Some critters are just too big to be easily hurt with regular weapons- if you didn't bring a Titan of your own, you need to find their weak points and bring them down. Whether your setting is based on Pacific Rim, Attack on Titan, or Shadow of the Colossus, fighting BIG MASSIVE MONSTERS is a real favourite.
Ideally, you might want to keep your colossal monsters impervious to regular weapon attacks or small arms fire, but might want them at least lightly bothered by person-portable heavy weapons, like missile launchers or artillery, which lets squads or armies at least distract them. This means that your players need to find weak spots or use their own big weapons to crack the shell, playing into the campaign tropes. You may need to give your players some sort of extra-mobility options here- jetbikes, grappling hooks, a loyal horsie that lets them keep up with mountain-sized enemies, or something more unique and relevant to your setting. Also posted on Game Masters Stash on 16 March 2021. A Blood Eagle is a horrific undead born of brutal violence, humanoid sacrifice taking around an hour, and deliberate desecration by a powerful spellcaster. They seek to wreak bloody death on all living creatures they behold, regardless of allegiance. Once created, they wrench themselves free of their humanoid corpse, emerging as a dripping almost birdlike skeleton with outstretched sharp wings formed of fused rib and arm bones, with a dark halo of crimson energy surrounding their head. The former body putrefies rapidly, leaving behind only a foul-smelling slurry and discarded tissue.
Blood Eagle Medium undead, chaotic evil Armour Class 16 (natural armour) Hit Points 102 (12d8 + 48) Speed 10ft., fly 60ft. Str 14 (+2); Dex 19 (+4); Con 18 (+4); Int 6 (+2); Wis 8 (-1); Cha 5 (-3) Damage Vulnerabilities Bludgeoning Damage Immunities Poison Damage Resistances Radiant Condition Immunities Exhausted, poisoned Senses darkvision 60ft., passive Perception 9 Languages Understands all languages it knew in life, but can only scream in wordless rage Challenge 6 (2,300 XP) Blood Frenzy. The blood eagle has advantage on melee attack rolls against any creature that doesn't have all its hit points. It also has advantage on any Wisdom (Perception) checks to locate a creature that doesn't have all its hit points. Breakneck Speed. Opportunity attacks against the blood eagle are taken at disadvantage. Profane Protection. The blood eagle has resistance to saving throws against any spells or magical effects. Actions Multiattack. The blood eagle makes two slashing wing attacks and can move half its speed. Slashing Wing. Melee weapon attack: +7 to hit, reach 5ft., one target. Hit: 15 (3d6+4) slashing damage and the target must succeed on a Constitution saving throw (DC 13) or be Poisoned until the end of its next turn. Also posted on Game Masters Stash on 13 March 2021. This spell spatters the target with a thick, stinky spatter of sticky tar, restricting their movement.
BEFOULING JET 2nd-level conjuration (Sorcerer, Warlock, Wizard spell) Casting Time: 1 action Range: 120 feet Components: V, S, M (a ball of tar) Duration: Up to one minute You point at a target, sending a gout of warm, sticky tar jetting towards them. Make a ranged spell attack roll against the target. On a hit, the target becomes Paralyzed for 1 minute. At the end of the target's turn, they can make a Strength saving throw against your spell save DC. On the first success, they become Restrained instead of Paralyzed, and on the second success, they end the spell's effect on themselves. Any clothing worn by a target hit by this spell becomes grimy and disgusting. Also posted on Game Masters Stash on 12 March 2021. Beyond magic, beyond sound, beyond good or evil, lies music so profound and powerful that even deities quake at its sound. This primal music –of unknown origin and with no limit to its power – is incomprehensible to the mortal ear. To some who hear a fragment of this music, it becomes beauty incarnate, and they devote entire lifetimes to its discovery. These seekers, as they are called, wield the power of music in ways that amaze even the most skilled bards.
