Mythos Monsters – Creatures of H.P. Lovecraft

Demon form the Deep by Sapiento

Welcome back, my cultists.  Back for more horrors from beyond the void and beyond reason?  I’m more than happy to provide.  Here are some classic creatures, as seen in the stories of H.P. Lovecraft.  Be sure to check out my other post about Lovecraft inspired monsters from last week.  They’re updated versions of earlier posts on my blog.  While they needed a new coat of paint, I’ve been eager to bring them up to date.  And, if this proves popular, I might continue to bring Lovecraftian monsters into D&D 5th Edition…  Hell, I might compile them for DM’s Guild or the like.

As for using the content in other worlds, the easiest solution is The Far Realm, a weird demiplane just outside of reality that has been messing with the multiverse since late 2E!  Barring that, there’s always the classic method of weird and aberrant things in dungeons and the underground depths (like the Underdark). And with that, here is my take on The Deep One, the Nightgaunt, the Mi-Go and the Shoggoth.

 

 

 

Deep One

The aquatic followers of Father Dagon, Lord of the Ocean.  Their features are a sickly mixture of fish and amphibian like, with an awkward humanoid gait to them.  They swim deep within a devilish reef, praising mad babblings to their strange new patron.  Those who are crossbred with them shall some day become deep ones themselves.

Medium aberration (Deep One), chaotic evil

Armor Class 13 (natural armor)

Hit Points 52 (8d8+16)

Speed 30 ft., Swim 30ft.

STR 16 (+3), DEX 12 (+1), CON 15 (+2), INT 9 (-1), WIS 15 (+2), CHR 8 (-1)

Skills. Intimidation +3, Religion +1

Damage Resistances. cold

Senses darkvision 60 ft., passive Perception 12

Languages Deep Speech

Challenge 2 (450 XP)

Amphibious.  The deep one can survive in water and on land.  However, it must return to the water at some point.

Fanatic of Dagon.  Deep Ones are not too knowledgeable on much, but they’re researched on taboo lore.  They may roll Religion with double-proficiency (+3 bonus) when it involves eldritch abominations, elder beings and especially Dagon.

Oceanic Adaptation.  Water depths and pressure do not affect the deep one negatively in any way.
Old One Immortality.  Deep Ones cannot die of age and cease aging at a certain point.  Magical aging effects do nothing.  However, the deep one can still be killed in other ways.

Actions

Multiattack.  The deep one can attack twice per round.

Claw.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) slashing damage.

 

 

 

Mi-Go

Fungaloid horrors with a genius intellect.  They aspire to know all beyond the Dreamlands and are more than willing to rip apart what they find to learn more.

Medium plant (Mi-Go), neutral evil

Armor Class 16 (natural armor)

Hit Points 95 (10d8+50)

Speed 30 ft., Fly 60ft.

STR 16 (+3), DEX 19 (+4), CON 20 (+5), INT 24 (+7), WIS 15 (+2), CHR 14 (+2)

Saving Throws. Strength +6, Wisdom +5, Charisma +5

Skills Arcana +10, Deception +8, Medicine +5, Perception +5

Damage Resistances. fire, radiant

Damage Immunities. cold

Senses blindsight 30ft., darkvision 120 ft., passive Perception 15

Languages Common, Mi-Go, Deep Speech (Communicates through Telepathy 120ft.)

Challenge 5 (1,800 XP)

Cosmic Resilience.  Mi-Go don’t need too much to survive, being capable of traveling at impossible speeds through cosmic reaches for months-to-years on end.

Magitech Weapons.  Mi-Go weapons count as magical for purposes of resistance and immunity.

 

Mutilating Surgery (1/Turn).  One disturbing habit of the Mi-Go is surgically removing pieces of living victims for study, especially the brain.  When the Mi-Go’s claw attack hits a grabbed or helpless target, it may sneak attack for an extra 14 (4d6) damage.  This may only be done once per turn.  Creatures brought down to 0 HP from this extra damage are instead killed.  However, parts of them (such as the brain) are preserved and are technically alive, as the Mi-Go will use remaining actions or movement to place it inside of a special case.

