Wednesday, 31 December 2014

Ju-Ju Zombie - CR 3

Ju-Ju Zombies are great when you want to demonstrate that the wizard the group are chasing is more badass than your average necromancer. Created by utterly extinguishing the life force of an intelligent creature with lashings of creamy necrotic energy, they are smart, fast and cunning. I have made great use of these horrors over the years, and will be doing again soon, hence, you get the stats to play with yourself. I'm pretty sure the CR is right this time BTW.

Ju-Ju Zombie
Medium Undead (Neutral Evil)
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Armour Class: 15 (Natural Armour)
Hit Points
: 59 (9d8+18)
Speed 30'
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STR 14 (+2) DEX 17 (+3) CON 14 (+2) INT 9 (-1) WIS 11 (+0) CHA 8 (-1)
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Saving Throws: Dexterity +5
Skills: Perception +2, Stealth +5
Damage Resistances: fire
Damage Immunities: Piercing and Bludgeoning from non-magical weapons, Force, lightning, poison, illusions
Condition Immunities: Charmed, Paralysed, Poisoned, Unconscious
Damage Vulnerability: Radiant
Senses: Darkvision 60'; Passive Perception: 12
Language: Any spoken in life
Challenge: 3 (700 XP)
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 Sneaky Striker: The Ju-Ju Zombie inflicts +7 (2d6) piercing damage when it hits an enemy against whom it has advantage on attack rolls.
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ACTIONS
Multiattack: The Ju-Ju makes two Short Sword attacks or a Light Crossbow and Shortsword attack

Short Sword Melee weapon attack, Reach 5', +4 to hit, one target, Hit: 5 (1d6+2) piercing damage.

Light Crossbow Ranged Weapon Attack, Range 80/120; +5 to hit, one target, Hit: 7 (1d8+3) Piercing damage.


REACTIONS

Evasion: When the Ju-Ju saves against an attack that normally inflicts half damage on a save, it spends a bonus action and takes no damage instead. 

http://scottpurdy.deviantart.com/art/Juju-Zombie-191493992
 

Monday, 29 December 2014

Oops! Challenge Ratings...My Mistake!

Umm...just realised I have been miscalculating the CR's of the monsters here....I have now adjusted them to be correct. Most were too high...Sorry about that!

Saturday, 27 December 2014

Beholderkin - Gauth (CR 5)

The  Gauth is one of those monsters that most of us have fought in video games, but which I never really hear getting used in day to day tabletop. I think this is a shame, as they represent a nice bit of Eye Tyrant weirdness at a much lower level. For this conversion I went to 2nd Edition AD&D, and pretty much recreated the same thing. I did tweak the explosion however, as in the original there was only a 2% chance of this happening...which seems pointless.

Anyway, here it is...

Beholderkin - Gauth
Medium Aberration – Xareth'Chelde (Neutral Evil)
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Armour Class: 16 (Natural Armour)
Hit Points
: 136 (16d8+64)
Speed Fly 15' (hover)
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STR 15 (+2) DEX 14 (+2) CON 18 (+4) INT 17 (+3) WIS 13 (+1) CHA 17 (+3)
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Skills: Perception +9
Condition Immunities: Prone
Senses: Darkvision 120'; Passive Perception: 19
Language: Cheldean
Challenge: 5 (1,800 XP)
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All-Round Vision: Creatures cannot flank the Gauth

Dispel Magic Effect: A Dispel Magic made against one of the creature's eye stalks, stops it working for 1d4 rounds.
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ACTIONS
Multiattack: The Gauth either makes two bite attacks, or fires up to three eye rays.

Bite: Melee weapon attack, Reach 5', +7 to hit, One target, Hit: 11 (2d8+2) Piercing damage.

Eye Rays: The Gauth may fire up to two of the following eye rays at one or more creatures in range.
1: Cause Wounds – 30' range. Target must make a D.C. 14 Constitution save or suffer 12 (2d8+3) Necrotic damage
2: Cone of Cold – 50' cone. Targets within the cone suffer 7 (3d4) cold damage or half if they make a D.C. 14 Dexterity save
3: Repulsion – 5' wide, 10' long line. All creatures in this area must make a D.C. 14 Strength save or be pushed 1d4 x 5' and knocked prone.
4: Lightning Bolt – At a single target within 80'. Target suffer 17 (3d6+3) lightning damage, half if they make a D.C. 14 Dexterity saving throw.
5: Paralysation – Target within 40' must make a D.C. 14 Wisdom save or be paralysed for 5d4 minutes. At the end of each of their turns, they may make another save to end this effect early.
6: Dweomer Drain – One target within 40' must make a D.C. 14 Charisma saving throw, or one non consumable magical item they possess looses all powers and magic for 1 minute. If they roll a natural 1 on this saving throw, the item is permanently drained of all magic. For 1 minute following the successful removal of magic from an item, the Gauth glows brightly, as if it had been affected by a Faerie Fire spell.

REACTIONS

Final Eruption: When reduced to 0 hit points, the Gauth begins to glow brightly, casting bright light in a 60' radius. At the end of its next turn, it explodes in a 60' sphere, inflicting 8d10 force damage to all within – half if they make a D.C. 15 Constitution save. 

