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Worm of Gluttony | Seven Deadly Sins Artifacts

This request comes from one of my Patrons. Here’s what he requested:

“Would love to see what magical cursed items under the theme of the seven deadly sins. I’m running a campaign that each sin is a mini-boss (or ally) and me and my players are having a great time with it.”

Sounds awesome! With Infinity War still on the brain, I got the idea that maybe one person can hold all seven deadly sins artifacts at once. Of course, they would have to be attuned, but the artifact of avarice would allow you to attune to the full set.

So far, the Seven Deadly Sins Artifacts are as follows:

As you’ll see with this next one, it’s a bit of a different “artifact.”

Worm of Gluttony

The Abyss is home to all sorts of depraved horrors. Among its infinite layers, one finds the homes to countless demons, each domain worse than the next. Perhaps no domain is worse than layer 1,000, Rorglum.

At first, Rorglum doesn’t seem that sinister. The layer resembles a massive dirt pit, devoid of life of any kind. There is no weather in Rorglum, just a blank, black sky above, absent of stars and other planetary bodies.

Keen observers will soon realize the true horror of Rorglum. The reason there is nothing in Rorglum is that its single inhabitant is responsible for eating everything there: the Worm of Gluttony.

The Worm of Gluttony is roughly the size of a dog. It glistens with reddish pus, potentially a byproduct of the lives it has devoured. It lacks eyes. All it possesses is a small, puckered sphincter of a mouth.

The Worm is surprisingly slow, inching its way across the barren landscape towards its prey. But since Rorglum lacks any place to hide or method of gaining sustenance, all the worm has to do is wait for its target to exhaust itself.

From there, the Worm crawls into one of its quarry’s orifices, pulling itself into the creature’s stomach or gullet. Then, it expands its form, placing its mouth within the mouth of the creature it possesses. As a host, the creature develops the same insatiable hunger of the Worm, eating anything in sight. However, the Worm imbues the host with extraordinary resilience, making its host nearly indestructible–so long as the host continues to feed itself, that is.

Immortal. Some believe that as long as gluttony exists in the multiverse, the Worm of Gluttony cannot be destroyed. However, if a solar should sacrifice itself in the presence of the worm, it can use its dying wish to destroy the worm. Unfortunately, as long as gluttony exists in the multiverse, the worm rejuvenates 1d10 x 10 years later. If all gluttony in the multiverse is wiped out, the worm withers into nothing, leaving nothing but a thin, crumbling shell.

Worm of Gluttony

Medium fiend (demon), chaotic evil


Armor Class 7

Hit Points 7 (2d8)

Speed 15 ft.


Abilities Str 9 (-1), Dex 5 (-3), Con 10 (+0), Int 7 (-2), Wis 12 (+1), Cha 5 (-3)


Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities blinded, deafened, exhaustion, poisoned

Senses blindsight 30 ft., passive Perception 11

Languages

Challenge 0 (10 XP)


Regeneration. The worm regains 1 hit point at the start of each of its turn even if its hit points are reduced to 0.

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


Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 1 (1d4 – 1) piercing damage and the worm attaches itself to the target. The worm can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to detach the worm.

Invade. The worm attempts to pull itself into the body of a humanoid it is attached to. The target must make a DC 10 Constitution saving throw. On a failed save, the worm enters the creature’s body through the nearest available orifice. The worm then disappears, and the target becomes host to the worm.

In 1d4 hours after the worm enters the host, the host undergoes a metamorphosis, and gains the following traits:

  • Similar to the flesh of a worm, the host’s skin takes on a rubbery, slimy texture, and it sweats its own blood. It has disadvantage on Charisma checks.
  • The host’s eyes shrivel back into its skull and its ears wilt away. However, it gains blindsight out to 30 feet and is immune to the blinded and deafened condition.
  • The host gains the regeneration trait. It regains 1d10 hit points every 10 minutes. If the host loses a body part, the missing body part regrows and returns to full functionality after 1d4 + 1 days. Not even reducing the host to 0 hit points ends this effect.
  • The host has advantage on saving throws against spells and magical effects.
  • The host gains resistances to cold, fire, and lightning damage, as well as damage from bludgeoning, piercing, and slashing from nonmagical weapons.
  • The host gains immunity to poison and the poisoned condition.
  • Unless it already has one, the host gains a natural bite attack which it can use to make unarmed strikes. On a successful hit, the host deals piercing damage equal to 1d4 plus its Strength modifier.
  • The host is wracked with an insatiable hunger. Each hour that the host does not consume at least half its body weight in food–which can be anything, including things that would normally be inedible–its hit point maximum is reduced by 1. If this reduction would reduce the host’s hit points to 0, the host dies, dissolving into a pile of rancid ichor from which the worm reappears. The host can sate its hunger for a period of time if it eats a magical item. The time its hunger is sated depends on the rarity of the magic item: 10 minutes for common magic items, 1 hour for uncommon magic items, 8 hours for rare magic items, 24 hours for very rare magic items, and 1 week for legendary magic items. It cannot eat artifacts.

