Monday, 25 May 2015

Lava Children - CR 4 (Medium Elemental)

Getting hold of a real copy of the AD&D Fiend Folio in the UK in the early 90's was....hard. I hadn't even realised it existed until I noticed all the monsters listed in the back of the Monster Manual II that I didn't recognise, and for a long time I made do with some photocopies of the thing that a friend's mum did for me. Amongst the manifold oddities within that tome was an elemental creature that resembled a village idiot with claw like fingernails. Its name - Lava Children - and straight up bonkers description caught my imagination, and for a short, painful time, they were squeezed into every adventure I ran.

I've not used them since...until....soon....maybe.

So, here they are, the metal ignoring, yokel faced elementals of fire and earth, ready to tear it up in your 5e game. As always, enjoy!

Lava Children – Medium Elemental (Earth, Fire)

A.C. 14 (Natural)
Hpts: 58 (9d8+18) [27 - 90]
Speed: 30'
Initiative: +2
Proficiency Bonus: +2

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

Saving Throws: Constitution +4

Damage Immunity: Fire, Poison; Metal Immunity
Condition Immunity: Poisoned, Petrified
Damage Vulnerability: Cold
Senses: Tremorsense 30'; Passive Perception: 10

Language: Elemental Native

CR: 4 (1,100 xp)


Metal Immunity:
Metal simply does not exists for these creatures, and passes through them as if they were made from air. Similarly, they can move unhindered through all kinds of metals. Attacks made by metal weapons inflict no damage on them, and metal armours and shields do not offer individuals protection against their attacks.


Multiattack: The Lava Child makes two punch attacks

Punch: Melee Weapon Attack; Reach 5'; One target; +3 to hit; Hit: 8 (2d6+1) bludgeoning damage +7 (2d6) Fire damage. Hit 5+: Target must make a D.C. 12 Dexterity saving throw or catch on fire. Whilst on fire, they suffer 7 (2d6) Fire damage at the start of each subsequent turn. An adjacent individual or the target themselves may spend an action to allow them to repeat the saving throw to end this effect.

 Can you guess which is from the original Fiend Folio?

Friday, 22 May 2015

Famine Spirit - CR 19 (Medium Undead)

The 3.0 Monster Manual II, had some brilliant monsters in it, more than a couple of which are slithering, warping and leaping into my 5e games. The following has not yet appeared, but I know exactly where it will....and it's not hugely far in the future.

Famine Spirits have a suite of attacks and properties that are simply horrible. An aura that can incapacitate those that enter it, along with a Vorpal bite - that's just not cricket! Add to that the fact that they are simply gross looking and move like lightning (that is a serious speed), and you have the stuff of nightmares. Of course, by 19th level, your PC's are going to be needing some seriously deadly foes to test their mettle against, so it's all good....or evil....chaotic evil.

The It Likes the Juice power is something I added, that felt right. If you don't like it (especially as it increases the chances of a Vorpal bite quite a bit), ignore it.


Famine Spirit – Medium Undead
(Chaotic Evil)

A.C. 18 (Natural Armour)
Hpts: 262 (21d8+168) [189 - 336]
Speed: 60'
Initiative: +0
Proficiency Bonus: +6

Str: 16 (+3) Dex: 11 (+0) Con: 26 (+8) Int: 14 (+2) Wis: 15 (+2) Cha: 15 (+2)

Saving Throws: Constitution +14, Dexterity +6, Wisdom +8
Skills: Perception +8

Damage Resistances: Necrotic
Damage Immunity: Poison
Condition Immunity: Poisoned, Exhausted, Diseased, Unconscious
Senses: Darkvision 60'; Scent, See Invisible; Passive Perception: 18

Language: Spoken in life

CR: 19 (22,000 xp)


Aura of Pain: Creatures that start their turn within this aura are afflicted as if exposed to a Symbol of Pain unless they make a D.C. 16 Constitution saving throw. Once affected, they are Incapacitated for 1 minute (no save). Those that save against this effect are immune to that specific Spirit's aura for 24 hours.

Legendary Resistance: 3/day, when the Spirit would fail a saving throw, it may choose to succeed instead.

It Likes the Juice: The Spirit gains advantage on attack rolls against living enemies at 50% or fewer hit points.

Vorpal Bite: If the Spirit rolls a natural 20 with its Bite attack against a Large or smaller enemy, it removes their head, most likely causing instant death.

Scent: The Spirit has advantage on Perception checks that allow it to use its keen sense of smell.

See Invisible: The Spirit is under a permanent See Invisibility effect, which cannot be dispelled.

Create Spawn: In the rare cases that the Spirit does not consume a fallen foe, it rises as a Famine Spirit in 1d3 days unless their remains are blessed with a Protection from Good and Evil spell.


The Spirit makes two Claw attacks and a single Bite attack

Bite: Melee Weapon Attack, Reach 5', One Target, +9 to hit; Hit: 49 (4d20+3) piercing damage; Natural 20: Vorpal Bite (see above)

Claws: Melee Weapon Attack, Reach 5', One Target, +9 to hit; Hit: 29 (4d12+3) slashing damage.


