#dnd cr 10
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The Abyss is a horrendous place, even for the demons that live within it. Bebiliths are not proper demons, existing outside the way those fiends naturally form. Instead, they are more akin to a wild beast of the Abyssal layers, a monster that evolved separately but alongside the demons. And while they do not need to eat, they still enjoy hunting and devouring prey, most of that prey being whatever fiends they find. While bebilith have an ability that many demons would kill for, the ability to transport themselves around the planes at will, many never see any need to leave the Abyss, remaining to hunt and kill whatever demons they can get their claws upon. Some bebiliths encounter outsiders within the Abyss however, mortals, celestials, or even other fiends who have travelled to the Abyss, and killing such a creature may open their mind to hunting new prey. As such, they are sometimes found exploring the planes, searching for new and exciting prey to hunt and kill. They always remember their favorites however, and most bebiliths given the opportunity will hunt a demon over other targets.
Originally from the 3.5 Monster Manual, with inspiration from the Pathfinder Bestiary. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
5th Edition
Bebilith Huge fiend, chaotic evil Armor Class 16 (natural armor) Hit Points 150 (12d12 + 72) Speed 40 ft., climb 20 ft. Str 25 (+7) Dex 12 (+1) Con 22 (+6) Int 11 (+0) Wis 13 (+1) Cha 13 (+1) Skills Perception +5, Stealth +5, Survival +5 Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks Senses darkvision 60 ft., passive Perception 15 Languages understands abyssal but can't speak, telepathy 100 ft. Challenge 10 (5900 XP) Penetrating Strike. The bebilith's attacks overcome all damage resistances and immunities of fiends. Web Walker. The bebilith ignores movement restrictions caused by webbing. Actions Multiattack. The bebilith makes three attacks: one with its Bite and two with its Claws. If both Claws attacks hit the same target, the bebilith uses Rend Armor on the target as a bonus action. The target has disadvantage on this saving throw. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6+7) piercing damage and the target must succeed on a DC 18 Constitution saving throw or be cursed with a fiendish rot for one minute. A cursed target must repeat the save at the start of each of its turns. On a failure, the target's hit point maximum is reduced by 10 (3d6). If the target makes two saving throws in a row, the effect ends early. Claws. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 12 (2d4+7) slashing damage. Web (Recharge 5-6). Ranged Weapon Attack: +11 to hit, range 30/60 ft., all creatures in a 10 ft. cube. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 18 Strength check, bursting the webbing on a success. The webbing can be attacked and destroyed (AC 12; hp 25; vulnerability to slashing damage; immunity to bludgeoning, poison, and psychic damage). Plane Shift. The bebilith casts plane shift, targeting only itself, requiring no material components. Rend Armor. The bebilith tears at the armor of a creature it can see within 10 feet of it. The target must make a DC 18 Dexterity saving throw. On a failure, any nonmagical armor worn by the target takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
13th Age
Bebilith Huge 7th level wrecker [demon] Initiative: +11 Rotting Bite +12 vs. AC - 40 damage plus 10 ongoing poison damage. Natural 16+: The target loses one recovery. Claws +12 vs. AC - 20 damage. Quick Use: 2/round, as a quick action. Dual Hits: If the bebilith hits the same target with two claws attacks during the same turn, it can make a rend armor attack against that enemy as a free action. [Special Trigger] Rend Armor +12 vs. PD - The target is now considered to be wearing no armor (the armor is damaged beyond repair; adjust defenses accordingly). If the target’s armor is magical, the target must roll a hard save (16+). On a success, the armor isn’t affected. This effect is permanent until the target obtains new armor. R: Web +12 vs. PD (1d3+1 nearby enemies in a group) - 15 damage and the target is dazed and hampered (save ends). Natural 14+: The target is weakened and hampered (save ends). Wall Crawler. AC 23 PD 20 MD 17 HP 330
#D&D#dnd#dungeons and dragons#5th edition#13th age#homebrew#my homebrew#monster#fiend#dnd cr 10#13th age level 7#long post
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*Record Scratch*
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Travis: Yep, that's me. You're probably wondering how I got here... 😮💨 and so am I.
#'... well it all started when liam wanted to play dnd for his birthday.'#lol it's okay travis#sams ads only last around 10 minutes#and take away 2 years of your life#but luckily that's all!#critical role#critical role spoilers#cr spoilers
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Guildmasters of Ravnica, Pt. 1
This is just a preview of five, brand-new high CR encounters for D&D 5e. Based on legendary creatures from MtG's Ravnica: City of Guilds.
