Top 15 D&D 5e Tome of Beasts 2 Monsters | Nerd Immersion

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i am over the moon excited with uh with bringing you today's top 10 video i i just i can't even express i can't even i'm having trouble talking to tell you uh but you're gonna get a legendary two day in a row top ten video you're gonna get a top 10 today on monday and one on tuesday and the very special one that's being brought to you today is top 10 monsters in kobold press's tome of beasts 2 brought to you by today's video sponsor kobold press so if you want to see what the rules are for today's video and all that good stuff stay tuned it's just oh god just go get this book it's so good what's going on folks ted from nerd immersion here and yes as i said in the beginning cobalt press sponsored this video i am so pumped to do this i love the folks at kobold press working with them is always a treat and tome of beasts is one of my favorite books tomo beasts 2 obviously right up there as well so for that to be the case it has to be a monster contained in the brand new tome of beasts 2 that you can go ahead and go pick up i have the physical copy but we also have a pdf so i can show you everything in it and because it's your lucky monday right who hate who loves mondays so i'm going to give you a top 15 because i'm going to be honest with you this was the hardest top 10 that i've ever done i could almost have done a top 10 in just the letter a but i had to force myself to go through the rest of the book to get a good comprehensive top 10 that ended up being a top 15. um but before i jump into that though i did want to give you a list of really fun pun names for other creatures that are out there that will not be in this video so one is the alpha fish you guys know like a betta fish well this is the more powerful evil monster the alpha fish there's the cryo cryoceras which is a ice-themed rhinoceros there's the arachnocrat which is uh obviously a spider aristocrat there's the aurora horobilus which is an evil like aurora borealis there's a there's a fungus called a boomer which i thought was funny there's the gnar shark which is a great white shark with a narwhal horn there's the ogre peed which is like a human centipede but made of a bunch of ogres but not exactly it's more like a an ogre upright and then all of the segments of the legs are just more pieces of ogre there's a sasquatch folks just a straight up sasquatch there's a shadow boxer which is like a boxer style dog that is made of shadow a snow terror which isn't a funny name but it's an animate evil snowman and i put the tidehunter here too because there were two huge awesome crabs in this book and you guys know that i love crab based monsters and things so there's two and i wanted to get the other one on the list anyway on to the actual list and as you know i don't have cards for 15 through 11 so number 15. the pumpkin king we are on it's october 26th when you're watching this so we are right around halloween time so pumpkin kings and all that stuff so that's why it's so high on the list here because of just it get the honorable mention because of the time frame but it's a fake creature it is huge size it is challenge reading 10. uh also it looks the art is also the art in this is phenomenal also point of fact folks we have bookmarks in our pdf again i know it's not something that you need to say but apparently you do so anyway the lord of the harvest is a minor the pumpkin king's a minor fey lord right so he's kind of plant-ish so we're gonna have resistance or vulnerability to fire but we are gonna get legendary resistance magic resistance innate spell can uh casting that's magic plant magicky based entangled plant growth spike growth blight and insect plague two vine attacks which have 15 foot reach that do bludgeoning damage and grapple you can do the harvest dance so you can do the uh pumpkin dance basically 15 foot radius swirling vortex of gourds and vegetables extends from the pumpkin king and moves with him spreads around corners lasts for a minute until it ends it is difficult to reign when a creature enters it they must make a dc 16 deck save or take 3d6 bludgeoning damage he basically has gordish guardians this is spirit guardians but made out of gourds and there's nothing that's more in my wheelhouse than spirit guardians but make it pumpkin uh and then we have legendary actions as well three legendary actions that can move make a vine attack we have the fire follow uh which is i don't know what that oh i guess this is sort of lighting your head on fire um so magic firing nice the pumpkin king's head flickering out of the eyes each creature within 10 feet must make a wisdom saver be frightened the fire remains until the start of its next turn while at last any creature that touches him takes a d10 fire damage and then for three legendary actions can cast a spell it's spooky you need a monster for your spooky time adventures consider getting tomo beasts 2 and using the pumpkin king number 14. something that could easily get overlooked in a massive tome a 400 plus page tome i mean look at the size of this thing uh is the monsta animals right the wildlife in the back and there are no short list of really great animals both giant