Portrait of Distress



"I lost my best friend to a lovely painting... the eyes on the girl looked so peaceful as she was being psychically shattered and killed right before my eyes..."

Specter's Image

A Painting by a Friend, oil on canvas
Possessed paintings are as inconspicuous as mimics and just as dangerous to the unwary adventurer. Typically a painting is a possessed portrait but can also be a vista, an ornate screen, or even totally abstract pointillism. What's important is that the players have some reason to inspect the portraits, perhaps the key to solving the room is found in a mundane painting. Fortunately for the painting as its form is corporeal and a mere spirit merged as a one not bearing any magical properties, it cannot be detected via means like detect magic. Instead it uses its latent psychic abilities to attack instead. You can also choose to pair this monster with other undead like ghosts and skeletons, perhaps arranged in a facsimile of a dinner party that was just interrupted by the players.

 

Monster behavior

This monster sits motionless, aside from its scanning eyes moving along with the creatures in the room. The painting will typically wait until a creature is within 5 to 60 ft. of it (depending on the painting's sight range) to activate its hostile features. An interesting thing to note is that this creature works in teams usually, a dreadful painting acts as the set up making the lovely painting's job much easier. A painting will usually only use its psychic attack once the target is grappled by it. Even a vexing sketch can pair with a colossal fresco, setting up the players to forcefully ignore the bigger threat of the colossal or giant painting. If this monster were to be attacked before it can activate its strategy its specter abandons the painting, destroys it, and summons the appropriate spirit indicated in the stat block.

(ノ◕ヮ◕)ノ*:・゚✧

Vexing Sketch

tiny undead, neutral evil

AC 5

HP 3 (1d4)

Speed 0 ft.

STR 14 (+2)   DEX 1 (-5)       CON 10 (0)

INT 10 (0)        WIS 14 (+2)    CHA 14 (+2)

Damage Resistances          Bludgeoning 

Damage Vulnerabilities        Fire, acid, slashing 

Condition immunities           All

Senses                                Truesight 15 ft. (blind beyond this radius)

Challenge Rating                 1 (200 XP)

Languages                           Understands common but can't speak

Proficiency Bonus               +2

False Appearance (Object Form Only). While the painting remains motionless, it is indistinguishable from an ordinary object.

Taunting Image. If a creature makes a Perception (Wisdom) or Investigation (Intelligence) check while inspecting the painting within 5 ft. of it then that creature must instead make a DC 12 Wisdom saving throw or be taunted† by the painting for 1 round. The creature becomes immune to this effect for 24 hours after being affected by the taunt of a vexing painting.

Actions

Psychic Assault. Melee weapon attack: +4 to hit, reach 5 ft., one target. 6 (1d6 + 2) psychic damage.

Lair Actions

Manifest Spirit. As a reaction, if the painting is in its object form when hit by an attack or spell, the painting destroys itself and summons 2 specters.


Note: tends to activate its taunt at 5 ft. Once a creature is taunted the painting will focus its attacks on that creature. 

Lovely Painting

Small to medium undead, neutral evil

AC 5

HP 24 (5d6)

Speed 0 ft.

STR 16 (+3)    DEX 1 (-5)    CON 10 (0)

INT 10 (0)    WIS 16 (+3)  CHA 16 (+3)

Damage Resistances          Bludgeoning 

Damage Vulnerabilities        Fire, acid, slashing 

Condition immunities           All

Senses                                Truesight 30 ft. (blind beyond this radius)

Challenge Rating                 5 (2,300 XP)

Languages                           Understands common but can't speak

Proficiency Bonus               +3

False Appearance (Object Form Only). While the painting remains motionless, it is indistinguishable from an ordinary object.

Charming Image. If a creature makes a Perception (Wisdom) or Investigation (Intelligence) check while inspecting the painting within 15 ft. of it the painting will use charm person (Wisdom save DC 14) as a psionic power which lasts 1 round. A creature charmed by the painting will immediately go towards the painting and is at disadvantage to the next grapple check. The creature becomes immune to this effect for 24 hours after being affected by the charm of a lovely painting.

Actions

Grab. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. If the target is a creature it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the painting can't grab anymore creatures.

Psychic Assault. Melee weapon attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 3) psychic damage.

Lair Actions

Manifest Spirit. As a reaction, if the painting is in its object form when hit by an attack or spell, the painting destroys itself and summons 2 wraiths.

Note: tends to activate its charm at 15 ft.



Dreadful Painting

Small to medium undead, neutral evil

AC 5

HP 24 (5d6)

Speed 0 ft.