COLLEGE OF THE SEEKER (Bard Archetype) Bonus Proficiencies When you join the college of the seeker at 3rd level, you gain proficiency with any two skills of your choice. Bonus Bardic Inspiration At 3rd level, you gain two additional uses of Bardic Inspiration. You gain two more additional uses at 6th level, and at 14th level. Seeker Music From 3rd level, you can learn special harmonies that allow you to warp the nature of the universe. Harmonies. You learn three harmonies of your choice, which are detailed under “harmonies” below. These are activated by spending a Bardic Inspiration die. You may only use one harmony (and its refrain) per turn. Some harmonies include a secondary effect, called a refrain. When a seeker has used a harmony, they may spend another use of Bardic Inspiration, usually as a bonus action, to activate the matching refrain, usually in the next turn, but sometimes as part of the same action. You learn two additional harmonies when you reach 6th level, and 14th level. Each time you learn new harmonies, you can also replace one harmony you know with a different one. Some harmonies require a spell slot. If your Bardic Inspiration die is a d6, it is a 2nd-level spell slot. If your Bardic Inspiration die is a d8, it is a 3rd-level spell slot. If your Bardic Inspiration die is a d10, it is a 4th-level spell slot. If your Bardic Inspiration die is a d12, it is a 5th-level spell slot. Rapture of the Song From 6th level, you can access the hidden rhythm of the primal song, allowing you to evade damage. As a reaction when you are the target of an attack, or an ability which causes you to make a saving throw, you can roll a Bardic Inspiration die and add the result to your AC, or to your saving throw, for this attack. Overture From 14th level, when you roll initiative and have no Bardic Inspiration dice remaining, you regain 1 Bardic Inspiration die. Harmonies The harmonies are presented in alphabetical order. Anthem of thunder and pain. As a reaction when you or an ally you can see within 30 feet are subject to an attack which causes lightning or thunder damage, spend your Bardic Inspiration die to give you and allies within 30 feet resistance to lightning and thunder damage against the attack. Anthem of thunder and pain, refrain. In the round immediately after you activate anthem of thunder and pain, you cast Thunderwave as a bonus action. Aria of everywhere. You cast Misty step as a bonus action. Ballad of agony reborn. As a reaction when you or an ally you can see are subject to an attack which causes poison or psychic damage, spend your Bardic Inspiration die to give you and allies within 30 feet resistance to poison and psychic damage against the attack. Ballad of agony reborn, refrain. In the round immediately after you activate ballad of agony reborn, you cast Hex as a bonus action. Burning melody. As a reaction when you or an ally you can see within 30 feet are subject to an attack which causes fire or radiant damage, spend your Bardic Inspiration die to give you and allies within 30 feet resistance to fire and radiant damage against the attack. Burning melody, refrain. As part of your reaction when you activate burning melody, you cast hellish rebuke as a bonus action. Dirge of dissolution. As a reaction when you or an ally you can see within 30 feet are subject to an attack that causes force or necrotic damage, you and allies within 30 feet gain resistance to acid and force damage against the attack. Dirge of dissolution, refrain. In the round immediately after you activate dirge of dissolution, you cast Magic missile as a bonus action. Dirge of frozen loss. As a reaction when you or an ally you can see within 30 feet are subject to an attack which causes cold or necrotic damage, give you and allies within 30 feet resistance to cold and necrotic damage against the attack. Dirge of frozen loss, refrain. As part of the reaction when you activate dirge of frozen loss, you cast Armour of Agathys. Hymn of spelldeath. As a reaction when you or an ally you can see within 30 feet is subject to a spell effect that requires the target to make a saving throw, you or one ally within 30 feet gains advantage on a saving throw against the spell. Hymn of spelldeath, refrain.(Prerequisite: 6th level) As part of your reaction when you activate dirge of songdeath, you cast Counterspell. Note of solitude. You cast Protection from evil and good. Note of solitude, refrain. (Prerequisite: 10th level) In the round immediately after you activate note of solitude, you can cast Banishment as an action. Song of life. You cast Healing word as a bonus action. Song of life, refrain. (Prerequisite: 6th level) In the round immediately after you activate song of life, you cast Healing word as a bonus action. Song of unmaking. You cast Shatter. Song of unmaking, refrain. (Prerequisite: 14th level) In the round immediately after you activate song of unmaking, you cast Disintegrate as an action. Also posted on Game Masters Stash on 11 March 2021. Sometimes, you really want to throw a wave of lesser creatures at your player characters, but you don't want to have to track 58 hit points for each and have the entire combat slow down into an 18-hour slugfest. Here, we can borrow something from 4th edition's rules for Minions, allowing you to throw hordes of disposable critters at a time, being scythed down wholesale by heroic characters.
