Mobnomicon (Minecraft Supplement)
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Mobs - The Creatures of Minecraft[edit]
In the world of Minecraft, the term "mob" is used for any creature to be found. Sheep, zombies, vallagers, humans, they are all considered mobs. This term, however, is just a different term for "creature", and has no other special meaning.
Insectoid[edit]
An aberration is a mob that is insectoid or molluscoid in nature.
Beasts[edit]
Beasts are mobs that are animals or animal-like in nature.
Celestials[edit]
Celestials are mobs that exist in the space between the planes of existence. They often have abilities deriving from the Cosmos itself.
Constructs[edit]
Constructs are artificial beings, mobs created by other mobs using physical substances and animated by magic, electricity and circuitry, or other forms of animation.
Dragons[edit]
Elementals[edit]
Elementals are essentially pure elements of magic that have gained some kind of form and mind. These mobs are not the most common in any plane of existence, but they can take on many different forms in the same element. For example, blazes and cinders are both fire elementals.
Blaze[edit]
Element Type: Fire
Places Found: Nessus: Nether Fortress
Attributes: Str: 5 (-7), Dex: 15 (+2), Con: 4 (-8), Int: 10 (+0), Wis: 10 (+0), Cha: 10 (+0)
Alignment: Neutral
Speed: Hover 20
Damage Resistances: None
Damage Immunities: Fire
Condition Immunities: None
Damage Vulnerabilities: Frost, Water
Senses: Darkvision 60
CR: 3 (700 XP, 3 Mob Essence)
Drops:
- 1 blaze rod (50% chance, 1d4)
Blazes are fire elementals who exist in the the various Nether Fortresses scattered around the Hell Plane of Nessus. If they sight an intruder, they will ignite themselves and quickly get airborne. 10 seconds after igniting themselves, they fire small fireballs at the target in bursts of three (range: 25, 1d8 fire damage, applies ignited condition), extinguishing their ignited condition after firing the third one. They ignite themselves again after waiting another 10 seconds. They prefer to fight from range, but will attempt to engulf enemies that get too close within themselves (1d8 fire damage). Blazes pose an intermediate challenge to adventurers in Nether Fortresses due to being found in groups and having melee support from their wither skeleton allies.
Fey[edit]
Fiends[edit]
Giants[edit]
Humanoids[edit]
Humanoids are mobs that stand on two legs. They take on a wide variety of forms and races, be it mammalian, reptilian, aquatic, or some other branch of the animal kingdom.
Illagers[edit]
Illagers are actually a subclass of the humanoid type of mobs, but they have enough differences from this main branch to be affected by specific enchantments and circumstances specifically because they are part of this category. Illagers are vallagers who were struck by lightning, resulting in their minds getting twisted.
Monstrosities[edit]
Oozes[edit]
Plants[edit]
Plants are mobs who derive their being from foliage.
Creeper[edit]
Places Found: Overworld: Worldwide
Attributes: Str: 10 (+0), Dex: 15 (+5), Con: 10 (+0), Int: 12 (+2), Wis: 12 (+2), Cha: 5 (-5)
Alignment: Chaotic Neutral (wild spawn)
Speed: Walk 20
Damage Resistances: None
Damage Immunities: None
Condition Immunities: None
Damage Vulnerabilities: None
Senses: Darkvision 120
CR: 2 (150 XP, 3 Mob Essence)
Drops:
- 2 gunpowder (50% chance each, 1d4)(only if the creeper does not blow itself up)
Creepers are plantlike mobs that have a notorious reputation for exploding in a suicidal attack (radius: 15, 1d20+20 Force Damage). It does not help that they are a relatively common monster and are very stealthy. Only people who have a high perception ability (25) can notice they are coming when everything is relatively quiet. Other unlucky souls may only realize a creeper is behind them when they hear the telltale hiss of ignition. It is possible to get away from them quick enough. When that happens, the creeper stops itself from exploding and attempts to get close again. Unfortunately, in about half of the cases, a creeper succeeds in catching its quarry off-guard and blows them up along with any trees or other structures near their blast radius. Because of the damage a creeper can cause, the vallagers have hardwired the programming of their iron golems to ignore creepers altogether.
There is some protection people can utilize to defend themselves from creepers: cats. it is not entirely known what the reason is, but even the most aggressive of creepers are instinctively afraid of cats (saving throw is automatically failed), whether they are the ordinary house cat or a humanoid feline. It is deduced that, when creepers are very young, cats hunt them like mice and birds, leading to them being very afraid even when fully grown. Since young creepers are very elusive in the wild, this explanation is only a hypothesis.
Undead[edit]
Undead are mobs that came back from the dead. They are neither living nor dead, instead existing in a state somewhere in between. In Minecraft, the sun itself has the power to burn away most undead mobs standing directly in its light, inflicting it with the ignited condition until the mob finds shelter, jumps into water, or burns to death. Interestingly, undead mobs wearing some kind of helmet or hat can withstand the sun's purifying effects.
