Posts Tagged ‘ 5E D&D ’

Flame Snakes

Here’s the next post in the series in which I convert creatures the AD&D Deities & Demigods for use in your 5E D&D game.

This creature is an enemy of the gods, and is related to the great serpent Apep. It appears as a small harmless grass snake and is most often found sitting coiled on the highest pile of treasure in a tomb. …. The Egyptian hells swarm with flame snakes. (Deities & Demigods, page 51)

Flame Snake
Tiny fiend (demon), chaotic evil

Armor Class 13
Hit Points 3 (1d4+1)
Speed 40 ft.
Ability Scores STR 2 (-4), DEX 16 (+3), CON 12 (+1), INT 5 (-3), WIS 10 (+0), CHA 7 (-2)

Damage Resistances cold, lightning
Damage Immunities fire, poison
Condition Immunities poisoned
Senses blindsight 25 ft., passive Perception 10
Languages understands Abyssal but cannot speak
Challenge 1/4 (50 XP)

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

Actions

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

Breath Weapon (Recharge 6). The flame snake exhales fire in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much on a successful one.

Swarm of Flame Snakes
Medium swarm of tiny fiends (demon), chaotic evil

Armor Class 14
Hit Points 41 (8d8+5)
Speed 40 ft.
Ability Scores STR 8 (-1), DEX 18 (+4), CON 12 (+1), INT 5 (-3), WIS 10 (+0), CHA 7 (-2)

Damage Resistances cold, lightning; bludgeoning, piercing, slashing
Damage Immunities fire, poison
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses blindsight 25 ft., passive Perception 10
Languages understands Abyssal but cannot speak
Challenge 3 (700 XP)

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

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny flame snake. The swarm can’t regain hit points or gain temporary hit points.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 7 (2d6) piercing damage plus 11 (2d10) fire damage, or 3 (1d6) piercing plus 5 (1d10) fire damage if the swarm has half of its hit points or fewer.

Breath Weapon (Recharge 5-6). The flame snake exhales fire in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 26 (4d12) fire damage on a failed save, or half as much on a successful one. If the swarm has of its hit points or fewer, each creature in the area must make a DC 13 Dexterity saving throw, taking 13 (2d12) fire damage on a failed save, or half as much on a successful one.

September 24th, 2018  in RPG No Comments »

Apep

We leave behind the Cthulhu Mythos and travel along the Nile to meet a few worthies from the Egyptian mythos of the AD&D Deities & Demigods. First up is Apep for your 5E D&D game.

This creature of the Abyss is the deadly enemy of the gods, particularly Osiris. Apep is the physical embodiment of chaotic evil in the Egyptian mythos. (Deities & Demigods, page 50)

Apep
Gargantuan fiend (demon), chaotic evil

Armor Class 24 (natural armor)
Hit Points 429 (22d20+198)
Speed 50 ft.
Ability Scores STR 30 (+10), DEX 10 (+0), CON 28 (+9), INT 13 (+1), WIS 16 (+3), CHA 22 (+6)

Saving Throws STR +18, CON +17, WIS +11, CHA +14
Skills Perception +11
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing non-legendary attacks
Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 21
Languages Abyssal, telepathy 120 ft.
Challenge 26 (90,000 XP)

Heated Body. A creature that touches Apep or hits it with a melee attack while within 5 feet of it takes 18 (4d8) fire damage.

Impervious Scales. A nonmagical weapon shatters upon striking Apep.

Legendary Resistance (3/Day). If Apep fails a saving throw, it can choose to succeed instead.

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

Magical Weapons. Apep’s weapon attacks are magical.

Actions

Multiattack. Apep makes a bite and a constrict attack.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 28 (4d8+10) piercing damage plus 18 (4d8) fire damage, and the target must make a DC 21 Constitution saving throw, taking 66 (12d10) poison damage on a failed save, or half as much damage on a successful one.

Constrict. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 32 (4d10+10) bludgeoning damage plus 18 (4d8) fire damage, and the target is grappled (escape DC 21). Until this grapple ends, the creature is restrained, and Apep can’t constrict another target.

Swallow. Apep makes a bite attack against a Large or smaller creature it is grappling. If the attack hits, the creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Apep, and it takes 14 (4d6) acid damage plus 36 (8d8) fire damage at the start of each of Apep’s turns.

