Wednesday, 24 August 2016

Scare (Illusion Cantrip)

I needed this spell for a monster conversion I am doing, and was surprised not to find it anywhere. Anyway, here you go - an at-will, 1 round fear spell that you can spam again and again if you want!

*    *    *

Credit: http://reallifeglobal.com
The illusion of me running at you clad only in my pants (UK version) is truly the vilest of all illusory terrors!

Scare
Illusion Cantrip


Sorcerer, Warlock, Wizard

Casting Time: 1 Action
Range: 90 feet
Area of Effect: 1 Creature
Components: V, S, M (small piece of a corporeal undead)
Saving Throw: Yes
Duration: 1 round

This spell exactly duplicates the 3rd level spell Fear, except that it only affects a single target, and only remains active until the start of your next turn.

At Higher Levels: At 5th level, the range increases to 100ft. At 11th level it increases to 120 ft. At 17th level, the range increases to 150ft.

Aspirthane (Mage Throttler, Aether Scorch) - Rare Poison

Aspirthane (Mage Throttler, Aether Scorch) : This rare poison is illegal in many parts of the world - especially those ruled by mages. Indeed, the Unified Order consider it a capital offense to be found in possession of this substance, so baleful is it to those that weave magic.

The origins of Aspirthane are unclear. It is likely it was first formulated by the servants of Convulos'Soth'Khulzad, as so many potent, specialised poisons are. However, there are some that believe it may have been created in another plane, and the secrets of its creation brought back to Arbel'Verdaniss by some foolish soul.



In its purest form, Aspirthane is a thin, slightly silvery fluid that has no smell or taste. In liquid form it is quite volatile, and will readily burn if exposed to heat, rapidly blazing away with a vivid, pure green flame. However, when exposed to open air, it quickly evaporates, forming an invisible, odorless cloud of poison. A standard vial of this substance forms a cloud 60ft in diameter around it over the course of ten minutes, and it remains in place for 1 hour unless there are strong winds or currents present which can scatter it.

Aspirthane is only poisonous to creatures and individuals that channel unnatural energy; namely spell caster's and those individuals or creatures that have any kind of innate supernatural ability or power. Those without any magical ability are entirely immune to its effects.

Those affected by this poison begin to feel its effects 1d10 rounds after first being exposed to it. They become somewhat drowsy and thick headed, and must make a D. C. 17 Constitution saving throw or fall unconscious. Such individuals remain unconscious until they are either taken out of the area of the poison (they awaken 1d6 rounds later) . Each round that they begin unconscious due to the effects of this poison, and are still within its area, they must repeat the saving throw or die.
Those that make the initial save will know they are being poisoned, and may act normally. However, each round they begin within the cloud, they must repeat the saving throw or fall victim to the poison's effects.

The most infamous use of this poison was when it was used to murder thirty six high ranking mage's of the Unified Order in the year 1212. A renegade mage named Zerket had been arrested and was facing a show trial before being exposed to the Divorcement ritual, and then executed by burning. However, unbeknownst to his abusers, he had paid a member of staff to open a bottle of Aspirthane in the chamber before the trial - knowing full well that he, as a dangerous mage, would be shrouded in anti-magic (anti-magic deactivates this poison). His plan worked too, and he was able, with the help of a No Breath spell and allies in the city, to make good his escape.

Sunday, 21 August 2016

Astral Searcher - CR 2 (Medium Undead)

"She insists it's not him." whispered the priest, casting a worried glance towards the mage, a well respected woman who, until recently, seemed perfectly sane. "She says he's 'wrong' somehow, that he didn't come back from his last metaphysical exercise".

Mother Yvara, Blessed of Namaea'Isaala listened gravely, her ancient features crinkled as she glared at the fourth occupant of the room - the mage's supposed husband - once the wizard Khodesh, now...not. She turned her rheumy eyes towards Jessia, Khodesh' wife, and sadly asked her to come to her side, leaving the grinning not-husband stood alone. 

Then she slowly approached the bearded shell that was once Khodesh, noting the slight look of panic that flashed across his face, and the sudden sweat that beaded his brow. 

"Khodesh? Would you be so good as to let me give you a blessing?"

"Um," he began, " Err...yes?"

Yvara smiled, before ,with a move so swift none - especially the thing in Khodesh' body - could have imagined her capable of it, bringing forth her holy symbol, forcefully pressing it to the wizard's brow, silvery words of divine power spilling from her, the air around them both suddenly gonging with argent, potent power. 

"In the name of the mother of mercy, unborn thing, I address thee, and command thee to depart this form! Begone nameless traveler! Return unto the void from which you were formed! Depart! I abjure three! Ithyrani Debesheckelah Shabbaethonai Namaea!"

