Wednesday, September 2, 2015

Northern Crown creatures for 5e

The other day I posted that I'm a huge fan of a setting called Northern Crown and that I worked on a Pathfinder version of it. The Northern Crown for Pathfinder Kickstarter went live the other day. Well here's a few of the creatures in the setting adapted for 5e.

Enjoy!

Haint
Medium humanoid, neutral evil
__________________________
AC 13 (Dex, natural armor)
HP 10 (3d8)
Speed 30 ft.
____________________________________________________
STR 17 (+3) DEX 13 (+1) CON 11 (+0) INT 10 (+0) WIS 10 (+0) CHA 5(-3)
____________________________________________________
Skills Perception +2
Senses darkvision 60 ft. Passive Perception 12
Languages Any Uropan-
Challenge 1/8 (25 XP)
_____________________________________________________
Surprise Attack.If the Haint surprises a creature and
hits it with an attack during the first round of combat, the
target takes an extra 7 (2d6) damage from the attack.

Innate Spellcasting. The Haint spellcasting ability is Intelligence (spell save DC 10). The Haint can innately cast the following spells, requiring no material components:
3/day - knock

ACTIONS
____________________________________________________
Multiattack. The haint makes two attacks with its handaxe
Handaxe. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 6 (1d6+3) slashing damage.


Haints appear as crazed depraved people dressed in tattered rags who have turned to evil.



Thunderbird
Large monstrosity, Lawful Good.
__________________________

AC 15 (Dex, natural armor)
HP 120 (16d10+32)
Speed 10 ft., fly 90 ft
____________________________________________________
STR 18 (+4) DEX 14 (+2) CON 14 (+2) INT 15 (+2) WIS 16 (+3) CHA 16(+3)
____________________________________________________
Saving Throws Wis +3, Cha +5
Damage Resistances bludgeoning,piercing, and slashing from nonmagical weapons
Skills Perception +6
Senses darkvision 60 ft. Passive Perception 16
Languages Any First Ones-
Challenge 5 (1,800 XP)
_____________________________________________________
Innate Spellcasting. The Thunderbird spellcasting ability is Charisma (spell save DC 15). The Thunderbird can innately cast the following spells, requiring no material components:
at will - detect evil and good, thunderwave

ACTIONS
____________________________________________________

Multiattack. The thunderbird makes two attacks: one with its beak

and one with its claws.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage plus 9 (2d8) lightning damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) lightning damage.

Thunderbirds are powerful servants of good sent by the Great Mystery to aid in the battle against evil. They appear as red to red orange raptors. They have been know to ally themselves with strong lawful good characters.


TheThunderbird is based on North American mythology.

Monday, August 31, 2015

Northern Crown














Tooting my own horn..A few years ago I ran a D&D game in a setting called Northern Crown A alternate history kind of mish mash of the Tales of Alvin Maker novels and steampunk.


Now I'm worked on a Pathfinder version of it. The Northern Crown for Pathfinder Kickstarter went live today. It should be pretty easy to update for 5th edition if you're using that rules set.

Friday, July 24, 2015

GenCon schedule

Like thousands of other gamers across the US, Canada and the world, I'll be descending on Indianapolis Indiana for GenCon. If you're interested in catching up with me here's my schedule



Thursday, July 30

Slot 1 (0800-1300): RPG1574974 - Haunted Ruins of the Dunlendings

Slot 2 (1300-1800): GMING PFS #6-18 Under the Ice

Slot 3 (1900-2400): GMING Siege of Serpents Special (1-5)

Friday, July 31

Slot 4 (0800-1300): GMING #6-18 From Under Ice (1-5)

Slot 5 (1300-1800): GMING #6-18 From Under Ice (1-5)

Slot 6 (1900-2400): GMING
PFS #7-00 The Sky Key Solution

Saturday, August 1

Slot 7 (0800-1300): RPG1574697 PFS NORM 5-08: The Confirmation

Slot 8 (1300-1800): GMING #6-18 From Under Ice (1-5)

Slot 9 (1900-2400): PFS Gen Con Special #3 Pregen 6–99: True Dragons of Absalom

Sunday, August 2

Slot 10 (0900-1400) RPG1574823 PFS NORM 6–20: Returned to the Sky

As you can see I'm GMing a lot of Pathfinder Society. So if you're at GenCon stop by the Sagamore Ballroom you might catch up with me. I tried to get tickets to The One Ring but the games sold out. I ended up getting into a MERP game, which I've never played or ran. I have a lot of the supplements and for the game. The artwork is great. I love Tolkien's work so the game should be a lot of fun.

Maybe I'll see you there.

Good gaming!






Tuesday, May 19, 2015

Shantak for 5e

Just a quick update. Continuing my 5e conversions. Another monster from the Cthulhu Mythos.



















Not any birds or bats known elsewhere on earth . . . for they were larger than elephants and had heads like a horse’s . . . . The Shantak-bird has scales instead of feathers and those scales are very slippery.


