Posts Tagged ‘ monsters ’

The Second Day

For our second day of Christmas D&D, we meet the bloodmad zog. The picture comes from Electro, a do-gooder super-robot created by Professor Philo Zog. Electro first appeared in Marvel Mystery Comics way back in early 1940. You can read a little more about Electro over at Stupid Comics.

On the second day of searching / My party came upon: / two bloodmad zogs / and a birchwrath in a fell wood.

The bloodmad zog is an abominable hybrid of cave bear and cyclops, perhaps created by an insane wizard or some monstrous deity. The bloodmad zog seldom fails to attack. It is aggressive, territorial, and unpredictable.

AD&D Version

Frequency: Very rare
No. Appearing: 1-4
Armor Class: 3
Move: 15″
Hit Dice: 9+4
% in Lair: 55%
Treasure Type: C, E
No. of Attacks: 4
Damage/Attack: 1-8/1-8/3-18/3-18
Special Attacks: See below
Special Defenses: Surprised only on a 1
Magic Resistance: Standard
Intelligence: Low
Alignment: Chaotic neutral
Size: L (14′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: VII/2,850 + 14/hp

The bloodmad zog attacks with its great claws and its fanged maws. If either clawed paw scores a hit of 18 or better, the bloodmad zog drags the victim to itself. The opponent will take an additional 2-20 hit points damage from the hug that melee round and every melee round thereafter until the bloodmad zog is killed or the victim frees itself. If the armor class of an opponent is such that an 18 is insufficient to hit, the hug is not effective, and no damage is taken.

One of the bloodmad zog’s heads is always likely to be alert, making it difficult to surprise this monster. A fully grown bloodmad zog is as strong as a stone giant.

If encountered in its lair, the bloodmad zog has a supply of boulders at hand to hurl for 2-20 points of damage, and it can toss these rocks up to 25″. The bloodmad zog is able to catch similar missiles 30% of the time. In a bloodmad zog lair, there is a 15% chance that there will be 1-4 eggs (20%) or young (80%) in addition to the adults. Young bloodmad zogs will be 40% to 70% grown, and they will fight accordingly. Eggs are worth 3,000 gold pieces, and young under 50% grown are worth 6,000 gold pieces on the open market.


5E D&D Version

Huge monstrosity, chaotic neutral

Armor Class 15 (natural armor)
Hit Points 115 (10d12+50)
Speed 35 ft.

Ability Scores STR 22 (+6), DEX 12 (+1), CON 20 (+5), INT 6 (-2), WIS 9 (-1), CHA 8 (-1)

Skills Athletics +9, Perception +2
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 12
Languages Giant
Challenge 6 (2,300 XP)

Blood Frenzy. The bloodmad zog has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Keen Sight and Smell. The bloodmad zog has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Multiattack. The bloodmad zog makes three attacks: two with its bites and one with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d10+6) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) slashing damage.

Rock. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.


Nota Bene: The slight change to the “lyrics” above was made by suggestion of Marion Carpenter. Thanks, Marion!

December 26th, 2018  in RPG No Comments »

The First Day

Today begins a series of twelve days worth of posts about things monstrous and terrible. The first day is inspired by The Birch, a nifty short film available via Crypt TV.

On the first day of searching / My party encountered: / A birchwrath in a fell wood.

The birchwrath is a plant monster summoned from a wooded area in which birch trees grow. Few creatures know the ritual used to call a birchwrath. The sigils and chants are most often handed down within certain clans or tribes.

AD&D Version

Frequency: Very rare
No. Appearing: 1
Armor Class: 0
Move: 15″
Hit Dice: 16
% in Lair: Nil
Treasure Type: Nil
No. of Attacks: 2
Damage/Attack: 2-8/2-8
Special Attacks: See below
Special Defenses: Half damage from blunt and piercing attacks
Magic Resistance: Standard
Intelligence: Average
Alignment: Neutral
Size: L (9′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: IX/6,500 + 20/hp

The birchwrath exists to mete out vengeance for its summoner. Once conjured and instructed what to do, the birchwrath no longer responds to its summoner. The birchwrath is a faultless tracker within one day of a quarry’s passing. Once its engages its victim(s), the birchwrath attacks with its powerful hands. If both hands strike its opponent, the birchwrath does an additional 4-16 points of rending damage.

The birchwrath’s dense bark and woody tissues resist damage from blunt and piercing weapons, which inflict half normal damage. Attacks against a birchwrath based on fire gain a +4 “to hit” bonus and inflict +1 point of damage per damage die. The birchwrath makes saving throws against fire with a -4 penalty. If the birchwrath takes damage from fire, it becomes enraged, gaining a +2 “to hit” bonus and inflicting +2 damage per damage die with its attacks (including rending damage, if applicable).

