These vicious and crafty foes have a surprising agenda!
Simulacrum hornets are mostly indistinguishable from regular hornets, except for their size (about thumb thickness), and the faint image of a screaming face in the iridescent shell of their thorax. They are fiercely territorial and will attack foes up to the size of a Giant without fear. However, their actual goal is far more insidious- they were spawned by a wicked wizard who sought to cheat death, spreading his consciousness across a hive of insects. The hornets seek to make copies of the wizard, building crude replicas of a human form in their nests until it becomes fully assembled. Then, the swarm hibernates within the dummy for a season, and when a new swarm is able to be spawned, the ‘old’ hive animates and becomes a Simulacrum of the wizard who fathered then all. Hooks:
SWARM OF SIMULACRUM HORNETS Large swarm of Tiny beasts, Neutral Evil Armour Class 13 (natural armour) Hit Points 55 (10d10) Speed 20ft., fly 20ft. Str 3 (-4); Dex 14 (+2); Con 10 (+0); Int 2 (-4); Wis 8 (-1); Cha 1 (-5) Proficiency bonus +2 Damage Resistances bludgeoning, piercing, slashing Condition Immunities Charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses Blindsight 10ft., passive Perception 9 Languages none, although the swarm forms faces and seems to be trying to speak Challenge 3 (700 XP) Craft Simulacrum. Simulacrum hornets labour to build a crude replica of the wizard who first made them, long since dead. If the simulacrum hornets are able to gather a number of magical items and then spend at least 24 hours in concentration, they animate their nest as the Simulacrum of an Archmage (see the Monster Manual, page 342). The simulacrum is naked and has no equipment, and speaks only in an angry hornet's drone. Magic Resistant. A swarm of simulacrum hornets has advantage on saving throws against spells and other magical effects. Prestantennatation. A swarm of simulacrum hornets manifests minor magical effects as it moves, such a showers of sparks, a brightly-coloured glow, puffs of wind, faint discordant musical notes, or odd odours. These have no concrete effect, but are clearly generated from within the swarm. These effects change each round. Swarm. The swarm can occupy another creature's space and ice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. ACTIONS Bites and Stings. Melee weapon attack: +4 to hit, reach 0ft., each creature in the swarm's space. Hit: 20 (8d4) piercing damage, or 10 (4d4) piercing damage if the swarm has half its maximum hit points or fewer. Adapted from the earlier version of the Simulacrum Hornets, published on 26 February 2019. Mere hags, which live in meres, or bodies of still water, are often-vengeful creatures which eat human flesh. Although they resemble pale or bluish-skinned humanoids from the waist up, their bottom half is a writhing mass of sinuous, fanged, eels.
Hooks:
MERE HAG Medium fey, chaotic evil Armour Class 13 (natural armour) Hit Points 45 (7d8 + 14) Speed 10ft., swim 40ft. Str 16 (+3); Dex 15 (+2); Con 15 (+2); Int 14 (+2); Wis 16 (+3); Cha 14 (+2) Proficiency bonus +2 Senses Darkvision 60ft., passive Perception 13 Languages Aquan, Common, Giant Challenge 2 (450 XP) Amphibious. The mere hag can breathe air and water. Horrific Appearance. Any humanoid that starts its turn within 30 feet of the mere hag and can see the hag's true form must succeed on a DC 12 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. Innate Spellcasting. A mere hag can cast spells as a 3rd-level Druid, and its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: druidcraft, resistance, thorn whip. 1st level (4 slots): animal friendship, entangle, fog cloud, speak with animals. 2nd level (2 slots): hold person, moonbeam. ACTIONS Claws. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) slashing damage. Eel bites. Melee weapon attack: +4 to hit, reach 5ft., up to three targets within reach. Hit: 8 (2d4 + 3) slashing damage. Death Glare. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 12 Wisdom saving throw against this magic or drop to 0 hit points. Updated from the earlier version of the Mere Hag, published on 8 February 2020. A monstrance is a guardian built by a church, to protect their holy relics. Made of fine materials and often decorated with gilt and gems, they appear to be a part of the church itself. When dormant, they fold themselves into the shape of a masterfully-crafted small shrine, but if someone attempts to take their holy object without speaking a particular phrase, it will animate and attack those who remain nearby.
