Using My Monsters

Sunday, 10 December 2017

A Quick Note About the Older Content

So, you may know that Photobucket pulled a major asshole move earlier this year, and made it so that older links for non-paying customers went dead. I have no intent of paying Photobucket, and unfortunately, a huge amount of the older 4th Edition stuff was held there. This means that if you go to those pages, you are likely to find a Photobucket splash page rather than the stats you wanted. 

I really don't have time to go through all the pages and to sort out those that are broken from those that aren't and so, have got rid of the indexes for the older stuff. You can still access it via the links on the right, but the main index page is no more. 

Obviously, if you go there and find something you like but cannot see, drop me a DM, and I'll find the missing thing and send it to you!

Saturday, 9 December 2017


Ello ugly! Iz been asked te tawk about ‘ow Gorgy weapons iz da bestest, an’ to show you lot, ooh makes da bestest wepuns! So, ‘fore I start, any quest….”
- Yongob’s first and last lecture about Gorgoth Weapons

Please note: Although a cost is given for each weapon, it is rare in the extreme that anyone sells or wants to buy them. Most that come into use by adventurers are taken from the corpses of the greenskins they kill. However, its an infinite universe out there, and its better to have the costs and not need them, than need them and not have them!'s+Orc+Shield.jpg
Yongobb was unavaiable for further inquiries...

Gorgoth Stabba’ - Martial Weapon
Little more than a heavy, long, sharp tipped piece of steel, crudely drawn into a blade, and attached to a poorly balanced handle, this thing is still capable of dealing some serious damage in the right hands.

Cost: 2sp
Damage: 1d8 piercing
Weight: 8lbs
Properties: Brutal 1, Heavy

Gorgoth Bow – Martial Weapon

This bow appears crude and unwieldy, with its thick bowstring and patchwork construction. However, with practice and a strong arm, it proves to be an effective, if relatively short range bow weapon.

Damage: 1d10 piercing
Range: 100/220
Weight: 5lbs
Properties: Ammunition, Brutal 1, Heavy, Two-Handed

Gorgoth Massive Bow – Martial Weapon

This bow is stupidly heavy, making even heavy crossbows look light in comparison.

Cost: 35gp
Damage: 2d6 Piercing
Range: 150/450
Weight: 25lbs
Properties: Ammunition, Brutal 1, Heavy, Two-Handed, Unwieldy (Str 16)

Gorgoth Spiky Fists – Simple Weapon

Imagine heavy gauntlets of the crudest manufacture and a cestus had a baby. That horrible offspring is what these are – heavy curved plates of steel, with nails and burrs protruding along their leading edges…

Cost: 1gp
Damage: Unarmed +1d6 piercing
Weight: 4lbs
Properties: Heavy, Unwieldy (Str 14)

Some Notes on Gorgoth Ammunition

Bum Arrers: Gorgoth sometimes smear faeces on their ammunition, forcing those wounded by them to make a D.C. 13 Constitution saving throw. Failure indicates they contract Sewer Plague (or another disease at the GM’s wish).

Poisoned Arrers: Gorgoth witch doctors brew a number of poisons. One of the most common is applied to ammunition, and forces the target to make a D.C. 13 Constitution saving throw, failure indicating that they suffer an immediate 3 (1d6) poison damage, and, at the start of their next turn, another 3 (1d6) poison damage.

Another common poison they use is what they call Mad Biter; a sticky resinous poison that smells faintly of spilled beer, and which forces those hit by it to make a D.C. 14 Constitution saving throw. If they fail this, they become Poisoned for 1d6 rounds, and whilst poisoned, attack the nearest creatures to them each turn with crazed abandon. Creatures under the effects of this poison always use melee attacks, and attack until either taken down, there is no one else left to kill, or until the poison wears off. Those recovering from the effects of this poison after suffering its effects for their full duration accumulate +1 level of Exhaustion.

New Weapon Property

Unwieldy: Characters who’s strength is less than the specified amount suffer Disadvantage when making attacks with these weapons, due to their poor balance and great weight.

Wednesday, 6 December 2017

Glowing One - Medium Humanoid (CR 4)

I'm playing Fallout 4 at the moment, and have been thoroughly enjoying the post nuke mutants and monsters. I also own some good old Gamma World stuff, and have decided to do a few conversions for 5e.

Glowing Ones are a variant of the Ghouls found throughout the Wastelands, and are individuals who absorbed particularly huge amounts of radiation. They are particularly notorious however for their ability to unleash a burst of radiation which not only damages the non-mutated close by, but which bolsters allied mutants and actually reanimates the dead! Even worse, these things continue to emit dangerous energies even when slain...

...So, yeah, enjoy!

Wednesday, 22 November 2017

Nullstone Gargoyle - CR 6 (Medium Construct)

Obviously this is the Wizards of the Coast's IP
Was looking for something with a slightly different mechanic for one of my current games, and whilst flicking through Gatherer came across this. The result was the following....

Tuesday, 21 November 2017

Getting Drunk, Very Drunk and Dead Drunk

So, if you clicky on the link below you will find a .pdf holding a bunch of my house rules for determining intoxication, its impact and duration. There are also some new feats around booze and boozing, and an updated version of the play test condition, Intoxicated. Enjoy!