While the worm is inside the host, it can only be removed with a greater restoration spell or similar magic that would remove a disease. Once removed, the worm reappears in an unoccupied space within 5 feet of the host. The host then returns to normal.

 

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BroadSword Magazine is now on Kickstarter!

It’s hard to believe that we were funded in less than five hours. Thanks so much to everyone’s that’s chipped in with their support.

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.

Check out BroadSword Magazine on Kickstarter

Art by Paizo.

 

 

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Paeliyron | New Monster for Fifth Edition

This bloated fiend has a massive paunch that hangs far below its waist. Where its warty pink flesh shows through its black robes, curls of stinking mist rise. The creature’s head is broad and monstrous. Its face has two yellow porcine eyes above a wide mouth filled with sharp teeth. Two bone ridges roll back along the top of its head. The thing’s lips are painted a glossy red, and blue eyeshadow darkens its eyes in the manner of a courtesan.

Paeliryons are crafty baatezu that manage vast spy networks extending across the planes.

Paeliryons dwell in comfort. Situated in the hearts of the infernal cities, they dine on delicacies of flesh and soul, preen themselves before massive mirrors, and bathe in filthy waters polluted by the noxious oils that drip from their bloated bodies. Decadent and disgusting, they lavish themselves in finery and excess

Infernal Spymasters. Information is the key to power. Brokers of the clandestine, blackmailers, and extortionists, paeliryons deal in knowledge. Their reach is long, extending into the other Outer Planes and beyond, even onto the Material Plane. They sit at the center of a vast web of flowing intelligence, plucking out those strands that gain them the most power. They then coerce those most affected by this knowledge, blackmailing them into selling their souls cheaply.

Paeliryons prey on mortals primarily. They also eavesdrop on other devils, even other paeliryons. From the lowly spined devil to the archdevils themselves, paeliryons have dirt on everyone in the Nine Hells

Paeliryon

Large fiend (devil), lawful evil


Armor Class 19 (natural armor)

Hit Points 210 (20d10 + 100)

Speed 20 ft., burrow 20 ft., fly 100 ft.


Abilities Str 22 (+6), Dex 16 (+3), Con 21 (+5), Int 24 (+7), Wis 21 (+5), Cha 21 (+5)


Saving Throws Dex +9, Con +11, Wis +11, Cha +11

Skills Deception +11, Intimidation +11, Perception +11

Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Damage Immunities fire, poison, psychic

Condition Immunities charm, frightened, poisoned

Senses truesight 120 ft., passive Perception 21

Languages all, telepathy 120 ft.

Challenge 18 (20,000 XP)


Intoxicating Perfume. Any creature that ends its turn within 15 feet of the paeliryon must make a DC 19 Constitution saving throw. On a failed saving throw, the creature is poisoned until the end of its next turn. While poisoned, the creature has disadvantage on its Wisdom saving throws against the paeliryon’s spells and magical abilities.

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

Magic Weapons. The paeliryon’s weapon attacks are magical.

Innate Spellcasting. The paeliryon’s spellcasting ability is Charisma (spell save DC 19). The paeliryon can innately cast the following spells, requiring no material components:

  • At will: charm, command, detect magic, hold monster
  • 3/day each: plane shift (self only), teleport (self only)
  • 1/day each: antilife shell, meteor swarm

Actions

Multiattack. The paeliryon makes two retractable claw attacks and one bite attack.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Retractable Claws. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 13 (2d6 + 6) slashing damage, and the target’s Charisma score is reduced by 1d4. The target loses all sense of self-awareness if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a humanoid’s Charisma is reduced to 0 from this attack, it becomes a lemure under the paeliryon’s control.

Belittle. The paeliryon unleashes a string of insults laced with subtle enchantments. Each non-devil within 30 feet of the paeliryon that can hear it must make a DC 19 Wisdom saving throw or become stunned. The creature remains stunned for 1 minute, until it takes damage, or until another creature uses its action to shake or slap the stunned creature. A target can repeat its saving throw at the end of each of its turns, ending the effect on itself with a success. A creature that succeeds on its saving throw or the effect ends for it is immune to the paeliryon’s belittle for 24 hours.

 

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BroadSword Magazine is now on Kickstarter!

It’s hard to believe that we were funded in less than five hours. Thanks so much to everyone’s that’s chipped in with their support.

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.

Check out BroadSword Magazine on Kickstarter

Art by Wizards of the Coast.

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Formians | New Monsters for Fifth Edition

Formians hail from planes devoted to law. They seek to colonize all that they see and incorporate all living things into their hive as workers.

