Saturday, 25 July 2015
Tuesday, 21 July 2015
Multiattack: The Lensman make a single glaive and tentacle attack, or a single melee attack and Eye Ray attack.
3) Dispel Magic: As the spell, cast with a 3rd level spell slot
4) Tongues: As the spell, cast with a 3rd level spell slot
5) Phantasmal Force: As the spell, cast with a 2nd level spell slot
6) Protection: Targets gains immunity to one form of damage for 1 hour.
Monday, 13 July 2015
So, here are my 5e stats for this mycological horror. It's not actually a monster as such, but a pretty vicious terrain feature. However, unless the group are pretty low level, they shouldn't be too nasty....though "shouldn't" is a very relative word in D&D *evil grin*
Zygom patches typically covers an area of 2d4 contiguous squares. If anyone enters their space (which is difficult terrain), they must make a D.C. 13 Dexterity save or break several fungi. If this happens, they are restrained by the gluey sap until they make a D.C. 18 Strength check. They must also make a D.C. 16 Constitution saving throw to avoid becoming infected by the Zygom spores that lace the sap.
If they fail this save, they are infested by its aggressive pathogens and immediately become highly protective of the colony, only desiring to stay and defend the colony, and violently opposing any attempts to move them or to harm it. Every 1d4 hours they must repeat the Constitution save, failure indicating they take 16 (3d10) Necrotic damage, their total hit points being reduced by the same amount. If slain by this damage, they immediately rot, and a new Zygom colony is born.
If the victim makes three successful saves in a row, they fight off the infection, and all symptoms fade. Any lost total hit points return slowly, at the rate of 16 (3d10) per long rest.
A Neutralise Poison spell allows the target to save against the spores immediately with advantage. A Heal spell, Greater Restoration or similar completely remove the infection, the former also restoring all lost total hit points.
A patch (5' square) of Zygoms have 25 hit points, AC 6, and are immune to psychic damage. They have no intelligence, being in most respects normal fungi (albeit fungi from a remote world). As such they are immune to any attacks that rely on fear, or a functioning intellect, and are rather passive participants in any attempts to bluff or intimidate them.
Sunday, 12 July 2015
Anyway, here we go! My 5e Phycomid.
Phycomid – Small Plant
A.C. 10 (Natural Armour)
Hpts: 99 (18d6+36) [52 - 144]
Speed: 10' (Forestwalk)
Proficiency Bonus: +2
Str: 4 (-3) Dex: 14 (+2) Con: 15 (+2) Int: 3 (-4) Wis: 5 (-3) Cha: 6 (-2)
Saving Throws: Constitution +2
Skills: Stealth +4 (Fungoid Form)
Damage Resistances: Acid, Poison
Condition Immunity: Frightened, Prone, Sleep; Lacking Imagination
Damage Vulnerability: Radiant
Senses: Blindsight 60' (Blind Beyond) ; Passive Perception: 7
CR: 3 (700 xp)
Forestwalk: The Phycomid ignores difficult terrain caused by trees, bushes or other natural features found in a forested area, even if they are not caused by nature.
Fungoid Form: The Phycomid gains advantage on checks to pass as innocuous fungi in an environment typical for such things.
Lacking Imagination: The Phycomid is immune to all Illusion spells and effects.
Multiattack: Phycomid makes two Digestive Spume attacks.
Digestive Spume: Ranged attack; Range 50'; One target; +4 to hit; Hit: 22 (4d10) Acid damage and target must make a D.C. 12 Constitution saving throw, or begin to lose 1 point of Constitution at the start of each of their turns (Save at end of each turn ends). This is a disease effect. Those killed by the disease immediately begin to rot, and in 1d6+6 hours time become a new Phycomid. A Remove Affliction or similar can also stop the ongoing Constitution loss.
Thursday, 9 July 2015
Jotor'Gigorim are the legendary Mountain Giants, first described in the 1st Edition AD&D Fiend Folio. They are massive creatures, that can inflict terrible punishment on those stupid (or unlucky) enough to rouse their wrath. There is a story line coming to one of my campaigns that will see more than a few of the "Children of Adar" battling with the "Runt Races", which is why these guys are back in my games. Hope you like!
