Friday, 27 November 2015

Stun Jelly - CR 10 (Large Ooze)

"I'd got past the outer defences; the warding glyphs, the Iron Defenders that spat sparking orbs of lightning, and of course, the old bastard's house guard, and managed to open the ancient vault doors beneath his tower. I'd shut them behind me, and risked a little magic to seal them, breathing a deep sign of relief when it didn't trigger any other hidden wards. I crept down the slippery stairs, the air growing wet and rotten around me, and soon found myself in a sloshing tunnel of mouldering stone, the floor lost beneath a foot or more of slimy water. 

"Wincing at the noise my passage made, I moved in the direction I hoped would take me closer to his resting place, although I was starting to realise I had made a serious mistake. By and by I came to a crossroad, heading down what I hoped would be the western way. Fifteen foot down, and suddenly the wall itself seemed to lunge at me; the stone forming a serpentine tendril of sizzling muck, which swung drunkenly at my head. 

"I lept out of reach and ran away, the image of the thing within the wall's slimy depths etched into my reeling mind...

"The Mage Tethyri, objective of my mission, his face melting into the viscous muck as he tried, futilely to silently scream at me to release him...

"I'd heard he'd had some Stun Jellies shipped in to guard his inner sanctum. I guess he didn't know they move, and got caught by surprise. I'm annoyed that I couldn't get a token from his body to prove he was dead, and more annoyed that the guild wouldn't pay me the bounty they promised for his demise. 

"Still, I'd rather have escaped with my hide in one piece, than risked the horrible fate that vicious old bastard got. Stun Jellies. Horrible things. Avoid them at all costs is my honest advice."

- From "Scamming and Drinking - a Bard's Tale"

Thursday, 26 November 2015

A Variety of Poisons

Tornysh (Legendary Poison): Flavorless, water and oil soluble poison created by the Church of Convulos. Target must make a D.C. 27 Constitution save 1 round after contact or be immediately rendered Unconscious. At the start of each of their turns, the victim suffers 110 (20d10) poison damage, half with a D.C. 27 Constitution saving throw.
Spells that normally neutralise poisons only allow a second saving throw.

A victim killed by Tornysh, begins to sweat 1 round after death. Anyone touching the victim is exposed to a weaker form (D.C. 20 save, 25 (10d4) Damage, save at end of each round to reduce damage by 1d4 dice of damage. Neutralising spells work normally). This form of the poison breaks down after 1 minute.

Maldican Dust (Uncommon poison): Bitter tasting whitish powder made from the bulb of the Maldican Tulip. Oral poison. 3d10+30 minutes after consumption, target is Poisoned and suffers 14 (4d6) poison damage at the start of each of their turns. May make a D.C. 13 Constitution save to negate damage, though remains Poisoned for 1d2 days unless the poison is neutralised.

Maldican Blue (Rare Poison): As above but tasteless, stronger (D.C. 18 save, 21 poison danage), and much faster acting (2d6 rounds).

Maldican Yellow (Common Poison): Weaker form of Maldican. Save D.C. 11, 5 (2d4) poison damage. Poisoned effect only lasts 1 hour. Stains fingers and foods yellow.

Sulyk "Cat Scratch" (Uncommon Poison): A weapon smeared with this honey coloured, sticky poison, inflicts bleeding wounds. Poisoned weapons remain toxic for 1d4 hits, the target being forced to make a D.C. 15 Constitution saving throw each time, failure indicating the wound bleeds at the start of each of their turns for 3 (1d6) Damage. The target may repeat the save (one per wound) at the end of each of their turns,success indicating the poisons effects end. A character can, as an action make a D.C. 15 Intelligence (Medicine) check to stop a single wound bleeding.

Synneth (Very Rare Poison): A product of "section 1", this poison was created for use against the warforged - a race normally immune to such substances. It is a very dark orange, oily substance that smells of rotten oranges. One of the poison's benefits is that it only affects warforged. Other creatures are immune.

A warforged exposed to this (usually by a wound) must immediately make a D.C. 17 Constitution saving throw or become Poisoned for 1 round. At the end of that round, they must repeat the saving throw with Disadvantage, or be immediately reduced to 0 hit points. Unless the synneth is neutralised, they cannot be raised above 0 hit points and remain deactivated.

Jaavic Grounds (Rare Poison): The Jaavia bush grows in many tropical Realms, and the berries it produces are used to create the Caffi drink that many enjoy. However, the seed within the Berry can be used to create an unpleasant poison that prevents the one drinking it (in its raw state it is a bitter tasting resin, and so it is usually served with Caffi to mask it's taste) from taking a long rest for 24 hours, due to the paranoia and unpleasant stimulation it causes. A D.C. 11 Constitution save negates its effects.

Ataba (Very Rare Poison): This poison is derived from the brains of those slain by certain tropical parasites. It is delivered through injury and almost immediately affects the target. When exposed to Ataba, the target must make a D.C. 14 Constitution saving throw, or suffer disadvantage on all Intelligence, Wisdom and Charisma based saving throws and ability checks. Once per hour they may repeat the save to shake off the effects, though additional failures each reduce the victims Intelligence, Wisdom and Charisma by 1d4 points. When any of these stats reach 0, the target is Incapacitated until their score becomes 1 or more, although they would not be able to function at any real level (stunned) until a score of 5 is reached in at least two of the three ability scores. Once the poison is no longer active, lost ability points return at the rate of 1d6 points per long rest.