Actions

Multiattack.  The Mi-Go may use Claw twice per round.

Claw.  Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage plus 3 (1d6) psychic damage.

 

Addendum: Mi-Go Technology.  

Mi-Go often carry strange devices with them.  Trying to understand a Mi-Go device takes significantly more time and energy than the standard procediere for figuring out Alien Technology (Dungeon Master’s Guide Page 268).  Creatures studying a piece of mi-go tech require at least 1 – 2 days down time and must succeed 6 checks instead of 4.  None the less, Mi-Go tech operates under the same rules as magical items otherwise.

 

 

Nightgaunt

This hovering beast can only be described as a faceless winged terror, a monstrosity born from the realms of dream themselves!  This black-as-ink creature with stringy tail and leathery wings has powers beyond comprehension.  Don’t let its tickle obsession fool you, it also enjoys imposing its will and forcing victims into the realm of dreams itself!

Medium aberration (Nightgaunt), chaotic neutral

Armor Class 17 (natural armor)

Hit Points 97 (15d8+30)

Speed 30 ft., Fly 60ft.

STR 17 (+3), DEX 19 (+4), CON 15 (+2), INT 10 (+0), WIS 15 (+2), CHR 12 (+1)

Saving Throws.  Dexterity +7, Intelligence +3, Charisma +4

Skills. Acrobatics +7, Athletics +6, Stealth +7

Damage Resistances. bludgeoning, piercing and slashing from non-magical weapons

Damage Immunities. cold, psychic, poison

Damage Vulnerabilities. fire, radiant

Condition Immunities. blinded, frightened, paralyzed, poisoned

Senses blindsight 60ft., darkvision 60 ft., passive Perception 12

Languages Deep Speech

Challenge 6 (2,300 XP)

Ambusher.  During the first round of combat, if any creatures are caught off guard or surprised, it has advantage on attacks against them.

At Home in Dream. The nightgaunt returns to the dreamlands when it would normally be killed.  In addition, while in the dreamlands, it is not affected by sunlight sensitivity in any capacity.

Shadow Hunter.  The Nightgaunt is completely silent while it lurks.  It has advantage on stealth checks.

Sunlight Sensitivity.  While in direct sun, the nightgaunt has disadvantage on any attack rolls (while targets have advantage on saves versus Drift Through the Dream) as well as any wisdom (perception) checks involving sight.

Actions

Multiattack.  The nightgaunt can attack three times per round with claw or tail.

Claw.  Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.  The nightgaunt also grabs the target.  The escape DC is 14.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8+3) piercing damage.

Tickle. Melee Weapon Attack: +6 to hit, reach 5ft., one grabbed target.  Hit: 18 (4d8) psychic damage.  The target is also incapacitated until the end of their next turn.

Drift Through Dream (Recharge 5 or 6). Melee Spell Attack: DC 14 Intelligence saving throw, reach 5ft., one grabbed or incapacitated target.  Failure: The target is whisked off of their current plane alongside the Nightgaunt, taking 36 (8d8) psychic damage and 1 level of exhaustion.  The Nightgaunt and the victim return at the end of the nightgaunt’s turn.  Should the victim reach 0 hit points from this attack, they are stranded in the dreamlands while the nightgaunt still returns.

 

 

Shoggoth

Squamous, amorphous, unfathomable!  Such things describe the shoggoth to an extent.  In many ways, they are like their lesser cousin, The Gibbering Mouther.  However, these creations of the Elder Things are truly more dangerous.

Huge Aberration (Ooze), chaotic evil

Armor Class 16 (natural armor)

Hit Points. 189 (18d12 + 72)

Speed 40 ft., Climb 30ft., Swim 30ft.