Etherealness: 3/day may cast the Etherealness spell. 

I was unable to find a picture of the Famine Spirit, so here is a photo of me, in my pants, first thing in the's basically the same thing... 

Epic Boon - Enchanted Weapon Mastery


When you hit with an attack using a weapon that bears a magical bonus to hit and damage, you double the magical damage bonus (so  a +1 weapon inflicts +2 damage, a +2 weapon inflicts +4 etc). Furthermore, when you score a critical hit with such a weapon, you double the damage bonus (so a +2 weapon, would add +8 to damage).

I suspect I will be running some "epic" style adventure in the latter part of the Ormid et al campaign, as they move towards their ultimate battles (and indeed, there will be loose ends that need tying up, if they are willing, afterwards).

Tuesday, 19 May 2015

Marut Inevitable - CR 19 (Large Construct)

There was a thunderous explosion, and I was pressed to the floor, barely able to breathe. Red hot displaced air tore around me, and I admit, I had no idea what was going on. By the time I had regained my wits, it was fully manifested; a massive armoured juggernaut of black stone and power. It had got poor Elwen by her throat,  and was holding her high off the ground. I could see it raising its fist back - the air around it torn by shimmering, silvery pulses of some nameless energy - and knew she was doomed. Elwen was helpless in its grasp, her eyes wide and fixed on the thing.

"You have defied the lawful order of life and death mortal. The elixir you consumed is an abomination. Ergo, you are an abomination, an aberration, that must be rectified"

And with that it struck her, a burst of silent sonic energy destroying her before me. I screamed. We all screamed, but if it heard us, it paid us no heed.

- Tales of a Wandering Man, 1058, 3rd Age

Marut – Large Construct (Extraplanar, Inevitable)
(Lawful Neutral)

A.C. 20 (Plate Armour)
Hpts: 297 (22d10+176) [198 - 396]
Speed: 40'
Initiative: +2
Proficiency Bonus: +5

Str: 28 (+9) Dex: 14 (+2) Con: 26 (+8) Int: 12 (+1) Wis: 17 (+3) Cha: 18 (+4)

Saving Throws: Strength +14, Dexterity +7, Constitution +13, Wisdom +8, Charisma +9
Skills: Arcana +6, Athletics +14, Intimidate +9, Perception +9, Religion +6

Damage Resistances: Lightning, Thunder; Slashing, Piercing and Bludgeoning damage from rare Weapons; 75% Fortification
Damage Immunity: Necrotic, Poison; Slashing, Piercing and Bludgeoning damage from non-magical and uncommon weapons
Condition Immunity: Poisoned, Charmed, Frightened, Exhausted, Diseased, Unconscious; Magic Resistance, Immutable Form

Senses: Darkvision 120'; Dead Sight; Passive Perception: 19

Language: Telepathy 200'

CR: 19 (22,000 XP)


Dead Sight:
The Marut can sense all undead within 200' of it as if it had blindsight.

Fortification: The Marut has a 75% chance of reducing any critical hit scored against it to a normal hit.

Immutable Form: The Marut is immune to all spells and effects that would alter its physical form.

Magic Resistance: The Marut has advantage on all saving throws against spells and spell like effects.

Regeneration: As long as it has at least 1 hit point, the Marut regains 15 hit points at the start of each of its turns.

Innate Spellcasting: The Marut can cast the following spells without the need for any material components. Charisma is its spell casting attribute; Spell Save D.C. 17, Spell Attack Modifier +9. The Marut is a 15th Level caster;

At-Will: Fly, Dimension Door, Fear, Command, Dispel Magic, Circle of Death, Locate Creature, True Seeing
1/Day: Chain Lightning, Circle of Death (14d6), Banishing Smite, Wall of Force
1/Week: Earthquake, Geas, Plane Shift


The Marut makes a single Fist of Thunder and Fist of Lightning attack.

Fist of Lightning: Melee weapon attack; 10' Reach, One target, +14 to hit; Hit: 20 (2d10+9) Bludgeoning damage +14 (4d6) Lightning damage. Target must make a D.C. 22 Dexterity saving throw or suffer Ongoing 20 (2d8+2d10) Lightning damage (Save ends*).

Fist of Thunder: Melee weapon attack; 10' Reach, One target, +14 to hit; Hit: 20 (2d10+9) Bludgeoning damage +21 (6d6) Thunder damage, and target must make a D.C. 22 Constitution save or be permanently deafened, as well as stunned for 1d10 rounds (save ends early*). All creatures within 5' of the target suffer the Thunder damage (D.C. 22 Dexterity save halves this). 

*   *   *

The absence of the Marut didn't actually occur to me until yesterday, when I was curious about their 5e stats. As far as I know, they first appeared in the AD&D Manual of the Planes, along with a bunch of other monsters, stuck in at the back with only brief descriptions. I think they became cool in 3.0 though, when they got a make over and suddenly looked badass. As a long time DDO player, I ran into one or two Maruts, and their badassery was frequently reiterated. Anyway, here are my stats for these hunters of those that have defied the laws of life and death. I hope you find them useful!

