Fact 1: In most versions of Dungeons & Dragons, when infected – as opposed to natural-born – lycanthropes transform under the full moon, they assume the default alignment of their type during the ensuing mindless rampage.
Fact 2: In most versions of Dungeons & Dragons, the default alignment of werebears is Lawful Good.
Conclusion: When an infected werebear transforms under the full moon, they go on a mindless Lawful Good rampage.
Picking up litter and helping direct traffic
SMOKEY THE BEAR
“Oh my gods… Who built this orphanage on the middle of the night? This… This… This is all up to building code!”
When the DM says something like “The room appears to be empty” or “so you touch the object?”
Fun DM tip: always do that. Even if it really is empty or nothing will happen. Really helps curb meta gamming and can get some funny reactions. My favorite is asking how they open the door or asking “so you just stand in front of it and open it normally” then suddenly they’re trying to describe a totally abnormal way of opening a door that doesnt involve them being in front of it
niko thats mean
When my players roll a bad perception check I like to say, “there *seems* to be nothing there.” Especially if there is actually nothing there.
Brain in a Jar
Tiny undead, neutral evil
Armor Class 14 (natural armor)
Hit Points 54 (12d4 + 24)
Speed 0 ft., fly 30 ft. (hover)
Str 2, Dex 11, Con 15, Int 16, Wis 12, Cha 16
Saving Throws Int +5, Wis +3, Cha +5
Skills Arcana +5, History +5, Perception +3
Damage Immunities poison
Damage Resistances necrotic
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, prone
Senses blindsight 60 ft., passive Perception 13
Languages Common, telepathy 120 ft.
Challenge 4 (1100 XP)
Innate Spellcasting (Psionics). The brain in a jar’s innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no components:
At will: detect thoughts, suggestion, telekinesis
1/day each: dominate person, mass suggestion
Madness. A creature that tries to charm or telepathically communicate with the brain in a jar must succeed on a DC 13 Intelligence saving throw or take 10 (3d6) psychic damage.
Multiattack. The brain in a jar uses Mind Thrust twice.
Mind Thrust. One creature within 60 feet of the brain in a jar must make a DC 13 Intelligence saving throw, taking 16 (2d12+3) psychic damage on a failed save, or half as much damage on a successful one.
Psychic Pulse (Recharge 6). The brain in a jar unleashes a pulse of psychic energy that ripples outward, stunning itself until the start of its next turn. Each creature within 60 feet of it must make a DC 13 Intelligence saving throw, taking 19 (3d12) psychic damage on a failed save, or half as much on a successful one.
Encased in a metal-framed glass jar full of preservative fluid, the brain-in-a-jar is considered by some to be the pinnacle of necromancy. No mere preserved body part, the ritual to produce a brain-in-a-jar is very specific and very difficult, kept a secret by those who know it, and jealously coveted by those who do not. These brains become masters of the mind, able to bend the will of those near them. It is not uncommon for a necromancer to be found under the control of a brain-in-a-jar that he created. These creatures weigh around 25 pounds, including the container and fluid. The jar is magically reinforced in most cases, but sometimes a brain in a jar is kept in a less-sturdy container. Such a brain in a jar is vulnerable to thunder damage, and is considered Challenge 3 (700 XP) rather than Challenge 4.
Originally from Libris Mortis: The Book of Undead. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.
our D&D characters had a pillow fight and it was. Amazing
How to run a pillow fight in d&d (lv11 characters):
1. Everyone starts with 30 pillow!HP, aka “Pillow Points”. When you hit 0, you are too tired/laughing too hard to keep going.
2. Melee attacks, Str-based; nobody has proficiency. Damage is 2d6 but only in Pillow Points (and no added Str)
3. All defensive or augmenting spells, maneuvers, etc, are permitted, but the only damage that may be done is with pillows. A spell that manipulates a pillow to do damage (eg, Catapult, Animate Objects) does the damage described in the spell (rather than 2d6), but in Pillow Points only
4. Suggestion: add an NPC child or two to encourage glee and the proper level of reckless vindictiveness
5. Suggestion: lighthearted battle music, like epic instrumental Christmas music
6. Suggestion: if the fight is still going strong at like Round 4, declare that everyone has practiced enough to now have proficiency with pillow attacks. Still 2d6 dmg.
Important homebrew material for any campaign
When the Rouge takes levels in Ranger…
Tabaxi be like…