Expansionist in the extreme, their goal is to spread colonies until they have taken over everything and their order is unquestioned. To further this end, they attack all other creatures, usually to put them to work building and expanding cities. Formians maintain these “conscripted” workers as well as those mentally dominated by the power of their taskmasters.

A formian resembles a cross between an ant and a centaur. All formians are covered in brownish-red carapace–their size and appearance vary by type.

Militant Conquerors. Formians are generally aggressive, seeking to subdue all they encounter. If they perceive even the slightest threat to their hive-city or to their queen, they attack immediately and fight to the death. Any formian also attacks immediately if ordered to do so by a superior.

Born to Serve. Formians build fabulous hive-cities in which hundreds of the creatures dwell. They are born into their station, with no ability to progress. Workers obey orders given by warriors, myrmarchs, or the queen. Warriors carry out the will of their myrmarch commanders or the queen. Myrmarchs take orders only from the queen herself, although they have different ranks depending on services rendered. These are not positions of power but of prestige. The most prestigious of the myrmarchs guard the queen. Taskmasters are equal in rank to warriors but seldom interact with other formians.

Worker

Workers are the lowest-ranking and most common formians. They exist only to serve, performing all the necessary, lowly tasks that the hive needs. While they cannot speak, they can convey simple concepts (such as danger) by body movements. Through the hive mind, however, they can communicate just fine–although their intelligence still limits the concepts that they can grasp.

Workers are about the size of dogs, with clumsy claws usable only for manual labor.

Warrior

Warriors exist only to fight. Just slightly above workers, warriors can communicate more efficiently through the hive mind, but only to communicate battle plans and make reports to their commanders. They cannot speak otherwise.

Warriors are the size of ponies, and their claws are designed specifically for combat.

Taskmaster

Taskmasters resemble warriors with no mandibles–no apparent mouth at all, in fact. These formians communicate only telepathically ad derive sustenance from the mental energies of those they dominate.

A taskmaster’s duty is to gather and control non-formians for integration into the hive. Put simply, taskmasters enslave other creatures. They do not enjoy controlling others but believe it is the only efficient way to spread the hive to all places, a desirable end for all rational creatures. If a taskmaster can manage to “conscript” a laborer without using its dominate person ability, it will.

Those few souls who have escaped refer to formian hive-cities as “work pits.” While the formians are not cruel, they are still emotionless–and pitiless.

Myrmarch

Myrmarchs are the elite of formian society. Much more than those beneath them, these creatures individuals, with goals, desires, and creative thought. Very rarely do these ever conflict with the wishes of the queen, though–most myrmarchs are still very loyal to her.

Myrmarchs are commanders in formian armies and leaders in formian communities. They are the hands of the queen, carrying out her direct orders and making sure everything goes as exactly as she desires. Myrmarchs also have a secondary role: stamping out chaos wherever and whenever they can. Those who foment disorder, and particularly creatures that revere or exemplify it (such as slaadi), are the hated foes of myrmarchs.

Myrmarchs are the size of horses and have claws capable of fine manipulation, like human hands. They wear bronze helms to signify their position (the more elaborate the helm, the more prestige).

Queen

The queen sits at the center of the hive-city, her bloated form never moving from the royal chamber. She is served and guarded by twenty of the most loyal myrmarchs.

The queen is half again as big as a myrmarch, with atrophied legs–she cannot move. With her telepathic abilities, though, she can send instructions to and get reports from any formian within her range.

The queen does not fight. She has no ability to move. If necessary, a team of workers and myrmarchs (or dominated slaves) haul her enormous bulk to where she needs to go. This is very rare, however, and most of the time the queen remains within her well-defended chambers.

Formian Worker

Small fiend (formian), lawful neutral


Armor Class 13 (natural armor)

Hit Points 9 (2d6 + 2)

Speed 40 ft., burrow 20 ft., climb 30 ft.


Abilities Str 13 (+1), Dex 14 (+2), Con 13 (+1), Int 6 (-2), Wis 10 (+0), Cha 9 (-1)


Damage Resistances fire, lightning, thunder

Damage Immunities cold, poison

Condition Immunities petrification, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages understands Formian but cannot speak

Challenge 1/8 (25 XP)


Hive Mind. If the formian is within 50 miles of a formian queen, it can communicate telepathically with all other formians that are also within 50 miles of the same queen. While telepathically connected to the hive, the formian has advantage on initiative saving throws.


Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

 

Formian Warrior

Medium fiend (formian), lawful neutral


Armor Class 15 (natural armor)

Hit Points 39 (6d8 + 12)

Speed 40 ft., climb 30 ft.


