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<blockquote data-quote="Faolyn" data-source="post: 8675954" data-attributes="member: 6915329"><p>And now for the next monster. To me, this one feels like someone tried to turn a sci-fi monster or alien into a D&D monster. I don’t know if it’s actually based on anything, though. Googling the name brings up a type of lamp, bicycle seats, a company that helps you improve your own company via e-surveys, and a medication that helps certain problems caused by enlarged prostates. No aliens.</p><p></p><p>The <strong>flolite </strong>is also one of those creatures that had a randomly high intelligence without any actual reason for it to be intelligent and with no given culture or even motivation. However, it had a bunch of weirdly intriguing bits to it. Why is it “very restless”? Why does it go into a frenzy and get bonuses when attacking flying creatures? Can I make a decent culture for it? We shall see.</p><p></p><p>[ATTACH=full]252158[/ATTACH]</p><p><span style="font-size: 15px">Art by Jeff Dee</span></p><p></p><p><span style="color: rgb(65, 168, 95)"><span style="font-size: 22px"><strong>Flolite</strong></span></span></p><p>Dragon’s Bestiary, Dragon Magazine #38</p><p>Created by Kevin Readman</p><p></p><p>A flolite resembles a tiny, brilliantly golden sun that produces pleasantly warm light. Only when they die and their light is extinguished is their true form revealed: they resemble floating, eight-armed sea stars, with a six-foot armspan and a bulging eye in the middle of their bodies. Flolites glide silently through the desert sky at night, descending to the ground only to feed… and to watch. Their language consists primary of musical whistles and subtle changes in color.</p><p></p><p>Flolites consume the life force of creatures they attack. They rarely kill their prey and are generally willing to simply devour life energy until they are sated and then fly away.</p><p></p><p><strong><em>Star-Watchers.</em></strong> Flolites claim to be emissaries from the stars, or possibly priests of the stars—it is difficult to accurately translate flolite language into humanoid tongue. They believe that their primary purpose is to watch, learn, and explore, although they do not reveal their reasons for doing so. Each one has a font of information that they’ve gathered over the years, but their information is often colored by their own interpretations. A pack of flolites will discuss any event they witness in an attempt to thoroughly understand it, but their understanding of other beings is hampered by their alien mindsets.</p><p></p><p><strong><em>Restless Wanderers.</em></strong> Flolites travel constantly in small packs of two or three. They never have lairs or any personal belongings. The idea of being forced to remain in one place for too long seems to frighten them greatly. They prefer hot, arid climates, but occasionally can be found in caverns as well.</p><p></p><p><strong><em>Lords of the Sky.</em></strong> Flolites consider themselves the masters of the sky and seem to be almost offended by the idea of other flying creatures. They’re willing to ignore birds and other flying animals but consider them vermin. Intelligent fliers, however, bother them greatly, and they will often go out of their way to harass or even kill them.</p><p></p><p><span style="font-size: 18px"><strong>Legends and Lore</strong></span></p><p>With an Arcana check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Although it can’t be easily seen due to the brilliant light it emits, a flolite’s body is said to resemble a sea star. They are also said to be quite observant and knowledgable, and may be willing to share their knowledge—if they can be communicated with.</p><p><strong>DC 15.</strong> Flolites consume the life energy from their prey, leaving them alive—usually—but severely weakened. They are known to hate flying creatures.</p><p><strong>DC 20.</strong> The eye of a flolite can be treated alchemically and turned into a substance that functions as a <em>potion of necrotic resistance.</em></p><p></p><p><span style="font-size: 18px"><strong>Flolite Encounters</strong></span></p><p><strong><em>Terrain: </em></strong>desert</p><p><strong>CR 1-3:</strong> 1-3 flolites.</p><p><em><strong>Treasure:</strong></em> Flolites carry nothing with them and have no lairs.