—H.P. Lovecraft, The Dream-Quest of Unknown Kadath





Shantak, Gargantuan Monstrosity, Neutral
__________________________
AC 15 (natural armor) HP 129 (10d20+24) Speed 30 ft., fly 120 ft.
____________________________________________________
STR 24 (+7) DEX 10 (+0) CON 14 (+2) INT 4 (-3) WIS 11 (+0) CHA 12(+1)
____________________________________________________
Skills Perception +3
Damage resistances cold, nonmagical weapons
Senses darkvision 60 ft. Passive Perception 13
Languages -
Challenge 7 (2900 XP)
_____________________________________________________
Fear of Nightgaunts A Shantak has disadvantage on attack rolls and saving throws versus Nightgaunts

Otherworldy Appearance A creature that is aware of a Shantak must succeed on a Sanity check DC 15 or suffer short term madness per DMG

Slippery. A Shantak has advantage on abilty checks and saving throws to escape a grapple


Vacuum Immunity A Shantak doesn't need to breathe air


Actions
____________________________________________________
Multiattack The shantak makes three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack +10 to hit, reach 10ft., one target. Hit 12 (1d10+7) piercing damage. If the target is Large or smaller, it is grappled (escape DC 15)

Bite. Melee weapon Attack +11 to hit, reach 10 ft., on target. Hit 11 (1d8+7) piercing damage.




Shantaks are enormous, elephantine beasts that serve as aerial mounts for the Great Old Ones.














Tuesday, May 5, 2015

Cthulhu Mythos creature for 5e

Mi-Go have always been one of my favorite Mythos creatures. I'm a fan of Delta Green and they play a large role in some aspects of the game. There's a version of it for your D&D game.



















Mi-Go Medium Aberration, Lawful evil
__________________________
AC 13 (natural armor) HP 16 (3d8+3) Speed 20 ft., fly 30 ft. (120 ft. in vacum)
____________________________________________________
STR 12 (+1) DEX 15 (+2) CON 12 (+1) INT 17 (+3) WIS 15 (+2) CHA 6(-2)
____________________________________________________
Skills Science +5, Perception +2, Stealth +4
Damage resistances nonmagical weapons
Damage Immunities cold
Senses blindsight 30 ft, darkvision 60 ft. Passive Perception 12
Languages Mi-Go
Challenge 2 (450 XP)
_____________________________________________________
Disable device: A Mi-go adds its proficiency bonus on any attempts to disable a trap or device

Innate Spellcasting. (Psionics) The Mi-go spellcasting ability is Intelligence (spell save DC 15). The Mi-go can innately cast the following spells, requiring no material components:
at will - detect thoughts
1/day - clairvoyance

Otherworldly Appearance A creature that is aware of a Mi-Go must succeed on a Sanity check DC 15 or suffer short term madness per the DMG

Telepathy A Mi-Go can magically communicate with any creature within 100 ft of it that can understand a language

Vacuum Immunity A Mi-Go doesn't need to breathe air

Vulnerability to drowning A Mi-Go has disadvantage on all Swim checks
Actions
_____________________________________________________
Claw. Melee Weapon Attack +3 to hit, reach 5ft., one target. Hit 16 (3d8+3) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15)

Lightning gun. Ranged Weapon Attack: +3 to hit, range 100/300 ft., one target. Hit: 13 (3d8 lightning)



These creatures are found in the HP Lovecraft story The Whisperer in Darkness and other sources including Delta Green. It is rumored they have a base on Pluto.









Saturday, April 4, 2015

New 5e Ravenloft creature

Like a lot of gamers I was excited for the release of 5th edition Dungeons & Dragons last year. The reviews have been fantastic. I've always been a fan of the numerous settings of 2nd edition Dungeons & Dragons too. I find older editions are easily convertible to 5th edition. There weren't a lot of Ravenloft creatures in the Monster Manual. So here's a creature from the Ravenloft Monstrous Compendium Appendix III.
















Bakhna Rakhna Small humanoid (goblinoid), Neutral evil
__________________________
AC 14 (leather) HP 7 (d6) Speed 30 ft ____________________________________________________
STR 12 (+1) DEX 15 (+2) CON 10 (+0) INT 10 (+0)WIS 10 (+0) CHA 10(+0)
____________________________________________________
Skills Perception +2, Stealth +8
Damage Immunities poison
Senses Darkvision 60 ft. Passive Perception 12
Languages Common, Goblin
Challenge 1/2 (100 XP)
_____________________________________________________
Sunlight sensitivity. While in sunlight the bakhna rakhna has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Inate Spellcasting. The Bakhna Rakhna spellcasting ability is Charisma (spell save DC 11). The Bakhna Rakhna can innately cast the following spells, requiring no material components:
3/ day Passwall
2/day silence

Jungle Camouflage. The Bakhna Rakhna has advantage on Dexterity
(Stealth) checks made to hide in jungle terrain

Actions
_____________________________________________________
Dagger. Melee Weapon Attack +4 to hit, reach 5ft., one target. Hit 4 (1d4+2) piercing damage. The target must make a DC 11 Constitution saving throw or take 7 (3d4) poison damage) or half as much on a successful one.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. The target must make a DC 11 Constitution saving throw or take 7 (3d4) poison damage) or half as much on a successful one.


These small jungle creatures look like albino goblins and lurk in jungles. They are known for magic abilities and poisoned weapons.



I hope to add more 5e conversions from 2e in the coming weeks. Let me know what you think! I'm qstor2 on Twitter btw.