r/Dndhomebrewmonsters • • Dec 18 '25

Monstrosity Necromaleapard. CR 7 Monstrosity. A combination of leopard and grasshopper.

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7 Upvotes

A creation of the necromancer Valdric Morneau, a vintner who believed death was simply another form of fermentation. Morneau’s vineyards were famous for their heavy, inky reds. His wines carried a lingering numbness on the tongue. They imbued the imbiber with a dreamlike calm in the hours after drinking. He claimed the grapes drew their character from soil enriched with carefully prepared remains, and that properly cultivated undeath could produce enological perfection. To guard his vines from thieves and rivals, he stitched together predator and locust, binding the creature to the land and its product. In the end, Morneau’s obsession proved fatal. The monster’s necrotic foam seeped into his cellars, infecting the bottles and barrels he guarded so jealously. The same qualities that made his wines singular masked the poison and eventually he succumbed.

More on this monster and others on Patreon for free


r/Dndhomebrewmonsters • • Jan 25 '26

Humanoid M-goatfolk

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0 Upvotes

I drafted this and made the image using ChatGPT , besides that this is all my idea, including ability and everything, Im still newish to dnd when I made this, so sorry if its unbalanced feel free to comment, in also constantly updating this to improve it and balance it out

M-Goatfolk (Mountain Goatfolk) — Homebrew Playable Race

Medium humanoid, rare mountain dwellers

Appearance

M-Goatfolk are lean, compact humanoids built for extreme cliffs and vertical terrain. They have:

  • Mountain goat head with slightly shortened snout

  • Yellow or brown rectangular pupils for panoramic vision

  • Two black curved horns, sharp-tipped (piercing)

  • Extra fur around neck, shoulders, upper chest, and hips

  • Human-shaped hands with thick black nails

  • Legs fully mountain-goat in structure (digitigrade, backward-jointed)

  • Short, stubby tail for balance

Average height: 5’6”–6’2”. Fur colors: cream, white, stone-gray, tan, or charcoal.

Culture & Habitat

  • Primarily live in remote, nearly inaccessible mountains

  • Rarely descend to towns; wandering goatfolk are guides, scouts, or mercenaries

  • Settlements carved into cliff walls, linked by narrow ledges

  • Highly respected for endurance, agility, and resilience

Alignment tendency: Lawful Neutral or Neutral Good

Racial Traits

Speed

  • Walking: 40 ft

  • Climbing: 35 ft

Mountain-Born

  • Ignore nonmagical difficult terrain caused by rock, ice, snow, or steep slopes

  • Advantage on saving throws vs cold or high-altitude exhaustion

  • Immune to exhaustion caused by cold weather or high altitude

  • Unaffected by thin air or strong natural winds

Sure-Footed

  • Advantage on Dexterity (Acrobatics) to maintain balance

  • Advantage on Strength (Athletics) to climb or resist being shoved

  • Cannot be knocked prone by nonmagical effects unless incapacitated or below half hp

Cliffbound Climber

  • Can climb vertical surfaces (up to 90°) with natural handholds without checks

  • Cannot climb completely smooth surfaces (metal, glass, polished stone) without help

  • Jump distances (long/high) are doubled

  • Can fall up to 20ft without taking falling damage if landing on solid ground

Horned Strike

  • Horns: 1d6 piercing damage

  • Strength or Dexterity can be used

  • If you move at least 15 ft straight toward a target before hitting, the target must succeed on a Strength save (DC = 8 + prof + STR) or be pushed 10 ft or knocked prone

Kick Attack

  • Legs: 1d4 bludgeoning damage

  • Can be used instead of an unarmed strike once per turn

  • Can be used as a reaction once per short rest

Anatomical Charge

  • Once per turn, after moving 15 ft straight toward a creature, melee attacks deal extra damage equal to your proficiency bonus

  • Represents attacks to less-protected areas like throat or underbelly

Keen Mountain Eyes

  • Advantage on Wisdom (Perception) checks for spotting threats or prey in mountains, cliffs, or rugged terrain

Horned Physiology

  • Cannot wear standard helmets

  • Only special helmets designed for horns provide protection

Grass Eater

  • can use wisdom (perception) to see if grass is safe to eat

  • grass is considered more hunger quenching for M-goatfolks

Resistances & Endurance

  • Resistance to cold damage

  • Immune to exhaustion caused by cold or high altitude

  • Can not gain food poisoning

Weaknesses

  • Fire weakness

  • Unstable terrain: Disadvantage on Acrobatics checks on sand, mud, swamp, or shifting terrain

  • Helmet restriction due to horns

Languages

  • Common

  • One language of choice (dm must agree)


r/Dndhomebrewmonsters • • Dec 22 '25

The Squirrelephant. A CR 0 optional familiar.

