Archive for January, 2019

Gold, Frankincense, Myrrh

And entering into the house, they found the child with Mary his mother, and falling down they adored him; and opening their treasures, they offered him gifts: gold, frankincense, and myrrh. (Gospel According to St. Matthew 2:11)

Certain materials, specially prepared and blessed or enchanted, increase the potency of spells. Gold, frankincense, and myrrh are among these materials.

Gold Tola of Command
Wondrous item, uncommon (requires attunement by a spellcaster)

This small ingot of gold weighs 1 pound and has is worth 50 gold pieces considering the value of the metal alone. The ingot has 5 plus 1d4 charges. If the ingot is used as a material component when casting an enchantment spell, you expend a number of charges equal to the spell slot used to cast the spell. This lowers the monetary value of the ingot by 5 gold pieces. Saving throws made against the spell are made with disadvantage for the affected spell’s duration.

Frankincense of Meditation
Wondrous Item, rare (requires attunement by a cleric or paladin)

This small, rectangular block of frankincense aids in preparing and casting of spells. There is enough of it for one use. When you regain expended spell slots during a long rest while inhaling the fragrant smoke from the burning frankincense, choose a number of levels of spells equal to your spellcasting ability modifier. These spells are blessed. Saving throws against a blessed spell’s effects are made with disadvantage for the duration of the affected spell. For 1 minute after casting a blessed spell, when you make an attack roll or saving throw, roll 1d4 and add the number rolled to your attack roll or saving throw.

Myrrh of Shroudlands
Wondrous Item, very rare (requires attunement by a spellcaster)

The small box or vial that contains 1d4+1 uses of this fragrant resin. The resin has three uses:

Touch of Unlife. You expend a use of the resin as a material component when casting a necromancy spell. Saving throws against that necromancy spell are made with disadvantage. Starting at the end of your turn during which you cast the spell, you have resistance to cold and necrotic damage, and you are immune to poison damage and the poisoned condition, lasting for a number of rounds equal to twice the level of the spell.

Turn Undead. You use an action to apply a use of the resin to your holy symbol. When you present your holy symbol and speak a prayer censuring the undead, each undead that can see or hear you within 45 feet of you must makea Wisdom saving throw with disadvantage to avoid being turned. The applied resin lasts for one turn attempt.

Undead Bane. You use an action to apply a use of the resin to a piercing or slashing weapon. An undead creature damaged by the weapon must make a DC 15 Constitution saving throw, taking an extra 6d10 piercing or slashing damage on a failed save, or half as much extra damage on a successful one. The type of extra damage — piercing or slashing — matches the weapon’s type of damage. Once the weapon deals extra damage to an undead, the applied resin becomes inert.

January 7th, 2019  in RPG No Comments »

The Twelfth Day

The twelve days of Christmas come to an end with the twelfth monster in the holiday series. Enjoy!

On the twelfth day of searching / my party came upon: / twelve full moon monsters / eleven bereft phantoms / ten kanga raiders / nine goblin bombers / eight mewling fluxcats, / seven rapid oozes / six vile ọgbanje, / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

The full moon monster is a bizarre creature, humanoid in form, but with a large, spherical head pocked with craters and creased by ridges. Hard nodules cover its body. Its hands and feet are lumpish. The full moon monster possesses a mercurial nature, making it an unpredictable creature to encounter.

AD&D Version

Frequency: Very rare
No. Appearing: 1-12
Armor Class: 1
Move: 15″
Hit Dice: 16
% in Lair: 25%
Treasure Type: E, Q (x5), S
No. of Attacks: 2
Damage/Attack: 2-12/2-12
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 25%
Intelligence: Average
Alignment: Chaotic neutral
Size: L (15′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: IX/6,850 + 20/hp

The full moon monster can increase or decrease the weight of objects at will, one object at a time, once per melee round. The object’s weight it increased or decreased by 75% for 1-4 melee rounds. If the full moon monster concentrates on the object for one full turn, the change in its weight becomes permanent.

The full moon monster is as strong as a frost giant. In a fight, the full moon monster strikes with its powerful fists. It surrounds itself with a 10-foot radius field of gravity that causes projectiles to fall short. All ranged weapon attacks against the full moon monster through its gravity field are treated as if done from long range (-5 “to hit”). Melee attacks made within the field of gravity have a -4 “to hit” penalty, and creatures (other than the full moon monster) in the field have a -1 penalty to armor class and lose any dexterity bonuses.

The full moon monster takes half damage from cold and fire attacks.

