Archive for July, 2019

Savage Wednesday: Star Frontiers Races

Today, I take a break from converting creatures found in the AD&D Monster Manual. Instead, I look within the pages of TSR’s Star Frontiers. (N.B. Those are affiliate links.) I’ve drawn inspiration from Star Frontiers once before, retooling the rasties for use with 5E D&D. You can check that post out here. As usual for Savage Wednesday, I’m using Savage Worlds Deluxe Explorer’s Edition. (N.B. That’s an affiliate link also.)

Dralasite

Dralasites are short, rubbery aliens that have no bones or hard body parts. Their skin is a flexible membrane that is very tough and scratchy. It is generally dull gray and lined with dark veins that meet at the Dralasite’s two eyespots.

The internal structure of a Dralasite is very different from the other races. The Dralasite’s central nerve bundle (brain), numerous small hearts and other organs float in a pudding-like mixture of protein and organic fluids. Dralasites breathe by absorbing oxygen directly through their skin, so they have no lungs. They are omnivores, but eat by surrounding their food and absorbing it, so they have also have no digestive tract or intestines.

All Dralasites go through male, female and neutral stages during their lives (these phases can be controlled with medicines). Males release spores into the air, which drift until they become attached to a female. A young Dralasite then “sprouts” from its mother, eventually maturing and dropping off.

Elasticity. A Dralasite’s skin is stretchable and supported by a complex muscle structure. A Dralasite can change the shape of its body, growing arms and legs to use for walking and handling tools or weapons. The Dralasite reabsorbs limbs when they aren’t needed. A Dralasite can have a number of limbs equal to 1 plus half Agility. Growing or absorbing a limb takes five minutes. Only one limb can be grown or absorbed at a time. A limb can be up to 1 yard long. Regardless of the number of limbs, a Dralasite with more than two arms is limited to one extra non-movement action that incurs no multi-action penalty.

Hard to Kill. A Dralasite’s lack of internal organs and bones lets a Dralasite ignore wound modifiers when forced to make a Vigor roll due to Incapacitation.

Keen Olfactory Senses. Since a Dralasite breathes directly through its skin, that entire membrane is an olfactory sensory organ. A Dralasite gets a +2 to Notice when using its sense of smell or taste.

Lie Detection. A Dralasite has an innate sensitivity to spoken falsehoods. A Dralasite gets a +2 to Notice when to see if other characters are lying.

Slower. A Dralasite has a Pace of 5.


Vrusk

Vrusk look like large insects. Eight legs grow from their abdomen, four on each side. Their torso is upright in front of the abdomen. The torso is humanoid, with two arms connected at the shoulders. The head is above the shoulders. Vrusk hands are circular pads with five fingers spaced evenly around the edge. A Vrusk’s shoulders are double-jointed, so they can rotate their arms in a full circle without straining any muscles. They can reach any point on their abdomen or behind the backs easily.

A Vrusk’s body is covered by a carapace (hard shell). This shell is jointed at the Vrusk’s elbows, hips, knees, etc. The carapace protects the Vrusk from bruises, cuts, scratches and other minor injuries. Unlike insects, Vrusk have an internal skeleton to support their bodies. Young Vrusk have a blue carapace with bright orange near the joints. As the Vrusk gets older, its carapace changes to dull green with yellow joints.

Vrusk have large eyes that are protected by a hard, clear covering. The mouth is surrounded by four eating mandibles. The two larger mandibles hold food while the small ones tear it apart and place it in the mouth. They are omnivores. Vrusk have lungs, and breathe through many small nostrils under the abdomens. This arrangement makes it difficult from Vrusk to swim.

Ambidexterous. A Vrusk can use both hands equally well and does not suffer the normal -2 penalty when performing physical tasks with the off-hand.

Carapace. A Vrusk’s carapace provides +2 Armor. Armor-piercing weapons may negate this protection.

Comprehension. Vrusk society is a complicated maze of mercantile and family structures. A Vrusk is adept at navigating social situations. A Vrusk has a free d6 in Persuasion or Streetwise (player’s choice).

Scuttle Quickly. A Vrusk has a Pace of 10.

Trouble Swimming.. A Vrusk has a -2 penalty to Swimming rolls.