Abilities Str 17 (+3), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 11 (+0)


Damage Resistances fire, lightning, thunder

Damage Immunities cold, poison

Condition Immunities petrification, poisoned

Senses darkvision 60 ft., passive Perception 11

Languages understands Formian but cannot speak

Challenge 3 (700 XP)


Hive Mind. If the formian is within 50 miles of a formian queen, it can communicate telepathically with all other formians that are also within 50 miles of the same queen. While telepathically connected to the hive, the formian has advantage on initiative saving throws.

Magic Resistance. The formian has advantage on saving throws against spells\ and magical effects.


Actions

Multiattack. The warrior makes four attacks: one with its sting, two with its claws, and one with its bite.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage.

 

Formian Taskmaster

Medium fiend (formian), lawful neutral


Armor Class 16 (natural armor)

Hit Points 78 (12d8 + 24)

Speed 40 ft., climb 30 ft.


Abilities Str 18 (+4), Dex 16 (+3), Con 14 (+2), Int 14 (+2), Wis 16 (+3), Cha 19 (+4)


Saving Throws Int +5, Cha +7

Skills Insight +6, Perception +6

Damage Resistances fire, lightning, thunder

Damage Immunities cold, poison

Condition Immunities charmed, frightened, petrification, poisoned

Senses darkvision 60 ft., passive Perception 16

Languages understands Common and Formian but cannot speak, telepathy 120 ft.

Challenge 6 (2,300 XP)


Hive Mind. If the formian is within 50 miles of a formian queen, it can communicate telepathically with all other formians that are also within 50 miles of the same queen. While telepathically connected to the hive, the formian has advantage on initiative saving throws.

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


Actions

Multiattack. The warrior makes three attacks: one with its sting and two with its claws.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 7 (2d6) poison damage.

Enslave. The formian targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically charmed by the formian for 1 day, or until the formian dies or is more than 1 mile from the target. The charmed target obeys the formian’s commands and can’t take reactions, and the formian and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success. The formian can enslave up to four creatures at a time with this ability.

 

Formian Myrmarch

Large fiend (formian), lawful neutral


Armor Class 20 (natural armor)

Hit Points 123 (13d10 + 52)

Speed 40 ft., climb 30 ft.


Abilities Str 19 (+4), Dex 16 (+3), Con 18 (+4), Int 16 (+3), Wis 16 (+3), Cha 17 (+3)


Saving Throws Int +7, Wis +7, Cha +7

Skills Insight +7, Perception +7

Damage Resistances fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold, poison

Condition Immunities charmed, frightened, petrification, poisoned

Senses darkvision 60 ft., passive Perception 17

Languages Common, Formian, telepathy 120 ft.

Challenge 10 (5,900 XP)


Detect Chaos. The formian can sense the presence of chaotic creatures up to 100 feet away. It knows the direction they’re in but not their exact location.

Hive Mind. If the formian is within 50 miles of a formian queen, it can communicate telepathically with all other formians that are also within 50 miles of the same queen. While telepathically connected to the hive, the formian has advantage on initiative saving throws.

Innate Spellcasting. The formian’s innate spellcasting ability is Charisma (spell save DC 15). It can cast the following spells, requiring no material components:

  • At will: clairvoyance, detect thoughts, teleport

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


Actions

Multiattack. The formian uses its Charm if it is able. Then it makes three attacks: one with its bite, one with its sting, and one with its javelin.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.

Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or take 10 (3d6) poison damage.

Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Charm (Recharge 4-6). The formian targets one creature that it can see within 30 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the formian. The charmed target regards the formian as a trusted friend to be heeded and protected. Although the target isn’t under the formian’s control, it takes the formian’s requests or actions in the most favorable way it can.

Each time the formian or the formian’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, until the formian is destroyed, or the formian is 1 mile or further away from the target, or the formian takes a bonus action to end the effect.

 

Formian Queen

Large fiend (formian), lawful neutral


Armor Class 18 (natural armor)

Hit Points 210 (20d10 + 64)

Speed 0 ft.


Abilities Str 3 (-4), Dex 5 (-3), Con 20 (+5), Int 20 (+5), Wis 20 (+5), Cha 21 (+5)


Saving Throws Con +11, Int +11, Wis +11, Cha +11

Skills Insight +11, Perception +11

Damage Resistances fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold, poison

Condition Immunities charmed, frightened, petrification, poisoned, prone

Senses truesight 120 ft., passive Perception 21

Languages understands Common and Formian but can’t speak, telepathy 120 ft.

Challenge 18 (20,000 XP)


Detect Chaos. The queen can sense the presence of chaotic creatures up to 100 feet away. It knows the direction they’re in but not their exact location.

Hive Mind. The queen can communicate telepathically with any formians that are within 50 miles of it. While telepathically connected to the hive, the queen has advantage on initiative saving throws.

Legendary Resistance (3/day). If the queen fails a saving throw it can choose to succeed instead.

