Challenge 21 (33,000 XP)
Legendary Actions
Discorporation. When Nokris drops to 0 hit points or Nokris can take 3 legendary actions, choosing from the
dies on a plane other than his throne world, his body is options below. Only one legendary action option can be
destroyed but his essence travels back to his throne used at a time and only at the end of another creature's
world, and he is unable to take physical form for a time. turn. Nokris regains spent legendary actions at the start
of his turn.
Hive Defense. Nokris' AC includes his Charisma bonus,
and he has advantage on saving throws against spells Quick Blast. Nokris makes a darkness blast attack.

and other magical effects. Wound Space (Recharge 4–6). Nokris enters a short-
range planar portal, teleporting to an unoccupied space
Hive Sight. Magical darkness doesn't impede Nokris' of his choice that he can see or is familiar with within
darkvision. 100 feet. If Nokris can't fit in the destination space, the
Hive Weapons. Nokris' weapon attacks are magical. teleportation fails, and Nokris takes 5 (1d10) force
When he hits with any weapon, the weapon deals an damage.

extra 3d6 necrotic damage (included in the attack). Darkness Smash (Cost 2 Actions). Nokris slams the
ground at his feet with tremendous dark power. Each
Legendary Resistance (3/Day). If Nokris fails a saving other creature within 20 of him must make a DC 21
throw, he can choose to succeed instead. Constitution saving throw. A creature takes 13 (3d8)
Innate Spellcasting. Innate Spellcasting. Nokris’s innate necrotic damage and is pushed 20 feet on a failed save,
spellcasting ability is Charisma (spell save DC 21, +13 or takes half as much damage, and is pushed 10 feet on
to hit with spell attacks). He can innately cast the a successful one.
following spells, requiring no material components:
At will: false life, inflict wounds (4th level), revivify

2/day each: circle of death, harm, raise dead

1/day each: astral projection, resurrection

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
(Image credit: Cory Turner, senior character artist at Vicarious Visions)
Lair Actions Nokris channels power from the black stone stalactites
On initiative count 20 (losing initiative ties), Nokris takes a lair around the altar in his lair. The lair starts with six of these
action to cause one of the following effects; Nokris can’t use stalactites. If Nokris' hive gate is active, he can use this lair
the same effect two rounds in a row: action to shatter 1d2 of them to which he has line of sight,
revealing a magical crystal of protection which hovers in
Nokris activates the hive gate in his lair, which remains the space of one of the stalactites that was broken. While
open for 1 minute, or until Nokris dies. Each round on this crystal remains, Nokris is encased in a shimmering
initiative count 0 (losing initiative ties), 1d3−1 Hive bubble of impenetrable force, rendering him unable to
Knights, 1d4 Hive Acolytes, and 1d8 Hive Thralls move, teleport, or use any actions that aren't lair actions,
emerge from the gate. These hive creatures are loyal to his Quick Blast legendary action, or his Darkness Blast
Nokris, treating him as an ally, and all act on the same turn attack. While in this bubble of force, Nokris is immune to
in initiative, which takes place immediately following this all damage, as well as all spells and harmful effects, and
emergence. At the GM's discretion, any number of the any harmful conditions or curses currently affecting him
thralls raised this way may be Cursed Thralls. Nokris can are suppressed for the duration.                     The next time
use this lair action while the gate is open to extend its Hive creatures would emerge from Nokris' hive gate, an
duration for an additional 1 minute. additional "Annointed" Hive Knight emerges, identifiable
Nokris raises forth a number of individuals from the by its conspicuous green aura. This knight is identical to
myriad of dead Hive embedded within the walls and floors an ordinary Hive Knight, except that its hit points and hit
of his lair. Nokris chooses a a 10-foot radius area of floor point maximum are each increased by 22 (4d10). When
centered on a point he can see within 15 feet of him. 1d2 this knight is killed, a spherical green relic buried in its
Hive Acolytes and 1d6 Hive Thralls emerge from this chest falls from its remains. This relic can be tossed at
space, acting as described above, for Hive creatures Nokris' active crystal of protection as an action (or
emerging from the Hive Gate. At the GM's discretion, any replacing a single attack, if a character can make multiple
number of the thralls raised this way may be Cursed attacks when it takes the Attack action), destroying the
Thralls.
crystal and ending its effects. If he wishes, Nokris can also
  destroy an active crystal with a thought (no action), ending
its effects immediately.
"Hear me, o dreadful worm. We will raise
If Nokris doesn't have a valid Lair Action to use, he doesn't use
one this round. Next round, he counts as not having used any
an army. We will die and be reborn in Lair Actions last round, for the purpose of not being able to
your name, feed you the souls of our use the same Lair Action two rounds in a row.
enemies." When encountered in his lair, Nokris has a challenge rating
    ~Nokris to Xol of 24 (62,000 XP).

