Tag: The Artist’s Torment

  • Swarm of Prisms

    Large swarm of Tiny Constructs, Unaligned

    Armor Class: 16 (natural armor)

    Hit Points: 68 (8d10 + 24)

    Speed: 0 ft., fly 30 ft. (hover)


    STR   8 (-1)

    DEX   16 (+3)

    CON   17 (+3)

    INT    1 (-5)

    WIS   8 (-2)

    CHA   1 (-5)


    Damage Resistances: Bludgeoning, Piercing, Slashing

    Damage Immunities: Poison, Psychic

    Condition Immunities: Blinded, Charmed, Exhausted, Deafened, Frightened, Grappled, Paralyzed, Petrified, Prone, Poisoned, Restrained, Stunned

    Senses: Blindsight 60 ft., Passive Perception 8

    Languages:

    Challenge: 3 (700 XP)

    Traits


    Construct Nature. A swarm of prisms doesn’t require air, food, drink, or sleep.

    Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny chandelier prism. The swarm can’t regain Hit Points or gain temporary Hit Points.

    False Appearance. While the swarm remains motionless, it is indistinguishable from a regular pile of chandelier prisms.

    Sharp Surroundings. Any creature that starts its turn in the swarm’s space must make a DC 13 Dexterity saving throw, taking 7 (2d6) Slashing damage on a failed save, or half as much damage on a successful one. 

    Actions


    Buffet. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 24 (6d6 + 3) Slashing damage, or 13 (3d6 + 3) Slashing damage if the swarm has half its Hit Points or fewer. 

    Credit: Ivo Hoying

  • Possessed Painting

    It may seem like a typical oil painting, but the possessed painting is much more than that. It houses the soul of a humanoid unable to pass on and uses that soul to act beyond death. 

    Medium Undead, Neutral Evil

    Armor Class: 16 (natural armor)

    Hit Points: 66 (8d8 + 30)

    Speed: 0 ft.


    STR   14 (+2)

    DEX   1 (-5)

    CON   17 (+3)

    INT   3 (-3)

    WIS   17 (+3)

    CHA  7 (-2)


    Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks

    Damage Immunities: Poison

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

    Senses: Darkvision 60 ft., Passive Perception 13

    Languages: The languages it knew in life.

    Challenge: 4 (1,100 XP)

    Traits


    Unmoving. The painting automatically fails Dexterity saving throws. 

    False Appearance. While the painting remains motionless, it is indistinguishable from a normal painting.

    Undead Nature. A possessed painting doesn’t require air, food, drink, or sleep. 

    Actions


    Multiattack. The possessed painting makes two Spectral Arrow attacks.

    Spectral Arrow. Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 11 (2d8 + 3) Force damage, and the target must succeed on a DC 13 Dexterity saving throw or be Restrained by the arrow’s ghostly shackles. 

    Credit: Ivo Hoying

  • Plaster Dragon

    A construct brought to life by the magic of cunning and artistically inclined spellcasters, the plaster dragon is a powerful guardian and servant. Its high weight and plaster nature keep it grounded, but offer it no shortage of dangerous abilities. It’s plaster breath batters and slows opponents before it petrifies them with a glare. 

    Large Construct, Unaligned

    Armor Class: 17 (natural armor)

    Hit Points: 119 (14d10 + 42)

    Speed: 40 ft.


    STR   19 (+4)

    DEX   13 (+1)

    CON   17 (+3)

    INT    3 (-4)

    WIS   11 (+1)

    CHA   1 (-5)


    Damage Resistances: Fire, Bludgeoning, Piercing, and Slashing from nonmagical Attacks

    Damage Immunities: Poison, Psychic

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

    Senses: Darkvision 60 ft., Passive Perception 13

    Languages:

    Challenge: 7 (4,900 XP)

    Traits


    Construct Nature. A plaster dragon doesn’t require air, food, drink, or sleep.

    False Appearance. While the dragon remains motionless, it is indistinguishable from a sculpture. 

    Actions


    Multiattack. The dragon can use its Statuesque Immobilisation. It then makes three attacks: one with its Bite and two with its Claws.

    Bite. Melee Weapon Attack: +7 to hit, range 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

    Claw. Melee Weapon Attack: +7 to hit, range 5 feet., one target. Hit: 11 (2d6 + 4) slashing damage.

    Plaster Breath. The dragon exhales plaster and dust in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 13 (3d8) Piercing damage and 13 (3d8) Bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw also has its speed halved as the plaster impairs its movement.

    Statuesque Immobilation. A creature of the dragon’s choice within 60 feet of it that has its speed reduced by its Plaster Breath must make a DC 14 Constitution saving throw or be Restrained as the plaster starts to harden. The Restrained target must repeat the saving throw at the end of its next turn. On a successful save, this effect and the effect of the dragon’s Plaster Breath end. On a failed save, the target is Petrified. If a creature’s saving throw is successful or the effect ends on it, it is immune to the dragon’s Statuesque Immobilisation for 24 hours.

