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!

Neh-Thalggu (Brain Collector) - Huge Aberration
(Chaotic Neutral)

26 (Natural Armour)
Hpts: 350 (28d12+168) [196 - 464]
Speed: 60'; Dimensional Travel
Initiative: +4
Proficiency Bonus: +8

Str: 30 (+10) Dex: 19 (+4) Con: 22 (+6) Int: 20 (+5) Wis: 20 (+5) Cha: 17 (+3)

Saving Throws: Wisdom +13, Charisma +11
Skills: Arcana +13, Perception +13

Damage Resistances: Acid, Cold, Fire, Lightning, Necrotic, Radiant, Thunder; Slashing, Piercing and Bludgeoning from very rare weapons
Damage Immunity: Poison; Slashing, Piercing and Bludgeoning from non-magical, uncommon or rare weapons
Condition Immunity: Charmed, Poisoned, Frightened, Exhausted; Amorphous Form

Senses: Darkvision 240', Truesight 120'; Passive Perception: 23

Language: Telepathy 200'

CR: 25 (75,000 xp)


Amorphous Form:
The Neh-Thalggu is immune to Critical Hits, Polymorph, Petrification, and additional damage from precision based attacks such as Sneak Attacks. The Neh-Thalggu is immune to Vorpal wounds.

Dimensional Travel: As a move, the Neh-Thalggu can cast Etherealness or Teleport without any chance of missing their target.

Supreme Magic Resistance: The Neh-Thalggu has advantage on saving throws against spells and spell like effects. In addition, if it rolls 9 or lower on either dice, it is considered to have rolled a 10.

Alien Horror: None aberrations seeing the Neh-Thalggu for the first time must make a D.C. 21 Sanity or Wisdom saving throw or be Stunned until they can no longer see it and 1d4 hours have passed. They may repeat this save once per minute (10 rounds) once the monster is out of line of sight to try and end the Stun early.

Spell Casting: The Neh-Thalggu has the spell casting ability of a sorcerer of equal level to the number of brains it currently has contained within it (it can hold a total of 13). Wisdom is its spell casting attribute (Spell save D.C. 21, Spell Attack Modifier +13). Assume the monster starts an encounter with 1d12+1 brains already. It must have a short rest to gain any advantage from newly acquired brains, though if it looses any, their spellcasting level is immediately affected.

Stolen Knowledge: The Neh-Thalggu is proficient in any skills known by the individuals who's brains they currently have contained


The Neh-Thalggu makes four Tentacle attacks, a bite attack, and if able to, a Brain Theft attack.

Bite: Melee attack, One Target, Reach 10'; +18 to hit; Hit: 31 (2d20+10) Piercing damage and the target must make a D.C. 24 Constitution saving throw or loose a number of points of Constitution equal to half their total score (rounded down). If their Constitution is reduced to zero, they instantly die. This is a poison attack. Lost Constitution returns only when the target receives a Greater Remove Affliction or similar.

Tentacle: Melee attack, Reach 15', One target; +12 to hit; Hit: 22 (4d8+4) Slashing damage and target must make a D.C. 24 Constitution saving throw, or be paralysed for 5 (2d4) hours. Paralysed individuals may repeat the saving throw every minute (10 rounds) to try and end the effect early.

Manifest Maw (Recharge 3-6): As a bonus action, the Neh-Thalggu warps reality. Until the end of its current turn, it may make Bite attacks against any target it can see, regardless of range.

Brain Theft (Recharge 5-6): Ranged attack, One target: Target must make a D.C. 21 Intelligence saving throw, or have their brain teleported into the Neh-Thalggu. This kills most creatures instantly.


Devour Brain:
The Neh-Thalggu consumes one of the brains it has within it, and heals 55 (10d10) Hit points

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...

Monday, 10 August 2015

Bane Damage

You may have noticed that I occasionally refer to bane damage, which is not an official damage type. I actually got the idea from DDO, and feel it perfectly fits a rather specific place in D&D.

Anyway, here is a description of Bane Damage;

Bane damage is a kind of damage that cannot be reduced, resisted or negated by any means. It can be another form of damage,  for example bane fire damage or bane cold damage, and it always ignores temporary hit points.

