The Water Dwarf

It’s been a rough month so far in terms of writing. Haven’t gotten much done. Perhaps Ahto’s Water Dwarf can help, and so let us continue our 5E D&D-conversion trip through the AD&D Deities & Demigods Finnish Mythos.

When called upon to aid [mortals, Ahto, god of seas and waters,] sends the Water Dwarf. …. [At] these times he is carefully observed by the god. (Deities & Demigods, pages 57-58)

Water Dwarf
Medium humanoid (dwarf), lawful good

Armor Class 16 (studded leather)
Hit Points 187 (22d8+88)
Speed 30 ft., swim 30 ft.
Ability Scores STR 18 (+4), DEX 18 (+4), CON 18 (+4), INT 16 (+3), WIS 15 (+2), CHA 7 (-2)

Saving Throws STR +8, CON +8
Skills Athletics +8, Survival +6
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 12
Languages Aquan, Common, Dwarf, Giant
Challenge 10 (5,900 XP)

Amphibious. The Water Dwarf can breathe air and water.

Combat Prowess. The Water Dwarf scores a critical hit on a roll of 18, 19, or 20. He ignores the loading property of crossbows. The Water Dwarf treats all ranges as normal when firing a crossbow.

Magic Weapons. The Water Dwarf’s weapon attacks are magical.

Regeneration. The Water Dwarf regains 5 hit points at the start of his turn as long as he is within 50 feet of a body of water. If the Water Dwarf is more than 50 feet from a body of water, this trait doesn’t function at the start of the Water Dwarf’s next turn. The Water Dwarf dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Resilience. The Water Dwarf has advantage on saving throws against poison, magic, and magical effects.

Actions

Multiattack. The Water Dwarf makes three melee or ranged attacks.

Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage.

Crossbow. Melee Weapon Attack: +8 to hit, range 400/– ft., one target. Hit: 9 (1d10+4) piercing damage.

Reactions

Divine Intervention (1/Day). Ahto carefully observes the Water Dwarf, who has a chance to invoke divine intervention. The percentage chance to do so equals the number of hit points below his maximum hit points. If the roll succeeds, Ahto intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

October 18th, 2018  in RPG No Comments »

Vainamoinen of the Kalevala

First up, check out the badwinnie, a huge rabbit with a voracious appetite and a wiggly nose. After you do that, check out the Thieves Can’t comic presented by Zach Stoppel and Bartholomew Klick.

Next, we leave behind the Nile and head north to the icy world of the AD&D Deities & Demigods Finnish Mythos. Permit me to introduce Vainamoinen, hero and minstrel for use with 5E D&D.

Vainamoinen is the Kalevala’s greatest hero and minstrel. His mother is Ilmatar [goddess of mothers], so Vainamoinen has divine ancestors (like many of the Finnish heroes). He is called “Son of the Wind” by his friends and enemies alike.

Vainamoinen appears as an elderly fighter…. (Deities & Demigods, pages 57)

Vainamoinen
Medium humanoid (human), lawful good

Armor Class 21 (leather)
Hit Points 247 (26d8+130)
Speed 45 ft.
Ability Scores STR 27 (+8), DEX 24 (+7), CON 20 (+5), INT 18 (+4), WIS 18 (+4), CHA 18 (+4)

Saving Throws DEX +13, INT +10, WIS +10, CHA +10
Skills Arcana +10, Athletics +20, History +10, Insight +16, Intimidation +16, Medicine +16
Condition Immunities charmed, poisoned
Senses passive Perception 14
Languages Common, Giant, Sylvan
Challenge 20 (25,000 XP)

Destroy Undead. As an action, Vainamoinen speaks a prayer censuring the undead. Each undead that can see or hear him within 30 feet of him must make a DC 18 Wisdom saving throw. When an undead creature with a CR of 2 or lower fails its saving throw, the creature is instantly destroyed. Otherwise if the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from Vainamoinen as it can, and it can’t willingly move to a space within 30 feet of Vainamoinen. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Divine Sense (5/Day). The presence of strong evil registers on Vainamoinen’s senses like a noxious odor, and powerful good rings like heavenly music in his ears. As an action, he can open his awareness to detect such forces. Until the end of his next turn, he knows the location of any celestial, fiend, or undead within 60 feet of him that is not behind total cover. He knows the type (celestial, fiend, or undead) of any being whose presence he senses, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, he also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

Heroic. Vainamoinen makes Wisdom and Charisma saving throws with advantage. His proficiency bonus with Athletics, Insight, Intimidation, and Medicine is doubled.

Innate Spellcasting. Vainamoinen’s innate spellcasting ability is Charisma. He can innately cast the following spells, requiring no material components:

At will: dispel magic, conjure animals, shapechange

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

Magic Items. Vainamoinen uses several magic items. He wears +3 leather armor and belt of cloud giant strength. (His Strength without the belt is 21.) He fights with either his +3 battle axe or his sword of sharpness. The latter weapon is intelligent. It speaks Common and casts fear once per long rest. He also two magical crossbows. The first combines is a +3 crossbow of remarkable speed and range. The other crossbow loads and fires itself much like a dancing sword. In hands other than Vainamoinen’s, these magical items are all legendary items that require attunement.

