Showing posts with label D&D 5e. Show all posts
Showing posts with label D&D 5e. Show all posts

Monday, July 30, 2018

The Iyr Specurem

Iyr Titans

When the Iyr come to the world in their invasions, they do not just bring their glass and crystal armies. Through their holes in the universe, they drag titanic machines of war. Each of these is built to crack fortresses, burn cities, and crush kingdoms.

Each Titan has several locations that can be targeted. You can either have your players choose a location to target, or use the table provided in the statblock.

Specurem

The Specurem are flying titans built in the image of the long-dead wyrms of the Iyr's home universe. They are the grandest of the Iyr's horrors, each taking decades or centuries of effort by the Iyr's greatest shapers. Iyr Warmasters pull them through rifts to use as command vehicles and mobile fortresses. They, just like the other titans, have no mind of their own: if not controlled, they will not move, even to defend themselves.

Iyr Specurem
Gargantuan Construct

Armor Class: Variable
Hit Points: Variable
Speed: fly 100 ft (hover)

STR: 25 (+7)
DEX: 8 (-1)
CON: 25 (+7)
INT: 10 (+0)
WIS: 16 (+3)
CHA: 8 (-1)

Damage Immunities: Psychic, Poison, Acid 
Condition Immunities: Poisoned, Exhaustion, Charmed
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages: Can understand Iyrn but not speak it.
Challenge: 

Titanic: Whenever the Iyr Specurem is attacked, roll 1d6 and consult the following chart.

1-2: Head AC 19, 75 Health If destroyed, the Iyr Specurem loses use of the Obliterate action and the Bite action.

2-5: Arms (2) AC 17, 50 Health Each If one is destroyed, the Iyr Specurem can only make one Claw attack per turn. If both are destroyed, the Iyr Specurem can no longer make Claw attacks.

6: Body AC 19, 100 Health If destroyed, the Iyr Specurem dies.

Actions
Claw: (Melee Weapon Attack) +13 to hit, reach 10 ft., one target. Hit: 16 (2d8+7) slashing damage

Bite: +11 to hit, reach 15 ft., one target. Hit: 14 (2d6+7) slashing damage and 14 (2d6+7) radiant damage.

Obliterate (Recharge 5-6): The Iyr Specurem's head flashes a burning light in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) radiant damage and being blinded for 3 turns on a failed save, or half as much damage on a successful one.

Legendary Actions
Bite: The Iyr Specurem makes a Bite attack.

Flash: Everyone within 50 ft. of the Iyr Specurem must make a DC 14 Constitution saving throw or be blinded for 3 turns.

Blink: The Iyr Specurem moves 50 ft. instantly.

Saturday, April 21, 2018

The Desolation, Part 1: Creatures of the Desolation

The Desolation

The Desolation is an ice desert, comprised of tiny fragments of ice and sand and irradiated with horrible magics. With the rising sun, it becomes a hellscape of blinding light and wandering Prismwraiths. At night, the cold can crack even the most hardened adventures (if the creatures that awaken with the darkness don't first).

Cultivators

The Cultivators go through a metamorphic life, being born as small worm-like creatures and buried in some of the deeper chambers of their underground Hivecities. Decisions are made by the Queen's Circle, made up of the queens of every Hivecity.

The Cultivators are the only source of plants in the Desolation, and thus are often under attack by some creature or another, or under siege by the elves. To protect themselves, they fabricated the Wyrm Eaters, and military service is mandatory if a Hivecity comes under assault.

Cultivators worship the Inner Gods: ancient titans buried beneath the earth, revealed through fault lines. It is said some of the deepest Hivecities have burrowed all the way down to where the Inner Gods live. Cultivator clerics of Inner Gods such as Ursek, Ar-Torak, and Om-Tira are common in the larger Hivecities.

Image Credit: Cloister.se



Cultivator

Medium Monstrosity, Lawful Good

  • Armor Class 12 (Natural Armor)
  • Hit Points 10 (2d8)
  • Speed 30 ft., burrow 15 ft.

STRDEXCONINTWISCHA
10 (+0)8 (-1)12 (+1)14 (+2)14 (+2)6 (-3)

  • Senses Darkvision 120 ft., Passive Perception 12
  • Skills Arcana +2, Survival +2
  • Languages Cultivator
  • Challenge 1/2 (100 XP)
  • Damage Immunities Cold

Actions

Multiattack: The Cultivator can make 2 claw attacks
Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage

Maidenfly


Maidenflies are bioengineered pollinators created by the Cultivators, with multiple pollen sacs, often filled with poisonous or irritating pollens, and their large proboscis, they can be somewhat dangerous, although they are very passive, and do not attack without a command from the Cultivators.

Image Credit: Cloister.se


Maidenfly

Tiny Monstrosity, Lawful Neutral

  • Armor Class 12
  • Hit Points 8
  • Speed 10 ft., fly 65 ft.