Wrecker (Sheb Paste, Biting Paste, White Oil; Common Poison): Smeared on a weapon, this greasy poison inflicts +7 (2d6) poison damage to creatures hit by it. It lasts for 10 rounds before being wiped from the weapon, and the target is allowed a D.C. 13 Constitution save to avoid the damage it inflicts.

Dybbuth (Very Rare Poison): Created by the Cold Masters of the Diveni'Velonai Mountains, this horrific substance is made from the distilled essences of death and horror. It is a black, dimly phosphorescent substance that smells of mummified flesh. Consumed by the living, Dyybuth forces them to make a D.C. 16 constitution saving throw, failure meaning that they no longer heal after a long rest, and have resistance to all healing spells and effects. If they have Hit Dice they can spend to heal, they no longer regain these after a long rest. Worse, if they die whilst this poison is active within them (it remains so until they are exposed to a Greater Restoration or more potent spell), the individual reanimates as a Ju-Ju Zombie 1 round after death. The zombie is free willed.

Zaikun (Very Rare Poison): Brewed by the alchemists of Kai'Yassan, this poison has a delicious fruity taste, and a light fragrance that has been likened to that of ripe mangos or passion fruit flowers. It is a liquid that varies in colour from pale pink to wine red, and although thicker than water, it is neither sticky or oily. Zaikun is known as the "Dragon that claws from within" or "Tearing Wine". It is usually administered through food or drink, and 1d4 minutes after being exposed to it, the victim must make a D.C. 17 constitution saving throw. If they fail this saving throw, they are Intoxicated (or Poisoned if you do not have the Playtest Documents that included this condition) and suffer 7 (2d6) poison damage. At the start of their next turn, they suffer 14 (4d6) poison damage, and may repeat the save against its effects at the end of their turn. At the start of their next turn, if they failed their save, they suffer 28 (8d6) poison damage, and so on, until they either die (screaming and vomiting blood as their skin bruises and ruptures) or make the saving throw.

Tuesday, 24 November 2015

Akaname - CR 1/4 (Small Aberration)

Traditional Japanese monsters often run into the bizarre, and the Akaname (or "Filth Licker") is one such monster. Supposedly a spirit representing the fear of going to the toilet in the dark, it was a shy beast that would emerge to slurp up the nastier spills and stains that accumulate around your loo. However, if disturbed, it could turn nasty...

Real mythical beast

This creeper actually appeared in the most recent Pathfinder Bestiary, so inspired, I've converted it to 5th Edition.

Not sure when you would get to use this, but hey, that's half the fun of strange beasties.

Updated on 27/1/2015: Changed type to Fey (spirit) to reflect mythological version.

Tuesday, 17 November 2015

Land Urchin - CR 1/8 (Small Beast)

It's in the monster manual people (1st and 2nd edition AD&D). Check them out! And here are the 5e stats I did, just in case you want to Urchin it up in your games!

Go on, give the PC's something poisonous to tread on!

 An Urchin earlier today...

Monday, 16 November 2015

Nighthaunt - CR 11 (Medium Undead)

The Nightshades are a group of powerful undead that are raw manifestations of undeath. They come in many shapes and sizes, and the Nighthaunt is one of the smaller ones. First seen in the 3.5 book Lost Empires of Faerun, they are gargoylish obscenities of malevolent shadow, that control both potent magic and necrotic energy. 

Here you go!

Thursday, 12 November 2015

Iron Gargoyle - Large Construct (CR 9)

The D&D Creature Catalogue contained these monsters, and I think they came to light in one of the Monstrous Compendiums later. Huge, winged, iron statues imbued with animation and rudimentary intelligence, they are perfect custodians of all sorts of hidden places and important sites.

And they breath fire, which is awesome...and they can stun you with a hit....which is even...errr.... awesomer....???

Anyways, stats...

Google images only had from the days of awesome art!


Thursday, 5 November 2015

A Long Time Ago....Some of an Epic 3.5 Campaign I Ran...

I loved 3.5, though the maths was wonky, and you needed a degree in metaphysics to understand the many abilities and traits of your characters, and how they all interacted, stacked and modified one another. As a GM it was simultaneously brilliant and frustrating. Towards the end of its life, I gathered the greatest heroes of my campaign world, and sent them on a suicidal, reality saving mission into the past. At least one of them (Keenar, a Taurgaryn warrior) fell to the Chaos Spawn, and when we left them, things were looking grim....

....That was almost 11 years ago, as the file was last edited on the 4th December, 2004...

We never have finished that adventure....yet....

Anyway, below is a link to the adventure, in all of its wonky 3.5 Epic level mentalness. I hope you enjoy it, even if only as a burst of nostalgia. 

Sunday, 1 November 2015

Dolgrim - Small Aberration (CR 1/2)

Sorry for the lack of new stuff lately. I'm in the middle of my night shifts, and to be honest inspiration and willpower kinda' vanish during that time. Anyway, have a small aberration from the Eberron world - the weird beastie known as a Dolgrim!

In my campaign universe, the Dolgrim are usually the result of ordinary gorgryn being exposed to either mutating energies or chemicals, or the bioarcane influence of more potent aberrations, such as Xareth'Chelde (Beholders), the Ur'Leth (Aboleth) or the Mind Flayers. Anyone that has journeyed too long in my world's underdark, or visited the Risen Isles will have met them....or will soon....

