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Posts tagged ‘5th edition’

5E Monster: Frostbane

June 29th, 2022

Frostbane - 4ek

Frostbanes are skeletal figures case in ice, but with a flame burning within their chest. Through its icy sheath, this flame burns fiercely — usually in shades of blues, but often purple or green or even crimson.

The Frozen Damned. Frostbane are powerful undead created from corpses which have been frozen for at least a century (usually within icy glaciers, although there are tales of reaping fields upon the Plane of Ice which are maintained and harvested by ancient liches patient enough to mortal lifetimes for their schemes to unfold).

Ice & Fire. Their existence is born from paradox and their mockery of life sustained through an antithetical balance of elemental forces, for the necromancer kindles within their frozen breast a magical flame. This flame slowly consumes their dead flesh, but does not affect the ice which was their death and tomb. Thus heat and frost are maintained in an eternal, impossible tension.

The frostbane thus thirsts eternally for the warmth it is denied — drawing in the heat of life and flame around it, but instantly converting it into the deathly grip of ice.

FROSTBANE

Medium undead, neutral evil


Armor Class 17

Hit Points 98 (15d8+30)

Speed 30 ft.


STR 15 (+2), DEX 16 (+3), CON 15 (+2), INT 11 (+0), WIS 12 (+1), CHA 8 (-1)


Saving Throw Dex +6

Skills Perception +6, Survival +4

Senses passive Perception 16

Damage Immunities fire

Condition Immunities exhaustion, poisoned

Challenge 6 (2,300 XP)

Proficiency Bonus: +3


Aura of Ice. Anyone within 40 feet of the frostbane suffers 4d6 cold damage per round (DC 14 Constitution saving throw for half damage) Anyone touching the frostbane suffers an additional 2d6 cold damage (no save). Anyone hitting the frostbane with a melee weapon suffers 1d6 cold damage (no save). Every 3 points of cold damage heals 1 point of damage to the frostbane.

Contingent Regeneration. If the frostbane is within 40 feet of a living creature or source of heat, it regains 5 hit points at the start of its turn. If the frostbane starts its turn at 0 hit points doesn’t regenerate, it enters a dormant state and appears “dead.” If someone approaches within 40 feet of the dormant frostbane, however, they can attempt a DC 14 Wisdom (Perception) check to notice an unnatural chill in the air. If the dormant frostbane remains within 40 feet of a living creature or heat source for 5 minutes, it will rouse from its dormancy (and begin healing from itsaura of ice).

The frostbane only truly dies if it suffers cold damage while in its dormant state (snuffing out the flame at its heart).

Heart of Flame. Frostbanes are immune to fire damage and heal 1 point of damage for every 3 points of fire damage they otherwise would have suffered.

Frostspawn. Any humanoid slain by a frostbane rises as a zombie (MM, p. 315) in 1d4 rounds. There’s a 10% chance that such a zombie will transform into a frostbane 1d4 hours later. (There may be rites a necromance could use to increase these odds by helping to kindle its nascent flame.)


ACTIONS

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) cold damage.


Frostbanes appear in The Mrathrach Agenda.

Lore of Sagrathea – Boneforging

February 28th, 2022

The Undead King Triumphant - Dominick

These detailed notes, written in silver ink on black vellum scrolls, constitute the exploration of an alchemical process referred to as azh-thalar, a dark elven word which can be translated as “boneforging.” And, indeed, the text refers to the work as deriving from the “lore of the dark elves” and, elsewhere, “the teachings of Su-Thanaz.” Several excerpts of the original body of work are directly included, without translation, in the text itself.

Once translated in full, however, the text describes a process by which bone is taken from a dead or undead creature and then molded using alchemical processes into a new form. The items so created can be almost limitless in their variety, and part of the alchemical process specifically tempers the bone to be as hard as steel (allowing effective weapons, armor, and the like to be fashioned).

Particularly intriguing, however, are the advanced methods of undead boneforging, in which the powers of the undead creature can be infused into the bone itself after the shaping is completed.

BONEFORGING

Boneforging requires alchemist’s supplies and a successful Intelligence (alchemist’s supplies) check, the difficulty of which is dependent on the size of the item desired, as shown on the table below.

SizeAlchemy DCCost
Tiny or smaller1125 gp
Small or Medium1350 gp
Large16100 gp
Huge19200 gp
Gargantuan or larger24400 gp

Obviously, the alchemist must also have the requisite supply of bone. Complex or artistic items may require additional crafting checks at the DM’s discretion.

