Thursday 1 October 2015

Mega Monster Mash

Hello again. I'm not dead, I've just been busy. When I haven't been busy, I've been working on some of my projects, but sadly don't have anything to show for it quite yet.
On the flip side, the players in my 5e game have been fighting a plethora of custom monsters. So, since they fought three of these in the last session alone, I decided to bundle them together for your enjoyment.
The Manavore originally had resistance to bludgeoning and piercing damage from non-magical weapons, but my players recommended I change it to what it is now.
I have a whole adventure based around The Pilgrim and the concept of an unexpected genre shift, hopefully, I'll get around to posting that in the near future. Pa-Ag is an Elder God (think Lovecraft) heavily themed around night. The Pilgrim is also my first attempt at a creature with legendary actions.
I've babbled enough. Here, have some monsters!

Manavore
Appearing as a floating orb in dull colours like gray or beige, these creatures feed on ambient magic. When it detects movement, it unfolds a mucously mass of bright green tendrils and narrow eyestalks that are concealed as part of the sphere shape. The creature then spits raw magical energy at it's enemies.
Medium Beast, unaligned

Armour Class 11
Hit Points 33 (3d8 +6)
Speed Fly 30ft.

STR    DEX    CON     INT   WIS CHA
10 (+0) 12(+1) 14 (+2) 4 (-3) 6 (-2) 16 (+3)

Damage Resistances bludgeoning and piercing damage from magical weapons
Condition Immunities charmed, deafened, prone
Senses blindsight 120ft., passive perception 8
Languages Understands Common but cannot speak
Challenge 1 (200 XP)

Magic Resistance. The manavore has advantage on saving throws against spells and other magical effects.

Actions

Overload. Ranged Spell Attack: +5 to hit, range 60ft/120ft., one target.
Hit: 12 (2d8+3) force damage


Walking Womb
The result of extensive research into creating a massive army quickly was the Walking Womb, a four legged construct, mostly built of glass and brass fixtures. The main body of this construct is a roughly ovoid platform with legs that look like a cross between an insect's leg and a blunted scythe blade. On the creature's back is a 7 foot tall grass tube in which a mixture of magical essence and the conjured blood of lesser fiends combine to create a degenerate and temporary Tiefling-like creature. It's legs are useless in defending itself, but it is able to spit poisonous fiendish blood at it's foes.
Medium Construct, unaligned

Armour Class 13 (Natural Armour)
Hit Points 60 (10d8 +30)
Speed 20ft.

STR      DEX CON       INT WIS   CHA
10 (+0) 12(+1) 16 (+3) 4 (-3) 6 (-2) 6 (-2)

Damage Vulnerabilities thunder, bludgeoning
Damage Resistances piercing
Damage Immunities psychic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive perception 8
Languages Understands Common but cannot speak
Challenge 1 (200 XP)

Corrupted Conjuration. Whenever the Walking Womb starts its turn near a free space, it produces a single Infernal Simulacrum.

Actions

Caustic Ichor. Ranged Weapon Attack: +3 to hit, range 30ft/60ftft., one target.
Hit: 5 (1d8+1) poison damage

Accelerated Growth (Recharge 6). If the Walking Womb is next to a free space, it can produce an additional Demonic Simulacrum as a bonus action.


Infernal Simulacrum
The misbegotten spawn of the Walking Wombs, these creatures are formed from demonic blood and magical essence. They are soulless, feral, and animalistic. Luckily for the world at large, they are highly unstable and only their prodigious birthrate from the Walking Wombs keeps their population up. Their appearance is similar to that of a Tiefling, save their pale, slimy skin, milk white eyes, sexless bodies, and obvious deformity.
Medium Monstrosity, Chaotic Evil

Armour Class 10
Hit Points 5 (1d8+2)
Speed 30ft.