Once per day each, one at a time once per round, the full moon monster may use the following spells: earthquake, lower water, raise water, reverse gravity, and repulsion. Also once per day, the full moon monster can force a lycanthrope in human form that is within 60 feet to transform into animal form and stay in that form for 1 hour (no saving throw).


5E D&D Version

Huge aberration, chaotic neutral

Armor Class 17 (natural armor)
Hit Points 184 (16d12+80)
Speed 40 ft.

Ability Scores STR 23 (+6), DEX 9 (-1), CON 21 (+5), INT 10 (+0), WIS 11 (+0), CHA 12 (+1)

Saving Throws CON +9, WIS +4, CHA +5
Damage Resistances cold, fire, radiant
Senses darkvision 60 ft., passive Perception 10
Languages Primordial
Challenge 10 (5,900 XP)

Affect Water Level (2/Day). The full moon monster can cause level of water with 120 feet that it can see to rise or lower. It can affect an area of water within a 160-foot square, increasing or decreasing the water level by up to 80%. The change in water level lasts for 2 hours.

Gravity Field. As a bonus action, the full moon monster surrounds itself with 10-foot radius a gravity field that lasts until the start of its next turn. Ranged weapon attacks that pass into or through the gravity field are made with disadvantage. Melee weapon attacks, Dexterity checks, and Dexterity saving throws are made with disadvantage by a creature within the radius. The full moon monster has advantage on melee weapon attacks made against a creature within the gravity field. The full moon monster is not affected by its own gravity field.

Innate Spellcasting. The full moon monster’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

1/day each: earthquake, reverse gravity

Magic Resistance. The full moon monster has advantage on saving throws against spells and other magical effects.

Repulsion (8 Rounds/Day). The full moon monster causes creatures within a 10-foot wide, 240-foot long line to move away from it. Any creature within the area of effect at the start of the full moon monster’s turn must make a DC 16 Strength saving throw or be forced 30 feet away from the full moon monster. A creature can move within or through the area of effect, but treats the area of effect as difficult terrain. The full moon monster can change the direction of the repulsion path away from itself as a bonus action.

Actions

Multiattack. The full moon monster uses its Weight Alteration. It then makes two fist attacks.

Fist. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8+6) bludgeoning damage.

Weight Alteration. The full moon monster magically alters the weight of an object it can see within 60 feet. The object’s weight is either increased or decreased by 75%. If the object is worn or carried by a creature, the creature may make a DC 16 Strength saving throw at the end of its turn, ending the effect with a success. Otherwise, the alteration in weight lasts for 1 minute.

Reactions

Like a Full Moon. The full moon monster can affect a lycanthrope that it see as if the lycanthrope were under the effects of a full moon.

January 5th, 2019  in RPG No Comments »

The Eleventh Day

The penultimate encounter on our twelve day trip to meet new monsters.

On the eleventh day of searching / my party came upon: / eleven bereft phantoms / ten kanga raiders / nine goblin bombers / eight mewling fluxcats, / seven rapid oozes / six vile ọgbanje, / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

The bereft phantom is a pathetic undead creature, the tormented spirit of someone who died with some great longing left unfulfilled. Now cursed, the bereft phantom can never achieve in undeath what it longed for while alive. Driven mad with anguish and rage, the bereft phantom seeks to share its torment with others. The bereft phantom is obviously undead and tormented, appearing much as it did in life, but now weighed down by spectral chains forged link by link in the crucible of unrequited desire.

AD&D Version

Frequency: Very rare
No. Appearing: 1-12
Armor Class: 4
Move: 12″/24″
Hit Dice: 2+2
% in Lair: 10%
Treasure Type: E
No. of Attacks: 1
Damage/Attack: 1-6
Special Attacks: See below
Special Defenses: Silver or magical weapons to hit
Magic Resistance: See below
Intelligence: Average
Alignment: Chaotic evil
Size: M
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: IV/175 + 3/hp

The bereft phantom’s touch burns both flesh and soul with its supernatural cold. A living creature damaged by this cold must make a saving throw versus spell or be slowed for 1-6 melee rounds. Silver weapons (which cause half damage) or magical weapons (which score full damage) are needed to hit a bereft phantom. It is unaffected by sleep, charm, hold, or cold-based spells or attacks. Poison and paralysis are likewise ineffective, but holy water inflicts 2-8 hit points of damage for each vial full which hits. A raise dead spell slays a bereft phantom.

