Tuesday, 27 January 2015

Ferrous Mk III - 4e and 5e Comparison

So, Ferrous Mk III, is the (?) faithful sidekick to Ormid, Veteran and Llewellyn. The third version, if you recall, was imbued with the essence of a chaotic dimension using the planar device found in the ancient Guild Vault, and as such, he is imbued with darkling powers. We are playing the Ormid games in 5e now, and tonight I converted him over. For your consideration then are his 4th Edition and 5th Edition stats, so you can see how I have converted him over. 


Ferrous Mk III
Large Construct (Chaotic [Evil])
------------------------------------------------------------------------------------------------------------------
Armour Class: 19 (Armour Plating)
Hit Points
: 85 (9d10+36)
Speed 30'; Dark Walk
-----------------------------------------------------------------------------------------------------------------
STR 21 (+5) DEX 15 (+2) CON 19 (+4) INT 5 (-3) WIS 10 (+0) CHA 7 (-2)
-----------------------------------------------------------------------------------------------------------------
Saving Throws: Constitution +7
Damage Resistances: Cold, Necrotic, Thunder; Fortification 50%
Condition Immunities: disease, exhausted, frightened, unconscious, poisoned
Senses: Darkvision 60', Passive Perception +13
Challenge: 8 (3,900 XP)
------------------------------------------------------------------------------------------------------------------
Consume the Fallen: The defender inflicts +5 (2d4) damage to a prone enemy

Chaotic Soul: There is a cumulative 1% chance per round of combat that Ferrous' chaotic soul comes to the fore, and he goes into a rage. Whilst in this state, no one is considered his ally, and he will attack random targets to the best of his ability. He can be calmed with a contested Charisma (Diplomacy) check made against his Wisdom. Doing this is an Action.  Otherwise, he calms once all other creatures are slain, or after 3d20 minutes.

Fortification: Ferrous has a 50% chance to reduce any critical hit scored against him to a normal hit.

Murderous Presence: Whilst in the Murderous Presence stance, Ferrous inflicts +5 thunder damage with all his attack, as do all allies as long as they remain within 10' of him. All attacks by Ferrous and his allies also gain the following property; Crit: target is stunned unless they make a D.C. 13 Constitution save (save ends).


------------------------------------------------------------------------------------------------------------------
ACTIONS
Multiattack: Ferrous makes two Pandaemonic Bite attacks. 

Murderous Presence: Ferrous activates his Murderous Presence stance. The stance remains active until Ferrous ends it (bonus action) is incapacitated, or the battle ends, whichever happens first. 

Pandaemonic Bite: Melee weapon attack, Reach 5', +8 to hit, one target, Hit: 18 (3d8+5) piercing damage and Ferrous teleports up to 20'. Even Hit: Target's armour (if any) is reduced by 2 until the end of Ferrous' next turn.

Winds of Madness: (Recharge 5-6): Range 50', Target suffers 40 (9d8) thunder damage and enemies have advantage on attack rolls against them until the end of Ferrous' next turn. If they make a D.C. 15 Dexterity save, the damage is halved and they do not grant advantage. Save Failed 5+: Target is pushed 1d4x5', and must make a second D.C. 15 Dexterity save or be knocked prone.

Wounding Bite: Melee weapon attack, Reach 5', +8 to hit, one target, Hit: 18 (3d8+5) piercing damage plus 18 (4d8) necrotic damage. Target must make a D.C. 15 Constitution save or suffer 18 (4d8) necrotic damage at the start of each of their turns, though they may repeat the save at the end of their turns to negate this effect. Save Failed 5+: If the target fails the initial saving throw by 5 or more, they gain Resistance to all healing spells and effects until they are no longer suffering necrotic damage at the start of their turns.

MOVE

Dark Walk: Ferrous teleports up to 30', and gains total concealment until the end of his next turn.

Friday, 23 January 2015

Just Wanted To Share This...


We use the most excellent Roll20 to play our games, even when we play face to face. Last weeks 5e game involved a rather massive battle, which is not yet over. This is the state of play...just thought I would share. As you can see, we have quite a few players, so encounters can be a tad more challenging that usually advised. For example...

Karzod – Urgorgori Fighter
Large Giant - Urgorgori (Chaotic Evil)
------------------------------------------------------------------------------------------------------------------
Armour Class: 18 (Plate Armour)
Hit Points
: 134 (13d10+58)
Speed 40' (30' armoured)
-----------------------------------------------------------------------------------------------------------------
STR 22 (+6) DEX 8 (-1) CON 19 (+4) INT 7 (-2) WIS 11 (+0) CHA 7 (-2)
-----------------------------------------------------------------------------------------------------------------
Saving Throws: Strength +9, Constitution +7
Skills: Athletics +9, Perception +3; Disadvantage on Stealth
Senses: Darkvision 60' ;Passive Perception: 13
Language: Southspeak (understand only), Vulgorim
Challenge: 7 (2,900 XP)
------------------------------------------------------------------------------------------------------------------
ACTIONS


 Multiattack: Makes two Greatsword attacks.

Greatsword : Melee weapon attack, Reach 10', +9 to hit, one target, Hit: 20 (4d6+6) slashing damage (re-roll any 1s or 2s, scores a critical hit on a natural 19 or 20)

BONUS ACTIONS

Action Surge: 1 per long or short rest may take an additional action.

Second Wind: Karzod heals 1d10+7 hit points. 

They are mostly 3rd level, with some 2nd level characters in there. Very experienced players, all playing with a "let the dice fall where they may" type attitude. So far, this battle has pushed them to their limits, and although old Karzod is not well, he can still kill a PC with a good hit...and almost has several times!

 

Wednesday, 21 January 2015

Dour DM....what?

