Tuesday, October 28, 2014

5E Ice Toad


Illustration from G1-2-3 Against The Giants Supermodule














ICE TOAD
Large beast, neutral
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Armor Class: 11 (natural armor)
Hit Points: 57 (5d10+32)
Speed: 20 ft.
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    STR         DEX       CON       INT        WIS       CHA
  15 (+2)     13 (+1)    13 (+1)     8 (-1)     10 (+0)     3 (-4)
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Damage Immunities: cold 
Senses: darkvision 30 ft., passive Perception 10
Languages: ---
Challenge 2 (450 XP)
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Standing Leap.  The ice toad's long jump is up to 20 feet and it's high jump is up to 10 feet, with or withought a running start.

Cold Aura. The ice toad radiates cold in a 10 foot radius from it's body.  Any target within this radius at the start of their turn will take 3d6 cold damage.  A successful Constitution saving throw means the target takes half damage.


ACTIONS
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 Bite. Melee Weapon Attack: +7 to hit, reach 5ft, one target, Hit: 12 (3d4+6) piercing damage, and the target is grappled (escape DC 14).  Until this grapple ends, the target is restrained, and the ice toad can't bite another target.

Swallow.  The ice toad makes one bite attack against a Medium or smaller target it is grappling.  If the attack hits, the target is swallowed, and the grapple ends.  The swallowed target is blinded and restrained, it has total cover against attacks amd other effects outside the ice toad, and it takes 10 (3d6) acid damage at the start of each of the ice toad's turns.  The ice toad can have only one target swallowed at a time.
  If the ice toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
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Sunday, October 26, 2014

5E Crypt Thing

Crypt things was a monster in the original AD&D Fiend Folio.  It was one of those "Gotcha!" monsters that functioned more like a trap, teleporting unwary and foolish party members each in a different direction and distance.  That can spell certain death for a party that is separated from each other by a large distance.  Fortunately, the crypt thing can only do this once per party it encounters.  It is intelligent and can communicate to party members, but will be misleading, trying to convince those that make their saving throws that it has disintegrated those it teleported away.

For a DM, using this monster might be more of a headache, since after any PCs that are teleported are now split from the party and must find some way to get back to the rest of the group.  The DM must split his attention among the PCs who are separated and possibly lost in a dungeon, creating separate mapping and exploration issues.  It can mean certain death for the lone PC(s) trying to make their way out of a dangerous area or dungeon.
 
CRYPT THING
Medium undead, neutral
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Armor Class: 12 (natural armor)
Hit Points: 62 (6d8+38)
Speed: 30 ft.
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    STR         DEX       CON       INT        WIS       CHA
  10 (+0)     14 (+2)    15 (+2)   12 (+1)    10 (+0)     5 (-3)
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Damage Immunities: poison, necrotic, non-magical weapons
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: any languages it knew in life.
Challenge 6 (2300 XP)
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Teleport Others. The crypt thing can teleport all targets it can see unless a DC 12 Intelligence saving throw is made.  Each target that fails the saving throw is instantly teleported in a random direction and distance. This is determined individually per each target.  Targets never arrive in solid material and will arrive in the closest open space to the target spot.  The crypt thing may only use this power once per group of target it sees.
   Direction (1d8): 1= north, 2= northeast, 3= east, 4=southeast, 5=south, 6=southwest, 7=west, 8=northwest.   Distance = 1d100 x 100 feet.


ACTIONS
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 Claw. Melee Weapon Attack: +7 to hit, reach 5ft, one target, Hit: 10 (1d8+6) piercing damage
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This undead creature appears as a skeleton that wears a brown hooded robe.  Crypt things are created by powerful wizards to serve as guardians to their tombs to protect special treasures.  Crypt things never leave their designated tomb and never initiate combat.  If the tomb it guards is disturbed in any way, the crypt thing will teleport the intruders away from the tomb.  If the crypt thing is attacked by those who successfully save against being teleported, it will defend itself and attack with it's bony claw.