STR 24 (+7), DEX 16 (+3), CON 18 (+4), INT 6 (-2), WIS 15 (+2), CHR 9 (-1)

Saving Throws. Intelligence+4, Wisdom +7, Charisma +4

Skills Perception +7

Damage Resistances. fire, psychic

Damage Immunities.  acid, cold, thunder

Condition Immunities. blinded, charmed, deafened, prone

Senses darkvision 120 ft., tremorsense 30ft., passive perception 17

Languages Deep Speech

Challenge 15 (13,000 XP)

Amorphous Abomination.  The shoggoth cannot be surprised and does not grant opponents advantage when surrounded in a flanking position, due to its many eyes and mouths.  In addition, it has advantage on strength checks to resist being grappled.   The shoggoth can also breath in almost any environment.

Cacophony of Gibbering.  As long as the shoggoth is capable of seeing a creature or isn’t incapacitated, it utters eldritch blasphemies and horrifying sounds.  Every creature that starts its turn within 60ft. of the shoggoth must make a DC 20 Wisdom saving throw.  Any creature that fails must roll a d6 at the start of their turn.  This effect lasts until the start of their next turn.  If they end up within the aura again, they make a new save the next turn as well.

  1. The victim takes no actions on their turn, not moving either.
  2. The victim uses their turn moving as far as possible in a random direction.
  3. Same as 2.
  4. The victim attacks the nearest creature, using their preferred method of attack.
  5. Same as 4.
  6. The victim suffers the effects of being frightened as long as they’re within 60ft. of the shoggoth.  This ends at the end of their current turn.

Regeneration.  The shoggoth is capable of healing itself.  It regains 10 hit points at the start of its turn, once per round.

ACTIONS.

Multiattack.  The shoggoth may use any combination of Shoggoth Slam and Acidic Lob up to three times per round.

Shoggoth Slam.  Melee Weapon Attack.  +12 to hit, reach 5 ft., one target.  Hit: 14 (2d6+7) bludgeoning damage.  The shoggoth may forgo damage to grab a target instead.  Its escape DC is 20.

Acidic Lob.  Ranged Weapon Attack.  +8 to hit, range 30ft./60ft., one target.  Hit: 10 (3d4+3) acid damage.  All creatures within 5ft. of the target (including the target) must make a DC 20 Dexterity saving throw or take 4 (1d8) acid damage.

Ultraphagocytosis (Recharge 5 or 6).  Melee Weapon Attack. DC 20 Dexterity saving throw; one grabbed, restrained or incapacitated target.
Failure: 35 (8d6+7) piercing damage + 17 (5d6) bludgeoning damage.  The target moves into the shoggoth’s space.  On subsequent turns, they take 6 (1d12) bludgeoning damage plus 10 (3d6) acid damage  at the beginning of their turn.
Success: Half of the initial damage, you are not trapped in the shoggoth.  The shoggoth can engulf up to one large creature, two medium creatures or three small/tiny creatures.  Afterwards, it must release the current targets before engulfing new creatures.

REACTIONS

Beyond Madness.  When the shoggoth is targeted by any sort of mind-affecting condition (including charm), it may use a reaction to cause the cause of the effect to save instead.  If they fail a DC 20 save, they are treated as if they failed against a spell or effect created by the shoggoth.

 

Made by Doctor Necrotic, for Doctor Necrotic Media.  Mi-Go inspired by Pathfinder Bestiary 4, copyright 2013 Paizo Publishing.

IMAGE CREDIT: Sapiento – Demon from the Deep

Author: Doctor Necrotic

Hobbyist, amateur writer/screenwriter, wannabe-philosopher, music fan, history lover, cinemaphile, gamer, reviewer, and more. I'm a 30 year old hodgepodge of jobs and interests. My current projects on WordPress creating a wide variety of content for various tabletop roleplaying games, even showcasing published content here as well. When I have the time, I also create editorials and reviews spanning various bits of popular culture. I hope you take a moment to check my content out and maybe tell me what you think.

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