STR      DEX   CON    INT   WIS    CHA
14 (+2) 10(+0) 14 (+2) 3 (-4) 10 (+0) 10 (+0)

Damage Resistances fire
Senses darkvision 60ft., passive perception 8
Languages Understands Infernal but cannot speak
Challenge 0 (10 XP)

Mutations. When an Infernal Simulacrum is born, it varies from the template in some significant way, roll 1d10 and consult the table below to find out what mutation they have
1) Infernal Instability. This simulacrum is bloated with infernal ichor and will explode at the end of its turn, dealing 1d8 necrotic damage to everything within 5 ft.
2) Leathery Skin. The simulacrum has an Armour Class of 12 (Natural Armour).
3) Jagged Claws. Replace the simulacrum's Slam attack with a Claw attack which deals 4 (1d6+2). slashing damage but is otherwise identical to it's normal slam attack.
4) Stillbirth. The simulacrum dies immediately after birth.
5) Keen Mind. The Simulacrum has an intelligence score of 14 (+2) and can make a special attack (Mind Lash. Ranged Spell Attack: +4 to hit, range 20ft/40ft., one target. Hit: 3 [1d4+2] psychic damage).
6) Essence Overflow. Immediately upon birth, this simulacrum dies and creates a 15ft cone of magical energy in a direction of its choosing, causing 5 (2d8) force damage.
7) Unstable Growth. On it's first turn, the simulacrum splits into two identical copies with the Infernal Instability mutation
8) Wings. This simulacrum replaces it's movement with a Fly speed of 30ft.
9) Stinger. The simulacrum has either a large, scorpion-like tail or a massive proboscis instead of a mouth. Whatever the source, replace its Slam attack with a Sting attack which deals 4 (1d4+2). piercing damage and 2 (1d4) poison damage but is otherwise identical to it's normal slam attack.
10) Massive Mutations. Roll twice on this table, ignoring this result. Apply both results to the simulacrum.

Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 4 (1d4+2) bludgeoning damage


Silk Gargoyle
Created by a powerful Tiefling Wizard to protect his research, the constructs are more similar to harpies in appearance than gargoyles. They are built of soft or brittle materials like wood, bone, cloth, leather, and glass.
Medium Construct, Unaligned

Armour Class 11
Hit Points 9 (2d8)
Speed 10ft., fly 30ft.

STR     DEX    CON    INT   WIS    CHA
15 (+2) 12(+1) 11 (+0) 8 (-1) 10 (+0) 8 (-1)

Damage Vulnerabilities fire, bludgeoning
Damage Resistances piercing
Damage Immunities psychic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive perception 10
Languages Understands Infernal but cannot speak
Challenge 1/8 (25 XP)

Actions
Talons. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 4 (1d6+2) slashing damage

Flying Bodyslam. During a dash action, the Silk Gargoyle may spend a bonus action to push a single creature of size medium or smaller 5ft. away from it if the creature fails a DC 14 Dexterity saving throw.


The Pilgrim, Herald of Pa-Ag
A creature from beyond the stars which guards a site at the behest of its ineffable patron. It appears as a mass of tar-like ooze with multiple eyes. Its presence locks the site away in a demi-plane under the control of its ineffable master.
Large Aberration, Chaotic Evil

Armour Class 14 (natural armour)
Hit Points 85 (10d10 +30)
Speed 40ft., Climb 40ft.

STR       DEX    CON   INT     WIS     CHA
18 (+4) 12(+1) 16 (+3) 12 (+1) 14 (+2) 16 (+3)

Skills Stealth +7, Athletics +7, Perception +5
Saving Throws Wis +5, Con +6
Damage Immunities radiant, psychic
Damage Resistances bludgeoning, slashing and piercing damage
Condition Immunity prone, charmed, frightened
Senses truesight 60ft., blindsight 30ft, passive perception 15
Languages all, Telepathy 120ft
Challenge 7 (2900 XP)

Controlled Lash. When making a Radiant Lash attack against a target withing 5ft, The Pilgrim doesn't have disadvantage.

Amorphous. The Pilgrim can move through a space as narrow as 1 inch wide without squeezing

Psychic Scream. The Pilgrim is surround by an aura that radiates 10ft away from its body, any creature that enters this area or starts their turn in it takes 5 psychic damage.