versions of existing ones some kind of things we don't have like alligators we have crocodiles we have alligators in this book as well as some other custom fun animals made up by the kobold press team but this one we're talking about the giant honey bee and it's the bee dance that's why i wanted to talk about it because it's adorable and i love it so it's a giant bee obviously it's a beast creature so it's an option for your druids out there um it has blind sights challenge rating one quarter it can sting uh d4 plus two piercing damage and then a con save or 3d6 poison damage if the top poison damage reduces the target to zero hit points it is stable and poisoned and then even after regaining hp it's paralyzed while poisoned in this way but the important part here is the bee dance language a character who's established peaceful contact with giant honeybees can learn bee dance as a language outlined in the downtime rules while any character who learns it can understand bee dance a creature other than a giant honey bee can only convey basic concepts a character who assumes the shape of a giant honey bee can communicate fully using this language and just the thought of the the painted scene of the druid dancing in bee dance to talk to a giant honeybee hive is just amazing number 13. garlickle these are garlic people and that's awesome and i don't care what you say that's amazing uh also the story and lore behind these guys is fantastic so um they are basically high level uh like plant creatures that are basically prophets and sears um it says they use cloves plucked from their own heads to predict the future casting the cloves like in auger's knuckle bones the residual fame magic that infuses all uh i think it's allowed mites uh sometimes causes peculiar results in the gargles predictions desperate folks search for garlickles seeking answers for such things as weather forecasts lost relics and hidden faith and then my favorite part is only those who have earned the title garden friend are allowed in audience often the wrathful retaliate for being rejected but the wise garlicols are quick to negotiate peace or failing that prepare to apt defense so let's look at what our garlickle actually does so it's a plant as tearful stench right so creatures within five feet of it um when it takes damage mistake a con save or be blinded because you are crying because it's it's called a garlic oil but it's kind of like an onion garlic it's got an onion head but garlic cloves coming out the top it has innate spell casting of guidance shali augury comprehend languages divination and entangle you can use this little walking stick thing here as a weapon to deal minimal damage but if it's casually it's quite a bit and then it can use cloves of fate the garlic plucks cloves from its head and throws them at up to three creatures you can see within 30 feet roll a d4 for each creature uh garlic allies have a plus one on the roll while its enemies have a minus one on the roll determine the result so zero is worst fortune whatever the target is holding slips from its grasp into a random space within five feet and the target falls prone as it trips over a rock rain dampened grass it's shoelaces or something similar bad fortune is a one they take 386 poison damage you must make a con saver be poisoned two is they have disadvantage on their next attack role three is they have advantage on their next attack role four is they regain two d4 hit points or five their next successful hit is a critical this is super cool and i just already started designing an entire like encounter adventure all around someone seeking out garlickle for guidance and we'll have to leave your thoughts in the comments of the best like high garlical name so like obviously that's a creature type but what should the one that everyone seeks out in my adventure that i'm gonna rake for one of my homebrew games b what should what's his name be let me know in the comments number 12. have you ever thought to yourself i really like tigers but could we throw a little more dragon in that tiger enter the felid dragon it is a dragon creature and it is basically a combination tiger dragon and that's ridiculous and i love it so uh similar to other dragons fila dragons are treasure hoarders with an eye for shiny and sparkly things um like most cats fila dragons are naturally curious and often put themselves in danger just to learn more about the world they like to play with their prey and it doesn't my favorite part though is it doesn't give us any background as to where this creature comes from um like is this a weird owl bear scenario where or is it just a naturally occurring creature um they're super they're challenge rating 19 too so don't sleep on the on the tiger dragon here um and you know they obviously have super crazy stats as you can see they have flyby which makes them one of the most dangerous dragons uh keen smell magic resistance and still has pounced like a tiger or lion has a multi-attack it can use its deafening roar and then make three attacks one bite two claws bite does 2d8 or 2d 10 plus 8 the claws do 2d6 plus 8 but if it's not an undead or construct this must make a con save or take a d4 slashing damage at the start of each of its turn as a piece of the claw breaks