If you'd like to see all five, as well as support my work and get access to other releases, you can do so over on my Patreon! Be quick though, because this release will only be public until next month.
#dnd#dnd 5e#mtg#dnd homebrew#5e homebrew#ravnica#guildmasters of ravnica#monster#cr 10#humanoid#human#cr 7#monstrosity
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critical role c3e90: a story told in captions
#it wouldn't be a bells hells mission without at least one chaotic catastrophic incident let's be honest#or even a dnd mission tbh#although it also could've been a LOT worse so#this was around the 3 hour 10 minute mark if anyone's curious#also if anyone has ways to improve the image description please let me know#i did my best but i also have no experience with alt image ids or screen readers#critical role#bells hells#critical role campaign 3#cr spoilers#critical role spoilers#ashton greymoore#taliesin jaffe#fresh cut grass#sam riegel#cr3#c3e90#matthew mercer#matt mercer#dnd#dungeons and dragons
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Cerebrilith Large fiend (demon), chaotic evil Armor Class 15 (natural armor) Hit Points 149 (13d10 + 78) Speed 30 ft. Str 21, Dex 13, Con 23, Int 15, Wis 18, Cha 21 Saving Throws Int +6, Wis +8 Damage Immunities lightning, poison Damage Resistances acid, cold, fire, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft. passive Perception 14 Languages Abyssal, telepathy 120 ft. Challenge 10 (5900 XP) Magic Resistance. The cerebrilith has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The cerebrilith's spellcasting ability is Charisma (spell save DC 17). The cerebrilith can innately cast the following spells, requiring no material components: At will: detect thoughts, confusion, dissonant whispers 3/day each: darkness, dominate person, gaseous form
Actions Multiattack. The cerebrilith uses Mind Lash if it is able to. It then makes three attacks: one with its bite, and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage. Teleport. The cerebrilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Mind Lash (Recharge 4-6). Up to three creatures the cerebrilith can see that are within 60 feet of it each must succeed on a DC 17 Intelligence saving throw or take 17 (5d6) psychic damage. A creature that fails its save by 5 or more is also stunned until the end of its next turn.
Cerebriliths are psionic demons who seek to kill, and then consume the brains of, moral creatures. They also use their powers of mental domination to control communities of mortals to serve them, or simply to manipulate them according to the whims of their Abyssal masters. When not serving other demons, they are found in groups of up to four. They stand around 8 feet tall.
Originally from the Expanded Psionics Handbook
#thirdtofifth CR 10#thirdtofifth demon#thirdtofifth fiend#d&d 3.5#dnd 3.5#dnd#d&d#dnd 5e#d&d 5e#dungeons and dragons#d&d monster#d&d homebrew
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I know there are people who didn't quite like the 3rd campaign but for me it was so special 😭 this was the first time I got to watch a whole CR campaign live and I loved the whole experience. I don't know why, but I got teary eyed reading the dnd community congratulating CR on 10 years and the 3rd campaign.
I'm so glad I got to be a very very very small tiny lil part of making these dnd nerds grow their company 🙌 here's too many years more! I can't wait to see what they have in store for us next 🙏❤️🔥 can't wait to support my fellow nerds!!
Hugs to everyone! Don't forget to love each other!
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Liam O'brien everytime he has to make a dnd character: *points* This is for you, gays!
#this man just really goes to make a dnd character and 9 out of 10 times goes#imma make 'em sad and queer and he's so real for that#also we eat that shit up#every time it happens#critical role#cr spoilers#caleb widogast#critical role spoilers#cr#critrole#orym of the air ashari#cr orym#vaxildan#vax'ildan#liam o'brien#liam obrien#random rambles
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crown of stars. he cast crown of stars im fucking absisnsk
#they have literally cast my top 3 favorite spells in all of dnd in the last like 10 episodes. WHAT IS HAPPENING..#SO EXCITING….#cr spoilers#critical role#c3ep109
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the thing about The Characters is that everything other people get out of them is fine and cool, and the most important thing about any story is that people are having fun with it. HOWEVER my interpretation of The Characters and their relationships and themes is always correct.
