Using My Monsters

Saturday, 31 January 2015

A Creepy Extra Power for your Wolf-In-Sheep's-Clothing

This power might be useful if you have a seasoned band of players, who are definitely not going to fall for the old "Oh, it's just a rabbit or some lost gold on a tree stump" ruse. It's also quite creepy to have a wet, sticky tentacle suddenly leap through the air and yank your poor PC towards a yawning, toothy maw, gaping suddenly in the side of a "tree stump".

ADDITIONAL POWER:


Some Wolf-In-Sheep's-Clothing can extrude adhesive tendrils from around their bases, which can be fired off to bring in more distant prey.

BONUS ACTION; Adhesive Tendril: One target within 15' of the Wolf-In-Sheep's-Clothing must make a D.C. 10 Dexterity saving throw or be hit by the tendril. Such characters must make a contested Strength check with the Wolf-In-Sheep's-Clothing, or be pulled into a square adjacent to it. The Wolf-In-Sheep's-Clothing gains advantage when making this contested check.

Friday, 30 January 2015

Wolf-In-Sheep's-Clothing CR 5 (Small Monstrosity)

Weirdness...and one that just had to be done!

Wolf-In-Sheep's-Clothing
Small Monstrosity (Unaligned)
------------------------------------------------------------------------------------------------------------------
Armour Class: 14 (Natural Armour)
Hit Points
: 103 (23d6+23)
Speed 10'; Forestwalk
-----------------------------------------------------------------------------------------------------------------
STR 16 (+3) DEX 8 (-1) CON 13 (+1) INT 3 (-4) WIS 8 (-1) CHA 4 (-3)
-----------------------------------------------------------------------------------------------------------------
Condition Immunities: Blind, Prone
Senses: Tremorsense 30';Passive Perception: 9
Challenge: 5 (1,800 XP)
------------------------------------------------------------------------------------------------------------------
 
False Appearance: The Wolf-In-Sheep's-Clothing cannot be distinguished from a tree stump when examined closely.

Innate Spellcasting: The Wolf-In-Sheep's-Clothing can cast the following spell without the need for material components;

At-Will: Phantasmal Force (save D.C. 15).

The Wolf-In-Sheep's-Clothing uses this to create the illusion of something small and attractive to potential prey, in order to bring them in close enough to strike at them by surprise. They innately "know" that small game, a gleam of golden light or similar can bring most prey close enough to attack.
-----------------------------------------------------------------------------------------------------------------
ACTIONS
 

Multiattack: The Wolf-In-Sheep's-Clothing makes one Bite attack and up to three Root attacks.

Bite: Melee weapon attack, Reach 5', +6 to hit, one target, Hit: 21 (4d8+3) piercing damage.

Root: Melee weapon attack, Reach 5', +6 to hit, one target, Hit: 9 (1d12+3) bludgeoning damage and target must make a D.C. 14 Dexterity or Strength save or be grappled. Grappled characters suffer an automatic 9 bludgeoning damage at the start of their turns, and the Wolf-In-Sheep's-Clothing has advantage on its Bite attack against them. A grappled character may repeat their saving throw as an action, and at the end of their turns, in order to try and escape. The Wolf-In-Sheep's-Clothing may have up to three medium target's grappled at once, although it can no longer make a Root attacks if this is the case. 


::EDITED 31/1/2015 - Just changed some of the text to make it clearer what this monster can do, and changed the "Branches" attack to "Root", because it sounds considerably less lame.  

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.