Colourless fire seemed to suddenly envelop Khodesh' form, and from his mouth issued a thin, terrible wailing - a sound nothing of the physical plane could make. The air throbbed, seeming to thicken with unnatural power, and somewhere beyond the alien noises rising from the mage, the chapel's wards began to add their own strident song to the cacophony, warning of the presence of an extra dimensional being. 

"Away!" Screamed Yvara, her voice booming and potent, "Into the void I cast thee! Begone foul thing! BEGONE!"

A thunderclap. A blast of silver light and, with a scream so terrible Yvara's assistant fainted dead away, the thing within Khodesh fled, leaving his corpse just that - a lifeless mass of flesh, organs and bone. In an instant, Khodesh' corpse flopped heavily to the ground, the ancient priestess rushing to cradle his head before it was split on the stone pews of the chapel. Jessia also rushed to help, tears streaming down her cheeks, for now, with the entity gone, she could look at somehow returning her beloved husband's soul to his body; could somehow, bring him back.

Days later, and Yvara would summon her acolytes, to teach them of the foul Astral Searchers, how to recognise their presence, and how to remove them, though Brother Altor, the priest who had seen the ritual, was nowhere to be seen, having left the city the day before, in search of a life less fraught with terror...

*    *    *

The Astral Searcher is another 1st Edition horror that appeared in 2nd Edition, and in unofficial 3.5 stuff too (the excellent Denizens of the Transitive Planes by Planewalker.com). Although I have gone with the idea of these entities, I confess, for my conversion, I basically came up with my own interpretation. 

As for how to get rid of a possessing entity, A Protection from Good and Evil spell can stop the initial possession if cast on the physical form of the projecting individual, and GM's may allow spells such as Dispel Good and Evilto work to cast out such entities. There is always the Exorcism spell from the Book of Lost Spells of course, which is a conversion of the earlier edition spell of the same name. 

Anyway, here are the stats. Enjoy!

"Astrally project" they said, "It's a lot safer than going physically" they said. Yeah, thanks a bunch.


Saturday, 20 August 2016

Astral Dreadnought - CR 34 (Gargantuan Aberration)

I did not intend this beast to be this tough, I really didn't. I knew I wanted to convert it as a massive beast, large enough to serve as the foundation for a Githyanki stronghold or similar, or to be able to smash astral ships like an enraged whale, and so, made it physically formidable. I also wanted to keep the essence of its 2nd and 3.5 edition versions, so ensured it still has antimagic and the ability to shred those it grabs with both pincers. Oh, and it still cuts your Astral Cord, dooming you to dissolve into the essence of the plane...

The result of a tryst between a Cocadaemon from the original Doom and Lobster Boy is free in the Astral Plane and looking for fun!

Anyway, as always with monsters over CR 30, I have used my own table of expanded stats to calculate its final stats.



Tuesday, 16 August 2016

Ash Wraith - CR 4 (Medium Undead)

"We began burning the bodies at first, so they couldn't be raised into the West's service again. We thought we had solved one problem, but, of course, we were wrong. The bastards found a way to stoke the souls from their ashes, and to imbue their mortal remnants into service. This is how we first came to battle the ash wraiths"

- From the personal journal of Ajott Drespal, mage of the Southern Guild.

Ash Wraiths are undead that animate the ashes that remain after their corpses have been destroyed by fire. They are whirling, gusting things of stinging dust and hate, that take on transient, shrouded forms. When they manifest, all flames within twenty paces go out instantly, and a deathly cold charges the air. Sounds seem suddenly muffled, and a sense of dread and hatred radiates from the horror as it rises.

These are something I made up. I am not sorry.

Bonfire night was significantly less fun when the left over energies from Halloween got involved


Monday, 15 August 2016

Balmspine Squirrel - CR 0 (Tiny Beast)

Not all monsters have to be vicious do they? This is something I actually dreamed about, and thought might make a cool focus for an adventure. Maybe a friend or ally of the party has been poisoned by a rare and "incurable" venom, and finding one of these is the only way to save their life? Maybe one of these things escaped from a temple dedicated to the deity of healing (or even - duh, duh duh twist, the deity of poisons), and they want it back?

I dunno'. It's a squirrel...with tiny tooth like spines along its back that secrete anti-toxins...Do what you want with it.


Pictured "Not vicious"



Wednesday, 3 August 2016

Crystalion - Large Elemental (CR 15)

So, waaaaay back in the early 1990's, when 2nd Edition AD&D was our game, I devised an epic adventure that saw the group venture into the deadly realms of the Quasi-Elemental Plane of Minerals. Now, for those of you that aren't familiar with that vicious dimension, it's a plane that forms where the Positive Material Plane and the Elemental Plane of Earth meet - a realm of super energised earth that blossoms into crystals harder than adamantium and sharper than a vorpal blade.

Before they even started, they had to work out simple things like "How are we even going to breathe? There's no air there", and "How are we going to avoid being sliced into kibbles by the elemental blades of crystal", and "How do we avoid being murdered by the minions of that realm?"

