Showing posts with label original. Show all posts
Showing posts with label original. Show all posts

Saturday, August 27, 2016

The Yuki-onna - the Snow Woman

The yuki-onna (snow woman) is a spirit of Japanese folklore. As beautiful as she is malevolent, she seeks out those lost in snowstorms to feed on their life forces and leave frozen corpses in her wake.

Yuki-onna
Medium undead, neutral evil

Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft.

Str        Dex      Con      Int        Wis      Cha
7 (-2)   13 (+1) 10 (+0) 10 (+0) 13 (+1) 17 (+3)

Skills Deception +6, Stealth +4
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Challenge 5

Ethereal Sight. The yuki-onna can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Innate Spellcasting. The yuki-onna’s innate spellcasting ability is Charisma (spell save DC 14). The yuki-onna can innately cast the following spells, requiring no material components:
At will: gust of wind
1/day each: compulsion, Otiluke’s freezing sphere, telekinesis

Incorpeal Movement. The yuki-onna can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Life-Draining Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic damage. The target’s hit point maximum is reduced by an equal amount, and the yuki-onna 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, leaving a frost-covered corpse.

Cold Breath (Recharges 5-6). The yuki-onna exhales an icy blast in a 60-cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, half as much damage on a successful one. A creature killed by the yuki-onna’s cold breath becomes a frozen statue until it thaws.

Etherealness. The yuki-onna enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.

The yuki-onna comes with the winter storm, seeking out those who are lost in the driven snow. The spirit of one who died in the snow, the yuki-onna is a vengeful creature. It seeks to bring the same fate to others that befell it in life.

The yuki-onna appears as a tall, beautiful woman who is extremely pale, with long, black hair. It dresses in white, and blends into the snow easily. It is only when it draws near enough to see its eyes, like twin flecks of ice, that its inhumane nature becomes clear.

The Freezing Touch of Death

The yuki-onna uses the cover of the blizzard to draw close to its prey. It tries to deceive those it hunts, striking when the prey comes within reach. The yuki-onna’s touch feels bitterly cold, drawing forth the life force of the living upon which it feeds.

The yuki-onna can do far more than kill with its touch. The spirit wields a variety of supernatural powers, such as compelling a victim to move away from safety or redirecting the wind. Its very breath can freeze a man solid, leaving a horrible monument to its malevolence.


Typically, the yuki-onna’s attack is without mercy. Occasionally, however, the spirit will spare someone. Its reasons are mysterious, but those it spares are usually very young or very beautiful.

Monday, August 8, 2016

The Wendigo prowls the winter night.

The wendigo is a monster from Algonuian folklore, a monster connected to cannibalism which prowls the northern forests of the Atlantic Coast and Great Lakes Region.

Here's the handy wiki article: https://en.wikipedia.org/wiki/Wendigo

Wendigo
Large monstrosity, chaotic evil

Armor Class 15 (natural armor)
Hit Points 127 (15d10+45)
Speed 40 ft.

Str        Dex      Con      Int        Wis      Cha
18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 16 (+3)

Skills Perception +6, Stealth +6, Survival +7
Damage Resistances necrotic
Damage Immunities cold, poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Common, Sylvan
Challenge 6

Ambusher. The wendigo has advantage on attack rolls against any creature it has surprised.

Innate Spellcasting. The wendigo’s spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
3/day: water walk, wind walk
1/day: control weather

Keen Smell. The wendigo has advantage on Wisdom (Perception) checks that rely on smell.

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

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.

Howl. The wendigo emits a horrific howl. Each creature within 60 feet of it that can hear it and isn’t an undead or construct must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

On lonely winter nights, as the frigid wind blows through the northern trees, a far off howl can be heard. A howl that causes a chill that has nothing to do with the winter cold. Constantly prowling, an insatiable hunger gnawing at its belly, is the wendigo. It comes with the snow, slaying and devouring all it meets, yet never having its fill. Many believe that this creature is created when a humanoid eats the flesh of its own kind, then is cursed by the gods for its crime. Others believe that those who succumb to cannibalism, regardless of the reason, then fall prey to evil spirits that ride the winter winds. Regardless of the truth of the matter, this fell beast relentlessly hunts the flesh of humanoids, its hunger never sated.

The wendigo is tall and gaunt to the point of appearing emaciated. Its ash grey skin is pulled tightly over its bones, which push out against its leathery hide. Its hair is long and stringy, and it sometimes has a wild beard. Its eyes are sunken into their sockets, tattered lips pull back to reveal wicked, jagged teeth, and its fingers end in hooked claws. A pair of curving antlers grows from its head, and those who have survived encountering the beast claim that it is surrounded by the faint odor of death and corruption.