 Trousers and underwear optional...

* This is the same as the 4e "save ends" mechanic - a saving throw at the end of the target's turn. I am going to be writing this in future, instead of writing the full instructions each time. Please note, the D.C. is the same as the first save failed (so not an 11 or higher like in 4e). 

Sunday, 17 May 2015

Tomb Tapper - Thaalud - CR 18 (Huge Construct)

Weird is good in my opinion, and the Thaalud are wonderfully weird. They have never actually appeared in any of my games, though they have been hinted at a number of times when reference has been made to the mythical age before the First Age and after the Primal Wars. Some tales tell of gigantic constructs just like them watching over the deepest chambers in progenitor race ruins on Eathoran and Anathar, especially those associated with the Settari. However, it is unlikely that those telling these tales would have what it takes to enter such deadly places, so these stories cannot be trusted...

Tomb Tapper (Thaalud) – Huge Construct

A.C. 23 (Natural Armour)
Hpts: 200 (16d12+96) [112 - 288]
Speed: 40' / Burrow 20'
Initiative: +7
Proficiency Bonus: +5

Str: 26 (+8) Dex: 14 (+2) Con: 22 (+6) Int: 14 (+2) Wis: 11 (+0) Cha: 16 (+3)

Saving Throws: Strength +13, Constitution +11, Intelligence +7, Charisma +8
Skills: Perception +5

Damage Resistances: Cold, Necrotic, Lightning; Slashing, Piercing and Bludgeoning from weapons not made of Adamantium
Damage Immunity: Fire, Poison
Condition Immunity: Blinded, Charmed, Disease, Exhausted, Paralysed, Poisoned, Stunned, Unconscious; Immutable Form, See Through Illusions
Senses: Blindsight 120' (Deafened Blindness); Passive Perception: 15

Language: Telepathy 100'

CR: 18 (20,000 XP)


Adamantine Weapons: The Thaalud's natural weapons are considered to be both magical and made from Adamantium.

Immutable Form: The Thaalud is immune to all attacks that alters its physical form, including polymorph and petrification attacks.

Deafened Blindness: The Thaalud uses sounds to see with its Blindsight, so if it is deafened, it is also unable to see using that sense.

Repairing Spells: Stone Shape heals the Thaalud for 1d8 + the caster's level hit points. It may use its own innate version of this spell to heal itself for 1d8+16 points of damage.

See Through Illusions:The Thaalud is immune to all spells from the Illusion school, or which create similar effects.

Innate Spells: The Thaalud has the following innate spell like powers. Its spellcasting attribute is Intelligence (Spell Attack +7, Spell Save D.C. 15). The Thaalud is a 16th Level Spellcaster.

At-Will: Detect Magic
7x/Day: Stone Shape
3x/Day: Spike Stones (Same as Spike Growth, except it summons sharp rocks and tiny stalagmites).


The Thaalud makes either two Adamantine Maul attacks and a bite attack, or Two Slam attacks and a Bite attack.

Adamantine Maul: Melee Weapon, Reach 15' / Ranged 100', One Target, +13 to hit, Hit: 39 (2d20+16) Bludgeoning damage and target is knocked prone; Hit 5+: Target is also Stunned unless they make a D.C. 21 Constitution saving throw (lasts 2d4 rounds, Save at end of their turn ends early).
Special: The Maul may be thrown up to 100', and always returns to its owner's hand afterwards. If throwing the Maul, they may only make one attack with it.

Bite: Melee Weapon, Reach 5', One Target, +13 to hit, Hit: 32 (7d6+8) Piercing damage.

Slam: Melee Weapon, Reach 10', One Target, +13 to hit, Hit: 21 (3d8+8) Bludgeoning damage and pushes target 1d3x5'. Hit 5+: Target must make a D.C. 21 Dexterity saving throw at the end of the push or be knocked prone. 

These monsters are from the Forgotten Realms by the way. Not sure where I first saw them. Came across them today, and thought "Oooh cool!".  

 When they said, "join our band and get hammered", this is NOT what I had in mind...

Saturday, 16 May 2015

Hopping Vampire - CR5 (Medium Undead)

Hopping Vampire – Medium Undead (Vampire)
Chaotic Evil

A.C. 16 (Natural Armour)
Hpts: 123 (19d8+38)
Speed: 20'
Initiative: +0

Str: 17 (+3) Dex: 10 (+0) Con: 14 (+2) Int: 6 (-2) Wis: 9 (-1) Cha: 12 (+1)

Saving Throws: Strength +6, Constitution +5, Charisma +4
Skills: Athletics +6

Damage Resistances: Cold, Lightning; Slashing, Piercing and Bludgeoning damage from non-magical weapons

Damage Immunity: Poison
Condition Immunity: Poisoned, Exhausted,  Unconscious

Senses: Darkvision 60', Breath Sense; Passive Perception: 9

Language: Spoken in life

CR: 5 (1,800 XP)


Breath Sense: The vampire can automatically detect the exact whereabouts of any living, breathing creature within 120' as if it had blindsight.

