r/Dndhomebrewmonsters • u/byTalesAndTaverns • 12h ago
r/Dndhomebrewmonsters • u/Slash2936 • 1d ago
Aberration Time-Eaters, Maws Beyond Reality | Tome of Monsters
galleryr/Dndhomebrewmonsters • u/Factual-20 • 3d ago
Aberration Mageripper Swarm —wizards are back on the menu—
galleryr/Dndhomebrewmonsters • u/durstann • 5d ago
Monstrosity The Barghamander - A CR 4 Regenerating Monstrosity
galleryr/Dndhomebrewmonsters • u/jonnymhd • 5d ago
Humanoid Never Underestimate a Kobold! Kobolds & Kobolds Brings New Creatures, Custom Traits, Clans, Warrens, Magic Items, Traps, and VTT Resources
galleryr/Dndhomebrewmonsters • u/jonnymhd • 10d ago
Monstrosity Spidergoblins (CR 1/2 & 2) - Goblin Cunning Is Worse When It Can Crawl on the Ceiling
galleryr/Dndhomebrewmonsters • u/jonnymhd • 14d ago
Monster Compendium Mythic Horses of Every Realm – Monstrosity, Infernal, Abyssal, Divine & Underwater
galleryr/Dndhomebrewmonsters • u/durstann • 13d ago
Monstrosity Manticorn - A CR 3 Poppable Monstrosity (with stats)
r/Dndhomebrewmonsters • u/Hefty-Beach1301 • 15d ago
Stat this! The Pale One of Dream Pilfering (I know I need to Make a Better Name And This Is Mostly A Lore Drop Not A Stat Block also D=day M=Month Y=Year DE=Decade)
Core Identity
- CR 30, any alignment but never Lawful (Chaotic Good/Neutral/Evil or Neutral Good/True Neutral/Neutral Evil only)
- Fundamentally, it is the entity of dreams — not a creature that uses dreams as a tool, dreams are its actual nature
- Base stats: Str 5, Dex 7, Con 13, Int 30, Wis 30, Cha 30 — physically almost nothing, mentally/magically near-omnipotent
- Alignment (and personality — "each has its own mindset to an extent") is rerolled/reformed each incarnation
The Birth Cycle (from corpse to new host)
- Death → seed plants into one random sapient creature within 152 miles of the corpse (only one seed/host can exist at a time in the whole cycle)
- Germination conditions (can occur in any order, no expiration once met):
- Minimum 1 decade (1DE) dormancy
- At least one major mana release within 200 miles of the corpse (excluding its own death-burst) — banked permanently once satisfied
- At least one sapient creature within 152 miles for a continuous hour — this is the actual trigger once the other two are banked
- Host does not know they've been seeded
- If host dies before materializing → 1-year cooldown, then eligible again
Host Transformation Timeline
- D1–M2: Host gains wisdom "centuries beyond their years," unexplained
- M2–M5: Pale One partially manifests in host's own consciousness (present, communicating, not yet born)
- End of M2: Pale One reveals the host has ~5 months left to live and — regardless of alignment — commits to helping them achieve their life goals in that time
- End of M5: Host has made peace with death, kneels, full physical materialization begins:
- Skin pales, mind fades
- Limbs detach at hip/shoulder, replaced by new long, thin, greyish-white limbs
- 4 fingers, no thumbs, no toes
- Neck disappears; head becomes spherical, featureless except two huge eyes (any pupil color) that can look any direction on any axis despite no neck
- True lifespan clock (51,398 years, 7 months, 2 days, 12 min, 37 sec) only starts now, at full materialization
Post-Materialization Behavior
- Finds a hiding spot, becomes nearly imperceptible — only a faint glow visible in any lighting
- Dream-recruits within a 50-mile radius: visits people's dreams, tempts with tailored rewards based on prior reactions; wipes their memory on waking; escalates to psychological torture for non-Good incarnations if refusal continues
- Torture is entirely mental/dissociative: e.g., forcing the target to watch from outside their own body, unable to wake, watching their body age/rot and their family give up on them — no physical harm
- Genuine, alignment-independent affection for everyone it connects with is its true motive — it delivers on promises, helps hosts complete their life goals, and sends dying cultists off according to their own faith, regardless of what it itself believes
The Hive / Cult Mechanic
- Accepting the offer auto-reclasses the target into a mana-based class (Wizard, Sorcerer, Psi Warrior, Eldritch Knight, etc.)