Saturday, 17 October 2015

Slimy Demodand - CR 18 (Medium Fiend)

"It regarded me with baleful amusement, a bubbling chuckle rumbling through its armoured chest. 'Tasty mortal morsel, what do you think you are doing trying to stop the inevitable? Come here, and fulfill your destiny to die for my amusement'". 
I drew my blade, uttered a prayer to Solum, and charged. Within moments, I was sure the fiend's words may have truly been prophecy..."

 - From In Service to Our Lord, by Sir Adrus Keth'Solum

Wednesday, 14 October 2015

Stench Kow - Large Beast (CR 3)

Ormid and the gang are about to enter a daemonic dimension to try and hunt down the daemon that stole both the Artificer's soul, and that of NPC Ser Quercus. Just in case, I have statted up one of the "normal" animals from that realm - a beast found in the original AD&D Monster Manual II - The Stench Kow (sic).

So yeah, it's a smelly Hell Cow.


"I said Moo."


Oddly enough, I didn't find any art for these things, other than a copy of the original stats from AD&D.

Friday, 9 October 2015

Modifying the Concentration Rules

My players and I are loving 5th edition to bits. However, one of the core rules - namely the concentration rules - are kinda' irritating us. I completely see why they are there. Back in earlier versions of D&D, the spell casters could pile on protective spells and make their targets almost invulnerable, or, could pile control effect on to enemies and cripple them. By using the concentration rules as written, this problem is solved...but at the expense of awesomeness.

In the game last night, two spells - Silence and Hold Person came together (along with a 50ft high tower and a monk) to create one of those memorable moments (paralysed bad guys being shoved off afore mentioned tower by the monk, onto the BBEG, who got whacked by them due to being unable to hear their approach, thanks to a Silence spell).

So far, so awesome.

Unfortunately, I realised today, that both are concentration spells, and yep, they were cast by the same characters. If the rules as written had been used, that moment would not have happened.

This has got me to thinking. I know that the concentration rules were one of the rules we were warned not to mess with but...


As written except as below.

1) You can concentrate on a number of spells at once equal to your spellcasting ability modifier
2) The D.C. to keep concentrating increases by +2 per spell beyond the first you have active
3) At the end of each of your turns, when you are concentrating on more than one spell, you must make a D.C. 10 + The number of spells you are concentrating on + the spell level of the highest level spell you are concentrating on, check using your spellcasting ability, or all sustained spells end.

If this seems too complicated, here is another idea...

1) All concentration rules as written except, you can spend a Hero Point, to maintain concentration without the effort. This means you can maintain at least two spells at once - one with a Hero Point, the other normally. Your GM might even let you expend multiple Hero Points per round to keep multiple spells going....

Personally, I like the second one...I'm gonna' try it!

Thursday, 8 October 2015

Flail Snail - CR 7 (Large Monstrosity)

Yep, I'm totally aware that 5e stats for these monsters are already available in a number of books and sites. However, for my games (these guys appear on a random encounter table for one of my campaigns) they didn't come close enough to the original, 1st Edition AD&D version - the one with the shiny shell that could make your spell casters mess up big time, and which got upset in bright light - so I statted up my own version. Being nice, and wanting to share, I thought I would stick it on here, so you have, if nothing else, another variant on the ones already out there.


" Ah hell no! I am NOT being killed by a sodding Flail Snail. Not cool dude...not coooool!!!"

Saturday, 3 October 2015

Shardevax - Tar Devil Captain - CR 9 (Medium Fiend)

Ormid and the gang are deep in a huge pile of conspiracy and plots, and as per usual, it has lead to interplanar portals, insanity and horrible massed battles against abyssal hordes. In the last session, an innocent looking hilltop erupted like a pustule, and disgorged a rather pissed off Goristro daemon, and a pack of vicious and hungry Kalavakus (of Pathfinder fame). Backing these guys up was one of the new Captains of the "Grey Men" of Latram; a Tar Devil warrior named Shardevax.

As the massive siege daemon and his blue furred pals ran to meet the party (who had soundly sent a pack of Type I daemons and a Horned Devil back home), Shardevax lazily lobbed a ball of hellfire at Llewellyn, attracting the rogue's ire. Llewellyn then ran towards him, causing the captain to say (whilst tugging his thorned blade, "The Bastard" from its scabbard), "I always wanted to fight a legend".

Llewellyn then reduced him to 2 hit points with one hit, the poor, deluded fiend being ended by a burst of force unleashed from his armour by Ormid's artifice.

The lesson?

Don't get critically hit by a high level rogue who has used a power to grant him his sneak attack dice...

Anyway, as he never got chance to really do anything, I though I would share his stats.

The Bastard by the way, is a  Very Rare unique sword (martial Weapon), that requires attunement, and inflicts +9 (2d8) necrotic damage on each hit. On a critical hit, it inflicts a total of +21 (6d6) necrotic damage, and the target's total hit points are reduced by that amount until they receive a Greater Restoration spell or better. 

Shardevax - written on his tombstone is "Be Careful What You Wish For"

Tuesday, 29 September 2015

Metalmaster (Large Monstrosity) - CR 5

So, it's a slug that can control magnetic fields, a sort of mollusk Magneto...And in the original versions it could badly imitate someone screaming, although I often got things wrong as it isn't particularly smart....

...Yep, it's the Metalmaster Slug!


"We're gonna need salt....a butt load of salt.....and Heal potions...."