A.C. 15 (Natural Armour)
Hpts: 263 (17d12+153) [170 - 357]
Proficiency Bonus: +5
Str: 27 (+8) Dex: 7 (-2) Con: 28 (+9) Int: 11 (+0) Wis: 12 (+1) Cha: 13 (+1)
Saving Throws: Strength +13, Constitution +14
Skills: Athletics +13, Perception +6
Damage Reductions: Slashing, Piercing, Bludgeoning from non-magical weapons 10
Damage Resistances: Cold
Condition Immunity: Petrified
Senses: Darkvision 120'; Passive Perception: 16
CR: 16 (15,000 xp)
Sure Footed: In mountainous terrain, the Jotorim may substitute their Strength score for their Dexterity score when making ability checks to avoid falling, being knocked prone or similar.
Greatclub: Melee weapon attack; 15' Reach; One target; +13 to hit; Hit: 77 (6d20+8) Bludgeoning damage, and target is knocked prone, and must make a D.C. 21 Constitution save or be Incapacitated until the end of their own next turn. If this attack misses, all creatures within 10' of the target (including the target) must make a D.C.21 Dexterity save, or suffer 38 (3d20+4) Bludgeoning damage.
Sunday, 5 July 2015
Saturday, 4 July 2015
Found this in my notes from last year. Thought I would share.
DHAMPYR PC RACE
The Dhampyr, is treated as a sub-race of another race. Choose a basic race (but no sub-race). You gain all their abilities, plus the following...
Age: Dhampyr are not truly immortal, being half-dead. They age much more slowly however, only doing so at 100th the rate of their basic race.
Ability Score Increase: +1 to one ability score of your choice.
Darkvision: You gain Darkvision 60'. If you already have Darkvision, its range increases by 30', and you are able to discern detail and colour, even in total darkness within its original range.
Mask of Life: You gain advantage on Charisma (Deception) checks to pass yourself off as a living member of your base race.
Necrology: Dhampyr do not need to sleep or breathe, although they do need to eat. They can eat normal foods, but prefer blood – straight from the throat of a living victim if possible. They have advantage when saving against Poison, and poison damage against them is reduced by an amount equal to their Constitution modifier (minimum 1). Dhampyr must still rest for at least 4 hours to regain the use of abilities that need a long rest to recharge, and unfortunately, due to their unnatural life energies, only gain half the normal amount of healing from healing spells. Animals may (at the GM's whim) react poorly to you, as they sense your unnatural nature.
Inured to Death: Dhampyr have resistance to Necrotic, and advantage on saving throws against spells and abilities that draw on necromancy, or inflict necrotic damage.
Feed on the Living: When you have a living enemy, who has blood within them grabbed, you may make a special attack against them as a bonus action. You may also use it against a helpless target. The attack is a melee attack, and if it hits, inflicts 1d4 + Strength Modifier piercing damage, and you gain temporary hit points equal to your level + the targets Constitution modifier. You may use this 1/ short or long rest. At 11th level, you may use this twice per long or short rest. At 17th level, you may use it three times per long or short rest, and inflict 1d6 + Strength Modifier piercing damage.
Weakened by Sunlight: You are vulnerable to Radiant damage, and suffer disadvantage when saving against attacks that inflict this. In sunlight, you loose the benefits of your Inured to Death ability, and suffer disadvantage on all saving throws, skill checks, and attack rolls. You may cover yourself and wear heavy shaded lenses to negate these penalties, but should not be surprised when people are naturally suspicious of you.
Thursday, 2 July 2015
Prerequisites: Proficient with Shields
Benefits: You are Proficient with Tower Shields. Increase either your Strength or Constitution by 1 (Maximum 20). When you are conscious and using a tower shield, up to 2 adjacent allies gain a +1 bonus to AC, and you can use it to grant yourself cover (as outlined in the shield's description).
Tuesday, 30 June 2015
Multiattack: Allip makes two Touch of Madness attacks.
Wednesday, 24 June 2015
Amongst certain religions and orders, there are forged weapons who's cutting, crushing or piercing parts are wrought from magically strengthened sun stone. These weapons are then blessed with holy power, and become deadly towards the undead, as well as other entities that find the light of the Sun anathema.
Sunstone Weapons behave in all ways like their normal versions, save, the damage they inflict is considered to be Radiant for the purposes of weaknesses. Note it isn't Radiant. However, a creature that is vulnerable to Radiant damage is also vulnerable to the Slashing, Piercing or Bludgeoning damage of one of these weapons.
So, the PUG have got themselves into a bit of bother. Glorphen (a Drakven that thinks he is an Aelwyn) is a zealot dedicated to Zaeothon (an aspect of Bahamut worshipped by some Aelwyn), encountered some equally zealous worshipers of the 2nd Age version of Solum. Fireworks ensued, and now the town guard are getting involved (Glorphen pulling the heart of a cleric from his chest and biting it as they arrived hasn't exactly helped).
