Using My Monsters

Saturday, 30 April 2016

Corruption Corpse (Medium Undead) - CR 3

4th Edition's Monster Manual contained these putrid fellows; zombies cast (reanimated) in the same mold as those dudes in Quake who lobbed bits of their own decaying flesh at you. I thought I would do a conversion, and try to stick to the design philosophy of that edition - namely that "Artillery" beasties are glass cannons; high damage, but low defences and hit points.

I think this fits the bill...


"How dare you imply I have problems with my personal hygiene! Good day to you sir! I said good day!"

Wednesday, 27 April 2016

Using 4e Fortune Cards to Reward 5th Edition Characters

So, we, like many groups, do not use XP to advance the characters. In my games I prefer to advance them at the appropriate moments, which stops the "mid adventure" level up, and allows me to accurately gauge the approximate power of the groups when writing. However, this sometimes leaves me feeling a bit cruel - usually after a series of challenging tasks or battles.

5e Version: You move an additional 10ft

In the Ormid et Al games, and now, in the PUG, I intent to start, when I feel the group deserves something, to hand out minor boons that last until a member of the party uses it, or until the end of their next long rest. These boons are actually those written on the 4e "Fortune Cards" - most of which translate seamlessly into 5e. It allows me to give something a bit different (and as it will involve rolling to determine the boon from a possible 440 boons) exciting and oft' different reward.
What do you think?

5e Version: As written, but you ignore all the "Vulnerability equals one-half you level" stuff, you just get Vulnerability

 Last night, the group got to re-roll any 1's they rolled for damage once. It allowed Ormid to inflict +7 damage with a spell ('twas a night of poor rolls).

5e Version: You can move an ally in any direction up to 10ft, then you move, without provoking opportunity attacks, up to 10ft.

Friday, 22 April 2016

Star Rose Tincture (Positoxin) - Rare Consumable

Positoxins were first introduced in the 3.5 Book of Exalted Deeds - the opposite tome to the wonderful Book of Vile Darkness. They were basically poisons that were dangerous to the undead, that paladins could use without taking the shine off their halos. Here is a quick one I dreamed up whilst brushing my fangs...enjoy!

Star Rose Tincture (Positoxin – Rare Consumable): As a general rule the undead are immune to poisons. However, there are certain substances, distilled from celestial materials and infused with the radiant energies of life, that act just like toxins to them. These “Positoxins” are rare, but valuable substances that can greatly aid those that hunt the unquiet dead. 

Image from https://staticdelivery.nexusmods.com/mods/110/images/19174-2-1340299286.jpg


Star Roses are a species of empyreal flower that sprawl across the lower peaks of several heavenly mountains. Their soft blooms glow with a blue-white light, much like moonlight, and their pollen fills the fragrant air with tiny specs of silvery light. When the essence of these divine flowers is infused into blessed water, and mixed with certain other substances baneful to the undead, the result is this substance – a faintly luminous, clear positoxin, that smells quite strongly of rose blossoms, and is slightly thicker than water.

Harmless to the living, it deals 13 (3d8) points of radiant damage to the undead when delivered on a weapon (D.C. 15 Constitution saving throw for half). A vial of this substance inflicts 27 (5d10) radiant damage if smashed against an undead creature (D.C. 15 Constitution saving throw for half). This substance resonates at a strange dimensional frequency, and is able to harm incorporeal targets as readily as corporeal ones. In other words, such targets do not get their usual resistance to this substances damage.

Monday, 18 April 2016

Composite Longbow and Shortbow - Martial Weapon

Composite Longbow – Martial Weapon

Cost: 65 gp
Range: 165 / 660
Damage: 1d8 piercing
Weight: 3lbs
Properties: Ammunition, Heavy, Two-Handed, Special
Special: A composite bow allows the bearer to add either their Strength or Dexterity modifier to damage.

Composite Shortbow – Martial Weapon

Cost: 30 gp
Range: 90 / 355
Damage: 1d6 piercing
Weight: 2lbs
Properties: Ammunition, Two-Handed, Special
Special: A composite bow allows the bearer to add either their Strength or Dexterity modifier to damage.


I'll be honest, I hadn't really realised that these weapons had not been redone in 5e, and I decided to change that. So here they are, a nice choice for your melee fighter, for when they need something at range. I did think about using similar rules to 3.0 / 3.5, and making it so there were grades of bow that allowed for greater amounts of strength based damage, but it seemed overly complex. Anyway, let me know if you think these are awful or great. 

Sunday, 17 April 2016

Dread Wraith - Medium Undead (CR 15)

"Err guys, I am gonna' up the CR on these things. They really kicked far more ass than I thought they would. I was expecting that encounter to be a roadbump, not a near TPK."

- Me, last game

Although they may have been floating around (pun intended) in earlier editions of D&D, the first time I remember seeing them statted up  as a separate entity was in 3.5, and I am fairly sure I faced them again and again in DD). 

Ormid and the gang are currently very close to facing the legendary Lich Gimble Brandersnatch (name created when I was 17, please allow for this), and are starting to face some of his more vicious minions. In the last game, they set out to destroy one of the anchors holding an epic spell in place over Lorehaven, and before the encounter around the anchor itself ran into a group of undead that were supposed to let them "warm up" a bit before the main event. The encounter involved a Bone Golem and four Dread Wraiths....things got messy....really, really messy. Constitution drain is VICIOUS in 5e, and things only got nastier when one of the NPC's died and returned as a Wraith..

Art from here https://www.pinterest.com/fig0012/tattoos/
They see me floatin' they hatin'....


Hit point drain + Constitution Drain is utterly, utterly horrible, especially if you don't have ready access to the spells needed to remove it (which the group don't). 

Anyway, the Dread Wraiths proved themselves to be a truly deadly opponent, and as I have their stats, I thought I would share, so other GM's can unleash the pain on their players!


Erdeen (Earth Elemental of Chaos) - Large Elemental (CR 8)

The four "Elementals of Chaos" were from the Mystara setting, and I first encountered them in the 2nd Edition AD&D Monstrous Compendium that detailed monsters from that world, although I may have missed them being elsewhere. The Erdeen gets a conversion as I might need it in a game soon, and, as I have been pretty busy lately, I thought I would share it as I've not posted much of late.

From the 2nd Edition AD&D Monstrous Compendium "Mystara"

Wednesday, 6 April 2016

Slithering Tracker - Small Ooze (CR 3)

"People assume I am terrified of the dark and deep places after the horrors of Meshari's tomb. It makes sense I suppose. However, they are wrong. I hated the deep places long before I ever crossed the threshold of that cursed vault. 

"So what, you may be wondering, cemented my loathing? Something I never saw. Something that came into our crude camp, and whilst we slept, slew two of my companions, leaving them little more than dehydrated husks. 

"Never did work out what did it; what could be smart enough to sneak into our camp, and to silently drain the life from my more than capable companions without them even uttering a word. I never could work it out, and I admit, I have no intent of ever finding out. From now on, the horrors can keep the deeps. I'll stick to the light realms above. It's safer."

- From the Journal of Kelvos Storr (three days before being eaten by a Roc in the wide open spaces).


Slithering Tracker by Bill Willingham