Sunday, 9 August 2015

Fell Taint Warp Wender - CR 3 (Medium Aberration)

 I have always really liked the Fell Taints (although their name is a bit poop). In my games, Aberrations are not from the Far Realms, but are strongly allied to realms of madness and psychic disturbance (it is for this reason that Xix adores many of the weirder ones). Their very nature is corrosive to the fabric of reality, and they do cause a local thinning of the veils between the physical plane and those dimensions where they spawn, as well as triggering madness and mutation in the "natural" environment and its inhabitants around them.

Fell Taints (which are from 4e, appearing in both Monster Manual 2 and Dragon Issue 376) are almost the Remora of those strange planes; weak entities that ride the slip stream of larger predators, and feed on the scraps - in this case, the life force of their dying prey. In the physical plane  (in my games anyway) they often accompany more powerful beasts, and only make themselves known when someone is close to death, when they drift down, manifest physically, and start the vicious process of snuffing their life force out to feed on it. There is a game coming up in the near future where these horrors will be going about their business, making a bad situation worse, and I thought I would share one of the monsters I converted to 5e for that. 

I hope you like it, and your players hate it :D


Fell Taint Warp Wender – Medium Aberration

A.C. 13 (Natural Armour) 
Hpts: 58 (9d8+18) [27 - 90] 
Speed: 5'; Fly 30' (hover) 
Initiative: +3 
Proficiency Bonus: +2 

Str: 11 (+0) Dex: 16 (+3) Con: 15 (+2) Int: 6 (-2) Wis: 17 (+3) Cha: 12 (+1) 

Saving Throws: Wisdom +5, Charisma +3
Damage Resistances: Acid, Cold, Fire, Lightning, Necrotic, Radiant, Thunder; Slashing, Piercing and Bludgeoning from non-magical weapons
Damage Immunity: Poison 
Condition Immunity: Poisoned, Prone 
Damage Vulnerability: Psychic  

Senses: Darkvision 60'; Passive Perception: 13 

CR: 3 (700 xp) 

The Fell Taint can pass through solid objects and creatures as if they do not exist. If it ends its turn within a solid object, it suffers 5 (1d10) bane damage.  

Multiattack: The Warp Wender makes either two Tendril Caress attacks or a single Psychic Transposition and Tendril Caress attack.  

Tendril Caress: Melee attack, Reach 5', One Target; +5 to hit; Hit: 6 (1d6+3) Psychic damage 

Psychic Transposition: Ranged spell attack; Range 50', One Target, +5 to hit; Hit: 14 (2d10+3) Psychic damage and target must make a D.C. 13 Wisdom save, or swap places with the Wender and be Dazed (target can only take a move or an action on their turn, and cannot use bonus actions or reactions). Dazed targets may repeat the save at the end of their turns to end the effect.  

Fell Feeding: Melee attack; Reach 5'; Targets one creature that is dying. The Warp Wender looses its resistances and Insubstantial trait until the end of its next turn; +5 to hit; Hit: Target must make a D.C. 13 Constitution saving throw or die. If they die, the Wender is healed to full hit points.

I'm no doctor but....but....NO! MUST. RESIST. URGE. TO. MAKE. TAINT. JOKE....

Wednesday, 5 August 2015

Ancient Armoury - Some "Missing" Weapons (and properties) for 5e

Love it or hate it (I loved it) 4th Edition introduced some very cool properties to weapons. Previous editions, with their varied settings and alternate worlds, have also given us the statistics for an impossible number of swords, staves, axes and other weapons. In many cases, different stats are not really needed in 5e, as you could argue that one bladed weapon is much like another, and that you can re-skin existing weapons to become another you desire*

However, there are some weapons that are too cool and / or different for this to feel (for me at least) "right", and so it only seems right to stat them up. And so I have made a start, spending some time today converting a bunch of weapons that I feel were missing from 5e to the latest rule set, as well as updating a couple of weapon properties from 4e I feel are still awesome.