Became aware that another internet fellow is under the moniker of the Grumpy GM. As I have no interest in folks getting confused, I have grumpily moved on to becoming dour instead. Hope this doesn't cause too many issues!

Evistro (Carnage Daemon) - CR 6

The brutish Evistro was a new arrival in 4e, and a welcome one in my opinion. A daemon that didn't have millions of fancy powers or spells, but which existed to simply rip a mortal apart and gobble their juicy guts whilst it watched them writhe. I am using these in one of my games fairly soon (assuming the group get to the place where they lurk), but thought I would share as I like these guys, and hope you will too!

Evistro – Carnage Daemon
Medium Fiend – Daemon (Chaotic Evil)
------------------------------------------------------------------------------------------------------------------
Armour Class: 15
Hit Points
: 120 (16d8+48)
Speed 30'
-----------------------------------------------------------------------------------------------------------------
STR 19 (+4) DEX 13 (+1) CON 16 (+3) INT 11 (+0) WIS 10 (+0) CHA 12 (+1)
-----------------------------------------------------------------------------------------------------------------
Damage Resistances: Variable Resistance 2/encounter (See below)
Damage Vulnerability: Cold Iron
Condition Immunities: Frightened; Bloody Minded
Senses: Greater Darkvision 60' ;Passive Perception: 11
Language: Daemonic Dialect
Challenge: 6 (2,300 XP)
------------------------------------------------------------------------------------------------------------------


 Variable Resistance: When hit by an attack that inflicts acid, cold, fire, lightning or thunder damage, the daemon gains resistance to that energy for 1 hour. This applies to the triggering damage.

Bloody Minded: The Daemon gains advantage on saving throws against being paralysed, stunned or rendered unconscious. It also gains advantage on checks to escape being grappled.

Carnage: The Evistro gains advantage on attacks against an enemy that is adjacent to at least one allied Evistro, and when rolling damage against them, re-rolls any 1's or 2's.

Destructive Bite: Against targets who are at half or less of their total hit points, the Evistro's bite inflicts +2d10 piercing damage.

Greater Darkvision: Daemon's can see through all darkness, including that created by spells or other unnatural effects.
-----------------------------------------------------------------------------------------------------------------
ACTIONS

Multiattack: The Evistro makes two claw and one bite attack

Bite: Melee weapon attack, Reach 5', +7 to hit, one target, Hit: 22 (4d8+4) piercing damage.

Claw: Melee weapon attack, Reach 5', +7 to hit, one target, Hit: 11 (1d8+1d6+4) slashing damage.


Monday, 19 January 2015

Cinderspawn - CR 12 (Large Undead)

The 3.0 Libris Mortis introduced some very nice undead to the game. However, these things didn't really register with me until I first faced them in DDO. Up to this point, despite my thinking that they are incredibly cool (pun partly intended), I have never managed to get them into a game (other than as a building material for Niba's tower of course). However, I'm hoping that the chance will arrive some time in the future, and so, I've converted them to 5e. I hope you like them!

Cinderspawn
Large Undead – Fire (Chaotic Evil)
------------------------------------------------------------------------------------------------------------------
Armour Class: 17
Hit Points
: 225 (30d10+60)
Speed 50'
-----------------------------------------------------------------------------------------------------------------
STR 12 (+1) DEX 21 (+5) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 17 (+3)
-----------------------------------------------------------------------------------------------------------------
Saving Throws: Dexterity +9, Charisma +7
Damage Resistances: Necrotic
Damage Immunities: Fire, Poison
Damage Vulnerability: Cold
Condition Immunities: Poisoned, Unconscious
Senses: Darkvision 60'; Passive Perception: 10
Language: Pyri
Challenge: 12 (8,400 XP)
------------------------------------------------------------------------------------------------------------------
 

Elemental Undead: The Cinderspawn is considered to be both and undead creature, and a fire elemental.

Frostfire Shield: Anyone hitting the Cinderspawn with a melee attack suffers 13 (2d12) cold damage.

-----------------------------------------------------------------------------------------------------------------
ACTIONS


Multiattack: The Cinderspawn makes two Draining Touch attacks.

Draining Touch: Melee weapon attack, Reach 10', +9 to hit, one target, Hit: 12 (2d10+2) Cold +8 (1d10+3) Necrotic damage, and target's Charisma score is reduced by 2. Multiple hits inflict a cumulative penalty. If the target's charisma is reduced to 0, they fall unconscious until their score is raised to at least 1, and must make a D.C. 15 Constitution save every minute or die. Lost Charisma returns after a long rest at the rate of 1d6 points per hour, or when the target receives the benefits of a Greater Restoration or similar spell.

REACTIONS

Deathflame Burst: When the Cinderspawn is first reduced to half hit points, all living creatures within 25' suffer 31 (9d6) Cold plus 28 (8d6) Necrotic damage, half if they make a D.C. 14 Dexterity saving throw. 

 You put your right leg in, your right leg out...in out, in out,
Hear the victim shout! 

Saturday, 17 January 2015

Scaladar - CR 10 (Large Construct)

Since I first came across them, I have thought that the Scaladar were awesome. I mean, what's not to like about a massive metal scorpion with an electrified stinger and the ability to eat Magic Missiles (is it me, or did a lot of AD&D monsters have an immunity to Magic Missiles?). I've not actually used them very often, but hope to get to use them some time in the future. 

Anyway, a 5e conversion for you, based mostly on the 2nd Edition AD&D stats.