#this is 90% a joke and 10% observing that some of yall arent even interpreting canon ur straight up making shit up and pretending it's canon#and also a side of I Dont Think Some Of You Are Having Fun. have u forgotten that having fun is the whole point#if it sucks hit da bricks etc#that whole 'some ppl playing ttrpgs complain abt dnd's shortcomings but they rly just should be playing smth other than dnd'#except it's 'some ppl are complaining abt cr's shortcomings and/or pretending it's something it's not#when they should rly just be seeking out other stories'#not that u have to abandon cr! but if ur expecting a specific type of story or character or relationship or whatever#and are continually disappointed with how cr seems to be failing to meet that expectation#consider that maybe u should also look for a story that has already done the specific thing u want#instead of expecting One Show made by Eight People to have or be Everything#like. for instance. i've been continually disappointed by cr's nonbinary characters and physically disabled characters#i havent stopped loving cr but i HAVE sought out other shows who does those specific things better#and i'm so much happier when i'm not putting All My Story Needs onto one story#y'all can do the same with like. wanting an exploration of d&d deities and organized religion being taken down#or a specific type of romantic relationship#or whatever
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hate it when i accidentally woobify my villains
#me.txt#dnd adventures#'i'm making an order of religious fanatic super-soldiers tasked with doing one thing and that is smiting heretics with extreme prejudice!'#'there are four of them and one leader because 4 is a motif in my campaign!'#'hey you know what other franchise has four super-soldiers and one leader who's the best super-soldier?'#i will NOT. i WON'T#... i've already started coming up with names. did you know Zack means 'to remember'? that's FUCKED UP#my other idea is that there are 8 of them and one leader but 1) i can probably come up with 8 SOLDIERs if i tried#and 2) these guys are CR 7 in a level 3-10 campaign. If I have 8 and they all go at it i'll get a TPK#tbf fighting 4 CR 7 inquisitors and their CR 17 leader is still gonna kill them but they'll die slower#edit: 4 CR 7 inquisitors and one CR 17 leader is 'hard' for 5 level 20 characters#but also... no it's not#blehbhhf whatever they're supposed to be fought one-by-one or with cr 1 guard backup
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Anime NYC (New Tidbits from the cast)
Unsure if there was any questions that warranted new info we haven't heard before. Thanks to TempleofGeek for sharing what they could.
But for Ashley, Fearne is like coming home again because she got to play her all the way through this campaign. Newer tidbit: Fearne wears a mask (in a way) to conceal her feelings, not just in terms of romance. But she hides real feelings when things are bad, scary ect.
Grog will always Travis' favorite, but he does love playing a werewolf.
Taliesin is surprised people relate and share about their chronic pain in relation to Ashton and himself.
Laura was asked about how Toru Honda would fair in the DND world. Couldn't find her answer, but OP thinks it would be similar to Jester, but shyer.
Sam's mom said he always wanted to be a minotaur growing up. LOL
Marisha was excited people got to see Keyleth pass through fire and there will be lots of events/live shows throughout the year for CR's 10 anniversary.
Matt builds an NPC (even the minor NPCs) by thinking about their goals. He says certain episodes might feel very Avenger's Endgame
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So many of the different celestials are found in the A section of fantasy bestiaries. Archon, azata, angel, agathion... apparently A is the most holy letter. Today we bring back the archons, the order focused celestials that believe community focused lawful society is the way to ensure the most good is done. Shield archons are the bulwark of their armies, heavily armored towers that fill up the front line. While they can quite easily crush lesser fiends and monsters with their radiant spears, they are also very good at holding off greater threats for a long time to allow their more fragile allies to take position or finish their own plans. Even the greatest of fiends will have to spend some time to crush a shield archon, and every second they're distracted trying to break through its shield is a second it's not killing a weaker target.
Shield archons look near identical with their armor and massive shield, each specific legion distinguished only by its emblem. They stand nine feet tall, but weigh nearly 800 pounds without their armor. While under their armor they may have more unique features and appearances, those souls who become shield archons are rarely interested in expressing themselves as an individual. Their deepest goal is the defense of others, and they place the tools to do so above themselves. Even their body is purposed for battle, their hands transforming into their weapon and shield. These pieces of equipment are truly part of the archon, unable to be separated from its body except by brutal dismemberment, and don't remain long past the archon's death.