No one knows for sure if there is more than one wendigo, as the beast is only ever encountered alone. It is nomadic, prowling the northern mountains and forests, maintaining only temporary lairs and following the frigid wind and snow.

Friday, February 12, 2016

Beware the Hodag!

As most of you probably aren't aware, the hodag is a cryptid from the USA, specifically the state of Wisconsin. It's pretty well accepted that it was a hoax, but its influence lives on. There is actually a hodag festival.

I'm not sure that I'm entirely happy with what I came up with for the hodag, but I'm not finding any inspiration, so here it is.

This lovely picture is by Frank Parr. Used with permission.

Hodag

Large monstrosity, unaligned

Armor Class 14 (natural armor)
Hit Points 76 (9d10+27)
Speed 40 ft., climb 30 ft.

Str                    Dex                  Con                  Int                    Wis                  Cha
19 (+4)             10 (+0)             16 (+3)             3 (-4)               12 (+1)             3 (-4)

Saving Throws Con +5
Skills Stealth +4
Senses darkvision 60 ft., passive Perception 11
Languages
Challenge 3

Charge. If the hodag moves at least 20 feet straight towards a target and then hits it with a gore attack on the same turn, the target takes an extra 10 (2d10) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.


The hodag is a solitary and territorial predator that inhabits temperate woods. It is a large, thick-bodied lizard-like creature with short legs that end with clawed feet. The hodag’s body is covered with dark green fur, its mouth has large, vicious fangs and a pair of forward sweeping horns grows from the top of it head. Spikes grow from its back along its spine, sprouting from its nape to the end of its tail.
Despite its somewhat ungainly appearance, the hodag is surprisingly stealthy. It is also a proficient climber, able to use its claws to aid in its efforts. The hodag is also a very robust creature, seemingly more resistant to such things as poisons if only through sheer stubbornness.

Lone Hunters
Hodags live alone in wild, wooded places, claiming a large hunting territory. They will only tolerate another member of their species when it is time to mate, with the pair immediately going their separate ways once it is done. At any other time, two hodags who cross each other’s paths will battle until one is finally forced to flee.

Fearless Predators
Hodags are vicious predators, and they fear very little. They will eat just about anything they can kill, though they seem to have a peculiar fondness for dog flesh. They will only hesitate to attack something that is obviously significantly more powerful than they are.

Hodags despise the scent of lemons. While not harmful to them, they will generally avoid an area that smells of the fruit. Travelers who know they are passing through a hodag’s territory will typically make sure they have some of the fruit with them to ward off the beast. If the traveler is lucky, it will actually work.

Saturday, August 29, 2015

The Ukobach

I believe that Ukobach was originally a proper name for a specific demon, detailed in Dictionnaire Infernal back in 1818, written by Jacques Collin de Plancy. I've decided to make it into an entire race (if that is the right word) of devils that exist at the bottom of the totem pole in the Nine Hells.

This is the picture of Ukobach from Dictionnaire Infernal.



I kind of prefer this look, created by monkeynohito over on Deviant Art. Actually a mix of a kobold & Ukobach, but I still like the look.

Anyway, on to the stats:

Ukobach
Small fiend (devil), lawful evil
Armor Class 13 (natural armor)
Hit Points 32 (5d6+15)
Speed 30 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
11 (+0)             15 (+2)             16 (+3)             11 (+0)             13 (+1)             8 (-1)

Tool Proficiencies Cook’s utensils
Damage Resistances cold; bludgeoning, piercing and slashing from nonmagical weapons that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses Darkvision 120 ft., passive Perception 11
Languages Infernal, telepathy 120 ft.
Challenge 2

Devil’s Sight Magical darkness doesn’t impede the devil’s darkvision.

Magic Resistance The devil has advantage on saving throws against spells and other magical effects.

Actions

Coal pan. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage plus 7 (2d6) fire damage.

Hurl Flame. Ranged Spell Attack: +4 to hit, range 150 ft., one target. Hit: 7 (2d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.

These diminutive, red-skinned creatures are one of the lesser kinds of devils that reside in the Nine Hells. According to legend, the Ukobach are charged with tending the boilers of Hell, using oil made with the blood of the damned. They have spindly limbs, a slightly hunched posture, and almost comically large eyes, nose and ears. The only clothing they wear is an apron made from various sorts of leather, and they always carry a long-handled coal pan that constantly burns with hellfire. The Ukobach are able to deftly use these pans as weapons, heedless of the collateral damage the hellfire may cause. This hellfire is a product of the Ukobach’s magic, not the coal pan itself.

Pyromaniacs. The Ukobach love setting things on fire. The bigger the flame, the more they like it. They also aren’t overly picky about what they set aflame, taking a sadistic glee throwing their hellfire at random creatures. Fortunately, as they are only rarely summoned from their infernal home, they do not often have opportunities to indulge in this particular pastime.