Hopping Death Curse: Those afflicted by this curse immediately gain 1 level of Exhaustion. Every 1d12 Hours, this increases by 1 level unless they make a D.C. 13 Charisma saving throw. If they die from this, they rise as a Hopping Vampire. A Remove Affliction spell can end this curse, and whilst it is active, the exhaustion created by it cannot be reduced or removed by any means.
It should be noted however, that each hour an afflicted individual spends dancing over a line of sticky rice, adds 1d12 more hours to the time that passes before they have to save against the curse again.


Multiattack: Vampire makes two claw attacks.

Claw: Melee weapon attack; Reach 5', one target, +6 to hit; Hit: 8 (1d10+3) slashing damage and target must make a D. C. 13 Charisma saving throw or be under the Curse of Hopping Death. 

One of the more bizarre mythological beasts, the Hopping Vampire is something a bit different....especially from the brooding, potent vampire's of more normal lore. In my games, these monsters do occasionally appear in the realms of Kai'Yassan, where they are usually the returned souls of people who died through their own stupidity. 

Anyway, I hope these stats find a place in your games!

'Giz a hug you soppy sod...

Tuesday, 12 May 2015

Shadow Mastiff - CR 5 (Medium Beast)

"We were attacked by living shadows that took the form of great hounds. They struck from the darkness, and when we called forth light to scatter them, scattered us with unearthly howls that struck terror into our hearts"...

Shadow Mastiff (Medium Beast - shadow). Neutral Evil

AC: 15 (natural armour)
Hpts: 104 (19d8+19)
Speed: 40'
Initiative: +7

Str: 15 (+2) Dex: 18 (+4) Con: 12 (+1) Int: 3 (-4) Wis: 11 (+0) Cha: 4 (-3)

Saving Throws: Dex +7, Con +4
Skills: Perception +3, Stealth +10 (Living Shadow)

Damage Resistance: Living Shadow
Damage Vulnerability: Radiant

Senses: Darkvision 120'; Passive Perception 13
Language: Can be trained to understand some words of any language

CR 5 (1,800 XP)

Living Shadow: In dim light or darkness, takes half damage from all attacks apart from force, psychic and radiant. Adds twice it's proficiency bonus to Stealth checks.

Fly The Light: In bright light the Mastiff suffers disadvantage on attack rolls, saving throws and ability checks, and its speed drops to 20'. Attacks against it have advantage.


Multiattack: Makes two Bite attacks

Bite: Melee weapon attack, 5' reach, 1 target; +5 to hit; Hit: 11 (2d8+2) piercing damage +7 (2d6) necrotic damage; Hit 3+ Target must make D.C. 13 Dex or Str save or be prone.

Howl: All hearing creatures within 60' of the hound must make a D.C. 15 Wisdom save or drop what they are holding and become panicked for 5 (2d4) rounds (save ends early). Whilst panicked, is Frightened and must use every effort to get away from the mastiff.

Shadow Mastiff's first appeared in the AD&D Monster Manual II. Later they were recreated again and again. This is my 5e take on the first version, with a bit of 3.5 thrown in for good measure! Enjoy!

 "A bear in his apartment?"

Saturday, 9 May 2015

Shadar'Kai Homebrew Player Race

The Shadar'Kai (or Shadeth as they are known in my game universe) are a race native to the Plane of Shadows / Shadowfell (depending on your edition). They are due to have a big role in one of my campaigns, and I suspect that they might be a popular choice with some of my players afterwards. So, here is my first draft for a player race. Enjoy!

Ability Score Increase: +2 Dex; +1 Int or +1 Cha

Age: Shadar'Kai age at about the same rate as humans. They tend to live a little longer, their lives spanning up to 150 years.

Alignment: Shadar'Kai like Shades are infused with innately dark and malevolent energy, and as such tend towards Neutral and / or Evil alignments.

Size: Shadar'Kai are the same size as humans, and so, are medium.

Speed: Your speed is 30'.

Shadow native: You gain the Shadow type.

Superior Darkvision: You can see perfectly in total darkness and shadowy conditions, up to 90'.

Shadowed Grace: A Shadar'Kai adds twice their proficiency bonus to Stealth and Acrobatics checks. They also add their proficiency bonus to their initiative rolls.

Innured to Pain: When a Shadar'Kai is reduced to half their total hit points or less, damage inflicted against them is reduced by an amount equal to their Constitution modifier (minimum 1)

Raised in Fear: Shadar'Kai gain advantage on saving throws to avoid becoming Frightened.

Shadow Step : As a move action, once per short rest, a Shadar'Kai can teleport up to 30', or 45' in dim light conditions. When they hit 13th level they may do this twice per short rest, and at 18th level may use it at will.

Innate Spellcasting: The Shadar'Kai can use the following spells without the need for material components. Intelligence is their spellcasting attribute, and the Spell save D.C. Is 8 + Your Intelligence Modifier + Your proficiency bonus.

At 1st level you may cast Mirror Image once per long rest. At 3rd level you may also cast Darkness once per long rest. At 10th level you may cast Mirror Image twice per long rest. At 15th level, you may cast Mirror Image 3x per long rest.

