Tuesday, September 22, 2015

5e Playtest: Masterwork Armor


Masterwork.  It is a think I thought that they did good in 3/3.5e and it was something I thought that should've been expanded on.  Now this is a serious playtest of the system and I am looking for some serious feedback.

Masterwork Armor. 
Light armor +250gp
  • Padded does not gain the disadvantage on stealth.
  • Leather, +1 armor class
  • Studded leather, +1 armor class

Medium armor +500gp for each chosen ability
  • Hide, +1 maximum dexterity modifier
  • Chain shirt, +1 maximum dexterity modifier
  • Scalemail, +1 armor class, no disadvantage on stealth, 30 pound weight
  • Breastplate, +1 maximum dexterity modifier
  • Half-plate, +1 armor class, no disadvantage on stealth, 30 pound weight

Heavy armor +1000gp for each chosen ability

  • Ringmail, +1 armor class, no disadvantage on stealth, 30 pound weight
  • Chainmail, +1 armor class, no strength minimum, no disadvantage on stealth, 35 pound weight
  • Splintmail, +1 armor class, Str 13, no disadvantage on stealth, 40 pound weight
  • Platemail, +1 armor class, Str 13, no disadvantage on stealth, 45 pound weight


Monday, September 21, 2015

World of Eave: Zordia Frozen-Heart, frost giant archer


Zordia Frozen-Heart
Zordia is a tall, rather pleasing looking frost giant maiden, descendant of many powerful frost giant chieftains.  She is quick and graceful and deadly with the bow.  She became a Handmaiden of Thyrm and in doing so gained some residual power from Thrym and Gröingar Icy-Death.  The armor she wears is made from the hide of a red dragon that she has slain and in which she looks quite fetching. 

Frost giant, huge giant, neutral evil
Armor Class 16 (studded leather, dex)
Hit Points 187 (15d12 + 90)
Speed 40ft.

STR 22 (+6)  DEX 18 (+4)  CON 22 (+6)  INT 11  WIS 10 (+0)  CHA 14 (+2)

Saving Throws Con +10, Wis +4, Cha +6
Skills Athletics +10, Perception +4
Damage Immunities cold
Damage Resistances fire
Senses passive Perception 14
Languages Common, Giant
Challenge 9 (5000 XP)

Sharpshooter.  Zordia's attacks at long range doesn't impose disadvantage on her ranged weapon attack rolls with the longbow.
Ice Walk. Zordia can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Ice Sight.  Snow and ice do not obscure Zordia's sight.  So if she is within a snowstorm or hail, her sight is not obstructed at all.

ACTIONS
Multiattack. Zordia makes two attacks with her battle axe or three attacks with her longbow.
Battle Axe. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 19 (3d8 + 6) slashing damage or 21 (3d10 +6) two handed.
Longbow. Ranged Weapon Attack: +10 to hit, range 600 ft., one target.  Hit 17 (3d8 + 4)
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.


Handmaidens of Thrym
Frost giant, huge giant, neutral evil
Armor Class 17 (breastplate, shield, dex)
Hit Points 151 (14d12 + 70)
Speed 40ft.

STR 22 (+6)  DEX 13 (+1)  CON 21 (+5)  INT 11  WIS 10 (+0)  CHA 12 (+1)

Saving Throws Con +9, Wis +3, Cha +4
Skills Athletics +9, Perception +3
Damage Immunities cold
Senses passive Perception 13
Languages Common, Giant
Challenge 8 (3,900 XP)

Ice Walk. A Handmaiden can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Ice Sight.  Snow and ice do not obscure a Handmaiden's sight.  So if she is within a snowstorm or hail, her sight is not obstructed at all.

ACTIONS
Multiattack. A Handmaiden makes two attacks with her battle axe.
Battle Axe. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 19 (3d8 + 6) slashing damage or 21 (3d10 +6) two handed.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.



Sunday, September 20, 2015

5e Playtest: Shields



I think I have been watching Vikings for too long...

