Posts Tagged ‘ monsters ’

Goblins, Goblins Everywhere!

I’ve written about just using bears instead of writing up new monsters more than once (for example, see here and here). This isn’t a new idea, and I’m certainly not the first person to just use bears.

Recently on the Facebook in a 5E D&D group, a poster asked about how “to still keep goblins challenging without a fireball wiping them all.” I posted this link to a PDF with four goblins, CRs 1/8 to 2. The goblins are really just quickly done versions of kobold, orcs, bugbears, and a generic druid. I did a little bit of tweaking with ability scores, and that’s about it.

After the picture, you’ll find two more goblins that are really just slightly modified other monsters.

Goblin Hag
Small humanoid (goblinoid), lawful evil

Armor Class 17 (natural armor)
Hit Points 72 (11d6+33)
Speed 30 ft.
Ability Scores STR 12 (+1), DEX 18 (+4), CON 16 (+3), INT 13 (+1), WIS 14 (+2), CHA 14 (+2)

Skills Arcana +3, Deception +4, Perception +4, Stealth +6
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Goblin
Challenge 3 (700 XP)

Amphibious. The goblin hag can breathe air and water.

Innate Spellcasting. The goblin hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery

Mimicry. The goblin hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage plus 2 (1d4) acid damage.

Illusory Appearance. The goblin hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the goblin hag takes a bonus action to end it or if she dies.

The changes wrought by this effect fail to hold up to physical inspection. For example, the goblin hag could appear to have smooth skin, but someone touching her would feel her rough, warty flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the goblin hag is disguised.

Invisible Passage. The goblin hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

Two-Headed Goblin
Medium humanoid (goblinoid), lawful evil

Armor Class 14 (natural armor)
Hit Points 75 (10d8+30)
Speed 40 ft.
Ability Scores STR 17 (+3), DEX 12 (+1), CON 16 (+3), INT 6 (-2), WIS 10 (+0), CHA 8 (-1)

Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Giant, Goblin
Challenge 4 (1,100 XP)

Brute. A melee weapon deals one extra die of its damage when the two-headed goblin hits with it (included in the attack).

Two Heads. The two-headed goblin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When one of the two-headed goblin’s heads is asleep, its other head is awake.

Actions

Multiattack. The two-headed goblin makes two attacks: one with its battleaxe and one with its morningstar.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage.

Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage.

July 16th, 2018  in RPG No Comments »

The Diablo Giant

Giant from the Unknown strives to be a B-movie, but doesn’t quite succeed. Made in 1958, this horror movie stars Ed Kemmer (who?), Sally Fraser (who?), and Buddy Baer (the hulking heavyweight boxer and uncle of Jethro Bodine). The movie’s plot involves archaeology, xenophobia, police incompetence, a cute blond with a pistol who still needs rescuing, and a resurrected conquistador whose hobbies include lumbering, lurking, and killing women. Despite all of this, the movie still manages to be dull and not the least bit scary. After the movie poster, you’ll find stats for the Diablo Giant, the film’s monster, suitable for use with The Cthulhu Hack.

The Diablo Giant
Nearly seven feet tall and weighing more than 300 pounds, clad in a breastplate and helm, armed with a battle axe, still caked with the dirt of the grave, the Diablo Giant’s eyes glow with bloodlust.

Hit Dice: 4 (1d10 damage)
Notes: The Diablo Giant possesses enormous physical power. STR Saves against it are made with Disadvantage. It takes half damage from firearms and electricity.

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In Spes Magna Games news, I’ve just ordered my proof copy of the print-on-demand The Four Color Hack. Going from PDF to POD has been an arduous possess, which has included getting ripped off by one layout person and stressing another layout person probably more than is necessary trying to divine the arcane procedures necessary to upload an acceptable cover. I should have the proof copy some time next week. If all looks good (fingers crossed!), the POD The Four Color Hack should be available for purchase before the end of July.

Huzzah!

Random Dungeon = Fangehull

I drew the map in the image below by using the random dungeon generation tables in Appendix A of the 5E DMG. After I’m done with this post, I’ll continue writing Fangehull, a 5E site-based adventure that uses this map. Fangehull will be first released via my long-dormant Patreon site, which you can find at this link right here.

And here’s Duugogaan, hobgoblin and torturer who was blessed by an infernal power at birth.