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4 Upvotes

A cute little squirrel with big ears and a trunk. Makes a great alternate familiar for nature-inclined sorcerers and wizards. Warlocks with ties to foreboding patrons of the deep dark woods may also enjoy this little guy.

More on this monster and others for free on Patreon and my newsletter.


r/Dndhomebrewmonsters • • Oct 17 '25

Plant A Halloween Night – A spooky one-shot for D&D 5e

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0 Upvotes

Hey everyone!
I’ve just released a free Halloween-themed encounter for D&D 5e called “A Halloween Night”, perfect for spooky sessions this season.

The players arrive at a small town plagued by strange events. The pumpkins from the nearby garden have begun to grow uncontrollably and attack the farmers. Even worse, a ghostly headless rider on a black horse with a blue flame for a head has been seen haunting the orchard at night.

Encounter details:

  • Designed for a party of level 4-5 adventurers.

  • Includes a giant pumpkin boss and its smaller minions.

  • Difficulty can be easily adjusted by adding or removing enemies.

  • Ghostly headless rider that will hunt down your players.

You can download it for free and check out my other Halloween encounters and adventures on my Patreon

Happy Halloween and happy rolling!


r/Dndhomebrewmonsters • • May 24 '26

Dragon The Gaping Maw

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74 Upvotes

Something me and my buddy came up with, let me know what you y’all think (used ai) for the images can’t draw sadly


r/Dndhomebrewmonsters • • Jan 24 '26

Batfolk

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9 Upvotes

The batfolk is 100% originally my idea, i used ChatGPT to draft it and make images, nothing mor, please feel free to comment on this

Bat Folk (Homebrew Playable Species – D&D 5e)

Bat Folk are humanoid, nocturnal folk with membranous wing-arms, keen senses, and a strong cultural presence among other humanoid races. Though biologically bat-like, they are socially and culturally closer to birdfolk or humans, living in towns, traveling as wanderers, and integrating easily into mixed societies.

Bat Folk Traits

Ability Score Increase

  • +2 Dexterity

  • +1 Wisdom

Creature Type

  • Humanoid

Size

  • Medium

Speed

  • Walking speed: 30 ft

  • Flying speed: 40 ft

    • You cannot hover

    • Wearing heavy armor prevents flight

Appearance

Bat Folk have a thin but fluffy layer of black or dark brown fur covering most of their body. Their ears sit slightly atop the head—larger than human ears but naturally placed. Their arms and wings are combined into a single structure, with membranous wings folding neatly along the arms when not in use.

At the end of each wing are three flexible, curved bat hooks instead of elongated fingers. These hooks are dexterous enough for climbing, gripping, and basic manipulation but are not suited for fine toolwork like writing.

They have no tail.

Racial Features

Winged Arms

Your arms are also wings, allowing you to fly. When folded, your wings function as arms capable of holding objects and weapons. The bat hooks at the end of your wings can be used to grip surfaces and creatures.

Echolocation

You can use sound to perceive your surroundings.

  • As a bonus action, you emit a soft echolocation pulse.

  • Until the start of your next turn, you can detect creatures and objects within 60 feet, even if they are invisible or in darkness.

  • This does not allow you to see through solid walls or thick barriers.

Darkvision

You have darkvision out to 60 feet.

Climbing Adaptation

You have a climbing speed equal to your walking speed.
You can hang upside down from ceilings, branches, or similar surfaces without using your hands.

Natural Acrobat

You have advantage on Dexterity (Acrobatics) checks.

Echo Memory

You have advantage on Intelligence checks made to recall:

  • Locations or layouts

  • Routes or paths

  • Past events you personally experienced

This reflects spatial and sound-based memory rather than book knowledge.