Shields can be used as an improvised weapon to deal 1d4 damage.  No proficiency bonus to attack roll unless the wielder has the Shield Master or Shield Warrior Feats, the Gladiator Background or a Fighter Class (or any other background that may allow it, such as a Viking Warrior type background, talk to your DM).  The shield is a special case for even though it is bulky and unwieldly, it can be used as a light weapon when two-weapon fighting with a shield (which means the primary weapon must be light as well).  You do not gain defense bonus with the shield if you make an attack.

Now bladed shields or any such items will either gain a +1 damage or do 1d6.  It is up to you DM if they will allow them.  As for myself, well, specialized gladiators can have them.

Note, if a shield is magical, it does not add anything to any attacks it makes.  


New Feat
Shield Warrior
You know how to attack with your shield and still gain from it when using it to attack as a secondary weapon.

  • Gains proficiency when attacking with the shield, if not already had.
  • You can use two-weapon fighting you may use any one-handed melee weapon instead of just a light weapon.  When you take the Attack action and attack with a melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different with the shield that you’re holding in the other hand. You may add your ability modifier to the damage of the bonus attack.
  • Still gains a +1 Armor Class even when using the shield to attack.






Friday, September 18, 2015

World of Eave: Copperwood


Copperwood has just beaten back a goblin invasion and is now experiencing a sudden of people and trade from both the Moonsilver Alliance and the Emaan Empire.  The invasion was basically perpetrated by the Emaan Empire as they are moving north and displacing the goblins living among the coast.  It all ended in Copperwood with help from Emaan Empire's Nyss of the Blood, the Moonsilver Alliance's Naikel of the Moonsword and a group of adventurers that were stuck in between the two factions.

Now that the invasion is over, Copperwood is stuck between two powers that don’t get along, but they are both staying.  Nyss of the Blood has set up a small compound to hunt the goblin survivors in the Cold Woods that lie to the west of Copperwood.  But there is another reason why he is staying in Copperwood: Iona Raven's Daughter is a priestess of the Raven Queen.  A curvy, full figured woman who has captured his heart.  Iona is one of the adventuring group.  Nyss is doing everything to make his presence known to be a good thing.  Niakel doesn’t trust him and left in charge for the Moonsilver Alliance a dragonborn fighter by the name Agartaan Turanoth.  It may have been a stab at the Emaan forces there, for their animosity toward the dragonborn.  Agartaan is Knight of the Moon however and is a good choice to lead the Moonsilver contingent. 

There are elves from Courvale that fled before the goblin army and ended up in Coppperwood.  There were only fifty-six elves that made it out of Courvale alive.  The last fifty-six elves of Courvale for most of them left for Emaan Empire over the course of years.  They are led by an elf named Voremon, but their spiritual leader is Ervan of Corellon who leads four acolytes.  There is Liselai Autumnbloom, the most powerful mage in Copperwood.  She was in the first wave to flee Courvale and she came north and settled in Copperwood years ago.  She has a tower in town and is teaching two apprentices.  She sells low level scrolls and spells.

Copperwood is experiencing a period of rapid expansion.  Before there were only two inns, The Silver Frog and Cold Comfort; and three taverns: The Dancing Maiden, The Copper Dragon and The Sad Devil.  Now there are three more inns and eight more taverns being built.  The harbor is being expanded to accommodate the increased traffic that Copperwood in now getting.  Sormen, the village elder is a bit overwhelmed.  He is getting help from his two assistants, the handsome Cowri Granson and Rade One-Hand.  Unfortunately Cowri is firmly in Empire's pocket, while the one-handed Rade is leaning in toward the Alliance.  There is much in the way of new construction here as well.  Not just damage caused in the war with the goblins but new construction as well.  Homes and shops and defensive construction.  There is the House of the Coins and Shield, the temple to Erathis and Bahamut.  The young priestess Corine of Earthis who now runs the temple is a bit swamped with her duties ever since the old priest died.  The Moon House is a temple to Sehanine, and it is run by Holmis, a half-elf who is a devout man and secretly a member of Eclipse.  The name of a spy agency that is run for the Moonsilver Alliance.  As of late there are more temples being built to Kord, Pelor and Avandra.  There are two major trading houses who are at war with each other.  There is the Darvan Trading Coaster based in Moonsilver and Vorkaan Trade House based in the citystate of Altanille, a magocracy that lies across the Sea of Morning.  They are bringing more and more materials to rebuild and fortify the city.