Saturday, October 25, 2014

5E Crypt Shade

Here is another monster conversion to 5th Edition D&D from the monster section of Barrowmaze.  This looks to be an original monster created by Michael Curtis and reprinted in the Barrowmaze monster section.


CRYPT SHADE
Medium undead, chaotic evil
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Armor Class: 9 (natural armor)
Hit Points: 20 (2d8+12)
Speed: 30 ft.
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  STR        DEX       CON       INT        WIS       CHA
  7 (-2)     13 (+1)    10 (+0)   10 (+0)    10 (+0)     5 (-3)
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Damage Resistance: bludgeoning, slashing and piercing non-magical weapons that aren't silvered.

Damage Immunities: poison, necrotic
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained. 
Senses: darkvision 60 ft., passive Perception 10
Languages: any languages it knew in life, but can't speak
Challenge 1 (200 XP)
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Detritus Form. . The crypt shade can enter a hostile creature's space and stop there.  It can move through a space as narrow as 1 inch wide without squeezing.


ACTIONS
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 Slam. Melee Weapon Attack: +4 to hit, reach 5ft, one target, Hit: 7 (1d8+3) bludgeoning damage
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This undead creature is a roughly human-shaped collection of shadows, dust, rotted burial linens, bone fragments, and other debris.  Crypt shades feed on the fear and pain of their victims.  They attack by engulfing victims within the shifting cloud of grave detritus that gives them shape, battering victims.

5E Coffer Corpse

I am continuing to plug away at converting the monsters from the back of the Barrowmaze into 5th edition D&D, as I would like to at some point run the dungeon using the new rules.


COFFER CORPSE
Medium undead, chaotic evil
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Armor Class: 11 (natural armor)
Hit Points: 20 (2d8+12)
Speed: 20 ft.
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  STR        DEX       CON       INT        WIS       CHA
13 (+1)      6 (-2)     16 (+3)     3 (-4)       6 (-2)      5 (-3)
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Saving Throws: Wis +0

Damage Immunities: poison, non-magical weapons
Condition Immunities: charmed, exhaustion, frightened,
paralyzed, poisoned
Senses: darkvision 60 ft., passive Perception 8
Languages: the languages it knew in life, but can't speak
Challenge 2 (450 XP)
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False Death. When the coffer corpse takes 4 or more points of damage, it collapses and appears defeated. However, normal weapons do no damage to a coffer corpse and on the next round on their turn, they rise and continue to attack.

Fearful Rise.  When a coffer corpse rises from False Death, all enemies who can see it must make a Wisdom saving throw or drop whatever they are holding and become frightened (as per the 3rd level spell Fear).

Deadly Grasp.  When a coffer corpse makes a successful slam melee attack, it has wrapped it's hands around the target's throat.  The target is grappled.  Until the grapple ends, the target is restrained.  Each round thereafter, it automatically strangles the target doing 1d6 damage per round.  The grasp of a coffer corpse cannot be broken. until it is killed.


ACTIONS
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 Slam  Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
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Sunday, October 19, 2014

5E Barrow Wight

This 5E conversion is of the barrow wight monster found in Greg Gillespie's Barrowmaze megadungeon moduleI extrapolated the Wight monster stat block from the 5E Monster Manual and made changes based on the monster's abilities in Barrowmaze.

Barrow wights are a more powerful form of wight that are found near barrows, crypts and grave-sites.  Barrow wights have thin pale skin pulled tight over the bones, abd often wear funerary shrouds which hang in tatters.  Their eyes burn with a hatred of the living, a hatred so fierce that it can burn into the mind of those who gaze upon it and drive them insane.