If Apep takes 30 damage or more on a single turn from a creature inside it, Apep must succeed on a DC 19 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Apep. If Apep dies, a swallowed creature is no longer restrained by Apep and can escape from the corpse using 15 feet of movement, exiting prone.

Breath Weapon (Recharge 5-6). Apep exhales fire in a 100-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much on a successful one.

Legendary Actions

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

Detect. Apep makes a Wisdom (Perception) check.

Immolate. One creature that Apep can see within 60 feet bursts into flames. Until a creature takes an action to douse the fire, the target takes 18 (4d8) fire damage at the start of each of its turns.

Necrotic Fire (Costs 2 Actions). Until the end of Apep’s next turn, half of the fire damage inflicted by any of Apep’s attacks or abilities is necrotic damage. A creature suffering necrotic damage from this effect must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by the amount equal to the damage taken. This reduction lasts until the target takes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Spawn Flame Snake. A creature reduced to 0 hit points by Apep’s necrotic fire or by being swallowed by Apep is brought back to life and transformed into a flame snake.

September 18th, 2018  in RPG No Comments »

Acidic Vapors to Burrowing Bony Digits

In 2002, I contributed several spells to Spells and Spellcraft, published by Fantasy Flight Games. I got a hankering to “repackage” some of what I remember contributing to Spells and Spellcraft for use in your 5E D&D game. Many of the spells I wrote for Spells and Spellcraft were third-edition versions of spells I created for AD&D way back when.

Acidic Vapors
2nd-level conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of greenish, acidic gas centered on a point within range. The vapors spread around corners, and its area is lightly obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the vapors at the start of its turn must make a Constitution saving throw. On a failed save, the creature takes 2d6 acid damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn’t blinded.

A moderate wind (at least 10 miles per hour) disperses the vapors after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Aura of Darkness/Light
2nd-level evocation

Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 1 minute

You create a zone of profane power around you in a 30-foot radius. Until the spell ends, the aura moves with you, centered on you.

Aura of Darkness: You can use a bonus action to strengthen one evil creature in the aura (including you, if applicable). The target makes attack rolls, saving throws, and Dexterity (Hide) checks with advantage until the spell ends or until you designate a new target to receive these benefits.

Aura of Light: You can use a bonus action to strengthen one good creature in the aura (including you, if applicable). The target makes attack rolls, saving throws, and Wisdom (Perception) checks with advantage until the spell ends or until you designate a new target to receive these benefits.

Black Cloud of Horror
3rd-level evocation

Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of black mist centered on a point within range. The mist spreads around corners, and its area is heavily obscured, affecting darkvision and nonmagical light as well. The mist lingers in the air for the duration.

Each creature that is completely within the mist at the start of its turn must make a Wisdom saving throw or become frightened until the start of its next turn.

A moderate wind (at least 10 miles per hour) disperses the vapors after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Burrowing Bony Digits
4th-level necromancy

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (five humanoid finger bones tied together with black thread)
Duration: Instantaneous

You cause up to five skeletal fingers to fly forth and attack. Each finger hits a different creature of your choice that you can see within range. A burrowing bony digit inflicts 4d4 piercing damage and 4d4 necrotic damage. The target must make a Dexterity saving throw. On a failed save, the digit burrows into the target’s flesh, inflicting 2d4 piercing damage and 2d4 necrotic damage at the end of its next turn.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 4th.

September 14th, 2018  in RPG No Comments »

Tekeli-Li! Tekeli-Li!

This time, it’s the AD&D Shoggoths from the Deities & Demigods for your 5E D&D game? Do you hear that? “Tekeli-li! Tekeli-li!” Run while you can.