Scaladar
Large Construct (Unaligned)
------------------------------------------------------------------------------------------------------------------
Armour Class: 18 (Natural Armour)
Hit Points
: 105 (10d10+50)
Speed 40', Climb 25'
-----------------------------------------------------------------------------------------------------------------
STR 20 (+5) DEX 14 (+2) CON 21 (+5) INT 2 (-4) WIS 10 (+0) CHA 2 (-4)
-----------------------------------------------------------------------------------------------------------------
Damage Resistances: Acid, Fire; Slashing, Piercing and Bludgeoning from non magical weapons
Damage Immunities: Poison; Energy Absorption
Condition Immunities: Charmed, Disease, Frightened, Illusions, Poisoned, Exhaustion, Unconscious
Senses: Darkvision 60' ; Passive Perception: 14
Language: Understands creators language
Challenge: 10 (5,900 XP)
------------------------------------------------------------------------------------------------------------------

Energy Absorption: When the Scaladar would suffer force or lightning damage, it suffers none, and the damage is stored (up to a maximum of 20 points). The next time the sting hits a target, any stored energy is delivered as additional lightning damage.

-----------------------------------------------------------------------------------------------------------------
ACTIONS
 

Multiattack: The Scaladar makes two Claw attacks and a Charged Stinger attack

Claws: Melee weapon attack, Reach 10', +9 to hit, one target, Hit: 27 (5d8+5) bludgeoning damage, and target must make a contested Strength or Dexterity check against the Scaladar's Strength or be grappled. Whilst grappled, the target suffers automatic claw damage at the start of the Scaladar's turns. They may attempt to break free as an action on their turn, but suffer a -2 penalty due to the monster's barbed claws.

Charged Stinger: Melee weapon attack, Reach 15', +9 to hit, one target, Hit: 10 (1d10+5) piercing damage plus 4 (1d8) lightning damage. This attack is rolled with advantage against an individual grappled by the Scaladar. On a natural 18+ hit, the target must also make a D.C. 17 Constitution save, or be Paralysed until they make the saving throw (at the end of each of their turns).

BONUS

Healing Protocol: The Scaladar spends any stored lightning or force damage, healing 2 hit points for every point they have. It will always spend all stored energy when using this ability, even though excess energy is wasted (this power cannot take it over its total hit points). 

Answer to my earlier question - 
there is nothing not to love about it!
 

Monday, 12 January 2015

Deathflame Zombie - CR 2 (Medium Undead)

Deathflame Zombie
Medium Undead (Unaligned)
------------------------------------------------------------------------------------------------------------------
Armour Class: 7
Hit Points
: 117 (18d8+36)
Speed 20'
-----------------------------------------------------------------------------------------------------------------
STR 13(+1) DEX 5 (-3) CON 14 (+2) INT 2 (-4) WIS 8 (-1) CHA 2 (-4)
-----------------------------------------------------------------------------------------------------------------
Damage Immunities: Fire, Poison
Condition Immunities: Disease, Poisoned, Unconscious
Senses: Darkvision 60'; Passive Perception: 9
Challenge: 2 (450 XP)
------------------------------------------------------------------------------------------------------------------
 
Deathflame Eruption: When reduced to 0 hit points, the zombie explodes in a 10' sphere. All creatures within this sphere suffer 14 (3d8+1) fire and 14 (3d8+1) necrotic damage, half if they succeed a D.C. 12 Reflex save.
-----------------------------------------------------------------------------------------------------------------
ACTIONS

Slam
: Melee weapon attack, Reach 5', +3 to hit, one target, Hit: 11 (4d4+1) bludgeoning damage.

This is a 5e conversion of a monster I made for the Shnecke game - indeed, for the first ever session they played. Monstrously bloated things, with crudely stitched incisions along their bellies, from which leak smoke and muted greenish flames, Deathflame Zombies are animated corpses filled to the brim with unstable alchemical substances. They are essentially unliving bombs, that can be slowly marched towards their targets and then caused to explode by their creator's will.

Wednesday, 7 January 2015

Displacer Serpent - CR 1/2 Beast

The 3.0 Miniatures Handbook had some quite mundane and terrible monsters in it (Equiceph, I am totally looking at you), as well as some quite quirky and unique ones. The Displacer Serpent was a  monster I always wanted to use, but never found the right place for, and in 4e I forgot about it completely. I came across it today whilst looking for another monster, and thought I'd do a quick conversion.

Hope someone finds this of use!

Displacer Serpent
Medium Beast (Unaligned)
------------------------------------------------------------------------------------------------------------------
Armour Class: 13 (Natural Armour)
Hit Points
: 61 (11d8+11)
Speed 20', Climb 10', Swim 10'
-----------------------------------------------------------------------------------------------------------------
STR 12 (+1) DEX 12 (+1) CON 12 (+1) INT 5 (-3) WIS 10 (+0) CHA 2 (-4)
-----------------------------------------------------------------------------------------------------------------
Saving Throws: Dexterity +3
Skills: Stealth +8 (includes racial +5 bonus)
Senses: Darkvision 60'; Passive Perception: 12
Challenge: 1/2 (100 XP)
------------------------------------------------------------------------------------------------------------------
 
Displacement: Attacks against the serpent have disadvantage until it is dealt damage. It then loses the benefits of this ability until the start of its next turn. This power does not function if the serpent is incapacitated or reduced to 0 hit points. The serpent also has advantage on saving throws against spells that only target it whilst this power is active.
-----------------------------------------------------------------------------------------------------------------
ACTIONS


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


Tuesday, 6 January 2015

Amulet of Blade Ward - Uncommon Amulet

I like fairly low power items that are just simple and useful. I know you probably don't believe me, given some of the epic items I post up here, but honest, it's true. This is a good example of such a thing - gives a nice ability a fairly generous number of times, but is unlikely to break the game.