(Caveat: This is in no way supposed to make light of the serious issue of addiction or intoxication. Trust me, my real world work puts me face to face with the grimness of that on a daily basis. This is intended to give DM's  some fairly simple rules for keeping track of drunkenness, and players some extra options). 

Monday, 13 November 2017

Some More Epic Boons

The Ormid game has now passed level 20, and they are getting to pick Epic Boons (if they want) when they go "up a level". They are about to enter a Beholder hive to face a Hive Mother and her children, all in the hopes of locating a Chrono Portal with which to use an ancient Chrono Key, which was left for them by persons unknown (and which is probably a trap).

Yes, the power level is insane, yes, the combat is insane, no I am not struggling to challenge them at all, and yes, yes YES, it is a huge amount of fun!!!

I know a lot of groups despise ultra high level play. I never have, and indeed, love the ability to throw the characters into time and plane spanning plots involving Gods, elder daemons, angelic armies, elemental plots and technologies that were banished for their universe consuming dangers. I also love seeing characters that once paled at lowly Gorgryn, facing off against hordes of mind dissolvingly deadly enemies, and just love how insane and overpowered it all gets...

And so, the Boons. Epic Boons are a way that characters can continue to expand their power once they hit level 20, and are in the DMG on pages 231-232. I know they are not many folks cup of tea, and I know that many of you will read this and have a small internal meltdown.

That's cool, this isn't for you.

However, some of you are probably after some extra boons, and well, you are in luck!

Here are a few I made for my campaign. There are many more, but hey, they can appear later.


One little note. I do think that any epic boons should change the characters appearance and / or demeanor. These are little slices of Godhood, and mortal forms cannot hold them. It is only logical that your character will develop some clearly supernatural change because of them. For example, if you chose Crimson Determination, you may gain extended eye teeth and sullen, glowing red eyes which flare brightly when enemies bleed before you, or you may gain strange metallic growths or plates when you attain the Fortified Form boon.

You may be epic level if the Gnarrak have floaty crystals...

*     *     *

Crimson Determination (Epic Boon)

You have advantage when making attack rolls against living enemies that are at 50% or less of their total hit points.(This is a conversion of a 4e power found in Dragon Magazine 393)

Impressive Oration (Epic Boon)

You have advantage on all Charisma (Diplomacy), Charisma (Performance) and Charisma (Persuasion) checks. If you roll less than a 15 despite this, you are considered to have rolled a 15.

Fortified Form (Epic Boon)

You gain 50% Fortification*. You may choose this Boon more than once, each time increasing your Fortification by +25%. You may increase your Fortification to an amount over 100%.

Dolorous Blow (Epic Boon)

You consider an enemies Fortification* to be 50% less than it is. You may take this boon multiple times, each time increasing the amount your ignore by +25%. You may increase this value to an amount over 100%.

Devastating Critical (Epic Boon)

When you score a critical hit against an enemy that does not possess Legendary Actions or Abilities, they must make a Constitution saving throw (D.C. = 8 + Your Attack Modifier). If they fail this saving throw, they are slain. Once you have used this power, it cannot be used again until you finish a long rest.
You may choose this boon more than once, each time allowing you to use it one more time between long rests. However, this boon cannot fill more than half your choices of epic boon.

You are almost certainly epic level if Wayne Reynolds is painting you...

Entropic Strikes (Epic Boon)

Your attacks are now imbued with the power of entropy, and inflict +5 (1d10) necrotic damage.

Celestial Strikes (Epic Boon)

Your attacks are now imbued with the power of the Relucent Planes, and inflict +5 (1d10) radiant damage.

Bane Strike (Epic Boon)

You may expend your reaction when hitting an enemy with an attack or spell, to convert the damage into the Bane form of that damage. Once you have used this power, you cannot use it again until you have had a short rest.

* Fortification is a house rule, based on an old 3.0 / 3.5 mechanic. In my 5e games, Fortification is a percentage chance that a Critical Hit scored against the target is reduced to a normal hit. It is something we all quite like, and I include these Boons here in case you use something similar, or want to start. Again, not for everyone - many may think its a "Gotcha!" ability, and I kind of agree - except many spells, items and abilities in my home game grant players Fortification too!

Sunday, 5 November 2017

A Few Items I Posted on D&D Beyond

I am loving D&D Beyond, and although most of the custom stuff I have put on there I have kept private, I have published a few. Here are the links to those items. Enjoy!

Friday, 3 November 2017

Hell Knight - CR 12 (Large Fiend)

Goddam I loves me some Doom. Ever since I first saw it playing on my mate's PC back in the mid 90's, I have played almost every version of the video game imaginable, and I have loved them all (yes, including Doom 3).

Anyway, the Hell Knight is a staple of the game; a towering juggernaut of tense flesh, roaring mindless fury, and horrible screaming pain. They have gone through a few iterations, with some lobbing bolts of plasma at enemies and some not, but I must admit, I think the scariest are the ones from Doom 2016 - ferocious, merciless, resilient and fast !

So, as I didn't get chance to post a Halloween monster or article, here are my stats for the Doom 2016 version of the Hell Knight....ready to drop in amongst your players....

I am Hell Knight, hear me roar! I'm the daemon you can't ignore!!!