Originally from the Pathfinder Bestiary 2. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
5th Edition
Shield Archon Large celestial (archon), lawful good Armor Class 22 (plate armor, +2 heavy shield) Hit Points 125 (10d10 + 70) Speed 40 ft., fly 60 ft. Str 20 (+5) Dex 13 (+1) Con 25 (+7) Int 14 (+2) Wis 16 (+3) Cha 15 (+2) Saving Throws Str +9, Wis +7, Cha +6 Skills Insight +7, Intimidation +6, Perception +7 Damage Immunities lightning Damage Resistances poison, radiant, bludgeoning, piercing and slashing damage from nonmagical attacks Condition Immunities petrified Senses darkvision 60 ft., passive Perception 17 Languages all Challenge 10 (5900 XP) Magic Resistance. The shield archon has advantage on saves against spells and other magical effects. Morphic Hands. As a bonus action, the shield archon can change its hands into a +1 spear and a +2 heavy shield, or back into hands. The archon cannot be disarmed of these items. If one of these items is destroyed, the archon loses that hand as well. If the shield archon is killed, these items can be taken but fade into nothingness after 24 hours. Stability. The shield archon has advantage on saves against being moved or knocked prone. Transpose Ally. When the shield archon casts dimension door, it can choose to teleport into a space occupied by a willing ally. If it does so, the ally teleports to the space the shield archon just vacated, swapping places. Actions Multiattack. The shield archon makes two Spear attacks. +1 Spear. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) piercing damage plus 7 (2d6) radiant damage. Spellcasting. The shield archon casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability: At will: detect evil and good, dimension door, magic circle, message 3/day: shield other 1/day: crusader's mantle
13th Age
Shield Archon 7th level blocker [celestial] Initiative: +9 Holy Shortspear Hand +11 vs. AC - 15 damage plus 10 holy damage. Flight. Shield Block: 1/round, as an interrupt action when a nearby ally is targeted by an attack against AC or PD, the shield archon can give that ally resist damage 18+ against that attack. If the attack rolls a natural 18+, the ally still only takes half damage, and the archon takes the same damage the ally does. Transpose Ally: 1/battle, as a move action, the shield archon can teleport to an ally’s location and teleport that ally to its former location, swapping places with the ally. Resist Holy 14+. AC 25 PD 21 MD 17 HP 96
#d&d#dungeons and dragons#dnd#5th edition#13th age#homebrew#my homebrew#monster#long post#celestial#dnd cr 10#13th age level 7
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Behold… a project that began back in October 5th 2022…
C3 Swap AU
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I am nothing if not predictable
What is the swap AU?
The swap AU was created due to my love of that genre (If you followed me in my Persona phase, you know what I mean)
It was a way for me to practice my craft as time goes on and to this day, I’m still learning. It’s also an excuse for me to draw pretty outfits
It was also inspired by Eren Angiolini’s CR swapped classes (mainly VM and MN back then) before their own rendition of Bell’s Hells, done in 2023
The difference between my version and Eren’s is that instead of swapping DnD classes (Fighter -> Paladin) , we changed their subclasses (Fighter : Battle master -> Fighter : Eldritch knight). Some of these were taken from completely made up thanks to a homebrew list of subclasses
The entire creation of this AU is a group effort from various members of the Dorym Nation discord server. We did not plan for it to work as well as it did as episode rolled by. We did it mostly on vibes and somehow made everyone’s backstory sadder (oops)
Why making this post now?
With campaign 3 coming close to an end, I felt like it was finally time for me to face my fears and show the people what 2 years of creation do to someone, without any remorse for showing enjoyment in a piece of media.
I also struggle with showcasing my work in the last couple of years to a wider audience, especially with the rise in A/I art and N/F/T that just destroyed me mentally. This is why you don’t see much art posting from me
Also every time I thought I had a breather with art, shit just kept happening in the canon game and it really just spiralled to what we have today… Mind you this was created around episode e20 so we didn’t know everything about the characters back then… We were so close but had to change some stuff and add something else… I love the creative process <3
What did you mean by “you made everyone’s backstory sadder?”
When you go into a project made on vibes, you kiiiiind of mix-match a couple of ideas together. With the Swap AU, not only did we swap their subclasses, but we also swapped elements of their backstories with another member of their group. You will see it with everyone’s post.
Wait so you’re not sharing the art yet? Why not?
