Archive for December 8th, 2017

Day 7: Archbishop

No less a personage than Leo Magnus bore the blessed mitre and valorous crosier into confrontation with the Seeping Horde, that vast army of gnolls that poured out of the east and ravaged the land for decades before their defeat.

1E Stats

The blessed mitre appears as a fine example of craftsmanship suitable for a high-ranking cleric of a good-aligned faith. It is adorned with nine amethysts and a single ruby, all flawless and set in platinum. Each amethyst can store a single cleric spell of up to 2nd level. The ruby can store a single cleric spell up to 4th level. The wearer decides which spells to store in the gems when preparing spells for the day. Stored spells count against the wearer’s spells per day, but a stored spell can be cast with a simple command word (activation time 1 segment). No other components are required, and releasing a spell from the mitre cannot be disrupted by damage or similar means.

The valorous crosier is made from enchanted silver and a marvelous wood native to the Upper Planes. It functions as a +1 footman’s mace. The wielder is immune to fear-based effects and receives a +1 bonus on saving throws against attacks or effects from evil creatures. Once per day, the wielder can grant heroic courage to up to four allies within 30 feet. Affected allies become immune to fear-based effects and enjoy a +1 on “to hit” and damage rolls for one turn.

Both the blessed mitre and the valorous crosier function only when used by a good-aligned cleric or a paladin. An evil creature that attempts to use either suffers 2-20 points of damage and must make a saving throw against magic or commit suicide.

5E Stats

Blessed Mitre
Wondrous item, very rare (requires attunement by a divine spellcaster of good alignment)

The nine gemstones affixed to the blessed mitre store divine spells cast into them, holding them until the attuned wearer uses them. Each of the nine amethysts can hold up to a 2nd-level spell. The ruby can store up to a 4th-level spell. The spells are cast into the blessed mitre by wearing it as the spells are cast. While wearing the blessed mitre, you can with a command word cast any spell that you have stored in it. The spell uses your slot level, spell save DC, spell attack bonus, and spellcasting ability.

Valorous Crosier
Weapon (mace), very rare (requires attunement by a creature of good alignment)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While wielding it, you are immune to effects that cause the frightened condition. You make saving throws against attacks and effects from evil creatures with advantage. Once per long rest upon command, up to four allies who are within 30 feet of you are affected by heroism. This effect lasts for 1 minute with no need for concentration.

An evil-aligned creature that tries to use either the blessed mitre or valorous crosier takes 6d6 radiant damage for each attempt.

December 8th, 2017  in RPG No Comments »

Day 6: Red

The red pestilence originates in twisted alchemical laboratories overseen by thralls of Orcus. On the Material Plane, certain of Blood Lord’s most favored servants have the ability to animate a zombie infected with the red pestilence. Such a zombie is no mindless slave to spell’s caster. Instead, demonic intelligence motivates this zombie to spread the red pestilence.

1E Stats

A living creature of the same type as the zombie was in life may contract the red pestilence from the zombie’s bite. The base chance of contracting the red pestilence is 10%, plus a cumulative 2% per hit point of damage inflicted by the zombie’s bite. Other modifiers related to the chance of contracting a disease also apply (see page 13, DMG).

The red pestilence is a magical malady that affects the brain/nervous system. It is always chronic and terminal. Each hour, the victim loses 1 point each of Intelligence and Dexterity (no saving throw). If either score reaches 0, the victim dies, and rises again in 1d4 rounds as a red pestilence zombie. Also each hour, the victim must make a saving throw against spell or become mad for 5d12 minutes (treat as confusion, rolling to determine effect every minute). An infected victim may expose others to the red pestilence, especially during violent fits of madness, as determined by the DM.

A good-aligned cleric may cure a victim of the red pestilence by casting both cure disease and remove curse on the victim prior to the victim’s death. Lost points of Intelligence and Dexterity are not restored by this means. A victim who dies from the red pestilence cannot be restored to life except by extraordinary means since the victim’s soul becomes imprisoned by Orcus in the Abyss.

Frequency: Very rare
No. Appearing: 1-8
Armor Class: 6
Move: 9″
Hit Dice: 4
% in Lair: Nil
Treasure Type: Nil
No. of Attacks: 2
Damage/Attack: 1-6/1-6
Special Attacks: Diseased bite (1-8)
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Low
Alignment: Chaotic evil
Size: M
Psionic Ability: Nil
Attack/Defens Modes: Nil
Level/XP Value: IV/175 XP + 4 XP/hp

A red pestilence zombie is faster, stronger, and smarter than a normal zombie. It attacks with its clawed hands. If both claw attacks hit the same target, the red pestilence zombie makes a bite attack with a +4 “to-hit” bonus. The bite inflicts 1-8 points of damage and exposes the victim to the red pestilence as described above.

A red pestilence zombie can be turned as if it were a wight. It is immune to poison. Sleep, charm, and hold spells do not affect this monster. It takes half damage from cold, electricity, and fire. Holy water vials score 4-10 hit points of damage for each one which strikes.

5E Stats

A target bit by a red pestilence zombie must make a DC 15 Constitution saving throw or become infected. Symptoms manifest 1d3 hours after infection. The infected creature becomes irritable and sensitive to sensory stimuli. The infected creature also gains one level of exhaustion that cannot be removed until the disease is cured. Each hour thereafter, the infected creature must make a DC 15 Constitution save to avoid gaining another level of exhaustion that cannot be removed until the disease is cured. A failed saving throw also temporarily deranges the creature for 1d4 minutes (as per confusion). If the infected creature dies from exhaustion, the creature rises again in 1d4 rounds as a red pestilence zombie.

Lesser restoration does not cure the red pestilence, but greater restoration cast by a good-aligned cleric does. A victim who dies from the red pestilence cannot be restored to life except by extraordinary means since the victim’s soul becomes imprisoned by Orcus in the Abyss.

Medium undead, chaotic evil

Armor Class 12 (natural armor)
Hit Points 45 (6d8+18)
Speed 25 ft.
Ability Scores STR 14 (+2), DEX 10 (+0), CON 17 (+3), INT 8 (-1), WIS 10 (+0), CHA 7 (-2)
Saving Throws Wisdom +2
Damage Resistances cold, electricity, fire
Damage Immunities poison
Condition Immunities charmed, exhausted, poisoned, paralyzed
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 2 (450 XP)

Diseased Bite: As a bonus action against a target hit by its claws, a red pestilence zombie can make a diseased bite attack. It makes this attack with advantage. A target damaged by the monster’s diseased bite may contract the red pestilence.

Undead Fortitude: If damage reduces the red pestilence zombie to 0 hit points, it must make a Constitution saving throw (DC 5 + the damage taken) unless the damage is radiant or from a critical hit. On a success, the red pestilence zombie drops to 1 hit point instead.


* Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.

* Diseased Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.

December 8th, 2017  in RPG No Comments »