The birchwrath always passes without trace. It is able to use any of the following powers at will, once per turn: trip, warp wood, and plant door.

The birchwrath does not speak, but it understands the Common Tongue and the languages of woodland beings.


5E D&D Version

Large plant, neutral

Armor Class 16 (natural armor)
Hit Points 152 (16d10+64)
Speed 40 ft.

Ability Scores STR 21 (+5), DEX 10 (+0), CON 19 (+4), INT 10 (+0), WIS 14 (+2), CHA 10 (+0)

Skills Perception +5, Survival +5
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Senses passive Perception 15
Languages Common and Sylvan, but doesn’t speak
Challenge 8 (3,900 XP)

False Appearance. While the birchwrath remains motionless, it is indistinguishable from a normal tree.

Faultless Tracker. The birchwrath is given a quarry by its summoner. The birchwrath knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The birchwrath also knows the location of its summoner.

Passes without Trace. A birchwrath moves in a veil of shadows and muted sounds. It has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means.

Rend. As a bonus action against a restrained creature, the birchwrath rends the target’s flesh, inflicting 23 (4d8+5) slashing damage.

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

1/day each: grasping vine, spike growth, tree stride

Actions

Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) slashing damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the birchwrath cannot its claws on another target.


Nota Bene: I still have three bundles of products for sale:

  1. The Mutant Wastland Holiday Adventures bundle features three post-apocalyptic products.
  2. The New School Holiday Adventures bundle of six 5E-compatible products
  3. The Old School Holiday Adventure bundle includes 16 OSR products.
December 25th, 2018  in RPG 2 Comments »

The Son of Pohjola

The Old School Holiday Adventure bundle is still available for you to stuff into someone’s virtual stocking. For $11, you get 16 OSR-compatible products.

It’s been a while since I tackled another 5E D&D conversion of material from the AD&D Deities & Demigods. Today, I offer the Son of Pohjola, Louhi’s savage offspring. I once used the Son of Pohjola as the main villain in an adventure oh-so-many years ago. The heroes had trouble navigating the Son’s illusory maze while fighting off his minions (based on Warhammer 40K genestealers because I had the miniatures for them).

(Nota Bene: The Deities & Demigods link above is an affiliate link.)

This son of Louhi was a leader of the people of Pohjola and a savage enemy to Lemminkainen and the other good heroes of Kalevala. (Deities & Demigods, page 61)

Son of Pohjola
Medium humanoid (human), lawful evil

Armor Class 16 (studded leather)
Hit Points 170 (20d8+80)
Speed 40 ft.

Ability Scores STR 22 (+6), DEX 19 (+4), CON 19 (+4), INT 15 (+2), WIS 15 (+2), CHA 17 (+3)

Saving Throws DEX +9, CON +9, INT +7, WIS +7, CHA +8
Skills Athletics +11, Insight +7, Intimidation +8, Perception +12, Stealth +14, Survival +7
Senses passive Perception 22
Languages Common, Giant, Infernal
Challenge 13 (10,000 XP)

Action Surge (Recharges after a Short or Long Rest). On his turn, the Son of Pohjola can take one additional action on top of his regular action and a possible bonus action.

Assassinate. During his first turn, the Son of Pohjola has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the Son of Pohjola scores against a surprised creature is a critical hit.

Expertise. The Son of Pohjola’s proficiency bonus is doubled for any ability check made with Perception and Stealth.

Legendary Resistance (3/Day). If the Son of Pohjola fails a saving throw, he can choose to succeed instead.

Master of Wolves. The Son of Pohjola can speak with animals with wolves and dire wolves. Any wolf or dire wolf that ends its turn within 30 feet of the Son of Pohjola must make a DC 18 Wisdom saving throw or be charmed for 24 hours (as animal friendship). Once per day, the Son of Pohjola can call 15 (6d4) wolves or 5 (2d4) dire wolves. The called creatures arrive in 1d4 rounds, acting as allies of the Son of Pohjola and obeying his spoken commands. The beasts remain for 1 hour, until the Son of Pohjola dies, or until he dismisses them as a bonus action.

Second Wind (Recharges after a Short or Long Rest). The Son of Pohjola can use a bonus action on his turn to regain 17 (1d10+12) hit points.

Sneak Attack (1/Turn). The Son of Pohjola deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Son that isn’t incapacitated and the Son doesn’t have disadvantage on the attack roll.

