Jeremy Forbing - Pseudonatural Creature v3.0

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Example: The Rat-Thing Actions

(Pseudonatural Rat) Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.,


The rat-thing appears to be a regular rat to most one target. Hit: 1 piercing damage.
who see it, but it is always the familiar of some Pseudonatural Form. As a bonus action, the
loathesome, half-mad spellcaster, and its true form pseudonatural rat creature assumes its true form,
is far more disturbing. Those who glimpse it in that of a rat with a human-like face and tiny,
unguarded moments are horrified, for the rat-thing humanoid hands. While it is in this form, all attack
has a face much like that of a human, and its tiny rolls against the pseudonatural rat made by
hands are human-like as well. Its face is bearded, creatures who can see it are at disadvantage. In
sharp-toothed, and bears an evil expression. Its addition, while it is in its true form, the
voice sounds like hateful tittering, but it can only pseudonatural rat has advantage on Charisma
communicate via telepathy, which those contacted (Intimidation) checks and disadvantage on all other
experience as the same loathsome titter forming Charisma checks. It can use another bonus action
words in their own language. It is said evil wizards to change back.
and warlocks create rat-things from the remains of
Reactions
sacrificed cultists. Such creatures almost never
fight alone, engaging in hostile action only at the True Form. When the pseudonatural rat takes
side of the corrupted spellcaster they serve. damage, it can assume its pseudonatural form as a
reaction.
Pseudonatural Rat (Rat-Thing)
Tiny aberration, chaotic neutral
Armor Class 10
Hit Points 4 (3d4-3)
Speed 20ft.

STR DEX CON INT WIS CHA


2 (-4) 11 (+0) 9 (-1) 3 (-4) 20 (+5) 4 (-3)

Damage Resistances acid, lightning


Senses blindsight 10 ft., darkvision 30 ft.,
passive Perception 15
Languages telepathy 30 ft.
Challenge 1/2 (100 XP)

Innate Spellcasting. The


pseudonatural rat’s innate
spellcasting ability is Wisdom
(spell save DC 15). It can
innately cast the following spells, requiring
no material components:
At will: reaver’s touch*, true strike, vicious
mockery
(“*” indicates a new cantrip appearing at
the end of this document).
Telepathic Insight. If a creature within
30 ft. communicates telepathically with the
pseudonatural rat, it must make a
Charisma saving throw (DC 20). If the
creature fails the save, the pseudonatural
rat magically learns one fact or secret
about that creature.

