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MENACE MANUAL: MILSTAMM THE ALRAUNE

Taking some inspiration from the Alraune from Bayonetta game.  At least, in style more than mechanics.  I normally don’t like using innate spell casting or any kind of character class style spell casting for monsters – prefer they have special abilities instead – but after 18 months of non-stop monster conversion for Iron Gods I started losing steam and leaving them in.  They are much more common in the Divinity Drive adventures.

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MILSTAMM THE ALRAUNE
Large fey, neutral evil

Armour Class 18 (natural armour)
Hit Points 280 (50d10)
Speed 40 ft.

STR 21 (+5)        DEX 12 (+1)       CON 18 (+4)
INT 14 (+2)        WIS 15 (+2)        CHA 18 (+4)

Skills Perception +4, Stealth +5
Damage Resistances bludgeoning, piercing
Damage Vulnerabilities fire
Damage Immunities poison
Senses darkvision 60ft., passive Perception 14
Languages Druidic, Elvish, Sylvan
Challenge 14 (11,500 XP)

Calming Fragrance. A supernaturally sweet perfume that calms the nerves and blunts aggression constantly surrounds an alraune to a radius of 60 feet. Any creature in this area of effect must make a DC 18 Wisdom save at the start of its turn to avoid falling under the effects of calm emotions for 1 minute. A calmed creature does not take any violent actions (though it does defend itself) and any emotion based affect, spell or ability is countered (for example bless, a barbarians rage etc.). Creatures that could be attracted to the alraune’s current apparent gender have disadvantage on this Wisdom save, while all other creatures, in particular androids, gain advantage on the save.   Affected creatures may make another saving throw whenever an ally is attacked and at the end of their turn.

Innate Spellcasting. The alraune’s innate spellcasting ability is Charisma (spell save DC 18). The dryad can innately cast the following spells, requiring no material components:

At will: druidcraft
3/day each: entangle (PHB pg. 238. 20’ radius, STR or cant move), goodberry, suggestion (PHB pg. 279. WIS)
1/day each: commune with nature, pass without trace, wall of thorns (PHB pg. 287. 7d8 piercing damage, difficult terrain x4 + dmg)

Magic Resistance. The alraune has advantage on saving throws against spells and other magical effects.

Speak with Beasts and Plants. The alraune can communicate with beasts and plants as if they shared a language.

ACTIONS          
Branches and Thorns. The alraune may use claws of Bark and/or Writhing Briar and/or cast a spell.

Claws of Bark. Melee Weapon Attack: +10 to hit, reach 5 ft. , one target.
Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) poison damage.

Writhing Briar. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Hit: 12 (2d6 + 5) piercing and slashing damage plus 10 (3d6) poison damage and the target must make a DC 18 Strength ability check or be knocked prone. 

Feed. An alraune’s roots can feed on a helpless or willing target. At the end of an hour of feeding, the victim takes 1d6 levels of exhaustion damage, and the alraune heals 10 hit points of damage multiplied by the level of exhaustion inflicted.

DESCRIPTION                    
An attractive green-skinned woman sits in the depths of this enormous, sweet-smelling flower.

Posted in Dungeons & Dragons

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