Posts Tagged ‘ monsters ’

The Killer of the Gods

Spes Magna Games has been in business since December 2009. In that time, I’ve published more than 50 PDFs for various game systems. About two years ago, I released The Four Color Hack. At the time, I had vague plans of eventually releasing TFCH as a print-on-demand game.

Well, eventually has arrived, and TFCH is officially Spes Magna’s first real book.

You can get TFCH as a 6-by-9-inch 80-page black-and-white softcover for $10.95 (not including shipping and handling). The softcover includes the $3 PDF. If you’ve not checked out TFCH yet, start with the PDF. If you like what you see, and you want the book, use this link right here to get the print-on-demand version for $7.95. Caveat: The discount link in the previous sentence expires at the end of September 2018.

Ms. Jessica Dow deserves a big “Thanks!” for picking up the dropped ball of formatting TFCH for print-on-demand. I hope to work with Ms. Dow again on another print-on-demand job in the near future.

But enough of that. Let’s head back into the Chinese Mythos from the AD&D Deities & Demigods. Today, we meet Mu Yuan, the 70-foot-tall killer of the gods, for use with 5E D&D.

This monster has 3 eyes in his tyrannosaurus-shaped head, and has 4 large humanoid arms. He has the strength of a storm giant…. He also has a powerful magical device shaped in the form of a small triangular piece of stone that has the power to turn into any weapon [Ma Yuan] wishes, magical or otherwise. (Deities & Demigods, page 40)

Ma Yuan
Gargantuan monstrosity, chaotic evil

Armor Class 24 (natural armor)
Hit Points 615 (30d20+270)
Speed 60 ft., fly 60 ft., swim 60 ft.
Ability Scores STR 29 (+9), DEX 10 (+0), CON 28 (+9), INT 13 (+1), WIS 14 (+2), CHA 13 (+1)

Saving Throws INT +9, WIS +10, CHA +9
Skills Religion +9
Damage Resistances fire (due to Morphic Stone); bludgeoning, piercing, and slashing from non-legendary attacks
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 12
Languages Abyssal
Challenge 28 (120,000 XP)

Amphibious. Ma Yuan can breathe water and air.

Frightful Presence. Each creature of Ma Yuan’s choice that is within 120 feet of him and aware of him must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Ma Yuan’s Frightful Presence for the next 24 hours.

Legendary Resistance (3/Day). If Ma Yuan fails a saving throw, he can choose to succeed instead.

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

Magical Weapons. Ma Yuan’s weapon attacks are magical.

Siege Monster. Ma Yuan deals double damage to objects and structures.

Actions

Multiattack. Ma Yuan can use his Frightful Presence. He then makes up to five attacks: one with his bite and four with his claws. He can make a Morphic Stone attack in place of one or two claw attacks, depending on whether the Morphic Stone takes the form of a one-handed weapon or a two-handed weapon.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 48 (6d12+9) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 22). Until this grapple ends, the target is restrained, and Ma Yuan can’t bite another target.

Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 22 (3d8+9) slashing damage.

Morphic Stone. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 37 (8d6+9) slashing damage plus 14 (4d6) cold damage. As an action, Ma Yuan can transform the Morphic Stone into any melee weapon, magical or otherwise, that he wants to wield. Quadruple the weapon’s damage dice since Ma Yuan is Gargantuan. The preceding attack and damage values reflect Ma Yuan using a Gargantuan greatsword frost brand.

Legendary Actions

Ma Yuan 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. Ma Yuan regains spent legendary actions at the start of his turn.

Change Morphic Stone. Ma Yuan can change the Morphic Stone into a different melee weapon and then attack with that weapon.

Move. Ma Yuan moves up to half his speed.

Swallow (Costs 2 Actions). Ma Yuan makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Ma Yuan, and it takes 49 (14d6) acid damage at the start of each of Ma Yuan’s turns.

If Ma Yuan takes 60 damage or more on a single turn from a creature inside it, Ma Yuan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Ma Yuan. If Ma Yuan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

August 11th, 2018  in RPG, Spes Magna News No Comments »

The Rover

I’ve been watching The Prisoner via Amazon Prime. I’m five episodes into the seventeen episode run. I vaguely recall watching an episode or two decades ago, but, if so, I don’t think I liked it. Not so now. It’s a fascinating examination of the conflict of two forms of tyranny: unrestrained individualism and collectivism, both of which lead to the dictatorship of relativism.

But this post isn’t about that. It’s about Mutant Future.

The Rover
Hit Dice: 15
Frame: Armature
Locomotion: Forced Air
Manipulators: Special Use Gripper
Armor: Ballistic Nylon (AC 5)
Sensors: Nerve Web
Mental Programming: Artificial Intelligence
Accessories: AV Transmitter, Inertial Inhibitor, Internal Storage Unit
Weaponry: paralytic cnidocytoids, sonic screamer

The Rover is an advanced construct of sorts that keeps people from leaving the Island on which the Village is located. The Rover appears to be an underinflated, spherical weather balloon. A sophisticated, nearly microscopic web of artificial neurons and sensors form a web between the layers of its highly flexible ballistic nylon body. The Rover’s forced air propulsion system is loud but effective with a top speed in excess of 120 miles per hour and capable of movement across water, terrain, and even limited flight. It attacks by means of a short-range sonic screamer (range 75 feet/150 feet) that acts like a stun pistol. The Rover closes for melee combat, ramming its target, which activates thousands of paralytic cnidocytoids. These artificial stinging cells deliver a load of Class 11 poison (saving throw versus poison to avoid paralysis for 2d6 rounds with movement halves for 1d6 with a successful saving throw). The Rover can absorb a human-sized target, storing the target in its internal storage unit for transport back to the Island.

