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zz-Creatures of Valenor

In this section you will find not only monsters and dangerous creatures, but also inteligent being that do not have their own lands or are too few to have a Culture of their own.
Black Urchin
Black Urchin by Unknown

Land Urchin

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Land Urchin - CR: 0
SpeciesUrchins
Subspeciesmainly blue, rarely can be black, green, red, silver, yellow
SizeSmall
TypeAnimal
Hit Dice1+
Speed10", Vibration Sprint
Abilitiesall under 3
Special QualitiesVibration Sense 50"
EnvironmentLand, Sea, Swamp, Lake, River
OrganizationLarge patch 30-30.000
TreasureCristal Spikes
Alignmentnone
Skills
Blue Urchin Venom: Is a very painful venom with CD 14, if the ST is succesful the victim take only 1D6 damage, if failed the damage is 1D6/round for 1D8 rounds.

Any weapon over 30cm of lenght is safe to use against the Urchin. Bare hand attack and weapon of less than 30cm lenght incur a automatic hit by the urchin.
Feats
Vibration Sense 50": The land urchins have a particular gunting metod, when they senses vibration (talking, walking, etc.) all the urchin rush to the source of the vibrations, to be stepped on. To avoid to step on a patch victims need to pass a Reflex ST CD 12 +1for every 10 urchin in a patch. Staying immobile and silent is the best defence.
Combat
Armor Class (AC)14
Base Attackif trampled always hit, ignore leather and lesser protections.
Attack1D6 spike damage (+ CD14 Venom if Blue Urchin)
Special AttacksBlue Urchin Venom
Black Urchin
Black Urchin by Unknown
Description
The Land Urchin is believed to be descended from the sea urchin, but this has not yet been conclusively proven. In favor of this hypothesis is the fact that both do share pentamerism (fivefold symmetry) and the ability of the Land Urchin to live underwater. The Urchin's exterior is a hard, dark shell covered with spines. This shell protects it from casual blows, a strong arm is needed to break through it.

Although at first glance it may appear that the Urchin does not move, attempting to touch one will provoke an immediate reaction as the spines converge towards the motion. The spines also serve to protect the urchin from predators and can inflict a painful wound (as many an Adventuous has discovered). Although an Urchin has no visible eyes or limbs it can move freely by means of hundreds of tiny "tube feet". To one unfamiliar with this mode of locomotion it can appear almost magical as it is first one place and then another without much discernable motion.

The Urchin's mouth is located on its underside, enabling it to scour the sand for the organisms it eats. It is made up of five teeth with a fleshy tongue-like structure within.

The Land Urchin, like the Sand Viper is well-adapted to the hot sands of Valenor. Whether it is really related to the sea urchin truly or just by appearance, no conclusive study have yet been reported. It share a particular trait with the sea urchin, the Sea and Land Urchin are a delicacy on many tables.

Blue urchin poison, also known as yellow urchin extract, was valued among all the types of urchins for its ability to be effective while inhaled underwater, unlike other types of poison. When extracted, it appeared to as a thick and milky fluid. When used underwater it created a cloud of poison 10 feet (3 meters) wide, dispersing after 10 minutes, or 1 minute in a strong current. A vial of this unique poison was valued at 80 gold pieces.

A spell called "urchin's spines" required an urchin's spine to be used as an arcane component. It transmuted the caster's skin, clothing, and armor into a hide covered in thousands of 2-inch (5 centimeters) spines.

The rare Black Urchin can be used as special component to create weapons.
Green, red, silver & yellow urchin can grow normal/magical pearls inside their carapace.
Myconid
Myconid by Unknown

Myconid Worker

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Myconid, Average worker - CR: 1/2
SpeciesFungi
SubspeciesSentient Fungi
SizeSmall
TypePlant
Hit Dice22 (4d8+4)
Speed20 ft.
AbilitiesCON 12 (+1) WIS 13 (+1) CHA 7 (-2)
Special QualitiesDarkvision 120 ft.
EnvironmentSubterranean
AlignmentUsually lawful neutral
Skills
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.

Pacifying Spores (3/Day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Rapport Spores. A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Feats
Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.

Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.
Combat
Myconid
Myconid by Unknown
Description
Myconids resembled giant fungi ranging from 2-12 feet (.6-3.6 meters) tall, with their main distinguishing feature being their limbs. Their upper half split into a pair of arms below their caps and their lower half divided into a pair of legs at the stump. Each extremity was pudgy and broad, with their hands ending in two stubby fingers and a thumb, and their feet hosting numerous vestigial toes. This number was not absolute however, with some fungus folk hosting more than the usual number of limbs and/or digits. The bloated flesh of most myconids ranged in coloration from purple to gray. Two eyes rested on their caps, perfectly concealed against the rest of their spongy skin when shut. Some fungus ones secreted a poisonous ooze from near everywhere but their hands.

A mutant strain of myconid referred to as venom spores had a pale milky skin tone contrasted by a bright red cap. Their eyes were a sickly shade of yellow with identically colored spots adorning their caps.

Red Mold Ogre Spider

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Red Mold Ogre Spider CR: 5

Huge aberration, neutral
Armor Class: 14
Hit Points: 52hp (7d10 +4)
Speed: 40 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 30 ft

STR

14 +2

DEX

16 +3

CON

12 +1

INT

3 -4

WIS

11 +0

CHA

4 -3

Saving Throws: WIS: +0
Skills: Stealth: +7
Damage Immunities: Poison, Radiation
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft. Blindsight 10 Ft.
Languages: -
Challenge Rating: 5

Regeneration. The spider regains 10 hit points at the start of its turn. If the spider takes cold or fire damage, this trait doesn't function at the start of the spider's next turn. The spider dies only if it starts its turn with 0 hit points and doesn't regenerate.   Slow. The spider has disadvantage on initiative rolls.   Spider Climb. Can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Web Walker. Ignores movement restriction caused by web.

Actions

Bite. Melee: +5 to hit 1d20+5 , reach 15 Ft. one creature. Hit: 7 (2d8 +3) 2d8+3 piercing damage, target makes DC 19 CON saving throw or take 9 (2d8) 2d8 radiation damage, half on success. If radiation damage drops target to 0 hp, target must roll their radiation die. If they mutate they become mindless red mold puppets turning on their former comrades.   Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit 1d20+5 , range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 19 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Lair Actions

Cobwebs will burn if fire touches them.

Cobwebs are on the walls and in corners of the building. Its rather dark, only small slivers of light shine in through cracks in the walls and celling. Corpses fill corners of the building, not encased by cocoons of webbing. Several extinguished torches/lamps can be found around the building.

This massive spider is covered in red mold and lurches unsteadily towards you.

Suggested Environments

Dark area, minimal lighting if any.

Monster, Undead, Ghoul
Monster, Undead, Ghoul

Ghoul

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Monster Manual, page 148

Ghoul CR: 1

Medium undead, chaotic evil
Armor Class: 12
Hit Points: 22 (5d8)
Speed: 30 ft

STR

13 +1

DEX

15 +2

CON

10 +0

INT

7 -2

WIS

10 +0

CHA

6 -2

Skills: Proficiency Bonus +2
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: Darkvision 60 ft, Passive Perception 10
Languages: Common
Challenge Rating: 1

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.   Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Suggested Environments

Swamp, Underdark, Urban

Gnoll

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Monster Manual, page 163

Gnoll CR: 1/2

Medium humanoid (gnoll), chaotic evil
Armor Class: 15 (hide armor, shield)
Hit Points: 22 (5d8)
Speed: 30 ft , fly: 0 ft , burrow: 0 ft

STR

14 +2

DEX

12 +1

CON

11 +0

INT

6 -2

WIS

10 +0

CHA

7 -2

Skills:

Proficency Bonus +2

Senses:

Darkvision 60 ft, Passive Perception 10

Languages: Gnoll
Challenge Rating: 1/2

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) 1d4+2 piercing damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) 1d6+2 piercing damage, or 6 (1d8 + 2) 1d8+2 piercing damage if used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) 1d8+1 piercing damage.

Suggested Environments

Desert, Forest, Grassland, Hill


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