Crystalwing Marauder
Here's an example homebrew monster using all available fields:
Basic Info:
Name: Crystalwing Marauder
Size: Large | Type: Monstrosity | Subtype: crystalline
Alignment: Chaotic Evil | CR: 8 | Prof Bonus: +3
Combat Stats:
AC: 17 (natural armor) | HP: 136 (13d10+65)
Speed: 40 ft. walk, 60 ft. fly, 20 ft. climb
Ability Scores:
STR 20 (+5) | DEX 14 (+2) | CON 20 (+5) | INT 8 (-1) | WIS 12 (+1) | CHA 16 (+3)
Defenses:
Saves: STR, CON, CHA
Damage Resistances: cold, lightning
Damage Immunities: radiant, poison
Condition Immunities: poisoned, frightened
Skills & Senses:
Skills: Perception, Intimidation
Senses: darkvision 120 ft., tremorsense 30 ft.
Languages: Primordial, understands Common but can't speak
Special Abilities:
Crystalline Body: The marauder sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When it takes damage, creatures within 5 feet must make a DC 15 DEX save or take 7 (2d6) piercing damage from crystal shards.
Magic Resistance: The marauder has advantage on saving throws against spells and other magical effects.
Spellcasting (Innate):
Ability: Charisma | Spell DC: 14 | Attack: +6
At will: dancing lights, light
3/day: chromatic orb, color spray
1/day: prismatic spray
Actions:
Multiattack: The marauder makes two claw attacks and one bite attack.
Bite: +8 to hit, 2d10+5 piercing plus 2d6 radiant
Claw: +8 to hit, 2d6+5 slashing
Crystal Breath (Recharge 5-6): DC 16 DEX save, 8d6 radiant in 30-ft cone
Bonus Actions:
Refract: The marauder bends light around itself, becoming invisible until the start of its next turn or until it attacks.
Reactions:
Shatter Shield: When hit by an attack, the marauder can use its reaction to reduce damage by 1d10+5 and force the attacker to make a DC 15 DEX save or be blinded until the end of their next turn.
Legendary Actions (3/round):
Detect: (1 action) The marauder makes a Perception check.
Wing Attack: (2 actions) Each creature within 10 feet must succeed on a DC 16 DEX save or take 2d6+5 bludgeoning and be knocked prone. The marauder can then fly up to half its speed.
Blinding Flash: (2 actions) The marauder emits a blinding pulse. Each creature within 30 feet must succeed on a DC 14 CON save or be blinded for 1 minute.
Lair Actions (Initiative 20):
• Crystal spikes erupt from the ground. Each creature of the marauder's choice in contact with the ground must succeed on a DC 15 DEX save or take 3d6 piercing damage.
• Light refracts through the lair's crystals. One creature the marauder can see must succeed on a DC 15 WIS save or be charmed until initiative count 20 of the next round.
• The marauder causes a 20-foot-radius area to fill with dazzling prismatic light. Creatures in the area have disadvantage on attack rolls until initiative count 20 of the next round.
Regional Effects (1 mile radius):
• Crystal formations sprout from the ground within 1 mile. Moving through these areas costs 2 feet of movement for every 1 foot traveled.
• Light within the region is intensified. Bright light extends 50% further from all sources, and darkness spells require a DC 15 check to cast successfully.
• Creatures that finish a long rest within the region dream of glittering, labyrinthine caves and must succeed on a DC 12 WIS save or gain no benefit from the rest.
Tip:
Not all fields are required! Use only what your monster needs. Simple enemies might just need AC, HP, and a few actions.