Iraanki


Iraanki

Medium Aberration, neutral evil


  • Armor Class 13 (natural)
  • Hit Points 110 (13d8+52)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 18 (+4) 12 (+1) 14 (+2) 14 (+2)

  • Saving Throws Int +5, Wis +5
  • Skills Insight +6, Perception +4
  • Damage Resistances Force
  • Damage Immunities Thunder, Psychic
  • Condition Immunities charmed
  • Senses passive Perception 14
  • Languages Iraanki
  • Challenge 4 (1100 XP)

Magic Resistance. The Iraanki has advantage on saving throws against spells and other magical effects.

Shred. If a creature is grappled by the Iraanki's tentacles, the Iraanki can use its Claw attack as a bonus action on it.

Actions

Multiattack. The Iraanki makes two melee attacks

Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) slashing damage plus 3 (1d4+1) psychic damage

Tentacle. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 6 (1d6+3) bludgeoning damage plus 3 (1d4+1) psychic damage, and the creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the Iraanki can't use its Tentacles on another target.

Psionic Brutes

Iraanki are brutes with psionic abilities. They grapple their victims with their tentacles and rip them to pieces with their massive claws, all while plaguing the creature's mind with thoughts of death. Ususally these creatures travel alone or in very small nomadic groups, so they have learned to survive by having an abnormal ability to see a creature's true intentions.


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Monster Compendium 1 | Aberrations

Homebrewing by

Alvxadkins

Art Credits

Artist: Slawomir Maniak http://www.maniakart.com/

Inquisitor


Inquisitor

Large Aberration, Lawful Evil


  • Armor Class 15 (natural)
  • Hit Points 71 (13d10+13)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 8 (-1) 12 (+1) 19 (+4) 19 (+4) 17 (+3)

  • Saving Throws Int +8, Wis +5, Cha +4
  • Skills Arcana +8, History +10, Investigation +8
  • Damage Vulnerabilities psychic
  • Damage Resistances necrotic
  • Condition Immunities charmed
  • Senses truesight 60ft., passive Perception 14
  • Languages all, telepathy 120ft.
  • Challenge 4 (1100 XP)

Detect Sentience. The inquisitor can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of Interposing barriers, unless the creature is protected by a mind blank spell.

Actions

Multiattack. The inquisitor makes two devour intellect attacks.

Devour Intellect. The inquisitor targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 14 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence (through a greater restoration spell or long rest).

Slam Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit 3 (1d6-1) bludgeoning damage.

Natural Genius

Inquisitors are incredibly inelligent creatures that love to show it off by using riddles on creatures they meet. Outwit this creature, and it may let you live. Fail to answer its riddles, expect to have a horrible headache in the morning.

Homebrewing by

Alvxadkins

Art Credit

Artist: Xeeming http://xeeming.deviantart.com/


Variant Action: Body Thief
  • Some Inquisitors have refined their magical ability to devour brains and control creatures around them by studying arcana.
  • Warning: This probably raises the CR

On page 191 in the Monster Manual, there's an action called Body Thief. It's too long to fit on this page without screwing up the aesthetic, otherwise I'd post it on here. (I want it to look semi-pretty)

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Monster Compendium 1 | Aberrations

Nightmare Elk


Nightmare Elk

Large aberration, unaligned


  • Armor Class 12 (natural)
  • Hit Points 26 (4d10+4)
  • Speed 0ft., fly 50ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses passive Perception 10
  • Languages -
  • Challenge 1 (200 XP)

Charge. If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6+3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5ft., one prone creature. Hit 14 (4d6) force damage.

Frightful Presence. Each creature of the Elk's choice that is within 60 ft. of the elk and aware of it must succeed a DC 8 Wisdom Saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elk's Frightful Presence for the next 24 hours.


Art Credit: Oana Birtea http://yuuza.deviantart.com/

Homebrewing by: Alvxadkins

Nightmare Elk

Skeletal remains of an elk with a living, breathing universe inside them. These nightmarish creatures roam haunted forests at the dead of night, floating about an inch above the ground. If trampled by the nightmare elk, you'll feel the force in which it uses to boost itself up in the air.