Adapting the rules to 5th edition won't be a perfect solution, but it can let you do some fun action scenes. Minion template Minions are expendable henchfolk which attack en masse, being downed easily by heroes. This template should only be applied to creatures with a Challenge rating of 4 or more below the party's average level, which will likely be destroyed or overcome quickly by the party. When you apply the minion template to a creature, it retains its statistics except as described below. Hit Points: A minion creature's hit points are equal to its Challenge Rating (minimum 1). Saving Throws: If a minion would be affected by a spell or effect which causes damage or another effect even on a successful saving throw, it is unaffected instead. Experience Points: A minion creature awards only one-quarter the amount of experience which would normally be awarded. It is recommended to use four minion creatures where you would normally use one creature of the same type. Attack damage: Minions only inflict average damage on an attack. If a minion manages to inflict a critical hit, add 5 points of damage. Disposable. Minion creatures lose any ability which would heal them or preserve them from death. Example: Zombie Minion (recommended for level 5+ parties) Medium undead, neutral evil Armour Class 8 Hit Points 1 Speed 20ft. Str 13 (+1); Dex 6 (-2); Con 16 (+3); Int 3 (-4); Wis 6 (-2); Cha 5 (-3) Saving Throws Wisdom +0; If a minion would be affected by a spell or effect which causes damage or another effect even on a successful saving throw, it is unaffected instead Damage Immunities Poison Condition Immunities Poisoned Senses darkvision 60ft., passive Perception 8 Languages understands the languages it knew in life but can't speak Challenge 1/4 (*12 XP) Actions Slam. Melee weapon attack: +3 to hit, reach 5ft., one target. Hit: 4 bludgeoning damage. Also posted on Game Masters Stash on 10 March 2021. Li Yueliang is a blade carved from sacred jade, with power to reveal and defeat shapechangers. It was made for Queen Lai Xinyi, who was plagued by a cabal of witches that could change into snakes, undermining her reign.
Li Yueliang Weapon (longsword), unique (requires attunement) You gain a +1 bonus to attack and damage rolls made using this magic longsword. When you are within 30 feet of any creature with the (shapechanger) tag, or with a feature that allows them to change shape (like a Druid's wild shape), the translucent green blade glows from within, shedding bright light within 20 feet and dim light in another 20 feet beyond that. Any creature with the (shapechanger) tag which takes a critical hit from this weapon is immediately subject to a Faerie Fire effect (no save) for 1 minute. How you can use Li Yueliang in your games: - Queen Lai Xinyi eventually vanished after many years of battling the snake-witches, and her famous sword was lost with her. It may have traveled a long way in the years since her disappearance, and might be found in the treasure-hoard of some creature. - The sword might be handed down by an order of witch-finders as their chief weapon. A player character might even have inherited it, but need to complete some deed to awaken its magic (bathing it in the blood of a shapechanger, carrying it to the peak of the sacred mountain during a full moon, or something similar). Also posted on Game Masters Stash on 6 March 2021. This chapter of the final book of the Sorcerer-Kingmaker adventure path conversion takes your PCs into the First World, the faery-dimension in which Nyrissa has been imprisoned for millennia. It is a place of wondrous and growth, a sky of perfect cerulean blue, and the most pure air which any of them have ever breathed, filling them with elation and joy. It is also a place of treacherous druidic magic and psionic enchantment.