Originally created by the Primordial Ones as servants, the Shoggoths eventually rebelled and destroyed the civilization of their masters. Shoggoths resemble huge, intelligent amoebae, able to form almost any shape out of the near-transparent bodies, including legs, eyes, mouths, huge weapons, or whatever is needed. (Deities & Demigods, page 46)

Shoggoth
Huge aberration, chaotic evil

Armor Class 19 (natural armor)
Hit Points 290 (20d12+160)
Speed 20 ft.
Ability Scores STR 26 (+8), DEX 7 (-2), CON 26 (+8), INT 5 (-3), WIS 16 (+3), CHA 8 (-1)

Saving Throws STR +14, CON +14, WIS +9, CHA +5
Damage Resistances cold, fire, lightning; piercing and slashing
Damage Immunities acid, poison; bludgeoning
Condition Immunities blinded, deafened, exhaustion, poisoned, prone
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 13
Languages may understand one or more languages, but cannot speak except to imitate familiar words or phrases
Challenge 20 (25,000 XP)

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

Crush. The Shoggoth may surge forward as part of its move into spaces occupied by creatures size Large or smaller. When the Shoggoth ends its move, creatures in the Shoggoth’s 15-foot by 15-foot space must succeed on a DC 19 Dexterity saving throw or be absorbed into the Shoggoth’s body. A creature that makes the saving throw is pushed away, landing prone within 5 feet of the Shoggoth. An absorbed creature is restrained, has total cover against attacks other effects outside the Shoggoth, and takes 26 (4d8+8) bludgeoning damage at the start of each of the Shoggoth’s turns.

If the Shoggoth takes 20 damage or more on a single turn from a creature inside it, the Shoggoth must succeed on a DC 24 Constitution saving throw at the end of its turn or regurgitate all absorbed creatures, which fall prone in a space within 10 feet of the Shoggoth. If the Shoggoth dies, an absorbed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Magic Resistance. The shoggoth has advantage on saving throws against spells or other magical effects.

Regeneration. As long as it has more than 0 hit points at the start of its turn, the shoggoth regains 2 hit points.

Actions

Multiattack. The Shoggoth makes two slam attacks with its amorphous extrusions. These attacks normally inflict bludgeoning damage, but the Shoggoth may inflict piercing or slashing damage by altering the form of an amorphous extrusion as a bonus action.

Slam. Melee Weapon Attack: +8 to hit, one target, reach 15 ft. Hit: 26 (4d8+8) bludgeoning damage.

September 12th, 2018  in RPG No Comments »

The Primordial Ones

Locked in frigid graves of ancient ice in an arctic wilderness, what happens when the Primordial Ones from the AD&D Deities & Demigods thaw out in your 5E D&D game?

These creatures are barrel-shaped cylinders with membranous wings. On top of the body is a head covered by 3-inch wiry cilia of many colors. They have 5 red-irised, globed eyes. At the top of their heads are 5 mouthed tentacles, and at the base of their bodies are 5 powerful tentacles used for locomotion.

The Primordial Ones are actually an alien race of high intelligence and advanced science. They hate all other types of intelligent, and will destroy them if possible, striking with three of their powerful walking tentacles if no advanced weaponry is available. (Deities & Demigods, page 46)

Primordial One
Large aberration, lawful evil

Armor Class 14 (natural armor)
Hit Points 68 (8d10+24)
Speed 45 ft., fly 30 ft., swim 30 ft.
Ability Scores STR 21 (+5), DEX 10 (+0), CON 16 (+3), INT 14 (+2), WIS 17 (+3), CHA 12 (+1)

Skills Perception +5
Damage Immunities cold, fire
Senses darkvision 60 ft., passive Perception 15
Languages telepathy 120 ft.
Challenge 3 (700 XP)

Extraterrestrial Nature. The Primordial One does not breathe. It can survive in a vacuum. It can fly through the vacuum of space.

Innate Spellcasting (Psionics). The Primordial One’s innate spellcasting ability is Intelligence (spell save DC 12). It can cast clairvoyance, comprehend languages, and see invisibility at will, requiring no material components.

Actions

Multiattack. The Primordial One attacks three times with its locomotive tentacles.

Tentacle. Melee Weapon Attack: +7 to hit, one target. Hit: 8 (1d6+5) bludgeoning damage, and the target is grappled (escape DC 15) if it size Medium or smaller. Until this grapple ends, the creature is restrained. The Primordial One can’t constrict another target with that tentacle.

*****

Penance, Texas for The Four Color Hack grows weekly. Public posts now include a couple of videos explaining more about the rules for lasting effects, and the background for the city itself has expanded. For Patrons only, the first new villain and scenario have been released, and the next round of Patron-only rewards is in the works.

September 8th, 2018  in RPG No Comments »