The tiny spark of animating spirit within is often proud and desires to do its purpose. MONSTRANCE Large construct, unaligned Armour Class 18 (natural armour) Hit Points 142 (15d10 + 60) Speed 20ft. Str 19 (+4); Dex 16 (+3); Con 19 (+4); Int 7 (-2); Wis 12 (+1); Cha 5 (-3) Proficiency bonus +4 Damage Resistance necrotic, radiant Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, prone Senses Blindsight 30ft., tremorsense for the entirety of its location (blind outside this area), passive Perception 11 Languages Understands commands in Common but can't speak Challenge 9 (5,000 XP) Bound. The monstrance is magically bound to a single location (usually around 100ft. x 100ft., but sometimes a larger building or region) when constructed, and built around a specific magical item or relic. Attempts to remove this object have disadvantage (Athletics or Sleight of Hand checks, tool proficiency checks, and similar). As long as the specific item or relic and the monstrance are on the same plane, the monstrance telepathically knows the distance and direction to the item. While the monstrance is within 60 feet of the item, half of any damage dealt to the item (rounded up) is dealt to the monstrance instead. Command Phrase. When created, the monstrance is enchanted with a phrase sacred to the faith that crafts it. The monstrance will allow its bound item to be taken from it only if the phrase is spoken, otherwise it animates and becomes hostile immediately. False Appearance. While the monstrance remains dormant and motionless, it is indistinguishable from a built feature of architecture- a shrine, altar, or similar construction. It can shift into its animated form or back as a bonus action at the start of its turn. Guidance. The monstrance is empowered by the magical properties in the item it guards. While it holds the item around which it is built, it gains the effect of a Guidance spell at the start of each of its turns. Magical weapons. A monstrance's attacks are magical, and deal an additional 2d6 points of necrotic or radiant damage (chosen when created) on a hit, which is included in the statistics below. Regeneration. While the monstrance is within its bounded location, it regenerates 15 hit points at the start of its turn if it has at least 1 hit point. ACTIONS Multiattack. The monstrance can make two slam attacks. Slam. Melee weapon attack: +8 to hit, each 5ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and 7 (2d6) radiant or necrotic damage. Updated from the original version of the Monstrance, published on on 16 November 2018. Most nations have their own legends regarding the guardians that will protect them. In some cases, these are fey creatures or ancestor spirits which look after families individually. In some cases, their legendary heroes will return from death to safeguard their legacy. And in some cases, a nation chooses to forge its own legacy, and to create their own defender. This is such a case.
A guardian paragon takes several lifetimes, and millions of hours of labor, to build, and enormous amounts of ritual magic, lasting weeks. The result rarely disappoints in battle. Functioning as both a morale booster and a might physical guardian, this construct is a literal mountain, carved into shape and imbued with the righteous might of a nation. Awakening one from its slumber is no easy task (an epic tale worth playing through), and its wrath is terrible to behold, scattering armies in its inexorable wake. A battle involving only one of these creatures literally reshapes the landscape forever. A battle involving several (especially against one another) is no less than apocalyptic. However, the construct has no mercy or care for those beneath its feet, and is as likely to trample allied troops as foes. It moves reluctantly, and sinks into quiescence only when those controlling it have ceased giving commands. The only hope against one is to reach their hollow skull and defeat the mages holding tenuous control of the construct. GUARDIAN PARAGON Colossal construct, unaligned Armour Class 25 (natural armour) Hit Points 820 (40d20 + 400) Speed 20ft. Str 30 (+10); Dex 5 (-3); Con 30 (+10); Int 3 (-4); Wis 3 (-4); Cha 25 (+7) Proficiency bonus +7 Saving Throws Str +17, Dex +4, Con +17, Int +3, Wis +3 Damage Immunities Necrotic, poison, psychic; Bludgeoning, piercing, and slashing damage form any creature smaller than Gargantuan Condition Immunities Charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, unconscious Senses Darkvision 4 miles, passive Perception 6 Challenge 21 (33,000 XP) Immutable Form. The guardian paragon is immune to any spell or effect that would alter its form. Legendary Resistance (3/day). If the guardian paragon fails a saving throw, it can choose to succeed instead. Titanic size. The guardian paragon is immune to attacks and the effects of attacks from any creature smaller than Gargantuan size. It has damage resistance against any attacks or effects from Gargantuan sized creatures. A guardian paragon's attacks are magical, and deal double damage to any building, object, or creature smaller than Gargantuan size. ACTIONS Multiattack. The guardian paragon makes two stomp attacks or two slam attacks. Slam. Melee weapon attack: +17 to hit, reach 500 ft., one target. Hit: 115 (10d20 + 10) bludgeoning damage. Stomp. Melee weapon attack: +17 to hit, reach 100ft., up to 100 targets. Hit: 37 (5d10 + 10) bludgeoning damage. REGIONAL EFFECTS Immense Size. When a guardian paragon moves, any creature smaller than Gargantuan which is touching the ground within 100 feet must succeed on a DC 22 Strength saving throw. On a failed saving throw, they become prone. Inspirational Visage. Those creatures loyal to the same allegiance as the guardian paragon feel their hearts magically stirred to action and bravery. While the guardian paragon can be seen, affected creatures are immune to being charmed or frightened, and have advantage on attack rolls. Terrifying Visage. Any creature hostile to the guardian paragon that can see it at the start of their turn must succeed on a DC 22 Wisdom saving throw. On a failed saving throw, the creature becomes frightened, and must use their action to hide or move away from the guardian paragon. An affected creature can make a saving throw if they can no longer see the guardian paragon (the horizon is usually about 3 miles away, for reference, and a guardian paragon can often be seen up to 10 miles away). Adapted from the earlier version of the Guardian Paragon, published on 11 July 2018. Merry Xmas, one and all, dear readers! It's been a long year, and you all deserve some presents... so for those of you running games during the holiday season, here are some ideas you can steal (actually, let's consider them freely given) for a quick game, whether that's teaching your family what "that dungeon game is all about", opening up a box set with the cousins or friends, playing a game while cosy and warm with your partner... however you enjoy your holidays, make sure you enjoy them with your loved ones!