Innate Spellcasting. The queen’s innate spellcasting ability is Charisma (spell save DC 19). It can cast the following spells, requiring no material components:

  • At will: clairvoyance, detect thoughts, divination, hold monster
  • 1/day: forcecage, maze

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


Actions

Stupify. The queen targets one creature it can see within 120 feet of it. The target takes 4d6 psychic damage and must make a DC 19 Intelligence saving throw.

On a failed save, the creature becomes stunned for 1 minute.  At the end of each of the creature’s turns, it can repeat its saving throw, ending the effect on itself with a success.

Charm (Recharge 4-6). The queen targets one creature that it can see within 30 feet of it. The creature must succeed on a DC 19 Wisdom saving throw or be charmed by the queen. The charmed target regards the queen as a trusted friend to be heeded and protected. Although the target isn’t under the queen’s control, it takes the queen’s requests or actions in the most favorable way it can.

Each time the queen or the queen’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, until the queen is destroyed, or the queen is 1 mile or further away from the target, or the queen takes a bonus action to end the effect.


Reactions

Share Damage When a creature the queen can see hits it with an attack, the queen can use its reaction to transfer half of the damage it takes (rounded up) to any formian it can see within 30 feet of it.


Legendary Actions

The queen 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 queen regains spent legendary actions at the start of its turn.

Command Formian. The queen commands a formian it can see within 30 feet of it to make an attack against a target. If the target is within range of the commanded formian, the formian must use its reaction to make a melee or ranged weapon attack against the target. Otherwise, the formian uses its reaction to take the Dash action to get as close as it can to the creature.

Stupify (Costs 2 Actions). The queen uses Stupify.

Psychic Wave (Costs 3 Actions). The queen emits a wave of psychic energy in a 60-foot radius sphere centered on itself. Each creature of the queen’s choice within the area must make a DC 19 Intelligence saving throw. On a failed saving throw, a creature takes 14 (4d6) psychic damage plus an additional 3 (1d6) psychic damage for each additional formian within 60 feet of the queen. A target takes half as much damage on a successful saving throw.

 

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BroadSword Magazine is now on Kickstarter!

It’s hard to believe that we were funded in less than five hours. Thanks so much to everyone’s that’s chipped in with their support.

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.

Check out BroadSword Magazine on Kickstarter

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Cavaloth “Horsehead” | New Monster for Fifth Edition

Last night, I had a dream about the first video game that I ever played, Zelda 2: The Adventure of Link. For those who don’t remember (or aren’t old enough to remember), the boss of the first dungeon was Horsehead. Horsehead was literally just that: a knight with the head of a horse.

I figured with the current dungeon that I’m running, I might as well recreate Horsehead for Fifth Edition. I got the idea that Horsehead is a yugoloth. And while the word origin for “yugoloth” seems to be all over the place, the closest I could get to was Italian (mezzoloth, etc.) Therefore, I dub horsehead a cavaloth. Acheronians beware!

Horsehead

Large fiend (yugoloth), neutral evil


Armor Class 25 (+2 plate mail, +2 shield, ring of protection; 27 with potion of speed)

Hit Points 157 (15d10 + 75)

Speed 40 ft. (80 ft. from potion of speed)


Abilities Str 22 (+6), Dex 16 (+3), Con 20 (+5), Int 16 (+3), Wis 16 (+3), Cha 18 (+4)


Saving Throws Dex +8, Con +10, Wis +8, Cha +9

Skills Intimidation +8, Perception +8, Stealth +8

Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks or all (with potion of invulnerability)

Damage Immunities acid, poison

Condition Immunities poisoned

Senses truesight 120 ft., passive Perception 18

Languages Abyssal, Infernal, telepathy 60 ft.

Challenge 20 (25,000 XP)


Special Equipment. Horsehead carries a potion of invulnerability and a potion of speed, both of which he drinks before combat. In addition, he has two potions of superior healing. He wears a ring of protection, +2 plate mail, and wields a +2 shield. His weapon of choice is a +3 unholy mace.

Brute. A melee weapon deals one extra die of its damage when Horsehead hits with it (included in the attack).

Charge. If Horsehead moves at least 20 feet straight toward a target and then hits it with a melee weapon attack on the same turn, the target takes an extra 9 (2d8) damage on the same type. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be pushed up to 10 feet away and be knocked prone.

Hasted (with Potion of Speed). Horsehead has advantage on Dexterity saving throws. On each of his turns, he can take on additional action. That action can be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Innate Spellcasting. Horsehead’s innate spellcasting ability is Charisma (spell save DC 17). Horsehead can innately cast the following spells, requiring no material components:

  • At will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, hellish rebuke
  • 3/day each: dimension door, fear
  • 1/day each: banishment, wall of force

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

Magic Weapons. Horsehead’s weapon attacks are magical.


Actions

Multiattack. Horsehead makes two melee attacks, or it makes one melee attack and teleports before or after the attack.