Thursday, 24 September 2015

Pennaggolan (Penanggalan) - Medium Undead (CR 9)

No matter how you choose to spell its name, the Pennaggolan is one of the most bizarre and disturbing undead in mythology. For a long time I didn't know that the myths had them soaking their animated guts in vinegar, which I think is just the most awesome (and vile) thing imaginable...and it gives the GM some great potential adventure hooks leading to an encounter with one of these things.

Anyways, here is my take on this particularly gruesome blood sucker. Have fun!

"For goodness sake! You'd forget your own head if it wasn't screwed!"

Wednesday, 23 September 2015

Dusanu (Rot Fiend) - CR 2 (Medium Plant)

Rot Fiends are a nice fungoid monster that fits into any adventure set in swampy or thickly forested terrain, or indeed, any fungus themed setting. They have all the creepiness of zombies, whilst being something else completely, and really, are the ancestors of the Cordiceps fungi in The last of Us.

Anyway, here is my take on this monster, which has lurked in D&D since the first edition of Basic D&D. I hope it finds a home in your campaign....and your player's character's bodies...

Chicken Stuffed Dusanu Skull - Take one freshly picked Dusanu and.....AAARGH! NOOO! GEDDITOFFMEEEEEEEE......

Monday, 14 September 2015

Elemental Grue (Chaggrin) - Small Elemental (CR 9)

The Chaggrin is an earth grue, and is the one that has seen the most use in my home campaigns over the years. A sort of evil hedgehog of doom, these beasts have torn up more than a few would be heroes.

Here ye go!

Thursday, 10 September 2015

Elemental Grue (Harginn) - CR 6 (Medium Elemental)

I always thought the illustration of the Harginn in the AD&D Monster Manual II was kinda eerie, and for a while ran them as if they were undead. As with many things in those heady days playing D&D as a 15-year-old, I assumed that things worked a certain way based either on their picture (Beholders and Umber Hulks are tiny) or their name (Any spell with the word 'Death' or 'Kill' in its name is save or die), so my conclusions were an ignorant, lazy kind of way.

Much later I forgot about the Harginn. However, my frequent trawls of old adventures and books has unearthed these things again, and I think they, and their other kin, deserve an outing in 5e!


 Beware of rousing the Anger of Ronaldanar'Macdonaldanus

Monday, 7 September 2015

Brigandine Armour (Medium Armour)

Before doing these stats I spent a bit of time looking up Brigandine armour, making sure I understood what it was, and whether it was ever actually used for real. Based on what I read, I came up with the stats below, which places it firmly in the Medium Armour slot. Thing is, really, for your money, you might as well go for Studded Leather (if you have a good Dex) or a Chain Shirt / Scale Armour (although they are slightly more expensive and slightly heavier), so you might wonder why I have bothered.

The truth is, as a GM, there are two reasons. Firstly, my players might not choose it when they create their characters, but they might be tempted by the suit of +3 brigandine they find in the crypt, or when they are in  part of the world where it is commonly worn and they need to keep a low profile. Secondly, Brigandine has been in most previous versions of D&D, so it seems only right that it gets a 5th Edition outing too.

So here you are, Brigandine Armour!

Armour Class
13 + Dex mod (Max +2)
16 lbs

Sunday, 6 September 2015

Aurumvorax - CR 8 (Small Beast)

This one is for my mate Dave (who plays the Veteran, and has always voiced his affection for these savage little bastards). The Aurumvorax is a sort of metal infused Honey Badger on crack; a eight-legged mass of super dense bone and muscle with a mouth full of teeth and a very bad attitude. Back when we played AD&D 1st Edition, I used these now and then, just to watch my players' faces as they got torn apart by something slightly larger than a house cat. I suspect I will find a place for them pretty soon in my current games now I have statted them up for 5th.

As always, the stat blocks were made with the Monster Maker by FallenWyvern. Download and help make this the best bit of software for making monster stat blocks (it's already bloody fine!).

Aurumvorax - CR 8

I was asked the other day if an Aurumvorax makes a good pet for children, and I have to say...No...
Not unless you are a Dwaer'Syth anyways...

Friday, 4 September 2015

Seszrath - CR 16 (Huge Fiend)

In the 4th Edition Demonomicon are found many strange and plain ugly fiends. Amongst them, on page 144 is the Seszrath; a hulking undead daemon with a nasty taste for mortal life energy. Ormid and the gang are going to face some pretty monstrous enemies over the next year or so of games, and this is just one enemy that they can look forwards to tangling with.

As always, "enjoy" (unless you are a DM, in which case, enjoy!!!)

Click to cast Enlarge
The results of too much sugar in the diet can be unholy in its effects - Jamie Oliver, the Demonomicon

(Monster stat block created with THIS awesome bit of kit)

Thursday, 3 September 2015

Ogre Slug - CR 5 (Large Monstrosity)

Eye of the Beholder III - Assault on Myth Drannor is an awesome game (and if you click on that link, you can get your own copy), that took your adventurers to new and more epic levels of play. It featured a ton of enemies, and alongside all the standard AD&D monsters that featured in it, were a few new beasties who got their own full write ups in the manual. Among these was the Ogre Slug - a sort of Ogre / Slug / Centaur thing that spat acid and generally oozed around the place making it smell bad. As part of my efforts to check out the latest build of the Increasingly excellent Monster Statistics Builder by FallenWyvern, I thought I would convert them to 5e.

It would be rude not to share.

