Those magical artisans who can accurately scribe marks and runes have a valuable skill, one that is highly-prized. Originally a dwarven invention, the concept was surreptitiously copied for the creation of Elven Moonblade runes, although their use has now spread to other races and cultures. These marks, while temporary, can be valuable to those who do battle with strange and dangerous monsters.
Here are a few of the runes or marks they might be able to inscribe, each taking around an hour and expensive components (usually diamond dust, although other gems are sometimes used). A weapon can usually have no more than three runes if non-magical, or an additional one per +1 of enchantment: Rune of Enchantment (Common): This rune can be engraved in a weapon, and activated as a bonus action by running a finger over the rune. When activated, the weapon counts as being magical for the purposes of damage reduction and damage immunity for 1 hour. Rune of Smiting (Uncommon): This rune causes the weapon to buzz with restless energy, and does not require activation, instead lasting for 24 hours. A weapon with this rune inflicts an additional 3 points of force damage when it hits an enemy. Rune of Death (Uncommon): This rune causes the weapon to feel heavy and ponderous within the hand. When you hit with a melee attack using this weapon, you can activate the rune to inflict an additional 4d6 points of necrotic damage. Rune of Rage (Uncommon): Although named for rage, this rune merely causes restlessness and agility. When activated as a bonus action, you gain a +10 bonus to Initiative, and gain the benefits of the Mobility feat for 1 minute. Rune of Strength (Uncommon): This rune causes the wielder to feel mighty of arm, and can be activated as a bonus action, allowing you to make attacks with this weapon as if you had a Strength score of 18 until the end of your turn. This rune can be activated four times before it burns out. Rune of Finesse (Uncommon): This rune causes the weapon to feel light in the hand, and can be activated as a bonus action, allowing you to treat it as if it had the Finesse quality for 1 minute. This rune can be activated three times before it burns out. Rune of Clarity (Rare): This rune is activated as a reaction when you fail a saving throw against an effect that would make you charmed or frightened, ending the condition immediately. Rune of Breaking (Rare): This rune activates when you make a critical hit using it. The target takes an additional 10 points of force damage. Rune of Swiftness (Rare): This rune can be activated as a bonus action when you make the Attack action, allowing you to make an additional melee attack with the weapon. This rune can be activated three times before it burns out. Rune of Sure-Striking (Rare): This rune can be activated as a bonus action, giving you advantage on the next attack roll made with the weapon. This rune can be activated three times before it burns out. Rune of Restoration (Rare): When activated as an action, you recover 1 hit point at the start of your turn for 10 rounds. Also posted on Game Masters Stash on 5 January 2022. This curious little magical construct is a relic from ages past, which lurks still in an ancient tomb. It is usually dormant, but awakens if disturbed. It is about six inches high and made of a dense green-black stone, with fine runic engravings covering its surface.
A relic protector guards any children (or Small-sized humanoids, as it lacks the intelligence to tell the difference) fiercely, and will defend them from any who threaten them, waddling along beside them or waiting in a pack otherwise. Its styling is alien to most modern folk, but it appears quite adorable otherwise. Hooks:
RELIC PROTECTOR Tiny construct, unaligned Armour Class 14 (natural armour) Hit Points 31 (7d4 + 14) Speed 15ft. Str 13 (+1); Dex 14 (+2); Con 15 (+2); Int 6 (-2); Wis 10 (+0); Cha 3 (-4) Proficiency bonus +2 Damage Immunities poison, psychic Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60ft., passive Perception 10 Languages understands basic words in its creator's language but cannot speak Challenge 3 (700 XP) Alarm. The relic protector can cast Alarm at will, remaining vigilant over its ward while they rest. Marking Glyph. When a relic protector hits an opponent with their slam attack, they are marked with a magical glyph which glows if it is within 20 feet of the relic protector. At the end of the target's turn, if they the glyph is glowing, the relic protector can cause it to explode as a reaction, or it fades away permanently. If the glyph explodes, the target and any creature within 10 feet must succeed on a DC 10 Dexterity saving throw or take 3d8 points of lightning damage. On a successful save, the target takes half damage. Magic Weapons. The relic protector's weapon attacks are magical. ACTIONS Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 3) bludgeoning damage, and the target is marked with a glowing glyph. Updated from the earlier version of the Relic Protector, published on 3 April 2020. "...The Champion worried her. He had to be at least forty, but he carried the massive war axe as if it was a toy. Old scars patterned a hard, unyielding face, and his constant slight smile wasn't reflected in the cold, dark eyes."