(All of these are at least partially based on traditions from various cultures, so if you do use them, be as respectful as you'd want them to be of your traditions!) Festival of Lights It is a tradition that once a year, everyone in the city wears their finest clothes, lights every lantern in the house, sets off fireworks, and celebrates life and joy to celebrate the victory of light over darkness. However, a vile Gloomdark threatens madness and violence. Find the clues that reveal the monster, and drive it away forever! Enlightenment Day A powerful Monk has been meditating under a Bodhi tree for years and has finally called his dearest disciples together to speak to them his final secrets before his ascendance. However, a demon of illusion tries to tempt and destroy him through three watches of sleep as he guards his students. With the PCs' aid, each of the students can meditate on the lessons learned before their master is gone. Kill the Krampus! For one week of the year, a terrible devil named the Krampus is loosed on the earth to punish wicked children. The child of a dear friend has been naughty and repents of their wickedness- but their coal has already been delivered, marking them as the devil's newest victim. Defend an old manor house, Home Alone-style, against the devil to protect a child who has learned their lesson! The Weirdest Winter Druids of a local circle are concerned that the local Frost Giants are trying to bring about eternal winter by sabotaging their Winter Solstice ritual, designed to bring back the sun. Can the PCs defend the druids' grove all through the night until the first light of dawn? Satyrnalia A band of Satyrs are holding a town hostage with their enchantments- forcing them to eat, drink, and make merry for days on end! One by one, they must be persuaded, or defeated, to end their spell and bring blessed peace to the town! Yule Be Sorry A great gathering is held at the Lord's longhall to celebrate the longest night of winter, and a great log has been cut from a sacred tree at the priests' direction. But the Cold Walkers and their Shadow Hounds roam the earth this night. As the Lord's champions, the PCs are sent to shepherd in the old and lost, and to prtect them from harm this night. Second Dedication Following a long and costly war, the high temple is to be re-consecrated. However, only a single cask of ritual oil remains to light the sacred flame. Through divine intervention, the oil lasts long enough for the eight days of ritual, but the temple must be protected through the night from those who would see it fall again. Help the Gifts Get Through! A shipment of gifts (or medicines, or healing potions, or... whatever you want it to be, really) needs to get delivered to the next town over, through heavy snow, wolves, and goblin attacks. The PCs are conscripted, or hired, to make sure that all the children can sleep soundly tonight! Casting the Fireballs On the first day of the year in one kingdom, it is customary to remember the time enemies were turned back by the fireballs of the nation's Warmages. The townsfolk construct 'fireballs' made of pitch and sticks on the end of a string or rope, and swing them while dancing a jig through town, before hurling them from the clifftops down into the dark sea. But when the Sahuagin can be seen climbing the cliffs by the fireballs' light, everyone must fend off a full-fledged invasion! Festival of First Fruits Those who formed their own nation celebrate a 'Festival of First Fruits' celebrating their own self-determination and independence from their enemies, and showing gratitude to their revered ancestors. But when the ritual mat and candelabra are stolen by a thief from outside the nation, the PCs must help save the holiday by returning them in time! Also posted on Game Masters Stash on 25 December 2021. This spell protects a small area against intruders, terrifying them away.
WARDING CIRCLE 3rd-level abjuration (Cleric, Wizard spell) Casting Time: 1 minute Range: 10 feet Components: V, S, M (strips of leather inlaid with gold sigils worth at least 100 gp, which are consumed in the spell's casting) Duration: Concentration, up to 8 hours You create a 10-foot radius dome of semi-permeable magical energy centred on a point on the ground that you can see within range. Glowing runes appear wherever the dome intersects with the floor or other surface. Crossing the dome's surface counts as difficult terrain, and means that any ranged weapon or spell attacks crossing the boundary have disadvantage. The dome causes creatures that approach within 5 feet of the dome's exterior surface to make an Intelligence saving throw. On a failed save, the creature becomes frightened. If the creature leaves the vicinity of the warded dome, it can make another saving throw at the end of its turn. Creatures inside the dome are unaffected by the wards, unless they leave the dome. Also posted on Game Masters Stash on 24 December 2021. Vanished are the half-real remnants of the fallen, spirits who return to finish their final battle. Although they are not true shades, they are nonetheless dangerous in quantity.
They do not understand or believe they are truly slain, and carry on trying to accomplish their task. VANISHED TEMPLATE A humanoid creature can become a vanished. It keeps its statistics, except as follows: Type - the creature becomes undead (incorporeal). Armour Class The creature's armour class is reduced by 4. Hit Points The creature's maximum Hit Points are halved. Vulnerability The vanished gains vulnerability to force damage. Damage Resistance The vanished gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Damage Immunities. The vanished gains immunity to poison damage. Condition Immunities The vanished gains immunity to being blinded, charmed, exhaustion, grappled, paralyzed, petrified, poisoned, or restrained. Challenge The vanished's Challenge is reduced by 2. (minimum 0). Attacks. The vanished's attacks have disadvantage against any creature that is not incorporeal, and their total damage is reduced to one-half. Adapted from the earlier version of the Vanished, published on 27 July 2018. Also posted on Game Masters Stash on 23 December 2021. These murderous beings are shaped of raw clay and shining brass, given life and ferocious fury by the will of deities who have been enraged through theft or other desecration of their sacred places.
