Using My Monsters

Tuesday, 21 April 2015

Bomb Wand - Uncommon Wondrous Item

These items were dished out fairly often in my 2nd Edition AD&D games, and quickly grew to be one of the "must have" items for players. I've missed them, and thought they should be brought back to 5e.

Bomb Wand
Uncommon Wondrous Item

Created by Upper Malgorothian magi, these heavy black wands are typically plated in riveted metal and etched with evocatory runes of destruction and war. When first created they have 50 charges. To activate them, the bearer must know the correct command word. They can be fired as an action, and create a bolt of thunderous energy, which can be aimed at an enemy within 100' (ranged attack roll needed – the bearer is considered to be proficient with the wand). If the bolt hits, it inflicts 27 (5d10) points of thunder damage, half if they make a D.C. 15 Constitution saving throw. If they fail this save they are also deafened, and if they roll a natural 1 on the save, they are also stunned until they can make the save (repeated at the end of their turns).

The noise created by the wand is very loud, and will immediately alert all nearby creatures to its use. The Helldazzlers are known to favour these items, and are rumoured to have made even more potent versions that can inflict maximised damage with the expenditure of more charges, higher damage or which can fire more than one bolt simultaneously. The Aelwyn obtained the schematics for these items and mass produced them during the Aelwyn Wars, giving them to soldiers wielding Wand Pistols.

When the last charge is spent, the wand crumbles into ash. There is a 1d100% chance that 3d20 gps worth of Residuum is found amongst this.

Thursday, 16 April 2015

Fire Dragonet - CR 4 (Medium Dragon - Fire)

Fire Dragonet
Medium Dragon – Fire (Unaligned)

Armour Class: 16 (Natural Armour)
Hit Points
: 97 (15d8+30)
Speed 25', Fly 60'
STR 12 (+1) DEX 13 (+1) CON 14 (+2) INT 4 (-3) WIS 10 (+0) CHA 6 (-2)
Saving Throws: Dexterity +3, Constitution +4
Skills: Perception +2
Damage Reductions: Fire 10
Damage Resistances: Fire
Senses: Darkvision 60'; Keen Senses; Passive Perception: 12
Language: Possibly Dracane
Challenge: 4 (1,100 xp)
Keen Senses: The dragonet has advantage on any Wisdom (Perception) checks it makes where its keen sense of smell or hearing can play a part.

Burning Blood: When an enemy hits the drake with a melee attack that inflicts either slashing or piercing damage, they must make a D.C. 12 Dexterity save or suffer 3 (1d6) fire damage.

Multiattack: The dragonet makes two Bite attacks. If both hit, it may make another Bite attack against a different target.
Bite: Melee weapon attack, Reach 5', +3 to hit, one target, Hit: 5 (1d8+1) piercing damage

Fireball Breath (Recharge 3-6): Range 60' All creatures within a 10' sphere suffer 16 (4d6+2) fire damage, half if they can make a D.C. 12 Dexterity save.


Tail Whip: When an adjacent enemy misses the dragonet with a melee attack (targets triggering enemy); Melee weapon attack, Reach 5', +3 to hit, one target, Hit: 6 (1d10+1) slashing damage and target must make a D.C. 12 Strength or Dexterity save or be knocked prone. 

*   *   *

My 7-year-old is due to face this beastie in his next game, now that he has tracked down the lair of the Vulgorim that lead a Gorgoth attack against the walls of the town of Meadwell. He's still finding his feet with D&D, and this will be his first proper boss fight. Of course, he has a couple of helpful NPC's tagging along, who will help shield his mage...but regardless, this will be a good test for him. 

This monster is based on the AD&D 2nd Edition version, though I added a few bits and bobs together. Note I have given it both Fire Reduction and Resistance instead of full immunity. I would work it out by reducing any fire damage by 10 first, and then halving what is left. 

 A bit like this...but much smaller...

Saturday, 4 April 2015

Pyrotrice - CR 6 (Medium Monstrosity)

Something I came up with this week after running some (doomed) Cockatrice's in the PUG. 

Medium Monstrosity (Neutral)
Armour Class: 15 (Natural Armour)
Hit Points
: 149 (23d8+46)
Speed 20'; Fly 60'
STR 8 (-1) DEX 17 (+3) CON 14 (+2) INT 4 (-3) WIS 10 (+0) CHA 5 (-3)
Saving Throws: Dexterity +6, Charisma +0
Damage Resistances: Fire
Condition Immunities: Petrification, Ongoing fire Damage
Passive Perception: 10
Challenge: 6 (2,300 xp)
Spell Like Abilities: Wisdom is the Pyrotrice's spellcasting attribute. Spell save D.C. 11, Spell Attack +3.

At-Will: Control Flames*, Pyrotechnics*
* Elemental Evil

Combusting Gaze: Whenever a sighted creature starts its turn within 20' of the Pyrotrice, it must make a D.C. 13 Constitution save or suffer 14 (4d6) Fire damage. Pyrotrice's and Pyrolisks are immune to this attack.
Stoning Peck: Melee weapon attack, Reach 5', +6 to hit, one target, Hit: 6 (1d6+3) piercing damage, and target must make a D.C. 13 Constitution save or be paralysed. At the start of their next turn, they must repeat this save. If they are successful, the paralyses ends. If they fail, they are petrified.

Petrified individuals emit constant heat, and any creature that starts their turn adjacent to them suffer 5 (1d10) points of fire damage.

Reflexive Peck: When an enemy misses the Pyrotrice with a melee attack, the monster makes a single Stoning Peck attack against them.

Whether they are the product of a chance natural pairing, or the result of deliberate cross breeding, the Pyrotrice is the offspring of a Cockatrice and a Pyrolisk. They resemble particularly wretched looking pyrolisk's with long, greasy feathers and hardened green scales. Their eyes glow with a dim yellow light, and they move in a tortured, broken manner. However, they are dimly intelligent in their own way, and are capable of seeking stronger monsters with whom to ally. They breed true with either Cockatrice or Pyrolisks, though not with their own kind. Pyrotrice eggs are lain in clutches of 3-8 eggs, and are small, black-shelled things with green yolks. Some Dundiir nobles consider them a great delicacy, and may pay up to 10 gps per egg!

These monsters can be trained (with some difficulty) to act as guards if raised from birth.