- From Blue Moon Rising, by Simon R. Green. A Champion isn't just a warrior, they're an unstoppable force. Combining rigorous training with physical excellence and decades of experiences, they are proud and dependable guardians and impressive foes. One Champion and a half-dozen Knights to reinforce them can be enough to see off a whole battalion of enemies. Clad in the finest and heaviest of armours, a champion rarely strays from the side of their ward. CHAMPION Medium humanoid (any race), any alignment (usually Lawful) Armour Class 22 (juggernaut plate) Hit Points 135 (18d8 + 54) Speed 20ft. Str 20 (+5); Dex 16 (+3); Con 17 (+3); Int 11 (+0); Wis 10 (+0); Cha 9 (-1) Proficiency bonus +4 Saving Throws Str +9, Dex +3 (disadvantage), Con +7 Skills Athletics +9, Intimidate +7 Senses tremorsense 5ft., passive Perception 10 Languages Common Challenge 10 (5,900 XP) Brute. A melee weapon deals two extra dice of its damage when the champion hits with it (included in the statistics below). In addition, the champion doubles its proficiency bonus for Intimidate checks. Fearless. The champion has advantage on saving throws against effects that would make them charmed or frightened. Immovable Force. A champion has advantage on saving throws against any effect that would move them from their space, or make them grappled, prone, or restrained. Superior Critical. A champion's weapon attacks score a critical hit on a roll of 18 - 20. ACTIONS Multiattack. The champion makes three greatsword attacks and a slam attack. Greatsword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 19 (4d6 + 5) slashing damage. Slam. Melee Weapon Attack: +9 to hit, reach 5ft, one target. Hit: 6 bludgeoning damage, and if the target is Medium or smaller, it must succeed on a DC 17 Strength saving throw or be knocked prone. Heavy crossbow. Ranged Weapon Attack: +7 to hit, range 100/400ft., one target. Hit: 8 (1d10 +3) piercing damage. REACTIONS Parry. The champion adds 3 to its AC or to that of a friendly creature within 5 feet against one melee attack that would hit it. To do so, the champion must see the attacker and be wielding a melee weapon. Also posted on Game Masters Stash on 4 January 2022. These terrifying hounds appear only as black shapes, no matter what the light level is, apart from their red-glowing eyes. They are most commonly noticed by the growls and slavering noises they produce. With the power to walk from one shadow to another, they can travel through barriers, compounds, and bypass defences as easily as walking through them. Packs of these shadow hounds are sometimes kept by the Cold Walkers of the Fey Courts, and unleashed to hunt their foes.
Often bound and called from the Shadowfell to hunt down and slay those who have offended their master, they are terrifying and relentless hunters. SHADOW HOUND Medium fey, unaligned Armour Class 15 (natural armour) Hit Points 38 (6d8 + 12) Speed 40ft. Str 16 (+3); Dex 16 (+3); Con 14 (+2); Int 3 (-4); Wis 12 (+1); Cha 7 (-2) Proficiency bonus +2 Skills Perception +3, Stealth +5 Senses darkvision 120ft., passive Perception 13 Languages - Challenge 2 (450 XP) Ambush Hunter. Once per round, the shadow hound can deal an additional 7 (2d6) points of damage when it hits with a melee attack when it has advantage on the attack roll. This damage is of the same type as the attack. Keen Hearing and Smell. The shadow hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Shadow Walk. Between sunset and dawn's first light, a shadow hound can teleport up to 60 feet from one one area of dim light or darkness to another as a bonus action. It then has advantage on the first melee attack it makes before the end of its turn. In addition, the shadow hound has advantage on Dexterity (Stealth) checks in dim light or darkness. True Darkvision. A shadow hound's darkvision is unaffected by magical darkness. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Updated from the earlier version of Shadow Hounds, published on 8 September 2018. These hideous alien creatures use magical charm and hypnotism to infiltrate into humanoid society.
Interlopers are disgusting, blobby creatures with slimy bristles, bulbous eyes on stalks, with a long sticky tongue, and a stench like mildew. They are grotesque by any humanoid standards, and physically repulsive to gaze upon. However, those who have been charmed report them being warm and pleasant to touch, and hearing a soft purring noise from them. They will make baby-talk to their pets, and answer them, sometimes changing their own minds by these conversations. Those who are long-term caretakers for an interloper appear pale and anaemic, which can assist to identify their symptoms. Interlopers recognise those who are affected by another Interloper, presumably by the smell that clings to them, and will work with that person to aid each other. Hooks:
INTERLOPER Tiny aberration, Neutral Evil Armour Class 8 Hit Points 7 (2d6) Speed 5ft. Str 5 (-3); Dex 7 (-2); Con 10 (+0); Int 7 (-2); Wis 12 (+1); Cha 16 (+3) Proficiency bonus +2 Senses passive Perception 11 Languages Telepathy 10ft., understand basics of any language Challenge 1 (200 XP) Charming Gaze. When a creature starts its turn within 30 feet of an interloper and is able to see the interloper's eyes, the interloper can magically force it to make a DC 13 Wisdom saving throw, unless the interloper is incapacitated. On a failed saving throw, the creature is charmed by the interloper for 24 hours. ACTIONS Nibble. Melee weapon attack: Reach 0ft., one target that must be incapacitated. Hit: 1 necrotic damage. Suggestion. The interloper can choose a target within 60 feet who must be charmed by the interloper, who must make a Wisdom saving throw (DC 13) at disadvantage. On a failed saving throw, the target must obey a Suggestion from the interloper (usually to cuddle it, or bring it food). Adapted from the earlier version of the Interloper, published on 18 January 2019. |
AuthorI'm Luke. He/him pronouns. Archives
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