Here is the final group of variant creatures from the Starter Set. Since last time, not only has the 5th Edition Player’s Handbook dropped, but so has the adventure Hoard of the Dragon Queen and with it a web supplement including all sorts of new monsters. There is in fact only a small amount of overlap between the Starter Set monster list and the ones from the PDF supplement, so in total there are over 60 D&D 5E monsters with which to create adventures already! As such, this exercise seems superfluous, but I am enjoying the creative process so I will finish it off here. After this week, Wicked Wednesday will focus on new creatures, NPC villains, tricks and traps and other wholly original perils.
Orcs are known for their savagery, but some of their kind truly embrace their wild side. Bred and trained by shamans who learn dark secrets from the orcs’ montrous gods, Berserker Orcs are stripped of all desires but for battle. When not in combat, they seem slothfull and dull, massive tattoo covered orcs standing stupidly outside a cave or drooling with idiocy as they look into a camp fire. But the moment battle begins, something emerges from deep with the Berserker’s mind, a wild rage coupled with such martial precision that Berserker Orcs have been dubbed Tiger-Boars by those that have faced them and lived. Once they have destroyed their enemies and the battle is over, Berserker Orcs return to their witless state until the next battle.
Game Rules: Berserker Orcs as much stronger than other orcs. They have Str 20 (+5) and Con 18 (+4) and 30 hit points (4 HD). Berserker Orcs are skilled dual weapon fighters and use a battle axe, morningstar or longsword in each hand with no penalty (+7 to hit, d8+5 damage each). Their wild mental state makes them immune to charm, fear and sleep effects of all kinds and they have advantage on Wisdom saving throws to resist all other mind affecting magic. A Berserker Orc is CR 2 (450 XP).
The only thing more terrifying than a 2000 lb raptor-ursine hybrid bearing down on you is one doing so from the sky. Very rarely, an owlbear is hatched with fully functional fore-wings. These creatures quickly become the apex predator in an area and drive out everything short of dragons. Flying owlbears and griffons compete over hunting grounds and will usually attack one another immediately (the loser, who is likely to flee when half its hit points are gone, moves onto another area).
Game Rules: Flying Owlbears are exactly like their land bound kin except they have a fly movement speed of 80 ft.
Bone is hard, but stone is harder. The calcified remains of the ancient dead can, too, be reanimated by powerful necromantic forces, whether by the whim of some demonic being, in the service of a mortal practitioner of the dark arts, or simply the thin border between the Prime Material Plane and that of Negative Energy. While some Fossil Skeletons are recognizable in form, many are strange and evoke a long forgotten age when wicked serpent folk ruled over the brutish ancestors of modern peoples. There is something of the primordial time in the cruel, if dull, wit of Fossil Skeletons, something savage and primal.
Game Rules: Fossil Skeletons do not wear armor scraps as normal skeletons do, but posses AC 14 due to the natural hardness of stone. In addition, Fossil Skeletons do not suffer from vulnerability to bludgeoning attacks and in fact have resistance to slashing and piercing attacks. Their Hit Dice equal 4d8+8 (27 HP). They are most often armed with spears (+4 to hit, 1d8+2 damage) but are sometimes unarmed (1d6+2 damage). Fossil Skeletons are CR ½.
Imagine a bulbous globe of slimy flesh, covered in viscous ooze, with one worm like appendage protruding from the top. At the end of this appendage is a single, unblinking eye that glows with foul magic. Now imagine this globe sits on the shoulders of a humanoid form, perhaps a goblin or an innocent miner or even your fellow adventurer, where the head should be. The Larval Spectator is the immature form of a full grown spectator. Spectators lay eggs inside the skull of a dead or dying victim, which hatch within hours and begin to devour the brain. After a day, the brain bursts the skull, having been completely transformed into the Larval Spectator. Only a single engorged eye of the host’s head remains, now on a prehensile stalk. The Larval Spectator is able to control the host body and attempts to locate other Larval Spectators, because only when four Larval Spectators come together — each with a different eye stalk power — can a full grown Spectator form, at which point it is drawn into the Far Realms where it belongs.
Game Rules: Larval Spectators are essentially one quarter of a full grown version of the abomination. When a Larval Spectator is created, it possesses only one of the full grown Spectator’s eye stalk powers (roll 1d4 to determine which). It has no bite attack, though it may attack with unarmed strikes, including grappling, nor can they create food and water (they are slowly devouring the host corpse to which they are attached). Also, they only have 2d8+2 (13) hit points. The CR of a Larval Spectator is 1.
When a party of adventurers stumbles across a nest of stirges and must fight off a dozen or so of the blood suycking monsters, it constitutes a bad day. When those same adventurers manage to find and disturb and entire colony of stirges, it is positively apocalyptic. Stirge Swarms usually form during the colder months, when stirges leave their relatively small nests in favor of caverns, ruins and other unattended places. It is believed they do so in order to go into hibernation, reducing their body temperatures like bats to make it through the lean season.Unlike bats, disturbed stirges are immediately consumed by hunger for blood and attack whatever is nearby (other than stirges) in huge numbers. Most Stirge Swarms include thousands of individual stirges but some have been recorded including over a million stirges. The larger the swarm, the more likely it will not be sated by whatever is in the immediate area and will flow like a black river of death into the night sky, in search of the closest feeding ground, be it wild herd or rustic village.
