Duality Bestiary (Duality&Dice 5e Homebrew)
A part of the Duality&Dice 5e Homebrew, available creatures to place into your campaign.
Beastiary[edit]
Allies[edit]
Kreidegott[edit]
Medium humanoid, chaotic good Armor Class 48
Saving Throws Str +57, Dex +76, Con +64, Int +100, Wis +69, Cha +51 Zenire The Kreidegott has 69420 Zenire. Frost Specialist The Kreidegott is immune to the Frozen and Dissociation Debuffs. Additionally, the Kreidegott ignores Cold resistance and immunity. Saving Throw Efficieny On every saving throw, the Kriedegott will take no damage on a success and half damage on a fail. Alchemy The Kreidegott has access to all Alchemy and all abilities from the Alchemy Blessing. Zenire Pressure The Kreidegott has the Perfected Pressure Feat and the 26-Hit Style Feat.. Enhanced Vision The Kreidegott's passive perception cannot fall below 100 and has advantage to all skill checks while not Blinded. Armory The Kreidegott holds possession of "Kuroina", "Mizenata", "Renkitsubasa", ".22 Module Reform Ver. 226", "Ballistic Ballisong", and "Frost Fans". ACTIONSBattle Hardened Ability The Kreidegott has 26 actions per turn. Swift Hands The Kreidegott has 26 bonus actions per turn. Kusanagi Slashes Melee Weapon Attack: +75 to hit, reach 5ft, single target. Hit: 26d10+26 Slashing damage and 10d10+10 Force damage. (Damage tier increases not included)
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Mikazuki[edit]
Medium humanoid, chaotic good Armor Class 43
Saving Throws Str +34, Dex +22, Con +31, Wis +17, Cha +29 Zenire Mikazuki has 500 Zenire. Saving Throw Efficieny On every saving throw, Mikazuki will take no damage on a success and half damage on a fail. Uncanny Strength Mikazuki deals double damage to buildings and constructs, additionally, Mikazuki has advantage to all Strength checks and cannot roll lower than a 6 on Strength checks. ACTIONSCat Claws Melee Weapon Attack: +32 to hit, reach 5ft, single target. Hit: 2d10+2 Slashing damage.
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Summons[edit]
Illusory Warriors[edit]
Medium undead, true neutral Armor Class 40
Saving Throws Int +4, Wis +5, Cha +6 Illusion This creature cannot be damaged by saving throw effects. Warrior Spirit When hitting a creature, they must succeed a Wisdom saving throw DC 35 or be Frightened. ACTIONSSlash Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) Psychic damage. Vanish Bonus Action: Teleport up to 15ft away. Grants 1 Illusion Charge. Non Reality Action: Become immune to all damage except Psychic for 1 round, costs 2 Illusion Charges.
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Enemies(Human)[edit]
The Booming Brigade[edit]
Medium humanoid, lawful evil Armor Class 37
Saving Throws Dex +16, Con +16, Wis +16, Cha +15 Zenire The Booming Brigade has 1500 Zenire. The Left Hand Ascendant The Booming Brigade has the Zenire Pressure, Zenire Divinity Culmination, Massive Ego, Intuitive Mind, Discerning Brain, Durable Soul, Evasive Footwork, Overarching Brawn, Zenire Adept. Heightened Reflexes, Subconscious Instinct, Impeccable Speech, Masterful Charm, Dense Zenire, and Improved Domain feats. Ascendant Lieutenant The Booming Brigade has all abilities from the Creation Blessing.
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The Foolish Visionary[edit]
Medium humanoid, chaotic evil Armor Class 38
Saving Throws Str +15, Dex +18, Con +18, Int +15, Wis +17, Cha +19 Zenire The Foolish Visionary has 3000 Zenire. The Right Leg Ascendant The Foolish Visionary has the Zenire Pressure; Zenire Divinity Culmination; Massive Ego; Intuitive Mind; Discerning Brain; Durable Soul; Evasive Footwork; Overarching Brawn; Zenire Adept; Heightened Reflexes; Subconscious Instinct; Alright Gang, Restoration; Zenire Overpressured feats. Ascendants Weapon of Mass Destruction The Foolish Visionary has all abilities from the Creation Blessing.
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The Perfection[edit]
Large humanoid, lawful evil Armor Class 38
Saving Throws Str +20, Dex +14, Con +20, Int +15, Wis +15, Cha +17 Zenire The Perfection has 2000 Zenire. The Right Leg Ascendant The Perfection has the Zenire Pressure; Zenire Divinity Culmination; Massive Ego; Intuitive Mind; Discerning Brain; Durable Soul; Evasive Footwork; Overarching Brawn; Zenire Adept; Heightened Reflexes; Subconscious Instinct; One Punch Style; Zenire Overpressured; Standing Here feats. Ascendants Indomitable Garrison The Perfection has all abilities from the Creation Blessing.
