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New Monster – Twilight Creature Template

4 October, 2017

Beautiful, yes?That was just a dog, right?
It did not move like a dog but it was the right size . . .
Hey! Where did it go?

Twilight Creature
Twilight Creatures are magical echoes of animals or humanoids who have been magically summoned from a nearby reality, one that is slightly different and stranger than the one they are brought to.

CREATING A Twilight Creature
“Twilight Creature” is an acquired template that can be added to any animal, humanoid or magical beast.
Size and Type: The creature’s type stays the same but it gains the augmented subtype.

Hit Dice: The subjects HD does not change.
Special Attacks: Possibly (see below).
Special Qualities: The Twilight Creature is from another reality at odds with our own and it has various strange and unsettling abilities.

Odd (Sp): The Twilight Creature is strange and unsettling, gaining a +3 bonus to intimidate checks but a -1 penalty to all other Charisma based checks.
Additionally the twilight creature gains one of the following abilities, with an additional ability for each full four hit dice it has:

Always draws blood, the creature’s primary attack causes an additional point of bleed damage.
Hard to kill, the creature gains damage reduction 5/magic, if selected a section time, it becomes 5/specific material.
How did it get there? The creature may dimension door once per day.
Hypnotic Stare, the creature gains hypnotism usable at will.
It knows where you are, gains one additional sense (blindsense 30′, darkvision, something else).
It can swim?, the creature gains burrowing, climb or swim speed equal to its primary movement.
Minor Magics, the creature gains two cantrips as at will abilities.
Null Magic, the creature gains Spell Resistance equal to it Challenge Rating +5.
Precise Mayhem, the creature gains +1d6 of sneak attack damage, this increased by 1d6 for each 3 hit dice the creature has.
Quick Recovery, gains +4 to any save to end an ongoing effect and gains fast healing of half its hit dice (rounded up).
Shrugs It Off, gains resistance against a type of elemental damage type equal to 5 or its hit dice, whichever is higher. If chosen again, it either adds a new elemental type or adds 5 to an existing resistance.
Surprising number of teeth, increase the damage of the creature’s bite by one step or gains a bite attack that inflicts 1d4 points of slashing damage if small, 1d6 if medium or 1d8 if large or larger.
Venomous, primary attack inflicts poison.
Where did it go? The creatures gains a +4 bonus to Stealth checks and can Hide in Plain Sight in a chosen terrain, while within that terrain, it can use the Stealth skill to hide, even while being observed.

Abilities: Con +2, if Int is 10 or less, it gains a +1, if Wis or Cha is 8 or less, they gain a +2.
Feats: The Twilight Creature is intensely aware of its surroundings and gains alertness and dodge as bonus feats.
Environment: Any, usually same as base creature.
Organization: Similar to base creature, though often with some strange quirk.
Challenge Rating: +0 or +1 if the creature had 8 or more hit dice.
Alignment: Unchanged from base creature.

For D&D 5E:

Background as above.

Senses: the twilight creature always adds it proficiency bonus to Wisdom (Perception) rolls as it is intensely aware of its surroundings.

Odd: The Twilight Creature is strange and unsettling, gaining advantage on Charisma (Intimidate) rolls.

Additionally the twilight creature gains one of the following abilities, with an additional ability for each full four hit dice it has:

Always draws blood, the creature’s primary attack causes an additional point of bleed damage.
Hard to kill, the creature gains resistance to bludgeoning, piercing, and slashing from nonmagical attacks.
How did it get there? The creature may dimension door once per day.
It knows where you are, gains one additional sense (darkvision, something else).
It can swim?, the creature gains burrowing, climb or swim speed equal to its primary movement.
Minor Magics, the creature gains two cantrips it can cast at will.
Null Magic, the creature gains advantage on all saves against spells.
Precise Mayhem, the creature gains +1d6 of sneak attack damage, this increased by 1d6 for each 3 hit dice the creature has.
Quick Recovery, gains advantage on any save to end an ongoing effect and you regain 1d6+it hit dice hit points every 10 minutes, provided that its has at least 1 hit point.
Shrugs It Off, gains resistance against a type of elemental damage. If chosen again, it adds a new elemental type.
Surprising number of teeth, increase the damage of the creature’s bite by one step or gains a bite attack that inflicts 1d4 points of slashing damage if small, 1d6 if medium or 1d8 if large or larger.
Venomous, primary attack inflicts poison damage equal to that damage of the primary attack.
Where did it go? The creatures gains a advantage on Dexterity (Stealth) rolls and can Hide in Plain Sight in a chosen terrain, while within that terrain, it can use the Stealth skill to hide, even while being observed.

Abilities: Con +2, if Int is 10 or less, it gains a +1, if Wis or Cha is 8 or less, they gain a +2.

Notes: To go with yesterday’s Twilight Summoning Broach.  But also useful just for building odd and strange creatures for whatever reason.

Photo from the Twilight Zone episode, “The Eye of the Beholder” owned by CBS and used without permission.

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3 comments

  1. I like it!


  2. Suggested revision:

    “Hard to kill, the creature gains **resistance to** bludgeoning, piercing, and slashing from nonmagical attacks.”



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