Boneforging is generally only appropriate for solid, static items (e.g., a chair, knife, bowl), but boneforged components could be combined with other material. Supple material (e.g., a rope) can be forged from cartilage, but this is a more delicate process and the Intelligence (alchemist’s supplies) check to make the item is made at disadvantage.

ADVANCED BONEFORGING

An alchemist creating a boneforged magic item from an undead creature can attempt to replace one spell required by the item creation with the raw necromantic power of the undead from which the item is being crafted. (Note that these items are not made from the remains of the dead; they are forged from undead still possessed of unlife.)

This process can generally be used to replace a spell with a level equal to 1/3rd of the undead creature’s challenge rating. (So a CR 9 undead could be used to replace a 3rd level spell.) A skeleton or zombie, however, can only be used to replace a spell with a level equal to 1/6th their HD. (The simplistic energy which animates such mindless undead is not particularly useful for the complex matricies of the advanced boneforging.)

Advanced boneforging requires an Intelligence (alchemist’s supplies) check (DC 15 + the spell level being replaced). If the check fails, the spell is not replaced and must be provided normally or the item creation process will fail.

Boneforging does not reduce the cost of creating the magic item. (The cost of the alchemical supplies normally required by boneforging is included in this cost, however.)

This material is covered by the Open Game License.

5E Monster: Blood Terror

January 31st, 2022

Blood Terror (Adapted from Shapeless Portrait - Serhii Holdin)

Blood terrors are a pure extension of the Blood of the Beast. Their glistening bodies – with skin-less musculature defined by clotted coagulations – boil with a raw, powerful rage.

Legacy of Giants. Blood Terrors appear to be immortal, and are often found as tomb guardians in the cyclopean barrows of the Tyrannis Gígās (the Tyrant Giants). Long mistaken for some sort of transformation of the Tyrannis’ skyldur (their human serfs or chattel), the true nature of the Blood Terrors was rediscovered when the long-forgotten Idol of the Beast was recovered among the island kingdoms of the south.

Idol of the Beast. The idol once sealed the Beast’s connection to this world, but it was corrupted by the dream cults who still honored the old ways. The Idol became a conduit through which the Beast’s will could be made manifest and around which new cults could arise in dim memory of a primitive and bestial past.

Blood terrors can now be found in the wake of the Idol, serving the cultists who have performed the strange rites of creation/summoning which signify their loyalty to the Beast.

Creatures of Blood. Blood terrors “contain” a seemingly impossible amount of blood. It is perhaps more accurate to think of them as extrusions of the Blood of the Beast, pumping their way through the planar skein of reality. When their manifest forms are violated, their strange blood – which is paradoxically antithetical to natural life – is eager to spew out into our world.

BLOOD TERROR

Medium aberration, chaotic evil


Armor Class 17

Hit Points 94 (11d8+44)

Speed 30 ft.


STR 16 (+3), DEX 12 (+1), CON 18 (+4), INT 10 (+0), WIS 14 (+2), CHA 10 (+0)


Skills Acrobatics +4, Athletics +6

Damage Resistances acid, cold, fire

Damage Immunities poison

Senses passive Perception 15

Languages Giant, Issyl, telepathy 100 ft.

Challenge 5 (1,800 XP)

Proficiency Bonus +3


Blood Blight. Once per day, the blood terror can exude a 20 ft.-radius mist of blood that lasts for 1d4 rounds. Non-evil creatures who enter the mist or who start their turn within the mist must make a DC 13 Constitution save or suffer 4d8 damage and gain the poisoned condition. (On a successful save, the damage is halved and the character does not suffer from the poisoned condition.)

Blood Spray. When the blood terror is injured, it releases a spray of blood that covers the ground in a 10-foot square centered on the blood terror. This operates as per a grease spell (DC 13) and lasts for 1 minute. Other creatures of the Beast are not affected by the blood spray.

ACTIONS

Multiattack. Blood terrors make two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

Wizard's Den - Madscinbca

Hundreds of parchment pages arranged in thick leather folders record an almost manic obsession with and study of dealing death to humanoids. Minute experimentation in dosage, placement of blows, and the like is exhaustively studied through what appear to be actual trials and experimentation.

Beyond that, the “subjects” of these trials appear to have been revivified through the arts of zombification on a vast scale. Hundreds of corpses were created, reanimated, and then exmorisected for an active study of undead tissue and simulated organ operation in the face of wounds and poisons.