STR 16 (+3)    DEX 1 (-5)    CON 10 (0)

INT 10 (0)        WIS 16 (+3)  CHA 16 (+3)

Damage Resistances         Bludgeoning 

Damage Vulnerabilities        Fire, acid, slashing 

Condition immunities           All

Senses                                Truesight 30 ft. (blind beyond this radius)

Challenge Rating                 5 (2,300 XP)

Languages                           Understands common but can't speak

Proficiency Bonus               +3

False Appearance (Object Form Only). While the painting remains motionless, it is indistinguishable from an ordinary object.

Horrific Image. If a creature makes a Perception (Wisdom) or Investigation (Intelligence) check while inspecting the painting within 15 ft. of it the painting will attempt to frighten the creature with psychic visions. That creature must make a DC 14 Wisdom save or become frightened, dropping any equipment in its hand, being at disadvantage to grappling until the start of its next turn, and taking the dash action next round to flee the painting. The creature becomes immune to this effect for 24 hours after being affected by the fear of a dreadful painting.

Actions

Push. Melee Weapon Attack: +6 to hit, reach 10 ft., up to two targets. If the target is a creature it is pushed up to 30 ft. and falls prone if it fails a DC 14 Dexterity save.

Psychic Assault. Melee weapon attack: +6 to hit, reach 5 ft., one target. 1 (2d6 + 3) psychic damage.

Lair Actions

Manifest Spirit. As a reaction, if the painting is in its object form when hit by an attack or spell, the painting destroys itself and summons 2 wraiths.

Note: tends to activate its fear at 15 ft. Tends not to attempt to grapple targets and prefers to push targets into lovely paintings. If no lovely paintings are around it'll push the creature just out of range and make an opportunity attack with its psychic assault.


Grand Painting

Large to huge undead, neutral evil

AC 5

HP 60 (10d10)

Speed 0 ft.

STR 18 (+4)    DEX 1 (-5)    CON 10 (0)

INT 10 (0)        WIS 18 (+4)  CHA 18 (+4)

Damage Resistances           Bludgeoning 

Damage Vulnerabilities        Fire, acid, slashing 

Condition immunities           All

Senses                                Truesight 60 ft. (blind beyond this radius)

Challenge Rating                 9 (5,000 XP)

Languages                           Understands common but can't speak

Proficiency Bonus               +4

False Appearance (Object Form Only). While the painting remains motionless, it is indistinguishable from an ordinary object.

Paralyzing Image. If a creature makes a Perception (Wisdom) or Investigation (Intelligence) check while inspecting the painting within 30 ft. of it the painting will attempt to paralyze the creature with its psychic visions. That creature must make a DC 16 Wisdom save or become paralyzed for 3 rounds. The creature becomes immune to this effect for 24 hours after being affected by the paralyze of a grand painting.

Actions

Grab. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. If the target is a creature it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the painting can't grab anymore creatures.

Push. Melee Weapon Attack: +8 to hit, reach 10 ft., up to two targets. If the target is a creature it is pushed 30 ft. and falls prone if it fails a DC 16 Dexterity save.

Chilling Thoughts. Ranged weapon attack: +8 to hit, reach 20 ft., one target. Deals 7 (1d4 + 4) psychic damage. If hit, the target creature must make a DC 16 Wisdom save or have its speed reduced to 0 for 3 rounds.

Psychic Assault. Melee weapon attack: +8 to hit, reach 5 ft., one target. 13 (2d6 + 5) psychic damage.

Lair Actions

Manifest Spirit. As a reaction, if the painting is in its object form when hit by an attack or spell, the painting destroys itself and summons 2 enigmas.

Note: tends to activate its paralyze at 30 ft. The grand painting will not tend towards acting like a lovely or dreadful painting but instead will attempt to first paralyze the target then grab or push the target as appropriate.


Colossal Fresco

Gargantuan undead, neutral evil

AC 5

HP 140 (20d12)

Speed 5 ft.

STR 20 (+5)  DEX 1 (-5)     CON 10 (0)

INT 10 (0)      WIS 20 (+5)  CHA 20 (+5)

Damage Resistances           Bludgeoning 

Damage Vulnerabilities        Fire, acid, slashing 

Condition immunities           All

Senses                                Truesight 120 ft. (blind beyond this radius)

Challenge Rating                 13 (10,000 XP)

Languages                           Understands common but can't speak

Proficiency Bonus               +5

False Appearance (Object Form Only). While the painting remains motionless, it is indistinguishable from an ordinary object.