The Pseudonatural Creature Template V3.0 3


Senses blindsight 10 ft., darkvision 60 ft., passive
Example: The Black Dog
Perception 19
(Pseudonatural Hell Hound) Languages telepathy 30 ft., understands Infernal
The black dog is massive dog the size of a calf with but can’t speak it
thick, shaggy, jet black fur and glowing red eyes. It Challenge 4 (1,100 XP)
has sharp, knife-like canines, and its mouth always
Innate Spellcasting. The pseudonatural hell
seems to be grinning, as if the fell creature bears
some hidden secret. Its saliva stinks of sulfur. It hound’s innate spellcasting ability is Wisdom (spell
appears only at night, but even in the moonlight its save DC 15). It can innately cast the following spells,
fur does not shine or gleam, but remains dark as a requiring no material components:
shadow. It leave no footprints. It can only be At will: reaver’s touch*, true strike, vicious mockery
tracked by the scorch marks it leaves on the ground (“*” indicates a new cantrip appearing at the end of
every few paces, and by its tendency to stop and this document).
claw or gnaw upon large objects of wood or metal. It Keen Hearing and Smell. The pseudonatural hell
is always associated with fire, with the smell of hound has advantage on Wisdom (Perception)
smoke and flickering shadows in its presence, but checks that rely on hearing or smell.
does not appear in dog form with a visible aura of Pack Tactics. The pseudonatural hell hound has
fire. It is as if, wherever it goes, there is always an advantage on an attack roll against a creature if at
unseen fire nearby. Thankfully, these creatures are least one of the hound’s allies is within 5 feet of the
rare, and seldom attack the living, but rather are creature and the ally isn’t incapacitated.
omens of worse horrors to follow. They appear Telepathic Insight. If a creature within 30 ft.
before great fires, deadly plagues, battles with high communicates telepathically with the
casualties, and the deaths of important personages. pseudonatural hell hound, it must make a
They also accompany the appearances of comets in Charisma saving throw (DC 20). If the creature fails
the night sky. Sometimes, they are set to guard the save, the pseudonatural hell hound magically
something, charged with this duty by unknown learns one fact or secret about that creature.
powers. In this case, they remain calm and aloof
Actions
unless a creature threatens or approaches the
object of their protection, which sends them into an Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
aggressive frenzy. one target. Hit: 7 (1d8+3) piercing damage plus 7
In their true form, black dogs are far more (2d6) fire damage.
frightening. Their bodies seem to explode, as they Fire Breath (Recharge 5–6). The pseudonatural
become unsteady orbs of crimson flame, hell exhales fire in a 15‐foot cone. Each creature in
surrounded by ember-like points of fiery light and that area must make a DC 12 Dexterity saving
bursts of red lightning. They shimmer with heat, throw, taking 21 (6d6) fire damage on a failed save,
making them hard to focus on, but anyone looking or half as much damage on a successful one.
directly at the fiery orb sees visions in the flames, Pseudonatural Form. As a bonus action, the
visions of various horrific ways they might die,
pseudonatural hell hound creature assumes its
combined with scenes of cataclysm and carnage
true form, that of a flaming sphere wreathed in
consuming nearby settlements.
embers and red lightning, shimmering with it and
Pseudonatural Hell Hound (Black Dog) filled with horrific visions, While it is in this form,
Medium aberration, neutral evil all attack rolls against the pseudonatural hell
Armor Class 15 hound made by creatures who can see it are at
Hit Points 45 (7d8-14) disadvantage. In addition, while it is in its true form,
the pseudonatural hell hound has advantage on
Speed 50ft.
Charisma (Intimidation) checks and disadvantage
STR DEX CON INT WIS CHA on all other Charisma checks. It can use another
17 (+3) 12 (+1) 14 (+2) 6 (-2) 20 (+5) 6 (-2) bonus action to change back.

Skills Perception +9 Reactions


Damage Resistances Acid, lightning True Form. When the pseudonatural hell hound
Damage Immunities Fire takes damage, it can assume its true form as a
reaction.

The Pseudonatural Creature Template V3.0 4


New Cantrip: Optional Rule: Pseudonatural Familiars
As an optional rule, DM’s may allow Pact of the Chain warlocks
Reaver’s Touch* whose patron is the Great Old One to acquire a familiar who is a
Necromancy cantrip pseudonatural version of one of the regular animals allowed by the
find familiar spell (bat, cat, crab, frog (toad), hawk, lizard, octopus,
Casting
ti g Time:
i e 1 action owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider,
Range: Touch or weasel). Such a familiar is always an aberration rather than a
Components:
o ts V, S celestial, fey, or fiend. You and your DM can decide what the
Duration:
o Instantaneous creature’s true (pseudonatural) form looks like.
Your touch drains a target’s life energy, allowing you to If your DM uses the variant rule in the Monster Manual that allows
empower yourself via the ritual sacrifice of animals and other imps, quasits, and pseudodragons to share their magic resistance
creatures, or by striking your opponents in combat. Make a with their companions, they may consider using the following
melee spell attack against the target. You have advantage on variant rule for pseudonatural familiars:
the attack if your target is a beast. On a hit, the target takes While the pseudonatural familiar is in its pseudonatural form, if it is
within 5 feet of its companion, all melee attacks against its companion
1d6 necrotic damage, and you gain temporary hit points
made by creatures who can see it are at disadvantage, and its
equal to half the damage inflicted (rounded up). The spell’s companion has advantage on Charisma (Intimidation) checks and
damage increases by 1d6 when you reach 5th level (2d6), 11th disadvantage on all other Charisma checks.
level (3d6), and 17th level (4d6).

The Pseudonatural Creature Template V3.0 5

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