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Image credit: Cristina Laviña
Lizardfolk Elemental Champion lizardfolk warrior of incredible strength and skill.
It's speculated that this ritual involves the strongest
Suggested by @MuxedoTask, based on this art by ArtStation warriors from many neighboring tribes traveling to either a
artist Cristina Laviña (lavinart). planar portal, or an area with strong ties to the elemental
Lizardfolk are generally a simple people, not especially planes. Here, it is suspected that some kind of trial takes
known for their magic except for the occasional shaman or place, killing the participants until only one survives, who then
sorcerer.However, there is a very specific lizardfolk ritual emerges not only strengthened, but empowered by the very
which occurs only at an unknown but very long interval, which elemental planes themselves.
results in the appearance of an elementally-imbued

Elemental Champion Elemental Aura (Fire or Ice Form Only). At the start of
each of the lizardfolk's turns, each creature within 5 feet
Large humanoid (lizardfolk), chaotic neutral
of it takes 7 (2d6) damage. The damage dealt by this
trait is fire damage while the lizardfolk is in fire form, or
Armor Class 15 (natural armor)
cold damage while in ice form.
Hit Points 142 (15d10 + 60)

Brave. The lizardfolk has advantage on saving throws


Speed 35 ft.
against being frightened.
Hold Breath. The lizardfolk can hold its breath for 15
STR DEX CON INT WIS CHA minutes.
20 (+5) 12 (+1) 18 (+4) 6 (-2) 13 (+1) 12 (+1) Actions
Multiattack. The lizardfolk makes two attacks: one with
Saving Throws Str +8, Con +7, Wis +4
its bite, and one with its greatclub.
Skills Athletics +8, Intimidation +4, Perception +4,
Survival +4
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Senses passive Perception 14
target. Hit: 12 (2d6 + 5) piercing damage plus 17 (5d6)
Languages Draconic, Primordial
acid damage. If the champion is assuming either its fire
Challenge 8 (3,900 XP) or ice form, the acid damage is replaced with fire or
cold damage, respectively.
Elemental Form (Recharge 4–6). The lizardfolk can use a Champion's Greatclub. Melee Weapon Attack: +8 to hit,
bonus action to transform into an embodiment of either reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning
elemental fire or elemental ice, or back into its true damage. If the champion is assuming either its fire or
form, which is humanoid. Its statistics, other than its ice form, the target takes an additional 10 (3d6)
damage immunities and vulnerabilities are the same in damage of either fire or cold types, respectively.
each form. The lizardfolk's armor and greatclub
transform with it, taking on characteristics of the Breath Weapon (Recharges After a Short or Long Rest).
element it embodies. Any other equipment it is wearing The lizardfolk exhales a deadly elemental plume in a 30-
or carrying isn't transformed. It reverts to its true form if foot cone. Each creature in that area must make a DC
it dies.
15 Dexterity saving throw, taking 27 (5d10) damage on
    While in fire form, the lizardfolk is immune to fire a failed save, or half as much damage on a successful
damage and vulnerable to cold damage, and these are one. The damage dealt by this action is fire in fire form,
reversed while in ice form. When the lizardfolk changes cold in ice form, or acid in normal form.
back into its normal form from an elemental form, it
regains 11 (2d10) hit points, and gains 11 (2d10)
temporary hit points.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Astral Scout
Suggested by Twitch viewer @BobChao87, based on NASA's
Opportunity rover, which was declared lost today. RIP, our
wonderful robot friend.
The astral scout is a construct built for, as its name implies,
exploring the uncharted reaches of the astral plane. The
construct's creator can send the magical machine to any plane
they can adequately describe, and once it is there, they can
view the potentially inhospitable realm through the safety of
the scout's remote viewing capability.
While the scout doesn't really possess much capacity for
combat, or even defense, its value as an observer of worlds
that would be otherwise unobservable can't be overstated. It's
not unheard of for a mage to become sentimentally attached
to their little machine, despite its decided lack of capacity for
emotion or even speech. Some old wizards have even
admitted to risking their own lives to recover a damaged Image source: mars.nasa.gov
astral scout: an act that is, ironically, exactly counter to its
intended purpose.
Blind Obedience. When its creator has given it a clear
command, an astral scout performs flawlessly. If the scout is
left without instructions, or if it completes all instructions
given to it, it continues to follow its last orders to the best of "My battery is low, and it's getting
its ability. When it can’t fulfill its orders, an astral scout stands dark."
idle until given a new command. An astral scout that has been   ~paraphrase of last message received from Opportunity
given conflicting orders sometimes alternates between them.
Constructed Nature. An astral scout doesn’t require air,  
food, drink, or sleep.

Astral Scout planes of existence. At any time the orb's owner can use
its action to see through the astral scout’s eyes and hear
Medium construct, lawful good
what she hears, and continue to do so until they use
their action to return to their normal senses.
Armor Class 16 (natural armor)

Hit Points 60 (8d8 + 24)


Antimagic Susceptibility. The astral scout is incapacitated
Speed 10 ft. while in the area of an antimagic field. If targeted by
dispel magic, the astrals scout must succeed on a
Constitution saving throw against the caster's spell save
DC or fall unconscious for 1 minute.
STR DEX CON INT WIS CHA
Magic Resistance. The astral scout has advantage on
8 (-1) 5 (-3) 17 (+3) 4 (-3) 16 (+3) 6 (-2) saving throws against spells and other magical effects.
Radiant Absorption. Whenever the astral scout is
Skills Perception +7

subjected to radiant damage, she takes no damage and


Damage Resistances cold, fire

instead regains a number of hit points equal to the


Damage Immunities poison, psychic, radiant

radiant damage dealt.


Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned

Senses truesight 120 ft., darkvision 300 ft., passive


Actions
Perception 17
Drill. Melee Weapon Attack: +1 to hit, reach 5 ft., one
Languages understands Common but can't speak
target. Hit: 2 (1d6 - 1) piercing damage.
Challenge 1 (200 XP)
Astral Travel (1/Day). The astral scout slips through astral
space itself, appearing in an unoccupied space of its
Remote Scout. The astral scout is magically bound to a choice she has seen or is familiar with on any plane. If
special scrying orb. The orb's owner can telepathically there isn't room for the scout in the destination space,
command the astral scout or call her to travel to them at she is pushed to the unoccupied space nearest to the
any time, and the astral scout knows the distance and destination, taking 5 (1d10) force damage for every 10
direction to the orb, even if she and it are on different feet pushed.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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