• emilyjeasmith

3 Horror Movie Monsters to Include in Your Next D&D Session


Pennywise

Famous as the monster who terrorized a generation in Stephen King's It, Pennywise specializes in terror and manipulation, toying with his prey, and torturing them by transforming into manifestations of their greatest fears.


This shape-shifting monster then draws his victims underground, into basements or sewers, where they are helpless and alone, before finally devouring them.


Pennywise:

Medium fiend (demon), any alignment

Armor Class: 15 (natural armor)

Hit Points: 136 (16d8+64)

Speed: 40 ft., climb 40 ft., swim 40 ft.



Saving Throws: Str +6, Dex +6, Wis +6, Cha +8

Skills: Persuasion +12, Deception +12, Athletics +10, Stealth +8

Damage Resistances: Cold, Fire, Lightning, Bludgeoning, Piercing, and Slashing from Non-magical Weapons

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 120 ft., Blindsight 120 ft.

Languages: Abyssal, Common, Undercommon

Challenge: 10 (5,900 XP)

Change Shape: Pennywise magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (Pennywise’s choice). In a new form, Pennywise retains its game Statistics and ability to speak, but its AC, Movement modes, Strength, Dexterity, and Special Senses are replaced by those of the new form, and it gains any Statistics and capabilities (except Class Features, legendary actions, and lair actions) that the new form has but that it lacks.

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

Spider Climb. Pennywise can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Innate Spellcasting. Pennywise’s spellcasting ability is Charisma (spell save DC 16). Pennywise can innately cast the following spells, requiring no material components:

  • At will: detect thoughts, web, silent image

  • 2/day: dominate person, charm person, hypnotic pattern, hold person

Web Walker. Pennywise ignores movement restrictions caused by webbing.

Horrifying Visage. Each non-undead creature within 60 ft. of Pennywise that can see it must succeed on a DC 14 Wisdom saving throw or be Frightened for 1 minute. A Frightened target can repeat the saving throw at the end of each of its turns, ending the Frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Pennywise’s Horrifying Visage for the next 24 hours.

Actions

Multiattack. Pennywise makes two melee attacks.

Slam (Bite in Spider Form). Melee Weapon Attack: +6 to hit, reach 5 ft. (10 ft. in demon form), one target. Hit: 8 (2d6+2) bludgeoning (piercing in spider form) damage plus 21 (6d6) poison damage.


Originating in the original Ghostbusters, The Stay Puft Marshmallow Man is a gargantuan construct made from marshmallowy goodness. Capable of destroying entire cities, this monstrous marshmallow unleashes destruction even after death, exploding in a shower of marshmallow fluff that can crush even the most valiant adventurer.


Stay Puft Marshmallow Man:

Gargantuan construct, chaotic evil

Armor Class: 13 (natural armor)

Hit Points: 178 (17d10+85)

Speed: 60 ft.

Stay Puft Marshmallow Man D&D Stats


Saving Throws: Str +10, Con +9

Skills: Athletics +10

Damage Immunities: Poison, Psychic; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren’t Adamantine

Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses: Darkvision 120 ft.

Languages: Understand The Languages Of Its Creator But Can’t Speak

Challenge: 10 (5,900 XP)

Immutable Form. The Stay Puft Marshmallow Man is immune to any spell or effect that would alter its form.

Magic Resistance. The Stay Puft Marshmallow Man has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Stay Puft Marshmallow Man’s weapon attacks are magical.

Siege Monster. The Stay Puft Marshmallow Man deals double damage to objects and structures.

Death Burst. When The Stay Puft Marshmallow Man dies, it explodes in a burst of marshmallow fluff. Each creature within 10 ft. of it must make a DC 14 Dexterity saving throw, taking 12 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

Actions Multiattack. The Stay Puft Marshmallow Man makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d8+6) bludgeoning damage.


Known as the Tooth Fairy from the horror movie Darkness Falls, Matilda Dixon was beloved by children in her village for giving them treats each time they lost a tooth. After she was accused of kidnapping and burned alive, Matilda became a Dark Tooth Fairy in death. Reborn as a ghost that steals the teeth of children in the night, she viciously murders anyone who sees her true form.


The Tooth Fairy (aka Matilda Dixon)

Medium undead, neutral evil

Armor Class: 12

Hit Points: 110 (20d8)

Speed: 30 ft., fly 50 ft.

The Tooth Fairy D&D Stats


Skills: Stealth +10, Sleight of Hand +10

Damage Resistances: Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Damage Immunities: Necrotic, Poison

Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses: Darkvision 120 ft.

Languages: Common

Challenge: 7 (2,900 XP)

Ethereal Sight. The Tooth Fairy can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

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

Magic Weapons. The Tooth Fairy’s weapon attacks are magical.

Incorporeal Movements. The Tooth Fairy can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Sunlight Sensitivity. While in sunlight, the Tooth Fairy has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting. The Tooth Fairy’s spellcasting ability is Charisma (spell save DC 13). The Tooth Fairy’ can innately cast the following spells, requiring no material components:

At will: darkness, silent image, hellish rebuke

2/day: phantasmal force, hold person, blight

Actions Multiattack. The Tooth Fairy makes one attack with root canal and one with its life drain or horrifying visage.

Horrifying Visage. Each non-undead creature within 60 ft. of the Tooth Fairy that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 of more, the target also ages 1d4 * 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Life Drain. Melee Spell Attack: +5 to hit, reach 5 ft, one creature. Hit: (4d6) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Root Canal. Melee Attack: +7 to hit. reach 5 ft., one creature that is grappled by the Tooth Fairy. Hit: 16 (4d6+2) piercing damage as the Tooth Fairy rips a tooth from the target.

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