Actions

Multiattack. The Pilgrim can make two Claw attacks or a single Radiant Lash when it takes an action.
Claw. Melee Weapon Attack: +7 to hit, reach 15ft., one target.
Hit: 13 (2d8+4) slashing damage

Radiant Lash. Ranged Spell Attack: +6 to hit, range 60ft., one target.
Hit: 8 (1d10+3) radiant damage

Legendary Actions

The Pilgrim can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Pilgrim regains spent legendary actions at the start of its turn.

Radiant Lash. The Pilgrim makes one attack with its Radiant Lash.
Relocate (Costs 2 Actions) The Pilgrim may teleport anywhere within its demiplane, regaining 1d10+3 Hit Points when it does.
Psychic Maelstrom (Costs 3 Actions) The Pilgrim increases the size of it's psychic scream to 15ft and automatically deals 5 psychic damage to anyone caught in the radius.

Sunday 14 June 2015

5e Monster Mash: Blood Ooze

My players encountered their second custom monster in my 5e game. Again, they didn't actually fight it. Thanks to a mind controlled cultist, they were able to get around it without a fight. So, here's the Blood Ooze:

Blood Ooze
Created by the Cult of The Leech God from demonic blood and foul magics, they are frequently left around their haunts to devour intruders (and the occasional unwary acolyte). This monster's main means of attack is to wait until someone is right beside it, then strike with it's thin, blood draining pseudopod.
Medium Ooze, Chaotic Evil

Armour Class 8
Hit Points 22 (3d8 +9)
Speed 20ft, Climb 20ft

STR     DEX     CON   INT   WIS   CHA
12 (+1) 6(-2)   16 (+3) 1 (-5)   6 (-2) 2 (-4)

Skills Stealth +2
Damage Resistances acid, cold, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60ft. (blind beyond this radius), passive perception 8
Languages --
Challenge 1/2 (100 XP)

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing

Fetid Blood. If hit with a slashing weapon, everyone in a 5ft radius must make a DC 13 Constitution Saving Throw or be Poisoned for 1 hour.

False Appearance. While the ooze remains motionless, it is indistinguishable from an ordinary pool of blood.

Actions

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5ft., one target.

Hit: 4 (1d6 + 1) piercing damage plus the target loses 5 (1d4+3) hit points due to blood loss. The ooze then recovers hit points equal to half of the hit point loss.

Not much to say about this one. Again, mostly a monster of convenience. Also, it's pretty similar, stat-wise, to a Gray Ooze. I do particularly like the image of this ooze's pseudopod being a bloodsucking proboscis instead of an acidic bludgeon 

Sunday 24 May 2015

5e Monster Mash: Shattered Skeletons

As part of my regular 5e game, I've been creating quite a few monsters and other stat blocks. A week or two ago, my players encountered the first of my custom monsters. I've been holding off on posting the stats for these custom beasties, but since my players have already run into these, damage done, so to speak. Without further ado, I present the first of my custom 5e monsters:

Shattered Skeletons
The partially destroyed remains of an animated skeleton. They lack some their limbs and attack with the splintered and broken ends of their bony digits.
Small Undead, Lawful Evil

Armour Class 13
Hit Points 7 (2d6)
Speed 20ft

STR DEX CON INT WIS CHA
10 (+0) 14(+2) 10 (+0) 6 (-2) 8 (-1) 5 (-3)

Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60ft., passive Perception 9
Languages --
Challenge 1/8 (25 XP)

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 4 (1d4 + 2) piercing damage

Now, the Shattered Skeletons aren't too complex. I needed a stat block for the skeletal remains of medium humanoids that was CR 1/8. I tried to make them a little more interesting than “like the skeletons in the book but with less hp”. There is, however, so much you can do with low CR humanoid skeletons.


Don't worry, I promise they get more interesting (read: weirder) as time goes on.

Monday 27 April 2015

Salt and Cod Menu

In my ongoing 5th Edition D&D campaign, the characters start each game in a tavern called the Salt and Cod. My efforts to create an atmosphere include a menu created by tavern keeper and proprietor Advi, son of Advi. I recently created a table to randomly generate the meals for the day, so as to save myself from coming up with the daily fare on the fly.