A quick note: Creating these stats was actually harder than I thought. I used existing weapons for reference, as well as considering the maths involved in their damage, and feel that as a general rule, these weapons are not going to unbalance your game. However, you might want to think about whether they fit thematically, or whether they introduce a degree of rules bloat you'd rather do without.


(I had to do a .pdf as the blog mangled my tables) 

Kpinga...I always wanted to call my first born that
....I didn't get to though...

Tuesday, 4 August 2015

PUG Session Notes

I run the Pick Up Game (PUG) about once a fortnight, and it's a game where the baseline expectation is that those that can play changes each week, but that, as long as we have at least two players, the game goes on. This has worked really well, and in most games we have between 5-7 players. However, keeping everyone updated is important, so I write a short summary of the previous game down, and post it on a map on Roll20 (we use Roll20, and if you ever need a virtual table, cannot praise it enough).

Anyway, as I am not getting time to post proper game reports any more (although I am working on a highly abridged version of one for the Ormid game), I thought I would post the last few here, so you can at least get an impression of what's happening!

For 23/6/2015:

Last Session: The Dundorin, Priest, Artificer and Mongrel Gorgoth visited the mausoleum in the Blackwaters graveyard, in order to try and locate the key that Malphas told you about. After a brief skirmish with several Ju-Ju Zombies and a Wight, they began to search the individual sarcophagi...
Against the advice of Danian, the Dundorin broke the seals on several tombs, breaking an ancient binding spell and unleashing a horrific undead that could steal their souls. A terrible battle ensued that nearly saw the party defeated. However, just, they survived and drove the spirit away.
With time, they found the key (which is engraved with strange runes) as well as a longsword who's blade is forged from Obsidian, that is so sharp, it inflicts additional damage on a blow.

They then spoke with the merchant Fendarr, who's caravan is due to leave on the 20/10/13595 - three days later - and it was agreed that you would help guard him and his wares until you reached the town of Gurshem, 150 miles to the south, where Malphas' home awaits...

It is also at this time that Davian tells you he is staying. A Cellinthite priest, he has never worn the full beard or long hair of his order, and he explains that he is a follower of a heretic sect. He fears for his life, should he journey to a more populated area, and so, will stay here, and help to hunt down the spirit in the graveyard that was merely driven off, not destroyed...

For 21/7/2015: The group left Blackwaters despite a growing sense that something truly terrible was approaching the tiny mining town, and headed west with Fendarr's caravan. Much bickering occurred between your party and the mercenaries of "Ransk's Raiders", though you managed to avoid spilling (too much) blood....just. 

However, things went bad fast when you encountered a band of zealot Solumite's in the town of Gelder's Fortune, where the Paladin's own zealotry lead to a brutal show down. Now, with the town guard ordering the group to stand down, things can only get worse as Glorphen, high on righteous indignation and his hate for those that do not worship Zaeathon, tears out the zealot priest's heart in front of them, and takes a nice big bite!

For 4/8/2015: "Run to the hiiiiiillsssss! Run for your life!!!!" Negotiations did not go well. The ranger decided to try and leg it, and everyone else agreed this was a good plan when the hounds were released. More than a few of the guard got to meet their ancestors shortly afterwards. However, things got more than a little nasty when several mercenaries belonging to the infamous Black Legion arrived - though they only saw your backsides as you legged it into the foothills and made your escape. 

Fortunately, Cadence had snuck into the town whilst you were keeping the soldiers busy, and stole their horses, meaning you had fresh mounts to ride on...
...We start the next morning, as the first of your exhausted mounts crash to the floor, and you almost slide from your saddles with weariness...

Friday, 31 July 2015

House Rules: Making Magical Items

Making magical items has always been a part of D&D for me and mine. Many potent weapons and devices have come from the hard labour and imaginations of heroes (and players), and many fabulous games have come from their efforts to secure rare or unusual components to complete their devices. A session or two ago, Ormid lost his beloved Repulsion armour, and, having (barely) survived the nightmares of a Tyranid infested world (using the Unearthed Arcana - Mass Combat rules, which were, apart from a few minor points, pretty damn good), he wanted to try and make another set.

