AC 16
HP 136 (16d8+64; bloodied 68)
Speed 50 ft., climb 30 ft.
Proficiency +4; Maneuver DC 17
Saving Throws Str +9, Con +8, Int +4, Wis +7, Cha +3
Skills Athletics +9, Insight +7, Perception +7, Survival +7; ceremonial relics
Damage Vulnerabilities acid
Damage Resistances poison; bludgeoning, slashing
Damage Immunities lightning
Condition Immunities
charmed
,
frightened
,
poisoned
Senses darkvision 60 ft. (sees through magical darkness), passive Perception 17
Languages English, French
Abominable Nature. The monster has resistance to poison damage and immunity to the poisoned condition. It does not need to breathe, eat food, or drink water, though it still requires periods of rest similar to sleep. The monster has disadvantage on Charisma ability checks made against humanoids due to its strange appearance.
Devotee of Darkness. The monster has advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in darkness or dim light .
Otherworldly Brute. The monster has advantage on attack rolls made against objects and deals double damage when using Strength to damage an object.
Rage (2/
long rest
). On its turn, the monster can enter a rage as a bonus action. Its rage lasts for 1 minute, ending early if it is knocked
unconscious
or if its turn ends and it hasn’t either attacked a hostile creature since its last turn or taken damage since then. The monster can also end its rage on its turn as a bonus action. While raging, it gains the following benefits.
◆ The monster has
advantage
on Strength checks and Strength
saving throws
.
◆ When the monster makes a melee weapon attack using Strength, it deals 2 extra damage.
◆ The monster has
resistance
to bludgeoning, piercing, and slashing damage.
Unnatural Threshold. The monster ignores 5 damage whenever it is hit with an attack that deals piercing damage.
ACTIONS
Extra Attack. The monster attacks three times when it takes the Attack action.
Dark Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) bludgeoning damage.
BONUS ACTIONS
Dark Strike. When the monster uses the Attack action on its turn, it can choose to deal necrotic damage by spending a bonus action. The monster can use Constitution for the attack and damage rolls of its attacks when dealing necrotic damage.
We’re going for one of the—if not the—most iconic creatures in all of literature, one who simply cannot stay dead and very frequently is misnamed. Did you guess Frankenstein? You’re the target of a hundred internet memes but you’re close: we’re talking about Frankenstein’s Monster!
If you don’t know the story of Mary Shelley’s famous novel yet, Dr. Victor Frankenstein collects dead body parts, splices them together, and then runs electricity through the stitched together corpse to scientifically bring life to that which was once no more than dead flesh!
“I ought to be thy Adam, but I am rather the fallen angel!”
Frankenstein was successful in his endeavor, and built an eight-foot tall being he dubbed the Creature. The monster was hideous, Frankenstein was repulsed, and the Creature escaped! Alone in the wild, the Creature scavenged for survival and secretly helped out a poor family by collecting firewood for them. In the meantime, he learned to speak by listening in on them. When he finally got the courage up to approach the family, the blind father was accepting, but the rest of them were terrified of his appearance and fled.
The Creature was badly affected by this experience. He travelled to Frankenstein’s home, murdered one of his brothers (and framed the nanny for it!) and demanded that Frankenstein build him a companion. Frankenstein started work, but fearing that his new creation would be evil, did not go through with it. Things happened—including the monster strangling Frankenstein’s bride to death—and the scientist armed himself to fight the Creature, pursuing him to the North Pole, where Frankenstein died of hypothermia. The Creature mourned his creator, and then drifted away into the darkness on a raft, never to be seen again.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.