As for defenses, Copperwood is very well defended.  Besides a wall that is being built around the town, there is Brightscale Keep that lies two-miles up along the river is where the Moonsilver Alliance has based themselves.  Already, the Moonsilver Alliance has gotten more troops in here then they had here during the invasion, now that they have more time to arrange the defenses.  Some three-hundred souls make up the Moonsilver's forces and that includes archers, infantry, cavalry, acolytes and a small handful of arcane casters.  The Emaan Empire has a small camp across the river.  Nyss of the Blood still commands in Copperwood.  He is looking at building a bridge on the upriver side of the town and has started planning it.  He only has forty Imperial Emaan Flameshields and ten minotaur Doomhammers as well as the ship named Royal Pain.  Many of the settlers that are coming to the southside of the river are Emaan citizen.  That has caused some strife with the Moonsilver Alliance, but Agartann doesn’t really say anything about it.  The Emaan Empire keeps a low profile, they havent built any defensive buildings for themselves.  Then number of the Emaan Empire hasn’t increased either, all while the Moonsilver Alliance keeps on sending more and more troops here.  With Cowri on the side of the Emaan Empire influencing Sormen, the Alliance will be hard pressed to stay with any power in the months to come.

The whole thing might be moot however.  To the west the river feeds into the Cold Woods and finally into the Frozen Marshes.  In the middle of the marshes lies the greatest threat to the area, Birthice.  Birthice is an elemental volcano, spewing ice and snow.  The elemental chaos is strong in this area as well, the elemental energy slowly mutating creatures that were native to the Frozen Marshes and the Cold Woods.  Lizardmen, for example are cold blooded creatures that usually don’t live in the cold environs of the volcano.  But they do.  The elemental energy of the volcano has mutated many of the creatures who live here to survive here.  Many ice borne creatures have made this area home, but the most dangerous one locals call Hoarfrost, an ancient white dragon.  He makes his home near the top of the volcano.  Frost giants have gathered in this area for they heard the call of the frost titan Gröingar Icy-Death.  He is a frost titan, a shamen of Thrym himself and he is as mean and unforgiving as Birthice itself.  He is attended by the Handmaids of Thrym, six female frost giants and their leader Zordia Frozen-Heart, a giant who is as accurate with her bow as she is with a thrown rock.  Birthice just erupted spewing its cold all the way to Copperwood where it changed the rain to sleet and then snow just as the invasion was broken.  It snowed in the summer causing all to wonder about the ice-volcano.

Groups of adventurers have started out for Birthice, but the one with the greatest chance is the one who did a lot of work during the invasion.  Besides Iona Raven's Daughter, there is Kade of the Ten Blades, Ervan of Corellon, Otto the Mage, Streng the Barbarian and Thonkil the Dwarf.  They ended up slaying the hobgoblin warlord that was leading the goblins.