Martial Weapon Proficiency: Chain Whip: A chain whip has the same statistics as a normal whip, except it inflicts 1d6 slashing damage on a hit. These weapons are rare, and to buy from a normal vendor would cost 15gp. They weigh 4lbs. All Shadar'Kai characters start play with one of these items for free. 

Yeah dude, we are like totally satanists, and we you know, totally adore Marilyn Manson and Cradle of Filth yeah? 'Course you norms don't get us, so I don't know why I'm even bothering. Sheeple.  

Tuesday, 5 May 2015

Jovoc - Small Fiend (CR 5)

The Jovoc is an obnoxious enemy, as it hurts your character through being hurt, its own attacks being somewhat underwhelming. It first appeared in the 3.0 Monster Manual II, and is a very underused fiend. I like 'em, and (spoiler alert) they will be appearing in my game tonight I suspect. Here is my conversion of them to 5e...

...You may notice I added an extra ability, the Vicious Skirmisher power. I did this to make them a bit more mobile, and to allow you to adjust that horrific aura they emit. If you want a Jovoc more like the original, ignore that power. 

Small Fiend (Demon) - Chaotic Evil

Armour Class: 16 (Natural Armour)
Hit Points
: 45 (7d6+21)
Speed 30'
STR 12 (+1) DEX 15 (+3) CON 16 (+3) INT 7 (-2) WIS 10 (+0) CHA 7 (-2)
Saving Throws: Dexterity +5, Charisma +0
Skills: Perception +2, Stealth +5
Damage Resistances: slashing, piercing and bludgeoning by a non silver weapon; acid, cold and fire
Damage Immunities: lightning, poison
Damage Vulnerability: cold iron
Senses: Darkvision 60'; Passive Perception: 12
Language: Daemonic dialect
Challenge: 5 (1,800 xp)
Regeneration: If the Jovoc starts its turn on at least 1 hit point, it heals 5.

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

Retributive Aura: Whenever the Jovoc suffers damage, all non demon creatures within 30' of it suffer 7 (2d6) bane damage (D.C. 13 Constitution save for half). Bane damage cannot be reduced to resisted by any effect below that created by a Wish or similar.

Vicious Skirmisher: Whenever the Jovoc's Retributive Aura is triggered, it may move 5'. This move does not provoke opportunity attacks.
Summon Jovoc: Once per long rest, the Jovoc may try to summon another of its kind, with a 25% chance of success.

Multiattack: The Jovoc makes a claw and bite attack.

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

Claw: Melee weapon attack, Reach 5', +5 to hit, one target, Hit: 5 (1d4+3) slashing damage.

Smoking really does age you a lot...just ask Mr Red Claws here!

Saturday, 2 May 2015

Bone Golem - Large Construct (CR 15)

Bone Golem
Large Construct - Golem (Unaligned)

Armour Class: 18 (Natural Armour)
Hit Points
: 332 (35d10+140)
Speed 30'
STR 24 (+7) DEX 14 (+2) CON 19 (+4) INT 2 (-4) WIS 11 (+0) CHA 2 (-4)
Saving Throws: Strength +12, Constitution +9
Damage Resistances: Lightning; Slashing, Piercing and Bludgeoning from Uncommon and Rare Magical Weapons
Damage Immunities: Cold, Necrotic, Poison, Psychic; Slashing, Piercing and Bludgeoning from non-magical weapons
Damage Vulnerability: Shatter spell
Condition Immunities: Poisoned, Frightened, Disease, Petrified, Unconscious, Exhausted, Stunned, Paralysed; Immutable Form
Senses: Darkvision 120'; Passive Perception: 10
Language: Understands Creator's language
Challenge: 15 (13,000 XP)
Immutable Form: The Golem is immune to any effect that would alter its physical form.

Necrotic Restoration: If the Golem is hit by an attack that would inflict Necrotic damage, it is instead healed for an amount equal to the damage that would have been inflicted.
Multiattack: The Golem makes two Bone Claw attacks. If both hit the same target, they suffer disadvantage on their saving throws against the ongoing damage.

Bone Claw: Melee weapon attack, Reach 10', +12 to hit, one target, Hit: 20 (2d12+7) slashing damage, and the target must make a D.C. 17 Constitution saving throw or suffer Ongoing 20 (2d10+2d8) Necrotic damage (save ends).

Hideous Shriek (Recharge 5-6): All hearing creatures within 50' of the Golem must make a D.C. 17 Charisma saving throw, or be Stunned (save ends). Fail 5+: The creature must make a D.C. 17 Wisdom or Sanity (if using that score) saving throw, or gain a Short-Term Madness (DMG, p. 259).

So, this fella is loosely based on the 2nd Edition AD&D version, and as you can see draws on the 4th Edition "Save Ends" duration (i.e. you make a saving throw at the end of your turn, and the effect continues until this is successful), as well as the alternative Sanity score and Madness rules outlined in the 5e DMG. 


Call the office, this is going to be one of those days I think...