Use of this research grants advantage to Medicine checks made to identify the cause of death for humanoids.

PRIME CORPSE

PRIME CORPSE
4th level necromancy (Cleric, Wizard)

Casting Time: 1 minute
Range: 10 feet
Target: Up to four corpses or piles of bones within range
Components: V, S, M (one 100 gp black onyx stone for each corpse)
Duration: Instantaneous

Prime corpse allows you prepare a number of corpses or skeletons for animation using the animate dead spell (or similar method), making them easier for their animator to control. If and when these corpses become undead, each only counts as half an undead for the purposes of their creator commanding or controlling them. (Other characters seeking to command or control them do so normally.) This does not affect the number of undead created by the animate dead spell; only the number controlled.

For example, a normal casting of animate dead can allow the caster to control up to four zombies or skeletons that were previously created. If these undead had been targeted by prime corpse before their creation, their original creator would be able to control up to eight of them for each casting of animate dead (instead of the normal four).

The caster of prime corpse need not be the same caster as the one who animates the undead. Undead who are already animate are not affected by this spell; it must be cast on corpses prior to animation.

At Higher Levels: If cast with a 6th level spell slot or higher, this spell has a similar effect on the targets of a create undead spell, although it requires 400 gp black onyx stone for each corpse.

Design Note: If the Romans had faced a zombie plague, they might have invented the word exmortuus to describe the undead (“mortuus” being the dead and “ex-” being from or out of; thus those come from or out of death). Much later, the same bloke who invented the word “vivisection” might have also invented “exmorisection.”)

This material is covered by the Open Game License.

Cauldron - Shaiith

These loosely bound pages describe Sagrathea’s efforts to unlock the secrets necessary for brewing potions more powerful than normally possible through magi-alchemical means. Sagrathea was able to get a few of the experimental concoctions reliably effective, but it seems the work was abandoned because he was unable to perfect them. The potency of the brew made it impossible to stabilize the potions, resulting in significant side effects.

Assassin’s Touch (Rare): This oil bestows upon the user the ability to poison all nonmagical creatures they touch with their bare skin. The specific poison inflicted by the assassin’s touch is dependent on the poison used when brewing it. The effect on the drinker normally lasts 1 hour, but each dose applied carries with it a 10% chance that the effect becomes permanent instead.

Draught of the Nightingale (Uncommon): This potion grants the imbiber the ability to sing the magically beguiling melody of the harpy as an action. Every humanoid and giant within 300 feet of the drinker must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The singer must take a bonus action on subsequent turns to continue singing. The singer can stop singing at any time. The song ends if the singer is incapacitated.

While charmed by the singer, the target is incapacitated. If the charmed target is more than 5 feet away from the singer, the target must move on its turn towards the singer by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the singer, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on the target ends and the target is immune to the singer’s song for the next 24 hours.

The potion lasts for 1 hour. With dose, the imbiber must make a DC 13 Constitution saving throw (+2 DC per additional dose). Failure results in the drinker’s gradual but irreversible transformation into a depraved, harpy-like abomination over 1d6+3 days. (Only a wish spell or similarly powerful magic can reverse this curse.)

Eyes of the Medusa (Very Rare): Upon quaffing this poison, the imbiber’s eyes glow red for 1 hour and they gain a petrifying gaze as per a medusa.

Though a powerful elixir, the instability of the eyes of the medusa require the drinker to make a DC 13 Constitution saving throw (+2 DC per additional dose). On a failure, the imbiber is turned to stone (and will do so upon all subsequent attempts to take the potion).

Granite Hide (Uncommon): This grainy, chalk-tasting, orange liquid turns the imbiber’s skin into a pliable yet hard-as-granite substance. (Treat as a stoneskin spell.) The potion lasts 1 hour. After the potion wears off, the drinker suffers from a calcification of their joints, causing them to suffers disadvantage on all Dexterity checks and saving throws. This condition can be removed by a long rest or any effect which would remove a level of exhaustion.

Potion of Absolute Invisibility (Uncommon): The drinker of this potion benefits from a greater invisibility spell for 1 hour. However, they must also succeed on a DC 15 Wisdom saving throw or suffer the effects of a confusion spell. A new saving throw may be attempted every 10 minutes while under the effects of the potion.

This material is covered by the Open Game License.

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