Other dangers to Copperwood include Henstock the Bandit, an outlaw in the Cold Woods that lie to the west.  He is a handsome man and he avoids killing, preferring to rob his marks.  He is unfortunately being somewhat rousted by the remains of the goblin army and he and his bandits are in a constant fight with them.  There is the herbalist Firena that nobody knows is a worshipper of Suless.  A woman of middle years but still looks beautiful, she has been in the town for several years now.  She set herself up as an herbalist and sells potions, salves and unguents to people as well as buying the odd component from adventurers who gathers them.  She is also slowly corrupting people.  She is thinking about running however due to Marnuck and his Witch Hunters have come to town looking for followers of Suless.  They hunt for followers of the Whore Goddess for Marnuck's own wife was taken and killed by the followers.  There is a newly minted thieves guild that has been set up by way of Kade for the remaining Blades have come to out of Krusad and set up shop.  Otto is wanted in Moonsilver, for the mage is also a con-man.  He has a bounty on him and he is hiding out with his fellow adventurers.  Already Otto and Kade have convinced Streng (a bounty hunter) that Otto is not really Otto.  He is wanted alive by Renata Fallingwood and the bounty on him has risen to 500gp.  Other bounty hunters are still on the case, such as Misker Bow-weaver.  It is getting rough in this boomtown.  Thonkil is a lieutenant of the Copperwood Militia and he has to deal with all these problems and more.  During the siege of Copperwood, an old dwarf comes for a visit.  His name it Lhonkan.  He has said that Khun'drukar is open.  Only a few of the orcs that overran the small but ancient dwarven clan.  Thonkil is the grandson of the last of the ruling council.  He might be leaving the militia and going to Khun'drukar.



Saturday, September 12, 2015

World of Eave: Vash the Ravenous

Ben Wootten/deviant Art

Vash the Ravenous
Vash the Ravenous is a short, skinny gnoll who looks dead and desiccated due to the Krusadi desert sun.  He however is smarter than you average gnoll and he has gotten to be the most feared pack lord ever seen in the desert.  The gnolls revere Vash for his insight and cunning, saying that he is the favored of Yeenoghu and merchants fear him and his gnolls.

Vash is never without his elite guard.  Eleven gnolls with maximum hit points and a nasty penchant for blood.  Vash can target up to three of his elite gnolls with his incite rampage special ability.   His pack usually contains upward to forty members and attendant hyenas.  His elite gnolls follow his lead and stay somewhat in position when they attack and the others make due with their wildness.  They are like a sea of calm amid a bloodthirsty horde.  Even though as smart as he is, he doesn’t seem to want to anything more than to do what gnolls do best, slaughter and burn.  What his intelligence does is just make him a very dangerous foes.  Ambushes are his specialty.  While he does not seem to have any great aspirations, there are those who look upon him with covetous eyes.

He is never seen without his hyena Crackbone.  Spawned by Yeenoghu himself when he took and ravaged Crackbone's mother, or so the legend goes.  All said, she is a spawn of something from the abyss as her maw is twice as large as a hyena's should be.  Vash attacks with two scimitars named Thrister and Biter.  He doesn’t like missile weapons and prefers getting into melee to spill the blood of his enemies.

GNOLL PACK LORD Medium humanoid (gnoll), chaotic evil
Armor Class 16 (breastplate, dex)
Hit Points 82 (12d8 + 24)
Speed 30ft.

STR 14 (+2)  DEX 18 (+4)  CON 14 (+2)  INT 14 (+2)  WIS 11 (+0)  CHA 12 (+1)

Skills Survival +6
Senses darkvision 60ft., passive Perception 10
Languages Common, Gnoll
Challenge 5 (1800 XP)

Rampage. When Vash reduces a creature to 0 hit points with a melee attack on its turn, he can take a bonus action to move up to half its speed and make a bite attack.
Yeenoghu's Fury.  Vash is filled with the fury of Yeenoghu and other gnolls around him feel it too.  While they are in battle, he and all gnolls within 30-feet of him gain +2 on damage rolls.  For him, the damage is already included.

ACTIONS
Multiattack. Vash makes three attacks, two with his two scimitars and the third with his bite, and uses its Incite Rampage if it can.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d4 + 6) piercing damage.
Scimitars. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 9 (1d6 + 6) slashing damage.
Incite Rampage (Recharge 5- 6). One creature Vash can see within 30 feet of it can use its reaction to make a melee attack if it can hear Vash and has the Rampage trait.  Vash can incite rampage on up to three of his elite gnolls or Crackbone.