In short, it seems likely they may have earned a black mark with the "Solar Order of the Divine Solstice", and so, I have begun statting up their more exotic members.
Here's one right now (oh and PUGgers....spoilers).
Solstice Presence: All allies within 15' of the Knight gain a +1 bonus to their AC, and Radiant damage inflicted against them is reduced by 5 before any resistances are applied.
Multiattack: Paladin makes two Melee attacks.
Friday, 19 June 2015
+2 Frost Burst Mace - (Rare, Requires Attunement) . (+2d6 Cold damage, +2d10 cold on Crit, plus D. C. 17 Constitution save or Paralysed 1 round).
Stragniir (Very Rare, Requires Attunement) ; +1 Dracane Breath Mace; All damage is lightning. 5x/day can fire a 100' lightning bolt, that inflicts 35 (10d6) Lightning damage, D. C. 16 Dex save for half. Bearer gains Resistance to Lightning.
Ineludible (Legendary, Requires Attunement) ; +4 Mace; 3/day re-roll a missed attack as Bonus action. Ignores damage resistance.
Black Lode (Very Rare, Requires Attunement); +2 Adamantium Mace that inflicts base damage of 1d10 Bludgeoning. 3/Short or Long rest, wielder may, as a Reaction when they hit a target, push it 1d4 x 5' (Strength save, D.C. = Damage inflicted by triggering attack) halves this distance. 3/Day, Wielder may grant themselves 20 Temporary hit points as a Bonus Action. 1/Short or Long rest, wielder may inflict +22 (+4d10) Bludgeoning damage with a hit as a Reaction.
Lucifous (Rare, Requires Attunement); +1 Silver Mace / +2 Vs Undead and Shadow. Inflicts +1d8 Radiant damage / +2d8 Radiant vs Undead and Shadow. Sheds bright light in a 20' radius.
Thursday, 11 June 2015
Earthglide: The Defacer may move through solid rock as if it did not exist, leaving no tunnel or trace of its passing. It also ignores any difficult terrain that is the result of rocks, rubble or similar earthen objects.
Multiattack: The Defacer makes two Distorted Strikes
Friday, 5 June 2015
Release Spores: When the Sporeback is reduced to 0 hit points, all creatures within 10' must make a D.C. 14 Constitution save, or be Slowed as if hit by the bite.
Multiattack: Sporeback makes a Sticky Tongue and Bite attack.
Thursday, 4 June 2015
Multiattack: The Zovvut makes two Claw and one Draining Gaze attack
Sunday, 31 May 2015
I missed these horrible little guys. Welcome back!
Multiattack: The Neogi makes 1 Bite and 2 Claw attacks
Monday, 25 May 2015
I've not used them since...until....soon....maybe.
So, here they are, the metal ignoring, yokel faced elementals of fire and earth, ready to tear it up in your 5e game. As always, enjoy!
Metal Immunity: Metal simply does not exists for these creatures, and passes through them as if they were made from air. Similarly, they can move unhindered through all kinds of metals. Attacks made by metal weapons inflict no damage on them, and metal armours and shields do not offer individuals protection against their attacks.
Friday, 22 May 2015
Famine Spirits have a suite of attacks and properties that are simply horrible. An aura that can incapacitate those that enter it, along with a Vorpal bite - that's just not cricket! Add to that the fact that they are simply gross looking and move like lightning (that is a serious speed), and you have the stuff of nightmares. Of course, by 19th level, your PC's are going to be needing some seriously deadly foes to test their mettle against, so it's all good....or evil....chaotic evil.
The It Likes the Juice power is something I added, that felt right. If you don't like it (especially as it increases the chances of a Vorpal bite quite a bit), ignore it.
Multiattack: The Spirit makes two Claw attacks and a single Bite attack
When you hit with an attack using a weapon that bears a magical bonus to hit and damage, you double the magical damage bonus (so a +1 weapon inflicts +2 damage, a +2 weapon inflicts +4 etc). Furthermore, when you score a critical hit with such a weapon, you double the damage bonus (so a +2 weapon, would add +8 to damage).
I suspect I will be running some "epic" style adventure in the latter part of the Ormid et al campaign, as they move towards their ultimate battles (and indeed, there will be loose ends that need tying up, if they are willing, afterwards).
Tuesday, 19 May 2015
Dead Sight: The Marut can sense all undead within 200' of it as if it had blindsight.
Multiattack: The Marut makes a single Fist of Thunder and Fist of Lightning attack.