off in the wound each time the dragon hits the target with the attack damage dealt by the wound increases by a d6 so it starts off as a d4 and then it increases by a d6 each time any uh creature can take an action to remove the claw with a dc16 medicine check it pops out of the wound if they receive magical healing deafening roar so 60 each creature within 60 60 feet of it rather must make a constitution saving throw be deafened for a minute creature can repeat the saving throw at the end of each of its turn um ending in a success if they succeed they're immune so they don't actually have frightful presence but they have deafening roar and then lastly recharging on a five or six is sickening bile it coughs a partially digested a digested food and slimy bile in a 90-foot cone which is just disgusting it's like a hairball breath weapon basically um on a failed creature takes 20 d6 poison damage and is coated in bile on a success they take half damage that are encoded while coated in bile they are considered poison a creature including the target coated in the bile can use an action to remove the bile ending the poisoned condition i don't know it's just super cool and i want a dog dragon next number 11. have you ever thought to yourself yeah it would be cool to have a giant mothra-like moth in my dnd campaign but how about we make it an eldritch horror instead derendian moth abomination a i thought it was gonna be an aberration honestly but it's a monstrosity and as you can see it is a huge sized moth with a tentacle face stuff of nightmares but it's also cute and rainbow colored um so it says a dark tree resides in the depths of the forest where the veil between the material and the shadow realm is thin once a year a heart-shaped growth on the tree beats imbuing a nearby creature with shadow the creature grows in size and power and becomes the tree's avatar in the mortal world it spends its short life tending to and protecting its parent and the other shadow touch trees of the forest so again if you're unfamiliar with cobalt press's midgard world they have uh basically a big focus there's a lot of stuff dealing with the void and the shadow realm uh and that would obviously be associated with this so uh challenge rating 12 this uh this moth immune to cold and necrotic advantage on perception checks it has assimilation um it has six tentacles whenever it takes 30 or more damage in a single turn one of its tentacles is shorn from its body whenever a non-undead creature drops to zero hit points within 200 feet of it it can use its reaction to sprout one additional tentacle up to a maximum of 10 additional tentacles atrophy after one day three legendary resistance its attacks are magic and its movement is unaffected by difficult terrain and spells and other magic effects that can reduce it uh i'm sorry can neither reduce it or cause it to be paralyzed or restrained um it makes a number of tentacle attacks equal to the number of tentacles it currently possesses and one beak attack um so tentacles just uh 20 foot reach though d8 plus one the beak five foot reach 3d 10 and then we have wings of primal tender once a day uh it teleports to a unoccupied space within 100 feet leaving a shimmering outline of its wings at its former location the shimmering wings flap violently before exploding in rainbow colored dust cloud covering a 60-foot radius any creature in the dust cloud must make a dc-16 wisdom save or be reduced to zero hit points creatures reduced to zero hit points from it uh regenerate wait creatures reduced to zero hit points from this effect regenerate 10 hit points at the beginning of their next three turns so oh okay i see so there it it i was like why does it heal you but it's because it knocks you to zero hit points um so interesting uh and then we have legendary actions right one for perception check one for moving up to its fly speed and two to lay eggs it ejects a mass of eggs within five feet of itself at the beginning of the abomination's next turn they hatch into a swarm of insects that attacks the abomination's enemies super cool it makes me want to run like a kaiju battle with like a weird mothra thing versus a godzilla i don't know i love it let me know your thoughts number 10 the alchemical skunk yes this is right this is a challenge rating for monstrosity that is small size so slightly larger than your average skunk and as you can see here it is not uh punk or emo and loves colored hair uh it is actually changes color due to some weird experiment essentially the the backstory is it was basically like a prank and or someone forced a skunk to drink a bunch of potions then they missed uh there's the miscability stuff where they went all nuts in their stomach and then it into this guy so um keen hearing and smell advantage on saving throws against spells and magical effects and then uh it can use its alchemical spray and then makes three attacks one with its bite and two with its claws it's bites 2d four plus three it's closer d6 plus three but the thing you know everybody wants to know about is the alchemical spray right so um it raises its tail and shoots it out roll a d6 and see what happens is immune to the effects of its own spray or other alchemical skunks so for one it is a pleasant mist it