Using the trophies from Nyrissa's blooms allow the PCs to travel from the rooftop of the Tower of Thorns, deep within Thousandbreaths, into the prison dimension of the First World. The portal opens silently, like a curtain being drawn aside in a ring around them, revealing the breathtaking azure skies. Breathing the air brings a feeling of life and joy. The soil underfoot is warm and moist. The water shimmers like diamond and tastes purer than any water they've ever tasted. Even fire burns clear and hot in the oxygen-enhanced environment. However, breathing the volatile atmosphere for too long overwhelms mortal systems, leaving any of the First Races (dwarves, elves, halflings or humans, and any races who are descended from them) taking 1 level of Exhaustion. Within the thick jungle can be heard constant disembodied voices constantly calling, whispering, and crying out. Anyone sleeping within The First World are subjected to the True Dreams of the Nightmare Rook, and have disadvantage on saving throws against its effects, if it still lives. Exploring the thick and alien landscape might take multiple trips, for the First World is a vast place with many fantastical locations. Each of the trophies gained from Nyrissa's blooms is linked to a Glade within the First World, and while carrying this trophy, a creature immediately gains Inspiration on entering the linked Glade, and regains it at the start of each of their turns. List of Locations A. The Tower of Thorns. The Tower of Thorns exists in both dimensions, and stands empty unless it has been inhabited since dealing with Irovetus. When Briar is brought here the first time, it sends out a pulse of energy, and sprouts tiny quick-growing leaves along its shaft, but leaving the point clean. Its enchantment increases, and any critical hit with the weapon inflicts an additional 14 piercing damage. B. Glade of the Whirling Shore. This glade contains a vast lake of dark water ringed by enormous hills of thick vegetation, with black-scaled fish easily the size of a Kank swimming beneath the lake's surface. If hunted, these are harmless and surprisingly tasty, with very moist flesh. However, the true threat is the four gigantic Shambling Mounds which lurch to life and try to draw foes in to engulf them. If the elementals of the Whirling Lake bloom have not been dealt with, they are also present here. Linked trophy: The quartz fish. C. Glade of the World Tree. This glade rings a gigantic tree dwarfing that of the Fourth Bloom- stretching farther than the eye can possibly see upwards, and seemingly a mile or more in diameter.. Within the cavernous twists of the tree's roots can be found a winding passage leading inwards to the heart of the tree. Its flesh is warm and damp. In the heart of the tree can be found a chasmlike chamber, oozing dark sap, and a sliver of the tree is missing. The amber-coloured sap functions as a series of huge Black Puddings, their acid dissolving stone and metal but leaving wood fibres untouched. If Briar is touched to the space of the missing sliver, it visibly strengthens, increasing its enchantment to +3. If the treants protecting the Tree of Death bloom have not been dealt with, they also appear here as saplings springing from the flesh of the colossal tree itself. Linked trophy: Heartwood from the Death Tree. D. Glade of the Nightmare Spire. A mile-wide glade surrounds a tower of glossy black obsidian, upon which stretches the terrifying Nightmare Rook. A starry expanse can be glimpsed through the utter darkness of its wings, and it easily spies any who approach it. If any creature approaches within one hundred feet of the tower, it swoops and attacks. The Nightmare Rook is a Roc of double normal size and hit points, with tremendous psionic power and the ability to use the Id Insinuation psionic attack as a legendary action. If the Nights of Dread bloom has not been dealt with, the Nightmare Rook is also blinking constantly. Linked trophy: The Nightmare Rook's feather. E. Glade of the Fruiting Orchard. A wall of simple mud bricks, thirty feet high, protects a glad of luscious plants with giant, sweet-smellin pods hanging from their branches. These pods each hold a human-sized Mandragora blight, and there are likely thousands growing here. If any are slain, they assemble and grow together into a vast and gigantic Mandragoric Titan, sixty