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Entombed | New Monster for Fifth Edition

A thick shell of clear green-tinged ice completely encases a desiccated human corpse, its yellowed teeth bared in a rictus of death. The huge mantle of icy armor makes this fearsome apparition the size of an ogre.

The entombed are undead preserved by being encased in shells of ice—but still able to move and kill.

Entombed are human or humanoid undead entirely frozen inside an icy sheath that gives them the stature of an ogre.

The face of one of these creatures is usually frozen in a rictus of fear or sorrow—its flesh, hair, and eyes are always very well preserved, though the skin sometimes takes on a frozen whitish tone.

Undead Nature. Entombed do not require air, food, water, or sleep.

Entombed

Large undead, lawful evil


Armor Class 18 (natural armor)

Hit Points 171 (18d10 + 72)

Speed 30 ft., burrow 40 ft. (ice and snow only)


Abilities Str 24 (+7), Dex 10 (+0), Con 18 (+4), Int 11 (+0), Wis 14 (+2), Cha 12 (+1)


Saving Throws Con +5, Wis +6

Skills Perception +6, Stealth +4

Damage Vulnerabilities fire

Damage Resistances acid; bludgeoning, piercing, and slashing form nonmagical attacks

Damage Immunities cold, poison

Condition Immunities exhaustion, poisoned

Senses tremorsense 60 ft., passive Perception 16

Languages understands the languages it knew in life but can’t speak

Challenge 10 (5,900 XP)


Freeze. A creature that touches the entombed or hits it with a melee attack while within 5 feet of it must make a DC 17 Constitution saving throw. On a failed saving throw, the creature is partially frozen. While partially frozen, the creature’s speed is halved and it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. A frozen creature can make another Constitution saving throw at the end of each of its turns, ending the effect on itself with a success.

Ice Stride. Moving through nonmagical snow costs the entombed no extra movement, and it can move through nonmagical solid ice as if it were water. In addition, the entombed has advantage on saving throws against icy terrain magically created or manipulated to impede movement.

Snow Camouflage. The entombed has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.


Actions

Multiattack. The entombed makes two slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage plus 7 (2d6) cold damage, and if the target is a creature it is grappled (escape DC 17). While grappled the creature is restrained, and if the creature is still grappled at the end of its turn it takes 7 (2d6) cold damage.

Immure. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature the entombed is grappling. Hit: the entombed traps the creature in solid ice. While trapped, the creature can use its action to attempt to break out of the ice with a successful DC 17 Strength check on each of its turns. Otherwise, the creature can’t take actions or reactions. If a creature’s hit points are reduced to 0 while trapped in ice, it dies and rises as a new entombed in 1d4 rounds.

 

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If you haven’t already heard, go ahead and check it out now. This monthly magazine looks to capture the feel of the old Dungeon/Dragon magazines from the ’80s and ’90s. Old School Feel with New School (5e) rules.

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Holiday Treants | Monsters for Dungeons & Dragons Fifth Edition

Today, I’m getting roped into Christmas Tree decorating duty. That’s what happens when you’re easily a foot taller than everyone else in the household.

Regardless, it should be fun. And, it gives me the opportunity to dream up yet another holiday-themed monster.

I knew I’d eventually make a Christmas Tree themed monster for the holiday. However, I didn’t want to make another blight (although, I do enjoy making those). Instead, I thought I’d go with something good aligned and make a Holiday Treant.

I discovered this image from the game Monster Legends and thought, “Hey, that’s neat.” It looks like a tree. But a wolf. Wolf-tree. Holiday wolf tree.

Let’s go with it.

What is a holiday treant?

Much like their larger, non-decorated cousins, holiday treants are awakened trees that dwell in ancient forests. However, these trees feel a greater pull towards civilization, especially around Midwinter Festival. Friendly and curious, these animalistic plants allow local villagers to decorate them in anticipation of the holiday event. Sensing a kinship with these humanoids, the treant protects the region while it is dressed in this manner.