+3 Unholy Mace. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 6) bludgeoning damage. If the target is of good alignment, the mace deals an extra 10 (3d6) bludgeoning damage on a hit.

Thrash. Horsehead makes a melee weapon attack against each creature he can see within 5 feet of him. Each attack made in this way is made at disadvantage.

Teleport. Horsehead magically teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see.

 

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BroadSword Magazine is now on Kickstarter!

It’s hard to believe that we were funded in less than five hours. Thanks so much to everyone’s that’s chipped in with their support.

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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Achaierai | New Monster for Fifth Edition

Achaierai are massive, flightless birds that inhabit the infernal plane of Acheron and are only occasionally encountered elsewhere. They are evil, clever, and predatory, with a distinct taste for torture.

Standing some 15 feet tall, achaierai have plump bodies resembling quails’ and four stork legs. Their soft feathers range in color through a variety of browns and earth tones. The claws and beak of an achaierai have a metallic glint.

Achaierai

Large fiend, lawful evil


Armor Class 15 (natural armor)

Hit Points 120 (16d10 + 32)

Speed 50 ft.


Abilities Str 19 (+4), Dex 13 (+1), Con 14 (+2), Int 13 (+1), Wis 14 (+2), Cha 16 (+3)


Senses darkvision 60 ft., passive Perception 12

Languages Infernal

Challenge 6 (2,300 XP)


Black Cloud (3/Day). As a bonus action, the achaierai can release a choking, toxic black cloud. Each creature within 10 feet of the achaierai takes 7 (2d6) poison damage and must make a DC 14 Constitution saving throw. On a failed saving throw, the creature is confused for 1 minute. A confused creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack. At the end of each turn, a creature can attempt another Constitution saving throw, ending the effect on itself with a success. A creature that succeeds on its saving throw or the effect ends for it is immune to the confusion effect of all achaierai for 24 hours.


Actions

Multiattack. The achaierai makes two attacks with its claws and one with its bite.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 25 (4d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

 

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BroadSword Magazine is now on Kickstarter!

It’s hard to believe that we were funded in less than five hours. Thanks so much to everyone’s that’s chipped in with their support.

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 ’80s. Old School Feel with New School (5e) rules.

Check out BroadSword Magazine on Kickstarter

Art by Shutterstock (used with permission).

 

 

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Koroxon | NPC for Dungeons & Dragons Fifth Edition (Spoilers)

If Jillian is a total bad-ass at CR 21 and she’s the just lieutenant, then how bad-ass is the captain of the guard himself? My guess would be CR 24 or so.

Koroxon

Medium fiend (demon), chaotic evil


Armor Class 21 (natural armor, floating shield +1)

Hit Points 237 (25d8 + 125)

Speed 40 ft.


Abilities Str 23 (+6), Dex 20 (+5), Con 20 (+5), Int 12 (+1), Wis 14 (+2), Cha 16 (+3)


Saving Throws Dex +12, Con +12, Wis +9

Skills Athletics +13, Intimidation +10, Perception +9, Stealth +12

Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities charmed, frightened, poisoned

Senses darkvision 120 ft., passive Perception 12

Languages Abyssal, Common


Special Equipment. Koroxon wields a halberd +3 and is equipped with a floating shield +1, a ring of force resistance, and a cloak of displacement. He carries 3 potions of superior healing.

Fighting Spirit (3/day). As a bonus action, Koroxon can give himself advantage on weapon attack rolls until the end of the current turn. When he does, he also gains 15 temporary hit points.

Innate Spellcasting. Koroxon’s innate spellcasting ability is Wisdom (spell save DC 17). Koroxon can innately cast the following spells, requiring no material components.

  • At will: alter self, darkness, dispel magic, fear, heat metal, levitate

Legendary Resistance (3/day). If Koroxon fails a saving throw, he can choose to succeed instead.


Actions

Multiattack. Koroxon makes four melee attacks. He can also uses his Weakening Gaze before or after making these attacks.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.

Halberd +3. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 14 (1d10 + 9) slashing damage.

Weakening Gaze. Koroxon targets one creature that he can see within 20 feet of him. The target must make a DC 20 saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Legendary Actions

Koroxon can take 3 legendary actions, choosing from the options below. He can take only one legendary action at a time and only at the end of another creature’s turn. Koroxon regains spent legendary actions at the start of his turn.

Attack. Koroxon makes a melee attack.

Duck and Cover (Costs 2 Actions). Koroxon moves up to half his move speed and uses the Hide action.

 

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Abyssal Hydra | New Monster for Dungeons & Dragons Fifth Edition

Here’s another interesting monster that I felt like tossing into the Bzallin’s Blacksphere adventure. Basically, I needed another incredibly difficult creature for a solo encounter. This one needs to be Challenge Rating 3 in order for it to be a decent challenge.

