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’.

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6 thoughts on “Monsters of DnD: Babch and Macha

  1. Oh man, I loved the movie and I’m definitely going to have to use these two in the next campaign I run for my players. Thank you so much for having put this together!

    Do you think that you might make stats for the Moon King as well?

    Like

    1. The Moon King did not seem like a combat heavy character in the film so I don’t think I would be working on him in the future. I’d love to see someone take him on though, and create an NPC based around him.

      Like

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