    Credit: Ivo

  • Haunted Mannequin

    A wooden armature animated by the soul of a humanoid creature, the restless mannequin attempts to complete a task left unfinished by the animating spirit within.

    Undead Nature. A haunted mannequin doesn’t require air, food, drink, or sleep.

    Haunted Mannequin

    Medium Undead, Neutral Evil

    Armor Class: 16 (natural armor)

    Hit Points: 78 (12d8 + 24)

    Speed: 30 ft.


    STR   15 (+2)

    DEX   16 (+3)

    CON   15 (+2)

    INT    6 (-2)

    WIS   6 (-2)

    CHA   5 (-3)


    Saving Throws: Dexterity +5

    Damage Vulnerabilities: Fire

    Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks

    Damage Immunities: Necrotic, Poison, Psychic

    Condition Immunities: Blinded, Charmed, Exhausted, Deafened, Frightened, Paralyzed, Poisoned, Unconscious

    Senses: Blindsight 60 ft., Passive Perception 9

    Languages: Understands the languages spoken by its spirit within.

    Challenge: 4 (1,100 XP)

    Traits


    False Appearance. While the mannequin remains motionless, it is indistinguishable from a usual mannequin.

    Swivel Joints. The mannequin can contort its limbs freely, giving it unnatural flexibility. It has advantage on ability checks made to escape grapples and navigate narrow spaces. The mannequin does not use extra movement while prone or crawling.

    Actions


    Multiattack. The mannequin makes two slam attacks.

    Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) Bludgeoning damage plus 2 (1d4) psychic damage. 

    Ghostly Fright. The mannequin can use its ghostly nature to terrify creatures around it. The mannequin can force a creature within 30 feet of it to make a DC 13 Wisdom saving throw or become Frightened for 1 hour. An affected creature can repeat the saving throw at the end of each of their turns, ending the effect on themselves with a success or taking 9 (2d8) Psychic damage on a failed save. Only one creature can be haunted by the spirit at a time, and if a target’s saving throw is successful or the effect ends for it, the target is immune to this mannequin’s Ghostly Fright for the next 24 hours.

    Credit: Aaron Miller, Claudio Pozas, Ivo Hoying

  • Bonecrusher Troll

    Trolls who are stronger and smarter (only slightly) than the rest of their brethren sometimes go beyond normal trolls and become Bonecrushers, giants of great strength and ferocity. Attacking with bites and punches, a Bonecrusher will always attempt to squeeze their prey to soften them up before feeding time. 

    Large Giant, Chaotic Evil

    Armor Class: 14 (natural armor)

    Hit Points: 92 (8d10 + 48)

    Speed: 30 ft.


    STR 20 (+5)

    DEX 12 (+1)

    CON 18 (+4)

    INT 9 (-1)

    WIS 10 (+0)

    CHA 5 (-3)


    Skills: Perception + 3

    Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks

    Condition Immunities: blinded, charmed, deafened, exhausted, frightened, grappled, poisoned, stunned

    Senses: Darkvision 60 ft., passive Perception 13

    Languages: Giant

    Challenge: 6 (2,300 XP)

    Traits


    Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

    Death Hug. If the troll hits a creature with two fist attacks in the same turn, the target is Grappled. While grappling a creature, the troll can use its bonus action to deal 10 (1d10 + 5) Bludgeoning damage to the Grappled creature.

    Regeneration. The troll regains 10 Hit Points at the start of its turn. If the troll takes Acid or Fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 Hit Points and doesn’t regenerate. 

    Actions


    Multiattack. The troll makes two melee attacks; only one of which can be with its Bite.

    Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 18 (2d12 + 5) Piercing damage

    Fist. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 14 (2d8 + 5) Slashing damage. 

    Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 23 (4d8 + 5) Bludgeoning damage. 

    Reactions


    Bulging Biceps. The troll adds 2 to its AC against one melee attack that would hit it. To do so, the troll must be able to see the attacker.

    Credit: Ivo Hoying

  • Artistic Horror

    Small Construct, Unaligned

    Armor Class: 13 (natural armor)

    Hit Points: 94 (9d12 + 36)

    Speed: 40 ft.


    STR 21 (+5)

    DEX 9 (-1)

    CON 19 (+4)

    INT 7 (-2)

    WIS 10 (+0)

    CHA 7 (-2)


    Skills: Perception +3

    Senses: Darkvision 60 ft., Passive Perception 13

    Languages: Common, Giant

    Challenge: 5 (1,800 XP)

    Traits


    Unusual Nature. An artistic horror doesn’t require air, food, drink, or sleep.

    Pack Tactics. The artistic horror has advantage on an attack roll against a creature if at least one of the horror’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    Wet Paint. When a creature within 5 feet of the artistic horror hits it with a melee attack, it is Grappled by it (escape DC 13). 