Superlative Chefs. Ukobach love to cook and they can be quite skilled at it. Of course, what an Ukobach considers acceptable to cook can be quite different from what a mortal may find appropriate. It is possible to appease an Ukobach with an interesting recipe that it hasn’t seen before, and it is less likely to resent summoning if it has the opportunity to indulge in this pastime. The denizens of Hell typically don’t need to eat, so the Ukobach rarely have an appreciative audience to showcase their skills to. On some worlds, legend has it that it was an Ukobach who invented the art of deep frying foods.

Friday, May 8, 2015

My very own 5e race: The Treeling

Someone was talking about his girlfriend wanting to play a plant race in his 5e game. So it caused a bit of random inspiration and this is the result, slightly modified based on feedback from reddit.


Picture copyright of izabeaubo over on Deviant Art.

Treeling

Treelings are beings of the forest, who appear to be small trees that have grown into the semblance of the human form. They delight in nature, but also in music and artistry. When provoked, they can also be tireless defenders of their forest home, and implacable enemies.

Slender But Sturdy
Treelings stand anywhere from 6 to 7 feet in height. Though slender, they are quite sturdy, with their bark-like hide giving them additional protection against possible injury. Despite their slender build, treelings can be quite heavy, ranging in weight from 200 to 250 pounds.
They have clearly identifiable features, with black eyes and slender branches growing from their heads in the resemblance of hair. Their features are typically serene, projecting a sense of patience and tranquility.

Timeless Tranquility
Treelings live as long as elves, and have some similar views on things as a result. They rarely get excited or rush to action. They take their time deciding on matters of importance. They value peace, and will frequently simply withdraw from an aggressor, confident that they will outlive the invader. They can be provoked, however, and when they are moved to war, their fury can be devastating.

Woodland Realms
Treelings live deep in the forest, rarely having a need to venture forth from their homes. They don’t have the same need for housing as other races, and what structures they do create are grown from trees carefully cultivated into the forms they desire.
They get on well with elves as well as the fairies of the forest. They appreciate what the arcane can do, but tend to favor nature magic. While they do have a small need for food, they are very selective and careful in their cultivation of the bounty of their homes.

Adventuring
Most treelings are content to remain in their forested domain. Some, however, do experience wanderlust and a desire to see new places and things. Sometimes a lone treeling is an orphan seeking out more of its kind.
Treelings rarely feel strongly about any particular moral cause, though the obviously destructive can drive them into opposition. They don’t particularly value money, and when adventuring, they are more likely to choose items for their beauty or utility over their monetary value.

Treeling Names
Treelings don’t seem to feel the need for names when they are interacting with each other. As a result, they tend to be known to members of other races by nicknames. There seems to be little difference in the nicknames used by male and female treelings, and in fact, it can be difficult to determine if a particular treeling is male or female.

Treeling Traits

Boosted Ability Scores. Your Constitution score increases by 1, and your Wisdom score increases by 2.

Age. Treelings age at a rate similar to elves, reaching maturity at about 100 years and living to 750 years or possibly more.

Alignment. Though tending towards benevolent rather than malevolent, Treelings do not usually think of terms of good and evil, law and chaos. As a result, Treelings are most often neutral in alignment. Their ideas of morality are typically shaped by a very practical viewpoint.

Size. Treelings range in height from 6 to 7 feet. Your size is Medium.

Speed. Your base walking speed is 30 ft.

Natural Armor. Due to their bark-like skin, Treelings have a +1 bonus to Armor Class.

Photosynthesis. Treelings are able to use photosynthesis to meet some of their sustenance needs. As a result, Treelings do not need to eat food provided they have access to sunlight for at least an hour every day, two hours in overcast conditions. However, they require twice as much water as other races.

Berries. If your water needs are met, then you may cast Goodberry once per day.

Forest Camouflage. You have advantage on Dexterity (Stealth) checks in forested terrain.

Tree Shape. Once per day, you may take the shape of a medium sized tree for an unlimited duration. While in tree form, even the closest inspection will not reveal you are anything other than a sapling. You are able to observe you surroundings as normal, your base armor class becomes 16, but your speed drops to 0 and attacks have advantage against you. Any items you wear or carry merge with your form when you change and do not function while merged.

Taking Root. Treelings must spend 24 hours per month in tree form so that their roots may take up nutrients from the soil. These hours do not need to be consecutive, but must be in hourly increments.

Speak with Plants. Upon reaching 5th level, you may cast Speak with Plants once per day. Wisdom is your spellcasting ability for this spell.


Languages. You can speak, read and write Common and Sylvan.

Edit: I've changed photosynthesis and added taking root based on feedback I've gotten.