Game Rules: A Stirge Swarm is not a monster, it is a natural disaster. Individual Stirge “encounters” are a constant threat, of course, including 6-12 stirges attacking any given part on any given round on the periphery of the swarm. Anyone entering the swarm is unable to fully resist and takes 5d4+13 damage whenever they start their turn within the limits of the swarm. Of that damage, the initial 1d4+3 is piercing (the rest is due to blood loss). If a character is somehow immune to piercing damage in a way that completely avoids the initial damage, the character avoids all damage for the round. A Stirge Swarm can be dispersed if the PCs cause a total of 100 points of damage over no more than 4 rounds (if 4 rounds go by and 100 damage has not been caused, remove only the hit point total damage from the first round of damage. The Stirge Swarm is immune to piercing, resistant to all other weapons as well as spells that require a to hit roll or have a line area of effect. One the upside, the Swarm is vulnerable to fire and poison damage. If a Stirger Swarm is dispersed, treat it as a CR 3 encounter.
Twig Blight, Kindler
When a wild fire ravages a forest, many twig blights are destroyed along with ordinary plants. However, for some the fire changes them and although it destroys them like the others, they seed as they die. These seeds grow into Kindler Twig Blights, who resemble their parentage in all ways but one: Kindler Blights thrive in fire, much to the surprise and terror of otherwise experienced adventurers who would use flame to stamp out the monstrous plant creatures.
Game Rules: Kindler Twig Blights posses immunity to fire, both mundane and magical. In addition, if a Kindler Blight is damaged by magical flame it becomes itself a torch and causes an additional 1d6 fire damage on any successful hit or to any creature that begins its turn in contact with the Kindler Blight (such as when grappling). In all other ways they are identical to regular Twig Blights.
Although no more than animals, wolves suffer a terrible reputation among the common folk of the world. Due to their predatory nature and their chilling howls in the night and mist, many people attribute evil to the wolf. It is true some elder, darker breeds of wolf do serve evil, such as the warg, there are also wolves that are noble and good. Alpha Wolves are one such breed, though in reality they are not a breed apart such as wolves but rare wolf pups that are blessed with great power, wisdom and nobility. As they grow up, they naturally take command of their packs, and often attract the attention of good fey, druids and rangers. Their primary interest is in preserving their native habitat and protecting other wolves, but they do so by combatting evil wherever it infects the wild. They are great enemies of the aforementioned wargs, as well as werewolves and other evil wolves and wolf like creatures. they may aid good characters who serve similar interests, or direct their packs to destroy those that oppose them.
Game Rules: Alpha Wolves are Neutral Good. They are Large creatures with 6d8+12 HD (43 HP) and possess the following stats: Str 14 (+2), Dex (14 (+2), Con 15 (+2), Int 8 (-1), Wis 16 (+3), Cha 10. Their bite is at +6 to hit and does 4d4+8 damage. Against evil creatures, it is considered both magical and silvered. In addition, an Alpha Wolf may expend an action to bolster all allies within 30 feet, allowing them to recover 1 HD immediately and granting +2 on their next attack roll, saving throw or skill check. This ability has a recharge of 5-6. An Alpha Wolf is CR 2.
The corpse of the villager shambles forward. It is bloated by decay, stomach distended and eyeballs bulging. It is not until your sword is already swinging that you realize that its mouth is sewn shut or that its nose and ears and sealed with great globs of wax. You try and stop your swing but it is too late. As soon as the steal cuts into its sallow torso, blood and bile and something far more foul spew everywhere. You can barely hear your own screams as you collapse and frantically try and wipe the noxious goo from your skin. Bursting Zombies are used by wickedly clever necromancers as traps, knowing that adventurers are often quick to fight when confronted with undead minions. Filled with one of many possible dangerous compounds and sealed against”leakage” the Bursting Zombie is essentially a walking trap.
Game Rules: Bursting Zombies are like other zombies in most ways and retain their usual abilities and limitations. However, when a Bursting Zombie takes damage, roll a d20 and compare the result to the total amount taken by the bursting zombie. If the d20 roll is under 20 AND less than the total amount of damage suffered, it is immediately reduced to 0 HP and explodes. A Bursting zombie reduced to 0 HP always explodes. Every creature within 10 feet of the bursting zombie is affected by the substance with which the zombie was filled. Possibilities include poison gas (Constitution DC 12 save or be poisoned for 10 minutes), alchemists fire, green slime, rot grubs, explosive powder (3d6 fire damage, Dexterity DC 13 save for half), and others. The base CR for a Bursting Zombie is ½, but my be increased for especially dangerous explosive attacks.