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aurelius-dnd · 2 months
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aurelius-dnd · 3 months
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Gummynose – Tiny fey, chaotic neutral
Flitting from shadow to shadow, stealing scraps from unsuspecting travellers; this is the life of the gummynose. Toothless, vibrant, and defenseless, the gummynose relies on illusion magic to disguise its presence. Unlike the hostile creature it descended from, the gummynose will occasionally bond with a kind traveller, becoming a loyal companion. It is yet unknown why the creature forms these bonds, as the gummynose has no known predators.
This monster was made in collaboration with Rye_Hardy <3
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aurelius-dnd · 3 months
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The Underground Sanctuary Dungeon Map
Immerse your players in a cozy underground tavern, complete with rooms, kitchen, storeroom, and more. All it needs is a catchy name!
→ Download it on 2-Minute Tabletop
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aurelius-dnd · 3 months
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Witcher Conclave: Ranger
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This is one of my less agnostic classes. It's just Witcher in DnD, what more do you want?
[G Drive Link]
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aurelius-dnd · 9 months
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aurelius-dnd · 9 months
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aurelius-dnd · 9 months
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aurelius-dnd · 1 year
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Mournwhelk Large elemental, chaotic neutral Armor Class 18 (natural armor) Hit Points 110 (13d10 + 39) Speed 30 ft. Damage Resistances psychic Condition Immunities exhaustion, frightened Senses darkvision 60 ft. passive Perception 12 Languages understands Common and Sylvan but can't speak Challenge 6 (2300 XP) Absorb Fear. Whenever a creature that is frightened starts its turn within 60 feet of the mournwhelk, the frightened condition ends for that creature. Drink Sorrows. Whenever a creature takes psychic damage while within 60 feet of the mournwhelk, the mournwhelk regains hit points equal to half the psychic damage dealt, rounded down. Sure-Footed. The mournwhelk has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack. The mournwhelk uses its Wail of Sorrow if it is able to. It then makes three bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage plus 9 (2d8) psychic damage. Wail Of Sorrow (Recharge 6). Each creature within 60 feet of the mournwhelk that has an Intelligence score of 5 or higher must succeed on a DC 14 Wisdom saving throw or be incapacitated for 1 minute. An incapacitated creature can repeat the save at the end of each of its turns, ending the effect for itself on a success. Constructs and undead are immune to this effect.
These creatures wander the idyllic lands of Lorwyn, the few sorrows of that paradise held within its body, corrupting it so that they do not corrupt the land.
Another monster from a Magic: The Gathering card, in this case Mournwhelk from the Lorwyn set.
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aurelius-dnd · 1 year
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Chapel Lantern
Wondrous item, uncommon ___
This stained glass lantern casts colorful lights around it while lit, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Alternatively, you can fill the lantern with a flask of holy water. While holding it, you can use an action to magically reduce the light to dim light in a 5-foot radius.
When the lantern is lit using holy water, the light that it sheds almost shimmers with divine magic. When lit in this way, any undead creature within the lantern’s bright light has disadvantage on any attack roll it makes. Further, if such a creature starts its turn within the bright light, it immediately takes 1d6 radiant damage.
Each time that an undead creature takes radiant damage as result of the lantern’s bright light, deduct 1 hour from the lantern’s total burn time. ___
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aurelius-dnd · 1 year
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Mageripper Swarm Large swarm of Tiny aberrations, unaligned Armor Class 15 (natural armor) Hit Points 91 (14d10 + 14) Speed 30 ft., climb 10 ft. Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft. passive Perception 11 Languages - Challenge 6 (2300 XP) Dispelling Aura. At the end of each of the swarm's turns, all spells of 3rd level or lower on objects or creatures in the swarm's space end. For each spell of 4th level or higher on an object or creature in the swarm's space, the swarm makes a Charisma check. The DC equals 10 + the spell's level. On a successful check, the spell ends. For each spell that ends this way, the mageripper swarm can choose to either regain 10 hit points or gain 10 temporary hit points. Magic Resistance. The swarm has advantage on saving throws against spells and other magical effects. Magic Sense. The swarm knows the location of every spellcaster, active spell, and magic item within 120 feet of itself. Swarm. The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points. Actions Multiattack. The swarm uses Magic Leech. It then makes one attack against each creature whose space it occupies. Tentacles. Melee Weapon Attack: +7 to hit, one target in the swarm's space. Hit: 35 (10d6) piercing damage or 17 (5d6) piercing damage if the swarm has half of its hit points or fewer. Magic Leech. Each creature in the swarm's space that has the ability to cast spells must make a DC 13 saving throw using their spellcasting ability. On a failure, it loses one spell slot of the highest level it possesses. If it has no spell slots, it instead loses one use of an innate spell of its choice that it could cast. If it has no spell slots or innate spells with uses, it instead becomes unable to use one at-will spell (such as a cantrip) of its choice for the next hour.
These tiny horrors live in swarms of up to three hundred individuals, skittering across the land looking for sources of magic to devour. They can live on a diet of meat but they prefer magical energy, and are insatiable and relentless when it comes to consuming it. These creatures are believed to have been created intentionally, perhaps by one mage to harass another. As they feed on magic, they grow, and reproduce by budding, with new tiny magerippers forming on their parents' backs. They prefer temperate areas. Each mageripper is around 1 foot long and weighs 3 to 5 pounds.
Originally from the Monster Manual IV.
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