produces a rosy mist each creature within 10 feet must make a dc13 charisma saver be charmed the shrinking cloud is a yellow gas 15 foot cone dc 13 con save or be reflected affected as the enlarge reduce spell um but it has it will be reduced only not in large creature can repeat this saving throw at the end of their turns it lasts for a minute laughing gas is an orange cloud 15 foot cone dc 13 wisdom saver be incapacitated as it laughs for a minute um i can repeat the same at the end of its turn so sort of like a tasha's hideous laughter blinding spray is green which might be what it was using here in the image uh 30 foot line 5 foot wide dc 13 deck saber be blinded for a minute or use an action to wipe its eyes sleeping fog is a blue fog uh 10 feet creatures within 10 feet of the skunk must make a dc 13 con save or fall unconscious for a minute the creature wakes up if it takes damage or if another creature takes an action to shake it awake or poison fog which is a purple fog each creature that starts to turn within 20 feet of the skunk let's make a dc 13 con save or be poisoned until the start of its next turn it's just oh there you go there's a quick preview of the alpha fish as well um but yeah it's super cool it's like goofy and silly and i love this kind of stuff number nine the bone spitter if you know anything about me i'm a huge fan of the tremor series and i love graboids and that they're for by proxy purple worms frost worms and so on and the bone spitter is a terrifying monstrosity that is sort of like that except all of those spikes you see are not spikes they are bones of its fallen victim that's right it apparently has some sort of weird digestive acid that only dissolves soft tissue leaving the bone behind and then it becomes part of its defenses poking through the skin like hair follicles but their other creatures bones i mean this is like the stuff of nightmare genius at cobalt press so challenge rating 13 on this guy gargantuan size uh tremor sense right it's an underground creature bone body any creature that starts its turn or enters a space within five feet of it must make a dc 18 deck save or take three to ten piers again that's just to be next to it not even to touch it and then it can make two attacks one with its bite and one with its bone spike so it's bite here 10 foot reach 3d8 plus 8 piercing damage and if they're large or smaller they got to make a dc 18 deck saver be swallowed if they're swallowed they're blinded and restrained and they take 5d6 acid damage at the start of their turn if it takes 30 damage it'll regurgitate them up on if it fails a con save um and then bone spike is a 13 a hit and it's got a 30 120 range so it's a ranged attack 386 plus 8 piercing damage and if the target is larger smaller it's knocked prone pinned to the ground by the spike and restrained as an action the restrained creature or creature within five feet can make a dc-18 strength check uh to remove the spike ending the condition it can also be destroyed it has an ac of 12 and 15 hit points uh vulnerability to budgeting damage and then it also has its shard spray ability where it exhales a 60-foot cone of bone shards like a dc 18 deck save or take 10 d6 piercing damage if they're large or smaller they're also knocked prone pinned to the ground and restrained uh as an act so it basically does what the bone spike does but in a mass thing if they fail the saving girl again a completely terrifying thing and an interesting little bit of backstory around it as well and apparently they live in soft soil of grassy plains so beware the open grassy plain you might be eaten by a bone worm number eight it's a dragon flesh golem often we wonder what are you gonna do with all the dragon bits after you kill it and if you skin it or or whatever what do you do with all the pieces that are left well if you're a clever wizard i guess you combine them all into a terrifying monstrous golem thing that looks like this so it says obviously it's built from pieces of dragons um uh let's see requires great expense beyond the normal cost to create most other golems the crafter must use the remains of five dragons one of each color of adult age or older mages looking to construct dragon flesh golems often hire adventurers to acquire the bodies and what's interesting here is it requires frequent infusions of dragon blood to remain operational this blood does not need to come from a true dragon any creature with draconic blood will suffice the dragon flesh golem doesn't require air food to sleep or or drink but what that is a great hook right like dragonborn or cobalt or something start going missing because some like evil wizard or maybe paranoid wizard who knows is killing them to use their blood to keep its dragon flesh golem alive um alright so challenge rating 10 but because it's made from dragon bits resistant to acid cold fire lightning and poison damage bludgeoning piercing slashing from non-magic attacks immunities and then the standard condition immunities that golems have uh immutable form as all golems have magic resistance and its attacks are magic again standard golem fair here uh it can use its terror stare and then it makes two attacks one with its bite and one with its claws so it's bite is 2d 10 plus 6 plus