Using My Monsters

Saturday, 17 October 2015

Slimy Demodand - CR 18 (Medium Fiend)

"It regarded me with baleful amusement, a bubbling chuckle rumbling through its armoured chest. 'Tasty mortal morsel, what do you think you are doing trying to stop the inevitable? Come here, and fulfill your destiny to die for my amusement'". 
I drew my blade, uttered a prayer to Solum, and charged. Within moments, I was sure the fiend's words may have truly been prophecy..."

 - From In Service to Our Lord, by Sir Adrus Keth'Solum

Wednesday, 14 October 2015

Stench Kow - Large Beast (CR 3)

Ormid and the gang are about to enter a daemonic dimension to try and hunt down the daemon that stole both the Artificer's soul, and that of NPC Ser Quercus. Just in case, I have statted up one of the "normal" animals from that realm - a beast found in the original AD&D Monster Manual II - The Stench Kow (sic).

So yeah, it's a smelly Hell Cow.


"I said Moo."


Oddly enough, I didn't find any art for these things, other than a copy of the original stats from AD&D.

Friday, 9 October 2015

Modifying the Concentration Rules

My players and I are loving 5th edition to bits. However, one of the core rules - namely the concentration rules - are kinda' irritating us. I completely see why they are there. Back in earlier versions of D&D, the spell casters could pile on protective spells and make their targets almost invulnerable, or, could pile control effect on to enemies and cripple them. By using the concentration rules as written, this problem is solved...but at the expense of awesomeness.

In the game last night, two spells - Silence and Hold Person came together (along with a 50ft high tower and a monk) to create one of those memorable moments (paralysed bad guys being shoved off afore mentioned tower by the monk, onto the BBEG, who got whacked by them due to being unable to hear their approach, thanks to a Silence spell).

So far, so awesome.

Unfortunately, I realised today, that both are concentration spells, and yep, they were cast by the same characters. If the rules as written had been used, that moment would not have happened.

This has got me to thinking. I know that the concentration rules were one of the rules we were warned not to mess with but...


As written except as below.

1) You can concentrate on a number of spells at once equal to your spellcasting ability modifier
2) The D.C. to keep concentrating increases by +2 per spell beyond the first you have active
3) At the end of each of your turns, when you are concentrating on more than one spell, you must make a D.C. 10 + The number of spells you are concentrating on + the spell level of the highest level spell you are concentrating on, check using your spellcasting ability, or all sustained spells end.

If this seems too complicated, here is another idea...

1) All concentration rules as written except, you can spend a Hero Point, to maintain concentration without the effort. This means you can maintain at least two spells at once - one with a Hero Point, the other normally. Your GM might even let you expend multiple Hero Points per round to keep multiple spells going....

Personally, I like the second one...I'm gonna' try it!

Thursday, 8 October 2015

Flail Snail - CR 7 (Large Monstrosity)

Yep, I'm totally aware that 5e stats for these monsters are already available in a number of books and sites. However, for my games (these guys appear on a random encounter table for one of my campaigns) they didn't come close enough to the original, 1st Edition AD&D version - the one with the shiny shell that could make your spell casters mess up big time, and which got upset in bright light - so I statted up my own version. Being nice, and wanting to share, I thought I would stick it on here, so you have, if nothing else, another variant on the ones already out there.


" Ah hell no! I am NOT being killed by a sodding Flail Snail. Not cool dude...not coooool!!!"

Saturday, 3 October 2015

Shardevax - Tar Devil Captain - CR 9 (Medium Fiend)

Ormid and the gang are deep in a huge pile of conspiracy and plots, and as per usual, it has lead to interplanar portals, insanity and horrible massed battles against abyssal hordes. In the last session, an innocent looking hilltop erupted like a pustule, and disgorged a rather pissed off Goristro daemon, and a pack of vicious and hungry Kalavakus (of Pathfinder fame). Backing these guys up was one of the new Captains of the "Grey Men" of Latram; a Tar Devil warrior named Shardevax.

As the massive siege daemon and his blue furred pals ran to meet the party (who had soundly sent a pack of Type I daemons and a Horned Devil back home), Shardevax lazily lobbed a ball of hellfire at Llewellyn, attracting the rogue's ire. Llewellyn then ran towards him, causing the captain to say (whilst tugging his thorned blade, "The Bastard" from its scabbard), "I always wanted to fight a legend".

Llewellyn then reduced him to 2 hit points with one hit, the poor, deluded fiend being ended by a burst of force unleashed from his armour by Ormid's artifice.

The lesson?

Don't get critically hit by a high level rogue who has used a power to grant him his sneak attack dice...

Anyway, as he never got chance to really do anything, I though I would share his stats.

The Bastard by the way, is a  Very Rare unique sword (martial Weapon), that requires attunement, and inflicts +9 (2d8) necrotic damage on each hit. On a critical hit, it inflicts a total of +21 (6d6) necrotic damage, and the target's total hit points are reduced by that amount until they receive a Greater Restoration spell or better. 

Shardevax - written on his tombstone is "Be Careful What You Wish For"