Abyssal Hydra

Huge fiend (demon), chaotic evil


Armor Class 19 (natural armor)

Hit Points 400 (32d12 + 192)

Speed 30 ft., swim 30 ft.


Abilities Str 22 (+6), Dex 16 (+3), Con 22 (+6), Int 2 (-4), Wis 12 (+1), Cha 7 (-2)


Saving Throws Str +13, Con +13, Wis +8, Cha +5

Skills Perception +15

Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities fire, poison

Condition Immunities poisoned

Senses truesight 120 ft., passive Perception 25

Languages

Challenge 23 (50,000 XP)


Hold Breath. The hydra can hold its breath for 1 hour.

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

Magic Weapons. The hydra’s weapon attacks are magical.

Multiple Heads. The hydra has ten heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.

At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken radiant damage since its last turn. The hydra regains 10 points for each head regrown in this way.

Reactive Heads. For each head the hydra head has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.


Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage, plus 7 (2d6) fire damage.

 

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Jillian | New NPC for Dungeons & Dragons Fifth Edition (Spoilers)

Jillian is part of the Bzallin’s Blacksphere adventure. The original Jillian was a CR 10 challenge, but I realized that I probably needed to beef her up a bit.

Edit: I realize that I actually made her too low of a challenge at 16. So I had to beef her up even more to CR 21.

Here are her new statistics:

Jillian

Medium fiend, chaotic evil


Armor Class 23 (scale mail +1, ring of protection)

Hit Points 237 (25d8 + 125)

Speed 30 ft., fly 60 ft.


Abilities Str 20 (+5), Dex 20 (+5), Con 20 (+5), Int 16 (+3), Wis 15 (+2), Cha 20 (+5)


Saving Throws Str +13, Con +13, Int +11, Cha +14

Skills Deception +12, Intimidation +12, Perception +9, Stealth +12

Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks

Senses darkvision 60 ft., passive Perception 19

Languages Abyssal, Common, Infernal, Primordial

Challenge 21 (33,000 XP)


Special Equipment. Jillian is wearing a ring of protection and scale mail +1, both included in her AC. She wields the spear of souls which acts as a spear +1 and can trap a soul in it (see below).

Alert. Jillian has advantage on initiative saving throws, she can’t be surprised while she is conscious, and other creatures don’t gain advantage on attack rolls against her as a result of being unseen.

Fiendish Blessing. Jillian’s AC includes her Charisma bonus.

Innate Spellcasting. Jillian’s spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components:

  • 3/day each: alter self, command, darkness, detect magic
  • 1/day: dimension door, plane shift (self only)

Legendary Resistance (3/day). If Jillian fails a saving throw, she can choose to succeed instead.

Regeneration. While Jillian has a soul trapped in her spear, she regains 10 hit points at the start of her turn. Jillian dies if she starts her turn with 0 hit points.

Trap Soul (1/day). If Jillian hits a creature with the spear of souls when using it as a melee weapon, she can immediately use her bonus action to trap a creature’s soul within the spear. The target must make a DC 15 Charisma saving throw. On a failed saving throw, the creature dies and its soul is pulled into the spear. Until the soul leaves the spear, the creature cannot be revived through magical means. The soul remains in the spear until Jillian (or any creature that is attuned to the spear) uses its bonus action to release the creature’s soul from the spear, the spear is broken, or another creature uses a wish spell to free the soul. If the soul is not freed within 24 hours of becoming trapped, it is destroyed and can only be brought back by means of a wish spell or similar magic. The spear can only hold one soul at a time.


Actions

Multiattack. Jillian makes three melee attacks or uses her Fire Ray three times.

Spear of Souls. Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d6 + 6) piercing damage, or 10 (1d8 + 5) piercing damage if used with two hands to make a melee attack, plus 10 (3d6) necrotic damage.

Fire Ray. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 14 (4d6) fire damage.

Fiendish Charm. One humanoid Jillian can see within 30 feet of her must succeed on a DC 20 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Jillian’s spoken commands. If the target suffers any harm from Jillian or another creature or receives a suicidal command from Jillian, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to Jillian’s Fiendish Charm for the next 24 hours.


Legendary Actions

Jillian 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. Jillian regains spent legendary actions at the start of her turn.

Attack. Jillian makes a weapon attack or Fire Ray attack.

Move. Jillian moves up to her full movement.

Blitz (Costs 2 Actions). Jillian makes one melee weapon attack against each creature of her choice within 5 feet of her.

Summon Demon (Costs 3 Actions). A shadow demon appears in an unoccupied space within 30 feet of Jillian and remains until destroyed. Shadow demons summoned in this way roll initiative and act in the next available turn. Jillian can have only one shadow demon summoned by this ability at a time.