The reasons they were undertaking this journey were twofold.

Firstly, I had just got Dragon #174, which contained some brutal Quasi-Elemental monsters, a ton of new Ioune Stones and rules about hunting for them, and my players were itching to get their hands on some new, potent magic. Secondly, one of the characters was in the process of forging a legendary blade, and wanted to bathe it in the essence of one of that realms potent monsters.

Through painstaking and expensive research, the group learned of a construct that wandered the radiance bathed edge-realms called....*sigh*....I was 17 when I wrote this ok? The *gag* Rainbow *retch* Golem, and they decided that this potent being was perfect for tempering the blade.

We had fun - massive fun - and it proved to be one damn tough adventure, that saw hardened veterans fall before Energy Pods, Trilling Crysmals and all kinds of other weird things. Eventually they located the delve of the....you know, My Little Pony Golem, and entered, glad to be no longer accumulating temporary hit points from their proximity to the Positive Plane (If you don't know, back then you gained cumulative temporary hit points every round you were exposed to the life infusing rays of that plane. Unfortunately, if you accumulated as many temporary hit points as your maximum hit points, you reached energetic potential and BOOOOM! Exploded).

Image Copyright Wizards of the Coast
Look how happy they are!


After some further horrible experiences, the characters came to a prismatic altar of blazing crystal, upon which stood the object of their hunt, flanked by two magnificent felines, carved it seemed from the very essence of the plane. Each beast had a mane of spun diamond thread, faceted eyes that blazed with radiant power, and claws of sharpened dense elemental crystal.

The final battle began, and everyone focused on the golem, destroying it in less than a round (ouch). However, the guardians - Crystalions - were among them, and that's when the real battle began.

Yep, the BBEG was a damp squib. The "minions" almost killed everyone.

I won't bore you with the details of their escape, or the casualties when they opened an Ioune Stone geode back in the Prime which unleashed a blast of deadly energy. However, Crystalions are cemented in by players minds, and now, they can be cemented in your players mind / nightmares too.

Image From: http://www.rikoo.com/pro/W0000077.html
Turns out there are not any cool crystal lion images on Google.


Monday, 1 August 2016

Thrax - Medium Undead (CR 4)

Dark Sun has more than a few awesome monsters in it, and the Thrax is actually one of the less cool ones in my opinion. However, I can see a place for these in any desert based adventure, and so, thought I would convert them, drawing more on their 4th Edition incarnation (as "water vampires") than their 2nd Edition incarnation. You can of course ignore the undead traits (all the immunities), and keep it as a living humanoid if you want to keep them closer to the original source.

Note: This image is not blurry because of its low resolution...it's errr...using its Roiling Shadows power...


Saturday, 30 July 2016

Overseer - Huge Aberration (CR 21)

One of the creepiest beholder-kin in my opinion was the Overseer; a rubbery tree thing with eyeballs on the end of its branches, tentacles and huge chomping mouths - the love child of a dark young of Shub-Niggurath and an Eye Tyrant.

As the entities that rank just below Hive Mothers and Elder Orbs in "Horrible things you never ever want to encounter", they are 100% awesome, and without giving anything away, I have placed them in a future dungeon for one of my lucky groups.

Anyway, I did a conversion when 5e was young, and reading it today, I felt it lacked any real punch ( a consequence I suspect of not really having a full feel for the system at that time). So, I have re-created this nightmare, giving it legendary actions, and making its eye powers a little more vicious. Xareth'Chelde by the way is the name for Beholders and their kind in my campaign world (Chelde is the "Mother of Horrors"; the nightmare god-thing some demented Hive Mother's call their Goddess, and Xareth means something along the lines of "Child of").

"Tie a yellow ribbon, round the ole' oak tr-aaah-aaaaaaah-AAAAARGH!"


Sunday, 24 July 2016

Gastly - Small Undead (CR 2)

My lads have their D&D game later today, and I am planning on them encountering a Gengar and some Gastly. Thought I would share the stats I did for the latter. Quite enjoying converting pokemon into D&D monsters. I'm looking forwards to seeing how they play out.
Image From: http://67.media.tumblr.com/1538a61e0b7fa5cada4c1a06b388ae09/tumblr_o0tdb9eW9G1tdlaklo1_1280.jpg
Pictured: "cute"



Saturday, 23 July 2016

Gengar - CR 5 (Medium Undead)

Look, I'm sorry ok, but I have been playing a lot of Pokemon Go recently, and after seeing THIS amazing gallery and others like it, I began to think about how some of the pocket monsters would actually make pretty cool D&D monsters.

So, as my sons' are obsessed with Gengar, I thought I would convert it first. As much as possible, I have tried to keep the attacks "as is " in pokemon.

Art From: http://kineticremy.deviantart.com/art/Gengar-252009468
I would definitely lose control of my bowels if I woke up and saw this on my bed...