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The Freedom[edit]
Medium humanoid, lawful evil Armor Class 37
Saving Throws Dex +21, Con +16, Wis +16, Cha +15 Zenire The Freedom has 2000 Zenire. The Left Foot Ascendant The Freedom has the Zenire Pressure, Zenire Divinity Culmination, Massive Ego, Intuitive Mind, Discerning Brain, Durable Soul, Evasive Footwork, Overarching Brawn, Zenire Adept. Heightened Reflexes, Subconscious Instinct, Agility Beyond Light, and Softened Pressure feats. Ascendant Aerial Ace The Freedom has all abilities from the Creation Blessing.
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The Embodiment[edit]
Medium humanoid, ??? Armor Class ???
Saving Throws Str ???, Dex ???, Con ???, Int ???, Wis ???, Cha ??? Zenire The Embodiment has ??? Zenire. The Body and Soul Ascendant The Embodiment has the ??? feats. Ascendants Wild Card The Embodiment has all abilities from the Creation Blessing.
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Enemies(Monsters)[edit]
Noxious Abberanth[edit]
Huge plant, chaotic evil Armor Class 9
Saving Throws Con +18 Rooted For every turn the Noxious Abberanth has not moved or been moved, it regains 2d6 hit points. Gaiire Beast This creature is vulnerable to all Zenire based attacks. ACTIONSSlam Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) Bludgeoning damage. Poison Gas Constitution Saving Throw: DC: 15, 20ft cone, half damage on success. Hit: 14 (4d6) Poison damage. Fire Burst Ranged Weapon Attack: +15 to hit, range 60ft., three targets. Hit: 7 (3d4) Fire damage. Acid Build Up Charge Up: Grants 1 charge of Acid Bomb. Can be interrupted if dealt Fire, Cold, or Acid damage. Acid Bomb Constitution Saving Throw: DC: 17, 50ft radius, half damage on success, costs 1 charge of Acid Bomb. Hit: 21 (6d6) Acid damage.
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Enemies(Misc)[edit]
Much of the fun of this supplement comes from the application of all sorts of different media. You can use other supplement's beastiaries for whatever shenanigans you want your players to experience.
Fazzy The Fredbear[edit]
Medium construct, chaotic good Armor Class 24
Saving Throws Str +27, Dex +8, Con +30 Haunted Animatronic Fazzy will return to max hit points after being reduced to 0 hit points in a random location 50ft away after 1d4 rounds. This feature can only be avoided by purifying the soul. Lost Souls When hitting a creature, they must succeed a Wisdom saving throw DC 24 or be Frightened. ACTIONSSlash Melee Attack: +19 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 5) Slashing damage. Vanish Bonus Action: Teleport up to 45ft away. Cannot activate if clearly visible to a humanoid's direct vision. Toreador March Full Round Action: Begins playing a song for the round. On the next turn, the next attack will automatically hit. Can be interrupted if bright light is shined during the song.
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Bunbun the Fazbunny[edit]
Medium construct, chaotic good Armor Class 24
Saving Throws Str +27, Dex +10, Con +30 Haunted Animatronic Bunbun will return to max hit points after being reduced to 0 hit points in a random location 50ft away after 1d4 rounds. This feature can only be avoided by purifying the soul. Lost Souls When hitting a creature, they must succeed a Wisdom saving throw DC 24 or be Frightened. Aggressive Bassist If Bunbun misses an attack, they will keep trying to attack that target, gaining a +1 to hit everytime they miss. The bonus to hit resets on a successful hit. ACTIONSSlash Melee Attack: +19 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 5) Slashing damage. Vanish Bonus Action: Teleport up to 45ft away. Cannot activate if clearly visible to a humanoid's direct vision.
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Chicky The Fazchicken[edit]
Medium construct, chaotic good Armor Class 24
Saving Throws Str +27, Dex +9, Con +30 Haunted Animatronic Chicky will return to max hit points after being reduced to 0 hit points in a random location 50ft away after 1d4 rounds. This feature can only be avoided by purifying the soul. Lost Souls When hitting a creature, they must succeed a Wisdom saving throw DC 24 or be Frightened. ACTIONSPeck Melee Attack: +16 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 5) Piercing damage. Vanish Bonus Action: Teleport up to 45ft away. Cannot activate if clearly visible to a humanoid's direct vision. Cupcake Ranged Attack: +24 to hit, reach 20/30 ft., one target. Hit: 26 (4d12) Piercing damage + 13 (2d12) Poison damage.