STRDEXCONINTWISCHA
6 (-2)14 (+2)10 (+0)3 (-4)14 (+2)5 (-3)

  • Senses Darkvision 20 ft., Passive Perception 11
  • Skills None
  • Languages -
  • Challenge 1/2 (100 XP)
  • Damage Immunities Cold

Actions

Jab: 1d4 piercing damage, +2 to hit, 5 ft. reach, one target
Stunning Pollen: All creatures other than Maidenflies, Cultivators, and Wyrm Eaters in a 30 foot dome around the Maidenfly must make a DC 5 constitution save or be stunned for two turns.
Irritating Pollen: All creatures other than Maidenflies, Cultivators, and Wyrm Eaters in a 30 foot dome around the Maidenfly must make a DC 10 constitution save or have disadvantage on to hit rolls as well as attackers having advantage on affected targets for the next 3 turns.
Vitalizing Pollen: All Maidenflies, Cultivators, and Wyrm Eaters within a 30 foot dome around the Maidenfly gain +10 ft. of movement, +1 to hit rolls, and 5 temporary hit points.

Prismwraith

Prismwraiths are formed by the reflected light of the Desolation reacting with the magical radiation contained within. They spend their single day wandering, with their fragmented minds racing to understand what they are. Large amounts of them congregate to Elven cities, where they can find the light they need to survive.

Prismwraiths are not always immediately aggressive, but often lash out in confusion. They vanish at sunset, with the loss of the light that makes them up.



Prismwraith

Medium Celestial, Chaotic Evil

  • Armor Class 14
  • Hit Points 65
  • Speed 0 ft., fly 80 ft., (hover)

STRDEXCONINTWISCHA
6 (-2)16 (+3)16 (+3)12 (+1)14 (+2)5 (-3)

  • Senses Passive Perception 16
  • Skills None
  • Languages -
  • Challenge 5 (1,800 XP)
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities necrotic, poison, cold, radiant
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Incorporeal Movement: The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Solar Powered: The Prismwraith disappears if not touched by sunlight.

Actions

Radiant Cone: 2d10 radiant damage, 15 ft. cone
Radiant Beam: 2d8 radiant damage, 75 ft. range, one target

Wyrm Eater

Wyrm Eaters are bred and kept by the Cultivators for use as protectors. Their circular antennae connect them to the energies of magic, and their large size and destructive mandibles make them formidable opponents in close combat.

Wyrm Eaters fight quickly and violently, but each has been trained to minimize collateral damage.

Image Credit: Cloister.se



Wyrm Eater

Medium Monstrosity, Lawful Neutral

  • Armor Class 18
  • Hit Points 37
  • Speed 30 ft.

STRDEXCONINTWISCHA
15 (+2)10 (+0)14 (+2)11 (+1)12 (+1)6 (-3)

  • Senses Darkvision 60 ft., Passive Perception 16
  • Skills None
  • Languages -
  • Challenge 2 (450 XP)
  • Damage Immunities Cold
  • Charge If the Wyrm Eater moves at least 30 ft. straight toward a target and then hits it with a Slam attack on the same turn, the target takes an extra 3d6 bludgeoning damage.

Actions

Slam: 1d10 bludgeoning damage, +2 to hit, 5 ft. reach, one target
Kinetic Blast: 1d8 force damage, 100 ft. range, one target
Acid Spray (Recharge 4-5-6): Deals 2d6 acid damage in a 30 ft. line, 5 ft. wide
Kinetic Storm (Recharge 5-6) Fires 4 blasts, each dealing 1d8 force damage with a range of 100 ft. You can direct the blasts at the same target or at different ones. Make a separate to hit roll and attack roll for each blast.

Silentwyrm

Silentwyrms burrow under Cultivator farms, hiding their heads by folding the leafy flaps behind their head over their titanic maw, waiting for a Cultivator to come by. Silentwyrms will focus on killing or knocking one person unconscious, then dragging them away.

Even if their camouflage is broken, Silentwyrms are big, violent, and destructive: perfect for DMs to use against players who think there's nothing to be afraid of in the Hivecities.

Image Credit: Cloister.se



Silentwyrm

Large Monstrosity, unaligned

  • Armor Class 18
  • Hit Points 154
  • Speed 30 ft., burrow 30 ft.