Zombie[edit]
Places Found: Overworld: Worldwide
Attributes: Str: 15 (+5), Dex: 8 (-2), Con: 15 (+5), Int: 5 (-5), Wis: 4 (-6), Cha: 5 (-5)
Alignment: Chaotic Neutral (wild spawn), Lawful Any (where "Any" is the alignment of its Necromancer master)
Speed: Walk 20
Damage Resistances: None
Damage Immunities: None
Condition Immunities: None
Damage Vulnerabilities: None
Senses: Darkvision 120
CR: 1/2 (100 XP, 3 Mob Essence)
Drops:
- 3 rotten flesh (75% chance each, 1d4) - 1 iron ingot (2% chance, 1d100) - 1 carrot or potato (50-50, 1d4)(2% chance, 1d100) - Any equipment worn or wielded.
Zombies are a very common monster mob in Minecraft. They normally have green skin, blackened eyes, and are wearing a tattered cyan shirt with a similarly tattered pair of purple pants. they are usually accompanied by a foul smell of decay. They are the scourge of the night, mindlessly drawn to living humanoids to eat their brains and flesh. In normal nights, they are nothing more than a nuisance easily dealt with by settlement guards and automatons. However, if an imbalance of dark magical energy or an evil master of necromancy is nearby, zombie numbers tend to be much higher and equally greater of a threat.
Husk[edit]
Places Found: Overworld: Deserts
Attributes: Str: 17 (+7), Dex: 7 (-3), Con: 18 (+8), Int: 5 (-5), Wis: 4 (-6), Cha: 5 (-5)
Alignment: Chaotic Neutral (wild spawn), Lawful Any (where "Any" is the alignment of its Necromancer master)
Speed: Walk 15
Damage Resistances: None
Damage Immunities: None
Condition Immunities: None
Damage Vulnerabilities: Radiant
Senses: Darkvision 120
CR: 1/2 (100 XP, 3 Mob Essence)
Drops:
- 3 rotten flesh (75% chance each, 1d4) - 1 iron ingot (2% chance, 1d100) - 1 carrot or potato (50-50, 1d4)(2% chance, 1d100) - Any equipment worn or wielded.
Husks are a variant of zombie commonly found in deserts. They appear to have brown skin and yellow clothing. They are slower, but tougher, stronger, and do not burn under the sun. They are a favorite minion of necromancers, especially if the sun is out and they want to stir up trouble anyway.
Drowned[edit]
Places Found: Overworld: Oceans, Rivers
Attributes: Str: 15 (+5), Dex: 10 (+0), Con: 15 (+5), Int: 7 (-3), Wis: 6 (-4), Cha: 5 (-5)
Alignment: Chaotic Neutral (wild spawn), Lawful Any (where "Any" is the alignment of its Necromancer master)
Speed: Walk 20, Swim 30 (no penalty)
Damage Resistances: None
Damage Immunities: Water
Condition Immunities: None
Damage Vulnerabilities: Radiant, Ice
Senses: Darkvision 120
CR:
- 1/2 (100 XP, 3 Mob Essence) - 2 (trident variant, 150 XP, 4 Mob Essence)
Drops:
- 3 rotten flesh (75% chance each, 1d4) - 1 copper ingot (10% chance, 1d10) - 1 nautilus shell (2% chance, 1d100) - Any equipment worn or wielded.
Drowned are another variant of zombie found in large stretches of water. They have blue, raggedy skin, shredded rags for clothing, and glowing yellow eyes.They are adept at swimming in their watery environment, making them dangerous to travelers at sea whether or not they are on a boat. They like to stay in their watery environment and will only leave it if it is raining. Large numbers of them can overwhelm larger ships, climbing aboard and striking down the crew and passengers en masse. Some carry tridents and are surprisingly adept at using them in both melee and ranged combat.
Skeleton[edit]
Places Found: Overworld: Worldwide; Nessus: Nether Fortress
Attributes: Str: 8 (-2), Dex: 12 (+2), Con: 8 (-2), Int: 10 (+0), Wis: 10 (+0), Cha: 7 (-3)
Alignment: True Neutral (wild spawn), Lawful Any (where "Any" is the alignment of its Necromancer master)
Speed: Walk 35
Damage Resistances: None
Damage Immunities: None
Condition Immunities: None
Damage Vulnerabilities: Radiant
Senses: Darkvision 120
CR: 1/2 (100 XP, 3 Mob Essence)
Drops:
- 2 bones (75% chance each, 1d4) - 2 arrows (50% chance each, 1d4) - Any equipment worn or wielded.
Skeletons are a common monster mob found in Minecraft. They have no flesh; all that is left of them are bones. Despite not having a brain, Skeletons are smarter than their zombie cousins. Because of this, they are usually seen wielding a bow. Skeletons are normally not looking for a fight, but if they see a living mob, they will not hesitate to hunt it, intelligent or not. The only thing they will not attack, let alone are scared by, are canines (intimidation check). They would rather not lose their bones in a fight with dogs, and will keep away from both them and their masters.
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