AMULET OF BLADE WARD
Uncommon Amulet (Requires Attunement)

The wearer of this amulet may, as a bonus action, cast the Blade Ward cantrip up to 5x/long rest.

Wednesday, 31 December 2014

Ju-Ju Zombie - CR 3

Ju-Ju Zombies are great when you want to demonstrate that the wizard the group are chasing is more badass than your average necromancer. Created by utterly extinguishing the life force of an intelligent creature with lashings of creamy necrotic energy, they are smart, fast and cunning. I have made great use of these horrors over the years, and will be doing again soon, hence, you get the stats to play with yourself. I'm pretty sure the CR is right this time BTW.

Ju-Ju Zombie
Medium Undead (Neutral Evil)
------------------------------------------------------------------------------------------------------------------
Armour Class: 15 (Natural Armour)
Hit Points
: 59 (9d8+18)
Speed 30'
-----------------------------------------------------------------------------------------------------------------
STR 14 (+2) DEX 17 (+3) CON 14 (+2) INT 9 (-1) WIS 11 (+0) CHA 8 (-1)
-----------------------------------------------------------------------------------------------------------------
Saving Throws: Dexterity +5
Skills: Perception +2, Stealth +5
Damage Resistances: fire
Damage Immunities: Piercing and Bludgeoning from non-magical weapons, Force, lightning, poison, illusions
Condition Immunities: Charmed, Paralysed, Poisoned, Unconscious
Damage Vulnerability: Radiant
Senses: Darkvision 60'; Passive Perception: 12
Language: Any spoken in life
Challenge: 3 (700 XP)
------------------------------------------------------------------------------------------------------------------

 Sneaky Striker: The Ju-Ju Zombie inflicts +7 (2d6) piercing damage when it hits an enemy against whom it has advantage on attack rolls.
----------------------------------------------------------------------------------------------------------------
ACTIONS
Multiattack: The Ju-Ju makes two Short Sword attacks or a Light Crossbow and Shortsword attack

Short Sword Melee weapon attack, Reach 5', +4 to hit, one target, Hit: 5 (1d6+2) piercing damage.

Light Crossbow Ranged Weapon Attack, Range 80/120; +5 to hit, one target, Hit: 7 (1d8+3) Piercing damage.


REACTIONS

Evasion: When the Ju-Ju saves against an attack that normally inflicts half damage on a save, it spends a bonus action and takes no damage instead. 

http://scottpurdy.deviantart.com/art/Juju-Zombie-191493992
 

Monday, 29 December 2014

Oops! Challenge Ratings...My Mistake!

Umm...just realised I have been miscalculating the CR's of the monsters here....I have now adjusted them to be correct. Most were too high...Sorry about that!

Saturday, 27 December 2014

Beholderkin - Gauth (CR 5)

The  Gauth is one of those monsters that most of us have fought in video games, but which I never really hear getting used in day to day tabletop. I think this is a shame, as they represent a nice bit of Eye Tyrant weirdness at a much lower level. For this conversion I went to 2nd Edition AD&D, and pretty much recreated the same thing. I did tweak the explosion however, as in the original there was only a 2% chance of this happening...which seems pointless.

Anyway, here it is...

Beholderkin - Gauth
Medium Aberration – Xareth'Chelde (Neutral Evil)
------------------------------------------------------------------------------------------------------------------
Armour Class: 16 (Natural Armour)
Hit Points
: 136 (16d8+64)
Speed Fly 15' (hover)
-----------------------------------------------------------------------------------------------------------------
STR 15 (+2) DEX 14 (+2) CON 18 (+4) INT 17 (+3) WIS 13 (+1) CHA 17 (+3)
-----------------------------------------------------------------------------------------------------------------
Skills: Perception +9
Condition Immunities: Prone
Senses: Darkvision 120'; Passive Perception: 19
Language: Cheldean
Challenge: 5 (1,800 XP)
------------------------------------------------------------------------------------------------------------------
 
All-Round Vision: Creatures cannot flank the Gauth

Dispel Magic Effect: A Dispel Magic made against one of the creature's eye stalks, stops it working for 1d4 rounds.
-----------------------------------------------------------------------------------------------------------------
ACTIONS
Multiattack: The Gauth either makes two bite attacks, or fires up to three eye rays.

Bite: Melee weapon attack, Reach 5', +7 to hit, One target, Hit: 11 (2d8+2) Piercing damage.

Eye Rays: The Gauth may fire up to two of the following eye rays at one or more creatures in range.
1: Cause Wounds – 30' range. Target must make a D.C. 14 Constitution save or suffer 12 (2d8+3) Necrotic damage
2: Cone of Cold – 50' cone. Targets within the cone suffer 7 (3d4) cold damage or half if they make a D.C. 14 Dexterity save
3: Repulsion – 5' wide, 10' long line. All creatures in this area must make a D.C. 14 Strength save or be pushed 1d4 x 5' and knocked prone.
4: Lightning Bolt – At a single target within 80'. Target suffer 17 (3d6+3) lightning damage, half if they make a D.C. 14 Dexterity saving throw.
5: Paralysation – Target within 40' must make a D.C. 14 Wisdom save or be paralysed for 5d4 minutes. At the end of each of their turns, they may make another save to end this effect early.
6: Dweomer Drain – One target within 40' must make a D.C. 14 Charisma saving throw, or one non consumable magical item they possess looses all powers and magic for 1 minute. If they roll a natural 1 on this saving throw, the item is permanently drained of all magic. For 1 minute following the successful removal of magic from an item, the Gauth glows brightly, as if it had been affected by a Faerie Fire spell.

REACTIONS

Final Eruption: When reduced to 0 hit points, the Gauth begins to glow brightly, casting bright light in a 60' radius. At the end of its next turn, it explodes in a 60' sphere, inflicting 8d10 force damage to all within – half if they make a D.C. 15 Constitution save. 