My goal with this post is to give you guys a small introduction to the AU. I know this will be at the very least 10 post in total minus this one since I’m hoping to give each Hellions their very own Tumblr posts
I am also a perfectionist and I want to give the best quality possible when posting the artworks. I am in the making of creating front facing reference sheets of each member of BH with max 6 different clothes ( EXU or start of the campaign, ball, outfit 2, current one, and for those with specific body transformations get that illustrated also)
There is already existing art of the AU that was created by @czpeterp that you can see here! (Their art is amazing, go check them out!!)
I have Fearne and Chetney’s that are complete, and Imogen is the next one in line. Expect for a post about them coming really soon (hopefully tomorrow)
That’s all for now! Sorry for all the rambling lmao, I do hope I piqued your curiosity and I’ll see you (hopefully) tomorrow morning for our first Swapped character: Fearne Calloway!
#c3 swap au#my au#bells hells#cr campaign 3#fearne calloway#chetney pock o'pea#imogen temult#laudna#orym of the air ashari#dorian storm#ashton greymoore#fcg#braius doomseed#Bells hells swap AU
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Commanders of New Capenna
Another weekend, another brand-new release from me. This time it’s back to the schedule as normal, with the results of last month’s Monster Popularity Contest (a monthly patreon poll where supporters vote to see their favorite monsters, NPCs, and other enemies come to life.) These five friendly mugs are the face commanders from the commander decks released alongside Streets of New Cappena. Each one serves a different family, and plays a different role in the glamorous politics of this 30′s-themed fantasy setting.
If you’d like early access to more content like this, the ability to vote in polls like the one mentioned above, and other patron-exclusive releases like monthly subclasses and more, you can sign up to support me for as little as $2/month!
#dnd#dnd homebrew#5e homebrew#mtg#dnd 5e#streets of new capenna#new capenna#commanders of new capenna#monster#npc#undead#cr 12#fiend#devil#cr 10#humanoid#cephalid#cr 14#leonin#cr 13#rhox#cr 15
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i also want to add w the dm dichotomy thing, the table dichotomy is very important to see because it can be intimidating having cr as your first or only reference for dnd players and holding yourself and your fellow players against people who have been playing together for 10+ years. and while the cast emphasizes not to do this often it can still be hard to accept that you’re not going to get that level of bond/understanding between a group of people overnight. having the crownkeepers + aabria show front and center how having miscommunications, mistakes and just the general blunders of learning dnd and/or adjusting to new peoples’ play styles is normal and doesn’t have to be scary is really awesome to me! these moments for correction/clarification aren’t made to be embarrassing and only make the story better and more fun and safe for everyone.
#anyway idk why i’m being so analytical tonight im just really liking this switch up#critical role#cr spoilers#c3e93#aabria iyengar#the crownkeepers#dungeons and dragons
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Lesser Spawn of Juiblex Large ooze, chaotic evil Armor Class 12 (natural armor) Hit Points 123 (13d10 + 52) Speed 40 ft., climb 30 ft. Str 20, Dex 12, Con 19, Int 4, Wis 13, Cha 10 Saving Throws Con +7, Wis +4 Damage Immunities acid, poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone Senses blindsight 60 ft. passive Perception 11 Languages Aquan Challenge 6 (2300 XP) Amorphous. The spawn of Juiblex can move through a space as narrow as 1 inch wide without squeezing. Sludge Form. The spawn of Juiblex ignores the effects of difficult terrain. When it moves, it can enter other creatures' spaces. A creature whose space it enters for the first time in a turn must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage and be poisoned until the end of the creature's next turn. Actions Multiattack. The spawn of Juiblex makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage and the target must succeed on a DC 15 Dexterity saving throw or be coated in slime. A creature that is coated in slime takes 4 (1d8) acid damage at the start of each of its turns. On its turn, the spawn of Juiblex can make one or both of its slam attacks as if it were in the space of a creature coated in slime. A creature coated in slime can remove the slime from itself by using an action on its turn to make a DC 15 Dexterity saving throw. If a creature coated in slime is dealt 10 or more cold or fire damage, the slime is destroyed and the effect ends for that creature.
