Posts Tagged ‘ monsters ’

The Celtic Mythos, Part 2

As promised, here’s part two of my trip through the Celtic Mythos from the AD&D Deities & Demigods. Today, I bring you the Wild Hunt converted to D&D 5E.

Called by Evil. “The Wild Hunt exists in all lands where Druids and their deities dwell. It is a physical manifestation of ‘life force’ that always take on the same form. The Hunt is made up of one huge black-skinned man with antlers growing from his head and his pack of hounds.” The Wild Hunt “appears whenever there is evil in the land”, always arriving after sundown. The Wild Hunt “begins ten miles from the source of evil that ‘summons’ it”, and it races toward the source of that evil.

Call of the Hunt. The Wild Hunt confines itself to a 10-mile radius around the initial location of its prey, around the evil which summoned it. As the Wild Hunt races, the Master’s horn and the hounds’ baying “can be heard for miles in the night.” Those who end up too close to the Wild Hunt, whether by accident or design, may fall under the Hunt’s spell, joining it as either predator or prey.

One More Chase.. Neither the Master nor the hounds can die for long. If slain, the Master and the hounds “disappear in the darkness and appear somewhere else the next night, proving that the force that creates the Hunt is eternal.”

Master of the Hunt
Large fey, neutral

“The Master has jet black skin and glowing green eyes. His head is crowned by a set of stag antlers, and he wears a suit of black leather. The Master never speaks.”

Armor Class 20 (leather armor, natural armor)
Hit Points 142 (15d10+60)
Speed 45 ft.
Ability Scores STR 23 (+6), DEX 18 (+4), CON 19 (+4), INT 18 (+4), WIS 19 (+4), CHA 18 (+4)

Saving Throws DEX +9, STR +11
Skills Athletics +11, Perception +9, Survival +9
Senses passive Perception 14
Languages Sylvan (doesn’t speak)
Challenge 16 (15,000 XP)

Legendary Resistance. If the Master fails a saving throw, it can choose to succeed instead.

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

Master Hunter. The Master has advantage on Wisdom (Survival) checks to track a target. It can also move through nonmagical difficult terrain with no extra movement cost. The Master can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines or a similar hazard.

Skillful Evasion. Opportunity attacks against the Master are made with disadvantage.

Spellcasting. The Master is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Its verbal components consist of growls, hoots, and other animal noises. The Master knows the following ranger spells:

1st level (4 slots): ensnaring strike, hunter’s mark, jump
2nd level (3 slots): darkvision, find traps
3rd level (3 slots): protection from energy, water walk
4th level (2 slots): freedom of movement, locate creature

Trackless. The Master can use the Hide action as a bonus action on its turn. It cannot be tracked by nonmagical means unless it chooses to leave a trail. In a natural terrain, the Master gains a +10 bonus to Dexterity (Stealth) checks as long as it remains motionless and takes no actions.

Actions

Multiattack. The Master can attack twice on its turn with its spear.

Spear. Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 13 (1d8+9) piercing damage, or 14 (1d10+9) piercing damage if used with two hands to make a melee attack. If the creature hit by the Master with its spear is below it’s maximum hit points, the creature takes an extra 5 (1d10) piercing damage. The Master fights with a +3 spear. If thrown, the Master’s spear flies back to its hand immediately after the attack.

Hunter’s Awareness. The Master becomes supernaturally aware of the region around it. It can sense the types of creatures within 1 mile of it. This ability does reveal the creatures’ location or number.

Whirlwind Attack. The Master can make a melee attack against any number of creatures within 5 feet of it, making a separate attack roll for each target.

Reactions

Uncanny Dodge. When an attacker that the Master can see hits the Master with an attack, the Master can use its reaction to halve that attack’s damage against it.

Legendary Actions

The Master 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. The Master regains spent legendary actions at the start of its turn.

Detect. The Master makes a Wisdom (Perception) check.