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In other news, Spes Magna Games has a new 5E D&D product available for purchase at DriveThruRPG:

Dangerous Women presents Khatira Amrat, archer raised by fey knights, Kona Hættuleg, pirate queen of blades, and Menyw Beryglus, hell-touched outcast wizard. These strong women can challenge or assist your players’ characters as you see fit. Each NPC is CR 8, and with their special team actions, the whole is definitely greater than the sum of its parts.

August 8th, 2018  in RPG, Spes Magna News No Comments »

Videoconference Nostalgia & Sword Golems

If you follow this site (and why wouldn’t you?), you’ve certainly noticed that I’ve lately posted a bunch of material, mostly new monsters, for 5E D&D. Why? Well, because that’s the game that my Saturday group currently plays, and I tend to focus most of my writing on whatever most recently has caught our attention. I’m even enjoying 5E, which is a surprise. Nothing I read about 4E, for example, tempted me to give it a test drive. 5E, however, hits a lot of sweet spots while at the same time staying away from the number-crunching, optimal-build-fetishizing that, in my opinion, has come to dominate 3.5 and Pathfinder.

All that said, I still want to play what I started with.

I’ve already talked a bit about how I got started with D&D. That was way back around 1977 to 1978. (I feel old.) We had some great games back then. The rules we had didn’t always make sense, and we argued about what this or that really meant, but in the end we were friends getting together to pretend we were adventurers in a fantastic world that at times seemed so much more interesting than the lower-middle-class, middle school world of broken families, drugs, and even gangs that existed at least on the peripherals of our lives.

I recently hosted a comedy-of-tech-errors game that used Swords & Wizardry with The Keep on the Borderlands, originally published in 1981, about three years after I started gaming and about four years before I graduated high school. We played via a videoconference system. The first session was just my son Christopher and me, but Mike and his son joined for session two. Mike was one of the people I gamed with way back when. He’s in California now, and that too far to drive to from Texas, so I don’t see Mike much. If you’re interested, you can watch the videos over at my YouTube channel.

Thanks to the quirky benefits of technology, I got to game with Mike again. It was a lot like old times, almost as if no time had really passed, although both he and I are noticeably older. Those friends I gamed with back in middle school and high school have either died too young or else have pretty much dropped out my life (or me out of theirs) completely. My current circle of face-to-face gaming friends? I didn’t know them in high school. Some of them weren’t born or else were toddling around in diapers when I was in high school.

So, I think I’m going to keep on with the Borderlands game. I’m pretty sure I can swing the various schedules so that we can meet twice or so a month. I might have to upgrade some of my technology. Maybe headphones or earbuds or something like that to help cut down on the background noise would be a good place to start.

Who knows? I might even try to figure out how Roll20 works.

But enough of that. “How about a new monster?” you say. Sure, but first check out David Masson over at Art Station. This guy has some serious talent. Today’s new monster is based on this piece by Mr. Masson.

The secrets of building a sword golem have been lost in the foggy reaches of history. While a spirit from the Elemental Plane of Earth usually infuses a golem, sword golems differ, for it is a spirit from the Elemental Plane of Air that gives the sword golem not only life, but also remarkable speed, intelligence, and will, albeit a will subordinated to the wishes of its creator.

Sword Golem
Medium construct, lawful neutral

Armor Class 18 (natural armor)
Hit Points 68 (8d8+32)
Speed 45 ft.
Ability Scores STR 16 (+3), DEX 19 (+4), CON 18 (+4), INT 10 (+0), WIS 12 (+1), CHA 10 (+0)

Skills Acrobatics +8, Perception +5
Damage Resistances lightning
Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages understands and speaks the languages of its creator
Challenge 9 (5,000 XP)

Elegant Defense. At the start of its turn, the sword golem may choose to make fewer than six melee attacks. The benefits of its elegant defense depend on how attacks it forgoes:

* One Attack: When a creature misses the sword golem with a melee attack, the sword golem can use its reaction to riposte. The sword golem makes a melee attack against the creature that inflicts an extra 4 (1d8) points of piercing damage.

* Two Attacks: As above, plus sword golem’s AC against melee attacks increases by 2 points until the start of its next turn.

* Three Attacks: As both effects above, plus the sword golem’s elaborate sword maneuvers defend its allies. When a creature the sword golem can see attacks a target within 5 feet of the sword golem, the creature’s attack is made with disadvantage.

Elemental Absorption. Whenever the sword golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Whenever the sword golem is subjected to lightning damage, it takes half damage and becomes energized. On its next turn, its rapier attacks inflict an extra 4 (1d8) lightning damage.

Immutable Form. The sword golem is immune to any spell or efect that alter its form.

Magic Resistance. The sword golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The sword golem’s weapon attacks are magical.

Actions

Multiattack. The sword golem makes up to six melee attacks.

Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. The sword golem’s rapiers score a critical hit on a roll of 19 or 20.

Gust of Wind (Recharges after a Short or Long Rest). The sword golem unleashes a line of strong wind that duplicates the spell gust of wind.

July 19th, 2018  in RPG No Comments »

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!