To use it, choose breakfast, lunch or dinner.
For lunch and dinner, roll d100 once for the entree and twice for the sides
For Breakfast, roll d100 once if using the entree column and twice if using the sides column
Add another d100 for the beverage, and you're good to go.

Tuesday 27 January 2015

The Elves of Faerie


I'm currently running a West Marches style hexcrawl in D&D 5e, so I've been thinking of how to make the implied D&D setting more interesting. Anyone who has gamed with me before knows I love a few things in fantasy settings: Trolls, Elementals, and the Fair Folk. I like faeries that are dark and vicious and utterly incomprehensible to humanity. In horror gaming (where all monsters should be a metaphor for something) I treat them like magical sociopaths, doing horrible things with a smile on their face courtesy of their total lack of empathy. This extends beyond fantasy settings into urban fantasy and other modern genres.

Elves in D&D then present an interesting problem. In the English literary tradition, elves and fairies are interchangeable and I like to represent that in my games. I don't want to remove elves as a race because some people may want to play one, and heck, half elves are interesting enough (from a story perspective, ignoring mechanics) to grandfather in the whole elvish race. I'm presented with an issue in that case, how do I include Elves-as-fey when I have to include Elves-as-mortals. When I've tackled this problem before, I created a visually similar but distinct race of fey foot soldiers known to the general as Fey Elves. For my current setting, I'm going to do something slightly different.

“Elves as we know them were born from the faerie realms, even a child could tell you that. They couldn't, however, tell you why. There are two courts of the fey, sometimes called the Sun and the Moon Courts, the Winter and Summer Courts, or the Jade and Mithril Courts, the Fair Folk are capricious and frequently change names after one of their frequent coup d'etat. In the old days, when the homeland was still wild and dark, the fey would organize hunts of the pitiful scared mortals. This phenomenon grew less prevalent over time as we beat back the savage wilderness and tamed it. Eventually, it reached a point where the fey were able to step through to our world, but once there, they couldn't leave. The land wasn't wild enough to create a path back to their strange and savage realm. As the years went on, the Elven huntsmen grew weak and tired, their connection to Faerie draining in their absence. Eventually they became mortal and civilized, becoming the elves we know today.

Not all Elves joined in these hunts, the whims of a Fey creature are ever changing and the time it took for the paths to close was but a short time in the eyes of an immortal creature. Those elves retain their fey nature. The new world is still a wild, untamed place and the fey are easily able to cross over. The two courts are distinctive in culture and abilities.

The Winter Court (also called the Moon and Mithril Court) stick to the dark places of the world. These elves, called Drow by some scholars, are tall and pale skinned. Their hair is pitch black and they frequently wear large cloaks of raven feathers. Their highest art form is torture, exhibitions of their prowess can go on for days, driving kidnapped mortals mad with pain but leaving them alive and broken. The politics of the Winter Court are frequently lethal and advancement is usually secured over the body of a Drow's superiors. Clerics and Green Knights of their Archfey patrons are common and use their powers to prolong the suffering of their captors. They are a quiet and solemn culture, eschewing the ostentatious and rowdy displays of their Summer Court fellows.


The Summer Court (also called the Sun and Jade Court) is often mistaken for the Winter Court's good counterpart. This is sadly untrue as this court contains just as many vicious killers as the Drow. These elves are often called Eladrin, by those experts on the fey realm. Their hair and eyes are golden, fiery red, or somewhere in between. They dress in colourful tunics and often wear crowns or garlands of flowers. They enjoy combat, be it war or duels and consider it the most important skill for an Eladrin to have. They usually determine their leadership through duels to the death. The victor of these duels is not always the survivor. They judge the victor based on their performance, looking for strong aesthetic in their movements rather than martial prowess. This means that on rare occasions, the Summer Court will be lead by the dead body ushering in the reign of a Headless King or Queen. They don't reanimate these bodies, but instead have a bloody period of conflict with many Eladrin competing for regency.“