Spellcasting. Vainamoinen is a 20th-level spellcaster. His spellcasting ability is Wisdom (save DC 18, +10 to hit with spell attacks). He prepares spells from the bard (up to 9th-level spells), cleric (up to 6th-level spells), paladin (up to 5th level spells), and wizard (up to 6th-level spells) lists. He has the following spells prepared:

Cantrips (at will): dancing lights, friends, minor illusion, shocking grasp, spare the dying
1st level (4 slots): cure wounds, silent image, speak with animals, thunderous smite
2nd level (3 slots): alter self, find traps, zone of truth
3rd level (3 slots): crusader’s mantle, major image, protection from energy
4th level (3 slots): freedom of movement, greater invisibility, staggering smite
5th level (3 slots): circle of power, flame strike, mislead
6th level (2 slots): programmed illusion, true seeing
7th level (2 slots): mirage arcana, teleport
8th level (1 slot): glibness, power word stun
9th level (1 slot): foresight, power word kill

Spell Recovery (1/Day). Vainamoinen has learned to regain some of his magical energy by meditation. When he finished a short rest, he can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 20, and none of the slots can be 6th level or higher.

Actions

Multiattack. Vainamoinen makes two melee or two ranged attacks. Vainamoinen ignores the load property of crossbows.

+3 Battle Axe. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 15 (1d8+11) slashing damage, or 16 (1d10+11) slashing damage if used with two hands.

Sword of Sharpness. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d8+8) slashing damage, or 13 (1d10+8) slashing damage if used with two hands.

+3 Crossbow. Melee Weapon Attack: +16 to hit, range 800/– ft., one target. Hit: 15 (1d10+10) piercing damage. As a bonus action, Vainamoinen can make an attack with his +3 crossbow.

Dancing Crossbow. Melee Weapon Attack: +13 to hit, range 100/400 ft., one target. Hit: 12 (1d10+7) piercing damage.

Legendary Actions

Vainamoinen 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. Vainamoinen regains spent legendary actions at the start of his turn.

Attack. Vainamoinen makes one attack.

Cantrip. Vainamoinen casts a cantrip.

Detect. Vainamoinen makes a Wisdom (Perception) check.

October 7th, 2018  in RPG No Comments »

Magnetic Slime

Magnetic Slime
Huge ooze, unaligned

Armor Class 8
Hit Points 172 (15d12+75)
Speed 10 ft., climb 10 ft.
Ability Scores STR 20 (+5), DEX 7 (-2), CON 20 (+5), INT 1 (-5), WIS 6 (-2), CHA 1 (-5)

Damage Resistances cold
Damage Immunities acid, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages
Challenge 7 (2,900 XP)

Amorphous. The magnetic slime can move through a space as narrow as 1 inch wide without squeezing.

Corrode Metal. Any nonmagical weapon made of metal that hits the magnetic slime corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the magnetic slime is destroyed after dealing damage.

The slime can eat through 2-inch-thick, nonmagical metal in 1 round.

Detect Metal. The magnetic slime mades Wisdom (Perception) checks to detect metal within 60 feet with advantage.

Magnetic Field. A strong magnetic field surrounds the magnetic slime. Attacks made with metal weapons have advantage against the magnetic slime. A creature that hits the magnetic slime with a metal melee weapon must make a DC 15 Strength saving throw. Failure means the metal weapon is yanked away from the creature and absorbed by the magnetic slime.

A creature wearing metal armor that ends its turn within 20 feet of the magnetic slime must make a DC 15 Strength saving throw. If the creature fails, the magnetic field pulls the creature 5 feet closer to the slime. If the save fails by 5 or more, the magnetic field drags the creature 10 feet closer to the slime. A creature pulled into the magnetic slime’s space is engulfed. No Dexterity save is permitted to avoid being engulfed in this case.

Ooze Nature. The magnetic slime doesn’t require sleep.

Actions

Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage plus 14 (4d6) acid damage. In addition, nonmagical metal armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Engulf. The cube moves up to its speed. While doing so, it can enter Huge or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the creature must make a DC 15 Dexterity saving throw. If the creature is wearing metal armor, it makes this saving throw with disadvantage.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the slime. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the slime enters the creature’s space, and the creature takes 14 (4d6) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 28 (8d6) acid damage at the start of each of the slime’s turns. In addition, nonmagical metal armor worn by the target is partly dissolved and takes a permanent and cumulative -2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. When the slime moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. If the creature is wearing metal armor, it makes this check with disadvantage. On a success, the creature escapes and enters a space of its choice within 5 feet of the slime.