Greater Spawn of Juiblex Huge ooze, chaotic evil Armor Class 12 (natural armor) Hit Points 172 (15d12 + 75) Speed 40 ft., climb 30 ft. Str 23, Dex 10, Con 21, Int 6, Wis 15, Cha 10 Saving Throws Con +9, Wis +6 Damage Immunities acid, poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone Senses blindsight 60 ft. passive Perception 12 Languages Aquan Challenge 10 (5900 XP) Amorphous. The spawn of Juiblex can move through a space as narrow as 1 inch wide without squeezing. Horrific Presence. Whenever a creature starts its turn within 5 feet of the spawn of Juiblex, it must make a DC 17 Wisdom saving throw. On a success, the creature becomes immune to the Horrifying Presence of all spawn of Juiblex for 24 hours. On a failed save, the creature becomes frightened until it moves at least 10 feet away from the spawn of Juiblex. Sludge Form. The spawn of Juiblex ignores the effects of difficult terrain. When it moves, it can enter other creatures' spaces. A creature whose space it enters for the first time in a turn must succeed on a DC 17 Constitution saving throw or take 10 (3d6) poison damage and be poisoned until the end of the creature's next turn. Actions Multiattack. The spawn of Juiblex makes two melee attacks or two ranged attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) bludgeoning damage and the target must succeed on a DC 17 Dexterity saving throw or be coated in slime. A creature that is coated in slime takes 9 (2d8) acid damage at the start of each of its turns. On its turn, the spawn of Juiblex can make one or both of its slam attacks as if it were in the space of a creature coated in slime. A creature coated in slime can remove the slime from itself by using an action on its turn to make a DC 17 Dexterity saving throw. If a creature coated in slime is dealt 10 or more cold or fire damage, the slime is destroyed and the effect ends for that creature. Sludge Orb. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 17 (5d6) acid damage.
Elder Spawn of Juiblex Gargantuan ooze, chaotic evil Armor Class 13 (natural armor) Hit Points 214 (13d20 + 78) Speed 40 ft., climb 30 ft. Str 26, Dex 8, Con 23, Int 8, Wis 15, Cha 12 Saving Throws Con +11, Wis +7 Damage Immunities acid, poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone Senses blindsight 60 ft. passive Perception 12 Languages Aquan Challenge 14 (11500 XP) Amorphous. The spawn of Juiblex can move through a space as narrow as 1 inch wide without squeezing. Horrific Presence. Whenever a creature starts its turn within 5 feet of the spawn of Juiblex, it must make a DC 19 Wisdom saving throw. On a success, the creature becomes immune to the Horrifying Presence of all spawn of Juiblex for 24 hours. On a failed save, the creature becomes frightened until it moves at least 10 feet away from the spawn of Juiblex. Sludge Form. The spawn of Juiblex ignores the effects of difficult terrain. When it moves, it can enter other creatures' spaces. A creature whose space it enters for the first time in a turn must make a DC 19 Constitution saving throw. On a failed save, the creature takes 21 (6d6) poison damage, is poisoned until the end of the its next turn, and must succeed on a DC 21 Strength saving throw or be knocked prone. Actions Multiattack. The spawn of Juiblex makes two melee attacks or two ranged attacks. Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 26 (4d8+8) bludgeoning damage and the target must succeed on a DC 19 Dexterity saving throw or be coated in slime. A creature that is coated in slime takes 13 (3d8) acid damage at the start of each of its turns. On its turn, the spawn of Juiblex can make one or both of its slam attacks as if it were in the space of a creature coated in slime. A creature coated in slime can remove the slime from itself by using an action on its turn to make a DC 19 Dexterity saving throw. If a creature coated in slime is dealt 10 or more cold or fire damage, the slime is destroyed and the effect ends for that creature. Sludge Orb. Ranged Weapon Attack: +13 to hit, range 30/90 ft., one target. Hit: 21 (6d6) acid damage.
The spawn of Juiblex are disgusting slime creatures who serve the Faceless Lord in a variety of capacities. Sometimes they are gifted as companions and soldiers to his most faithful thralls, other times they are sent as assassins, or simply lurk forgotten in particularly-tainted ruins. Wherever they go, they leave a path of destruction, as they consume and corrupt everything in their path, growing and bloating until they split into new spawns, or grow greater and more powerful. Lesser spawn of Juiblex are around 10 feet in diameter and weigh one-and-a-half tons. Greater spawn are around 20 feet in diameter and weigh ten tons. Elder spawn are around 40 feet in diameter and weigh almost sixty tons.
Originally from the Monster Manual V
#D&D 3.5#D&D 5e#D&D#DnD 5e#DND#DND 3.5#dungeons and dragons#d&d monster#d&d homebrew#thirdtofifth CR 6#thirdtofifth CR 14#thirdtofifth CR 10#thirdtofifth ooze#juiblex
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