Friday, March 20, 2015

Ahool for 5e

I present to you the Ahool, a mysterious cryptid of the jungle. Part bat, part ape and all predator.


This lovely picture is by Haley Dubay.

Ahool
Medium monstrosity, unaligned
Armor Class 12
Hit Points 26 (4d8+8)
Speed 30 ft., climb 30 ft., fly 50 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
16 (+3)             15 (+2)             15 (+2)             6 (-2)               12 (+1)             6 (-2)
Skills Athletics +4, Perception +3, Stealth +4
Senses Blindsight 60 ft., passive Perception 13
Languages
Challenge 1
Echolocation. While it can’t hear, the ahool has no blindsight.
Keen Hearing. The ahool has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Multiattack. The ahool makes two attacks: one with its bite, one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage.
Ahools are reclusive jungle predators that combine the features of a bat and an ape. They have the head, body and legs of an ape, though their feet end in vicious claws, while their arms are large bat wings with a ten foot wingspan. Their head sports a pair of bat-like ears. They can be quite vicious, but are smart enough to know when they are outclassed by another creature.
Treetop Predators
Ahool typically stalk prey from the branches of jungle trees. After they have had time to study their chosen prey, when the time is right, they swoop down in a vicious attack. Their attacks are swift, and ahool don’t do protracted battles. If they are not able to swiftly make off with their prey, they will withdraw and find a better hunting opportunity. They view just about every other species as possible prey, unless it’s too big, in which case they view it as a threat.
Family Units
Ahool males are usually loners, only briefly joining a female ahool to mate. A male will warn off other males intruding into his territory, but there are rarely battles between rivals. An ahool killing another ahool is almost unheard of.

Ahool females usually form units, so that they may share the rearing of young. Upon reaching adulthood, females will typically continue on with the troop, while males go off to establish their own territory.

Thursday, February 26, 2015

The Keythong for 5e


Picture by Scatha the Worm on Deviantart.

The Keythong is a heraldic beast like the Griffin. It differs from the Griffin in that it has spikes instead of wings, and in some myths, it is supposedly the male of the species with only the females having wings. For my purposes, I'm treating them as separate species.

Keythong
Large monstrosity, unaligned
Armor Class 12
Hit Points 59 (7d10+21)
Speed 50 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
18 (+4)             15 (+2)             16 (+3)             2 (-4)               13 (+1)             8 (-1)
Skills Perception +5
Senses Darkvision 60 ft., passive Perception 15
Languages
Challenge 2
Spiky Hide. At the start of each of its turns, the keythong deals 4 (1d8) piercing damage to any creature grappling it.
Keen Sight. The keythong has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The keythong makes two attacks: one with its beak, one with its claws.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

Keythongs are wingless cousins to the griffin, with the body of a lion and the head and forelegs of an eagle. A pair of slightly curved horns grows from their heads and spike-like spines sprout from their backs, particularly dense in the shoulders where a griffin’s wings are located. They live in mated pairs, and coordinate their attacks with their mate when they hunt. They do not seem to possess the same fondness for horse flesh as the griffin, though they certainly wouldn’t hesitate to take one if the opportunity presented itself.

Fierce and Loyal Mates
Keythongs mate for life and will not take another if their partner dies. They are also fierce combatants, and will not hesitate to defend their mate or young. They never surrender, fighting to the death if need be.

Guardian Beasts
A keythong can be raised from an egg to serve as a companion and guard beast. Due to their spikes, training them to be mounts isn’t practical. Training a keythong can be a dangerous and resource intensive process, and typically requires a trainer well-versed in their ferocious nature.

Once trained, they are completely loyal to their master, defending him or her as readily as they would their mate or young. They will also guard their master’s property with that same feriocity.

Monday, December 29, 2014

5e fey sorcerer bloodline

This would be one of those things I didn't want to leave on a post-it. I got a little decent feedback on the original version from reddit & this is what I currently have.

Fey Sorcerer Bloodline
Fey Affinity - At 1st level, whenever you make a Charisma check when interacting with fey, your proficiency bonus is doubled if it applies to the check. You can speak, read & write Sylvan.
Favor of the Fey - At 1st level, you may roll 1d6 & add it to one ability check, attack roll or saving throw. You may see the result of the d20 roll before deciding to use this favor die, but it must be used before the DM lets you know if you were successful or not. This ability may be used once between long rests.
Fey Step - At 6th level, you may spend 2 sorcery point to cast misty step.
Fleeting Glance - At 14th level, as a bonus action, you can cause your form & the items you carry to become indistinct, imposing disadvantage on attacks directed at you for as long as concentration is maintained up to one minute. This ability may be used once between long rests.
Fey Resistance - At 18th level, you have advantage on all saving throws vs. magic.