a d6 fire damage that's claws are 3d6 plus 6. the terror stair is probably going to be a frightening effect similar to a frightful presence it can stare choose a creature within 30 feet that it stares at they make a wisdom saving throw become frightened for a minute uh they can repeat the saving throw the end of each of their turns um and then if they succeed they're immune for 24 hours and then it has elemental breath recharging on a 5 6 it expels a 30 foot cone of elemental energy dc 17 deck saver takes 66 fire damage 60 okay i was gonna say is it all of them but it's 66 fire damage and 66 damage of another type on a failed save or half as much on a success roll a d4 one is acid two is cold three is lightning four is poison it's terrifying it looks really cool too and i think again the kind of interesting role play hooks you can make up with one of these are pretty awesome number seven triceratoris so uh who doesn't love dinosaurs well how about if we take a t-rex and combine it with a triceratops i guess maybe well yeah try santa taurus i've originally i was thinking carnotaurus but yeah it's a t-rex uh but it's even worse because it's got spikes on its body and it's interesting this one is actually a wizardly mistake a transmutation wizard attempted to magically bring together two dinosaurs to create the ultimate guardian one with the power of a t-rex and the docile nature of a triceratops instead they created this thing um from the moment they hatch tricenotauruses are angry this rage makes them reckless and difficult to harm most of these monstrosities um don't stay deep in the jungle but trisenotauruses are relentless when they find prey leading them to sometimes chase explorers into civilized settlements challenge reading 13 on this guy resistance to bludgeoning piercing slashing from non-magic it has the shark's blood frenzy where it has advantage on melee attack rolls against creatures that don't have full hp it has relentless once a short or long rest if it takes 40 damage that would reduce it takes 40 damage or less that would reduce it to zero hp it is reduced to one hit point instead it does double damage to objects and structures and has 24 tail spikes it can use it use spikes regrow when it finishes a long rest so it makes two attacks one with its bite and one with its gore or two with its tail spikes it can't use its gore against the creature it's restrained with its bite as bite attack does 40 12 plus eight and a medium or smaller creature is grappled and restrained with a dc18 escape the gore has 10 foot reach 48 plus 8 piercing damage and must make a dc 18 strength saving throw be knocked prone and the tail spikes are uh plus 12 to hit with a range of 150 300 and each one does 48 plus 8 piercing damage um there was a whole cancelled jurassic park line where they did sort of mixing chaos chaos theory i think it was where they mixed a bunch of different dinosaurs together uh for like i think they made toys out of it but they never actually made the series this is very close to that and i love this what um i really wanna somebody come up with a cool name and a concept for combining a dilophosaurus and a stegosaurus i think that could be fun number six the keyhole dragonet it is basically like a dragon pangolin as far as i can tell from the imagery but there again another creature that has super cute super awesome like lore behind it so they're only challenge rating one half but basically it says they were originally bred to seek out and destroy nests of rats but they're super good at picking locks so they find themselves being like tested and trained on different locks and they have difficulty distinguishing between pests and pets and they sometimes consume furry companions of people whose home they're reading the vermin of um because they're so small they have voracious app but they still have voracious appetites they don't just eat meat though they also eat fruits and vegetables and it says that if they eat a lot of sugary food they'll develop a sweet tooth which is cute and then it says guards wilderness scouts and rogues of all types often see the value in training one they are easy to train eagerly bond with people and quickly become steadfast companions with their caretakers if a person uh the person the dragon has bonded with dies or leaves the dragon that becomes despondent the depression can last for years if something doesn't occur to lift the creature's spirits so you can see here it's actually pretty smart it's got an intelligence of seven it has dark vision and tremor sense it can squeeze down to squeeze through a space as near as one narrows one inch wide um its long jump is 20 feet and its high jump is 10 feet without a running start it can use its tongue as a set of lock picks so the dragonite can use its tongue to pick locks and disarm traps as if its tongue was a set of thieves tools it is proficient in using its tongue in this way uh swarms of beasts don't have resistance to piercing and slashing damage from the dragonette in addition as a bonus action the i can use its scale slash against a swarm of beasts occupying its space and then i can do a byte for a d6 plus two scale slash is a d4 plus two and then it has uh so horrific breath uh so a exhales a cloud of sleep gas