Friday, 27 October 2017

Pistol Wraith - CR 18 (Medium Undead)

Another monster from the amazing Monsternomicon - which is currently part of a Humble Bundle BTW - the Pistol Wraith is the undead soul of a Gun Mage, and according to that tome is a foe for high level and epic characters. Firearms, in the late 2nd Age, nearly whole 3rd Age and mid to late 5th Age of my game world are a common thing, and there are those who dedicate their lives to using their favorite weapons in conjunction with magic. Therefore, it seems only right that these things could infest my own - and probably your own - worlds, waiting to shoot their ghostly bullets at would be heroes, and looking utterly kickass too!

Also, as Halloween is upon us soon, I'm going to try and do some spooooooky conversions / new monsters (time, as always, allowing).

This handsome chap is one...


Saturday, 21 October 2017

Nethersoul Shambler - CR 3

There are some who use methods other than the norm to achieve the unholy, and these monstrosities are the result of one such work around. Corpses animated by infernal souls, these foul undead are smart and exude wisps of abyssal flame which consume not the flesh, but the essence of the living. They can use tactics and understand complex orders - well, within reason.

These are actually something I have created for one of my games, and I am looking forwards to seeing how my players handle them. If you are wondering why they are CR 3 and not CR 2, I upped it a bit due to the use of Bane damage in a low level monster.

Happy Samhain!!!

Saturday, 14 October 2017

Screamer Beetle - Medium Beast (CR 1/2)

For those travelling through the desert, the eerie, thin wail of these giant, irridescent beetles is a terrible sound, for it is the herald of a swift, screaming death. 

Another of the monsters from Dark Sun - Shattered Lands, this monster is a psionic bug that can really ruin your day - especially at low levels, when that blast of psionic energy can really hit hard!

Wednesday, 4 October 2017

Dagolar Slime - Medium Ooze (CR2)

These odd little things were found in the old video game Dark Sun - Shattered Lands - an utter classic. They are psionic slimes which resemble grey oozes with human like brains in their hearts, and nerve like tendrils running through their forms. even better, back then, it wasn't uncommon for SSI to publish AD&D stats for their new monsters, meaning I could use these in my own games.

I have, in most editions of D&D done a conversion for these things (and Mountain Stalkers - those guys were badass), and this is my conversion for 5e. I hope it pleases you!

Friday, 29 September 2017

The Alchemy Domain

In my PUG there is a dundorin who knows everything...well, he thinks he does, and although from a power point of view it's not the best idea, he is levelling up from a roleplaying point of view, dipping into various classes to back up his ridiculous claims. This same character has a potion addiction, hoarding them when they are needed, and often drinking them when they are not.

It is probably not surprising then to learn that that Ghaerduun Goddess Dhemiir - Goddess of brewers and alchemists - has taken an interest in him, and that last time they levelled, having raised his Wisdom to the preqrequisite, he has become one of her faithful.

So, a potion obsessed dundorin and an alchemical Goddess...not a good match with the domains out there...


The Alchemy Domain

Alchemy Domain Spells

Cleric Level Spells
1st Create or Destroy Water, Goodberry
3rd Creeping Cold**, Solute Sending
5th Acid breath**, Magnetism**
7th Blood Mantle**, Burning Blood**
9th Transmute Rock, Greater Water to Poison*

Level 1: You gain Proficiency with one of either Alchemist’s Supplies or Brewers Supplies, and one of either Herbalism Kit or Poisoner’s Kit.

Alchemical Attunement: When you use a Potion, you gain Temporary Hit Points equal to your Proficiency Bonus.

Level 2: Channel Divinity: Potion Mastery: When you use a potion, you may expend one use of your Channel Divinity to create one of the following effects.

* Duration of the Potion is Doubled
* Number of Hit Points restored by the Potion is Doubled
* An adjacent ally also gains the benefits of the Potion

Rapid Alchemy: At level 6 You may use your Channel Divinity to transmute any vial of water, wine or similar mundane fluid into any common, uncommon or rare Potion or Alchemical Item. The created item works as normal, but reverts to its mundane form if not used within 1 minute of it being created.

Alchemy Infusion: At 8th level, you gain the ability to infuse your weapon strikes with alchemical energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 acid, fire, lightning or poison damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Divine Alchemy: At level 17 You may use your Channel Divinity to transmute any vial of water, wine or similar mundane fluid into any common, uncommon, rare or very rare Potion or Alchemical Item. The created item lasts 24 hours before reverting. Furthermore, when you consume a potion you gain temporary hit points equal to your Cleric Level + Proficiency Bonus, and gain Resistance to one of the following energy types for 1 minute (your choice); Acid, Fire, Cold, Lightning, Poison.

Tuesday, 26 September 2017

Gun Totem - CR 5 (Large Construct)

In the manifold physical planes that I have created for my D&D games, there is one that holds a curious little world named Damnus by those forced to live there. It is a cursed world, held in the hideous reality warping gaze of planetary planar  corrosives and ancient, dead artifice. When I first started to detail the world, I thought "Deadwood and Dragons", and...well, it's horrible.

Anyway, this thing would fit nicely into that world. Its not based on anything really, other than the idea of a totem being made from old guns, and animated with the souls of slain gunsligers,'s cool!

I hope ye like it!


Monday, 25 September 2017

Two Poisonous Plants

Night Maiden : This low growing herb has dark glossy leaves which are lined at their edges by fine, silvery hairs. From early summer until autumn, it produces small clusters of star shaped, five petalled flowers, each with a cone of bright red or yellow anthers at their centre. The petals are usually dark purple or blue, though white, reddish and even a spotted purple and white variety have been found.