The bereft phantom can use dimension door as a 7th-level magic-user up to three times per day. Once per day, a bereft phantom can impose a cursed geas upon a creature it touches (no saving throw). The cursed geas is a magical command to carry out some service, usually one related to the bereft phantom’s unrequited desire. The cursed geas cannot be fulfilled, but the victim must try nonetheless. Every day the victim labors under the effects of the cursed geas, he must make a saving throw versus death magic or lose 1 point of constitution. If the victim refuses to follow the cursed geas, he makes this saving throw with a -4 penalty. When the victim’s constitution reaches 2, he lapses into a coma. When it reaches 0, the victim dies. After 1-4 days, the victim becomes a bereft phantom.

Neither dispel magic nor remove curse can negate a cursed geas. Alter reality, dispel evil, limited wish, or wish can negate a cursed geas, as can slaying the bereft phantom who imposed it.


5E D&D Version

Medium undead, chaotic evil

Armor Class 13
Hit Points 39 (6d8+12)
Speed 0 ft., fly 60 ft. (hover)

Ability Scores STR 6 (-2), DEX 16 (+3), CON 14 (+2), INT 11 (+0), WIS 13 (+1), CHA 14 (+2)

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks made with silvered weapons
Damage Immunities cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages any languages it knew in life
Challenge 3 (700 XP)

Cursed Geas (1/Day). As a bonus action, the bereft phantom places a magical command on a creature it hits with its chilling touch, thus forcing the creature to carry out some service, usually one related to the bereft phantom’s unrequited desire. While the target is under the effect of the cursed geas, it must make a DC 14 Wisdom saving throw once per day or take (11) 2d10 psychic damage. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts as long as the cursed geas. The target dies if its hit point maximum is reduced to 0. A humanoid slain by a cursed geas rises 24 hours later as a bereft phantom. Destroying the bereft phantom ends the cursed geas. A greater restoration or wish spell also ends it.

Incorporeal Movement. The bereft phantom can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Chilling Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d6) cold damage and 3 (1d6) necrotic damage, and the target is slowed for 1 minute. The target can make a DC 14 Wisdom saving throw at the end of its turn. On a successful save, the target is no longer slowed.

Dimension Door (3/Day). The bereft phantom can use dimension door three times per day.

January 4th, 2019  in RPG No Comments »

The Tenth Day

Way back when while running TSR’s Marvel Super Heroes, I pitted the heroes against a ridiculously large gang of a minimally-powered villains. Among them was Frank Oliver, also known as the Kangaroo. That’s him in the picture. For day ten, I take inspiration from Marvel’s greatest villain from the Land Down Under.

On the tenth day of searching / my party came upon: / ten kanga raiders / nine goblin bombers / eight mewling fluxcats, / seven rapid oozes, / six vile ọgbanje, / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

The kanga raider is very much like a human, but larger and stronger, and possessing inhumanly strong legs used to jump and kick. The kanga raider lives in a semi-nomadic warrior society where the strong rule and conflicts are most often settled by fighting.

AD&D Version

Frequency: Very rare
No. Appearing: 10-80
Armor Class: 6
Move: 15″
Hit Dice: 1+1
% in Lair: 10%
Treasure Type: Individuals K; B in lair
No. of Attacks: 2 (or 1)
Damage/Attack: 1-6/1-6 (or by weapon type)
Special Attacks: See below
Special Defenses: Leader types
Magic Resistance: Standard
Intelligence: Low to very
Alignment: Any chaotic
Size: M (6-1/2′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: II/36 + 2/hp

The kanga raider is a warrior who excels in fighting by means of powerful kicks from his unnaturally strong legs. He makes two kick attacks per melee round. A creature struck by both kicks must make a saving throw versus paralysis or be stunned for 1 round. A kanga raider can spring up to 25′ ahead or up to 15′ upward. If he leaps to attack, he makes a single kick attack with a +2 “to hit” bonus and inflicting 2-12 points of damage with a successful attack. The victim of this powerful flying kick must make a saving throw versus paralysis with a -2 penalty or be stunned for 1 round.

For every 10 kanga raiders encountered, there will be a 2nd-level fighter. For every 20, there will be a 3rd-level fighter. For every 30, there will be a 4th-level fighter, and for every 40, there will be a 5th-level fighter. These leader types are in addition to the number indicated by the dice. A band of kanga raiders will be led by a war chief of 9th or 10th level and two subchieftans of 6th or 7th level. If fewer than 45 kanga raiders are encountered, use the lower levels. For every 10 kanga raiders, there is a 10% cumulative chance that there will be a kanga raider cleric of 3rd to 7th level with 1-4 assistances of 1st to 3rd level.