Wednesday, 20 July 2016

Primal Air Elemental - CR 35 (Gargantuan Elemental)

Right, before you start vomiting, let me state clearly and in capital letters THIS THING IS HIGHLY SPECULATIVE / EXPERIMENTAL. I made my calculations using my own extension of the DMG monster CR table, which is ENTIRELY UN-PLAYTESTED at this time (though Ormid and the gang will soon be wandering into the realms of super epic play).

Having said that...

There are elemental beings that are truly ancient in a sense that no mortal can truly comprehend. They were among the first things to be summoned from the nothingess of pre-creation, and have existed ever since.

This being is just one such thing; an air elemental that was ancient beyond sanity when the first races began to first emerge from the holocaust of the Primal Wars, and to build their first huts on the strange shores of untold, lost coastlines. Residing only in eldritch prisons or remote reaches of elemental planes, most have either faded, become archomentals, or been destroyed. However, now and then, something happens, and their untold might is once more unleashed upon the world.

Image From https://s-media-cache-ak0.pinimg.com/564x/47/a3/66/47a36631f3a5a5099e56dfe432d3a5d8.jpg
The weather today will mostly be apocalyptic with short sharp bursts of praying, gnashing of teeth and incontinence.

It is said that during the Guild Wars, Primal Elementals were not only summoned, using terrible, deadly rituals that fed upon the life force of those casting them, but were bound into weapons and items, granting them deific power. Naturally, these were among the many guild creations locked away in the void vaults at the end of the conflict, "never again" to be used by anyone, mortal or otherwise...


Sunday, 17 July 2016

Gas Bat - Tiny Plant (CR 1/2)

As requested, here is the Gas Bat; a flying plant beastie that appears in the shattered space ship of Expedition to the Barrier Peaks. Bizarre and mostly harmless by itself, these things turn into regular flying bombs when there are open flames about.

ENJOY!!!

So...they're fart powered then?



Thursday, 14 July 2016

Brain Mole - Tiny Monstrosity (CR 1/2)

"Awwwww, iz soo cyooot. Iz like a liddle widdle pokemonOHGODIT'SEATINGMYTHOUGHTS ...SWEETMERCILESSDEATH.....AAAAAAARGH......NAAAAAARGH......"

- Why Brain Moles are not in zoos. 



Brain Moles have been in D&D for a long, long time, and like most pure psionic monsters, the main question players ask when first coming across them is "What the actual f*ck?". Tiny, velvety things, these pests are vicious cogitovores (I made that up), and will seriously ruin your day if they are allowed to get a "grip" (either psychically or physically). 

So, here you. Hide your brain!


Tuesday, 5 July 2016

Unstable Ooze - Medium Ooze (CR 5)

This is one I came up with for one of my games. They are one of those beasties that, for the characters in question, could be mistaken for a minor threat, but that I suspect, with a few rounds, could really put the hurt on folks if not dealt with properly.

I imagine these things to be boiling, fuming blobs of turbulent slime, slightly luminous and constantly emitting tiny burst of whatever element they are currently attuned to.

Like this, but completely different - these dudes always remind me of sick Kodama

Sunday, 3 July 2016

Solute Sending - Level 2 Transmutation

Solute Sending
2nd Level Transmutation

Artificer, Wizard

Casting Time: 1 Action
Range:  100ft
Area of Effect: One target
Components:  V, M (1 Potion which is Consumed)
Saving Throw: Yes (if Potion is harmful)
Duration: Instant

This spell allows you to break down a Potion you are holding (destroying it) and to send the released energies towards a target in range, granting them the effects of the Potion as if they had consumed it. If the Potion has a detrimental effect, they are allowed a Constitution save to negate the spell

Wednesday, 22 June 2016

70C-70c - Duodrone Fixer (Medium Construct - CR 4)

Ormid and the gang came very, very close to a TPK last night, whilst tangling with the minions guarding the entrance to a legendary Lich's lair. I knew things were due to get tough, but man, they went horribly wrong. Fortunately, my NPC (Mother Yvara, chosen of Namaea'Isaala) had a single 7th level spell slot, and the Plane Shift spell prepared, and was able to get the them out of there before Azrael found them all.

And so, the group have been forced to rethink their approach to tackling the Lich, realising that such an ancient being is not going to simply let them walk in and destroy it.

To this end, they are looking at somehow forming an arcane trap, and using the Lich's true name to draw him in and capture him. To do this, they need to seek out an Aeon Stone - a fragment of the Crystal Barrier that separated the settled lands from the primal, wild magics of the Luminous Wastes in the 1st Age; shards imbued with unearthly power far beyond that wielded by even the most potent mages (actually a "corrupted" Aeon Stone).

More than aware of the power and value of such stones, the group have decided to visit the Crystal Villa again to see if 70C-70c (previously Toc-Toc) knows where one can be found....which brings us to....