Once the flowers are pollinated, clusters of berries form, ripening from a dark green to a vivid red. These take about three weeks to fully ripen and are often quickly eaten by local birds.

Although the whole plant is toxic, it is the berries that are particularly useful / noxious. The green, unripe berries can be crushed, and their paste (which is very sour) used to make a sharp tea, which is prized for its ability to sharpen one’s senses and keep them awake1. However, the ripe berries can be crushed, and used to make a powerful stimulant that can cause panic and death in those that consume it2.

1: Night Maiden Tea: After 1d6+9 minutes become very alert. Cannot take a long rest for the next 2d12 hours, and gain advantage against effects that cause sleep during that time. +2 bonus to Initiatives and +5ft speed. However, you gain the following flaw during that time: You are quick to assume that things are a danger to you, and will misinterpret even normal sounds and actions as possibly dangerous. You will be on edge, will struggle to sit still, and will become easily panicked.

2: Night Maiden’s Blood: Consumed poison; 1d20 minutes after consumption target must make a D.C. 12 Constitution saving throw. If they succeed they are affected as if they had drunk Night Maiden Tea. Otherwise, they quickly become suddenly overwhelmed by panic, and drop to the floor weeping, screaming and generally act as if they are imminently doomed. Whilst in this state they are Incapacitated. Every round they start in this state, they must make another Constitution saving throw, the D.C. increasing by +1 for every save they have made before. If they fail a save, they loose 1d2 points of constitution (dying if their score reaches 0). This continues until either 1d10 minutes have passed, they die, or until the poison is neutralised. Lost constitution returns at the rate of 1d6 points per long rest, or instantly if the poison is neutralised.

Bitter Milk Fig: A common tree found on many worlds in subtropical swamps, prone to summer drying. They can live for up to 300 year of age, and grow to be almost 100ft tall. They are distinctive plants, that begin life as parasites, draining nutrients from larger trees, before breaking free and supporting themselves. Trees over 5 years of age develop swollen, tear drop shaped trunks with smooth, shiny green bark. At the top of the trunk, long stems grow, each bearing clusters of glossy sessile leaflets. After 20 years of age, they also, once a year, produce clusters of white to creamy yellow flowers, which are born directly from the trunk, and smell strongly of honey and sweaty feet. These are followed by armoured nuts, which are inedible to most, but have a strong, earthy flavour when ground and used as seasoning.

However, it is the milky latex that fills the trunk and leaves of this plant that is valuable. Firstly, if mixed with a mild acid, the latex forms a crude rubber, which has many uses in artifice and engineering. Secondly, the latex is mildly poisonous, those drinking at least a mouthful of it (which is not easy as it has a deeply unpleasant “grassy” taste) having to make a D.C. 10 Constitution saving throw 1d6 minutes later. Failure indicates that until the end of their next long rest, they are impossibly thirsty, and gain the following Flaw: You are overwhelmed by your thirst, and no matter how much you drink, you cannot slate it. When something even slightly potable is in your line of sight, you struggle to concentrate on anything else (can inflict disadvantage on rolls at GM’s discretion), and you must – you must – drink it down, for anything that can stop you feeling as you do, is worth a try...even if it is a risk...

Tuesday, 19 September 2017

Intellect Glutton - CR 9 (Large Aberration)

Holy Hell! Has it really been nearly a month since I last updated here? Sweet Namaea! I do apologise. I have been busy as. However, I hope you think the wait was worth it, for today, I bring you a monster from 4e'a Monster Manual 3, that I never got to use, but really wanted to - an advanced form of the Intellect Devourer that has some really nasty abilities beyond the usual.

My epic (21st level) guys will be facing packs of these tonight, mixed with Chaos Beasts (from 3.0 / 3.5), various Quori and probably a few other nasty psionic monsters, as they are trying to acquire some psionic means of flying, so they can storm a Beholder hive and fly without fear of anti-magic putting them down (I use the "psionics is different" idea in my games).

Anyway, here it is - a much larger, nastier Intellect Devourer the size of a bear, shimmering with psionic energy and shrouded in a fog of deflecting psychic force.


Wednesday, 23 August 2017

Astereater - Gargantuan Aberration (CR 22)

Spelljammer rocked, and that's just a fact. It was an insane mishmash of madness, and featured some of the stupidest and weirdest cirtters in AD&D. I love it, and indeed, have a group running through Discord that is a Spelljamming campaign.

Although that group are a long long way from being tough enough (even in their ship) to battle one of these, I came across it whilst browsing the old Monstrous Compendiums, and thought I would convert it.

Astereaters are debased Beholder-Kin, and float through space with their huge central (and only) eye shut, pretending to be an asteroid. However, as soon as a possible meal comes close enough - CHOMP!!!!


Friday, 11 August 2017

Piecemeal Armours

Right, before we go any further, this is really just me vomiting up something after getting all misty eyed for the old 2nd Edition Piecemeal Armour rules from Combat and Tactics. Its not been playtested, and has not been checked for balance. However, given the additional considerations I've put in, I can't see it being horribly unbalanced.