BARROW WIGHT
Medium undead, neutral evil
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Armor Class: 11 (natural armor)
Hit Points: 62 (6d8+38)
Speed: 30 ft.
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  STR        DEX       CON       INT        WIS       CHA
18 (+4)    14 (+2)     18 (+4)   10 (+0)   14 (+2)   15 (+2)
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Skills: Perception +4, Stealth +4
Damage Resistances: necrotic; bludgeoning, piercing, and slashing
from nonmagical weapons that aren't silvered.
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened,
paralyzed, poisoned
Senses: darkvision 60 ft., passive Perception 14
Languages: the languages it knew in life
Challenge 4 (1100 XP)
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Sunlight Sensitivity. While in sunlight, the barrow wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Insanity Gaze.  When a creature that can see the barrow wight's eyes starts its turn within 30 feet of the barrow wight, the barrow wight can force it to make a DC 14 Intelligence saving throw if the barrow wight isn't incapacitated and can see the creature.  If the saving throw fails, the target is driven insane. An insane creature can't take actions, can't understand what other creatures say, cant read, and speaks only gibberish.  The DM controls it's movement which is erratic.  The insanity lasts until the creature is freed by the greater restoration or
heal spell.
   Unless surprised, a creature can avert it's eyes to avoid the saving throw at the start of it's turn.  If it does so, it can't see the barrow wight until the start of it's next turn, when it can avert its eyes again.  If it looks at the barrow wight in the meantime, it must immediately make the save.


ACTIONS
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 Life Drain  Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 10 (1d8+6) necrotic damage.  The target must succeed on a DC 14 Constitution saving throw or it's hit point maximum is reduced by an amount equal to the damage taken.  This reduction lasts until the target finishes a long rest. The target dies if this effect reduces it hit point maximum to 0.   A humanoid slain by this attack rises 24 hours later as a normal wight under the barrow wight's control, unless the humanoid is restored to life or it's body destroyed.
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5E Iron Cobra

IRON COBRA
Small construct, unaligned
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Armor Class: 19 (natural armor)
Hit Points: 9 (1d6+6)
Speed: 30 ft.
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  STR       DEX       CON      INT      WIS        CHA
10 (+0)    18 (+4)   13 (+1)    8 (-1)    10 (+0)     3 (-4)
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Skills: Stealth +4
Damage Resistances: bludgeoning, piercing, and slashing
from nonmagical weapons.
Damage Immunities: poison, psychic, necrotic
Condition Immunities: charmed, exhaustion, frightened,
paralyzed, petrified, poisoned, stunned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages of its creator but can't
speak
Challenge 1 (200 XP)
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Magic Resistance.  The iron cobra has advantage on saving
throws against spells and other magical effects.

Spell Immunity.  The iron cobra is not affected by the Web spell.

Deadly Strike.  If the iron cobra surprises a creature and hits it with an
attack during the first round of combat, the target takes an extra 1d3
damage from the attack.

Limited Poison.  The iron cobra's fangs has a limited poison capacity.  Once it has successfully made 3 poisonous bite attacks, it's poison supply will be empty and it's bit attack will only do piercing damage.

ACTIONS
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 Bite Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d3+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.

5E Caryatid Column

CARYATID COLUMN
Medium construct, unaligned
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Armor Class: 12 (natural armor)
Hit Points: 28 (3d8+16)
Speed: 30 ft.
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  STR       DEX      CON      INT      WIS       CHA
14 (+2)  10 (+0)   16 (+3)  10 (+0)  10 (+0)   10 (+0)
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Damage Resistances: bludgeoning, piercing, and slashing
from nonmagical weapons.
Damage Immunities: poison, psychic, necrotic
Condition Immunities: charmed, exhaustion, frightened,
paralyzed, petrified, poisoned, stunned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages of its creator but can't
speak
Challenge 2 (450 XP)
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Magic Resistance.  The caryatid column has advantage on saving
throws against spells and other magical effects.

Weapon Breaking.  Any weapon, magical or otherwise that hits
the caryatid column has a 25% chance to snap and break, rendering
it useless.  This chance is reduced by 5% per magical 'plus' of the weapon.

ACTIONS
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 Longsword Melee Weapon Attack: +5 to hit, reach 5ft., one target.
Hit: 8 (1d8+4) slashing damage.