So, here they are...easy to hit, but quite vicious in their damage output. Behold! The Ogre Slug!!!

 Obviously, I don't own the copywrite on this, and I will remove this if asked to!

Saturday, 29 August 2015

Sheet Phantom - CR 7 (Large Undead)

So, the lore from my world states that these undead arise (incredibly rarely) when an individual is suffocated, or slain by magic whilst asleep. Their spirit becomes somehow enmeshed with the covers on their bed at the point of death, and madness quickly follows. Such entities may actually manifest in a whole number of ways, the emergence of a Sheet Phantom being one of the rarest, and the exact circumstances that cause these undead to manifest are not fully understood. There are rumors that the older a Sheet Phantom becomes, the more bloodstained and filthy it appears, and that eventually, when enough gore and suffering has soaked into the fabric of its body, it can ascend to some unidentified "higher" form.

Anyway, here you go - killer bed sheets ahoy...

Sheet Phantom – Large Undead
(Chaotic Evil)

A.C. 14
Hpts: 88 (16d10) [16 - 160]
Speed: 30', Fly 30'
Initiative: +4
Proficiency Bonus: +3

Str: 17 (+3) Dex: 19 (+4) Con: 11 (+0) Int: 14 (+2) Wis: 12 (+1) Cha: 15 (+2)

Saving Throws: Dexterity +7, Wisdom +4
Skills: Perception +4, Stealth +10; Ghostly Movement

Damage Resistances: Acid; Piercing from non-magical weapons; Evasion
Damage Immunity: Poison, Bludgeoning from non-magical weapons; Evasion
Condition Immunity: Blinded, Poisoned, Intoxicated, Frightened, Unconscious, Exhausted

Senses: Blindsight 120' (Blind beyond this); Passive Perception: 14

Language: Those spoken in life

CR: 7 (2,900 xp)


Evasion: If the Sheet Phantom is exposed to an attack that deal half damage on a successful Dexterity saving throw, it suffers no damage on a save, and half on a fail.

Ghostly Movement: The Sheet Phantom adds twice its proficiency bonus to Stealth checks.

Shared Pain: Whilst the Phantom has a victim engulfed, half the damage it suffers is also suffered by the victim. This does not reduce the damage it suffers however


Engulfing Strike:
Melee attack; Reach 10', One target; +7 to hit; Hit: 14 (3d6+4) Bludgeoning damage and Phantom wraps around the target (if they are medium sized or smaller) , restraining them. Restrained targets are immobilised and suffer 25 (10d4) points of Bludgeoning damage automatically at the start of their turns. Whilst engulfed, a character is restrained, blinded and silenced. They can, as an action attempt to break free (D.C. 15 Dexterity check or D.C.14 Strength check). Whilst the phantom has a victim engulfed it cannot Fly, and it's speed drops to 10'. It may still lash out with its Engulfing Strike attack, but can only restrain one victim at a time.

Create Spawn: Humanoids slain by the Engulfing Strike rise as Sheet Ghouls 24 hours later unless a Gentle Repose or Protection from Evil spell is cast on their remains.

Wooooo! Woooooooooo! I'm being spooooooky!!!!

Friday, 28 August 2015

Sheet Ghoul - Medium Undead (CR 1)

I'm playing Dungeon Hack at the moment, and I have been mobbed over the last few days by these monsters. Originally from the AD&D Fiend Folio, these monsters are kinda' silly when you stop and think about it - Ghouls with dishcloths on their faces - although in my games they are bruised and swollen things with slimy fibers on their faces. Anyway, it would have been criminal not to have converted them (and look out soon for the Sheet Phantom - the source of these things).

Sheet Ghoul – Medium Undead (Ghoul)
(Chaotic Evil)

A.C. 13 (Natural Armour)
Hpts: 44 (8d8+8) [16 - 72]
Speed: 30'
Initiative: +2
Proficiency Bonus: +2

Str: 13 (+1) Dex: 15 (+2) Con: 12 (+1) Int: 9 (-1) Wis: 10 (+0) Cha: 11 (+0)

Saving Throws: Dexterity +4
Skills: Stealth +4

Damage Resistances:
Damage Immunity: Poison
Condition Immunity: Poisoned, Intoxicated, Exhausted, Unconscious, Frightened

Senses: Darkvision 60'; Passive Perception: 10

Language: Understands that spoken in life

CR: 1 (200 xp)


Sheet Ghoul makes two claw and one bite attack, or two claw attacks and a Mordant Stream attack.

Bite: Melee attack; Reach 5', One target; +3 to hit; Hit: 4 (1d6+1) piercing damage +1 acid damage.

Claw: Melee attack; Reach 5; One target; +3 to hit; Hit: 2 (1d3+1) slashing damage +1 acid damage

Mordant Stream (Recharge 4-6): Ranged attack; Range 10', One target; Target suffers 10 (3d6) acid damage, half as much if they succeed on a D.C. 12 Dexterity saving throw. If they throw a natural 1 on the saving throw, they suffer double damage (20; 6d6).

 "Buy new 'Dazzle'! Guaranteed to prevent 100% of all morbid reanimations and to remove all kinds of stains!"

Sunday, 23 August 2015

Neh-Thalggu - Huge Aberration (CR 25)

Continuing my run lately of converting stupidly potent monsters to 5e, I present the "Brain Collector"; a warped nightmare that has actually been around since D&D was in boxes. The version I converted was the 3.0 Epic Level Handbook's one - partly because the art is so good in that one, and partly because its potency is sick. 