Ok, so, this is also one of those "Why would I use this?" type things, and again, I'm not saying you should. I like the idea of building a piecemeal suit of armour from scraps you find, and can see how I could use these rules to create "Set Items" like those found in Diablo or similar. I also like the idea of enchanted versions of piecemeal armour, where you might be tempted by dropping some AC to get some properties, without having to completely sacrifice wearing at least some parts of your current armour.

These rules awould also work well for any game where survival and conservation of resources is a theme, allowing you to modify your armour as you find scraps here and there.

Anyway, enough of me babbling on. Here's the rules.

Sunday, 6 August 2017

Masterwork Weapons and Armour

The following are my homebrew rules for Masterwork Weapons. These fine examples of superior craftsmanship are rarely available for sale, but when they are, sell for 200% the normal price.

Masterwork Weapons: These beautifully crafted items inflict +1 damage.

Masterwork Armour: Though they weigh the same as their mundane counterparts, when worn, they are considered to be 25% lighter due to their fine balance and materials. Furthermore, the reduce non-magical slashing, piercing and Bludgeoning damage, the amount depending on the category of armour;

Light Armour: 1 point
Medium Armour: 2 points
Heavy Armour: 3 points.

This stacks with similar reductions from feats or similar.

Wednesday, 2 August 2017

Gloomwing - Large Beast (CR 3)

Firstly, sorry for the slow down of new posts. I have been damn busy, and will probably continue to be for some time, although I have some annual leave incoming, and hope to get some time to write then.

Anyways, as promised, here is what the Tenebrous Worm grows up to be (if it isn't hacked apart by rampaging adventurers of course); a Gloomwing - a ghostly, shimmering thing with warped and flickering wings who's patterns can confuse and distract those that see them.

As far as I know, the Gloomwing first appeared in AD&D 1st Edition in Monster Manual II, and it has had a version in most subsequent versions - though not 5e yet, and I don't remember them being in 4e off the top of my brains...

Anyway, here ya go!

Wednesday, 19 July 2017

Photobucket? Photobuttocks more like...err...yeah

Unfortunately, I have just noticed that a huge amount of the old 4th Edition posts have fallen victim to Photobucket's latest money grab. There is absolutely no way in the Nine Nights that I am going to pay them, so unfortunately, that stuff is gone. If there is ever anything you really want, let me know, as I have it all saved.

Thursday, 13 July 2017

Tenebrous Worm - Large Beast (CR9)

Today we consider the larval stage of the creature who's stats I shall post in the next day or so. Found in the original Monster Manual II in AD&D, these vast, spine-furred caterpillars are native to the Shadow Planes, though they do frequently slip into the Physical Universe. Dwaer'Syth and other deep races may keep them, both for their deadly venom (which can be extracted with the right skill, equipment, and a D.C. 22 Intelligence (Alchemists Kit) or D.C. 18 Intelligence (Poisoner's Kit) check, and because the wings of their adult form can be used to craft a number of magical items and components.

Ah, 1st Edition Art, I do actually, genuinely miss you...

I have used these in game, and they proved to be a good challenge for a well equipped band of adventurers - the poisonous hairs almost claiming one life. I hope you like! Enjoy!

Monday, 26 June 2017

Spelljammer Spells

The Concordance of Arcane Space was one of the tomes included in the original 2nd Edition AD&D Spelljammer boxed set, and amongst many, many other things, contained numerous spells unique to that setting.

I am currently running a 5th edition game through the Discord app with a number of players, and their charcters are about to enter Wildspace. This, obviously, has lead to me having to come up with rules for spelljamming, ship combat and a load of other stuff (I have for example done away with the Crystal Spheres, as they don't fit with my world, the Phlogiston now being a different "level" of the Physical Plane, where distances are warped; an explosive Hyperspace if you will*)

Anyway, I have converted a bunch of spells from this tome, and would like to present them here for you today. Enjoy!

Chill Fire
2nd level Transmutation

Artificer, Sorcerer, Wizard

Casting Time: 1 Action
Range: 30ft
Area of Effect: 120ft radius burst
Components: V, S, M (sliver of glass or ice)
Saving Throw: No
Duration: 30 minutes

This spell only functions in the Phlogiston. When enacted, it reduces the flammable nature of the flow. This enables flames and sparks to be created in that plane without causing an explosion.

At Higher Levels: The duration of the spell increases by 20 minutes for every level higher than 2 the spell slot used to cast this spell is. 

Create Major Helm
8th level Enchantment

Artificer, Wizard

Casting Time: 1 Hour
Range: Touch
Area of Effect: One chair, stool or similar
Components: V, S
Saving Throw: No
Duration: 24 Hours

You temporarily enchant a normal chair, stool or similar, granting it the powers of a Major Spelljamming Helm for the duration.

At Higher Levels: For every level higher than 8th the spell slot used to cast this spell is, it's duration increases by +24 hours.

Create Minor Helm
6th level Enchantment

Artificer, Cleric, Wizard

Casting Time: 1 Hour
Range: Touch
Area of Effect: One chair, stool or seat
Components: V, S
Saving Throw: No
Duration: 240 Hours

You temporarily enchant a normal chair, stool or similar, granting it the powers of a Minor Spelljamming Helm for the duration.

At Higher Levels: For every level higher than 6th the spell slot used to cast this spell is, it's duration increases by +240 hours.