Cute or horrifying? You decide.

Monday, 20 June 2016

Kazrith - Medium Fiend (CR 8)

In Monster Manual II (4th Edition), there hides a little fella' in the demon entry, that suffers from having some of the least inspiring artwork in the world....the Kazrith. It looks, on that page, like the pokemon Muk, had a baby with sadness and abandoned it next to the cooler looking demon with whom it shrugs.

Image from: http://www.videogamesblogger.com/2013/05/09/151-pokemon.htm/pokemon-089-muk-artwork
Actually, Muks can be pretty badass come to think of it

Anyway, in the PUG there is an order of Juiblex worshipers called "The Unseen", and in preparation for any kinds of conflict that may, or may not occur, I've been statting up some oozy enemies. The Kazrith seemed like a good fit in two ways - oozy (check) demon (check). And so, I have converted it, and made it a bit....um.....sexier? No, not that, but, you know, kickass. 

Image From: http://www.escapistmagazine.com/forums/read/540.101127-The-Escapist-Avatar-Adventure-An-Open-RP-Now-Re-Opened?page=843
...Mmmmmm seeexy...amirite?
Anyway, here it is. Enjoy. It also destroys weapons and armour and stuff now, so, you know....have fun!


Sunday, 19 June 2016

Item Damage in 5th Edition?

llorendyr leapt back from the foul thing, his blade hissing where its slime still coated it.
'By the old ones! It's eating the blade!'
And it was, the fine aelwyn steel becoming dull and tarnished as the daemon's ooze fed upon the metal and magic it held...”

- From “Terror in the Foxfires” by Aaron Verit

Image from http://aldokatayanagi.cgsociety.org/art/rust-keyshot-monster-zbrush-dd-photoshop-dungeons-dragons-creature-armor-knight-warrior-sword-metal-action-digital-painting-attack-fantasy-2d-1163781
"Daaaaaamn!"


I cut my teeth with AD&D 1st Edition, and learned the DM's craft in a system where your items were not safe by any means. This carried on until 4e, when items pretty much got script immunity, even against such horrors as rust monsters and green slime.

In 5e, there are monsters that will eat your items, and I am sure, hazards and traps out there that can smash, dissolve or otherwise trash your gear. However, there is no unified system for determining if an item gets destroyed, and this irritates me a little.

So, here is my house rule for dealing with situations where an item may, or may not, get destroyed.

When an item is exposed to an attack or situation where it may become damaged or destroyed, it makes a saving throw in the same way a player does. As in previous editions, if it is being held or worn by a character, it uses their saving throw bonus. However, if this is not the case, it adds a bonus that depends on what enchantment level it carries*. 

Rarity Save Bonus
Common +0
Uncommon +1
Rare +2
Very Rare +4
Legendary +6

What happens on a failed save depends on the situation. An item may be temporarily useless, or malfunction until it is repaired somehow, or it may become less useful – maybe accumulating some penalty or similar. In some situations however, a failed save may mean the end of the item !

* One of my players has pointed out that sometimes an unattended item may end up being more able  to save than one being held. I would be willing to allow an item to use the better of the two modifiers, especially if it meant the player's Vorpal blade may be about to get destroyed. Of course, this is up to you!

Wednesday, 15 June 2016

Potion of Adaptive Resistance - Rare Potion

Potion of Adaptive Resistance (Rare Potion): When consumed, these potions remain active for 1 hour. The first time the consumer is hit by an attack that would inflict Acid, Cold, Fire, Lightning, Thunder or Radiant damage, they gain Resistance to that damage type until the potion expires. Once a resistance has been granted, that potion cannot grant resistance to another damage type.


Thursday, 9 June 2016

New Elf (Aelwyn) Sub-Race - Glwyrr'Syth Aelwyn (Shadow Elf)

Actually, they are not "new" at all. The Shadow Elves were the stars of a Basic D&D module waaaay back when race was the same as character class, and all maps used wiggly lines to represent curtains. My lads have recently been playing Shadows over Mystara and have been suffering the predations of the Shadow Elves, and I remember writing a bit many years ago about how they existed in some super deep realms of my world.

Clothing optional apparently....
So, what follows is the sub-race description for turning your elf PC into a Shadow Elf (or Glwyrr'Syth in my world)

*    *    *

GLWYRR'SYTH (SHADOW ELF) SUB-RACE

Ability Score Increase: +1 Intelligence

Superior Darkvision: You can see perfectly in total darkness and shadowy conditions, up to 120'.

Born of the Deep Fires: The Glwyrr'Syth tend to live near areas of volcanic activity, and have an innate Resistance to Fire

Born to the Shadows: Glwyrr'Syth are naturally stealthy. They are automatically proficient with the Stealth skill, and may add twice their proficiency bonus to Stealth checks.

Cavern Born: Glwyrr'Syth cannot become lost in natural cavern complexes or similar areas, and always know which way is North.