Harrower eidolons, as they are titled, are incredibly dangerous and single-minded constructs. When seen, they wreak bloody vengeance on their targets, and any beings between them and their targets. They are rarely unleashed, but send a clear message never to threaten the gods or their property. They do have one vulnerability, which is that those who perform acts of religious prostration (or other rites of prayer) to the eidolon's maker deity are spared the eidolon's fury. A target who remains in this pose is ignored as a target, and it passes them without harm. If that person is the eidolon's designated victim, it holds watch over them and summons divine aid to render a more nuanced judgement. Hooks:
HARROWER EIDOLON Large construct, lawful neutral Armour Class 21 (natural armour) Hit Points 120 (16d10 + 32) Speed 40ft. Str 22 (+6); Dex 19 (+4); Con 14 (+2); Int 2 (-4); Wis 8 (-1); Cha 1 (-5) Proficiency bonus +5 Damage Resistances Necrotic, radiant; Bludgeoning, piercing, and slashing weapons from nonmagical attacks not made with adamantine weapons Condition Immunities Charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses Truesight 60ft., passive Perception 9 Languages Understands sincere prayer, but cannot speak Challenge 14 (11,500 XP) Adamantine magical weapons. The harrower eidolon's attacks are magical, and made with adamantine weapons. A harrower eidolon's armblade attacks score a critical hit on a roll of 19 or 20. Immutable Form. The harrower eidolon is immune to any spell or effect that would alter its form. Magic Resistance. The harrower eidolon has advantage on saving throws against spells and other magical effects. Religious Observance. A harrower eidolon cannot and will not make an attack against a target who is committing a religious observance towards the harrower eidolon's patron deity. This ends immediately if the target ceases this observance. Summon Higher Power. Once per week, a harrower eidolon can summon a higher power which serves its patron, usually a Bone Devil or a Deva. This ritual takes 10 minutes to enact. The summoned power appears in an unoccupied space within 60 feet of the harrower eidolon, acts as an ally of the harrower eidolon, and can't summon other creatures itself. It remains for 1 minute, or until it or the harrower eidolon dies. ACTIONS Multiattack. The harrower eidolon makes three armblade attacks. Mighty Leap. A harrower eidolon can leap up to 50 feet vertically and make one armblade attack. Armblade. Melee weapon attack: +11 to hit, reach 5ft., one target. Hit: 19 (3d8 + 6) slashing damage. On a critical hit, the armblade attack deals an additional 7 points of slashing damage. Updated from the previous edition of the Harrower Eidolon, published on 16 April 2019. Sometimes you or your players aren't really up for a world-saving grim and dark epic. At this point, knowing how to change the tone of your game can be really important. Pitching your game at a different level can be quite doable without much change to the core mechanics of a D&D game.
Here are some quick changes you can make to change up the tone of your game, whether you're playing with kids or just want a lighter game than normal. Tone of Quests - A typical D&D game might involve seeking out ingredients for curing a plague, getting home just in time to save a few after horrible casualties. For a lighter tone, having the plague incapacitate people and require them to be cared for, but not die, lowers the tension level and means that the players aren't under quite the same level of concern for the victims. - A band of bugbears or orcs might capture their prisoners for use as servants, rather than as food. - War might be threatened between two kingdoms, but this could be averted by quick-thinking adventurers able to bring proof of the conspiracy to the rulers in charge. - A crazy wizard might be kidnapping local animals and turning them into monsters temporarily, but their tower might contain an artifact they've used to 'hold' concentration on the change. If it's broken, it might be able to cancel all of their spells and save the animals. Tone of Combat - Using monsters rather than humans or other 'people' as enemies can make the game less morally-conflicting, and humanoids who fight to stakes other than 'to the death' can be really useful. - Bandits or goblins might capture enemies to ransom them (and poorly-trained ones might not tie their prisoners up well). - Having enemies pause to grandstand, caper, or be doing less-than-optimal things like trying to get hold of a magic ring rather than fighting people directly can be handy. - Describing hit point loss as "avoiding death narrowly" rather than being wounded is one way of making action still feel exciting, and danger still feel present, without describing gory blows. - For enemies and PCs, being reduced to 0 hit points might mean being defeated rather than wounded or killed. It's important to allow enemies to genuinely give up, and not undermining that by having them lie about it. This way you reinforce that allowing enemies to live is a good thing. Tone of Adventuring - Here, 5e's "long rest cures just about everything" mechanic can really be handy. If every day is a new day, it means that players generally don't have to worry about too much in terms of consequences. - Exploring ancient ruins, forbidden dungeons, and lost tombs can still be a thing. These might have been blocked off because they're dangerous to people, and questing into them can be necessary to recover something, find a clue, or discover a bad guy's identity, rather than for treasure. If you've got any ideas you've used, leave them in the comments! Also posted on Game Masters Stash on 22 December 2021. This spell causes the target to be far more vulnerable to a type of attack.