 Allo! 

Monday, 22 December 2014

Fiend Breaker - Legendary Two-Handed Mace

FIEND BREAKER
Legendary Two-Handed Mace (Requires Attunement by a Paladin or Good Cleric)

Created by Aesceb “The Benign”, a daemon allied with the “Silent Choir”, this fabulous weapon was gifted to the human paladin of Namaea'Isaala Radareth, in the late 2nd Age. It is a hugely heavy weapon, which requires both hands to use and a minimum strength of 16 to wield normally (disadvantage on attack rolls otherwise). Its base damage is 2d6 bludgeoning. It is made from cold iron (which automatically ignores any resistances to bludgeoning, piercing or slashing a creature with the Fiend or Fey type may have), and its flanged head is carved to resemble the outwardly thrust wings and flaming blades of angels girded for war. Heavenly inscriptions are carved into the head, flowing over it, and down the heavy, nightwood handle. Eight large, cabochon cut moonstones are set in the middle of the flanges, each one enchanted so that they shine with pale light at all times.

When it is not attuned to an individual, this weapon is simply an oversized cold iron mace +1. However, when attuned to its wielder, it gains the following properties.

  • Becomes a +3 cold iron weapon
  • Inflicts +2d10 points of radiant damage per hit to creatures with the Fiend type.
  • If this weapon scores a critical hit against a Fiend, the bearer and the fiend must make a contested Charisma check (the bearer gains a +3 bonus from the mace). If the Fiend fails, it is banished to its home plane, or, if already there, suffers +10d10 radiant damage. If it wins, it suffers an additional +3d10 radiant damage.
  • The bearer gains a +2 bonus to their AC against the attacks of a Fiend
  • The bearer gains a +5 bonus to saving throws against the attacks of Fiends.
  • The mace may be used as a focus for spell casting, adding its bonus to both the spell attack rolls, saving throw D.C. And damage they inflict.
  • Once per long rest, as an action, the bearer of the Breaker may use it to cast a 6th level Magic Circle, which follows the mace and lasts for 1 hour.
  • Once per long rest, when the bearer of the mace is reduced to 0 hit points, they may, with no action, spend one or more of their hit dice, gaining a +3 bonus to the amount each one restores. If they have no hit dice, they are instead at 1 hit point.
  • At will as a bonus action, the mace can be commanded to shed bright, silvery light in a 30' radius. This can be extinguished with another bonus action.

Tuesday, 9 December 2014

Son of Kyuss - CR 4 (Medium Undead)

One of AD&D's slightly grim undead for you today. Fresh from the original Fiend Folio, here is the 5e Son of Kyuss (now with added maggots). 

Son of Kyuss
Medium Undead (Chaotic Evil)
------------------------------------------------------------------------------------------------------------------
Armour Class: 14 (Natural Armour)
Hit Points
: 44 (8d8+8)
Speed 20'
-----------------------------------------------------------------------------------------------------------------
STR 18 (+4) DEX 11 (+0) CON 13 (+1) INT 5 (-3) WIS 10 (+0) CHA 11 (+0)
-----------------------------------------------------------------------------------------------------------------
Damage Immunities: Poison
Damage Vulnerability: Fire
Condition Immunities: Poisoned, Disease, Exhaustion, Fear
Senses: Darkvision 60'; Passive Perception: +10
Language: As spoken in life
Challenge: 4 (1,100 XP)
------------------------------------------------------------------------------------------------------------------

Fear Aura: Living creatures that start their turn within 30' of the Son, must make a D.C. 13 Charisma save, or become Frightened of it for 1 hour. Such creatures have the Frightened condition, and must use their actions and movement to get as far away as possible from the monster. They are allowed another saving throw at the end of each subsequent turn to end this effect early. Once they have made the save, they are immune to the fear of that particular Son of Kyuss for 24 Hours.

Regeneration: The Son of Kyuss heals 5 hit points at the start of each turn, as long as it has 1 remaining. Damage dealt to it with acid, fire or by a weapon covered in holy water cannot be healed this way.

Rise Again: Unless reduced to 0 hit points by an attack that inflicts acid or fire damage, or by a weapon covered in holy water, the Son of Kyuss is allowed to make a death save at the start of the next round. If successful, it regains 5 hit points, and may continue to fight.
-----------------------------------------------------------------------------------------------------------------
ACTIONS
Multiattack: The Son of Kyuss makes two claw attacks.

Diseased Claw: Melee weapon attack, Reach 5', +7 to hit, one target, Hit: 20 (3d6+9) slashing damage, and the target must make a D.C. 15 constitution save or become infected with Worms of Kyuss.


REACTIONS

Loathsome Demise: When the Son fails its death save and is slain, all living creatures within 10' of it must make a D.C. 15 Dexterity save or contract Worms of Kyuss, as it explodes in a shower of writhing green maggots.

WORMS OF KYUSS

You are immediately infested with fat, burrowing green maggots, that begin to consume your innards and nerves. Every minute, you must make a D.C. 15 Constitution save. If you fail, your current and total hit points are reduced by 10 (3d6). Every time you fail your saving throw, the save D.C. Increases by a cumulative +1. If you are slain by this foul illness, your body collapses. 1 minute later, it animates as a Son of Kyuss. This disease is actually a curse, and so, a Remove Curse must be cast on you before you can receive succor from a Lesser Restoration or similar curative magics. 

 Photo bomb!!