Tuesday, 7 June 2016

Deep Flame - Uncommon Wondrous Item (Material)

Deep Flame (Uncommon Wondrous Item) In truth this is a naturally occuring crystal, found in regions of the world that stand close to active gates to Fey dimensions. In light, it appears to be a glassy, cuboid or prismatic crystal of deep blue or black colour. Light plays over its surface with a strange labradorescence, and its shadow is oddly morphic, having no real relationship to the shape of the piece casting it.

In darkness, how the crystal appears depends on the one seeing it. Creatures without dark vision see nothing but the darkness. However, those with darkvision see that the crystal emanates bright light, the radius of this being a product of its size.

As a general rule, for every 1 inch diameter of crystal present, it emits bright light in a 2ft radius, and dim light for 1ft beyond.

This crystal is highly prized by many subterranean races for illuminating areas – usually for cosmetic effects, though others make use of them as signals, boundary markers, and in combination with certain other spells and effects, defensive items. 

 

Saturday, 4 June 2016

Harsh Weapon - Uncommon Weapon (Requires Attunement)

Harsh Weapon (Uncommon Weapon; Requires Attunement): It is unclear who made these items or when. They are occasionally seen in the hands of adventurer's who like to live dangerously, or being used by unfortunates in pit fights they are not intended to win. They are fairly common in the markets of the Crystal Villa, and it is rumoured a large number began to appear in the hands of some Alliance soldiers during the Aelwyn wars.

Any kind of weapon can be a Harsh Weapon. All appear largely unremarkable, apart from having an objectively significant crack or split in them. However, when attuned to their wielder they bestow the following benefit and curse;

  • When the wielder hits a target with the weapon, it rolls twice its base damage dice, the additional damage being bane damage.

  • When the wielder misses a target with the weapon, they suffer 5 (1d10) bane damage.

Whenever the weapon hits a target, strange light flares from the crack or split and jags out towards them. When it misses a target, the light flashes back at the wielder with a snarling crackle of power.

Sometimes broken is...good? bad? errr....


Saturday, 28 May 2016

The Sons of the Accursed

Pre-Sundering 3rd Age:  (Standard; golden sunburst, surrounded by ten smaller versions. The main device has an inverted pentacle of red in its middle. Angelic scripts declares “Punishment, Judgement, Obedience”; Other symbols include broken swords, and a sigil very similar to the Helldazzlers “Final Sun”, only rendered in black and gold/copper).

Order of tainted Solumite Paladins who embraced one of the shattered God’s more brutal aspects. They are utterly remorseless  in their pursuit of “evil” entertaining a view that any kind of love for something other than their God is heresy, and proof that the individual must be cleansed by the “Sun’s Kiss” (fire or radiant energy). All have been blessed with unnatural strength and resilience. They ride huge mounts of silver, and both paladin and mount wear thick, heavy plate, inscribed with solumite script. All bear Vothniir swords, often blessed to deal additional fire and / or radiant damage, and all speak the primal language of Law.




Picture from http://majesticchicken.deviantart.com/art/Chaos-Warrior-177623541
Pictured: "Lawful Good"



The order’s leader is High Lord Azlan, a being of cold, angelic beauty that rules from the white stone keep of Alar’Eatheria – built in what was once the Cyranoch Valley in Mid Fey.

The Order has a chapter of Witch Hunters, who routinely help "purify" towns and hunt "witches". In truth, for every genuine nest of evil they destroy, they eradicate tens of innocent settlements and hundreds of innocent souls.

Post Sundering:
The evil nature of the surviving Son's manifested, and they became daemonic reflections of what they supposedly were. The Order was officially dead, but bands of "brothers" still stalk the land, seeking to wipe away the taint of the invading dimensions and to establish their Brutal God's doctrine.

Taking of Lumor
: The Sons were one of the most active groups seeking to take back the Holy city, and held it a number of times. Each victory would be celebrated with the ritual purification by fire of the "heretic" Each occupation was short lived however, as normally unassociated orders would join together to drive them from the site - often then turning quickly on each other.

Sword of the Son (Very Rare Weapon; Requires Attunement)
Forged from Gothniir, and inlaid with runes of solar power, these blades can only be wielded normally by those with at least Strength 18, and Dexterity 13 (others suffer disadvantage on their attack rolls and damage rolls). Their base damage is 2d12 slashing, They have the Heavy property, and are Large weapons. In addition, they have the following properties when wielded by one to whom they are attuned.

* +2 to attack and damage rolls
* On any damage roll of 12 on the weapon dice, it is rolled again. This continues until an 11 or less is rolled
* Brutal 2 (re-roll damage results of 2 or 1).
* The weapon strikes as if it were alchemical silver and radiant damage (though its actual damage type remains unchanged)

Wednesday, 25 May 2016

Grimslake - Large Monstrosity - (CR 6)

This beast is from Pathfinder and is in their SRD. I've never used them, but can see multiple ways they could be put in a wide variety of scenarios. To this end, I've converted it to 5e!