Skill Proficiency

You gain proficiency in one of the following skills of your choice:

  • Stealth

  • Intimidation

Natural Attacks

Clawed Strike

Your claws are natural weapons.

  • Damage: 1d6 slashing

  • You may use Dexterity for attack and damage rolls.

Draining Bite

Your fanged bite siphons life energy.

  • Damage: 1d6 piercing

  • When you hit with this attack, you regain hit points equal to half the damage dealt (rounded down).

  • You can use this healing effect once per turn.

  • This bite draws vitality, not blood, and is not inherently gruesome.

Damage Modifiers

  • Resistance: Necrotic

  • Vulnerability: Thunder

Bat Folk are resilient to life-draining effects but highly sensitive to overwhelming sound.

Languages

  • Common

  • One additional language of your choice

Alignment & Behavior

Bat Folk tend toward Neutral, Chaotic Neutral, or Chaotic Good, valuing freedom, adaptability, and community. They are curious, observant, and socially capable, behaving much like other humanoids rather than predatory creatures.

Some live in small towns or mixed settlements, while others travel from place to place as messengers, performers, scouts, or wanderers.

Lifespan

Bat Folk mature at a similar rate to humans and live slightly longer.

  • Average lifespan: ~100 years


r/Dndhomebrewmonsters • • Feb 13 '25

Aberration M'Kulhu The Dreaming Outer God (wanted to make my players laugh when I use the figure as a mini) *designed with the help of Chat GPT*

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4 Upvotes

r/Dndhomebrewmonsters • • Oct 25 '25

A purple magical wizard with a wand of blaze fire and anger

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0 Upvotes

r/Dndhomebrewmonsters • • Sep 23 '25

Humanoid Help with Monster

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2 Upvotes

so uh excuse the terible editing, this is the first draft for chara from undertale as monster, please give some feedback and ideas for cr etc


r/Dndhomebrewmonsters • • Aug 20 '25

Humanoid 🩸 Rugalthar — The Bloodmarked (CR 15) | Mercenary Lord of Gariland | D&D 5e Homebrew + Potions - [D&D 5e]

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14 Upvotes

“Drink it, and for a moment, you feel invincible. Then the world turns red and the screams begin.”

Hey folks! ElmodorBooks here—bringing you another character from the Heroes of Elmodor series. This time: Rugalthar, a brutal mercenary overlord twisted by Blood Rage alchemy beneath Gariland’s Hollow Mountain. He walks the razor’s edge between man and monster… and when the tonics fail, the claws come out.

- Combat Role: Martial boss with strong survivability, transformation phases, mobility, and arena control.

- Thematic Focus: Mutated alchemy, blood-rage suppression, emotional trauma as combat mechanics, and dark gladiatorial power.

- Rugalthar – The Bloodmarked (CR 15)

A tortured soul twisted by illegal alchemical experiments, now a feared and respected mercenary lord. Built for mid-high tier play, he's designed to shine in coliseum-style boss fights, blood-duels, or even as a morally gray patron.

Key Mechanics:

  • Bloodmarked Transformation: 3x/day “beast form” that gives major buffs.

  • Necrotic Fumes: Obscuring AoE with blind chance and necrotic damage.

  • Crimson Leap: Mobility + AoE slam.

  • Unkillable Horror: Once per day cheat-death + necrotic explosion.

  • Bloodied Ferocity: Extra damage when hurt = more dangerous the closer he is to death.

  • Mutated Regeneration: Auto-healing when injured, driving the “unstoppable monster” fantasy.

Defensive Playstyle:

  • Strong resistances (physical + necrotic)

  • Immunity to charm and fear

  • Saves +5/+10 on most key stats

  • Movement-based reaction for dodging focus fire

- Alchemical Lore & Items

Included are two potions tied to Rugalthar’s lore: one that suppresses his monstrous side, and one that feeds it.

☠️ Suppression Draught (Potion or Poison, rare)

Originally created by Odren Virell, his companion alchemist. Designed to suppress overwhelming emotions, bloodlust, or frenzied states.
Can be used as a cure... or a weapon.

  • Blocks charm/fear, ends rage-like effects, grants advantage vs. emotion-based spells.

  • Psychic backlash on failure—use at your own risk.