Spellcasting. The Son of Pohjola is a 10th-level spellcaster. His spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). He prepares spells from the bard (up to 3rd-level spells), druid (up to 3rd-level spells), and wizard (up to 5th-level spells) lists. He has the following spells prepared:

Cantrips (at will): acid splash, chill touch, dancing lights, fire bolt, guidance, light, mage hand, minor illusion, produce flame, thorn whip, true strike
1st level (4 slots): cure wounds, disguise self, witch bolt
2nd level (3 slots): heat metal, mirror image, see invisibility
3rd level (3 slots): clairvoyance, haste, protection from energy
4th level (3 slots): dimension door, greater invisibility
5th level (2 slots): dominate person, wall of force

War Magic. When the Son of Pohjola uses his action to cast a cantrip, he can make one weapon attack as a bonus action.

Actions

Multiattack. The Son of Pohjola makes two attacks.

+3 Greatsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d6+9) slashing damage.

Legendary Actions

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

Cantrip. The Son of Pohjola casts a cantrip.

Cunning Action. The Son of Pohjola takes the Dash, Disengage, or Hide action.

Detect. The Son of Pohjola makes a Wisdom (Perception) check.

December 14th, 2018  in RPG No Comments »

Valmar’s Tongue

I couldn’t find the artist’s name. The pic is either concept art or fan art related to something called Grandia II. Here’s my take on the creature.

Valmar’s Tongue is one of the seven pieces of Valmar, an ancient evil god. Valmar’s Tongue was removed during the Battle of Good and Evil, after which it was sealed in the Liligue Cave.

Valmar’s Tongue
Huge fiend, neutral evil

Armor Class 18 (natural armor)
Hit Points 218 (19d12+95)
Speed 40 ft., climb 40 ft.

STR 23 (+7), DEX 16 (+3), CON 20 (+5), INT 16 (+3), WIS 13 (+1), CHA 16 (+3)

Saving Throws DEX +8, CON +10, WIS +6, CHA +9
Skills Deception +9, Persuasion +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, fire, poison
Condition Immunities charmed, poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 11
Languages all, telepathy 120 ft.
Challenge 16 (15,000 XP)

Gluttony. Valmar’s Tongue has advantage on melee attack rolls against any creature it has injured.

Huge Leap. Valmar’s Tongue’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

Magic Resistance. Valmar’s Tongue has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Valmar’s Tongue makes three melee attacks: one bite, one pincer, and one tongue.

Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 23 (3d10+7) piercing damage. The target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and Valmar’s Tongue can’t bite another target.

Pincer. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8+7) piercing damage. The target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and Valmar’s Tongue can’t pinch another target.

Tongue. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (5d6) acid damage. On a hit, the target also takes 7 (2d6) acid damage at the end of its next turn.

Possession (Recharge 6). One humanoid that Valmar’s Tongue can sense within 5 feet of it must succeed on a DC 18 Charisma saving throw or be possessed by Valmar’s Tongue, which then disappears, and the target is incapacitated and loses control of its body. Valmar’s Tongue now controls the body but doesn’t deprive the target of awareness. Valmar’s Tongue can’t be targeted by any attack, spell, or other effect, except ones that dispel fiends, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, Valmar’s Tongue ends it as a bonus action, or Valmar’s Tongue is forced out by an effect like the dispel evil and good spell. When the possession ends, Valmar’s Tongue reappears in an unoccupied space within 5 feet of the body. The target is immune to Valmar’s Tongue’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

December 12th, 2018  in RPG No Comments »

Frog Wraiths

Emerging from the darkness, bones sizzling and glowing, hovering just above the rippling water, nearly as tall as a man. Frog wraiths!

Nota Bene: All links below are affiliate links.

*****

For The Black Hack:

Frog Wraith (HD 5)

Chilling Touch: STR (1 Close) 6 dmg
Croak: DEX (1 Nearby) 6 dmg

Incorporeal! Ignores all damage from even damage die rolls.
Soul Rending! Armor Dice cannot be used to negate damage dealt by the Croak.

*****

For Mutant Future:

Frog Wraith
No. Enc.: 3d6
Alignment: Chaotic
Movement: fly 120′ (40′)
Armor Class: 7
Hit Dice: 6
Attacks: 1 (cold ray)
Damage: 4d6
Save: L3
Morale: 10
Hoard Class: None
XP: 1,000

Mutations: Energy Ray; Unique (Out of Phase, Vampiric Croak)

The strange, deadly frog wraith attacks either with a ray of intense cold out to a range of 50 feet or else with its vampiric croak, a mental attack with an effective WIL of 2d6+6 that drains 2d4 hit points from each affected creature within 30 feet. These absorbed points go into a separate reserve for the frog wraith, and any damage inflicted on the frog wraith is taken from these reserve points first. Frog wraiths exist partially out of phase with reality. Non-mental attacks are 50% likely to not harm a frog wraith.

November 12th, 2018  in RPG No Comments »