5E D&D Version

Medium humanoid (kanga), any chaotic alignment

Armor Class 14 (hide armor)
Hit Points 68 (8d8+32)
Speed 40 ft.

Ability Scores STR 18 (+4), DEX 14 (+2), CON 19 (+4), INT 8 (-1), WIS 10 (+0), CHA 8 (-1)

Skills Athletics +6
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 2 (450 XP)

Pounce. If the kanga raider moves at least 20 feet straight toward a creature and then hits it with a kick attack on the same turn, the target must succeed on a DC 13 Constitution saving throw or be stunned and knocked prone. The target is stunned until the end of its next turn. If the target is prone, the kanga raider can make one kick attack against it as a bonus action.

Reckless. At the start of its turn, the kanga raider can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Running Leap. With a 10-foot running start, the kanga raider can long jump up to 25 feet.

Actions

Multiattack. The kanga raider makes two kick attacks.

Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage. If the target takes damage from two kicks on the kanga raider’s turn, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage.

January 3rd, 2019  in RPG No Comments »

The Ninth Day

Every now and then I run across someone claiming to be an old-school gamer who grouses that gunpowder, firearms, et cetera, have never had a thing to do with Dungeons & Dragons. A brief study of the subject shows this isn’t true. The world of Greyhawk included the quasi-divine cowboy Murlynd, who appears in Dragon #71 from March 1983. Both the AD&D Dungeon Masters Guide and the 5E D&D Dungeon Master’s Guide include rules for firearms and explosive (pages 112-113 and pages 267-268, respectively). My copy of the first of those books dates from 1979. So, um, stuff like firearms and bombs have been part of the game since just about the beginning, if not earlier, and, with that in mind, we reach day nine.

On the ninth day of searching / My party came upon: / nine goblin bombers / eight mewling fluxcats, / seven rapid oozes / six vile ọgbanje, / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

Some goblins possess noteworthy intelligence and a penchant for alchemical experimentation. While most end up maimed or dead in some laboratory mishap, the most talented survive long enough to rise to positions of prominence among goblinoids. The goblin bomber appears much like a normal goblin, but tends to be taller, fitter, and noticeably more intelligent.

AD&D Version

Frequency: Very rare
No. Appearing: 1-3
Armor Class: 4
Move: 6″
Hit Dice: 2
% in Lair: 40%
Treasure Type: Individuals L, M; D, Q (x5), S in lair
No. of Attacks: 1
Damage/Attack: 2-8 or by weapon
Special Attacks: Bombs
Special Defenses: Nil
Magic Resistance: Standard
Intelligence: Exceptional
Alignment: Lawful evil
Size: S (4′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: III/65 + 2/hp

The goblin bomber dislikes full daylight, attacking at a -1 when in sunlight. It has normal infravision (60′ range). The goblin bomber, being smarter and more experienced, is a competent miner, able to note new or unusual construction 35% of the time. It speaks goblin, lawful evil, kobold, orcish, and hobgoblin.

If a goblin bomber has access to its laboratory and supplies, it can produce 1-3 bombs per day. When encountered, it has 1-3 days worth of production on hand to use in combat. A bomb is a grenade-like missile with a range of 6″. Beyond 2″ is medium range, and beyond 4″ is long range (-2 and -5 “to hit”, respectively). Due to its variable fuse length, a bomb explodes 1 to 3 segments after its lit and thrown. The bomb’s explosion affects a 1″ radius, causing 6-36 points of damage (save versus spells halves the damage as if it were a fireball).

It is up the DM to determine how easily others, such as player characters, can learn the goblin bomber’s art. It is recommended that the process be fraught with peril, time consuming, and expensive.


5E D&D Version

Small humanoid (goblinoid), neutral evil

Armor Class 15 (studded leather)
Hit Points 44 (8d6+8)
Speed 30 ft.

Ability Scores STR 10 (+0), DEX 16 (+3), CON 12 (+1), INT 15 (+2), WIS 10 (+0), CHA 12 (+1)

Saving Throws DEX +5, INT +4
Skills Stealth +7
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 2 (450 XP)

Nimble Escape. The goblin bomber can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. The goblin bomber makes two attacks with its scimitar.

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) slashing damage.

Bomb (3/Day). The goblin bomber can throw a bomb up to 60 feet. Each creature within 10 feet of the point of impact must succeed on a DC 13 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A bomb may be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the bomb. After the set number of rounds goes by, the bomb explodes on that initiative.

January 2nd, 2019  in RPG No Comments »