Of course, any goblin clan or orc horde that dares attack the village during this period is in for a surprise. It’s one thing to have a giant tree attack you, but an entirely different thing when that tree is dressed in glass ornaments and tinsel!

Once the winter breaks, the holiday treant returns to its home deep in the primordial wood with promises to return the following year.

Holiday Treant

Large plant, chaotic good


Armor Class 17 (natural armor)

Hit Points 114 (12d10 + 48)

Speed 40 ft.


Abilities Str 19 (+4), Dex 12 (+1), Con 18 (+4), Int 8 (-1), Wis 14 (+2), Cha 12 (+1)


Damage Vulnerabilities fire

Damage Resistances bludgeoning, piercing

Senses passive Perception 12

Languages Common, Druidic, Elvish, Sylvan

Challenge 6 (2,300 XP)


False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.

Innate Spellcasting (1/day). The treant can innately cast conjure animals requiring no material components. Its innate spellcasting ability is Wisdom.


Actions

Multiattack. The treant makes three slam attacks or three ornament attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Ornament. Ranged Weapon Attack: +7 to hit, range 40/120 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

 

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Art by Monster Legends.

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Zules for Dungeons & Dragons Fifth Edition

The tall, pale people known as the zules (a shortened form of “aquellos con ojos azules”, or “blue-eyed ones”) first appeared north of Mexjico fifty years ago. Originally, the Mexjicano people accepted the zules and trusted them. However, in the decades since, the zules have proven to be deceptive and cruel neighbors.

In the late 19th century, a war between the people of Mexjico and the zule nation of Vårtheim broke out. The Vårtheimians took control of much of the Mexjico’s northern lands, creating a crude border at the Rio Norte. Eventually, the bloody conflict ended with a truce between the zule and the Mexjicanos.

Still, tensions are high between the two nations. And the zules continue to dabble with new, deadly machines powered by the strange, blue-glowing las piedras de corazón (heartstones), making the northern Mexjicano governors nervous.

A zule looks like a tall, pale human with pointed ears, white hair, and eyes that glow icy blue. They live longer lives on average than humans, maturing at near 100 years of age and living as long as 750 years or more. Adapted for cold environments, zules rarely travel south, as even mild-to-temperate climates make them sick. Zules have a kinship with machines and can seemingly communicate with them.

Errata:

  • 11/6/2018 – Changed the zule’s tag to (elf) and added fey ancestry to the zule’s traits.

Zule

Medium humanoid (elf), neutral evil


Armor Class 15 (chain shirt)

Hit Points 13 (3d8)

Speed 30 ft.


Abilities Str 10 (+0), Dex 14 (+2), Con 11 (+0), Int 13 (+1), Wis 11 (+0), Cha 11 (+0)


Skills Perception +2

Damage Vulnerabilities fire

Damage Resistances cold

Senses truesight 60 ft., passive Perception 12

Languages Common, Zulish

Challenge 1/2 (100 XP)


Fey Ancestry. The zule has advantage on saving throws against being charmed, and magic can’t put the zule to sleep.

Heat Sensitivity. The zule treats mild and temperate environments (60° Fahrenheit or warmer), as extreme heat.

Speak with Machines (1/day). The zule can magically imbue a machine within 30 feet of it with limited sentience and animation, giving it the ability to communicate with the zule and follow simple commands. The zule can question the machine about events that have occurred within 30 feet of it within the past day, gaining information about creatures that have passed, weather, and other circumstances. If the zule targets a construct, the zule can communicate with it as if the zule and the construct shared a common language. However, the zule gains no magical ability to influence the construct.


Actions

Multiattack. The zule makes two attacks with its rapier.

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Zule Pistol. Ranged Weapon Attack: +4 to hit, range 40/120, one target. Hit: 9 (2d6 + 2) necrotic damage.

 

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