Sunday, 30 November 2014

Playtest - Artificer Spell Conversions (5e)

As you are no doubt aware, I have created a 5e artificer class, which I will post it here once we have play tested it a bit, and know how broken it is  or isn't. However, I have converted a bunch of 4e artificer powers into 5e spells, and thought I would share them. They have not been play tested, so I can't be 100% sure they are balanced - use at your own discretion!

Enjoy!

AGGRAVATING FORCE
Transmutation Cantrip

Casting Time: 1 Action
Range: Special (one melee or ranged weapon)
Components: V
Duration: 1 Round

You enchant the weapon so that the next attack it hits with before the end of your next turn inflicts force damage instead of its normal type. The target must also make a Constitution save, or the next attack made against them has advantage.


THUNDER ARMOUR
Evocation Cantrip

Casting Time: 1 Action
Range: Self or one target within 50'
Components: V,S
Duration: 1 Round

You summon a field of protective force around the target, granting them a +1 bonus to their AC and Reflex saves until the end of your next turn. A single enemy adjacent to the target must make a Constitution save, or suffer 1d4 force damage, and be pushed 5' away from them.

The spell inflicts 2d4 force damage at 5th level, 3d4 force damage at 11th level, and 4d4 force damage at 17th level.


STATIC SHOCK
Evocation Cantrip

Casting Time: 1 Action
Range: Touch or 25'
Components: V,S
Duration: Instantaneous

Target must make a Dexterity saving throw or suffer 1d8 points of lightning damage, and suffer a -2 penalty on the next attack roll they make before the end of your next turn.

The spell inflicts 2d8 lightning damage at 5th level, 3d8 lightning damage at 11th level, and 4d8 lightning damage at 17th level.
*   *   *


RESTORATIVE FORMULA
1st level Abjuration

Casting Time: 1 Action
Range: Self or 50'
Components: V, S

Target gains 1d6 temporary hit points. As long as these are in place, they also enjoy a +1 bonus to AC and Dexterity saving throws.
At Higher Levels: When you use a spell slot higher than 1st, this spell grants +1d6 more temporary hit points per slot level above 1st.

*   *   *

SWIFT MENDER
2nd level Transmutation

Casting Time: 1 Bonus Action
Range: Self or 25'
Components: V

You can cast this spell when you, or an ally within range fails a saving throw. When this spell hits, they may re-roll the save with advantage.

FORCE INFUSION
2nd level Transmutation

Casting Time: 1 Action
Range: Touch (1 weapon)
Components: V, S
Duration: 10 minutes (concentration)

You shroud the weapon in a flickering field of force. When it hits a target it inflicts +2d8 force damage and the target must make a constitution save or be pushed 5'.
At Higher Levels: When you use a spell slot higher than 2nd Level you can enchant one more weapon (maximum of 5 weapons) per slot level above 2nd. If you use a slot of 5th level or higher, the bonus damage increases to +3d8 force, and you push the target 10'. If you use a slot of 8th level or higher, the damage increases to +4d8 force, you pushed the target 20', and they must make a Dexterity saving throw or be knocked prone. 

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DANCING WEAPON
3rd level Transmutation

Casting Time: 1 Action
Range: Touch
Components: V
Duration: 10 minutes (concentration)

You touch a melee weapon, and imbue it with the semblance of life. It animates, gaining a fly speed of 6 and on your turns, as a bonus action, you may command it to move and attack. The weapon attacks as if you were wielding it. It can be attacked, and has the physical statistics of a Flying Sword, although it gains +8 hit points for every artificer level you possess. At the end of the spell, the sword drops to the floor wherever it is. You may enhance this weapon with your artificer spells and abilities if able.


LIGHTNING SPHERE
3rd level Evocation

Casting Time: 1 Action
Range: 150'
Components: V, S, M (splinters of quartz and a marble)
Duration: Instantaneous

You hurl an empowered marble, which erupts in a 20' radius sphere, centred on the spot you designate within range, of lightning energy. This lightning inflicts 5d6 lightning damage to all creatures within it, and attacks against them have advantage until the end of your next turn. If the target manages to make a successful Dexterity saving throw when hit by this spell, they suffer half damage and attacks do not gain advantage against them.
At Higher Levels: When you use a spell slot higher than 3rd to cast this spell, it inflicts +1d6 more lightning damage for each spell slot level above 3rd

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PHANTOM STRUCTURE
4th Level Conjuration

Casting Time: 1 Action (Ritual)
Range: 100'
Components: V,S,M (small piece of brick, stone or similar building material)
Duration: 12 hours (concentration)

You create a bridge that connects two squares within range. The bridge can cover a number of 5'x5' areas equal to your artificer level + Intelligence modifier. It can be smashed, having a number of hit points equal to your level +1 x 10. It has resistance versus all forms of damage apart from force and disintegration, and is immune to poison and psychic. It shares all immunities common to inanimate items.

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HEALING FIGURINE
5th level Conjuration

Casting Time: 1 Action (Ritual)
Range: 25'
Components: V,S,M (Small crystal figurine worth 10 gps, which is consumed by the spell)
Duration: 10 minutes

You summon a medium healing figurine in a square within range. It appears with 3 charges. You or an ally can, by standing next to the figurine and spending your bonus action, spend one or more of your hit dice as if you were resting (each use costs 1 charge regardless of how many hit dice you spend). Furthermore, each dice heals an additional amount equal to your Intelligence modifier. Once all the charges are expended, the figurine vanishes. The figurine cannot be attacked, although it can be brought down with a Dispel Magic or similar.
At Higher Level: When you use a spell slot higher than 5th to cast this spell, the figurine arrives with 2 additional charges per level of the slot higher than 5th. If you use a slot of 8th level or higher, you or your allies can access its healing when within 10' of the figurine.