Yazirian

Yazirians are tall, thin humanoids. They have long arms and legs and slender torsos. Two large flaps of skin grow on either side of their bodies, attached along their arms, torso and legs. When a Yazirian raises its arms, this membrane is stretched tight and forms a sort of wing.

Yazirians have muzzles and high foreheads, giving them an animal-like appearance. Their heads are surrounded by manes and collars of hair, which varies in color from glossy black to pale yellow. Their skin color ranges from gray to light tan. Because their bodies do no sweat, Yazirians pant to keep cool. They are omnivores.

Yazirians have four knuckles (one more than Humans) on their fingers and toes. The inside toe is opposed like a thumb, allowing them to grasp things with their feet. The tips of their fingers and toes end in broad, ribbed pads, giving them excellent grip. These characteristics, combined with their animal-like appearance, earned them the nickname “monkeys.”

Agile. A Yazirian starts with a d6 in Agility.

Battle Rage. A Yazirian may become enraged in combat. This ability is equivalent to the Berserk Edge.

Excellent Climber. A Yazirian has a free d6 in Climbing.

Gliding. Yazirians can glide short distances using the membranes along their sides. To do so, a Yazirian must start at least 5″ (10 yards) above the ground. A Yazirian glides up to 1″ (2 yards) for every inch of altitude at the start the start of the glide. Glide speed equals Pace.

Low-Light Vision. Yazirians are nocturnal. A Yazirian can see in all but pitch black conditions and ignores penalties for Dim and Dark lighting. A Yazirians eyes are sensitive to light. Without protective goggles, a Yazirian has a -2 penalty to attack rolls and cannot see targets farther away than 10″ when lighting is not Dim or Dark.

July 31st, 2019  in RPG No Comments »

Two New Spells: Snakes!

Many, many years ago, I had a stable of AD&D characters. The chief among them was the dwarf fighter/thief Lord Korbok, about whom I’ve written here. Another character of mine that saw play up until the late-80s was a high cleric named Morgaf. His claim to fame was his gauntlets of ogre power and magic hammer. Morgaf made it to about 7th or 8th level as a cleric. He was as likely to wade into melee as he was cast a spell. One of Morgaf’s favorite spells was sticks to snakes, especially against an enemy archer. A quiver full of arrows suddenly holding a bit more than a half dozen snakes (about 35% of them venomous) tended to spoil the enemy archer’s aim.

For some reason, 5E D&D doesn’t include sticks to snakes in the Player’s Handbook. The spell might appear in one of the many additional books published for 5E, but, if so, I don’t own that book. So, here’s my 5E version of the classic AD&D cleric spell plus a new spell.

And which of you, if he ask his father bread, will he give him a stone? Or a fish, will he for a fish give him a serpent? Or if he shall ask an egg, will he reach him a scorpion? (The Gospel According to St. Luke 11:11-12)

Sticks to Snakes
1st-level transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small piece of bark and several snake scales)
Duration: Concentration, up to 1 minute

By means of this spell, you change one stick or stick-like wooden object that you can see within range into a constrictor snake. As long as you concentrate, you can use a bonus action to verbally command the snake to move and attack on your turn. If you don’t issue any commands to the snake, it defends itself from hostile creatures, but otherwise takes no actions. If your concentration is broken, the snake does not disappear. Instead, it is no longer under your control, and it will act as the DM determines. Regardless, the snake reverts to its original form 1 minute after you transmuted it or when it is dropped to 0 hit points.

The stick or stick-like object you target cannot be larger than a javelin and it must be nonmagical. If the stick or stick-like object is in the possession of a creature, that creature is permitted a Will save. If successful, the spell has no effect. Otherwise, the snake moves immediately into a space adjacent to the creature.

At Higher Levels: When you cast this spell using a slot of 2nd level or higher, you can target an additional stick or stick-like wooden object for each slot level above 1st. Roll 1d6 for each object transmuted. On a 5-6, the spell transmutes the object into a giant poisonous snake instead of a constrictor snake.

Venomous Banquet
3rd-level transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a snake’s fang)
Duration: Concentration, up to 1 hour

Choose a point you can see within range when you cast this spell. An amount of food sufficient to sustain three humanoids or one steed within 15 feet of the point you chose transmutes into either a swarm of poisonous snakes or a swarm of scorpions (use swarm of poisonous snakes statistics for both, but the swarm of scorpions has no swim speed). A swarm created by this spell reverts to its original form when it drops to 0 hit points or when the spell ends.