feet tall. They wail constantly, threatening swift death on any who can hear them. If the Mandragora swarms of the second bloom have not been dealt with, some of these are present as well, attacking underfoot and joining themselves to the Titan to heal its damage. Linked trophy: The dead Mandragora. F. The Glade of the Shunned Falls. This glade was formed as part of the original prison dimension, and is guarded by a floating and withered head- a defiling Demilich named Arishat, once Rajaat's apprentice and a failed Champion. Although wicked, Arishat hungers for knowledge and is willing to converse and perhaps offer a brief respite. He might, however, be tempted to attempt to energy drain a sleeping target who he thinks may not be missed. This glade does not generate a bloom, and has no linked trophy. G. Glade of the Mire. This glade opens onto a watery swamp perhaps a mile across. The mud swarms with handfuls of violet-coloured worms of normal size, as well as a further trio of Purple Worms which burrow and pounce on any living creature approaching. If the Rise of the Mireworms bloom was not dealt with, there are an additional trio of purple worms here, although only about three will be above-ground during any round. Linked trophy: Knotted handful of violet worms. H. Glade of the Knurly Palace. This glade surrounds a tumbled and run-down palace of marble in ancient styling, overgrown with gigantic brambles. Although there are easily a dozen more Yellow Musk Giant Zombies wandering the ruins and idly tending the Yellow Musk Creeper pods, they do not immediately attack, and generally ignore intruders. An odd musical humming can be heard deeper within the ruin, though- the Knurly Witch, once a Pyreen who served as Nyrissa's friend and confidante, but has become warped and joined with the Yellow Musk itself. She has become one with the spores themselves, and although some traces of her mind remain and she can give a little information about Nyrissa, she will eventually turn on them and bring down all of the zombies upon them at once. If the Knurly Briars bloom has not been defeated, there are an additional dozen zombies present. Linked trophy: Yellow musk creeper pod. I. Expanse of the Hatori. This glade borders a trackless desert that reaches the horizon. This was the home of the Great Hatori. The sand churns with activity as a trio of 'lesser' Hatori, each fifty feet long themselves, approach across the desert. The brood of the Great Hatori hunger for the flesh of mortal creatures, and launch at anyone approaching. If the Great Hatori was not defeated, it joins in the second round, erupting from the sand and shouldering its brood aside. Linked trophy: Eye of the Great Hatori. J. Glade of the High Folly. A great glade surrounds the shining white tower in which Nyrissa lives, built with alien architecture and ringed by a moat several hundred feet wide, filled with deep, dark water. Around the tower wheels the tremendous form of a Water Drake, Ilthuliak, flying with its psionic power to watch the nearby area. If The War of the High Folly has not yet taken place or been defeated, the glade is filled with Nyrissa's army, making it nearly impassable. The tower gardens filled with tumbled-down white stone ruins, overgrown with partly-tended gardens, and lead to a causeway dropping away into dark water below. The drake Ilthuliak holds vast hatred for humanoid races, and gives no quarter to intruders, attacking as people cross the causeway towards the tower. The archway is lined by a pair of double-life-size statues of Nyrissa, one holding a spear that is the twin to Briar, the other holding an elegantly-wrought staff. The doors open at the touch of any sentient creature. Linked trophy: Obsidian sand. Return next week for exploration of Nyrissa's tower! Also posted on Game Masters Stash on 5 March 2021. Jhayeta's Alchemies Shop is a creaky and dim old place run by Jhayeta, a half-orc master alchemist who brooks no nonsense. She prefers the dim lighting, and objects if anyone tries to lighten either the mood or the light level. She brews extremely fine goods, but cares little for finicky details like 'taste' or 'smell'. After all, her kind can eat rotting carcasses from a garbage bin for all that humans care, so why should she compromise her product by catering for extra details which only dilute the effect?
