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monster_type_templates_powers

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Monster Type Templates and Powers

This section offers a sampling of monster type templates whose traits you can apply to your quick-build monster, new powers tied to specific monster types (including actions, bonus actions, reactions, and additional traits), and advice on how to use those powers. Some templates use the challenge rating of the creature you’re creating to calculate saving throw DCs, damage, and other variables.

Aberration


Aberrations generally have high Intelligence, Wisdom, and Charisma scores, as well as darkvision with either a 60- or 120-foot range. An aberration speaks a language such as Deep Speech, or communicates telepathically.

Senses darkvision 120 ft.

Languages Deep Speech, telepathy 120 ft.

You can further represent an aberration’s nature by giving them any of the following powers.

Adhesive Skin

(Trait). When this creature is hit by a melee weapon attack, the weapon becomes stuck to them. A creature can remove a stuck weapon with an action and a successful DC 14 Strength (Athletics) check. All items stuck to this creature become unstuck when the creature dies.

Sure to surprise your players, this power should be given only to a single creature to avoid frustration. It can lead to different tactics, or to characters drawing one weapon after another to keep attacking in melee. Enjoy describing the gross skin the monster has to enable this trait!

Displace Enemies

(Bonus Action). Each enemy within 30 feet of this creature must succeed on an Intelligence saving throw (DC = 11 + 1/2 CR) or be teleported up to 20 feet to an unoccupied space of this creature’s choice that this creature can see.

As an alternative to Repulsion, this power can be used to move targets away from a vulnerable foe. But it can also be used to place heroes over pits (allowing a DC 10 Dexterity saving throw to grab the edge), move characters next to dangerous foes, lift them up and drop them, and explore other devious tactics. If you change the power to target all creatures or target allies instead of enemies, it could be used to move companion creatures out of danger (with those creatures allowed to intentionally fail their saving throws).

Dominating Gaze

(Action, Recharge 4–6). If this creature has the Multiattack action, Dominating Gaze can take the place of one of the attacks used in that action. This creature chooses a target they can see within 60 feet of them. The target must succeed on a Charisma saving throw (DC = 12 + 1/2 CR) or be forced to immediately use their most effective weapon attack, magical attack, or at-will spell against another target chosen by this creature.

This action communicates the foe’s otherworldly nature. The momentary domination could come in the form of mind control, changing what the target sees, or confusing them. Describing horrid whispers of the beauty of the stars waking to devour the world is optional.

Erase Memory

(Bonus Action) The next time this creature hits a target with an attack, the attack’s damage becomes psychic damage and this creature becomes Invisible to the target. The target can make an Intelligence saving throw (DC = 13 + 1/2 CR) as an action or at the end of each of their turns, ending the Invisibility on a success. A target who succeeds on the saving throw is immune to this effect for 5 minutes.

This power can easily be reskinned as an illusionary effect usable by spellcasters, fey, or other magical creatures. A foe can use this power to prevent a specific creature from being able to see them (and perhaps forget they ever existed), forcing the characters to change tactics.

Grasping Tentacles

(Reaction). When this creature hits with an attack, they sprout a tentacle that grasps the target. In addition to the attack’s normal effects, the target is Grappled (escape DC = 11 + 1/2 CR) and Restrained. Until the grapple ends, this creature can’t use the grappling tentacle against another target. This creature can sprout 1d4 tentacles.

This reaction is a fun way to surprise your players. Describe how the tentacles emerge from the foe’s limb or body to grasp a character. You can roll for the number of tentacles or choose a number that reflects the creature’s desired challenge rating.

Repulsion

(Action, 1/Encounter). This creature targets up to eight creatures they can see within 50 feet of them. Each target must succeed on a Charisma saving throw (DC = 13 + 1/2 CR) or immediately move their speed away from this creature, avoiding hazards or dangerous terrain if possible. On a failed save, a target creature can’t move closer to this creature. An affected target can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success.

Repulsion is an excellent way to keep characters away from an otherwise vulnerable foe. Even if only a few characters fail their saving throws, the number of characters who can fight the foe in melee is reduced. This is a powerful action to add to a monster acting as a guardian to other vulnerable creatures. You can explicitly make this a fear effect and use the frightened condition if doing so fits the foe and the situation.

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