We determined that his particular set or armour was Very Rare, being +2 and having a cool power, which, according to the DMG meant he would take literally years to complete his work! Obviously this was stupid.

So, here is a slight tweaking of the official rules, to bring a little variance to the process, and to bring those times down to something reasonable.

Unless it's mentioned here, the rules in the DMG are unchanged.

To determine the time taken to make a magic item...

1) Make an ability check for your spell casting attribute. Add Arcana or Religion if felt to be appropriate.

2) Divide the cost of the item you are making by the result. (see the DMG, page 129)

3) Divide this by 25. This is the number of days you need to make the item. Round up. Making an item takes at least 1 day.

4) Artificers take half as long to make magical items. 

By the way, we are getting to a point where I should be ready to share the full 20 level Artificer class with you all. We have play tested two of the three builds I came up with (Warsmith and Tinkerer), and so far, apart from a few adjustments, they are proving pretty balanced and playable. 

Thursday, 30 July 2015

Hope's Famine - 5th Edition Stats

Hope's Famine was one of the many things I loved in the Shnecke et al game, and I hope it will appear in one of the other games sooner or later. Of course, for this to happen, it has to be converted into the latest rule set - so here it is (and there is some new fluff to go with it).


Hope's Famine (Legendary Wondrous Item)
Requires Attunement by a Warlock

Hope's Famine is a despicable implement, which seems to harbour some kind of vague, malign intelligence. It appears to be crafted from a blackened section of humanoid spinal column, each vertebrae being carved with vile runes of dark magic. A horn curves from one end of it, forming the “head”, whilst teeth and finger bones rattle from sinew at the opposite end.

When attuned to a wielder, Hope's Famine emanates a slight warmth, suggestive of living flesh, and it is said that it wriggles and writhes when it is used to inflict harm, as if savouring the pain it is channelling. Although a lesser legendary item, the Famine has found its way into the possession of many famous anti-heroes, almost always being implicated in their eventual downfall.

The version here only represents its larval stage. Certain tales suggest it can, once it has fed enough on suffering and hate, pupate into something even more terrible, evil and sentient, although there are no clear records as to what this form can do.

Powers And Abilities

  • An individual that is attuned to the Famine permanently lose 1 Hit Dice for as long as they are so joined. However, they also reduce all damage inflicted to them by 3 points.
  • Warlocks can channel their Eldritch Blast and spells through the Rod, gaining a +1 bonus to hit and to damage.
  • Powers channelled through the rod inflicts +7 (2d6) bane damage on a critical hit, or if the target rolls a natural “1” when saving against it.
  • The bearer of the rod may choose to sacrifice 10 hit points to the Rod before making an attack through it. If the attack inflicts damage, it inflicts +2d6 Bane damage on top of the normal damage. The wielder cannot reduce the damage they inflict to themselves in any way.
  • As a Reaction, when the bearer of the rod misses with an attack channelled through it, they may sacrifice 10 hit points to it (there is no way to reduce this damage to themselves), and re-roll the missed attack with advantage. They must use the second result, even if it is worse than the first.
  • 1/ Long Rest, the bearer of the rod may choose to inflict 11 (2d10) points of Bane damage to all allies within 25' of them. For each ally damaged in this way, the next attack made through the Rod inflicts +4 (1d8) Bane damage. The allies are harmed before the attack roll is made, or the targets have to make any saving throws.

Wednesday, 29 July 2015

Touchstone Spells; Corrosive Fountain

I'm always interested in cool new ways to reward players, and whilst browsing through some 3.0 and 3.5 books, I came across a few old ideas that I really liked - namely the Planar Touchstone from the Planar Handbook, and the Artifact Spells from Secrets of Xen'Drik. What follows is a 5e spell based on these ideas, which I hope gives you some ideas about adopting something similar in your own games.

"In the middle of the wretched heat and mosquito haunted humidity, we came across an ancient Settari statue. Sardai was carved into it, which I of course innately understood, though it was pure gibberish to my Dundorin companions. Almost at once I realised that the runes spoke of a potent spell I could unleash, if only I could properly understand their message, and lock it within me. I set to work at once, and after a days' solid study, had mastered the magic!