In my games, these things are referred to by the few that know of them as the "Handmaiden's of Xix", an allusion to their distorted and insane form. In fact, the God of madness rarely makes use of these things, as he finds them too strong willed and hard to control. 

Anyway, if your group have really pissed you off, here is the monster to let them know. Combining Brains (not its own) and brawn - the Neh-Thalggu!

Why don't you find me attractive? Is it my lazy eye? It is isn't it. It's my lazy eye...

Wednesday, 19 August 2015

Buckler Shield

Bucklers have been in almost every version of D&D, and for the two-weapon fighter or rogue seeking to get a small but at times life saving boost to their AC, without getting too bogged down, they are a great buy. 

So, here is my 5e take.

Armour Class
Buckler Shield

Proficient users can wield a weapon in the hand on the arm the buckler is worn on. However, attacks with this hand suffer disadvantage. 

 Groovy tights optional (unless you are a Bard)

Tuesday, 18 August 2015

Thannadane - The Cleansing Storm - Legendary Broad Sword

Thannadane, "The Cleansing Storm"
Legendary Broadsword (Requires Attunement by a Paladin)

Thannadane was forged in the mid 2nd Age, around 1989 K.C. For the Paladin Lord, Sir Gunthar Thrade'Thana, an Auric Knight of the Solumite Order. Forged by his families own high priest, Father Adrec Keth'Solum, it was a gift given to him on the eve of him leaving his home to join his brothers on the First doomed crusade against Pentas Demonica, the City of Stained Stones.

Adrec was a good man, who was thought of as weak by many of his peers, as he saw the sacred light of Solum as a nurturing light, rather than a cleansing fire. He disapproved of the vitriolic and hateful rhetoric being spouted by many of the Platinum Order, and worried that his Lord may become swept up by their viciousness, and shatter his own purity by being lead to commit dark acts, under the misguided impression he was serving his God.

To protect his Lord, he prayed to Solum, and was given the vision of a crystal bladed sword, engraved with angelic prayers and relucent runes, which would prevent the one bearing it from striking anything other than evil. Although it would take him months to forge, the priest set about securing the rare materials he would need, as well as preparing himself spiritually for the task.

For four months he was hardly seen, and Lord Gunthar began to worry that some illness of the body or soul had infected his oldest advisor. However, on the eve of him leaving, the old Priest - drained but happy from his long travails - presented the Paladin with his new blade; a sacred sword, named by Solum himself.

Alas, the blade was lost in the unnatural storms that consumed fully one third of the Solumite fleet (a storm that Histories tell was summoned by Draxian warlocks, and which was filled with all kinds of dark spirits and vile elementals).

When Adrec heard of his Lord's death, he fell into a deep depression, emerging months later a different man, forged from the same zealotry as those he had once decried. He believed that the pride he had felt when he had helped bring the sword into existence had angered his God, and vowed to complete the mission that his Lord was unable to as penance.

He left shortly after for the front line, and served in not only the First but the Second Crusades against Draxia. Records mention him a number of times; a berserker clad in battered plate, bringing death and holy fire to the unworthy. No records tell of his eventual fate, although it seems likely he perished in the final rout at the end of the Second Crusade.

As for Thannadane... Who knows where it now lies, or with whom...

*     *     *

Thannadane is a +2 Metalline Broadsword, which has the following additional properties;

* Only a paladin dedicated to Solum can bear this blade. All others find the blade clumsy and utterly unwieldy; becoming heavily encumbered and suffering both a - 5 penalty to attack and damage rolls with it, and disadvantage with all attacks.

* Evil creatures that willingly touch the sword suffer 22 (4d10) bane damage, and must make a D.C. 19 Wisdom saving throw or become permanently Frightened of it.

* The sword cannot be used to make an attack against a non-evil target.

* Against evil targets, the sword inflicts bane damage, striking for its base damage +11 (2d10) additional bane damage.

* On a critical hit against an evil target, they must make a D. C. 18 Wisdom saving throw or be destroyed. Such creatures are then reforged, their souls blessed and purged of malevolence. The target is then reincarnated somewhere in the universe as a newborn being of pure heart.

* A paladin can channel their Lay on Hands ability through this Blade, to increase the total amount healed with each use by 50% (round up).

* The sword can emit bright light up to 100'. This can be turned on and off as a Bonus Action. The Light is silvery white.

Monday, 17 August 2015

Umbral Blot (Medium Construct) - CR 24

A.K.A "The most badass thing I have statted for 5e up to this point".

We've been here before, when I statted this utter horror up for 4th Edition. And here we are again, looking at the pure lethality that is the Umbral Blot. This version includes a few flourishes I've added, as well as some world specific bits and bobs (Sardai is a language created by the Settari, that is automatically understood by those who's genetic material contains their code at some level, and Settari Crysteel is a super hard, crystalline material they made weapons and armour from).

This thing is ridiculously tough, and only the strongest and most well organised groups are going to stand even a chance against it. Woebetide those that try to battle one of these without such strength...

If you wanted to dampen this things' viciousness a bit, you might want to rule that legendary weapons, or those made from Settari Crysteel (or its equivalent) are either immune to the Disintegrating Shell property, or at least have advantage on their saving throws. You might also want to change its damage from Bane damage to Force damage. In either case, I would reduce its CR to 23. 

