Monsters of DnD: Cold Iron Corruptor

These monstrous fey creatures were, at least at one point, not so different from common man. But their minds turned from magic to artificial augmentation. In the years after war campaigns against fey creatures, a group of tinkerers in the Feywilds saw fit to use their intellect to greater means, even if this meant suffering great pains for their advancements.

Cold Iron Corruptors have large swaths of their bodies replaced by the feared metal which causes beings of fey heritage immeasurable amounts of harm. But through this, they gain great power as well against their foes. But in the wake of this, they never forget what the material is doing to their physical bodies as well as their mental states.

 Returning the favor to my ally and partner-in-crime Doctor Necrotic for the August RPG Blog Carnival, here is a hideous mash-up of faerie and weird science a la Super Science and Sorcery. You can find his theme for the month here at his site, Daemons and Deathrays. https://daemonsanddeathrays.wordpress.com/2016/07/31/rpg-blog-carnival-super-science-sorcery/


Cold Iron Corruptor- Large fey, chaotic neutral

AC: 17 (natural armor)

HP: 230

Speed: 45 ft

 Strength: 22 (+6)

Dexterity: 13 (+2)

Constitution: 24 (+7)

Wisdom: 11 (+1)

Intelligence: 14 (+2)

Charisma: 13 (+2)

 

Saving Throws: Str +10, Con +11

Skills: Athletics +10, Intimidation +6

Damage Immunities: Poison, slashing

Damage Resistances: Piercing, bludgeoning from weapons that are not silvered or magical

Condition Immunities: Paralyzed, frightened, charmed

Senses: Darkvision 60 feet, passive Perception 11

Languages: Sylvan, Common

CR: 12 (8,400 xp)


Cold Weaponry: The Cold Iron Corruptor’s weapons are considered magical for overcoming damage resistances. When hitting a creature with fey lineage, with a physical attack, that creature takes an additional 4d8 cold damage (included in the attack).

Immutable Form: The Cold Iron Corruptor is immune to any spell or effect that would alter it’s form.

Magic Resistance: The Cold Iron Corruptor has advantage on saving throws against spells and other magical effects.

 

ACTIONS

Multiattack: The Cold Iron Corruptor makes two Slam attacks, or one Slam and one Roll-Out attack.

Slam: Melee weapon attack. +10 to hit, reach 5 ft., one target. Hit: 3d8+6 bludgeoning damage.

Roll-Out: melee attack. +6 to hit. the Cold Iron Corruptor curls up into a ball and rolls towards a creature they can see. On a hit, the target takes 3d6+6 damage. The creature must then make a DC Dexterity saving throw of 17, or be knocked prone and pushed to the side 15 feet.

Cold Iron Projectiles (recharge 5-6): Ranged weapon attack. +6 to hit, range 30/90 ft. cone effect. Creatures in the radius of the attack must make a DC 17 Dexterity saving throw, or take 6d8 piercing damage and have their movement speed halved if the save is not made. A successful saving throw halves the damage and the target’s move speed is not halved.

 This month’s blog theme is courtesy of Doctor Necrotic on ‘Daemons and Deathrays’. The theme is Super Science and Sorcery.

 

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Monsters of DnD: Babch and Macha

So, last night I got off my butt and saw Kubo and the Two Strings, an amazingly beautiful stop-motion animated film. It got my creative gears going in my head, and made me inspired to create a monster based off of two of the characters in the film. No spoilers here for people who want to see it and have not yet, but these two haunting women will be the stuff of your player’s nightmares. Gods, their voices still give me the chills…


“Why, what lovely eyes you have….”

 

Babch and Macha- Medium fey, lawful evil

AC: 17 (light armor)

HP: 215

Speed: 30 ft, fly 80

 

Strength; 16 (+3)

Dexterity: 20 (+5)

Constitution: 13 (+1)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 15 (+2)

 

Skills: Deception +5 , Perception +5,   Stealth +9

Damage Resistances: cold, necrotic, bludgeoning, slashing and piercing damage that isn’t silvered

Condition Immunities: Charmed, frightened

Senses: Darkvision 120 ft, passive Perception 17

Languages: Common, Sylvan, Abyssal, Elvish

Challenge Rating: 10 (5,900) per creature, 12 (8,400) if encountered together.

 

Racial Abilities

Devil’s Sight: Babch and Macha can see through magical darkness.

Innate Spellcasting: Babch and Macha’s spellcasting ability is Charisma (spell save DC 16, +7 to hit on spell attacks). They can innately cast the following spells, requiring no material components.

At will: Detect Magic, Fog Cloud, Thorn Whip

2/ day each: Mirror Image, Hex, Hold Person, False Life, Shield

1/ day each: Vampiric Touch, Fear, Blink, Slow

Reactive: Babch and Macha can take one reaction on every turn in combat.

Denizens of the Night: Babch and Macha have advantage on Stealth roles while in shadows or in areas with no light.

Together, Never Alone: Babch and Macha, when encountered together, have advantage on attack rolls when within 40 feet of one another.

Actions

Multiattack: Babch and Macha can make three attacks with their Clawed Whip, or two with a Clawed Whip and one Wing Beat.

Clawed Whip: Ranged attack, +9 to hit, reach 25 feet, one target. Hit: 3d8+5 piercing damage. On a hit, a creature must make a DC Strength saving throw of 16, or be grappled by the Clawed Whip. Each round they are stuck in the grapple, they take 1d6 piercing damage and the Clawed Whip automatically hits them. Babch and Macha cannot attack another target with the whip while a grapple is initiated.

Wing Beat: ranged attack, +9 to hit, reach 35 feet, cone effect. Babch and Macha beat their feathery cloak-wings, causing gales of wind to be stirred up. All creatures in the area of effect must make a DC Dexterity saving throw of 16 or be knocked backwards 20 feet and be knocked prone. A successful save has the target knocked back only 10 feet and not knocked prone.

Shadowy Form: Babch and Macha merge into the darkness, along with any equipment they are wearing or carrying, up to 120 feet to an unoccupied shadowed spot it can see

Reactions

Parry: Babch and Macha add 5 to its AC against one ranged attack that would hit. To do so, Babch and Macha must see the attacker and be wielding a ranged attack.

The concept behind Babch and Macha comes from the Two Sisters, property of Studio Laika and the film ‘Kubo and the Two Strings’.