Create Phlogiston Portal
5th level Conjuration

Cleric, Sorcerer, Wizard

Casting Time: 1 action (Ritual)
Range: 300 ft
Area of Effect: 1 portal 200ft diameter
Components: V, S, M (Piece of silver wire wrapped around an Amber)
Saving Throw: No
Duration: 1 Minute (Concentration)

This spell can only be cast at least 1,000,000 miles from a planetary body, and causes a portal to the Phlogiston to be formed, or, from the Phlogiston to the Physical Plane.

A vessel or individual caught in the portal as it collapses suffers 55 (10d10) force damage.

Enhance Maneuverability
5th level Enchantment

Artificer, Wizard

Casting Time: 1 Action
Range: Touch
Area of Effect: 1 spelljamming helm
Components: V, S, M (Vial of wind from either an air world or an elemental air plane)
Saving Throw: No
Duration: 1 Minute (Concentration)

This spell allows the targeted helm to provide enhanced maneuverability to its ship. For the duration, the helmsman currently attuned to the affected helm has advantage on all Helm Checks

 Enhance Rating
3rd level Enchantment

Artificer, Wizard

Casting Time: 1 action
Range: Touch
Area of Effect: 1 Spelljamming Helm
Components: V, S, M (Small ivory arrow)
Saving Throw: No
Duration: 2 (1d4) rounds

You imbue a Spelljamming Helm with energy, allowing it to briefly work more efficiently. For the duration of the spell, it provides +2 SR.

At Higher Levels: the duration of this spell increases by +2 (1d4) rounds for every level higher than 3rd the slot used to cast the spell is.

Locate Phlogiston Portal
2nd level Divination

Sorcerer, Wizard

Casting Time: 1 Action (Ritual)
Range: Personal
Components: V, S, M (Conch Shell)
Saving Throw: No
Duration: 1 Round

On casting this spell you become aware of the location of every Phlogiston Portal within 2d10 days flight. On average 1d4 portals will be located.

* In my games Spelljamming helms that function in space do not necessarily work in other dimensions,the energies of those planes - for example, the Shadow Planes, natural choices for a Hyperspace type realm otherwise - disrupting the flow between the helmsman and the helm. There are however, modified helms that function in planes, so we still get Githyanki scouring the Astral Seas in their spelljammers, and some will work in both the Physical Plane and other dimensions. However, this means we still have a place for the Phlogiston, a realm that is simultaneously a part of the physical plane, and which acts like a shadow plane, reducing vast distances to much smaller ones.

Friday, 16 June 2017

New Player Race - Ghovian (Giff)

Yes - those Giff!
I'm about to launch my Discord "Daily D&D" 5e group into Wildspace, and the captain and first mate of their ship are Ghovians - the race known officially as Giff. 

Now, I know that I have often complained about the over abundance of anthropomorphised animals in D&D (apart from the Fey Corgi, 'cos damn, those things are cute), and as a general rule, I still shudder each time a new "Ratman" race or *shudder* "Cat People" race gets vomited up. However, the Giff had a cool background, and outside of Teenage Mutant Ninja Turtles weren't overused or totally trite.They also fit very well with the madness of Spelljammer, and so, they made the cut and are found in my games. 

Cut to the current game, and I wanted to ensure that I had a based on which to design the NPC's of this race, and, should a player lose their minds and want to play one, stats to cover that. 

And it is those that I want to share with you now. I hope you enjoy!


Ability Score Increase: +2 Con, +1 Str

Age: Ghovians age at a slightly faster rate than humans, and tend to live until their mid to late 50’s.
Alignment: Ghovian’s come from very ordered societies generally, and tend to lean towards lawful alignments.

Size: Ghovian’s stand between 7-10ft tall, and have a bulk about four or five times that of a human. As such, they are large creatures. Their reach is 5ft.

Speed: Your speed is 30'. Ghovians also have a Swim Speed of 15’

Magic Resistant: Ghovians may re-roll a saving throw they have failed against a spell or other magical effect. Once they have used this ability, they cannot use it again until they have taken either a short or long rest.

Hold Breath: Ghovians can hold their breath 5x as long as other creatures.

Head Butt: There is no such thing as an unarmed Ghovian, for they may make a melee attack with their heavy heads. They are proficient with this attack, and it inflicts 1d8 bludgeoning damage. If they hit the target by 4+ more than was needed, the target must make a Dexterity or Strength saving throw (their choice; D.C = 8 + Ghovian’s Strength Modifier + Ghovian’s Proficiency Bonus), or be pushed 5ft and knocked prone.

Martial Weapon Proficiency: Firearms: Ghovians are trained from birth to understand how to maintain and fire firearms, and as such are proficient with them

Saturday, 3 June 2017

Malboro - CR 17 (Huge Aberration)

Out of all the Final Fantasy monsters there are, my absolute favourite is the Malboro. I think they scratch the same itch as Beholders and their kind (and indeed, in my game world are a kind of cheldean abomination). Anyway, here is my 5e take on them. It HEAVILY uses the conditions I detailed HERE, so make sure you have a copy of that if you decide to use these things. 

Hope you like. Enjoy!

Sunday, 28 May 2017

Weapon Enhancement Oils

here are a few new consumable magical oils to add to your collection. They all grant abilities related to various house rules (all explained somewhere on here, but also fully explained in the document)

Monday, 15 May 2017

Worker Android - Medium construct [robot] - CR 1

2019 will see the 30th anniversary of my first ever game of D&D as DM, and my players and I (many of my players were there for that fateful game - the one where I pitted 20th level characters against...a single Troll) are hoping to organise a special weekend game to celebrate the thousands of hours of fun and death we have shared together.