Invitation to the Hunt (Costs 2 Actions). One creature that can hear the Master and that the Master can see is invited to the Hunt. The Master chooses whether the invitation is to be predator or prey. In either case, the creature must make a DC 17 Wisdom saving throw. If the creature fails, it “accepts” the invitation. If invited to be predator, the creature is affected by dominate monster and is under the Master’s control. Each time the dominated creature takes damage, it makes a new Wisdom saving throw. If the saving throw succeeds, the Master’s control ends. If invited to be prey, the members of the Wild Hunt gain advantage on attack rolls against the creature and inflict an extra 3 (1d6) damage with weapon attacks. In either case, the duration is 1 hour.

Motivate the Pack. The Master chooses one member of the Wild Hunt within 60 feet that can hear the Master and that the Master can see. The member chosen may take either the Dash, Disengage, Dodge, or Help action as a bonus action on its next turn.

Pack of the Wild Hunt
Large beast, neutral

There are twenty of these beasts. “The huge black hounds have licks of green fire for tongues and green fire for eyes. These flames do no damage but they make the whole Hunt cast an eerie green glow.”

Armor Class 15 (natural armor)
Hit Points 68 (8d10+24)
Speed 45 ft.
Ability Scores STR 19 (+4), DEX 14 (+2), CON 16 (+3), INT 10 (+0), WIS 13 (+1), CHA 10 (+0)

Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Sylvan (doesn’t speak)
Challenge 2 (450 XP)

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

Pack Tactics. The hound has advantage on attack rolls against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Wild Hunter. The hound can move through nonmagical difficult terrain with no extra movement cost. It can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines or a similar hazard. It can move across any liquid surface as if were solid ground.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

June 8th, 2018  in RPG No Comments »

Hammer Priest & Earth Striker

I’ve started my first Ludi Fabularum: Games of Stories, the 16-hour course I’ve developed that uses roleplaying games to help teach skills related to writing, editing, teamwork, et cetera. We met for the first time yesterday; we meet again tomorrow. My GoFundMe to raise money for scholarships for Ludi Fabularum is also up and running.

The Public Domain Review is a wonderful site that recently featured an article about Bakemono zukushi, “a Japanese painted scroll…from the Edo-period” that depicts several yokai, creatures from Japanese folklore. The image below is from this scroll, and it appears today as a new monster with two varieties for both Swords & Wizardy and D&D 5E.

Enjoy!

Kanazuchibō
Hit Dice: 4-6
Armor Class: 8 [11]
Attack (Damage): Hammer (1d6)
Move: 12
Save: 13, 12, or 11
Alignment: Neutrality
Challenge Level/XP: 4 HD (6/400), 5 HD (7/600), 6 HD (9/1,100)
Special: Backstab, spells, surprise foes on a 1-3

The kanazuchibō, or hammer priest, appears as a strange hybrid of human and bird that seldom stands more than four feet tall. It is a cowardly creature that prefers to avoid conflict. If it must fight, the kanazuchibō prefers to attack by surprise. When attacking by surprise from behind, the kanazuchibō gains +4 to hit and inflicts double damage. The kanazuchibō casts spells as a Cleric with a level equal to the monster’s hit dice.

Variant – Daichiuchi. Also known as an earth striker, the chaotic daichiuchi resembles the kanazuchibō, but tends to be taller and more muscular. The daichiuchi’s AC is 6 [13]. The daichiuchi is not the coward that the kanazuchibō is; the daichiuchi cannot backstab. It casts spells as a Magic-User with a level equal to one less than its hit dice. Once per day, the daichiuchi can strike the earth with its hammer. This causes a thunderous boom that inflicts 2d6 points of damage and deafens creatures within 30 feet. A successful saving throw reduces the damage to half and negates the deafening.

—–

Kanazuchibō
Small fey, chaotic neutral

Armor Class 11
Hit Points 27 (5d6+10)
Speed 30 ft.
Ability Scores STR 10 (+0), DEX 13 (+1), CON 15 (+2), INT 12 (+1), WIS 17 (+3), CHA 14 (+2)

Skills Perception +5, Stealth +3
Senses passive Perception 15
Languages Common, Sylvan
Challenge 1 (200 XP)

Cowardly Cunning. On each of its turns, the kanazuchibō can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack. The kanazuchibō deals an extra 7 (2d6) 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 kanazuchibō that isn’t incapacitated and the kanazuchibō doesn’t have disadvantage on the attack roll.