Tuesday, 21 April 2015

Bomb Wand - Uncommon Wondrous Item

These items were dished out fairly often in my 2nd Edition AD&D games, and quickly grew to be one of the "must have" items for players. I've missed them, and thought they should be brought back to 5e.

Bomb Wand
Uncommon Wondrous Item

Created by Upper Malgorothian magi, these heavy black wands are typically plated in riveted metal and etched with evocatory runes of destruction and war. When first created they have 50 charges. To activate them, the bearer must know the correct command word. They can be fired as an action, and create a bolt of thunderous energy, which can be aimed at an enemy within 100' (ranged attack roll needed – the bearer is considered to be proficient with the wand). If the bolt hits, it inflicts 27 (5d10) points of thunder damage, half if they make a D.C. 15 Constitution saving throw. If they fail this save they are also deafened, and if they roll a natural 1 on the save, they are also stunned until they can make the save (repeated at the end of their turns).

The noise created by the wand is very loud, and will immediately alert all nearby creatures to its use. The Helldazzlers are known to favour these items, and are rumoured to have made even more potent versions that can inflict maximised damage with the expenditure of more charges, higher damage or which can fire more than one bolt simultaneously. The Aelwyn obtained the schematics for these items and mass produced them during the Aelwyn Wars, giving them to soldiers wielding Wand Pistols.

When the last charge is spent, the wand crumbles into ash. There is a 1d100% chance that 3d20 gps worth of Residuum is found amongst this.

Thursday, 16 April 2015

Fire Dragonet - CR 4 (Medium Dragon - Fire)

Fire Dragonet
Medium Dragon – Fire (Unaligned)

Armour Class: 16 (Natural Armour)
Hit Points
: 97 (15d8+30)
Speed 25', Fly 60'
STR 12 (+1) DEX 13 (+1) CON 14 (+2) INT 4 (-3) WIS 10 (+0) CHA 6 (-2)
Saving Throws: Dexterity +3, Constitution +4
Skills: Perception +2
Damage Reductions: Fire 10
Damage Resistances: Fire
Senses: Darkvision 60'; Keen Senses; Passive Perception: 12
Language: Possibly Dracane
Challenge: 4 (1,100 xp)
Keen Senses: The dragonet has advantage on any Wisdom (Perception) checks it makes where its keen sense of smell or hearing can play a part.

Burning Blood: When an enemy hits the drake with a melee attack that inflicts either slashing or piercing damage, they must make a D.C. 12 Dexterity save or suffer 3 (1d6) fire damage.

Multiattack: The dragonet makes two Bite attacks. If both hit, it may make another Bite attack against a different target.
Bite: Melee weapon attack, Reach 5', +3 to hit, one target, Hit: 5 (1d8+1) piercing damage

Fireball Breath (Recharge 3-6): Range 60' All creatures within a 10' sphere suffer 16 (4d6+2) fire damage, half if they can make a D.C. 12 Dexterity save.


Tail Whip: When an adjacent enemy misses the dragonet with a melee attack (targets triggering enemy); Melee weapon attack, Reach 5', +3 to hit, one target, Hit: 6 (1d10+1) slashing damage and target must make a D.C. 12 Strength or Dexterity save or be knocked prone. 

*   *   *

My 7-year-old is due to face this beastie in his next game, now that he has tracked down the lair of the Vulgorim that lead a Gorgoth attack against the walls of the town of Meadwell. He's still finding his feet with D&D, and this will be his first proper boss fight. Of course, he has a couple of helpful NPC's tagging along, who will help shield his mage...but regardless, this will be a good test for him. 

This monster is based on the AD&D 2nd Edition version, though I added a few bits and bobs together. Note I have given it both Fire Reduction and Resistance instead of full immunity. I would work it out by reducing any fire damage by 10 first, and then halving what is left. 

 A bit like this...but much smaller...

Saturday, 4 April 2015

Pyrotrice - CR 6 (Medium Monstrosity)

Something I came up with this week after running some (doomed) Cockatrice's in the PUG. 

Medium Monstrosity (Neutral)
Armour Class: 15 (Natural Armour)
Hit Points
: 149 (23d8+46)
Speed 20'; Fly 60'
STR 8 (-1) DEX 17 (+3) CON 14 (+2) INT 4 (-3) WIS 10 (+0) CHA 5 (-3)
Saving Throws: Dexterity +6, Charisma +0
Damage Resistances: Fire
Condition Immunities: Petrification, Ongoing fire Damage
Passive Perception: 10
Challenge: 6 (2,300 xp)
Spell Like Abilities: Wisdom is the Pyrotrice's spellcasting attribute. Spell save D.C. 11, Spell Attack +3.

At-Will: Control Flames*, Pyrotechnics*
* Elemental Evil

Combusting Gaze: Whenever a sighted creature starts its turn within 20' of the Pyrotrice, it must make a D.C. 13 Constitution save or suffer 14 (4d6) Fire damage. Pyrotrice's and Pyrolisks are immune to this attack.
Stoning Peck: Melee weapon attack, Reach 5', +6 to hit, one target, Hit: 6 (1d6+3) piercing damage, and target must make a D.C. 13 Constitution save or be paralysed. At the start of their next turn, they must repeat this save. If they are successful, the paralyses ends. If they fail, they are petrified.