in a 15 foot cone each creature in the area must make a dc-12 con save or fall unconscious for a minute and then it ends if someone wakes them up they take damage and then it also has the little bit here that um they could be trained willing dragonettes could be trained to be familiar for spellcasters um and i love pets in any kind of rpg um which is again part of the reason why i have my qualms with the ranger but i would love to play a game where someone would let me get one of these this would be like i would be ridiculously invested in my character just to have one of these little guys number five the keel breaker crab this is basically an evil dnd or not an evil but a d uh tamatoa i guess you could say but has a little bit more interesting than just a big giant crab that puts ships on its back which i'm not going to say it doesn't do that because it does but there's more to it so as you can see it's challenge rating 9 is huge size but these figure heads on the ships on its back are kind of actually like alive and they sing it's pretty crazy so it says three magical figureheads adorn the crabs back while at least one figurehead remains intact the crab has advantage on perception checks uh and can use its whale ability each figure head is an object with 15 ac 20 hp and resistance to bludgeoning and piercing damage and immunity to poison and psychic damage if the all figureheads are reduced to zero hit points the keel breaker crab can't use its whale action damaging a figurehead does not harm the crab and it's a siege monster so it does double damage to objects and structures it can use its whale and then it can make two pincer attacks the pincers have 10 foot reach 3d eight plus four bludgeoning damage and then there's a grapple and if they're uh larger smaller i can grapple two creatures that way and then it has its whale as long as least one of the figureheads is alive it can wail roll the d6 one to two is a frightening whale each creature within 60 feet must make a wisdom saving throw or be frightened for a minute um and can repeat that same at the end of their turns maddening well each creature within 60 feet must make a dc 16 wisdom saver take 48 psychic damage or stunning whale each creature within 60 feet must make a con save or take 2d8 thunder damage and are stunned until the end of their next turn um so it's like it's interesting here it says the whales of their figureheads drive most people mad however a figurehead recovered intact from a crab and might be convinced to reveal the location of a hidden treasure or even chart of course to the native harbor of the ship it formerly adorned again i told you the tidehunter was the other one but two giant crab monsters in this makes me even you know i just like it even more number four imperial dragons these things look amazing the art is awesome it's a style and type of dragon that we don't really have in fifth edition and the lore behind these as far as the kobold press world is concerned is pretty awesome so um you know it says they are tied to the world of celestials fiends and spirits they freely parlay with them some of the most powerful imperial dragons even become the servants of gods in exchange for wisdom acting as intermediaries between the divine and the mortal realm um and then it's cool they can change color but this says they are typically a rich golden hue but azure jade and vermilion colored dragons are not unheard of and even white and black imperial dragons have been reported this is a magic organ in their skull gives them the ability to fly without the aid of wings but they are often hunted for said organ which is rumored to grant eternal life if consumed um and they are masters of wind and water they love to see and make their home um they are sometimes act as guardians for sacred sites or temples near beneath the waves this often puts them in contact with militant aquatic races like cehuian and evil water drilling monsters like krakens and sea dragons um and then it talks a little bit about their lairs and their lair actions and then their regional effects are their mood changes the weather marine life is more numerous and pearl this is also really interesting pearls within one mile of the dragon's lair are imbued with healing magic if a harvested pearl is crushed into a powder and then consumed it gives the benefit of a potion of healing the dragon dies these effects fade over a d-10 days and obviously we have what's also nice that i like in cobalt press book is it gives us art for the different phases of the imperial dragon so we don't just have to like wonder what the difference between a wormling and an adult is we get all the different art so we'll look at the ancient one because that's what everybody wants to see challenge rating 26 uh immune to lightning and thunder damage it's amphibious legendary resistance it can communicate with any living creature if they have a language um and then innate spell casting of control water fog cloud gust of wind stinking cloud at will cloud kill control weather three times a day legend lore and storm of vengeance once a day you can use its mesmerizing presence and then three attacks one bite and two claws the bite is uh 2d 10 plus 10. remember we're on the ancient one so the reach is 15 feet