Crackbone
DEMONIC HYENA Medium fiend, chaotic evil
Armor Class 15 (natural armor)
Hit Points 35 (4d8 + 16)
Speed 50 ft.

STR 16 (+3)  DEX 13 (+1)  CON 14 (+2)  INT 5 (-3)  WIS 14 (+2)  CHA 5 (-3)

Skills Perception +4 
Senses passive Perception 14
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned 
Languages Challenge 1 (200 XP)

Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated.
Rampage. When Crackbone reduces a creature to 0 hit points with a melee attack on its turn, he can take a bonus action to move up to half its speed and make a bite attack.

ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage


Thursday, September 10, 2015

World of Eave: The Demon of Krusad



The Demon of Krusad
The Demon of Krusad is one of the many dangers that face the nation.  He is trying to collect all he needs in order to free the primordials trapped in the elemental chaos.  He has failed many times in the past, but even time is not meaningless to this titan.  He has grown truly ancient and somewhat frail in his advanced years.  His armored carapace is scarred but still none can penetrate his hide.  He has also grown a bit mad in all of his failed attempts, often lashing out at people and things for no apparent reason.  The thing is, he has slowly been corrupted by Nihal of the Red Worms, an aberration of the Far Realms.  What Nihal has been doing is slowly corrupting the ritual so that instead of the waking the primordials, the Demon of Krusad has been opening a portal to the Far Realms to let Nihal and its ilk in.

The Demon makes use of Ill'vae'naas, the Lamia Queen to secure him sacrifices and components for his rituals.

Sand Kraken, Gargantuan monstrosity (titan), chaotic evil
Armor Class 22 (natural armor)
Hit Points 475 (30d20 + 150)
Speed 20ft.

STR 30 (+10)  DEX 10 (+0)  CON 20 (+5)  INT 24 (+7)  WIS 18 (+4)  CHA 20 (+5)

Skills Arcana +14
Saving Throws Str +18, Dex +8, Con +13, lnt +15, Wis + 12
Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities frightened, paralyzed
Senses truesight 120ft., passive Perception 14
Languages understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120ft.
Challenge 24 (62,000 XP)

Freedom of Movement. The Demon of Krusad ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. The Demon of Krusad deals double damage to objects and structures.

ACTIONS
Multiattack. The Demon of Krusad makes three tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 27 (3d10 + 1 0) piercing damage. If the target is a Large or smaller creature grappled by the Demon of Krusad, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Demon of Krusad, and it takes 42 (12d6) acid damage at the start of each of the Demon of Krusad's turns.
If the Demon of Krusad takes 50 damage or more on a single turn from a creature inside it, the Demon of Krusad must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Demon of Krusad. If the Demon of Krusad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +18 to hit, reach 30ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The Demon of Krusad has ten tentacles, each of which can grapple one target.
Fling. One Large or smaller object held or creature grappled by the Demon of Krusad is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Rain of Fire. The Demon of Krusad magically creates around itself a rain of fire that effects all targets in 60-feet of it.  Every target must make a DC 23 Dexterity saving throw, taking 17 (3d10) fire damage on a failed save, or half as much damage on a successful one.  Unattended, flammable materials catch on fire.

LEGENDARY ACTIONS
The Demon of Krusad can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Demon of Krusad regains spent legendary actions at the start of its turn.
Tentacle Attack or Fling. The Demon of Krusad makes one tentacle attack or uses its Fling.
Rain of Fire (Costs 2 Actions). The Demon of Krusad uses Rain of Fire.
Sand Storm (Costs 3 Actions). The Demon of Krusad rouses the sand into a storm that covers a 60-foot radius that spreads around corners, and that area is heavily obscured to creatures other that the Demon of Krusad.  Each creature other than the Demon of Krusad that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) bludgeoning damage on a failed save, or half as much damage on a successful one as the sand scours the flesh from bone.  The sand storm lasts until the Demon of Krusad's next turn.