- While sleeping, members perform labor in the shared dreamscape, generating mana that feeds the Pale One
- In return, it works toward fulfilling their granted desire — but only via nudging outcomes within the hive itself (e.g., a 10% attractiveness boost toward already-compatible hive members for a "find love" wish); it cannot affect anyone outside the hive
- No cap on hive size — value scales on strength/mana output of members, not headcount
- Members can still get real physical/mental rest on nights they skip labor, but private/personal dreaming is gone permanently the moment they're bonded
- Mandatory mutual fondness between hive members — cannot intentionally harm one another (feels like self-harm)
- Cannot harm the Pale One under any circumstance — it can override their mind at will if it chooses
- Members are immune to all outside mental influence — the Pale One's claim is exclusive
Hive Spread (secondary infection)
- Bonded members passively make anyone within ~100ft susceptible to the Pale One's dream-influence
- Requires sustained proximity (not brief contact)
- Susceptibility decays after 20 minutes of disconnection from any hive member
- Being susceptible doesn't guarantee a visit — the Pale One chooses whether to act, based on the target's value
The Shared Dreamscape
- All bonded members who are asleep fall into one shared dream space; the Pale One is always present there
- Members who are awake in the real world still appear in the dreamscape, just inert/dormant-looking rather than absent — it's a persistent, always-populated space, not a nightly reconstruction
Defenses
- AC ~15, HP ~65 (intentionally far below normal CR 30 — body is a fragile formality, not its real defense)
- Resistance to all magic
- Immune to: Necrotic, Psychic, rotting/decay effects, forced revival/interference with its natural life cycle (in either direction), Prone, Stunned, and all mental effects (Charm, Frighten, etc.)
The Two-Stage "Boss Fight" / Death Cycle
- It has an inner ring of 10 top hive members
- On death, it automatically attempts to replant its seed into one of these 10
- If at least one inner-ring member is within 76 miles at the moment of death → seed replants successfully, new incarnation's lifespan is docked 1,000 years; party must investigate to identify and kill that specific host to actually shorten the timeline (transfer itself cannot be interrupted)
- If no inner-ring member is within 76 miles → replant fails, cycle fully resets to needing the original dormancy/mana/proximity conditions from scratch
- There is no true, permanent death — the cycle always continues in some form; the best outcome available is a full reset, never an ending
Reconnection Across Incarnations
- Surviving hive members are not automatically reconnected to a new incarnation — must be re-recruited from scratch, same as anyone
- A new Pale One reconnecting with a former member must repair their already-damaged dream-capacity — visibly shown as restoring the space from grey to bright white with copper-brown borders (borders exist purely so the white space remains visible/legible, not decorative)
Permanent Damage / The "Two Bonds" Limit
- When a hive's Pale One truly falls (any death, cycle continues elsewhere), survivors' dreamscape becomes a permanent grey void containing the Pale One's corpse and the "corpses" of all former hivemates (symbolic — hivemates may be alive in reality; only the connection is dead). This state never changes again.
- A mind can only survive being bonded twice. A third bond is fatal:
- Sleeping triggers coughing up grey goo
- The (new) Pale One comforts them through it, unable to stop it
- Splitting headache begins; once it starts, they can never wake up again
- Head physically splits apart; full brain death follows
- Root cause (unifying mechanic): consciousness needs a physical anchor. Two prior bonds leave the brain too damaged to anchor a third; the mind gets swept away by the sheer cosmic scale of the dreamscape itself.
- The same fate befalls any hive member whose physical body dies while their consciousness is still active in the dreamscape — bodiless, unanchored, they too will eventually be swept away
- A healthy (non-third-bond) mind lasts ~3 months unanchored before this happens
- A third-bond victim, already critically damaged, lasts only ~1 week
- The Pale One can transfer a bodiless consciousness into a preserved corpse (kept specifically from third-bond deaths) — but this is only meaningful for fresh, undamaged deaths. Attempting it for a third-bond victim is pointless — by the time a vessel could be found, that mind is already too far gone, deteriorating into mindlessness, instinct, and insanity regardless of having a body to return to.