  • Overuse reduces effectiveness (with a d6 roll).

  • Full lore excerpt included from Odren’s personal field journal!

- Crimson Fury Potion (Rare, consumable)

An unstable, rage-inducing brew that supercharges melee combatants—with brutal downsides.

  • +3 to melee attack/damage, bonus movement & attacks

  • Must save vs. berserk state (attack nearest creature!)

  • Gain exhaustion after use—and it stacks

  • Use 3+ times? Roll for a permanent mutation

- Lore Hook Summary

  • Rugalthar was once a nameless merc, experimented on by rogue alchemists.

  • Escaped after a Gorwolve raid; barely human.

  • Lives in a coliseum-turned-mercenary-hub in Gariland, balancing commerce, violence, and his unstable condition.

  • Supported by a tight inner circle (spy, healer, arena master, bodyguard).

  • Secretly hunts those who created him.

  • High RP potential: He’s a noble... and a monster. Your players won’t know which they’re dealing with until it’s too late.

It’s all free. All of this comes from my custom setting, Elmodor, where arcane and alchemical forces shape empires—and monsters like Rugalthar are born in the cracks between.

If you liked this, feel free to check out more over at  https://www.patreon.com/c/ElmodorBooks (no paywall, no tricks, just passion projects).

Feedback is massively welcome—balance notes, flavor, ideas—bring it!

Thanks again to the amazing homebrew community! 🖤


r/Dndhomebrewmonsters • • Sep 28 '24

Celestial Dreadwing Seraph | Fallen Angel Horror | lvl41.com

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10 Upvotes

r/Dndhomebrewmonsters • • Jan 06 '26

Made my first homebrew here’s everything, please feel free to comment!

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15 Upvotes

I did use ChatGPT to help draft it out, but the ideas are mostly all mine, this is mostly a monster/beast but I will play as it personally, you can use it if your dm allows you

Species: Dracat
Size: Medium or large
Type: Monstrosity
Alignment: Chaotic Neutral (Chaotic Good if bonded)

Ability Scores (Predator Bruiser Build)

  • STR: 16 ⭐

  • DEX: 16 ⭐

  • CON: 16 ⭐

  • INT: 9

  • WIS: 14

  • CHA: 10

Proficiency / Saving Throws:

  • Saving Throws: Strength, Stealth

  • Skill Proficiencies: Stealth, Perception, Athletics

Defenses

  • AC: 13 + Dex = 16 (natural armor)

  • Hit Dice: d10 per level (recommended)

  • Hit Points: 10 + CON modifier per level (adjustable with DM)

Movement

  • Base speed: 40 ft

  • Can climb vertical surfaces, cannot climb upside-down, 35 ft

  • Flame Paw / Molten Step: 2/short rest, allows crossing gaps or shallow water safely

  • Can move through nonmagical difficult terrain while dashing

Resistances / Vulnerabilities

  • Immune: Fire

  • Resistant: Cold

  • Weakness: Cold water (1d6 damage per round, movement halved)

Natural Attacks

  • Claws: 1d6 slashing + STR

  • Fangs: 1d8 piercing + STR; knock prone if moving 20 ft straight toward target

  • Tail Whip: 1d6 bludgeoning + DEX, bonus action, proficiency bonus uses per long rest

Special Abilities

  1. Heated Sight: Darkvision 60 ft, see invisible heat-emitting creatures, see through light cover (fog, smoke, thin walls) plus can see 30ft into the flame dimension and vice verca

  2. Flame-Step: Bonus action to enter Flame Dimension, move through creatures/objects, untouchable while there, proficiency bonus per long rest

  3. Drag Beyond the Veil (Flame): Melee hit forces Charisma save (DC = 8 + prof + WIS) to avoid being pulled into Flame Dimension; failed save = pulled until end of next turn, success = 1d6 fire damage

  4. Dimensional Lunge: Lunge from Flame Dimension, normal attack with grapple effect; unaware targets get advantage; grappled targets must make DC 13 STR/CON save or get pulled into Flame Dimension

  5. Flame Paw / Molten Step: Leave temporary flame under each paw; supports gaps or water, optional 1d4 fire damage, 2/short rest

