Lovecraftian Addendum

https://i.imgur.com/P8G3EdI.jpg

 

I made a slight addition to my supply of Lovecraft inspired monsters, after there was request for more!  Plus, I ran out of time on the other post and wanted to squeeze one more nasty thing in there.  Here is the Gug, the Elder Thing and the Ghoul.  Please enjoy, don’t go insane though… like the last group.

 

 

Gug

Huge aberration, chaotic evil

Armor Class 18 (natural armor)

Hit Points 149 (13d12+65)

Speed 40ft., climb 40ft.

STR 23 (+6) DEX 14 (+2) CON 20 (+5) INT 7 (-2) WIS 17 (+3) CHA 10 (+0)

Damage Immunities poison

Condition Immunities frightened, poisoned

Senses Darkvision 120ft. passive Perception

Language Deep Speech

Challenge 11 (7,200 XP)

Destructive Rending.  As the Gug digs into its target, it shreds and tears the flesh of its victim.  Once per round, if the Gug hits with more than one claw attack on a target, it may choose to inflict an extra 7 (2d6) slashing damage on top of that.  The Gug may not use a bite attack that round if it rends, likewise it cannot rend that round if it has already used a bite attack.

Impossible Compression.  The Gug can fit into a space as small as 1 inch, without squeezing or compromising itself.

Four-Armed.  While the Gug can attack with each of its arms, an arm cannot attack another creature while actively grappling another.  The victim must be released in order to attack with said arm.

Magical Weapons.  Its natural attacks are considered magical, for purposes of weakness and resistance.

ACTIONS

Multiattack.  The Gug may attack up to four times with its claws.  However, it may choose to substitute one of its claw attacks with a bite.  The Gug may choose as part of its attack to try to grab as well.  The target must also succeed a DC 18 Dexterity saving throw or become grabbed by the Gug.  The target must make an Escape action to be freed, unless the Gug ends the grab early.  The Gug does not need to grab after attacking though.

Claws.  Melee Weapon Attack: +10 to hit, reach 10ft., one target.  Hit: 19 (3d8+6) slashing damage.

Bite.  Melee Weapon Attack: +10 to hit, reach 10ft., one target.  Hit: 24 (4d8+6) piercing damage.

 

 

 

Elder Thing

Medium aberration, neutral

Armor Class 16 (natural armor)

Hit Points 90 (20d8)

Speed 30ft., Fly 30ft., Swim 40ft.

STR 14 (+2) DEX 17 (+3) CON 11 (+0) INT 20 (+5) WIS 17 (+3) CHA 12 (+1)

Senses passive Perception 13

Damage Resistances.  Bludgeoning, Piercing and Slashing from non-magical weapons

Languages. Deep Speech, Telepathy 120ft.

Challenge 6 (2,300 XP)

Amphibious.  The Elder Thing can survive on land and in water.

Cosmic Traveler.  The Elder Thing can survive in a space-like environment, able to continue traveling in the astral depths for a seemingly endless time.  It usually can accomplish this by going into a dormant and idle state.  While in this state, it does not eat, breath, drink or even age; as if time has abandoned it.  However, it it considered helpless.

ACTIONS

Multiattack.  The Elder Thing may attack with both Tentacle and Wing once each per round.

Tentacle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  Hit: 10 (2d6+3) bludgeoning damage.  The target is also restrained by the tentacles and must take an Escape Action to break free.  The DC is 13.

Wing.  Melee Weapon Attack: +6 to hit, reach 5ft., one target.  Hit: 10 (3d4+3) bludgeoning damage.  The target must make a DC 13 Dexterity saving throw or be pushed back 5ft.

Crystal Dust (Recharge 4 – 6).  Ranged Spell Attack: DC 15 Dexterity saving throw, ranged 100ft., one target.  Failure: The target is unconscious, as if fainted via a Sleep spell.  If the target is damaged or intentionally woken up, this effect ends.

 

 

 

Ghoul (Lovecraftian)

Medium humanoid (dreamlands), chaotic neutral

Armor Class 12

Hit Points 22 (5d8)

Speed 30 ft.

STR 13 (+1) DEX 14 (+2) CON 12 (+1) INT 8 (-1) WIS 10 (+0) CHA 6 (-2)

Damage Resistances. poison

Condition Immunities. paralyzed, stunned

Senses darkvision 60 ft., passive Perception 10

Languages. Ghoul, Deep Speech, Understands Common

Challenge 1 (200 XP)

Dream Resilience.  Ghouls have advantage on saving throws against poisons and diseases.

Actions

Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) piercing damage.

 

 

 

Image Credit: Nebulous Nightmares – Matthew Attard

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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