</p><p></p><p><span style="font-size: 18px"><strong>Signs</strong></span></p><p>1. Bright lights in the sky, flying in formation.</p><p>2. A badly-injured and weakened humanoid who is covered with strange wounds, like they had been bound with flaming ropes. The humanoid talks about being attacked by the stars.</p><p>3. Locals tell stories about living stars who congregate above groups of people for a while and then leave.</p><p>4. The corpse of a blue dragon wyrmling that looks as though the life had been drained right out of it. With a DC 15 Medicine check, it can be determined that the actual cause of death was falling to the ground.</p><p></p><p><span style="font-size: 18px"><strong>Behavior</strong></span></p><p>1. Diving down to attack the characters.</p><p>2. Engaged in aerial battle with a griffon.</p><p>3. Approaches the characters and watches their actions from a respectful distance, occasionally providing commentary on their activities and what they believe the characters’ motivations are.</p><p>4. Feeding on a weakened livestock.</p><p></p><p><span style="font-size: 18px"><strong>Names</strong></span></p><p>Flolite names are unpronounceable to humanoids, and they rarely decide to adopt a name for humanoids to call them by.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Flolite</span></span></strong></p><p><strong>Small aberration</strong></p><p>Challenge 1 (200 XP)</p><p><strong>AC</strong> 15 (natural armor)</p><p><strong>HP</strong> 24 (8d6+8; bloodied 12)</p><p><strong>Speed</strong> 0 ft., fly 30 ft. (hover)</p><p></p><p><strong>STR</strong> 4 (-3) <strong>DEX</strong> 16 (+3) <strong>CON</strong> 12 (+1)</p><p><strong>INT</strong> 14 (+2) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 11 (+0)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 13</p><p><strong>Skills</strong> Perception +3 (<em>+1d6</em>)</p><p><strong>Damage Vulnerability</strong> cold</p><p><strong>Damage Immunities</strong> fire, poison, necrotic, radiant</p><p><strong>Condition Immunities</strong> poisoned, prone</p><p><strong>Senses</strong> passive Perception 13</p><p><strong>Languages</strong> Flolite</p><p><strong><em>Aerial Combatant.</em></strong> The flolite has advantage on attack rolls made against creatures that are flying.</p><p><strong><em>Dive Attack.</em></strong> If the flolite is flying and dives at least 30 feet straight towards a target and then hits it with a tentacle attack, the attack deals an extra 3 (1d6) damage to the target.</p><p><strong><em>Keen Hearing and Vision.</em></strong> The flolite has advantage on Perception checks that rely on hearing or vision.</p><p><strong><em>Unusual Nature.</em></strong> The flolite doesn’t require air.</p><p><strong><em>Water Susceptibility.</em></strong> For every 5 feet the flolite moves in water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. It also takes 2 (1d4) cold damage each time it ends its turn in falling rain, or 4 (1d8) cold damage if its torrential rain.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Tentacle. </em></strong><em>Melee Weapon Attack:</em> +5 to hit, reach 10 ft., one target. <em>Hit: </em>6 (1d6+3) fire damage plus 2 (1d4) necrotic damage, and the target must make a DC 11 Constitution saving throw or have disadvantage on all Strength ability checks and attack rolls, and do half damage with weapon attacks that use Strength, until the end of its next turn. Additionally, the target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the flolite regains this number of hit points. The reduction lasts until the target finishes a long rest.</p><p><strong><em>Flash (1/day, when bloodied).</em></strong> The flolite pulses with brilliant light to a distance equal to the radius of the dim light it sheds. Each creature in that area must make a DC 11 Constitution saving throw or be blinded for 1 minute. It may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Illumination. </em></strong>The flolite alters the radius of its glow, shedding bright light in a 5- to 15-foot radius and dim light for the same number of feet beyond that radius. This light is sunlight. It can’t fully extinguish its glow.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Dart (Recharge 6).</em></strong> The flolite flies up to 30 feet towards a creature and then makes a tentacle attack.