VULNERABILITY 1st-level necromancy (Cleric, Ranger, Wizard spell) Casting Time: 1 bonus action Range: 60 feet Components: V, M (a small pane of glass, which is broken during the spell's casting) Duration: 1 round You gesture to a creature you can see within range and break the glass in your hand, causing them to suffer magical susceptibility to harm. When you cast the spell, you choose bludgeoning, piercing, or slashing damage. Until the spell ends, the target has vulnerability to that type of damage, if they do not have resistance or immunity to that type of damage already. If the creature has immunity to that damage type, they instead have resistance to the damage type for the spell's duration. If the creature has resistance to that damage type (or if they have resistance to nonmagical attacks from that damage type), they instead lose resistance to that damage type for the spell's duration. A Fractyl is a rare creation of pure Order, so pure that its very presence on the Material Plane causes its logic to decay irreparably. Although they are powerful, even a brief trip to the Material Plane causes permanent 'materialization', let alone exposure to creatures of the Chaotic planes. They are thus used only sparingly and for highly important missions. Modrons particularly find fractyls to be 'sacred' creatures, possessing purity unlike any other beings. They venerate them in such a manner even when corrupted, making them
In appearance, fractyls are large, vaguely humanoid shapes of geometric design, their 'skin' constantly shifting inwards as if being folded back upon themselves. They are ideally pure white in colour, and become stained through exposure to other materials or objects. Their fists are their primary weapons. Hooks:
FRACTYL Large construct, lawful neutral Armour Class 18 (natural armour) Hit Points 114 (12d10 + 48) Speed 30ft. Str 20 (+5); Dex 16 (+3); Con 18 (+4); Int 3 (-4); Wis 12 (+1); Cha 3 (-4) Proficiency bonus +3 Senses Truesight 120ft., passive Perception 11 Languages understand all languages but do not speak Challenge 8 (3,900 XP) Axiomatic Mind. The fractyl can't be compelled to act in a manner contrary to its nature or its instructions. However, see the degradation trait, below. Disintegration. If the fractyl is reduced to 0 hit points, its body disintegrates into dust, leaving behind anything it was carrying. Degradation. A fractyl that rolls either a 1 or a 20 on any d20 roll experiences signal degradation, as they begin to have wider understanding of the entire universe. Each time a fractyl experiences signal degradation, they immediately become stunned until the end of their next turn, and their Intelligence and Charisma scores increase permanently by 2. In addition, their maximum hit points are increased by 9 (1d10 + 4). A fractyl that reaches 15 hit dice becomes neutral permanently, and a fractyl that reaches 20 hit dice becomes chaotic neutral permanently. Purity of Order. Celestials, elementals, fey, fiends, and undead have disadvantage on attacks rolls against a fractyl. ACTIONS Multiattack. The fractyl makes two fist attacks. Fist. Melee weapon attack: +8 to hit, reach 10ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage and 7 (2d6) thunder damage. Destructive Wave (recharge 5-6). The fractyl strikes the ground, creating a burst of energy that ripples outwards in a 30-foot radius. Each creature the fractyl chooses within the radius must make a Constitution saving throw (DC 16). On a failed saving throw, an affected creature takes 5d6 thunder damage and 5d6 radiant damage and is knocked prone. On a successful saving throw, the creature takes half as much damage and isn't knocked prone. Adapted from the earlier version of the Fractyl, published on 20 November 2019. Forgedhounds, an offshoot of Warforged technology, created unique, individually machined constructs with a modicum of intelligence, an excess of animation, and cool, logical, souls. They are highly-valued as curiosities, although there are rumours that some have weapons installed within them for unorthodox assassination attempts.
How you can use Forgedhounds in your game:
FORGEDHOUND Medium construct, unaligned Armour Class 15 (natural armour) Hit Points 23 (3d8 + 9) Speed 40ft. Str 16 (+3); Dex 14 (+2); Con 16 (+3); Int 4 (-2); Wis 10 (+0); Cha 1 (-5) Proficiency bonus +2 Damage Immunities poison Condition Immunities exhaustion, poisoned Senses Darkvision 60ft., passive Perception 10 Languages understands commands in the creator's language but can't speak Challenge 1 (200 XP) Custom Enhancement. Each forgedhound is customised to include particular enhancements. While other customisations exist, you can select one from some of the common enhancements below: - Alchemical fire spray (recharge 6). As an action, the forgedhound spits alchemical fire in a 15-foot cone. All creatures in the area can make a Dexterity saving throw (DC 13). A creature takes 3d6 points of fire damage on a failed saving throw, or half as much on a successful one. A creature which is damaged by this attack catches fire, and takes 1d4 fire damage at the end of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. - Poison needle (recharge 6). Targets hit by the forgedhound's bite attack must make a Constitution saving throw (DC 13). On a failed saving throw, they take an additional 13 (2d12) poison damage. - Steeltrap jaw. Targets hit by the forgedhound's bite attack are grappled (escape DC 13) and take an extra 2 (1d4) points of piercing damage. A creature that attempts to escape the forgedhound's grapple but fails takes 2 (1d4) points of piercing damage. A creature can use its action to make a Strength check (DC 13), freeing itself or another creature within its reach on a success. The forgedhound can have only one creature grappled in this way. ACTIONS Pounce. The forgedhound can jump 10 feet and make a bite attack. The target must make a Strength check (DC 13) or become prone. Bite. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) piercing damage. Adapted from the earlier version of the Forgedhound, published on 12 September 2020. Powerful magic, exposure to planar emanations, or just plain radiation is often used as a method of mutation. Rapid, uncontrolled mutation can leave its victims twisted in body and mind, mere shadows of personality remaining with an overwhelming desire for murder.