STRDEXCONINTWISCHA
18 (+4)8 (-1)18 (+4)11 (+1)12 (+1)6 (-3)

  • Senses Darkvision 120 ft., Blindsight 120 ft., Passive Perception 16
  • Skills None
  • Languages -
  • Challenge 8 (3,900 XP)
  • Damage Immunities Cold

Actions

Multiattack: The Silentwyrm makes 2 Claw attacks.
Bite: 1d10 bludgeoning damage, 1d6 piercing damage +3 to hit, 30 ft. reach, one target, then attempts to grapple.
Consume: The Silentwyrm makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Silentwyrm, and it takes 21 (6d6) acid damage at the start of each of the Silentwyrm's turns. If the Silentwyrm takes 30 damage or more on a single turn from a creature inside it, the Silentwyrm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Silentwyrm. If the Silentwyrm dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Claw: 2d10 slashing damage, +5 to hit, 60 ft. reach, one target

Sunday, March 18, 2018

The Iyr, Part 1

The Iyr
The Iyr appear through gates torn through the fabric of the dimensions, clawing for territory in the Prime Material Plane (or equivalent). Their invasions are led by a Priemarchos, based on limited translation of their language, but nothing is known of their leadership above that level: the gates last for too short a time for exploration at this time.
Iyr Prielia
Iyr Prielia are the frontline fighters of the Iyr invasions, bound in translucent, whitish crystal armor, and armed with Sunslivers or Psychespears. They fight by taking advantage of their mobility, and avoid use of static defenses.

Iyr Prielia
Medium Outsider

Armor Class: 17
Hit Points: 12
Speed: fly 35 ft., walk 35 ft.

STR: 13
DEX: 12
CON: 12
INT: 11
WIS: 10
CHA: 10

Skills: Athletics +2, Acrobatics +2
Damage Vulnerabilities: Bludgeoning
Damage Immunities: Psychic, Poison
Condition Immunities: Poison, Exhaustion, Charmed
Senses: Passive Perception 13
Languages: Iyrn
Challenge: 1/4 (50 XP)

Iyr Orincepsis 

The Orincepsis are gifted with nightmarish psionic powers, running through the conductive crystal of their disproportional heads. Instead of purely destructive abilities, their mental abilities manifest through manipulation, confusion, and control. They are sent out as infiltrators, in the first wave of an invasion. However, because of the short time they can disguise themselves, they are often reclusive, and act strangely.

Iyr Orincepsis
Medium Outsider

Armor Class: 14
Hit Points: 35
Speed: fly (hover) 35 ft. when undisguised, 20 ft. when disguised

STR: 10 
DEX: 8
CON: 9
INT: 13
WIS: 17
CHA: 13

Skills: Bluff +4
Damage Vulnerabilities: Bludgeoning
Damage Immunities: Psychic, Poison 
Condition Immunities: Poison, Exhaustion, Charmed
Senses: Passive Perception 13  
Languages: Iyrn, one other (depending on specifics of mission: generally Common)
Challenge: 2 (450 XP)
Innate Spellcasting: Once a day, the Orincepsis can cast Dominate Person as a 6th Level spell. Eight times a day, the Orincepsis can cast Disguise Self. Its innate spellcasting ability is Wisdom.

Actions
Thrash: (Melee Weapon Attack) +6 to hit, reach 5 ft., one target. Hit: (1d10 + 2) piercing damage.

Weapons
Sunsliver
The Sunslivers are glass, tube-shaped shortswords built by the Iyr. When activated, the tube fills with a bar of solidified sunlight.

Credit: Blask22

Damage:
1d6 Burning
Weight: 2 lb.
Properties: Finesse, Light
Burning Light: Once a day, the Sunsliver's light can burst out from its casing in a hellishly bright flash, dealing 1d6 Radiant damage in a 15 foot cone.

Psychespear
Psychespears are short glass spears tipped with a hole in space. While it isn't large enough to cause physical harm, the mind recoils from its touch, and it bends attempts at scrying.

Credit: Algadon
Damage: 1d6 Psychic
Weight: 2 lb.
Properties: Thrown (20/60) 
Scrybending: Attempting to scry someone holding a Psychespear, there is a 25% chance of failure.

Shinegun
Shineguns work off the same process as Sunslivers, binding sunlight into glass. When triggered, the weapon releases the light in a burning beam. They also have a secondary mode, which erases every charge, dumping all of them into a single, apocalyptic blast.


Damage: 1d6 Burning
Weight: 1 lb.
Properties: Ranged (50/120), Ammunition (can hold a maximum of 25 charges, each shot taking 1.)  
Solar: Gains 1 charge every hour left in sunlight.
Secondary Fire: Fires a projectile that deals 1 damage per remaining charge, and uses every remaining charge.

Sunday, February 11, 2018

Kill the Goblins: The Deia

The Deia are a replacement for goblins, built for 5e D&D. They build upwards, in tight clusters of lofty towers, ruled by tight-knit, apathetic houses. Oh, and also they're poisonous. Forgot about that bit.

They can be found here.

Sunless Horizon Beta 2.3 Release

Commissioned from Scrap Princess excited screeching I've been posting about  Sunless Horizon  for about a year, and after finally gettin...