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PatchFox The FazFox[edit]
Medium construct, chaotic good Armor Class 24
Saving Throws Str +27, Dex +8, Con +30 Haunted Animatronic PatchFox will return to max hit points after being reduced to 0 hit points in a random location 50ft away after 1d4 rounds. This feature can only be avoided by purifying the soul. Lost Souls When hitting a creature, they must succeed a Wisdom saving throw DC 24 or be Frightened. Speedblitz Each round Patchfox hasn't attacked a creature, his movement speed will increase by 15ft. ACTIONSSlash Melee Attack: +19 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 5) Slashing damage. Vanish Bonus Action: Teleport up to 45ft away. Cannot activate if clearly visible to a humanoid's direct vision.
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Golden Psychic Friend Fazbear[edit]
Medium construct, chaotic good Armor Class 24
Skills Animal Handling +9999 Haunted Animatronic Golden Psychic Friend Fazbear will return to max hit points after being reduced to 0 hit points in a random location 50ft away after 1d4 rounds. This feature can only be avoided by purifying the soul. Lost Souls When hitting a creature, they must succeed a Wisdom saving throw DC 9999 or be Frightened. It's Me Creatures frightened by Golden Psychic Friend Fazbear can only be damaged by Golden Psychic Friend Fazbear. ACTIONSScare Attack: +9999 to hit, reach 5 ft., one target. Hit: 99999 True damage. Vanish Bonus Action: Teleport up to 45ft away. Cannot activate if clearly visible to a humanoid's direct vision.
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Bouncysurprise[edit]
Medium construct, chaotic evil Armor Class 26
Saving Throws Str +27, Dex +9, Con +24 I Always Come Back Bouncysurprise will return to max hit points after being reduced to 0 hit points in a random location 50ft away after 1d4 rounds. This feature cannot be avoided. Vengeful Spirit When hitting a creature, they must succeed a Wisdom saving throw DC 29 or be Frightened. ACTIONSSlash Melee Attack: +36 to hit, reach 5 ft., one target. Hit: 52 (6d12 + 10) Slashing damage. Vanish Bonus Action: Teleport up to 45ft away. Cannot activate if clearly visible to a humanoid's direct vision. Fakeout Bonus Action: Create an illusion of Bouncysurprise that runs at the enemies and Frightens them if they make direct contact.
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Gnaw Sting[edit]
Medium beast, chaotic evil Armor Class 22
Saving Throws Str +17, Dex +14, Con +24 Decay Eulogy: When reduced to 0 hit points, Gnaw Sting will explode in a 100ft radius and deals 360 True damage to all Swarm creatures. Swarm: Gains advantage to attack when at least 1 other Swarm creature is within 5ft of its target. Additionally, all Swarm creatures ignore orders unless from Tayzzyronth. Weakness Break: After receiving more than 150 Slashing, Piercing, Bludgeoning, or Cold damage, the Gnaw Sting will skip it's next turn and take an additional 50 damage. Cannot be triggered again until Gnaw Sting has taken a turn. ACTIONSHorn Clash: Melee Attack: +40 to hit, reach 5ft., one target. Hit: 45 (7d10+10) Psychic damage. Applies DoT Vulnerability Debuff on a critical hit.
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Juvenile Sting[edit]
Medium beast, chaotic evil Armor Class 22
Saving Throws Str +17, Dex +14, Con +24 Entomon Eulogy: When reduced to 0 hit points, Juvenile Sting will explode in a 100ft radius and deals 245 True damage to all Swarm creatures. Swarm: Gains advantage to attack when at least 1 other Swarm creature is within 5ft of its target. Additionally, all Swarm creatures ignore orders unless from Tayzzyronth. Weakness Break: After receiving more than 150 Force, Necrotic, Psychic, or Thunder damage, the Juvenile Sting will skip it's next turn and take an additional 50 damage. Cannot be triggered again until Juvenile Sting has taken a turn. ACTIONSWingflap: Melee Attack: +35 to hit, reach 5ft., one target. Hit: 40 (6d10+10) Bludgeoning damage. Applies Bleeding Debuff on a critical hit. Meiotic Division Action: Creates another Juvenile Sting in a location within 20ft of itself. Can use once every 2 rounds.