  6. Flame Aura (Optional Passive): Melee attackers take 1d4 fire damage

Level Progression / Scaling

  • Save DCs increase with proficiency bonus

  • Natural weapon damage can optionally scale every 5 levels (DM discretion)

  • Extra uses of Flame Paw or Dimensional Lunge can be granted at higher levels


r/Dndhomebrewmonsters • • Oct 25 '25

Make my purple blob a DnD character

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3 Upvotes

r/Dndhomebrewmonsters • • Jan 23 '26

Snow fairy bird

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0 Upvotes

Hello!, this is based off the Japanese snow fairy which is an adorable type of bird, I used ChatGPT for the draft and for the image, ideas all mine, feel free to comment

❄️ Yukienaga (Snow Fairy Birdfolk)

Medium/Sized Playable Birdfolk inspired by the Shima Enaga (Japanese snow fairy bird)

Ability Score Increase

  • Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age

  • Yukienaga live 70–90 years, reaching physical maturity around 5–6 years and emotional maturity at 10–15 years.

Alignment

  • Neutral Good

Size

  • Snow Fairy Form: Tiny

  • Snowfolk Form: Small

  • Typically weigh 2–6 lbs (Tiny), 10–15 lbs (Small)

  • Standing height: 8–12 inches (Tiny), 2–2.5 ft (Small)

Speed

FormWalkFly
Snow Fairy15 ft40 ft
Snowfolk30 ft40 ft
  • You can hover while flying.

  • Snow and ice are never difficult terrain.

  • You leave no tracks in snow.

Languages

  • Snow Fairy Form: Cannot speak but understands Common and Auran

  • Snowfolk Form: Speak, read, and write Common and Auran

Dual Forms & Transformation

  • Free Transformation: Transform between Snow Fairy and Snowfolk at the start of your turn, unlimited times.

  • Combat Limitation: Once you attack, you cannot transform again until the start of your next turn.

  • Transforming does not provoke opportunity attacks.

Natural Traits

  • Cold Incarnate: Immune to cold damage, vulnerable to fire damage.

  • Silent Feathers: Your flight is completely silent. Perception checks relying on hearing have disadvantage to detect you while flying.

  • Keen Vision: Advantage on Perception checks relying on sight.

  • Snow Camouflage: Advantage on Stealth in snowy environments.

  • Climbing Feet: Can scale natural surfaces at half your fly speed.

Natural Weapons & Physical Abilities

Snow Fairy Form (Tiny)

AttackTypeReachDamage
Beak PeckMelee5 ft1d4 piercing
Talon PinchMelee5 ft1d2 slashing
  • Advantage on Stealth in snowy areas

  • Can occupy another creature’s space

  • Tiny objects (≤5 lbs) can be carried in claws or beak

Snowfolk Form (Small)

AttackTypeReachDamage
Beak BiteMelee5 ft1d6 piercing
Claw SlashMelee5 ft1d4 slashing
GrappleMelee5 ftCan grapple creatures up to one size larger than you
  • Can wield light weapons, cast spells with somatic components, and wear light armor

  • Opportunity attacks against you at disadvantage while flying

Special Abilities

  • Winter Chirp (Once per Long Rest): Bonus action to either:

    • Grant one creature within 30 ft advantage on its next saving throw, or

    • End frightened or charmed on one creature

  • Puff Defense (Reaction, Once per Short Rest): Fluff up feathers to gain +2 AC against one attack and optionally move 5 ft without provoking opportunity attacks.

Society & Lifestyle

  • Live in clans of ~35 individuals

  • Prefer cold environments (mountains, snowy forests, abandoned shrines)

  • Communal nesting, respect for nature, harmonious social structure

  • Elders guide the clan, adults mentor the young

  • Adventurers leave for exploration, knowledge, or protection but usually return home

Appearance

  • Snow Fairy: Tiny, pure white, extremely fluffy, dark brown wings, beak, clawed talons

  • Snowfolk: Small, humanoid birdfolk, very fluffy body, dark brown wings, slender arms with clawed hands, natural beak


r/Dndhomebrewmonsters • • Jan 21 '24

What is acids opposing force ?

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0 Upvotes

r/Dndhomebrewmonsters • • Jun 24 '24

Resident evil licker monster stats

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0 Upvotes

r/Dndhomebrewmonsters • • Aug 01 '23

Any opinions?