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Monster Compendium 1 | Aberrations

Jinks

Homebrewing by: Alvxadkins

Artist: Kekai Kotaki



Jinks

Large monstrosity, unaligned


  • Armor Class 14 (natural)
  • Hit Points 59 (7d10+21)
  • Speed 40ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 17 (+3) 2 (-4) 16 (+3) 6 (-2)

  • Skills Perception +7
  • Senses darkvision 60ft, passive Perception 10
  • Languages -
  • Challenge 3 (700 XP)

Charge. If the Jinks moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 2d8 bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Actions

Gore. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 14 (2d8+5) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 12 (2d6+5) slashing damage.

.

Jinks

Orginating from feral minotaurs, these beasts formed over several generations of living away from any sort of civilization. They are incredibly strong, even stronger than their more intelligent counterpart, and they use that to their advantage. The only thing the jinks knows now is how to capture its prey to eat.

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Monster Compendium 1 | Monstrosities

Fowl Creatures


Fowl Soldier

Medium monstrosity, neutral evil


  • Armor Class 12 (natural)
  • Hit Points 13 (3d8)
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 11 (+0)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages Common, Fowl
  • Challenge 1/2 (100 XP)

Dive Attack. If the fowl is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

Actions

Deafening Screech (Recharge 5-6). Each creature in a 15 ft. radius around the fowl that can hear must make a DC 10 Constitution saving throw or take 3 (1d6) thunder damage and have disadvantage on their next attack.

Halberd Melee Weapon Attack: +3 to hit, reach 10ft., one target. Hit 6 (1d10+1) slashing damage.

Art Credit: David Gaillet https://www.artstation.com/artist/davidgaillet


Fowl Soldier

Standing tall with ruffled grey feathers and a razor sharp beak, these soldiers bring horror to the battlefield. Often times, they are used as shock troops by their commander because of their ease of maneuvering from position to position.

Art Credit: Maxim Verehin https://www.artstation.com/artist/verehin

Homebrewing by: Alvxadkins


Fowl Commander

Medium monstrosity, neutral evil


  • Armor Class 14 (natural)
  • Hit Points 58 (9d8+18)
  • Speed 20ft., fly 50 ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 14 (+2) 18 (+4) 15 (+2) 17 (+3)

  • Senses passive Perception 12
  • Languages Common, Fowl
  • Challenge 2 (450 XP)

Dive Attack. If the fowl is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

Actions

Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d6+4) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the fowl can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add a d4 to its roll provided it can hear and understand the fowl. A creature can benefit from only one Leadership die at a time. This effect ends if the fowl is incapacitated.

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Monster Compendium 1 | Monstrosities


Nesquir

Medium Aberration, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 71 (13d8+13)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 9 (-1) 11 (+0) 13 (+1)

  • Damage Resistances fire
  • Damage Immunities cold
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Nesquir
  • Challenge 4 (1,100 XP)

Barbed Hide. At the start of each of its turns, the Nesquir deals 5 (1d10) piercing damage to any creature grappling it.

Actions

Multiattack. The nesquir makes three melee attacks: One with its bite and two with its claws. Alternatively, it can use Hurl Ice twice.

Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6+3) slashing damage plus 10 (3d6) cold damage.

Bite. Melee Weapon Attack +5 to hit, reach 5ft., one target. Hit 6 (1d6+3) piercing damage plus 10 (3d6) cold damage.

Hurl Ice. Ranged Spell Attack +5 to hit, reach 150 ft., one target. Hit 10 (3d6) cold damage.


Nesquir

Standing tall with a snake-like body moved by slimy tentacles, this phenomenon of a creature is covered in naturally forming spikes of ice. With its glowing blue eyes, it hunts at night and uses its claws to rip flesh to pieces. They can create ice out of thin air through their abnormally cold blood, and hurl it towards their victims. They often live in small groups of five or less, thus forming incredibly strong bonds with those they live with.

Homebrewing by: Alvxadkins

Art credit: Joe Slucher http://joeslucher.deviantart.com/

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Monster Compendium 1 | Aberrations