Umbral Blot – Medium Construct

A.C. 28 (Natural Armour)
Hpts: 250 (20d8+160) [180 - 320]
Speed: 30', Fly 90' (hover), Teleport 500'
Initiative: +24
Proficiency Bonus: +7

Str: 20 (+5) Dex: 30 (+10) Con: 26 (+8) Int: 23 (+6) Wis: 29 (+9) Cha: 30 (+10)

Skills: History +13, Perception +16

Damage Resistances: Acid, Cold, Fire, Lightning, Radiant; Ineffable Might
Damage Immunity: Force, Necrotic, Poison, Psychic; Slashing, Piercing and Bludgeoning damage from Non-magical, Uncommon, Rare and Very Rare weapons not made from Settari Crysteel
Condition Immunity: Poisoned, Blinded, Deafened, Exhausted, Diseased, Unconscious, Prone, Paralysed, Stunned; 150% Fortification, Immutable Form

Senses: Blindsight 500'; Passive Perception: 26

Language: Sardai

CR: 24 (62,000 xp)


Gravitational Lensing:
Ranged attacks have disadvantage on attack rolls against the Blot due to the distortions of light around it.

Impossible Reflexes: The Blot adds twice its proficiency bonus to their initiative check.

Ineffable Might: The Blot reduces even Bane damage inflicted on it by 8 (Constitution modifer).

Legendary Resistance (3x/day):
When the Blot fails a saving throw, it can choose to succeed instead.

Disintegrating Shell:
Anyone hitting the Blot must make a D.C. 23 Constitution save or suffer damage as if hit by its Annihilating Touch. If a weapon hits it, the bearer must make a Dexterity save, or it is destroyed irrevocably. Unattended objects suffer 40d10 Bane damage per round of contact.

Immutable Form: The Blot is immune to all spells and effects that would alter its physical form. This includes petrification, polymorph and similar effects.

Spell Resistance:
The Blot has advantage on saving throws against spells and spell like effects.


Blot makes two Annihilating Touch attacks

Annihilating Touch:
Melee attack, Reach 5', One Target, +17 to hit; Hit: 110 (20d10) Bane damage. Targets that are reduced to 0 hit points by this attack are irrevocably gone; Critical Hit: Target must make a D.C. 23 Constitution saving throw or be destroyed as if reduced to 0 hit points.

Planar Travel:
The Blot teleports to another plane of existence, having total control over where it arrives.

Gravitational Vortex (Recharge 5-6):
All creatures within 30' of the Blot must make a D.C. 23 Strength or Dexterity saving throw, or be pulled adjacent to the Blot. Failed Save 5+: D.C. 23 Strength or Dexterity saving throw or touch Blot, suffering damage as if hit by its Annihilating Touch attack


Saturday, 15 August 2015

Necroplasm - Medium Undead (CR 2)

Another monster from the Ghostwalk campaign setting, these sickening slitherers are ideal for low to mid level dungeons - though with their Drain Fluids attack, they can quickly weaken and devour weaker characters. 

Have fun!

Necroplasm – Medium Undead
(Chaotic Evil)

A.C. 9
Hpts: 143 (22d8+44) [66 - 220]
Speed: 30'; Climb 15'
Initiative: +1
Proficiency Bonus: +2

Str: 13 (+1) Dex: 13 (+1) Con: 14 (+2) Int: 7 (-2) Wis: 14 (+2) Cha: 13 (+1)

Damage Immunity: Poison
Condition Immunity: Poisoned, Sleep, Prone, Diseased, Exhausted

Senses: Darkvision 60'; Passive Perception: 12

CR: 2 (450 xp)


Oozing Form: The Necroplasm can squeeze through a space as small as 1' without suffering any penalties due to its largely fluid form. It also has advantage on any opposed checks made to grapple a target, as it can flow around them.

Drain Fluids: If a living creature starts its turn grabbed by the Necroplasm, it must make a D.C. 12 Constitution saving throw or suffer +1 level of Exhaustion. A creature that is killed by this rises as a Necroplasm in 1d2 minutes time. The change can be halted by casting either Gentle Repose, Hallow or Lesser Restoration on the remains.


Multiattack: The Necroplasm makes two claw attacks. If both attacks hit the same target, and they are small or medium sized, they must make a contested Strength of Dexterity check against the Necroplasm's Strength (it has advantage on this check due to Oozing Form) or be grabbed. They can try, as an action to make another contested check in order to escape. The Necroplasm can only have one creature grabbed at any time, and it's speed is halved whilst it envelops a victim.

Claw: Melee attack, Reach 5', One target; +3 to hit; Hit: 3 (1d4+1) Slashing damage +2 (1d4) Necrotic damage.

 "I told you that Dundorin wasn't properly cooked! Now look at you! Tsk!"

Friday, 14 August 2015

Artaaglith (Goat Daemon) – Medium Fiend (Daemon) - CR 4

Ghostwalk was a good idea, that for me and mine, never quite delivered. However, it did contain some pretty cool monsters, and as I prepared for my games, this little beastie leaped out at me (swinging a putrid flail of pitted black metal and bone). A foot soldier of Orcus, these critters are fairly good spell casters, and (in my version) can seriously ruin your hit point total. They have a bunch of resistances and immunities, and to be frank, and quite vicious for their CR (yes, I worked it out right).

Anyway, if you need another daemon to add to your collection, here you go!