These creatures often wear tatters of their original clothing and armour, but eschew weapons for their powerful claws and clublike limbs. Hooks:
CORRUPTED Medium aberration (any race), usually chaotic evil Armour Class 15 (natural and scraps of armour) Hit Points 38 (5d8 + 15) Speed 25ft. Str 18 (+4); Dex 14 (+2); Con 17 (+3); Int 4 (-3); Wis 10 (+0); Cha 4 (-3) Proficiency bonus +2 Damage Resistances poison Senses Darkvision 60ft., passive Perception 10 Languages Understand fragments of Common, but cannot speak legibly Challenge 1 (200 XP) Shifting Physiology. A corrupted takes half damage from an attack that causes bludgeoning, piercing, or slashing damage from a nonmagical weapon. Once it has used this ability, it cannot use this ability until the start of its next turn. ACTIONS Multiattack. The corrupted makes one claw attack and one greatclub attack. Claw. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage. The corrupted can attempt to start a grapple instead of dealing damage, if it wishes. Greatclub. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Adapted from the earlier version of the Corrupted, published on 24 June 2018. Also posted on Game Masters Stash on 18 December 2021. These curious constructs are built as mobile guardians and protectors of a specific object- a sword meant for a true King, the phylactery of a Lich, or relics of a church. They are a lesser form of golem- much more advanced than a mere animated suit of armour, they are imbued with the cunning and physical prowess of a skilled warrior, as well as having some level of emotional and existential connection to the object around which they have been built.
Often left inside an armoury or reliquary, curators are ferocious and implacable in their defence of their tasked object, restoring themselves even from fragments, as long as they can still sense the object nearby. CURATOR Medium construct, unaligned Armour Class 19 (natural armour) Hit Points 80 (12d8 + 36) Speed 30ft. Str 17 (+3); Dex 15 (+2); Con 17 (+3); Int 6 (-2); Wis 13 (+1); Cha 1 (-5) Proficiency bonus +3 Damage Immunities poison, psychic Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses Blindsight 60ft. (blind beyond this radius), passive Perception 11 Languages - Challenge 6 (2,300 XP) Curated Object. A curator is created around one specific object when it is built. Attempts to remove this object have disadvantage (Athletics or Sleight of Hand checks, tool proficiency checks, and similar). Rage state. If a curator's curated object is stolen or removed from within them by anyone other than their creator, the curator enters a rage state. It gains advantage on all attacks, a +4 bonus to melee damage, and , can make a second slam attack each round using its multiattack action. until the object is returned. While the curator is in its rage state, melee attacks against it have advantage. Regeneration. While the curator's curated object is within them or within 60 feet, the curator regains 5 hit points at the start of each of its turns, even if it has 0 hit points. If the object is removed from their vicinity, they usually deanimate permanently, although stories persist of enraged empty suits of armour rampaging through the wilderness, forever seeking some lost object. ACTIONS Multiattack. The curator makes two flail attacks and one slam attack. If a target is hit by both flail attacks, they must make a Strength saving throw (DC 14). On a failed saving throw, they become prone. Flail. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 8 (1d8 +3) bludgeoning damage. Slam. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Adapted from the earlier version of the Curator, published on 13 July 2018. These constructs, similar to Golems in construction, are bound to a specific place and guard it against all who approach, unless they know the specific command word which restores them to their slumber. They are often crafted to guard tombs or similar sites which might be looted.
Hooks:
ARCANE GUARDIAN Huge construct, unaligned Armour Class 18 (natural armour) Hit Points 158 (15d12 + 60) Speed 30ft. Str 20 (+5); Dex 8 (-1); Con 18 (+4); Int 7 (-2); Wis 10 (+0); Cha 3 (-4) Proficiency bonus +3 Damage Immunities poison Condition Immunities Charmed, exhaustion, frightened, paralyzed, poisoned Senses Blindsight 10ft., darkvision 60ft., passive Perception 10 Languages understands commands given in any one language when created, but can't speak Challenge 8 (3,900 XP) Bound. The arcane guardian is magically bound to a location, usually a brass circle inlaid into the ground. An arcane guardian cannot willingly leave a 100-foot radius of the location, and if they are forced outside of the location, they can magically sense the direction back towards their location and will ceaselessly try to return to their home location. Passwords. When created, an arcane guardian is keyed to at least three passwords. The first password makes it awaken and be hostile to all creatures except other arcane guardians within its range of perception, while another makes it immediately deactivate and go back into rest. The third password makes the arcane guardian regard the speaker as an ally, and ignore them. While these keywords might be known, it is unlikely, and most arcane guardians will be hostile to all other creatures. Arcane guardians will never regard one another as hostile. Regeneration. The arcane guardian regains 10 hit points at the start of its turn if it has more than 1 hit point. ACTIONS Multiattack. The arcane guardian makes two wrathful strike attacks. Wrathful Strike. Melee weapon attack: +8 melee, reach 5ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and 7 (2d6) psychic damage. In addition, the target must make a Wisdom saving throw (DC 16). On a failed saving throw, the target is frightened of the arcane guardian until the end of their next round. Adapted from the earlier version of the Arcane Guardian, published on 31 January 2020. Like steel being tempered, a paladin's oath strengthens and hardens them against corruption. However, when their oath and their own morals come into conflict, something must give. Either the paladin's oath makes them a zealot, or the paladin forswears their oath. Some choose to embrace this, becoming an Oathbreaker, but some still believe in the tenets of their oath, but have been forced into breaking their oath out of morality or necessity. These paladins can take on the benefits of the Broken Oath, below, until such time as they either choose a new oath or find some kind of redemption.