What a shame the effort of casting it wiped it from my mind...and of course by then, we were in too much trouble to return to the statue so I could restore it! Ah well"

- Yardo Job, Explorer and Mage.  

Corrosive Fountain
Touchstone Spell (Invocation)
To Learn: Intelligence (Arcana), D.C. 25; 24 Hours*

Casting Time: 1 Action
Casting Check: Arcana (Intelligence) D.C. 25**
Failure Penalty: No***
Range: 500'
Area of Effect: 40' Diameter, 50' High vertical Cylinder
Components: S
Saving Throw: Dexterity 1/2 and Partial
Duration: Instantaneous

A column of searing acid erupts in the area, inflicting 77 (22d6) Acid damage to all creatures in the area and pushing them to the top of the cylinder. The acid then vanishes, and those creatures fall 50' with normal effects. A D.C. 20 Reflex save halves the damage and allows the target to avoid being lifted up.

Once cast, the spell is lost from memory, and the source must be studied for another 24 hours (Learn D.C. Intelligence (Arcana) 25.

* To properly lock the magic into your character's mind, you must study the spell for the total specified amount of time and then make an ability check (often skills will apply). You do not have to study the spell in one go, although you must do so in chunks of at least 1 hour. If you fail the check, you do not learn the spell, and must start again. Once you cast the spell, it is gone from your mind, and you must study it again as before. You can normally only hold one such spell in your mind at a time. 

** Although you hold the magic, it is potent and difficult to bring forth. You must succeed in the specified check to cast the spell. If you fail the check, your action is wasted, although you retain the use of the spell. 

*** Some spells have unpleasant effects if you fail the check. Usually, there is a safe margin for error, where nothing happens - so, for example, you may have to fail the check by 6 or more to trigger the penalty, or have to have failed to cast the spell twice in a row. The nature of the penalty is unique to each spell, and not all spells carry them.

Saturday, 25 July 2015

New Weapon - Maquahuitl (Martial Weapon)

Maquahuitl – Martial Weapon

Cost: 10gp
Damage: 2d4 slashing
Weight: 6lbs
Properties: Versatile (2d6); Brutal 1 Vs Unarmoured (When attacking a target that is unarmoured (or has an AC below 14 despite natural armour), re-roll any damage results of 1 until you roll higher)

Many Ssethrek tribes manufacture these weapons, using either the fangs of large beasts to create its blade, or sharp shards of obsidian. Surprisingly heavy, they are largely made from dense jungle woods, and so, are immune to the effects of rust monsters or similar. The price above is indicative of the price one may expect to pay for an imported example. If buying in an area where they are used, they may be as cheap as 1 gp. 

Almost all Maquahuitl are highly decorated, often bearing sacred or protective inscriptions that guide the warrior's attacks, or keep them from harm.

Not sure if they would cut a can....but pretty sure they will open up a skull or chest quite nicely...

Tuesday, 21 July 2015

Lensman - CR 3

The Lensman is the odd one out in the Beholder (or in my games, Xareth'Cheldean) world, being earthbound and pretty feeble. However if you are planning an adventure in, say, a Beholder Hive, these things are the fodder for your characters blood engines...if you get what I mean...

Anyway, from 2nd Edition AD&D to your 5e game, may I present, the Lensman...

Lensman – Medium Aberration
(Neutral Evil)

A.C. 16 (Natural Armour)
Hpts: 78 (12d8+24) [36 - 120]
Speed: 30'
Initiative: +2
Proficiency Bonus: +2

Str: 19 (+4) Dex: 14 (+2) Con: 15 (+2) Int: 7 (-2) Wis: 10 (+0) Cha: 5 (-3)

Skills: Athletics +6, Perception +2

Senses: Darkvision 60'; Passive Perception: 12

Language: Cheldean

CR: 3 (700 xp)


The Lensman make a single glaive and tentacle attack, or a single melee attack and Eye Ray attack.

Glaive: Melee weapon attack; Reach 10'; One target; +6 to hit; Hit: 9 (1d10+4) slashing damage.