October 5th, 2018  in RPG No Comments »

Minions of Set

Today? The last conversion from the Egyptian Mythos chapter of the AD&D Deities & Demigods for use with 5E D&D.

[Minions of Set] appear in black scaly platemail and use broadswords. They are fully intelligent and act as go-betweens for Set and mankind. These beings never need to check morale. (Deities & Demigods, pages 54)

Minion of Set
Medium fiend (devil), lawful evil

Armor Class 18 (plate)
Hit Points 45 (6d8+18)
Speed 30 ft.
Ability Scores STR 16 (+3), DEX 13 (+1), CON 16 (+3), INT 14 (+2), WIS 13 (+1), CHA 15 (+2)

Saving Throws STR +9, CON +9
Skills Intimidation +5
Damage Resistances cold
Damage Immunities fire, poison
Condition Immunities frightened, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Common, Infernal
Challenge 5 (1,800 XP)

Devil’s Sight. Magical darkness doesn’t impede the minion’s darkvision.

Infernal Fortitude. The minion adds double its normal proficiency bonus to Strength and Constitution saving throws.

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

Shapechanger. The minion can use its action to polymorph into a beast form that resembles a giant snake (Large, 30 ft., swim 30 ft.), a brown bear (Large, 40 ft., climb 30 ft.), a giant crocodile (Huge, 30 ft., swim 30 ft.), or a giant scorpion (Large, 40 ft.), or back into its true form. Its statistics are the same in each form, except for the size and speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Actions

Multiattack. The minion makes two attacks regardless of form. In beast form, it uses each attack mode one time.

Broadsword (True Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.

Bite (Brown Bear Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

Claws (Brown Bear Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

Bite (Giant Crocodile Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 19 (3d10+3) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the minion can’t bite another target.

Tail (Giant Crocodile Form Only). Melee Weapon Attack: +3 to hit, reach 10 ft., one target that is not grappled by the minion. Hit: 12 (2d8+3) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Bite (Giant Snake Form Only). Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Constrict (Giant Snake Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and the minion can’t constrict another target.

Claw (Giant Scorpion Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage, and the target is grappled (escape DC 15). The minion has two claws in giant scorpion form, each of which can grapple only one target.

Sting (Giant Scorpion Form Only). Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

October 2nd, 2018  in RPG No Comments »

The Phoenix

From the AD&D Deities & Demigods, the phoenix is reborn for use in your 5E D&D game.

The phoenix was said to exist and be watching at the time of the creation of the universe, and it stands for everlasting life beyond even the power of gods to attain. (Deities & Demigods, pages 52-53)

Phoenix
Huge elemental, neutral

Armor Class 17 (natural armor)
Hit Points 126 (12d12+48)
Speed 30 ft., fly 60 ft. (hover)
Ability Scores STR 24 (+7), DEX 14 (+1), CON 18 (+4), INT 7 (-2), WIS 12 (+1), CHA 11 (+0)

Saving Throws DEX +6, CON +9, WIS +6, CHA +5
Skills Perception +6
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Ignan
Challenge 14 (11,500 XP)

Flames. At the start of each of the phoenix’s turns, each creature within 30 feet of it takes 22 (5d8) fire damage, and flammable objects in that aura that aren’t being worn or carried ignite. A creature that touches the phoenix or hits it with a melee attack within 5 feet of it takes 22 (5d8) fire damage.

Immortal Nature. The phoenix doesn’t require air, food, drink, or sleep.

Immutable Form. The phoenix is immune to any spell or effect that would alter its form.

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

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

Magic Weapons. The phoenix’s weapon attacks are magical.

Regeneration. The phoenix regains 10 hit points at the start of its turn as long as it has more than 0 hit points.

Rejuvenation. If it dies, the phoenix’s own flames consume its body in a massive conflagration. Each creature in a 50-foot radius sphere around the phoenix must make a DC 18 Constitution saving throw. If the saving throw fails, the creature is instantly reduced to 0 hit points and becomes unconscious. Otherwise, the creature takes 55 (10d10) fire damage. The phoenix returns to life in 3d6 rounds and regains all of its hit points. No known power can prevent this from happening.

Actions

Multiattack. The phoenix makes three attacks: one with its beak and two with its talons.

Beak. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (4d6+7) piercing damage plus 22 (5d8) fire damage.

Talons. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (3d6+7) slashing damage plus 22 (5d8) fire damage.

Legendary Actions

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

Destroy Weapon. Any nonmagical weapon that hits the phoenix is destroyed after it inflicts damage. A creature using a magical weapon to hit the phoenix must make a DC 18 Dexterity saving throw after a successful attack roll to avoid having its weapon destroyed. Weapons that are immune to fire damage, legendary weapons, and artifacts are immune to this effect.

Grasp. The phoenix makes a talon attack. If it hits, the target takes damage as normal, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the phoenix can’t use those talons on another target.

Flyby. The phoenix move up to half its fly speed, and it doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

September 26th, 2018  in RPG No Comments »