 

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Fiendish Flameskull | New Monster for Dungeons & Dragons Fifth Edition

Wizards who craft flameskulls from the skulls of fiends create fiendish flameskulls. Fiendish flameskulls are better in every way than normal flameskulls: tougher, faster, and deadlier.

Undead Nature. A fiendish flameskull doesn’t require air, food, drink, or sleep.

Flameskull, Fiendish

Small undead, neutral evil


Armor Class 15 (natural armor)

Hit Points 97 (13d6 + 52)

Speed 0 ft., fly 40 ft. (hover)


Abilities Str 3 (-4), Dex 19 (+4), Con 18 (+4), Int 18 (+4), Wis 13 (+1), Cha 20 (+5)


Skills Arcana +8, Perception +5

Damage Resistances lightning, necrotic, piercing

Damage Immunities cold, fire, poison

Condition Immunities charmed, frightened, paralyzed, poisoned, prone

Senses truesight 60 ft., passive Perception 15

Languages Abyssal, Common

Challenge 9 (5,000 XP)


Illumination. The flameskull sheds either dim light in a 20-foot radius, or bright light in a 20-foot radius and dim light for an additional 20 feet. It can switch between the options as an action.

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

Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.

Innate Spellcasting. The flameskull’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The flameskull can innately cast the following spells, requiring no material components:

  • At will: detect magic, fireball
  • 3/day each: hold monster, wall of fire

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.

Fiendish Shriek (1/Day). The flameskull emits a horrible shriek that drowns out all sound within 60-feet of the flameskull. Each creature in the area that can hear the flameskull takes 7 (1d4 + 4) thunder damage. A creature made of inorganic material such as stone, crystal, or metal takes double damage from this attack. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the area of effect.

The shriek makes spellcasting very difficult. Any spellcaster that attempts to cast a spell that has verbal components within an area of effect must make a DC 17 Constitution saving throw or the spell automatically fails.

The scream lasts as long as the fiendish flameskull maintains its concentration (as if concentrating on a spell).

 

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Demon, Izzannoz | New Monster for Dungeons & Dragons Fifth Edition

Demons are an integral part of D&D. They’re probably a big part of why parents in the ’70s and ’80s didn’t want their kids playing the game.

For whatever reason, I don’t get a ton of requests for demons or devils. But this one just came in from Patreon and it had me pretty stoked.

Here is what Patron ConnSnow asked for:

I’m running a campaign that will be plagued with demons and monsters from the Abyss. I’m looking for a lower CR(1-3) abyssal demon perhaps along the lines of an Ekolid or [Laghathti]. My idea is of a parasitic/leech-type demon that would attach itself to a host and feed off of and control them until their life-force is drained or they are killed. Thank you!!

Awesome. So already I know that I need to make a 1st tier bad guy and that it has a parasitic leech power. Also, I know it’s a demon.

With this information, I used the Fantasy Name Generator to come up with a cool demon name and came up with Izzannoz.

Izzannoz

Small fiend (demon), chaotic evil


Armor Class 13 (natural armor)

Hit Points 40 (9d6 + 9)

Speed 30 ft., climb 30 ft.


Abilities Str 15 (+2), Dex 8 (-1), Con 13 (+1), Int 7 (-2), Wis 10 (+0), Cha 9 (-1)


Damage Resistances cold, fire, lightning

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 10

Languages Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)

Challenge 2 (450 XP)


Spider Climb. The izzannoz can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


 

 

Actions

Multiattack. The izzannoz makes four tentacle attacks.

Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Instead of dealing damage, the izzannoz can grapple the target (escape DC 12).

Control. Melee Weapon Attack: +4 to hit, reach 5 ft., one target the izzannoz is grappling. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) necrotic damage and the izzannoz becomes attached to the target. While attached, the izzannoz can’t attack. Instead, at the start of each of the izzannoz’s turns, the target takes 3 (1d6) necrotic damage. The izzannoz can detach itself by spending 5 feet of its movement.

The first round that the izzannoz attaches itself to a target, the target must make a DC 10 Wisdom saving throw. On a failed saving throw the target is charmed by the izzannoz. While the target is charmed and izzannoz remains attached, it can be controlled by the izzannoz as if under the effects of the dominate monster spell. The control effect lasts until the creature dies, the izzannoz is incapacitated, or another creature uses its action to detach the izzannoz. If the target takes damage, it makes a new Wisdom saving throw against the effect. On a successful saving throw or if the effect ends for it, the creature is immune to the izzannoz’s control for 24 hours.

 

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EVIL is now on sale.

The first compendium of 2019 is already up and for sale on the site. It includes 17 new subclasses, 3 new playable races, 16 new monsters, 4 new spells, advanced weapons rules, and a whole lot more. It’s 56 pages of original Fifth Edition content.

It’s only $10 to purchase. Or, if you become a Patron, it’s FREE.

Check out a FREE sample of the content here on the site.

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