*   *   *
VORPAL EDGE
5th level Transmutation

Casting Time: 1 Action
Range: Touch
Components: V
Duration: 1 minute

You touch a melee weapon, and enchant it so that it has a much higher chance than normal of striking an enemies vital areas. Whilst so enchanted, the weapon scores a critical hit on a natural 18, 19 or 20.
At Higher Level: If you cast this spell with a 7th level spell slot, it critically hits on a natural 17, 18, 19 or 20. If you use a 9th level spell slot, it critically hits on a natural 16, 17, 18, 19 or 20. 

*   *   * 

IRON HIDE INFUSION
7th level Transmutation

Casting Time: 1 Action
Range: 25' sphere centred on you
Components: V, S, M (small piece of tempered steel)
Duration: 5 minutes (concentration)

You unleash a burst of bolstering energy. You, and all allies within the area, gain resistance versus bludgeoning, slashing, piercing and lightning damage, a +4 bonus to AC, and become immune to poison, exhaustion and disease. You no longer need to breathe, and appear to be plated in flexible sheets of gleaming iron.
Whilst you are under the effects of this spell, your speed drops by 10', and your weight increases by x2. You also suffer disadvantage on Dexterity checks. You may also suffer more damage from certain attacks, such as those made by a Rust Monster.

*   *   *

UNSTABLE INFUSION
8th level Evocation

Casting Time: 1 Action
Range: 25' Cone
Components: V,S,M (one of your artificer infusions or base mixtures)
Duration: Instantaneous

You destabilise a nascent infusion, and project the chaotic blast of energy out towards your foes. All creatures in the area suffer 3d6 acid, 3d6 cold, 3d6 fire, 3d6 lightning, 3d6 poison and 3d6 thunder damage; half if they make a dexterity save.
At Higher Level: If you cast this spell with a 9th level spell slot, it inflicts 4d6 of each damage type instead.

*   *   *

HERO'S ELIXIR
9th level Transmutation

Casting Time: 1 Minute
Range: Touch
Components: V,S,M (a greater Healing Potion [10d4+20],which becomes the elixir)
Duration: 24 Hours or until used.

You imbue a healing potion with epic restorative energies. Anyone drinking the potion is restored to full hit points, and all ongoing negative conditions and effects on them are removed. They are also considered to have taken a short rest.

Saturday, 29 November 2014

Steel Horror - CR 6 Construct

Steel Horror
Medium Construct (Neutral)
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Armour Class: 18 (Armour Plating)
Hit Points
: 75 (10d8+30)
Speed 40', Climb 10'
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STR 15 (+3) DEX 12 (+1) CON 17 (+3) INT 5 (-3) WIS 11 (+0) CHA10 (+0)
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Saving Throws: Constitution +6
Immunities: Lightning, Poison
Resistances: Fire
Condition Immunities: disease, exhausted, frightened, sleep, poisoned
Senses: darkvision 60', Passive Perception +10
Challenge: 5 (1,800 XP)
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Lightning Feeder: When the Horror is hit by lightning damage, it heals a number of hit points equal to the amount of damage. If this would take it over its maximum hit points, it gains the remainder as temporary hit points, and gains a +1 bonus to AC and Dexterity saving throws as long as it has at least one remaining.
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ACTIONS
Multiattack: The Horror makes two Charged Spike attacks.

Charged Spikes: Melee weapon attack, Reach 5', +6 to hit, one target, Hit: 5 (1d8) piercing damage plus 7 (2d6) lightning damage and target must make a D.C. 14 Constitution save or be unable to use Reactions and suffer disadvantage on Dexterity saving throws for 1 minute. At the end of each of their turns, they may save again to try and end this effect early.

Lightning Bolt (Recharge 5, 6): Range 60' line; Creatures in the line take 21 (6d6) lightning damage; half if they make a D.C. 14 Dexterity save.

REACTIONS

Arcing Burst: When the Horror is first reduced to half hit points or less, all creatures within 20' take 14 (3d8) lightning damage; half if they make a D.C. 14 Dexterity save. 

Clickety click...

*    *    *

Just a quick reminder, I am not one of the lucky ones who has an early copy of the DMG, so this beastie is made with me eyeballing the stats of similar levelled official monsters. I will revisit it and the others once I have the official rules, to check it is balanced. Anyway, here is a monster I have made as part of my conversion of the Artificer class - a spin off of the Clockwork Horrors. Hope you like it Enjoy! 

Thursday, 27 November 2014

Cha-cha-cha-cha-changes!

As you may have read below, the guys playing in the Ormid et al game want to convert to 5e. This means that I am only running one 4e game now...and I suspect that we will eventually convert that to 5e as well.

This means that my focus will be moving away from 4e and more towards the newest version. I intend to keep posting to this blog, but its focus too will shift more towards 5e (though obviously, as I create stuff for the Shnecke's Wolves games, which is still 4e, I will post it).

So, if you are converting to the newest verison of D&D, this is still the blog for you! Alas, if you are sticking with 4e, you may find that the amount of raw crunch on here becomes less and less. I do feel really bad about this, but with three kids, a job with loooong hours, and a wife, planning gaming time is a strategic operation worthy of the greatest warlords.

I hope you understand, and intend to keep coming. Hell, if you like my rubbish, tell your friends.

Coming soon - my 5e Artificer, and a TON of stuff that is being converted over for the Ormid et Al game!

5e Warforged Sub-Race

The Ormid et Al game is going 5e!

This means that I need to spend a lot of time converting stuff over (though my artificer class is coming along nicely, and I think, will be great fun to play). Part of this has been adding a Veteran sub-race for the Warforged, and this is what I have come up with!

