
Ventnor |

A link to the latest UA article.
Overall, I thought the options provided here were pretty cool. My favorite was the Revenant race. They were one of my favorites in 4e, simply because of the cool story potential. A revenant monk especially looks like they'd be unstoppable. If you die, you just come back, and as a monk you need no weapons to continue your undying quest for vengeance.

SmiloDan RPG Superstar 2012 Top 32 |
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This is a homebrew monster I ran for our St. Patrick's Day session
Nuckelavee
This centaur-like creature has a massive head with a single burning red eye, fin-like hooves, and massive claws that reach the ground. A foul vapor spills from its fang-filled pig-like snout. It lacks skin, and black blood is visible pumping through its yellow veins.
Chaotic Evil Large Fey
AC: 17 (natural armor)
HP: 114 (12d10 + 48)
Speed: 60 ft., Swim 60 ft.
STR: 21 (+5), DEX: 16 (+3), CON: 19 (+4), INT: 6 (-2), WIS: 11 (+0), CHA: 8 (-1)
Saving Throws: Con +7, Wis +3
Skills: Athletics +8, Perception +3
Damage Resistance: bludgeoning, piercing, and slashing damage from non-magical attacks
Damage Immunities: poison
Condition Immunities: poisoned
Senses: passive Perception 13
Languages: Abyssal, Aquan
Challenge: 7
Special Abilities:
Amphibious: The Nuckelavee can breathe air and water.
Famine Maker: The Nuckelavee exudes an aura that acts as control weather, always reducing the precipitation in the area of effect. Plants subjected to the aura for a week produce no flowers, fruit, or seeds for 1 year unless subjected to a plant growth spell. Beasts subjected to the aura must make a DC 11 Constitution save at the end of each long rest or gain one level of exhaustion.
Horrific Appearance: Any humanoid that starts its turn within 30 feet of the Nuckelavee and can see the Nuckelavee must make a DC 15 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Nuckelavee is within line of sight, 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 Nuckelavee’s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the Nuckelavee’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the Nuckelavee.
Storm Wrath: The Nucelavee hates the rain. If caught in the open during the rain, it has disadvantage on ability checks, attack rolls, and saving throws.
Underwater Transformation: When the Nuckelavee is submerged underwater, it transforms into another form, even more horrific than the form it assumes on land. It retains all of its base form’s abilities and statistics, except creatures subjected to its Horrific Appearance ability save with disadvantage. Creatures that view the submerged Nuckelavee must also make a DC 20 Intelligence saving throw or forget what the Nuckelavee’s submerged form looks like.
ACTIONS_______________________________
Multiattack: The Nuckelavee makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 9 (2d8) poison damage.
Claw: Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Flaming Eye: Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.
Poison Breath (Recharge 5–6): The Nuckelavee exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw also gain the poisoned condition for 1 minute. Plants in the area of the Nuckelavee’s breath weapon wither and do not bear flowers, fruit, or seeds for 1 year unless targeted with a plant growth spell.
Rampaging Plague: 1/day, the Nuckelavee can cast contagion, with a melee spell attack bonus of +6 and a Constitution saving throw DC of 15. Anyone who touches a creature infected by the Nuckelavee’s contagion spell must also succeed on a DC 15 Constitution saving throw or be infected too.
LEGENDARY ACTIONS________________________________
The Nuckelavee can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Nuckelavee regains spent legendary actions at the start of its turn.
• Flaming Eye: The Nuckelavee can target one creature within 120 ft. of it with its Flaming Eye ability.
• Gallop: The Nuckelavee moves up to 60 ft.
• Poison Breath (Costs 2 Actions): If the Nuckelavee has an available use of it, the Nuckelavee uses its Poison Breath ability.