A KRAKEN'S LAIR
A Demon of Krusad lives in deep, dark caves in the desert.
LAIR ACTIONS On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:
  • A strong air current moves through the Demon of Krusad's lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the Demon of Krusad. On a success, the creature is pushed 10 feet away from the Demon of Krusad.
  • Creatures within 60 feet of the kraken have vulnerability to fire damage until initiative count 20 on the next round.
  • The air in the Demon of Krusad's lair becomes super-heated charged. All creatures within 120 feet of the Demon of Krusad must succeed on a DC 23 Constitution saving throw, taking 13 (3d8) fire damage on a failed save, or half as much damage on a successful one.
  • Small, red worms about a foot long, eat their way through the stone and sand that make up the Demon of Krusad's lair.  In a 30-foot cube at any point that the kraken can see 120-feet away, those in the cube must make a DC 24 Dexterity saving throw or become mired in the red worm muck and unable to move until the Demon's next turn.  The worms then dissolve into a disgusting slime.  A gift from Nihal.

REGIONAL EFFECTS
The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects:
  • The kraken can alter the weather at will in an 18-mile radius centered on its lair. The effect is identical to the control weather spell.
  • Strange vegetation can been seen growing within 18-miles.  The vegetation is harmful to those of this plane of existence and a DC 24 saving throw in required if eaten or the eaters become poisoned for a day.
  • Because of the effects of Nihal, red worms have been seen in the area.  Treat the red worms as purple worms, but only red.  Currently there are only seven of the red worms that ply along his territory of 18-miles.
  • Desert creatures within 18 miles of the lair that have an Intelligence score of 2 or lower are charmed by the Demon of Krusad and aggressive toward intruders in the area.
When the kraken dies, all of these regional effects fade immediately. 


Wednesday, September 9, 2015

World of Eave: Monsters: Sand Kraken


SAND KRAKEN
Huge, armored beasts sand krakens are the distant cousins to their water bound kin.   They are found in the deserts of Krusad and other places with a large arid climate and lose, sandy soil to support them.  

Gargantuan monstrosity (titan), chaotic evil
Armor Class 20 (natural armor)
Hit Points 472 (27d20 + 189)
Speed 20ft., burrow 20ft.

STR 30 (+10)  DEX 10 (+0)  CON 25 (+7)  INT 22 (+6)  WIS 18 (+4)  CHA 20 (+5)

Saving Throws Str +18, Dex +8, Con +15, lnt +14, Wis + 12
Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities frightened, paralyzed
Senses truesight 120ft., passive Perception 14
Languages understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120ft.
Challenge 23 (50,000 XP)

Freedom of Movement. The sand kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. The sand kraken deals double damage to objects and structures.

ACTIONS
Multiattack. The sand kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the sand kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the sand kraken, and it takes 42 (12d6) acid damage at the start of each of the sand kraken's turns.
If the sand kraken takes 50 damage or more on a single turn from a creature inside it, the sand kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the sand kraken. If the sand kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +18 to hit, reach 30ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The sand kraken has ten tentacles, each of which can grapple one target.
Fling. One Large or smaller object held or creature grappled by the sand kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Rain of Fire. The sand kraken magically creates around itself a rain of fire that effects all targets in 60-feet of it.  Every target must make a DC 23 Dexterity saving throw, taking 11 (2d10) fire damage on a failed save, or half as much damage on a successful one.  Unattended, flammable materials catch on fire.

LEGENDARY ACTIONS
The sand kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sand kraken regains spent legendary actions at the start of its turn.
Tentacle Attack or Fling. The sand kraken makes one tentacle attack or uses its Fling.
Rain of Fire (Costs 2 Actions). The sand kraken uses Rain of Fire.
Sand Storm (Costs 3 Actions). The sand kraken rouses the sand into a storm that covers a 60-foot radius that spreads around corners, and that area is heavily obscured to creatures other that the sank kraken.  Each creature other than the sand kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) bludgeoning damage on a failed save, or half as much damage on a successful one as the sand scours the flesh from bone.  The sand storm lasts until the sand kraken's next turn.