To do this, I am converting the 1st Edition module S3: Expedition to the Barrier Peaks to 5e, with the hopes of running it over a weekend. I'm still doing the ground work - converting monsters and items, and I thought I would share the stats for one of the monsters from that module - the Worker Android.

I've done my best to keep the vulnerabilities outlined in the original, and have tweaked it to better fit in with the more modern mindset. All in all, I am quite pleased. Hope you are too!

Monday, 8 May 2017

Ethereal Slayer - Medium Monstrosity (CR 7)

"We were just sat there, trying to negotiate a deal with Abbeth when suddenly, without any kind of warning, the air behind and above him warped and shifted and...this....thing...came through and grabbed him. It was like a spider and a lobster had the child from Hell, and it leaned into our world from wherever it came from, hauled the crime lord up, and retreated back, taking him with it!
"Then, the air just fixed itself, and it, and Abbeth were gone.

"All in all, probably the best outcome for our meeting really." 

- "Nighthawk Jimmy", Rogue

Ethereal Slayers are found in 3.0's Monster Manual II, and are monstrous hunters that lurk in the Border Ethereal, waiting for prey to come "close" in the physical plane. They then drop into that reality, grab them, and retreat back to their own universe with their prize. 

Anyway, I statted these up for one of my games and thought I would share. Enjoy!

Sunday, 30 April 2017

Reaperthorn Scarecrow - Large Construct (CR 9)

In my PUG, the "heroes" are currently trapped in a fey dimension, and are tangling with cannibal aelwyn / plant folks so terrible, that they have been cast out by their own foul kind. Leading this group is a potent witch, and she has learned how to animate the deadly thorned plants known  as Reaper Thorns, creating shambling, razor taloned constructs known as Reaperthorn Scarecrows.

We left the last game here....the Scarecrows aint' doing too well!
I thought you might like the stats for these things, as I must admit, I rather like them (don't be fooled by the screen grab, these things have been kicking arse - the last round was almost all spent with folks healing or gritting their teeth). 

Saturday, 15 April 2017

Dwemer Sphere - Medium Construct (CR 5)

By way of an apology after a period of poor posting regularity (no excuse - been playing a lot of ESO when I should have been writing D&D stuff), I thought I would post the stats I did for another Elder Scrolls staple - the Dwemer Sphere.

God, I hate these things so much, and invest in stealth heavily as much to avoid having to face these armour plated douchebags as anything....

...However, they are cool, and my hate for them only reinforces the need for them in D&D, you know, to upset your players....

Irritating - like a thrush infection


Anyway, enjoy. Oh, and if you haven't played any Elder Scrolls games....why?

Thaniir Ancient (Huge Fey Plant) - CR 25

The Uld Thaniir is the strange tree God of the Tal'Mir; a race of feral, plant infused aelwyn, similar to the Syra'Syth Aelwyn of Arbel'Verdaniss - though more savage and given to using poisons and torture to change natural creatures into horrific servants and guardians. The Tal'Miri Forests that are home to these creatures (which dwell in Synnok, a fey dimension of 13 sundered realms...ah, you don't need to know this do you); are a vast, wild realm of luminous Glymwoods, Fey Candles and other strange, magical trees, and as a result, they are scattered wildly.

To help them stay in contact with their deity (who resides deep in the Forest in the Court of Thornheart - Tal'Jonde), the Uld Thaniir sends fragments of his essence out, which create the vast Thaniir Ancients; Treant like beings that defend Tal'Mir settlements, and relay the word of their God to the people.

Art is not my work. Artists' credits on picture.
This, but with more animal skulls, blood and stained rune stones around it.

My PUG have managed, mercifully, to avoid contact with any real Tal'Mir entanglements (although that is about to change most likely), and so, have not been close to one of these things (which would annihilate them in a round or less).

In your own games, an Ancient would make a great end boss for adventures centred around dark druidic cults, aelwyn (elven) attacks or anything of a similar nature.

Saturday, 1 April 2017

Hoarvor - CR 2 (Small Beast)

Another Elder Scrolls monster, the Hoarvor are some kind of tick / beetle thing that tends to lurk in dark, unappealing places, just waiting to gross you out as your light falls on their damp, brain-like shells.

According to the Elders Scrolls wiki, they are actually a mutated giant tick, notorious for draining the blood of drunkards unlucky enough to draw them to them whilst unconscious, and leaving them cold and dead for the morning watch to find.

This naturally makes them awesome, and so, in need of a 5th Edition version.

And as if by magic, a...Oh crap! What is that...?!

Monday, 27 March 2017

Dwemer Spider - Small Construct (CR 3)

I have been playing a LOT of Elder Scrolls games over the last few months, including Skyrim and Elder Scrolls Online: Tamriel Unlimited, and one of the things I love about that universe is that fact that the Dwarves (or Dwemer) are a dead race, and that their ancient technology is both badass and scattered across the world. One of the more common Dwemer minions you encounter in these games are the Dwemer Spiders; scuttling, metallic things that have ripping talons and brutal lightning based attacks. Although not all are created equally, I have statted up the most basic version; a foundation from which to build more potent and sophisticated versions.

And I thought I would share it with you all!