Petrified individuals emit constant heat, and any creature that starts their turn adjacent to them suffer 5 (1d10) points of fire damage.

Reflexive Peck: When an enemy misses the Pyrotrice with a melee attack, the monster makes a single Stoning Peck attack against them.

Whether they are the product of a chance natural pairing, or the result of deliberate cross breeding, the Pyrotrice is the offspring of a Cockatrice and a Pyrolisk. They resemble particularly wretched looking pyrolisk's with long, greasy feathers and hardened green scales. Their eyes glow with a dim yellow light, and they move in a tortured, broken manner. However, they are dimly intelligent in their own way, and are capable of seeking stronger monsters with whom to ally. They breed true with either Cockatrice or Pyrolisks, though not with their own kind. Pyrotrice eggs are lain in clutches of 3-8 eggs, and are small, black-shelled things with green yolks. Some Dundiir nobles consider them a great delicacy, and may pay up to 10 gps per egg!

These monsters can be trained (with some difficulty) to act as guards if raised from birth.

Sunday, 29 March 2015

Boneclaw - CR 6 (Large Undead)

Boneclaws are towering undead that first appeared in the 3.5 Monster Manual III. As with most of the monsters I have been converting for my 5e campaigns, they were on my "use one day" list, but never saw the dark of night in either 3.5 or 4e. Anyway, they are due to shred some PC's soon, and so, I thought I would share my conversion for them.

I have slightly erred from their original incarnation, making them more deadly to melee attackers (with the Threatening Reach and Rampant Opportunist powers). If you don't like that, just remove the powers.

Large Undead (Chaotic Evil)
Armour Class: 16 (Natural Armour)
Hit Points
: 102 (12d10+36)
Speed 40'
STR 21 (+5) DEX 18 (+4) CON 16 (+3) INT 14 (+2) WIS 14 (+2) CHA 19 (+4)
Saving Throws: Dexterity +7, Wisdom +7
Skills: Investigation +8, Stealth +11, Perception +8
Damage Resistances: Slashing and Piercing
Damage Immunities: Cold, Poison, Necrotic
Condition Immunities: Diseased, Poisoned, Exhausted, Unconscious
Senses: Darkvision 60'; Passive Perception: 18
Language: Tradespeak
Challenge: 6 (2,300 XP)

As A Shadow: The Boneclaw adds twice its proficiency bonus to Dexterity (Stealth), Intelligence (Investigation) and Wisdom (Perception) checks

Threatening Reach: The Boneclaw may make an opportunity attack against any enemy it is aware of that leaves a square within its reach (20'), regardless of whether they are moving away from it or not.

Rampant Opportunist: The Boneclaw may make 4 (Dexterity Modifier) Opportunity attacks in a round, rather than one.

Vicious Claws: The Boneclaw's Shredding Claw attacks score a critical hit on a natural 19 or 20.
Multiattack: The Boneclaw makes two Shredding Claw attacks.

Shredding Claw: Melee weapon attack, Reach 20', +8 to hit, one target, Hit: 21 (3d10+5) slashing damage.

Hey! Who stole my piano?

Sunday, 22 March 2015

"Carnivorous Shadow" - Legendary Longsword

A cruel and slender longsword, seemingly made from solidified blood or some similar material. When wielded it gleams with a malevolent maroon shadow, and veins seem to pulse redly within its black, crystalline blade whenever it hits a living target. A dismal aura of dank shadows seems to hang around the thing always, and even the most dimwitted individual can discern it is an instrument of darkness.

Carnivorous Shadow : +2 Vampiric Longsword

Legendary Weapon (Requires Attunement).
  •  Inflicts +1d8 necrotic damage per hit.
  • Scores a critical hit on a natural 19 or 20.
  • On a crit vs a living target, inflicts +2d10 necrotic, and the wielder gains the damage inflicted, including the extra necrotic, as healing. If wielder is at max hpts, the excess are temporary hit points that remain until their next long rest.
  • Those dedicated to darkness and death recognise the blade and its wielder as a servant of evil (and its touch is abhorrent to one who does not serve such foul things). Charisma based checks when engaging with such individuals have advantage.
  • The same checks suffers disadvantage when the wielder is engaging with those that do not serve dark, unnatural powers.
  • A warlock can use this sword as an implement.

Thursday, 19 March 2015

Wrack Construct (3rd Level Transmutation)

Artificer and Rogue spell lists

Casting Time: 1 Action
Range: 60'
Components: V, S, M (Small piece of metal that is Snapped or crushed as the spell is cast)
Saving Throw: Partial

This spell only works against constructs and living constructs. When cast, a flickering bolt of disruptive energy darts from your fingers and strikes the target. It inflicts 5d6 damage, which ignores all resistances and immunities. Furthermore, until the end of your next turn, the target looses all immunities, resistances and fortification. The target is allowed a Constitution saving throw to halve the damage and to avoid loosing it's defensive properties.