 Allo! 

Monday, 22 December 2014

Fiend Breaker - Legendary Two-Handed Mace

FIEND BREAKER
Legendary Two-Handed Mace (Requires Attunement by a Paladin or Good Cleric)

Created by Aesceb “The Benign”, a daemon allied with the “Silent Choir”, this fabulous weapon was gifted to the human paladin of Namaea'Isaala Radareth, in the late 2nd Age. It is a hugely heavy weapon, which requires both hands to use and a minimum strength of 16 to wield normally (disadvantage on attack rolls otherwise). Its base damage is 2d6 bludgeoning. It is made from cold iron (which automatically ignores any resistances to bludgeoning, piercing or slashing a creature with the Fiend or Fey type may have), and its flanged head is carved to resemble the outwardly thrust wings and flaming blades of angels girded for war. Heavenly inscriptions are carved into the head, flowing over it, and down the heavy, nightwood handle. Eight large, cabochon cut moonstones are set in the middle of the flanges, each one enchanted so that they shine with pale light at all times.

When it is not attuned to an individual, this weapon is simply an oversized cold iron mace +1. However, when attuned to its wielder, it gains the following properties.

  • Becomes a +3 cold iron weapon
  • Inflicts +2d10 points of radiant damage per hit to creatures with the Fiend type.
  • If this weapon scores a critical hit against a Fiend, the bearer and the fiend must make a contested Charisma check (the bearer gains a +3 bonus from the mace). If the Fiend fails, it is banished to its home plane, or, if already there, suffers +10d10 radiant damage. If it wins, it suffers an additional +3d10 radiant damage.
  • The bearer gains a +2 bonus to their AC against the attacks of a Fiend
  • The bearer gains a +5 bonus to saving throws against the attacks of Fiends.
  • The mace may be used as a focus for spell casting, adding its bonus to both the spell attack rolls, saving throw D.C. And damage they inflict.
  • Once per long rest, as an action, the bearer of the Breaker may use it to cast a 6th level Magic Circle, which follows the mace and lasts for 1 hour.
  • Once per long rest, when the bearer of the mace is reduced to 0 hit points, they may, with no action, spend one or more of their hit dice, gaining a +3 bonus to the amount each one restores. If they have no hit dice, they are instead at 1 hit point.
  • At will as a bonus action, the mace can be commanded to shed bright, silvery light in a 30' radius. This can be extinguished with another bonus action.

Tuesday, 9 December 2014

Son of Kyuss - CR 4 (Medium Undead)

One of AD&D's slightly grim undead for you today. Fresh from the original Fiend Folio, here is the 5e Son of Kyuss (now with added maggots). 

Son of Kyuss
Medium Undead (Chaotic Evil)
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Armour Class: 14 (Natural Armour)
Hit Points
: 44 (8d8+8)
Speed 20'
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STR 18 (+4) DEX 11 (+0) CON 13 (+1) INT 5 (-3) WIS 10 (+0) CHA 11 (+0)
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Damage Immunities: Poison
Damage Vulnerability: Fire
Condition Immunities: Poisoned, Disease, Exhaustion, Fear
Senses: Darkvision 60'; Passive Perception: +10
Language: As spoken in life
Challenge: 4 (1,100 XP)
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Fear Aura: Living creatures that start their turn within 30' of the Son, must make a D.C. 13 Charisma save, or become Frightened of it for 1 hour. Such creatures have the Frightened condition, and must use their actions and movement to get as far away as possible from the monster. They are allowed another saving throw at the end of each subsequent turn to end this effect early. Once they have made the save, they are immune to the fear of that particular Son of Kyuss for 24 Hours.

Regeneration: The Son of Kyuss heals 5 hit points at the start of each turn, as long as it has at least 1 remaining. Damage dealt to it with acid, fire or by a weapon covered in holy water cannot be healed this way.

Rise Again: Unless reduced to 0 hit points by an attack that inflicts acid or fire damage, or by a weapon covered in holy water, the Son of Kyuss is allowed to make a death save at the start of the next round. If successful, it regains 5 hit points, and may continue to fight.
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ACTIONS
Multiattack: The Son of Kyuss makes two claw attacks.

Diseased Claw: Melee weapon attack, Reach 5', +7 to hit, one target, Hit: 20 (3d6+9) slashing damage, and the target must make a D.C. 15 constitution save or become infected with Worms of Kyuss.


REACTIONS

Loathsome Demise: When the Son fails its death save and is slain, all living creatures within 10' of it must make a D.C. 15 Dexterity save or contract Worms of Kyuss, as it explodes in a shower of writhing green maggots.

WORMS OF KYUSS

You are immediately infested with fat, burrowing green maggots, that begin to consume your innards and nerves. Every minute, you must make a D.C. 15 Constitution save. If you fail, your current and total hit points are reduced by 10 (3d6). Every time you fail your saving throw, the save D.C. Increases by a cumulative +1. If you are slain by this foul illness, your body collapses. 1 minute later, it animates as a Son of Kyuss. This disease is actually a curse, and so, a Remove Curse must be cast on you before you can receive succor from a Lesser Restoration or similar curative magics. 

 Photo bomb!!