This thirst for companionship within the bag may be due to the fact that he himself was once an adventurer, before abandoning his party in a moment of peril and diving into the Bag of Holding itself. The Bagman is said to be a creature with the ability to hoist itself out of any Bag of Holding and potentially drag an adventurer back into the vast inner world of the Bag with him, leaving only trinkets in their place. What are you going to do? Leave that potion of water breathing there? Who cares if you’re playing a water genasi, it’ll definitely come in handy! Knowing that you’re going to come up against some enemies with a sizable amount of booty that you’ve got to take on the road with you somehow, makes the Bag of Holding almost invaluable. The Bag of Holding has become an essential piece of adventuring party kit. This terrifying creature can crawl out of any Bag of Holding. You'd want companionship too if you'd been stuck in a bag for years. ![]() So, here are seven of the scariest monsters in Dungeons & Dragons history. A big shout out to our EGX audience who supplied two of these monsters during a live panel in which we had to draw Dungeons & Dragons monsters from memory. The monsters on this list range from some you might already be familiar with to others that are much more recent additions to the D&D canon, but nevertheless make for excellent picks to ramp up the spookiness. Scariest monsters in Dungeons & Dragons 5E Nightwalkers enjoy inflicting despair before death, particularly by destroying valued objects or murdering loved ones before delivering the final blow to a foe.Ī nightwalker is 20 feet tall and weighs 5,000 pounds.If you’re planning on running a horror-themed Dungeons & Dragons 5E one-shot or campaign for your adventuring party and you’re not sure where to start, then why not begin with the potential monster they could encounter? There are some absolutely iconic monsters across D&D history, from beholders to mind flayers, but which ones will give your players the absolute creeps? We’ve curated a list of the scariest monsters to include in your Dungeons & Dragons games that are guaranteed to give them the heebie-jeebies. This is not to say that the nightwalker never sacrifices its troops to gain a tactical advantage-just that these attacks are the only ones the monster feels no urge to participate in directly. The undead creature is ever eager to put its tactics and plans to the test itself, and takes part in battles in every possible occurrence save for those that the creature has determined are self-destructive. This powerful foe leads armies of undead against the living, but unlike most mortal generals the nightwalker is not content to stand back and observe the battles from safety. The most commonly encountered nightshade is the giant-like nightwalker. The shadows remain for 1 hour, until the nightwalker dies, or until the nightwalker dismisses them as a bonus action. The shadows arrive in one round, acting as allies of the nightwalker and obeying its commands. The nightwalker magically calls 2d4 shadows, provided that the nightwalker is not in bright light. Hit: 25 (3d8 + 12) slashing damage plus 14 (4d6) cold damage. ![]() Melee Weapon Attack: +18 to hit, reach 15 ft., one target. 1/day each: cone of cold, finger of death, plane shift.3/day each: confusion, haste, hold monster, invisibility.At will: contagion, darkness, dispel magic, blight.It can innately cast the following spells, requiring no material components. The nightwalker’s innate spellcasting ability is Intelligence (spell save DC 19). While in sunlight, the nightwalker has disadvantage on attack rolls, ability checks, and saving throws. Magical darkness doesn’t impede the nightwalker’s darkvision. ![]() Undead within a 30-foot radius of the nightwalker have advantage on attack rolls and saving throws. The nightwalker deals double damage to objects and structures. Languages Abyssal, Common, Infernal, telepathy 120 ft. Senses darkvision 120 ft., passive Perception 21 Skills Arcana +11, Insight +11, Perception +11, Stealth +8ĭamage Resistances necrotic bludgeoning, piercing, and slashing from nonmagical attacksĬondition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Saving Throws Strength +18, Dexterity +8, Constitution +11, Wisdom +11
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