And you thought Vine Weevil larvae were bad....


Tuesday, 24 May 2016

Powerful Rewards for Epic Difficulty

So, the following is cut and pasted from my notes for tonight's game.  As you can guess from the power of these items, things in that campaign regularly get hilariously tough, and indeed, are only going to get tougher as they try to track down and lay to rest the legendary Lich Gimble Brandersnatch (I was 15 when I named him - he's been a pain in the universes side for 27 Earth years). 

Long time readers might wonder what these guys are up to, and the answer is, moving towards the ultimate conclusion of their story's. Once the Lich is (hopefully) defeated, and the four major rogues guilds of the Northern Republic united under Llewellyn's rule, the party are going to be facing their final, and most epic, deadly and nigh impossible task yet - a task that will be taking them beyond 20th level in 5th Edition, and will let us test the DMG's suggestions, as well as some popular rules off the GM's Guild site. 

Anyway, here is the first ten minutes of tonight's game...

*    *    *

In recognition of their role in saving the people of Lorehaven, all those involved in destroying the necrotic anchors are publicly rewarded. All receive a platinum and electrum medal, forged by the artisans of the Bardic College, as well as the title of “Guardian of Lore”. The group however, not only neutralised two of the anchors, but slew the Thorynrr Death Knight, Ulshebb “The Spite”, as well as his retinue of Bloodletters.

In recognition of this, and the fact that the group are seeking the ones behind the attack, the city has agreed to give them three of its sacred treasures. These are;

Thundersinger's Gorget (Legendary Wondrous Item; Requires Attunement by an individual that can use Warforged Components) Long believed to be an uncomfortable, heavy gorget, recent research in light of Veteran's reactivation has shown it to be an item forged by ancient Guild Artificers, intended as a weapon. Attaching to the throat of the user, it allows them, as an action, to emit a silent scream of devastating sonic energy, forcing all creatures in a 60ft cone to suffer 105 (30d6) thunder damage, half if they make a Constitution saving throw (D.C. = 8 + the user's Constitution modifier + the user's Proficiency modifier). Creatures that fail their save by 5+ are also deafened until cured. Once this power has been used, it cannot be used until 24 hours have passed.

Naturally this deadly item is given to the Veteran.

Holo-Stract (Legendary Wondrous Item; Requires Attunement) Another ancient Guild item, this thing resembles a large cabochon onyx, with a number of crystalline lenses set around its curve. As an action, it can be activated, and thrown up to 30ft away. Once it hits the ground, it creates a perfect illusion of the one that is attuned to it. This illusion has all sensory components, and lasts either until 1 hour has passed, it is dismissed by the Holo-Stract's user (a bonus action), until it takes 100 hit points worth or damage, or until it is disbelieved (D.C 18 Intelligence saving throw). The illusion can be made to perform specific tasks by the owner (changing these is a bonus action), as long as they are within 100ft of it, and the illusion can wander up to 30ft from the Holo-Stract itself. The main use of this item seems to be as a lure or distraction tool.Once activated, the Holo-Stract cannot be used for 24 hours.

This item is given to Llewellyn.

Lifelight Torch (Legendary Wondrous Item; Requires Attunement) The origins of this item are unclear, as it has been in Lorehaven's vaults for long and long. The artful craftmanship and beautiful design however, would suggest it is another guild item that escaped confinement in the legendary void vaults. Resembling a sconce of tempered electrum and silver, studded with fire agates, diamonds, sunstones and rubies, it is crowned by a cluster of what seems to be ever smouldering embers. These embers shine with an argent fire, and cast bright light in a 60ft radius (dim light for another 30ft beyond that). The torch has a number of uses;

  • It can be used as a melee weapon (attuned user is automatically proficient) that grants a +2 bonus to attack and damage rolls and inflicts 2d6 bludgeoning and 2d6 radiant damage per hit. As a weapon, it is considered to be made from both silver and cold iron.
  • The torch has 5 charges. At noon each day it regains 2 (1d4) charges. These can be used to manifest a number of abilities (activating each is an action unless otherwise noted).

1 charge: Silver flames surround the torch and for the next 10 rounds it inflicts an additional +10 (3d6) fire and +3 (1d6) radiant damage per hit. Furthermore, it scores a critical hit against undead, creatures from the plane of shadows and daemons of all kinds, on a natural roll of 19 or 20. Activating this ability is a bonus action.

1 charge: The wielder may hurl a blast of radiant flame up to 200 ft away. It explodes in a 20ft radius blast, inflicting 21 (6d6) fire and 21 (6d6) radiant damage to all creatures within. A D.C. 17 Dexterity saving throw is allowed to halve this damage, though undead, daemons of all kinds and creatures from the shadow planes suffer disadvantage on this.