Note: it is recommended that a paladin who breaks their oath wait a certain period before gaining the benefits of this archetype, such as until levelling up or until they have had time otherwise to come to terms with their failure somehow. You may alternately choose to have this change occur immediately when the paladin's oath has been broken so severely as to render their faith lost entirely - a paladin of the Crown having to slay their own monarch, for example. A paladin who has broken their oath exchanges the benefits of the oath they had previously sworn with the benefits of this oath instead. If a paladin finds redemption or swears another oath, they lose the benefits of this oath. Tenets of the Broken Oath: Those who have broken their oath are not required to follow tenets, but many continue to follow some tenets or aspects of their previous oath as they wish. Oath Spells A paladin who has broken their oath cannot cast paladin spells. They retain their paladin spell slots, and can use these to power their Divine Smite ability. Channel Divinity A paladin who has broken their oath has the following two Channel Divinity options. Determination. You can use your Channel Divinity to power through hardship. As an action, you remember your broken oath, and end any one condition that is affecting you (blinded, charmed, frightened, etc.), and regain a number of hit points equal to 1d10 + your paladin level. Echoes of Glory. You can use your Channel Divinity to briefly shine with your past glory. As an action, you hold tight to your past oath and one weapon that you are holding is imbued with power. For 1 minute, you add your Charisma modifier to damage rolls (with a minimum bonus of +1). If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. From 7th level, you can use your Channel Divinity twice between rests. Reckless Attack From 7th level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Retaliatory Strike From 15th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. Unstoppable Determination At 20th level, when you roll initiative and do not have any uses of Channel Divinity remaining, you regain one use. In addition, when you are reduced to 0 hit points and are not killed outright, you can chose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Also posted on Game Masters Stash on 17 December 2021. Glory Archons are powerful celestial creatures, often servants of the deities themselves. However, their writ of cause is often wide enough that they have the initiative to head out and increase the worship of their deity in the world, in ways of their own choosing.
Glory archons often set up and drive crusades, inspire the building of cathedrals and other places of worship in the wilderness, and whip up hatred and zealots against enemies of their faith. When not participating in the Celestial Choir, they often disguise themselves and wander the earth seeking faithful followers to reward, and sinners to punish. Hooks:
GLORY ARCHON Large celestial, lawful good Armour Class 16 (natural armour) Hit Points 152 (16d10 + 64) Speed 30ft., fly 90ft. Str 18 (+4); Dex 17 (+3); Con 18 (+4); Int 19 (+4); Wis 20 (+5); Cha 24 (+7) Proficiency bonus +4 Skills Intimidate +11, Intuition +9, Performance +11, Persuasion +11 Damage Resistances radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities charmed, exhausted, frightened Senses Darkvision 120ft., passive Perception 15 Languages all, telepathy 120ft. Challenge 12 (8,400 XP) Alter Self. The glory archon can magically disguise itself as a humanoid as per the 'change appearance' option of the Alter self spell at will. Angelic Weapons. The glory archon's weapons are magical. When the glory archon hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). Aspect of Glory. In whatever form it is in, the glory archon can choose to appear in an aspect of glory. While this ability is active, if a creature starts its turn within 50 feet of the glory archon and can see the glory archon, the glory archon can force the creature to make a DC 19 Charisma saving throw if the glory archon isn't incapacitated. On a failed save, the creature is frightened of the glory archon and paralyzed. It must repeat the saving throw at the start of its next turn. On a success, the effect ends. If the glory archon attacks the target, the effect ends on the target for 24 hours. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the glory archon until the start of its next turn, when it can avert its eyes again. If it looks at the glory archon in the meantime, it must immediately make the save. Enhance Ability. A glory archon can cast enhance ability on up to five creatures at once, with a duration of 24 hours. The glory archon does not need to maintain concentration to use this ability. The glory archon cannot use this ability again while it is active. Innate Spellcasting. The glory archon's spellcastign ability is Charisma (spell save DC 17). The glory archon can innately cast the the following spells, requiring only verbal components: At will: detect evil and good. 3/day: divine word, divination. ACTIONS Multiattack. The glory archon makes two greatsword attacks. Greatsword. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) slashing damage and 18 (4d8) radiant damage. Adapted from the earlier version of the Glory Archon, published on 9 April 2019. Fused together from the remains of a dozen warriors and heavily imbued with vile necromancy, a Legion is truly worth their name. All but unstoppable in combat, a Legion rampages through any combatants who try to bar their way. Although they possess some remnants of their previous skills in life, they are filled with a vile and cruel spirit, and can hold a duel with a number of opponents at once.