    Actions


    Maul. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) Bludgeoning damage, or 12 (2d8 + 3) Bludgeoning damage if the target is Grappled, and the target is Grappled (escape DC 13).

    Paint  Spew. Ranged Weapon Attack: +3 to hit, range 20/ 60 ft., one target. Hit: 8 (2d6 + 1) damage of a type of the horror’s choosing: Acid, Cold, Fire, Lightning, or Poison.

    Bonus Actions


    Paint Dash. Using a Bonus Action, the artistic horror can dissolve into a puddle of paint and move up to half its movement speed. 

    Credit: Ivo Hoying

  • The Artist

    Medium Fey (Male, Nonbinary), Chaotic Neutral

    Armor Class: 17 (half plate)

    Hit Points: 119 (14d8 + 56)

    Speed: 30 ft., fly 30 ft. (hover)


    STR 20 (+5)

    DEX 18 (+4)

    CON 18 (+4)

    INT 18 (+4)

    WIS 16 (+3)

    CHA 20 (+5)


    Saving Throws: Dexterity + 8, Wisdom + 7, Charisma + 9 

    Skills: Deception + 9, Perception + 7, Persuasion + 9 

    Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical  Attacks

    Damage Immunities: Poison

    Condition Immunities: Charmed, Frightened, Poisoned

    Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 17

    Languages: Common, Elvish, Giant, Sylvan

    Challenge: 12 (10,000 XP)

    Traits


    Magnum Opus. (Recharges after a Short or Long Rest). If The Artist is reduced to 0 HP, their current hit point total instead resets to 50 HP, and they regain any expended uses of Legendary Resistance. Immediately after this effect activates, The Artist teleports back into their painting prison and is no longer bound to be within 30 ft. of it, but can only reside in paintings within their lair, either using 5 ft. of movement to enter one adjacent to them or teleporting inside of one with Canvas Jaunt. While inside a painting, The Artist is unaffected by effects and attacks originating outside of the painting. To attack or take actions against creatures, except with Paint Tendril, The Artist must use 5 ft. of movement to move part of their body out of the painting, at which point he can be affected by outside effects. Additionally, The Artist can now use the options in the “Epic Actions” section for 1 hour. Award a party an additional 2,900 XP (12,900 XP total) for defeating The Artist after their Magnum Opus activates. 

    Magic Weapons. The Artist’s weapon attacks are magical and deal an extra 7 (2d6) damage of a type of The Artist’s choosing: acid, cold, fire, lightning, or poison (included in the attack).

    Tethered. The Artist can’t willingly move more than 30 ft. from their painting. Any attempt to move them away from the painting by another creature fails. If the painting is moved more than 30 ft. away from The Artist, they are teleported to be within 30 ft. of it (no action required). 

    Legendary Resistance. (3/day) If The Artist fails a saving throw, they can choose to succeed instead.

    Actions


    Multiattack. The Artist makes two attacks with either the Rainbow Blade or a Pigment Bolt. 

    Rainbow Blade. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 9 (1d8 + 5) Slashing damage, or 10 (1d10 + 5) Slashing damage if used with two hands, plus 7 (2d6) damage of a type of The Artist’s choosing: Acid, Cold, Fire, Lightning, or Poison.

    Pigment Bolt. Range Spell Attack: +9 to hit, range 120 ft., one target. Hit: 15 (3d6 + 5) damage of a type of The Artist’s choosing: Acid, Cold, Fire, Lightning, or Poison. 

    Spellcasting


    The Artist casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):

    2/day each: phantasmal force, hallucinatory terrain

    1/day: prismatic spray

    Legendary Actions


    The Artist can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Artist regains spent legendary actions at the start of their turn.

    Rainbow Blade. The Artist makes an attack with the Rainbow Blade.

    Paint Explosion. (Costs 2 Actions). Each creature within 30 ft. of The Artist or the painting they are in must make a DC 17 Dexterity saving throw, taking 14 (4d6) damage of 

    a type of The Artist’s choosing: Acid, Cold, Fire, Lightning, or Poison and being Blinded until the end of their next turn on a failed save, or taking half as much damage and not being Blinded on a successful one.

    Epic Actions


    If The Artist’s Magnum Opus trait has activated in the last hour, they can use the options below as legendary actions. 

    Canvas Jaunt. The Artist teleports, along with any equipment worn or carried, into a painting they can see within 120 ft. of them. 

    Paint Tendril. (Costs 2 Actions). A long, oily tendril reaches out of the painting the Artist is currently in and attacks a creature they can see within 30 ft. of it. The target must make a DC 17 Strength saving throw, taking 10 (3d6) damage of a type of The Artist’s choosing: Acid, Cold, Fire, Lightning, or Poison and be Restrained for 1 minute on a failed save, or taking half as much damage and not being Restrained on a successful one. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Credit: Ivo Hoying