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Lesser Sting[edit]
Medium beast, chaotic evil Armor Class 22
Saving Throws Str +17, Dex +14, Con +24 Entomon Eulogy: When reduced to 0 hit points, Lesser Sting will explode in a 100ft radius and deals 289 True damage to all Swarm creatures. Swarm: Gains advantage to attack when at least 1 other Swarm creature is within 5ft of its target. Additionally, all Swarm creatures ignore orders unless from Tayzzyronth. Weakness Break: After receiving more than 150 Slashing, Piercing, Bludgeoning, Fire, Force, or Radiant damage, the Lesser Sting will skip it's next turn and take an additional 50 damage. Cannot be triggered again until Lesser Sting has taken a turn. Loses Bursting Detonation Charge. ACTIONSPrepare To Fight Action: Gains one charge of Bursting Detonation. Bursting Detonation: Constitution Saving Throw: DC:23, 50ft radius, half damage on a success, applies Bleeding Debuff on a failed save. Hit: 40 (6d10+10) Bludgeoning damage.
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Starcrusher Swarm King: Skaracabaz[edit]
Huge beast, chaotic evil Armor Class 25
Saving Throws Str +17, Dex +20, Con +24 Swarm: Gains advantage to attack when at least 1 other Swarm creature is within 5ft of its target. Additionally, all Swarm creatures ignore orders unless from Tayzzyronth. Weakness Break: After receiving more than 900 Piercing, Bludgeoning, Slashing, Force, Cold, or Radiant damage, Starcrusher Swarm King: Skaracabaz will skip it's next turn and take an additional 250 damage. Cannot be triggered until Starcrusher Swarm King: Skaracabaz has taken a turn. Emanator's Wrath: When reduced to 0 hit points for the first time. Heals back to full hit points and gains 2000 temporary hit points for 1 hour. Additionally uses "Ovum of Collapsed Star" immediately after effect is triggered and disables "Pyrolysis Death Beam". Immune to the Imprisoned Debuff. ACTIONSPropagation's Emanator Starcrusher Swarm King Skaracabaz takes 2 actions each turn. Swarm King Cannon: Ranged Attack Roll: +50 to hit, reach 25ft., single target. Hit: 110 (16d10+22) Necrotic damage. Radiating Venom: Ranged Attack Roll: +57 to hit, reach 30ft., single target, Summons "Gnaw Sting". Hit: 72 (10d10+17) Necrotic damage. Applies DoT Vulnerability and Imprisoned Debuffs on a critical hit. Pyrolysis Death Beam Constitution Saving Throw: DC: 28, 50ft. Line, upon first contact explodes in a 15ft Sphere, half damage on success, does not affect Swarm creatures. Hit: 148 (20d12+18) Necrotic damage. Carapace of Begotten Spawn Action: Enter the Multiply state until the next turn. During this time, all damage taken is reduced by 30%, and every time Starcrusher Swarm King Skaracabaz is hit, a Gnaw Sting is summoned within 100ft to a maximum of 4. If Weakness Break is triggered while in the Multiply state, it will deal 250 True damage to all Swarm creatures within 100 ft. and grants all enemies the Radiant buff. Ovum of Collapsed Star Constitution Saving Throw: DC: 30, 60ft. radius Sphere. half damage on success, does not affect Swarm creatures, Cannot be used until "Emanator's Wrath" is triggered. Hit: 220 (30d10+55) Necrotic damage.
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Boss Enemies[edit]
Kitsuna Ritashi[edit]
Medium humanoid, lawful evil Armor Class 39
Saving Throws Dex +19, Con +22, Wis +16, Cha +25 Zenire Kitsuna has 10000 Zenire. Zenire Pressure Kitsuna has the Zenire Pressure, Zenire Overpressured, Black Hole Density Zenire, Perfected Pressure, Heightened Reflexes, Subconscious Instinct, Impeccable Speech, Masterful Charm, Infinite Rizz, Catch These Hands, Mastered Martial Arts, Hands As Fast As Lightning, Standing Here, 26-Hit Style, Sparks of Black, Zenire Divinity Culmination feats, the Karmic Precision Forsaken Boon, and the Unstoppable Self Divine Boon. Divine Presence Creatures within 10ft of Kitsuna with a Charisma or Wisdom Score lower than 20 will become Frightened of her. Goddess of Creation Kitsuna has all abilities from the Creation Blessing. Saving Throw Efficiency Kitsuna has Saving Throw Efficiency in Dexterity, Wisdom, and Charisma saving throws. ACTIONSShattering Claws Unarmed Melee Attack: +37 to hit, reach 5ft., single target, ignores all SAC/BAC/MAC. Hit: 70 (10d10+15) Slashing damage. Pounce Unarmed Melee Attack: +46 to hit, reach 30ft., single target, always has advantage. Hit: 110 (16d10+22) Bludgeoning damage. Heart Catcher Constitution Saving Throw: DC: 28 , reach 5ft. single target. Hit: 666 (69d12+117) Necrotic damage.
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Neutral Divine Beings[edit]
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