LEGION Large undead, lawful evil Armour Class 18 Hit Points 153 (18d10 + 54) Speed 30ft. Str 20 (+5); Dex 17 (+3); Con 17 (+3); Int 9 (-1); Wis 9 (-1); Cha 7 (-2) Proficiency bonus +4 Skills Athletics +9, Perception +3 Damage Immunities poison Damage Resistances necrotic; piercing Condition Immunities blinded, exhaustion, poisoned Senses Darkvision 60ft., passive Perception 13 Languages understands Abyssal but can't speak Challenge 12 (8,400 XP) Many Reactions. When the legion takes a reaction, it is not prevented from making reactions until the start of its next turn. It can still only make one reaction on each other creature's turn. Sentinel. Creatures within 5 feet of the legion provoke opportunity attacks from the legion even if they take the Disengage action before leaving its reach. Unstoppable. The legion's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the legion's speed nor cause it to become paralyzed or restrained. The legion can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. We are many. The legion can see in every direction simultaneously, and cannot be surprised. When creatures would gain benefits from attacking it from multiple angles (such as if you are using the optional flanking rules), they do not gain those benefits. ACTIONS Multiattack. The legion can make eight longsword attacks, up to three against any individual Medium-sized creature or up to five against any individual Large-sized creature. Longsword. Melee weapon attack: +9 to hit, reach 5ft., one target. Hit: 12 (2d6 + 5) slashing damage. REACTIONS Deflect Missiles. The legion adds 2 to its AC against one ranged weapon attack that would hit it. To do so, the legion must be able to see its attacker and be wielding a melee weapon. Parry. The legion adds 2 to its AC against one melee attack that would hit it. To do so, the legion must be able to see its attacker and be wielding a melee weapon. Thicket of Blades. When a creature ends its movement within 5 feet of the legion, the legion can make a longsword attack against the creature. Also posted on Game Masters Stash on 16 December 2021. Witnessers are mysterious watchers who have traveled from the Far Realm to witness odd events, such as The Moment When The Horse’s Shoe Falls Off, or When Arnolf Slips On The Ice, or When King Regdar Passed The Cup To The Squire On His Left. The meaning and purpose of witnessing these specific events is so far unknown, but they seem to be always present at just the right time to see the odd events. Very learned sages query whether they cause the events, or only witness them, and whether they are leading to some dark purpose.
Physically, they appear as tall, gaunt humanoids in form-concealing robes, with masks and odd headwear. Their fingers are long, with four knuckle joints per hand (compared to a human’s three). WITNESSER Large Aberration, unaligned Armour Class 11 Hit Points 16 (3d10) Speed 30ft. Str 8 (-1); Dex 12 (+1); Con 10 (+0); Int 29 (+9); Wis 19 (+4); Cha 7 (-2) Proficiency bonus +3 (tripled for History) Skills History +18, Insight +7, Perception +7 Senses Truesight 90ft., passive Perception 17 Languages Telepathy to other witnessers 120ft. Challenge 5 (1,800 XP) Innate Wizardry. A witnesser has incredible control over reality, and can innately cast Wizard spells without requiring material components. A witnesser's spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A witnesser has 10 spell slots per day, all of which are 5th-level slots. Overlooked. Any creature perceiving a witnesser which does not have truesight must immediately make a Wisdom saving throw (DC 20). On a failed saving throw, they immediately forget that they have perceived the witnesser, and if they were making an attack against the witnesser, it immediately fails. ACTIONS Reality Control. The witnesser selects a spell from the Wizard spell list up to 5th level, and casts it, no matter what the casting time of the spell is. Adapted from the earlier version of the Witnesser, published on 15 August 2018. The creatures known as Trikarii are strange and almost unknowable, their alien mindset and bizarre physiology setting them very much apart from mortal races. Their limbs are long and many-jointed, and they seem to perceive time completely differently from mortals. They say they hail from a crystal palace beyond the Far Realms, on the borders of the Ethereal Plane, and occasionally journey to the Prime for reasons they do not explain.
Their motives are unknown and sometimes confusing, sometimes even acting against one another and taking things extremely civilly. Hooks:
TRIKARII Medium Aberration, Neutral Armour Class 15 Hit Points 55 (10d8 + 10) Speed 30ft. Str 11 (+0); Dex 17 (+3); Con 12 (+1); Int 8 (-1); Wis 23 (+6); Cha 13 (+1) Proficiency bonus +3 (doubled for Arcana) Skills Arcana +5 Damage Resistance Psychic Senses Truesight 60ft., passive Perception 16 Languages Telepathy 20ft. Challenge 7 (2,900 XP) Alien Mind. A creature that attempts to detect a trikarii's thoughts takes 14 (4d6) psychic damage. Innate Time Control. A trikarii is able to control the flow of time around them, and their spellcasting ability is Wisdom (spell save DC 17). They can cast Feather fall, haste and slow at will, and Time stop once per long rest. In addition, they may be able to enact deeds of more complicated temporal control at the GM's discretion. Protective Objects. A trikarii is surrounded by a trio of floating objects of alien origin. These lunge forwards to deliver electrical shocks to creatures nearby. Each round, the objects can act in addition to the trikarii, moving to defend them from attackers. Each object can attack a different creature, or up to three can attack one creature. If multiple protective objects attack the same target, they make one attack roll and inflict damage based on the number of objects involved. ACTIONS Unarmed Strike. Melee weapon attack: +3 to hit, reach 5ft., one target. Hit: 1 bludgeoning damage. Protective Object. Melee weapon attack: +9 to hit, reach 5ft., one to three targets. Hit: 13 (3d8) lightning damage per protective object that attacks the target. Adapted from the earlier version of the Trikarii, published on 20 August 2020. |
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