At a Higher Level: If prepared with a higher level spell slot, this spell inflicts +2d6 damage for every level higher than 3rd the used slot is.

Wednesday, 18 March 2015

Necrosis Carnex - CR 3 (Medium Undead)

The Necrosis Carnex is a fabulously creepy and disturbing thing; a random mishmash of limbs and rotting tissues, held together with leather strips, rusting staples and crude stitching. They are yet another beastie that is on my "I must use these"list, which, at the time of writing, have not made it into any games...That will change are my 5e stats for this repugnant horror.

Necrosis Carnex
Medium Undead (Neutral Evil)

Armour Class: 15 (Natural Armour)
Hit Points
: 67 (9d8+27)
Speed 40'
STR 12 (+1) DEX 17 (+3) CON 16 (+3) INT 2 (-4) WIS 12 (+1) CHA 7 (-2)
Saving Throws: Dexterity +5, Constitution +5
Skills: Acrobatics +5, Athletics +3
Damage Resistances: Bludgeoning damage from non-magical weapons, Psychic
Damage Immunities: Necrotic, Poison
Damage Vulnerability: Radiant
Condition Immunities: Blinded, Deafened, Frightened, Poisoned, Exhausted, Unconscious, Disease, Charmed, Confused
Senses: Blindsight 60' (Blind beyond this range); Passive Perception: 13
Language: Understands creator's language
Challenge: 3 (700 XP)

Malign Aura: Living creatures not allied with the Carnex within 30' of it suffer disadvantage on attack rolls and saving throws. If they are immune to necrotic damage or death effects, they are immune to this.

Unholy Burst: When reduced to 0 hit points, all creatures within 30' of the Carnex, suffer 17 (5d6) Necrotic damage (half if they make a D.C. 13 Constitution save). Undead in the area are healed for the same amount. If they are at maximum hit points, they gain the excess as temporary hit points (these fade after 1 hour).
Multiattack: The Carnex makes two Necrotic Touch attacks.

Necrotic Touch: Melee weapon attack, Reach 5', +3 to hit, one target, Hit: 10 (2d6+3) Necrotic damage. Undead are healed for the same amount, or, if at maximum hit points, gain the damage as temporary hit points (these fade after 1 hour). 

 Attempts to create a real life "push-me-pull-you" were not going well....
....not well at all...

Monday, 16 March 2015

Weakened Condition in 5e

Weakened: You suffer disadvantage on all Strength based attack rolls, Skill and ability checks, and inflict half damage with all Strength based attacks.

Sunday, 15 March 2015

Eye of Fear and Flame - CR 7 (Medium Undead)

You know what? I have never had chance to use one of these guys, even though I love the idea of them, and have wanted to ever since first getting my grubby mitts on a copy of the 1st Edition AD&D Fiend Folio. Fortunately, I do believe I will have chance to get them into one of my games, and so, here are the stats I have come up with for 5e!

Eye of Fear and Flame
Medium Undead (Chaotic Evil)
Armour Class: 14 (Natural Armour)
Hit Points
: 142 (19d8+57)
Speed 30'
STR 17 (+3) DEX 14 (+2) CON 16 (+3) INT 18 (+4) WIS 17 (+3) CHA 19 (+4)
Saving Throws: Dexterity +5, Wisdom +6, Charisma +7
Skills: Arcana +7, Religion +6
Damage Resistances: Slashing, Piercing
Damage Immunities: Cold, Poison
Condition Immunities: Blinded (Reflect Magics), Disease, Exhausted, Frightened, Poisoned, Unconscious
Senses: Darkvision 120'; Truesight 60'; Passive Perception: 16
Language: Varies
Challenge: 7 (2,900 XP)
Reflect Magics: If any kind of spell intended to effect vision is cast upon the Eye of Fear and Flame, it is reflected back at its caster, who is treated as the target instead.

Turn Resistance: The Eye of Fear and Flame has advantage on saving throws against Turn Undead.

Innate Spellcasting: The Eye of Fear and Flame can cast a number of spells without the need of material components. Its spellcasting attribute is Charisma. The save D.C. Of its spells is 15, and its Spell Attack modifier is +7

At-Will: Detect Evil and Good, Detect Thoughts
2/Day: Etherealness

Multiattack: The Eye of Fear and Flame makes two claw attacks or a single Claw attack and either a Eye of Fear or an Eye of Flame attack.

Claw: Melee weapon attack, Reach 5', +6 to hit, one target, Hit: 10 (2d6+3) slashing damage.

Eye of Fear (Recharge 5-6): All creatures in a 60' cone must make a D.C. 15 Wisdom saving throw or be affected by the Fear spell for up to 10 minutes.

Eye of Flame (Recharge 5-6): Creates a 20' diameter sphere of fire within 120'. All creatures in the area of the attack suffer 28 (8d6) Fire damage and 28 (8d6) Necrotic damage, half if they make a D.C. 15 Dexterity saving throw. 

 Oh Gods! I'm not an Eye of Fear and Flame....some jerk just fired these burning gems in my face.