1) +1 Strength
2) A base AC of 16 - though you suffer Disadvantage on Stealth checks
3) Continue functioning when reduced to below 0 hit points. Whilst in this state, you suffer disadvantage on all attack rolls, skill checks and saving throws, and your speed is reduced by 50%. Enemies have advantage against you.
4) You unarmed attacks inflict 1d6 bludgeoning instead of 1d4

Saturday, 22 November 2014

The Gorgoth Player Race (for 5e)

Arbel'Verdaniss' Gorgoth (Orcs) are a tough and brutish lot, with more in common with those of the Warhammer world than traditional D&D. Now I am finding my feet with the system, here are the stats for three distinct versions of the Gorgoth; your vanilla greenskin, the Deep Gorgoth (a pale, stealthier version with slight ties to the shadow planes) and the resilient Mountain Gorgoth. Enjoy!



GORGOTH TRAITS
Gorgothi are brutish and resilient. They are not the brightest beings in the multiverse, but they know little in the way of fear, and tend to be too dim to realise when they should be dying, giving them a disturbing edge in even the most vicious of combats.

Ability Score Increases. Your Constitution increases by +2.

Age. Gorgoth mature when they are just 8 years old, and, if somehow able to survive until old age, tend to live until about 45 before suddenly losing their strength (and minds) and being left alone by the clan.

Alignment. If using alignment, Gorgoth tend towards the chaotic end of evil, although when a clan act as one, they act, en masse, as more lawful.

Size. A Gorgoth bull (Gorg) stands between 6' 11” and 8' tall, although they tend to lean forwards, and so appear shorter. They have very dense flesh and bone, and weigh, on average about 266-350 lbs.

Speed. Your base land speed is 30'

Darkvision. All Gorgoth can see in darkness, and have 60' Darkvision. In dim light within this range, they can see as if in bright light. Within darkness in this range, they can see as if in dim light.

Hardened Constitution. Gorgoth are used to pushing their physical endurance beyond normal limits, and as such gain advantage on Constitution checks and saves to do so. They can also go twice as long without food and water as most races.

Too Dumb to Die. When an attack would reduce a Gorgoth to 0 hit points or lower, it is allowed, as a reaction, to make a Constitution saving throw (without advantage). The D.C. Of this is equal to The damage being dealt. If the Gorgoth makes the save, the attack instead reduces it to 1 hit point. Once this ability has been used, it cannot be used until the Gorgoth has either a short or long rest.

Gorgothian Choppa'. All Gorgoth, regardless of class, are trained to use the Choppa; a huge, blunt, cleaver like weapon that can be wielded one or two-handed, and which can sow utter ruin amongst those against whom it is unleashed. You are proficient with, and start play with a choppa, which has the following stats.

Choppa; Cost. 25gp , Damage 1d10 slashing, Weight 15 lbs, Properties; Heavy, Versatile (2d8).

Choppas are Martial Weapons.

Languages. All Gorgoth, in all worlds, gain their language from the Goddess Gorgamorth, and as such, all speak the same tongue (Gorgothian). This makes it a truly universal language, and as a result, a surprising number of others speak it also. It is a brutish, clotted language, that relies a lot on bellowing and gestures, and is almost impossible to speak quietly.

Subraces. The Gorgoth are naturally nomadic, and have spread across endless worlds and dimensions (where they are called things such as Orcs, Orks, Gorrog, Mongorr or Scro). Below are two of the most commonly encountered subraces; the Deep Gorgoth and the Mountain Gorgoth.

DEEP GORGOTH
You have always dwelt in the utter darkness of the deep earth, struggling against the many potent enemies there, seeking always to crush them, steal their lands, and dominate the realm. You are smaller than your standard kin, and somewhat more adept at moving with stealth. You also see better in the darkness, have some resistance to disease, which helps you survive in the unforgiving deeps, and eventually learn to call upon the powers of shadow to hide you from your enemies. Unlike the green skinned Surface Gorgoth, you have a paler complexion, and larger eyes. Shades of grey, white and pale olive are commonplace amongst the deep Gorgoth, though a rare few have black skin. Eye colour tends towards the more standard yellow or red, although white and pale green are not uncommon.

Ability Score Increase. Your dexterity score increases by 1.

Stealthy. You are proficient in the Stealth skill, and if underground, gain a +1 bonus to such checks.

Improved Darkvision. Your Darkvision has a range of 120', and you can see colour and detail even in total darkness.

Invisibility. At 5th level, you can cast Invisibility as a bonus action. Once you have used this, you cannot do so again until you have a long rest. When you are 15th level, you may do this twice between long rests.

Underground Survivalist. When underground, you are considered to be Proficient with Nature and Survival, and may add twice your bonus when making checks in that environment.

Disease Resistant. You have advantage on all saving throws to resist or reduce the effects of a disease, and may add your proficiency bonus to it.

Sunlight Sensitivity. You are dazzled in bright light conditions, and suffer Disadvantage with attack rolls and vision based Perception checks.

MOUNTAIN GORGOTH
The thin air and frozen peaks are nothing to you, for Gorgamorth has given you more than enough resilience and strength to flourish in these harsh climes. You are stronger than even your lowland kin, and enjoy a measure of resistance to the effects of cold. Physically, you appear similar to your lowland cousins, although your skin is a little thicker, and your hair a little wilder.

Ability Score Increase. Your Strength score increases by 2.

Mountain Athlete. You gain proficiency with Athletics, and gain advantage when making checks to use this skill in a mountainous environment. You also add you proficiency bonus to Constitution saves to avoid the ill effects of the natural mountain environment, high altitude or cold.

Inured to Cold. Cold damage against you is reduced by an amount equal to your Constitution modifier + Proficiency modifier (minimum 1).

"Allo' Come inside, and meet da' missus. Achooly, fogeddit. DIE!!!"