Duugogaan
Medium humanoid (goblinoid), neutral evil

Armor Class 15 (chain shirt)
Hit Points 71 (11d8+22)
Speed 30 ft.
Ability Scores STR 10 (+0), DEX 14 (+2), CON 14 (+2), INT 12 (+1), WIS 14 (+2), CHA 16 (+3)

Skills Insight +4, Intimidation +5
Senses darkvision 60 ft., passive Perception 12
Languages Common, Goblin, Infernal
Challenge 5 (1,800 XP)

Aspect of the Overseer. Duugogaan enjoys a special blessing bestowed to him at birth by some infernal goblinoid power. Duugogaan makes Wisdom (Insight) and Charisma (Intimidation) checks with advantage. Whenever Duugogaan casts a spell that inflicts damage on a creature, Duugogaan gains 5 (1d4+3) temporary hit points.

Martial Advantage. Once per turn, Duugogaan can deal an extra 10 (3d6) damage to a creature he hits with a weapon attack if that creature is within 5 feet of an ally of Duugogaan that isn’t incapacitated.

Spellcasting. Duugogaan is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Duugogaan knows following sorcerer spells.

Cantrips (at will): chill touch, friends, mage hand, message, shocking grasp
1st level (4 slots): comprehend languages, shield, witch bolt
2nd level (3 slots): detect thoughts, suggestion
3rd level (2 slots): fear

Actions

Multiattack. Duugogaan makes three melee attacks: two with his shortsword and one with his dagger.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Chill Touch. Ranged Spell Attack: +5 to hit, range 120 ft., one creature. Hit: 9 (2d8) necrotic damage, and the target can’t regain hit points until the start of Duugogaan’s next turn.

Shocking Grasp. Melee Spell Attack: +5 to hit, range 5 ft., one creature. Hit: 9 (2d8) lightning damage, and the creature hit can’t take reactions until the start of its next turn. If the target is wearing armor made of metal, Duugogaan has advantage on the attack roll.

July 11th, 2018  in Product Development No Comments »

Dúr Feredir

Well, I’ve not posted anything in a while. Got to stop doing that, which means posting something. So, here’s a new magic item and, since new magic items ought to be earned, here’s also a villain who uses that new magic item.

The villain’s illustration is by Jeshields, who has some great stock art for sale. Check it out.

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Dúr Feredir makes her living as a mercenary and assassin. She specializes in the longbow, but she is almost as skilled in melee combat. Quick and clever, Dúr poses a serious threat, especially if she gets the drop on her target.

Dúr seldom works alone. She has more than enough experience to know that whatever her strengths, she needs partners or underlings. What’s more, Dúr has not gained that experience without learning important lessons about when and where to pick her battles. She is no crass brawler, but instead considers herself an artist who crafts tapestries of death.

Dúr Feredir
Medium humanoid (human), lawful evil

Armor Class 16 (studded leather)
Hit Points 75 (10d8+30)
Speed 30 ft.
Ability Scores STR 14 (+2), DEX 19 (+4), CON 17 (+3), INT 11 (+0), WIS 14 (+2), CHA 11 (+0)

Saving Throws CON +5, DEX +6, STR +4
Skills Acrobatics +6, Deception +2, Investigation +2, Perception +6, Stealth +8, Survival +4
Senses passive Perception 16
Languages Common, Orc
Challenge 7 (2,900 XP)

Assassinate. During her first turn, Dúr has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Dúr scores against a surprised creature is a critical hit.

Cunning Action. Dúr’s quick thinking and agility allow her to move and act quickly. She can take a bonus action on each of her turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Skillful. Dúr gains a +2 bonus to attack rolls she makes with ranged weapons. Dur’s proficiency bonus with Perception and Stealth is doubled. These bonuses are included in Dur’s statistics.

Sneak Attack. Once per turn, Dúr deals an extra 10 (3d6) 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 Dúr that isn’t incapacitated and Dúr doesn’t have disadvantage on the attack roll.

Unseen Reserves (Recharges after a Short or Long Rest). Dúr possesses hidden reserves of vitality which have one or two effects. On her turn, Dúr can take one additional action on top of her regular action and a possible bonus action. On the same turn, Dúr can use a bonus action to regain 14 (1d10+10) hit points.

Actions

Multiattack. Dúr either makes two melee weapon attacks or three ranged weapon attacks. She scores a critical hit on a 19 or 20 with any ranged weapon attack.

Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8+4) piercing damage.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

Dúr’s Longbow
Weapon (longbow), very rare (requires attunement)

Any arrow fired from Dúr’s Longbow ignores its target’s damage resistances related to piercing attacks. For example, a nonmagical arrow fired from Dúr’s Longbow does normal piercing damage to a creature whose damage resistance is to nonmagical attacks. If the target has damage immunity to piercing attacks, an arrow fired from Dúr’s Longbow inflict one-half piercing damage (as if the target had resistance). Also, once per day as a bonus action, an arrow fired from Dúr’s Longbow transforms into a lightning bolt that inflicts 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether the lightning bolt hits or misses, each creature within 10 feet of the target must make a DC 15 Dexterity saving throw. Each of these creatures takes 2d8 lighting damage on a failed save, or half as much damage on a successful one.

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If you’re in the market for new monsters for your 5E D&D game, check out Chance Encounters IV. Help a guardian angel protect its charge. Party with a gang of beastfolk. Survive the psionic radiation of the Calefactive Cavern. Emerge victorious against the onslaught of bull-headed monsters under the command of a minotaur blood prophet. Chance Encounters IV presents thirteen new monsters and a place of power with which GMs can challenge their players.

July 9th, 2018  in RPG, Spes Magna News No Comments »

Zargon

Today I draw inspiration from Tom Moldvay’s legendary The Lost City. Published in 1982, The Lost City still shines bright in the constellation of fantasy adventure modules. If for some reason, you don’t own this module, slide that mouse back to the link the previous sentence and click away.

Sliding into the large, slime-covered chamber, you find that the floor is littered with bones. Suddenly, you hear a rustling noise from the north wall. There, a huge humanoid figure rises from the slime, standing 15′ tall. Its head is that of a giant lizard. A black, 2′-long horn curves upward above its single red eye, and sharp teeth fill its mouth. Instead of arms, the creature has six tentacles, three on each side of its body. These end in razor-sharp talons. Instead of legs, the creature slithers toward you on six more powerful tentacles.

Zargon
Huge aberration, chaotic evil

Armor Class 20 (natural armor)
Hit Points 126 (12d12+48)
Speed 30 ft.
Ability Scores STR 25 (+7), DEX 12 (+1), CON 19 (+4), INT 16 (+3), WIS 13 (+1), CHA 16 (+3)

Saving Throws CON +8, INT +7, WIS +5
Skills Athletics +11, Perception +5
Damage Resistances acid, cold, fire
Condition Immunities frightened
Senses darkvision 90 ft., tremorsense 20 ft., passive Perception 15
Languages Deep Speech
Challenge 12 (8,400 XP)

Immortality. Zargon’s horn is indestructible except by immersion in lava. As long as Zargon’s horn is intact, Zargon eventually regenerates from death itself, although this may take a number of years.

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

Slime. Zargon continuously excretes a thick slime. This slime insulates Zargon against acid, cold, and fire. The slime lubricates Zargon as well. It rolls with advantage when making Strength (Athletics) checks to resist or to escape from a grapple, and Zargon does not spend extra movement when squeezing into a smaller space.

Unnatural Healing. Zargon heals quickly, but not so quickly that it regenerates round to round. When Zargon takes a short rest, it regains at least 8 hit points per Hit Die it spends for healing.

Actions

Multiattack. Zargon attacks makes up to seven attacks: six with its tentacles and one with its bite.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (2d12+7) piercing damage.

Talons. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d8+7) slashing damage.

Vomit. Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. Hit: 9 (2d8) acid damage and the target is coated with vomit, or on a miss the target is splashed for 4 (1d8) acid damage. The target takes 4 (1d8) acid damage at the end of its next turn, or no damage on the end of its next turn on a miss. Also with a hit, until the end of its next turn, the target must succeed on a DC 17 Dexterity saving throw or fall prone if it attacks or moves, and the terrain counts as difficult terrain.

Legendary Actions

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

Detect. Zargon makes a Wisdom (Perception) check.

Tentacle Surge (Costs 2 Action). Zargon lashes out with its larger, more powerful tentacles. Each creature within 10 feet of Zargon must succeed on a DC 17 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. After flailing with its tentacles this way, Zargon can move up to half its speed.

Vomit. Zargon makes a vomit attack.

June 27th, 2018  in RPG No Comments »