Spellcasting. The kanazuchibō is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The kanazuchibō has the following cleric spells prepared:

Cantrips (at will): guidance, light, resistance, sacred flame
1st level (4 slots): bane, cure wounds, protection from evil and good, sanctuary
2nd level (3 slots): blindness/deafness, hold person, silence
3rd level (2 slots): bestow curse, spirit guardians

Actions

Hammer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

—–

Daichiuchi
Medium fey, chaotic evil

Armor Class 13 (natural armor)
Hit Points 45 (6d8+18)
Speed 30 ft.
Ability Scores STR 13 (+1), DEX 12 (+1), CON 16 (+3), INT 17 (+3), WIS 13 (+1), CHA 12 (+1)

Skills Perception +3, Stealth +3
Senses passive Perception 13
Languages Common, Sylvan
Challenge 2 (450 XP)

Spellcasting. The daichiuchi is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The kanazuchibō has the following wizard spells prepared:

Cantrips (at will): dancing lights, fire bolt, minor illusion, shocking grasp
1st level (4 slots): charm person, disguise self, shield, witch bolt
2nd level (3 slots): cloud of daggers, mirror image, misty step

Actions

Hammer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

Earth Strike (1/Day). The daichiuchi strikes the earth with its hammer, creating a powerful burst of sound. Each creature within 30 feet of the daichiuchi must make a DC 13 Constitution saving throw. On a failed save, the creature takes 13 (3d8) thunder damage and is deafened. On a successful save, the creature takes half damage and is not deafened. At the end of each of its turns, a deafened creature can make another Constitution saving throw to stop being deafened.

June 6th, 2018  in Spes Magna News No Comments »

“I’ll Meet You By the Third Pyramid.”

First, a big “Thank you!” to everyone who made the Spes Magna Games 25th Wedding Anniversary a big success. May was my best month for sales so far this year by almost two to one. Huzzah.

And now, once again, I pillage the AD&D Deities & Demigods for things to convert to D&D 5E. This time, I travel back to ancient Mesopotamia to visit Dahak, the three-headed dragon spirit of death, and Gilgamesh.

The result is two rather beefy stat blocks, so rather than squeeze all of that beefiness into a blogpost, I’ve formatted it into a PDF that you can download by clicking here.

June 1st, 2018  in RPG No Comments »

Pentastrife

This morning on FaceBook, Scott Denman asked, “Can a devil and modron have offspring??”

The answer is, of course, “Yes.”

Theirs was a forbidden union, an erinyes and a rogue pentadrone, and Pentastrife, their only child, is a fearsome creature. Pentastrife resembles a tall human of indeterminate gender. It has five arms, five legs, and five great fleshy wings. It has five eyes, five mouths, and ten each nostrils and ears, arranged in rings around its bald head.

Frequency: Unique
No. Appearing: 1
Armor Class: 2
Move: 12″/15″
Hit Dice: 60 hit points
% in Lair: 20%
Treasure Type: R
No. of Attacks: 5
Damage/Attack: By weapon (x5)
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 15%
Intelligence: Very
Alignment: Lawful evil (neutral tendencies)
Size: M (6-1/2′ tall)
Psionic Ability: Nil
Attack/Defens Modes: Nil
Level/XP Value: IX/7,610

Pentastrife fights with all five arms at once, wielding whatever combination of weapons it has available. For example, it might wield a longbow with two arms and three long swords with its other limbs. Regardless, Pentastrife always makes five attacks per round, whether wielding one weapon or five. It is also quite strong, possessing an 18/51 strength (apply +2 to-hit and +3 damage bonuses where appropriate). Instead of its weapon attacks, Pentastrife may spew a stream of paralyzing gas from one of its five mouths, doing so no more than once every 5 turns up to 5 times per day. The gas forms a cloud 3″ long, 2″ wide, and 1″ high. Any creature caught in the cloud must make a save versus paralysis or remain immobile for 5 rounds.