A KRAKEN'S LAIR
A sand kraken lives in deep, dark caves in the desert.
LAIR ACTIONS On initiative count 20 (losing initiative ties), the sand kraken takes a lair action to cause one of the following magical effects:
  • A strong air current moves through the sand kraken's lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the sand kraken. On a success, the creature is pushed 10 feet away from the sand kraken.
  • Creatures within 60 feet of the kraken have vulnerability to fire damage until initiative count 20 on the next round.
  • The air in the sand kraken's lair becomes super-heated charged. All creatures within 120 feet of the sand kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

REGIONAL EFFECTS
The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects:
  • The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
  • Air elementals coalesce within 6 miles of the lair. These elementals can't leave the 6 mile radius and have Intelligence and Charisma scores of 1 (- 5).
  • Desert creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the sand kraken and aggressive toward intruders in the area.
When the kraken dies, all of these regional effects fade immediately.





Sunday, September 6, 2015

World of Eave: Roak Darkhand, vampire drow


Roak Darkhand
Roak is a dangerous foe.  Born Roak Uthor'ran, he was a drow of a long dead family and only survived the attack by his will to survive.  He scrabbled on the fringes of Chael, alone and forgotten until he fell into a band of thieves.  Mostly males, but one ruled by a female gang leader.  He grew to hate the matriarchal society that controls all of drow society, for he may have had the will to survive the attack but could do nothing to change his fate.  Hanella was as dark and cruel as any drow female was made to be.  She took many lovers and was spiteful of any attempts to better oneself like Roak tried to do.  In the end she betrayed her gang for a better life. 

Roak found himself on the docks of Chael, picking pockets and staying out of any females he encountered.  They naturally gravitated to the top of any gang and after Hanella, he avoided them like the plague.  Everywhere he looked he saw the danger in which his gender put him in and he seethed.

The thing with picking pockets is that sooner or later, you get caught.  Nostur Darkhand was a wizard of some small skill and he caught the little thief with his hand in his pocket.  Roak thought himself dead and bravely prepared himself.  At least a male would put him out of his misery.  Nostur looked down at the young man and offered him a choice.  He could die or he could come with him and possibly learn the wizardly arts.  It took him five years, to earn Nostur's confidence, but he did and took the first steps to a larger world.  He learned how to hide his contempt for females for even Nostur was still beholden to the females.  For thirty years he apprenticed for Nostur until he crossed someone that he was not supposed to.  Hanella was back working as an assassin for The Heartweb, the Grand Temple of Lloth.  Roak saw her as she plunged a dagger into his heart and flee. 

Roak was furious but he remembered the word of his mentor.  He bided his time.  In the twenty years he adventured, gaining power.  As much as he hated Chael, he couldn’t leave the city in flames just yet.  He wasn’t powerful enough.  It was close to his twentieth year when he met his doom, his answer and his salvation.  Beathia was vampire who was enchanted by the young drow and he became of vampire.  He used every trick he had ever learned and it paid off when she turned him.  After words he was the one who did the betraying and slew her.

He returned to Chael and with his wealth bought a large barge and turned it into the premier pleasure barges.  Naming it the Dark Dreams, the barge is close to two-hundred feet long and sixty feet wide in hand, he can do whatever he wishes some miles out to shore.  He recruited those who hated the matriarchy and slowly built an empire of deceit.  He has secretly done away with countless drow women, by either killing them, turning them or the ultimate humiliation, selling them for slaves.  One of the first things he did was trap Hanella, tortured her in the most dark ways and turned her into a spawn.  He keeps her locked in the bilge.

It was about a hundred years ago that he encountered Kyartane Kal'kanis, a haughty drow matron who was fast becoming a mover and a shaker in Chael.  He drew her out, kidnapped her and proceeded to use her in the most vile ways.  She was in his clutches for eight days before a team from her House lead by an ex-pitfighter named Kazzurat before she was freed.  Sometime later, she gave birth to a girl-child and so named her Kala.