The summoned swarm is friendly to you and your companions. Roll initiative for the swarm, which has its own turns. The swarm obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the swarm, it defends itself from hostile creatures, but otherwise takes no actions.

At Higher Levels: When you cast this spell with certain higher-level spell slots, you cause more swarms to appear: two swarms with a 5th-level slot, four swarms with an 7th-level slot, and six swarms with a 9th-level slot.

July 29th, 2019  in RPG No Comments »

Tuesday Terror: The Air Maiden

It’s been months since I cracked open my AD&D Deities & Demigods. When I last did, I presented from the Finnish Mythos the Son of Pohjola, an evil hero and one of the few entries from the Deities & Demigods that I ever used as a villain while DMing. Today, I finish up the Finnish Mythos with Ukko’s warriors, the wise and fierce air maidens.

(Nota Bene: The link the previous paragraph is an affiliate link. You click and buy, I get a bit of money.)

These powerful warriors will be sent by Ukko only when his worshipers face certain death at the hands of demons, devils or very powerful evil characters. … An air maiden appears as a winged human with a sword, garbed in flowing robes, and glowing with a brilliant light. … When sent by Ukko, a maiden will first advise the worshiper as to the best course of action, using telepathy; if necessary, a maiden will enter combat thereafter. … Should an air maiden be slain before her mission is completed, another will immediately appear. If a maiden is slain, she and all her possessions (including [her] sword) will vanish. (Deities & Demigods, page 62).

Air Maiden
Medium celestial, lawful good

Armor Class 19 (natural armor, shield)
Hit Points 136 (16d8+64)
Speed 60 ft., fly 120 ft. (hover)

Ability Scores STR 20 (+5), DEX 18 (+4), CON 19 (+4), INT 18 (+4), WIS 19 (+4), CHA 19 (+4)

Saving Throws STR +9, CON +8, INT +8, WIS +8, CHA +8
Damage Resistances fire
Damage Immunities cold
Skills Intimidation +8, Insight +8, Medicine +8, Perception +8, Persuasion +8, Religion +8
Senses darkvision 60 ft., passive Perception 18
Languages Auran, Celestial, telepathy 120 ft.
Challenge 11 (7,200 XP)

Air Maiden Sword. The air maiden’s sword attacks are magical. They inflict an extra 4d8 cold damage (included in the attack).

Extinguish Flame (Recharges after a Short or Long Rest). As a bonus action, the air maiden can extinguish all nonmagical flames within 30 feet.

Innate Spellcasting. The air maiden’s spellcasting ability is Charisma (spell save DC 16). She can innately cast the following spells, requiring no material components:

2/day each: fog cloud, thunderwave
1/day each: call lightning, gust of wind, shatter, sleet storm

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

Spellcasting. The air maiden is a 7th-level spellcaster as both a cleric and a wizard. She can prepare both 11 cleric spells and 11 wizard spells in slots up to 7th level. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The air maiden has the following spells prepared:

Cantrips (at will): dancing lights, friends, guidance, mending, message, ray of frost, sacred flame, thaumaturgy
1st Level (4 slots): alarm, bless, detect evil and good, detect magic
2nd Level (3 slots): aid, find traps, misty step, prayer of healing, see invisibility
3rd level (3 slots): dispel magic, fear, lightning bolt, slow, speak with dead
4th level (3 slots): death ward, freedom of movement, greater invisibility
5th level (2 slots): cure wounds*, confusion*
6th level (1 slot): conjure minor earth elementals*
7th level (1 slot): ice storm*

*The air maiden prepares these spells and typically casts them using the higher level spell slots.

Actions

Multiattack. The air maiden makes three sword attacks. The air maiden’s sword scores a critical hit on a roll of 18-20.

Sword.. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage plus 18 (4d8) cold damage.

Turn Undead (Recharges after a Short or Long Rest). The air maiden can channel divine energy to turn undead. Each undead that can see or hear the air maiden within 30 feet must make a DC 16 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Undead of CR 1/2 or lower are destroyed rather than turned.

July 2nd, 2019  in RPG No Comments »