claws are 10 foot reach 2d6 plus 10 the tail is 20 foot reach 2d 8 plus 10. mesmerizing presence each creature of its choice within 120 feet must make a wisdom saving throw dc4 sorry 24 or be charmed by it for a minute can you succeed this uh make the saving throw again at the end of your turn um and are immune after for 24 hours and then has lightning breath 120 foot line 10 foot wide dc 25 deck save or take 16 d10 lightning damage and then it also has the change shape ability similar to all good dragons where you can transform into a humanoid or a beast and then back again and then the legendary actions are make a perception check a tail attack for one perception check for one and then casting a spell for three number three a snake with a hundred mage hands uh because how could i not put this on the list it's pretty much exactly what it sounds like it is a small size snake that has access to a hundred different mage hands that it can create and the lore behind it is something along the lines of like thieves guilds uh use snakes for performing heists because they can get into spaces and do things that humans can't so magically inclined thieves guilds imbue these snakes with the ability to use mage hand and then these snakes just escape the thieves guild and kind of carve out their own sort of little treasure horde um snakes with a hundred mage hands are known for their mischievous nature many are kleptomaniacs and swindlers using their talents to deceive humanoids and steal objects they find pleasing so they are a challenge rating three um they can speak common and have telepathy out to 60 feet as a bonus action the snake performs a minor play with its mage hands against a target it can see within 30 feet of it targets make a dc 14 deck save or a disadvantage on the next ability check attack roller saving throw the snake's choice as the snake magically move removes the target's helmet up ends the target's quiver or performs some other form of distraction and then it's got the 100 mage hands ability the snake is surrounded by 100 magical spectral hands the target the hands can't be targeted by spells or attacks and are immune to damage the hands flow within 30 feet of the snake and move with their serpent commander the snake can decide if the hands are visible or not each hand can carry an object weighing up to 10 pounds and no more than 3 hands can work in tandem to carry one larger object the snake's dexterity sleight of hand checks have a range of thirty feet its sleight of hand by the way is plus eight whenever the snake makes a slight of hand check it can make four as part of the same action it can make up to four side uh um but each must be against a different target the snake performs actions normally restricted or can perform actions normally restricted to creatures with hands such as opening a door stirring a bowl of soup carrying a lantern etc the hands can't wield weapons or shields or make attacks except as part of the snake's flying fist action as an attack you can make two bite attacks which are uh 2d 4 plus 4 or a flying fist attack which is a recharge on a 5 6 a flurry of spectral punches and a 30 foot cone each creature must make a dc 14 deck save on a failure take 3d6 bludgeoning damage and be knocked prone also what's interesting snakes don't weigh that much and if each mage hand can carry 10 pounds and three of them can work in conjunction in theory this snake can fly because it could have three of its mage hands turn invisible and pick it up and just carry it around again it was super cool and silly and i could not put it on this list number two murgrick whatever the hell this thing is it's like a flying crocodile alligator thing that uses tails to fly like a propeller i don't know it's nutty but if you know anything about me if it's not crabs in dungeons and dragons and kind of fantasy media i also love crocodiles that all stems back to my original character had a giant crocodile my first d d character ever was a druid with a giant crocodile companion so mergrix uh it says it's built like an alligator with two extra mouths and a fixed uh one affects to a stalk between its eyes and one over its belly a bat like membrane connects its four limbs and a tail made of a dozen spinning tentacles propel it into flight so it's an aberration obviously their consummate hunters prefer the prey of intelligent creatures they relish the fear their appearance provokes and they augment this fear by generating terrifying whales from the stalks of their heads occasionally deep parts of swamps cross planer boundaries into the abyss those who study murderics believe the creatures are ordinary alligators warped by proximity to the plane and the only known way to deter murderic from attacking is to introduce a heron real or illusory the reason ambergris retreats from herons is a mystery but it may point to the existence of a demonic bird that preys on murgrex again phenomenal lore so challenge rating nine here um we have a blood frenzy ability the you know advantage on attacks against creatures that don't have full hp hold its breath for 30 minutes advantage on perception checks that rely on smell and then again tentacle flight uh it flies by spinning its tentacles with a 40-foot fly or 20 sorry 20-foot fly