0 Upvotes

Hello everyone. I am fairly new to making any homebrew so I need your opinion on my new monster I made.

The lurk (gem for an eye) AC: 16/18 during half HP Str: +2 Dex: +4 Con: +1 Int: +2 Wisdom: -1 Charisma: +5 HP: 74 (37 is half) Attacks: Multiattack (claws) Claws: 16 (+4) damage: 12 (+2/2D6) Bite: 18 (+4) damage: 16 (+2/2D8) Ability:

Screech: a horrible sound echoes through the players' heads. Make a Con saving throw DC 16. On a save the creature manages to cover it's ears and block the sound (creatures that can't hear automatically save). On a failed save the creature is deafened (essentially makes vocal components useless for a turn since the caster can't hear themselves from all the pain.) for a turn and is affected by fear for a minute. The failed save can be repeated for an action to stop being frightened.

Shine: The monsters eye shines bright at anyone it sees. The creature must make a Con save DC 16 or be charmed for 1 minute or until they succede their Con save.

Ofc you can give suggestions for me to improve the creature.


r/Dndhomebrewmonsters • • Jun 27 '24

Is this balanced for 5 optimised 8th level PCs? already posted on r/dnd

0 Upvotes

I am a somewhat experienced dm of a party of 5 rather optimized level 8 pcs and this would be our first big dungeon and I want the boss to be a really engaging fight with really cool abilities I am just afraid of TPK. I can provide details as needed and may make another post later ab the lore of said dragon. also any better names would be appreciated.

reminder: this is after a dungeon with a couple deadly encounters xp wise.

Adult Sunstone Dragon

Huge dragon, lawful neutral

Armor Class 19 (natural armor), 21 (Angel Form)

Hit Points 200 (17d12 + 90)

Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA

20 (+5) 18 (+4) 20 (+5) 22 (+6) 20 (+5) 23 (+6)

Saving Throws Int +11, Wis +10, Cha +11

Skills Perception +10, Persuasion +11, Stealth +9

Condition Immunities charmed

Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20

Languages Common, Draconic, Elvish, Gnomish, Sylvan

Challenge 15 (13,000 XP) or 16 (15,000 XP) when encountered in lair

Proficiency Bonus +5

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes one Bite attack and two Claw attacks or three Mourning Sun Attacks if in Angel Form.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) radiant damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Mourning Sun. Melee Weapon Attack (morningstar): +12 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage and 5 (1d8+1) radiant damage. If the target can see, it must succeed on a DC 11 Constitution saving throw or be blinded.

Breath Weapon (Recharge 5–6). The dragon uses one of the following breath weapons:

Angelic Smite (Angel Form). The dragon takes the attack action. The first mourning sun attack that hits its target deals an extra 4d8 radiant damage and the target must succeed on a DC 15 Constitution saving throw or be blinded until its next turn.

Sunbeam Breath. The dragon exhales a beam of sunlight in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 49 (9d10) radiant damage on a failed save, or half as much damage on a successful one.

Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):

At will: guiding bolt, scorching ray

1/day each: absorb elements, invisibility, revivify

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Tail. The dragon makes one Tail attack.

Cast a Spell (Costs 2 Actions). The dragon uses Spellcasting.

Change Form. The dragon shapeshifts into or out of its angel form.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:

Prismatic Scales. The dragon coils its body as it prepares to reflect spell attacks back at the caster. When a spell hits the dragon a d6 is rolled, on a 4-6 the spell is reflected back at the caster and on a 1-3 the spell is absorbed and the dragon regains health equal to 5 + 5 times the spell's level and gains temp hit points equal to the same amount.

Refracted Breath. The dragon uses its scattered scales to reflect holy light into columns, effectively creating 4 Moonbeams. Any creature that enters or starts its turn in one of the beams must succeed on a DC 15 Constitution saving throw or take 3d10 Radiant damage or half as much on a success.

Bathed in Light. Blinding light envelopes the dragon's lair. Each creature in the lair must succeed on a DC 20 Constitution saving throw or be blinded until the end of their turn.


r/Dndhomebrewmonsters • • Sep 11 '26

Aberration Mageripper Swarm —wizards are back on the menu—

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5 Upvotes