Nerdarchy on From Cryptid to D&D Monster: The Squonk
In this 18-minute video on Nerdarchy the YouTube channel Nerdarchists Dave and Ted turn another cryptid monster into a fifth edition Dungeons & Dragons monster. This time they look at the Squonk from the mythical land of Pennsylvania. What cryptid should we turn into 5E D&D monster next?
The origin and folklore surrounding this cryptid precedes getting down to the business of the mechanics for a stat block, which you can also find and add to your collection over at D&D Beyond here.
A squonk appears to be a weeping pig covered in wrinkles, warts and puss-filled pustules. They are perpetually depressed because they believe they are ugly and unlovable. They spend much of their time seeking out comfort foods to feel better about themselves. This draws them towards civilization where their sadness can infect others.
Squonk
Small monstrosity, unaligned
Armor Class 12
Hit Points 9 (2d6 + 2)
Speed 30 ft.
- Strength: 9 (-1)
- Dexterity: 14 (+2)
- Constitution: 13 (+1)
- Intelligence: 5 (-3)
- Wisdom: 12 (+1)
- Charisma: 3 (-4)
Senses Darkvision 60 ft., Passive Perception 10
Languages —
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Aura of Sadness. Any creature that can see or hear a squonk must succeed on a DC 10 Charisma saving throw or be poisoned until the start of the creature’s next turn. In addition the following day the target becomes infected with Worrying Sadness. On a successful saving throw, the creature is immune to the Aura of Sadness of all squonks for 1 hour.
Keen Smell. The squonk has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Bonus Actions
Liquid Form. As a bonus action squonk can turn into tears. The squonk can enter an enemy’s space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.
Worrying Sadness
When you’ve failed a saving throw against a squonk’s Aura of Sadness you must make a Charisma saving throw against the Worrying Sadness every 24 hrs. On successful saving throw you aren’t affected by the Worrying Sadness for 24 hours. On a failure roll a d6 on the table below. If a character is already suffering a despair effect and fails the saving throw, the new despair effect replaces the old one. After finishing a long rest, a character can attempt to overcome the despair with a DC 12 Charisma saving throw. (The DC is higher because it’s harder to shake off despair once it has taken hold.) On a successful save, the despair effect ends for that character. A calm emotions spell removes despair, as does any spell or other magical effect that removes a curse.
d6 — Effect
- 1–3 — Sadness. The character has disadvantage on death saving throws and on Dexterity checks for initiative.
- 4–5 — Fatal Melancholy. The character has disadvantage on all saving throws.
- 6 — Madness of Despair. The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom or Charisma.
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