speed um if it is grappling a creature with its tentacles its fly speed is halved you can make three attacks one bite and two tentacle attacks the bite attack is 2d eight plus six the tentacles have ten foot reach a d6 plus six and it is a grapple and the grapple is also a restrain for medium or smaller creatures and then it has the stomach maw that makes one bite attack against a medium creature or target it's grappling if the attack hits the target is swallowed and just sucked up into its stomach mouth um and then you're blinded restrained and then let's see you take it 46 acid damage at the start of each of your turns that you're being digested if it takes damage you know we can make a conceivable regurgitate you and then unsettling it says ulysses i wonder if that's supposed to be undulations i don't know the stalks of the murderic's head unleash a dis uh dispiriting whale each creature within 30 feet of it must make a dc 14 wisdom save or take 66 psychic damage and be frightened for a minute um they can repeat the saving throw at the end of their turn um ending it on a success yeah it's just terrifying and ridiculous and i had to put it in here number one the goodest boy the cham shamrock cham ross i don't know how you pronounce it but it's an angel dog and that's the coolest thing ever i don't care fight me uh and and the lore again the lore so good created from the souls of exceptionally faithful guards and retainers who self selflessly sacrifice themselves to protect others they are celestials that take the form of large sheepdogs with silver gold fur and eagle-like wings known for their ability to sniff out evil and basically they travel the goodly planes in packs taking out evil creatures um it says it's rare that they come to the prime material plane but it's not uncommon they could do that to guard a holy relic maybe aid a paladin on a divine quest which is also a great story hook um but they can't change their form so they're not typically going for like an infiltration based mission they'll come help and then leave challenge rating one they are a celestial creature resistant to fire and radiant damage they have angelic awareness so advantage on insight checks to um to say for creatures lying um and then oh sorry if a creature is lying or if the creature has an evil alignment they also speak celestial common and have telepathy out to 60 feet they have flyby which is awesome and then keen hearing and smell their bite does a d10 plus two piercing they have the fearsome bark recharges on a five or six um let's add a high-pitched bark at a creature within 30 feet that creature must if the targets have an evil alignment it must make a dc13 wisdom save on a fail take 3d6 psychic damage and be frightened um on a success they take half damage and it doesn't work on good or neutral creatures and then it has healing lick twice a day it licks another creature and they magically regain 2d8 plus 1 hp and are cured of the charmed frightened and poisoned conditions so there you go folks that's my top 15 cobalt press tome of beasts 2 monsters i love this book like i said there's so many good things in here seriously if you haven't picked this up i would go pick up this if you're a dm specifically right tomo beasts toma beast 2 and the creature codex three things that i never have wit without being in arm's reach whenever i'm dming obviously this is new but it's still the case because it's not only a great resource of monsters and different creatures and if you see like a creature type like i saw when i did my fey video that's severely lacking like there's only you know however many fake creatures in standard fifth edition and you need more well these books expand that immensely uh and then that might give you more options or things to choose from also if you're like me my players memorize the monster manual inside out and backwards not on purpose just from times of playing and dming themselves they don't know these monsters so these ones will be completely shock and new to them so that's a benefit as well so again thank you all so much for watching thank you again to kobold press for sponsoring this video i'll have a link in the description if you'd like to go pick up a copy of this for yourself thank you to my patrons over on patreon for coming out and supporting me and the channel and be sure to stay tuned because tomorrow will be another top 10 video that those patrons have voted on thank you all so much for watching i'll see you next time [Music]
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Channel: Nerd Immersion
Views: 26,270
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Keywords: Nerd Immersion, top 10 D&D, top 10 D&D 5e, Dungeons & Dragons top 10, Dungeons & Dragons, nerd immersion top 10, dungeons and dragons, Top 10 monsters, top 10 D&D monsters, top 10 D&D 5e monsters, top 10 5e monsters, D&D 5e monsters, D&D top 10 list, D&D 5e top 10 list, D&D 5e, D&D, top 10 monsters in D&D, top 10 monsters in D&D 5e, Top 10 Tome of Beasts Monsters, Tome of Beasts 2, Top 10 D&D 5e Tome of Beasts 2 Monsters, D&D 5e Tome of Beasts 2, nerd immersion D&D
Id: ca_xaR30ZFc
Channel Id: undefined
Length: 43min 53sec (2633 seconds)
Published: Mon Oct 26 2020
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