Sapping Image. If a creature makes a Perception (Wisdom) or Investigation (Intelligence) check while inspecting the painting within 60 ft. of it the painting will attempt to exhaust the creature with its psychic visions. That creature must make a DC 18 Wisdom save or suffer a level of exhaustion and its hit point maximum is reduced by 8 (2d6) until the next long rest. The hit point maximum decrease can stack.

Immovable Artistry. This creature cannot take the dash action. If a creature below 100 hit points would be touched by the painting, then that creature's hit points are reduced to 0. If a creature above 100 hit points is touched by the painting, then they are restrained if they fail a DC 18 Strength save. This creature does not move on its own turn, instead it moves every time an action is taken (attack, cast a spell, ability check, etc). [See notes section]

Actions

Psychic Assault. Melee weapon attack: +10 to hit, reach 15 ft., one target. 21 (4d6 + 5) psychic damage.

Fawn. Ranged weapon attack: +10 to hit, reach 120 ft., one target. 13 (2d6 + 5) psychic damage. Target must make a Wisdom save DC 18 or are dazzled* by the painting itself for 2 rounds.

Lair Actions

Manifest Spirit. As a reaction, if the painting is in its object form when hit by an attack or spell, the painting destroys itself and summons 2 vants.

(ノ◕ヮ◕)ノ*:・゚✧

Bonus conditions

*Dazzle

Creatures affected by this condition cannot take an action aside from Perception or Investigation on the target indicated by the dazzle. That creature is at disadvantage to saving throws, receives -5 penalty to AC, and gains advantage to Perception and Investigation checks while dazzled. If you would be the target of a harmful effect such as an attack or a spell you snap out of the dazzle after taking the brunt of the attack.


†Taunt

A creature affected by this condition can only use the attack action towards the origin of the taunt. That creature is at disadvantage to-hit for the duration of the taunt, and if it has barbarian levels must activate a use of its rage if able.

(ノ◕ヮ◕)ノ*:・゚✧

Bonus monsters

Enigma
Large undead, neutral evil

AC 15
HP 49 (4d10 + 25)
Speed 0, 100 ft. fly
STR 6 (-2)    DEX 20 (+5)    CON 10 (0)
INT 10 (0)    WIS 10 (0)       CHA 20 (+5)
Skills                                   
Damage Resistances        Acid, cold, fire, lightning, thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities          Necrotic, poison 
Damage Vulnerabilities      
Condition immunities        All
Senses                             Truesight 120 ft., Passive Perception 1
Challenge Rating              8 (3,900 XP)
Languages                        Understands common but can't speak
Proficiency Bonus             +4
Ethereal Movement. The Enigma can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Invisibility. The Enigma is invisible.
Actions
Forceful Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 24 (6d6) force damage.

Actions
Telekinetic Thrust. The Enigma targets a creature or unattended object within 30 feet of it. A creature must be large or smaller to be affected by this magic, and an object can weigh up to 150 pounds.

Note: Every time its true name is spoken the enigma gets stronger. Thankfully the true name of this monster was forgotten. If its true name is ever spoke found out and spoken then its Dexterity and Charisma increase by 1 up to 30.

 

Theocrata
Vant
Gargantuan undead, neutral evil
AC 17
HP 88 (9d12 + 25)
Speed 80 ft.
STR 6 (-2)    DEX 25 (+7)    CON 10 (0)
INT 10 (0)    WIS 20 (+5)    CHA 20 (+5)
Skills                                    Stealth +9
Damage Resistances            Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities           Necrotic, Poison
Damage Vulnerabilities      Radiant
Condition immunities          All
Senses                               Truesight 120 ft., Passive Perception 18
Challenge Rating                13 (10,000 XP)
Languages                          Understands common but can't speak
Proficiency Bonus             +5

Amorphous. The vant can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the vant can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the vant has disadvantage on attack rolls, ability checks, and saving throws.

Actions
Strength Drain. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 35 (7d6 + 7) necrotic damage, and the target's Strength score is reduced by 1d4+1. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new vant rises from the corpse 1d10 rounds later.

(ノ◕ヮ◕)ノ*:・゚✧

See tailored encounter.

Notes:

The fresco is rather powerful and needs more tuning, it is rather exciting for the players I tested with that the fresco moves 5 ft. every time something is done but in practice it's difficult to plan around. For example: The fresco will likely destroy everything in its path including keys to puzzles or important NPCs. I therefore do not recommend running the fresco with this ability but will keep it here as a reminder that everyone makes mistakes and it's OK to be human. :)

 

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