</p><p></p><p><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px"><strong>Combat</strong></span></span></p><p>The flolite is an erratic combatant and prefers to keep opponents at arm’s length. They retreat upon being bloodied, and only rarely try to kill non-flying creatures.</p><p></p><p>(In retrospect, I don't know if I succeeded in giving them an interesting culture, but they ended up as sort of a weird and potentially useful alien, and that's almost as good, right?)</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8675954, member: 6915329"] And now for the next monster. To me, this one feels like someone tried to turn a sci-fi monster or alien into a D&D monster. I don’t know if it’s actually based on anything, though. Googling the name brings up a type of lamp, bicycle seats, a company that helps you improve your own company via e-surveys, and a medication that helps certain problems caused by enlarged prostates. No aliens. The [B]flolite [/B]is also one of those creatures that had a randomly high intelligence without any actual reason for it to be intelligent and with no given culture or even motivation. However, it had a bunch of weirdly intriguing bits to it. Why is it “very restless”? Why does it go into a frenzy and get bonuses when attacking flying creatures? Can I make a decent culture for it? We shall see. [ATTACH type="full" width="559px" alt="1656357002177.png"]252158[/ATTACH] [SIZE=4]Art by Jeff Dee[/SIZE] [COLOR=rgb(65, 168, 95)][SIZE=6][B]Flolite[/B][/SIZE][/COLOR] Dragon’s Bestiary, Dragon Magazine #38 Created by Kevin Readman A flolite resembles a tiny, brilliantly golden sun that produces pleasantly warm light. Only when they die and their light is extinguished is their true form revealed: they resemble floating, eight-armed sea stars, with a six-foot armspan and a bulging eye in the middle of their bodies. Flolites glide silently through the desert sky at night, descending to the ground only to feed… and to watch. Their language consists primary of musical whistles and subtle changes in color. Flolites consume the life force of creatures they attack. They rarely kill their prey and are generally willing to simply devour life energy until they are sated and then fly away. [B][I]Star-Watchers.[/I][/B] Flolites claim to be emissaries from the stars, or possibly priests of the stars—it is difficult to accurately translate flolite language into humanoid tongue. They believe that their primary purpose is to watch, learn, and explore, although they do not reveal their reasons for doing so. Each one has a font of information that they’ve gathered over the years, but their information is often colored by their own interpretations. A pack of flolites will discuss any event they witness in an attempt to thoroughly understand it, but their understanding of other beings is hampered by their alien mindsets. [B][I]Restless Wanderers.[/I][/B] Flolites travel constantly in small packs of two or three. They never have lairs or any personal belongings. The idea of being forced to remain in one place for too long seems to frighten them greatly. They prefer hot, arid climates, but occasionally can be found in caverns as well. [B][I]Lords of the Sky.[/I][/B] Flolites consider themselves the masters of the sky and seem to be almost offended by the idea of other flying creatures. They’re willing to ignore birds and other flying animals but consider them vermin. Intelligent fliers, however, bother them greatly, and they will often go out of their way to harass or even kill them. [SIZE=5][B]Legends and Lore[/B][/SIZE] With an Arcana check, the characters can learn the following: [B]DC 10.[/B] Although it can’t be easily seen due to the brilliant light it emits, a flolite’s body is said to resemble a sea star. They are also said to be quite observant and knowledgable, and may be willing to share their knowledge—if they can be communicated with. [B]DC 15.[/B] Flolites consume the life energy from their prey, leaving them alive—usually—but severely weakened. They are known to hate flying creatures. [B]DC 20.[/B] The eye of a flolite can be treated alchemically and turned into a substance that functions as a [I]potion of necrotic resistance.