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 »

Flame Snakes

Here’s the next post in the series in which I convert creatures the AD&D Deities & Demigods for use in your 5E D&D game.

This creature is an enemy of the gods, and is related to the great serpent Apep. It appears as a small harmless grass snake and is most often found sitting coiled on the highest pile of treasure in a tomb. …. The Egyptian hells swarm with flame snakes. (Deities & Demigods, page 51)

Flame Snake
Tiny fiend (demon), chaotic evil

Armor Class 13
Hit Points 3 (1d4+1)
Speed 40 ft.
Ability Scores STR 2 (-4), DEX 16 (+3), CON 12 (+1), INT 5 (-3), WIS 10 (+0), CHA 7 (-2)

Damage Resistances cold, lightning
Damage Immunities fire, poison
Condition Immunities poisoned
Senses blindsight 25 ft., passive Perception 10
Languages understands Abyssal but cannot speak
Challenge 1/4 (50 XP)

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

Actions

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

Breath Weapon (Recharge 6). The flame snake exhales fire in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much on a successful one.

Swarm of Flame Snakes
Medium swarm of tiny fiends (demon), chaotic evil

Armor Class 14
Hit Points 41 (8d8+5)
Speed 40 ft.
Ability Scores STR 8 (-1), DEX 18 (+4), CON 12 (+1), INT 5 (-3), WIS 10 (+0), CHA 7 (-2)

Damage Resistances cold, lightning; bludgeoning, piercing, slashing
Damage Immunities fire, poison
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses blindsight 25 ft., passive Perception 10
Languages understands Abyssal but cannot speak
Challenge 3 (700 XP)

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

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny flame snake. The swarm can’t regain hit points or gain temporary hit points.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 7 (2d6) piercing damage plus 11 (2d10) fire damage, or 3 (1d6) piercing plus 5 (1d10) fire damage if the swarm has half of its hit points or fewer.

Breath Weapon (Recharge 5-6). The flame snake exhales fire in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 26 (4d12) fire damage on a failed save, or half as much on a successful one. If the swarm has of its hit points or fewer, each creature in the area must make a DC 13 Dexterity saving throw, taking 13 (2d12) fire damage on a failed save, or half as much on a successful one.

September 24th, 2018  in RPG No Comments »

Apep

We leave behind the Cthulhu Mythos and travel along the Nile to meet a few worthies from the Egyptian mythos of the AD&D Deities & Demigods. First up is Apep for your 5E D&D game.

This creature of the Abyss is the deadly enemy of the gods, particularly Osiris. Apep is the physical embodiment of chaotic evil in the Egyptian mythos. (Deities & Demigods, page 50)

Apep
Gargantuan fiend (demon), chaotic evil

Armor Class 24 (natural armor)
Hit Points 429 (22d20+198)
Speed 50 ft.
Ability Scores STR 30 (+10), DEX 10 (+0), CON 28 (+9), INT 13 (+1), WIS 16 (+3), CHA 22 (+6)

Saving Throws STR +18, CON +17, WIS +11, CHA +14
Skills Perception +11
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing non-legendary attacks
Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 21
Languages Abyssal, telepathy 120 ft.
Challenge 26 (90,000 XP)

Heated Body. A creature that touches Apep or hits it with a melee attack while within 5 feet of it takes 18 (4d8) fire damage.

Impervious Scales. A nonmagical weapon shatters upon striking Apep.

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

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

Magical Weapons. Apep’s weapon attacks are magical.

Actions

Multiattack. Apep makes a bite and a constrict attack.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 28 (4d8+10) piercing damage plus 18 (4d8) fire damage, and the target must make a DC 21 Constitution saving throw, taking 66 (12d10) poison damage on a failed save, or half as much damage on a successful one.

Constrict. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 32 (4d10+10) bludgeoning damage plus 18 (4d8) fire damage, and the target is grappled (escape DC 21). Until this grapple ends, the creature is restrained, and Apep can’t constrict another target.

Swallow. Apep makes a bite attack against a Large or smaller creature it is grappling. If the attack hits, the creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Apep, and it takes 14 (4d6) acid damage plus 36 (8d8) fire damage at the start of each of Apep’s turns.

If Apep takes 30 damage or more on a single turn from a creature inside it, Apep must succeed on a DC 19 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Apep. If Apep dies, a swallowed creature is no longer restrained by Apep and can escape from the corpse using 15 feet of movement, exiting prone.

Breath Weapon (Recharge 5-6). Apep exhales fire in a 100-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much on a successful one.

Legendary Actions

Apep 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. Apep regains spent legendary actions at the start of its turn.

Detect. Apep makes a Wisdom (Perception) check.

Immolate. One creature that Apep can see within 60 feet bursts into flames. Until a creature takes an action to douse the fire, the target takes 18 (4d8) fire damage at the start of each of its turns.

Necrotic Fire (Costs 2 Actions). Until the end of Apep’s next turn, half of the fire damage inflicted by any of Apep’s attacks or abilities is necrotic damage. A creature suffering necrotic damage from this effect must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by the amount equal to the damage taken. This reduction lasts until the target takes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Spawn Flame Snake. A creature reduced to 0 hit points by Apep’s necrotic fire or by being swallowed by Apep is brought back to life and transformed into a flame snake.

September 18th, 2018  in RPG No Comments »