Pentastrife cannot be affected by illusions or magic that affects the mind (beguilement, charm, domination, hold, hypnosis, sleep, et cetera). Fear and other emotion spells have no affect, nor do attacks based in the Positive or Negative Planes (including life-draining or life-stealing). Cold, gas, and acid attacks against Pentastrife are always at -2 per die of damage. It cannot be harmed by nonmagical weapons, fire attacks, or by iron weapons (even magical ones). Pentastrife has potent magical powers, usable at will, once per round: animate dead, cause fear, charm person, detect invisible, illusion, invisibility, know alignment, locate object, polymorph self, produce flame, suggestion, and teleport (no error).

Pentastrife has double human senses and double normal infravision and ultravision (180 feet and 200 yards, respectively). It cannot be surprised by visible creatures.

May 23rd, 2018  in RPG No Comments »

The Snail Monster

Presenting the Snail Monster for both Mutant Future and the third edition of RuneQuest.

The dreaded snail monster is a monstrous mollusk, easily twice the size of an adult African elephant. It fleshy body is not especially resistant to harm (AC 7), but is covered with a viscous slime that acts as a Class 6 poison (6d6 damage but save for half). An attacker seeking to avoid contact with this toxic goo must either use a weapon or else attack the shell. The spiked shell (AC 3) lacks pain sensors, blood vessels, et cetera. Non-energy Attacks against the shell inflict only half damage. The shell is impervious to poison.

If provoked, the snail monster attacks twice per round, using some combination of its powerful bite, its blinding eye beams, or a project shellspike. The eye beams project out to 30 feet and blind for 1d4 rounds. A shellspike has a maximum range of 1,500 feet. Shellspikes regenerate with remarkable speed.

Alignment: Neutral
Movement: 45′ (15′)
Armor Class: 7 (3 for shell)
Hit Dice: 12
Attacks: 2 (bite and/or eye beams and/or shellspike)
Damage: 2d8 (bite), blindness (eye beams), 1d12 (shellspike)
Save: L6
Morale: 10
Hoard Class: None
XP: 4,400

Mutations: Dermal Poison Slime (Class 6), Gigantism, Optic Emissions (bright eyes), Spiked Shell

———

STR 8D6+32 (60)
CON 4D6+20 (34)
SIZ 6D6+24 (45)
INT 5
POW 2D6+6 (13)
DEX 2D6+3 (10)
Move 2
Hit Points 53
Fatigue 94

Hit Location (d20/Armor/Hit Points) Left Eye Stalk (1-2/3/9), Right Eye Stalk (3-4/3/9), Head (5-7/3/9), Upper Body (8-10/3/14), Lower Body (11-13/3/18), Shell (14-20/8/22)

Weapon (SR/Attack%/Damage)
Bite (9/45%/2D8+5d6
Eye Beam (6/75%/blindness)
Shellspike (6/35%/1d8+3d6)

Notes The snail monster may fire its eye beams or a shellspike and bite in the same round, against one or two opponents. The attacks take place 3 strike ranks apart. Creatures hitting the snail monster with a natural weapon (such as a claw or fist) somewhere other than the shell take dose of POT 10 poison. A target hit by the snail monster’s eye beams is blinded for 1d4 rounds. A shellspike as has the same range as a heavy crossbow (55/300).

Skills Listen 35%, Scan 65%

———

In other news, there’s about a week left in the 25th Wedding Anniversary Spes Magna Games Sale.

In bigger news, I’m also, I hope, not much more than two or so weeks away from bringing The Four Color Hack to print-on-demand. I’m working on a final edit and adding some more content. I’m not sure how much the POD version will sell for, but it will include the PDF as part of the purchase, and I’m certainly planning to send out a discount code to people who’ve already purchased the PDF version. Stay tuned. The Four Color Hack will be the first POD Spes Magna Games publication ever.

Huzzah.

May 22nd, 2018  in Spes Magna News No Comments »