[/I] [SIZE=5][B]Flolite Encounters[/B][/SIZE] [B][I]Terrain: [/I][/B]desert [B]CR 1-3:[/B] 1-3 flolites. [I][B]Treasure:[/B][/I] Flolites carry nothing with them and have no lairs. [SIZE=5][B]Signs[/B][/SIZE] 1. Bright lights in the sky, flying in formation. 2. A badly-injured and weakened humanoid who is covered with strange wounds, like they had been bound with flaming ropes. The humanoid talks about being attacked by the stars. 3. Locals tell stories about living stars who congregate above groups of people for a while and then leave. 4. The corpse of a blue dragon wyrmling that looks as though the life had been drained right out of it. With a DC 15 Medicine check, it can be determined that the actual cause of death was falling to the ground. [SIZE=5][B]Behavior[/B][/SIZE] 1. Diving down to attack the characters. 2. Engaged in aerial battle with a griffon. 3. Approaches the characters and watches their actions from a respectful distance, occasionally providing commentary on their activities and what they believe the characters’ motivations are. 4. Feeding on a weakened livestock. [SIZE=5][B]Names[/B][/SIZE] Flolite names are unpronounceable to humanoids, and they rarely decide to adopt a name for humanoids to call them by. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Flolite[/SIZE][/COLOR] Small aberration[/B] Challenge 1 (200 XP) [B]AC[/B] 15 (natural armor) [B]HP[/B] 24 (8d6+8; bloodied 12) [B]Speed[/B] 0 ft., fly 30 ft. (hover) [B]STR[/B] 4 (-3) [B]DEX[/B] 16 (+3) [B]CON[/B] 12 (+1) [B]INT[/B] 14 (+2) [B]WIS[/B] 12 (+1) [B]CHA[/B] 11 (+0) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 13 [B]Skills[/B] Perception +3 ([I]+1d6[/I]) [B]Damage Vulnerability[/B] cold [B]Damage Immunities[/B] fire, poison, necrotic, radiant [B]Condition Immunities[/B] poisoned, prone [B]Senses[/B] passive Perception 13 [B]Languages[/B] Flolite [B][I]Aerial Combatant.[/I][/B] The flolite has advantage on attack rolls made against creatures that are flying. [B][I]Dive Attack.[/I][/B] If the flolite is flying and dives at least 30 feet straight towards a target and then hits it with a tentacle attack, the attack deals an extra 3 (1d6) damage to the target. [B][I]Keen Hearing and Vision.[/I][/B] The flolite has advantage on Perception checks that rely on hearing or vision. [B][I]Unusual Nature.[/I][/B] The flolite doesn’t require air. [B][I]Water Susceptibility.[/I][/B] For every 5 feet the flolite moves in water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. It also takes 2 (1d4) cold damage each time it ends its turn in falling rain, or 4 (1d8) cold damage if its torrential rain. [B][U]Actions[/U] [I]Tentacle. [/I][/B][I]Melee Weapon Attack:[/I] +5 to hit, reach 10 ft., one target. [I]Hit: [/I]6 (1d6+3) fire damage plus 2 (1d4) necrotic damage, and the target must make a DC 11 Constitution saving throw or have disadvantage on all Strength ability checks and attack rolls, and do half damage with weapon attacks that use Strength, until the end of its next turn. Additionally, the target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the flolite regains this number of hit points. The reduction lasts until the target finishes a long rest. [B][I]Flash (1/day, when bloodied).[/I][/B] The flolite pulses with brilliant light to a distance equal to the radius of the dim light it sheds. Each creature in that area must make a DC 11 Constitution saving throw or be blinded for 1 minute. It may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. [B][U]Bonus Actions[/U] [I]Illumination. [/I][/B]The flolite alters the radius of its glow, shedding bright light in a 5- to 15-foot radius and dim light for the same number of feet beyond that radius. This light is sunlight. It can’t fully extinguish its glow. [B][U]Reactions[/U] [I]Dart (Recharge 6).[/I][/B] The flolite flies up to 30 feet towards a creature and then makes a tentacle attack. [COLOR=rgb(65, 168, 95)][SIZE=5][B]Combat[/B][/SIZE][/COLOR] The flolite is an erratic combatant and prefers to keep opponents at arm’s length. They retreat upon being bloodied, and only rarely try to kill non-flying creatures. (In retrospect, I don't know if I succeeded in giving them an interesting culture, but they ended up as sort of a weird and potentially useful alien, and that's almost as good, right?) [/QUOTE]
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