Siobhan the succubus has dropped some words in the ears of the right people that has got word back to Roak.  Already he is planning something that would tear Chael'lut'theas apart and crash the matriarchy.

Vampire, medium undead (shapechanger), neutral evil
Armor Class 16 (natural armor)
Hit Points 168 (17d8 + 68)
Speed 30ft.

STR 18 (+4)  DEX 18 (+4)  CON 18 (+4)  INT 18 (+4)  WIS 15 (+2)  CHA 18 (+4)

Saving Throws Dex +9, Wis +7, Cha +9
Skills Arcana +9, Deception +9, Insight +7, Perception +7, Sleight of Hand +9, Stealth +9
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 120 ft. , passive Perception 17
Languages Common, Elvan, Undercommon
Challenge 15 (13,000 XP)

Shapechanger. If Roak isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, Roak can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If Roak fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, Roak transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form . It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. Roak regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water.  If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
  • Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants,
  • Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
  • Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
  • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Sneak Attack (1/Turn). Roak deals an extra 13 (4d6) damage when it hits a target with a weapon attack or unarmed strike and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Spellcasting. Roak is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells prepared:
  • Cantrips (at will) : mage hand, prestidigitation, ray of frost
  • 1st level (4 slots): comprehend languages, fogcloud, sleep
  • 2nd level (3 slots): detect thoughts, gust of wind, mirror image
  • 3rd level (3 slots): animate dead, bestow curse, lightning bolt, nondetection
  • 4th level (3 slots): blight, greater invisibility
  • 5th level (1 slot): dominate person

ACTIONS
Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

LEGENDARY ACTIONS
The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite

REGIONAL EFFECTS
The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:
  • There's a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive. A creeping fog clings to the ground within 500 feet of the vampire's lair.
  • The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.



Tuesday, September 1, 2015

World of Eave: Siobhan, Succubus from The Pit


Siobhan
Siobhan controls The Pit, the most vile and repugnant gambling den and brothel in Chael'lut'theas.  Just about anything can be had at The Pit, some immediately, others it might take some time to collect it.  Siobhan usually goes about naked saver for jewelry and takes the form of a gorgeous female drow with "extras."  Working in Chael does not pose that much of a challenge and as such she does not usually target the citizens of Chael.  On the rare occasion, somebody virtuous will come and she shakes herself off and tries to hunt them down if they do not visit The Pit.

Siobhan is secretly friends with the Empress Effayel herself.  She has known the Empress ever since before she became the head of state.  Now that Effayel Nyar'talmiis is on her deathbed, she has asked Siobhan for a favor.  In order to choose between her two surviving daughters (Eyal and Itami) at who will rule when she is gone, she is setting up a coup to happen.  One of her daughters, if she is able, should be able to support the Imperial rule.  If they do not, it will be good to have new blood rule the city.  Effayel has contracted Siobhan to plant the right words into the right ears.

Siobhan is crafty and cunning like all of her race.  She is also quite skilled in the working of rituals and is considered to have the Ritual Caster feat available for the warlock and wizard, including many of the ritual spells that are not on the spell lists. 

SUCCUBUS Medium fiend (shapechanger), neutral evil
Armor Class 15 (natural armor)
Hit Points 72 (12d8 + 12)
Speed 30ft., fly 60ft.

STR 8 (- 1)  DEX 17 (+3)  CON 13 (+1)  INT 18 (+4)  WIS 12 (+1)  CHA 22 (+6)

Skills Arcane +8, Deception +10, Insight +5, Perception +5, Persuasion +10, Sleight of Hand +7, Stealth +7
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60ft., passive Perception 15
Languages Abyssal, Common, Elvish, Infernal, telepathy 60ft., Undercommon
Challenge 4 (1,100 XP)

Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Ritual Caster.  Same as the Feat, available for warlock and wizard.

ACTIONS
Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) slashing damage.
Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 16 Constitution saving throw against this magic, taking 33 (5d10 + 6) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.