Friday, November 25, 2016

Creepy Crawlies for 5e

So I know that old school stuff is the stuff I normally do, but today I started playing in a 5e game one of my friends is running (the first game they are running actually!) and I'm a slightly modified dark elf thats actually a roach person so I thought "why not make stats for invertebrate races" so that's what this is.

Anything not noted in the racial stats is assumed to be the same as a human (so default). Also, while these are just referred to as cockroaches and worms, they are supposed to be intelligent people versions of them, with it assumed that they can manipulate things like a person.

Cockroach
Ability Scores Cockroaches get +2 to Constitution and +1 to Dexterity
Improved Darkvision Cockroaches are able to see in dim light up to 120 feet as if it were bright light, and in darkness as if it were dim light.
Sunlight Sensitivity Cockroaches have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when they, the target of their attack, or whatever they are trying to perceive is in direct sunlight or otherwise bright light.
Blattodean Resilience Cockroaches have advantage on saving throws against poison, and when they drop to 0 hit points but are not killed outright they can instead drop to 1 hit point. Cockroaches can eat anything and everything.
Fragile Exoskeleton The hit point rolls of a cockroach are made at -1.
Biting Mandibles Cockroaches have a natural weapon attack in the form of a mandible bite, which they are proficient in and deals 1d4 piercing damage + 1d4 poison damage if the victim fails a constitution save.
Languages In addition to Common, cockroaches are able to speak with mundane and monstrous cockroaches of all kinds, and can speak Undercommon.

Housefly
Ability Scores Flies get +2 to Dexterity and +1 to Constitution, -1 to Charisma
Compound Eyes Flies have proficiency in the Perception skill.
Flight Flies are able to fly at a speed of 20 feet, and they can hover in place.
Fragile Exoskeleton The hit point rolls of a fly are made at -1.
Acidic Vomit Flies have a natural "weapon" attack in the form of their acidic vomit. They have proficiency in this attack, and it deals 1d6 acid damage, and functions like a flask of acid. Additionally, they can eat anything and everything.
Languages In addition to Common, flies are able to speak with mundane and monstrous flies of all kinds. However, when they speak Common it is very hard to understand them.

Worm
Ability Scores +1 to Strength and +1 to Wisdom
Blindness Worms are eyeless and thus cannot see, but they have tremorsense out to 30 feet around them.
Digging Worms have a "walking" speed of 20 feet, but have a burrowing speed of 35 feet. Worms can eat dirt, and thus do not require rations.
Dirtcunning Whenever you make any sort of check relating to caves, burrows, valleys, or any other sort of natural earth construction, you double your proficiency bonus when adding to the roll.
Languages In addition to Common, worms are able to speak with mundane and monstrous worms of all kinds, and can speak Terran.

Flea
Ability Scores +2 to Dexterity, +1 to Constitution, -1 to Charisma
Size Fleas are Small in size.
Speed Fleas have a walking speed of 35 feet.
Low Light Vision Fleas can see up to 60 feet in dim light conditions, but cannot see in conditions of darkness.
Flea Nimbleness Fleas can move through the space of any creature that is of a size larger than them. They are able to long jump without moving 10 feet first, and can jump to heights of 6 + their Strength score.
Fragile Exoskeleton The hit point rolls of a flea are made at -1.
Haemophagous Fleas can heal themselves by sucking the blood from creatures. For every hit point that they suck from the victim, they heal 1 hit point, but unless the victim is held down or is willing they are able to make strength saves to shake the flea off.
Languages In addition to Common, fleas are able to speak with mundane and monstrous fleas of all kinds, as well as all sorts of haemophagous monsters.

Mysterious Creatures

Below are old school stats for a number of cryptids, aliens, beings, and spirits from real world cryptozoology, ufology, and conspiracy theories for if you just really want the flatwoods monster in your game.

A note on statblocks: while this is compatible with whatever osr system you wish to use, they are formatted a bit differently from some systems, and there are some stats that assume houserules I use.

Hit Dice: # of d8s rolled for HP. Armor: if present, points subtracted from damage.
Attacks: number of attacks per round, attack bonus, damage of attacks
Saving throws: Toxic save/Paralysis saves/Magic save/Dodge save/Device save
                         (note: toxic is what is usually called poison, dodge is breath or dragon breath)
                         (second note: its roll equal to or under for success)
                         (third note: use dodge save instead of armor class)
Move: movement rate in feet per turn. Morale: number out of 12 for morale checks

Loveland Frog
Hit Dice: 3    Armor: 0
Attacks: 1, +3, d6 damage
Saving Throws: 14/13/15/12/13
Move: 120' Morale: 7
These frogs are humanoid amphibians that hide in sewers and under fetid bridges, congregating in small groups of 2 to 5. Loveland frogs, named after the first town they appeared in, are unspeaking and have unknown motives, crawling and hopping through their stinking homes during the day and only venturing out at night. They all are found carrying sparkling wands that illuminate the area around them with the loud sparkles, and they are able to paralyze creatures with these wands by pointing them at the victim, freezing them in place on a failed paralysis save.

Star Mummy
Hit Dice: 4+1   Armor: 2
Attacks: no attacks
Saving Throws: 16/15/16/13/15
Move: 100' Morale: 10
Star mummies are beings from another world with unusual appearance. They are vaguely humanoid, with grey wrinkled skin and legs fused together into one limb, their gangly arms ending with crab-like claws. Their heads are featureless except for thin slit mouths and their noses and ears nothing but pointed peaks. They float 2 feet above the ground, and travel about in great silvery craft. Star mummies steal away their victims into their spacecraft, but they do not incapacitate them to do so. Rather, if they "stare" at any sort of being, and said being fails a magic save, then they are almost "charmed" by the being and will accompany them into their starship.

Flatwoods Monster
Hit Dice: 6   Armor: 2
Attacks: 1, -1, 1d4 damage
Saving Throws: 17/16/16/14/14
Move: 90' Morale: 12
An almost spectre-like being from another world, its bulb-like head and metallic skirt immediate identifiers. While it can attack with its sharp claws, its main mode of offence is the stinking pestilential cloud that it can produce from under its body, and the disease which it can inflict. It takes a round of combat to release this cloud, and those within it take 1 point of damage per round from the sting to their eyes and to their lungs. In addition, those who enter the cloud must make a toxic save or contract the "Flatwoods Fever". Those who contract it are confined to their bed, oozing black goo from their orifices for several days if not weeks.

Batsquatch
Hit Dice: 3+2   Armor: 0
Attacks: 2, +4, d6 damage
Saving Throws: 14/15/8/14/8
Move: 130' (flying), 110' (walking) Morale: 6
Batsquatches are large apes native to cold northern rainforests and to mountains near them. They are bulky and muscular, and in addition to being large humanoid apes, they have leathery bat wings. Both the hands and feet of a batsquatch are opposable, often grabbing at things with their feet while they fly through the air.