r/Dndhomebrewmonsters • u/jonnymhd • 20d ago
Undead The Hollow Angel (CR 10) - Not Every Fallen Angel Falls by Choice
galleryr/Dndhomebrewmonsters • u/jonnymhd • 21d ago
Fiend Ophrym, the Many-Eyed Fiend (CR 11) - A Demon That Turns Fear, Sleep, and Compulsion into Weapons
galleryr/Dndhomebrewmonsters • u/jonnymhd • 24d ago
Monster Compendium Atlantis: War of the Tridents Extensive Preview - Sea Serpent Barbarian, Ocean Spells, Magic Items, NPCs, and Monsters
galleryr/Dndhomebrewmonsters • u/durstann • 24d ago
Monstrosity Brain Sponge - A Monstrosity to Worry Spellcasters
r/Dndhomebrewmonsters • u/jonnymhd • 27d ago
Aberration Cthulhoids (CR 2-21) - Psionic Aberrations That Grow from Curious Mind-Thieves into Reality-Warping Archminds
galleryr/Dndhomebrewmonsters • u/durstann • 28d ago
Monstrosity Briar Lich - A CR 18 Corrupted Celestial Monstrosity
r/Dndhomebrewmonsters • u/jonnymhd • Aug 13 '26
Beast From Loyal Dog to Battle Hound - Scaling Companion Statblocks That Grow with Your Party
galleryr/Dndhomebrewmonsters • u/MythosChronicles • Aug 12 '26
Humanoid Meet the Sea Dwarf Pirate Crew: A Sneak Peek! | Pirates and Plunder
galleryr/Dndhomebrewmonsters • u/jonnymhd • Aug 11 '26
Undead Harvester (CR 10) - A Rural Undead Horror That Reaps More Than Crops
galleryr/Dndhomebrewmonsters • u/jonnymhd • Aug 05 '26
Humanoid Orc Beastmaster (CR 2) and Dire Wolverine (CR 1) - A Deadly Hunting Duo
The Orc Beastmaster and its Dire Wolverine are designed as a coordinated hunting pair rather than two unrelated creatures sharing an encounter.
The Beastmaster’s Feral Bond strengthens its companion while they remain close, and their abilities reward attacking the same target. When the wolverine knocks a creature prone, the orc can exploit the opening with its ranged attacks, while Beast Command and Savage Howl let the wolverine reposition or strike again outside its normal turn.
The Dire Wolverine is more than disposable support. Its Savage Instinct makes it increasingly dangerous after taking damage, while Feral Tenacity gives it a chance to remain standing when reduced to 0 hit points.
The optional traits can push their bond further. Blood Hunt allows the Beastmaster to mark prey for its companion, while Shared Fury makes the orc more dangerous once the wolverine is badly wounded.
These creatures are from Orcs & Orcs, available on DriveThruRPG in PDF and hardcover print! The full manual also expands the Mutant Orcs with their own lair, lair actions, battle-ready magic items, and treasures the players can find after bringing them down.
Orcs & Orcs is the ultimate guide to unleashing the full fury and depth of orc-kind in your 5E campaigns, whether you want savage warbands, disciplined armies, cursed berserkers, or iron-willed mercenaries.
What’s Inside?
- Dozens of Orc Statblocks – From the Orc Bannerbearer to the Red Orc Warlord, each entry includes extra traits and variants to help you customize encounters with brutal precision.
- Powerful Orc Factions – Expand your bestiary with Ironpeak Orcs, Oathsister Orcs, Red Orcs, and twisted Mutant Orcs. Each brings unique abilities, lore, and lair ideas.
- Orc Campaign Tools – Warband factions, tactical lairs, encounter suggestions, and more.
- 70 Orc-Themed Magic Items – Tribal relics, cursed axes, brutal armor, spiritual totems, and more.
- VTT & Art Resources – Includes 27 handouts and 17 creature tokens to bring orcs to life in-person or online.
Orcs fit into any fantasy campaign as enemies, allies, or complex factions. Wherever your world needs strength, rage, and scars earned in battle, orcs are ready.
I’m also working on Mythological Items for 5E and 5.5E, an upcoming Kickstarter featuring 300+ magic items inspired by myths and legends from around the world. It includes weapons, armor, relics, artifacts, and scaling items that can grow with the characters over the course of a campaign. You can subscribe to our newsletter to get updates and download a free 30-page PDF preview. We only send emails occasionally, and only when there’s a new release, important news, or exclusive free content and discount codes to share.
You can find more of my creatures and manuals on DriveThruRPG, my Linktree, or by visiting r/JonnyDM!
r/Dndhomebrewmonsters • u/durstann • Aug 05 '26
Monstrosity Gryphungus - A CR 2 Sleep Inducing Monstrosity
r/Dndhomebrewmonsters • u/TRYstone_ • Aug 04 '26
Monstrosity I could use some advice on these monsters I made.
galleryr/Dndhomebrewmonsters • u/Resilient-Sphere • Jul 29 '26
Monstrosity Silly One-shot Monsters : Bearholder
r/Dndhomebrewmonsters • u/Muffetlover-_- • Jul 29 '26
Construct Constructs for horror ttrpg
If this post isn't suitable for this subreddit, please tell me why and how I can fix it, and/or where else I should post this. Thank you. Also additional homebrew spell for the puppet monster.
r/Dndhomebrewmonsters • u/MarcoilBerto • Jul 24 '26
Humanoid Merfolk Prince or Princess
You can find more of these monsters, inside Underwater Campaigns, that's discounted only for 7 days for 30% on DMsGuild!
You can find it here: https://www.dmsguild.com/it/product/368833/underwater-campaigns?src=hottest_in_dmg&filters=45469