Artaaglith (Goat Daemon) – Medium Fiend (Daemon)
(Chaotic Evil)

A.C. 15 (Natural Armour)
Hpts: 52 (8d8+16) [24 - 80]
Speed: 30'
Initiative: +1
Proficiency Bonus: +3

Str: 14 (+2 ) Dex: 13 (+1 ) Con: 15 (+2 ) Int: 13 (+1 ) Wis: 14 (+2 ) Cha: 13 (+1)

Skills: Religion +4

Damage Resistances: Acid, Cold, Fire
Damage Immunity: Lightning, Poison, Necrotic ;Slashing, Piercing and Bludgeoning from non-magical weapons that are not made from cold iron
Condition Immunity: Poisoned
Damage Vulnerability: Radiant

Senses: Darkvision 120'; Passive Perception: 12

Language: Telepathy 100'

CR: 4 (1,100 xp)


Spell Resistance: The Artaaglith has advantage on saving throws against spells and spell like effects.

Spell Like Abilities: Spell casting attribute is Wisdom (Save D.C. 13, Spell Attack +5).

1/short or long rest: Animate Dead, Fear, Hallow, Stinking Cloud

It is also a 5th level Cleric

Cantrips (4): Eldritch Blast, Sacred Flame*, Guidance, Chill Touch
1st Level (4): Protection From Evil and Good, Inflict Wounds
2nd Level (3): Flaming Sphere*, Hold Person, Silence
3rd Level (2): Dispel Magic, Spirit Guardians
* Inflicts Necrotic rather than its normal damage type.


Artaaglith makes two Festering Flail attacks.

Festering Flail: Melee weapon attack, Reach 5',One Target; +5 to hit, Hit: 6 (1d8+2) Bludgeoning +7 (2d6) Necrotic damage. Hit 3+: Target must make a D.C. 13 Constitution save, or their total hit points are reduced by an amount equal to the necrotic damage inflicted until the end of their next long rest. If this reduces their total hit points to 0 or less, they die and rise as a Wraith under the daemon's control at the start of the next round.

Turn Undead (3/ Short or Long rest) : The daemon can use Channel Divinity: Turn Undead.

"So I said...heh....'I didn't mean to get your goat!' and he said..."
"No, no man, don't finish your joke, just shut up dude...please....shut up."
- My experience almost every day

Wednesday, 12 August 2015

Furorodaemon (Rage Devil) - Large Fiend (CR 12)

Monster Manual III in 4e had a bunch of devils and demons in it, many of which were...not for my games. In truth, I think the main problem with a lot of them was their names. "Rage Devil" is a terrible name, and I'm ashamed to say, kept me from looking too closely at the stats. However, whilst flicking through that tome I came across this beast again, and needing some foot soldier type fiends for my games, I took a closer look.

These dudes are nasty. They are perfect shock troops, who, with a nice bit of damage output and a fairly good AC, are going to be a solid enemy for mid- and even high level groups. A squad of them, lead by something like an Orthon, or protecting some spell caster types, would be vicious - and fun - to deal with, especially as with their Deadly Reach power they can lock down skirmisher types and tanking fighters, allowing their own forces to claim some battlefield supremacy.

Imagine one of these guys carrying a few buffs from their spell casters....ouch.

Anyway, here is my take on the "Rage Devil" - though I prefer the idea of calling them Wrath Daemons or something more arcane, such as Furorodaemon.

Furorodaemon (Rage Devil) – Large Fiend (Devil)
(Neutral Evil)

A.C. 19 (Heavy Plate Armour)
Hpts: 171 (18d10+72) [90 - 252]

Speed: 30'
Initiative: +2
Proficiency Bonus: +4

Str: 22 (+6) Dex: 15 (+2) Con: 18 (+4) Int: 9 (-1) Wis: 18 (+4) Cha: 11 (+0)

Saving Throws: Constitution +8, Charisma +4
Skills: Athletics +9

Damage Resistances: Fire, Poison; Slashing, Piercing and Bludgeoning from non-magical weapons that are not made from Silver
Condition Immunity: Frightened, Poisoned

Senses: Darkvision 120'; Passive Perception: 14

Language: Local Dialect

CR: 12 (8,400 xp)


Blood Rage:
The devil inflicts +7 (2d6) extra damage against enemies who are at half or fewer hit points.

Bloodied Fury: As a Reaction, when it reduces an enemy to half hit points, the devil may make an additional Disrupting Maul attack against them.

Deadly Reach: Enemies that make any move whilst within the devil's reach can trigger opportunity attacks, not just those moving away from it.


Devil makes three Disrupting Maul attacks

Disrupting Maul: Melee Weapon Attack, Reach 10', One Target; +10 to hit; Hit: 30 (3d12+12) Bludgeoning damage and the target looses all Immunities, resistances and damage reduction until the end of the devil's next turn. If the target is reduced to half their total hit points or less, they must make a D.C. 18 Strength or Dexterity saving throw or be knocked prone.

Demonscourge Crush (Recharge 5-6): Melee weapon attack; Reach 10', One Target; +10 to hit; Hit: 51 (6d12+12) Bludgeoning damage and the target is Weakened and looses all Resistances, Immunities and Damage Reductions until they make a D.C. 16 Constitution saving throw (at the end of their turns). Weakened characters suffer disadvantage on strength based attack rolls, ability and skill checks, and inflicts half damage with strength based attacks.

These mini's are awesome! They are also a far better representation of how I think this monster looks than the official art...