Obviously The Elder Scrolls and all that belongs to Bethesda, just in case you thought I had, you know, single handedly created that franchise :D

Sunday, 26 March 2017

Dwaercraft Items and Decay - Houserules and New Items

Ever since at least 1st Edition, the drow (or Dwaer'Syth as they are in my games) have been masters at binding the strange and subtle energies of their subterranean home world to certain metals and other materials, in order to craft potent weapons and fabulous armour. It has also always been a fact that these items, once removed from that environment (or in some editions, once exposed to sunlight) begin to decay.

I've always liked this rule, as it meant I didn't have to worry too much if the group got their hands on their enemies items. They may enjoy a temporary (and sometimes necessary) power bump, but nothing was permanent. I also loved how it fit in with the idea of the dwaer being creatures of darkness; creatures so wicked that even their gear was bound to the darkness of the deep realms and perished once exposed to the cleansing light.

In one of my current games, the group have gotten embroiled in all kinds of Dwaer'Syth stuff, and have obtained a few choice items (spoilers: one item is cursed, but has yet to reveal its nature) . These "Dwaercraft" items are quite potent, but are destined, now they are away from the subtle power of the underdark, to begin to slowly unravel. Yes, even the cursed one.

Here are my rules for just this. I hope they are useful to someone.

Dwaercraft items are crafted in eerie forges of silence and shifting arcane pressures. Dwaer smiths use strange alloys and dark magics to bind the unnatural radiations of their home realm to these items - energies that rapidly dissipate when the item is removed from the depths for at least 10 consecutive days (5 if exposed to sunlight for even an instant).


Once such items have begun to decay, nothing short of a Wish can stop it, though certain other items have been created that delay or prevent this happening..

Once an item begins to decay, it loses one point of bonus every 10 days. Once the bonus reaches zero, the item crumbles into strands of inert, useless ash. Items that do not have "plusses" decay dependent on their rarity. Common items Rot after 5 days, uncommon 10, Rare 20, Very Rare 30 and Legendary 60.

To.combat this decay, various individuals have crafted items over the years that delay or prevent it. Here are two examples.

Dark Charged Resonant Shard (Very Rare Wondrous Item) These shards are imbued with the essence of the deep realms, and can be slotted into a Dwaercraft item to prevent it decaying. They are slender, twisted flecks of darkly iridescent, glassy material that subtly crawl with dark energy. One slotted (usually in a slip silver or permanent slot worked into the item) to an iten it becomes immune to the decay associated with being removed from the deep realms and / or exposed to sunlight.

Night Infusion Oil (uncommon consumable) An application of this darkly luminous oil covers one medium sized weapon or carried item. Two are needed for a large weapon or suit of medium armour. It takes 1 minute to use, but once applied delays the onset of decay caused by being removed from the deep realms or by exposure to such light for 1d4+1 days.

Nightbond Oil (Very Rare consumable) An application of this shimmering, volatile fluid grants a single weapon or set of armour a permanent +1 bonus (max enchantment +4). However, that item becomes a Dwaercraft item, and has all the weaknesses common to such items.

Friday, 17 March 2017

Indomitability - Level 5 Abjuration

Another spell from (I think) either 2nd or 3rd Edition, that any adventurer would be only too pleased to have cast upon them before a major battle!

5th level Abjuration

Cleric, Sorcerer, Warlock, Wizard

Casting Time: 1 Action
Range: Touch
Area of Effect: Creature Touched
Components: V, S
Saving Throw: No
Duration: 1 hour

This spell protects the target against damage that would take them to 0 hit points or less. It remains until it's duration ends or until it is triggered.

The first time the Warded individual suffers hit point loss that would take them to 0 hit points or fewer, the spell triggers and they are reduced to 1 hit point instead. This spell does not protect against any additional effects of the triggering attack, such as a Ghoul's paralyses or a Spider's venom. It similarly does not protect against effects that bring death or other woes without reducing hit points.

At Higher Levels: If cast with a slot of 6th level or higher, the spell lasts for an additional hour for every level higher than 5th it is. If an 8th level or higher slot is used, the Warded individual also gains temporary hit points equal to the spell slot level x2 when the spell is triggered.

Saturday, 11 March 2017

Absorption - Level 9 Abjuration

The 2nd Edition Cult of the Dragon source book was a great little tome, packed full of new spells, monsters and magical items. The spell below is one of the more potent castings described in there, and would be a great use of a high level spell slot for any mage lucky enough to find a copy.

The original makes no mention of the effect this apparently has on lady

9th level Abjuration


Casting Time: 1 Action
Range: Personal
Components: V, S, M (Amulet worth 1,000gps)
Saving Throw: No
Duration: 12 Hours or until used

You create an invisible weave of magic around yourself, that allows you to absorb up to 10 levels worth of spells and to use them to cast your own prepared spells.

When you would be affected by a spell, you can choose to absorb it instead. The spell has no effect on you, and you can store the energy in the weave. If you do not have enough "room" to absorb a spell, it works normally, although you have advantage on any saves you make against it. You can choose to lower the weave temporarily to receive beneficial spell effects.

When you cast a spell you have prepared, you can choose to expend spell levels you have stored in the weave instead of a spell slot (so you could use 5 stored levels to cast a spell that would use a 5th level spell slot).

The spell ends when a total of 10 levels of spells have been absorbed and used, or when 12 hours have passed.