2 charges: The wielder may cast a Greater Restoration spell

2 charge: The wielder may cast a Heal spell (70 hit points)

5 charges: The wielder may cast a True Resurrection spell.

If all the torches charges are used, it becomes inert and loses all magical abilities and properties until it regains at least 1 charge. Furthermore, at noon each day, when it would regain a charge, if it is not exposed to direct sunlight, it must roll a d20. On a 9 or less, it does not gain any charges that day, and must wait until the following noon.

This item is given to Ormid.

Friday, 20 May 2016

Death Shard (Medium Elemental) - CR 5


Closest thing I could find - surprising lack of "death shard" pictures about!

4th Edition's Monster Manual II introduced the so called Chaos Shards, sentient shards of condensed energy. The Death Shard is one I have converted, mainly because they are exactly the sort of thing the Dwaer'Syth would summon to guard their secrets....and I'm running a game with the Dwaer'Syth in it....

Enjoy!

Saturday, 14 May 2016

Thanagorim (Death Giant) - Huge Giant - CR 17

Another epic level foe for your uber characters to deal with, the Death Giant was yet another of those 3.5 / 4e monsters on my "I need to use those dudes" list, that I never got to use. In my games, they are Adaric Giants who were once like the Adrai (Adrai'Gigorim or Storm Giants), but who fell victim to some kind of magical mishap - probably of their own making - and became the vile soul feeders they are today.

Rare in the extreme, some tribes have struck pacts with the Cold Lords of the Divenei Velonai mountains, as well as the Order of Ravens. Still others live in secret covens, hidden from the world. Most however have fled the physical plane, to dwell in their own fuliginous cities.

Anywho, here you go!

/r iamverybadass


Thursday, 12 May 2016

Death Lance - Rare Weapon (Requires Attunement)

I first remember reading about these things in Homeland, and then in Drow of the Underdark. The PUG are going to be tangling with the Dwaer'Syth soon (my world's drow), so I converted them to 5e so I could make sure their horror goes on. Here are the stats.

image at http://www.trollandtoad.com/p115022.html
Not exactly how I imagine it, but the closest I could find!


*    *    *

Dwaer Death Lance (Rare weapon. Requires Attunement)

This +1 (+1 bonus to attack and damage rolls) Lance is made from foul, mottled metals, and inflicts +4 (1d8) Necrotic damage per hit. On a critical hit, the Lance inflicts an additional 17 (5d6) Necrotic damage and the target gains 1d2 levels of Exhaustion (D.C. 16 Fortitude save allowed to halve the additional necrotic damage and to avoid accumulating exhaustion)

Saturday, 7 May 2016

Ring of Gathering Momentum - Rare Ring (Requires Attunement)

Ring of Gathering Momentum (Rare, requires attunement): These rings are typically spun from magically thickened mercury, and were originally created by the Synd'Aelwyn of Aeldas'Salviras, during their early wars against their kin in the Age of Loss, during the first exile.

An individual that is attuned to this ring finds that their initiative improves by 1 at the start of each round of combat. Furthermore, 1/short rest, the wearer can inflict additional damage with a single melee attack equal to the number of rounds that have passed up to that point (so an individual in round 5 of a battle would inflict +5 damage).

Thursday, 5 May 2016

Salt Mephit (Small Elemental) - CR 1

"Ak! Urgh! Oh GODS I hate these guys!"
- Me on encountering Salt Mephits in DDO

There are many, many types of Mephits (and Mephlings if you are a 3.0 / 3.5 type player), and as a rule they are all horrible. In DDO, you will battle countless Mephits at almost every level of play. You will grow to hate them. 

Pictured: Bastard


However, out of all the Mephits I encountered in that game, none had me roaring in fury more than the horrible Salt Mephit. Admittedly, in that game they could blind you, which always sucked. However, their D&D stats hardly made them any less monstrous, especially given their low CR (in both earlier, and as it happens, this edition). 

Anyway, it's time to make your players feel the pain. Enjoy.




Wednesday, 4 May 2016

Glitterdust - Level 2 Conjuration

Glitterdust
Level 2 Conjuration

Casting Time: 1 Action
Range: 130 ft
Components: V, S, M (mica dust)
Saving Throw: Dexterity (negates blindness)
Duration: 5 rounds


You conjure a cloud of sparkling motes, which stick to everyone and everything within a 10ft sphere.
Creatures affected by this spell are blinded unless they make a Dexterity saving throw for the duration of the spell. All creatures have disadvantage on Stealth checks, and all invisible items and creatures in the area a re outlined and become visible.

At Higher Levels: When you use a spell slot higher than 2nd, the spells area increases by +5ft and its duration increases by 1 round for every level higher than 2nd it is.

Spell Lists: Artificer, Bard, Sorcerer, Wizard 



Save Failed vs Sparkly...