Jhayeta's alchemical and magical potions often have extra effects, but sometimes they can be a little... surprising. Any time you drink one of them, roll 1d10: Roll --- Result 1 - Potion acts as intended, lasts for 10% longer duration. 2 - Potion tastes like rotting fish carcasses after the seagulls have finished with it. Make a Constitution saving throw (DC 12) or be Poisoned for the next 1d3 rounds. 3 - Potion has an enormous amount of sugar. You gain advantage on Initiative rolls for the next 1 hour, and then take 1 level of exhaustion. 4 - Potion restores your arcane energy. You regain 1 expended spell slot of 1st or 2nd level. 5 - The potion is exceptionally strong, and you only need to take half the dose. Don't remove it from your sheet, and the next time you drink it, there is no additional effect. 6 - Potion makes your mouth dry out uncontrollably. You need to drink a gallon of water in the next hour, or you take 1 level of exhaustion. 7 - Potion causes uncontrollable (loud and smelly) flatulence for the next hour. Anyone trying to detect you with smell or hearing has advantage on their rolls. If anyone is around you, you are shamed unless you can blame a nearby dog. 8 - Potion has healing effects. You regain 8 (1d8+3) hit points. 9 - Potion focuses your mind. You gain +2 on saving throws against effects which make you Charmed or Frightened for the next 1 hour. 10 - Potion makes you full of energy. You have advantage on Athletics and Acrobatics checks for the next 1 hour. Also posted on Game Masters Stash on 4 March 2021. Scoffing at the ideals of honour or a fair fight, an enforcer is a feared and elite warrior, striking with precision, uncanny timing, dirty tricks, and, worst of all, competent teamwork. An enforcer could strike any time, eliminate their foes, and then fade away without a trace. Those few who know their name quake from the threat of it.
Fearsome Reputation At 3rd level, you gain proficiency with Intimidation. Your proficiency bonus is doubled for any ability check you make that uses this proficiency. Sneak Attack Beginning at 3rd level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of extra damage increases to 2d6 at 10th level, and 3d6 at 15th level. Opportunist At 7th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature. Improved Teamwork From 10th level, your ability to work with your allies is honed to the point of instinct. When you take a Help action, you may make a melee attack as a bonus action. Third Wind From 15th level, you may use your second wind twice per rest. In addition, when you use your action to take a second wind, your first attack roll in the following round has advantage. Elusive From 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated. As a threat, enforcers are vicious warriors, often in service to a thieves' or assassins' guild which needs some muscle. They work in unison with skilled thieves, and pack a mean punch. Enforcer Medium humanoid (any humanoid race), neutral evil Armour Class 17 (splint armour) Hit Points 65 (10d8 + 20) Speed 30ft. Str 15 (+2); Dex 16 (+3); Con 14 (+2); Int 12 (+1); Wis 9 (-1); Cha 12 (+1) Skills Acrobatics +6, Athletics +5, Intimidation +7, Perception +2 Senses passive Perception 12 Languages Any one language (usually Common) Challenge 4 (1,100 XP) Opportunist. Whenever a creature within 5 feet of the enforcer is hit by an attack made by a creature other than itself, the enforcer can use its reaction to make a melee attack against that creature. Actions Multiattack. The enforcer makes two greatsword attacks and one dagger attack. Greatsword. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6+3) slashing damage. Dagger. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 5 (1d4+3) piercing damage. Sneak Attack. Once per turn, the enforcer deals an extra 7 (2d6) damage when it hits the target with a dagger attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the enforcer that isn't incapacitated, and the enforcer doesn't have disadvantage on the attack roll. Help. When the enforcer takes a Help action, it can make a greatsword or dagger attack as a bonus action. Also posted on Game Masters Stash on 3 March 2021. |
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