Tentacle: Melee attack; Reach 5'; One target; +6 to hit; Hit: 6 (1d8+2) bludgeoning damage

Eye Ray (Recharge 3-6): The Lensman knows one of these powers. Range 60', Save D.C. 10;

1) Emotion: Target must make a Wisdom saving throw or suffer disadvantage on attack rolls, saving throws, ability and skill checks for 5 (2d4) rounds. The target may repeat the save at the end of each of their turns to end this effect early.
2) Heal: As the spell, cast with a 6th level spell slot
Dispel Magic: As the spell, cast with a 3rd level spell slot
Tongues: As the spell, cast with a 3rd level spell slot
Phantasmal Force: As the spell, cast with a 2nd level spell slot
Protection: Targets gains immunity to one form of damage for 1 hour. 

 I was pretty limited on pictures for these guys, so have the token 
I made for my online games (not my art of course)

Monday, 13 July 2015

Zygom Colony

When that spaceship crashed in Greyhawk, it brought many strange and alien lifeforms into D&D. One of them was the adhesive and slightly Cordyceps like Zygom; a fungus from space that was embarrassing at first, and know....deadly.

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

Phycomid - CR 3

As you may have gathered, I have a real world love for fungi, and as such, adore all the various fungi monsters that have appeared in D&D over the years. One that seems to get looked over quite a bit is the Phycomid - a lump of slimy gunk with acid spitting mushrooms growing from it. The  Paizo description for them is by far my favorite, painting these things as truly repugnant and dangerous, and I would encourage you to check it out before you use them.

Anyway, here we go! My 5e Phycomid.

Phycomid – Small Plant

A.C. 10 (Natural Armour)
Hpts: 99 (18d6+36) [52 - 144]
Speed: 10' (Forestwalk)
Initiative: +2
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

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.


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. need a spot of cream on that I think...

Thursday, 9 July 2015

Jotor'Gigorim (Mountain Giant) - CR 16

Not all of the "Low" Gigorim (or "non-Adaric Gigorim") are as stupid and relatively weak as the Vulgorim and Urgori. Some, such as the Jotor'Gigorim, span the gap between their brutish "common" brethren and their potent "high" kin.

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!

Jotor'Gigorim (Mountain Giant) – Huge Giant
(Chaotic Neutral)

A.C. 15 (Natural Armour)
Hpts: 263 (17d12+153) [170 - 357]
Speed: 60'
Initiative: -2
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

Language: Jotorim

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.

Moutain Boulder: Ranged Weapon Attack; 800' Range; Four targets within a 10' x 10' area; +13 to hit; Hit: 40 (5d12+8) Bludgeoning damage and target is knocked prone and stunned unless they make a D.C. 21 Dexterity saving throw. Anyone failing this save by 5+ is pinned beneath the rock until they escape. Whilst pinned they have total cover from everything, are Restrained and at the start of their turn suffer 19 (3d12) Bludgeoning damage.

Yo ladies. My name is Hans, and I am 32' of pure, manly lovin'

Sunday, 5 July 2015

A Birthday Pile of Conversions

I turn 41 today, so I thought I would share a bunch of magic items. Most are from earlier versions of D&D, though a couple are my own creation. Enjoy!

Saturday, 4 July 2015

Dhampyr Homebred Race

Found this in my notes from last year. Thought I would share.


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

Tower Shield for 5th Edition

Tower Shields are something I miss from earlier editions of D&D. The idea that someone might want to wield one of those ridiculously large, bulky and heavy things appealed to me, and although few characters I have DMed for bothered, it always irritated me that they didn't re-appear....

...Well, now they've re-appeared (though to use one properly you will need to take a feat)

Armour Class
Tower Shield
Str 18

* If you are proficient with the shield you can, as a bonus action, set it steady and hide behind it, gaining ½ - ¾ cover from attacks that originate from the other side of it. As long as the shield is set this way, your speed drops to 5'. As a bonus action you can return to using it as a normal shield.

New Feat

Tower Shield Bearer
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). 

Peek-a-Boo! I kill yooooou!