paperanddice
paperanddice
Writing and Rolling
2K posts
A place for me to work on my writing, editing and creating skills for Dungeons and Dragons. Check me out on Patreon under the same name to get access to all my homebrew a week ahead of everyone else, plus updates on other projects I'm working on!
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paperanddice · 16 hours ago
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Dunk yourself in ghostwall shellac (Dungeonscape, 3.5, authored by Jason Bulmahn and Rich Burlew)..
How do you fuck a ghost in D&D as a tangible being?
Asking for a friend!
(they want to fuck a ghost in D&D as a tangible being)
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paperanddice · 2 days ago
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Witchfire and Xacarba
When a particularly vile hag dies, but rejects death, her soul can rise forth and continue her plans. Looking as she did in life, except younger and writhed in an aura of sickly green flame, these witchfires are powerful enough to bully other hags into serving with her. Will-o'-wisps follow in strings behind witchfires, feeding off the fear caused by the witchfire. The witchflame that the ghostly figure carries with it clings to living creatures, leaving them weak to flames and illuminating them no matter how they try to hide.
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Witchfire 7th level caster [undead] Initiative: +13 Witchflame Touch +12 vs. PD – 24 fire damage. Natural 14+: The target is dazed or vulnerable to fire (witchfire’s choice, save ends). Natural 18+: The target is both dazed and vulnerable to fire (save ends both). Throw Witchflame: The witchfire can make a witchflame touch attacks as a ranged attack against a nearby enemy. R: Ray of Weakness +12 vs. PD (one nearby enemy) – 20 negative energy damage and the target is weakened until the end of the witchfire’s next turn. Natural 16+: The target is weakened (save ends). Limited Use: 2/battle, when the escalation die is even. Flight. Resist Fire 18+. AC 24 PD 19 MD 18 HP 104
Xacarbas are massive, snake like demons that intertwine manipulation and destruction. Their body splits into three necks that merge back together at its six eyed head, and its triple tail whips and snaps with incredible power. Highly intelligent, they are also capable of capturing and redirecting spells cast near them, and have magic that can manipulate and shatter the mind of its enemies.
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Xacarba Creature 15 Gargantuan Fiend Unholy Perception +30; darkvision, scent (imprecise) 60 feet, truesight Languages Chthonian, Common, Draconic, telepathy 100 feet Skills Acrobatics +26, Arcana +28, Athletics +30, Deception +27, Diplomacy +25, Intimidation +27, Religion +26, Stealth +24 Str +9, Dex +5, Con +5, Int +7, Wis +5, Cha +6 AC 36; Fort +26, Ref +22, Will +28; +2 status bonus to all saves vs. magic HP 280; Immunities electricity, poison; Resistances acid 10, cold 10, fire 10; Weaknesses holy 15 Redirect Spell [reaction] (divine); Trigger A creature within 30 feet of the xacarba attempts to cast a spell; Effect The xacarba attempts to counteract the spell (counteract rank 8, counteract modifier +28). On a success, the xacarba makes all the choices to determine the targets, destination, or other effects of the spell, as though it were the caster. Speed 40 feet, climb 20 feet Melee jaws +30 (magical, reach 15 feet, unholy), Damage 3d10+13 piercing plus Xacarba Venom Melee tail +30 (agile, magical, reach 20 feet, unholy), Damage 3d6+13 bludgeoning plus Grab Divine Innate Spells DC 36, attack +28 ; 8th charm (Ă—3), suggestion (Ă—3); 6th never mind (Ă—3); 5th translocate (at will); 4th suggestion (at will); 2nd invisibility (at will); 1st charm (at will); Constant truesight Divine Rituals DC 36; demonic pact Constrict [1 action] 3d6+10 bludgeoning, DC 38 Change Shape [1 action] (concentrate, divine, polymorph) The xacarba takes on the appearance of any Small or Medium humanoid. This doesn't change the xacarba's Speed or its attack and damage modifiers with its Strikes, but it might change the damage type its Strikes deal (typically to bludgeoning). It typically loses its fangs Strike unless the humanoid form has fangs or a similar unarmed attack. Xacarba Venom (poison); Saving Throw DC 34 Fortitude; Maximum Duration 6 rounds; The xacarba chooses one of the following three effects. Fiendish Bile (unholy) Stage 1 2d8 spirit damage and enfeebled 1 (1 round); Stage 2 4d8 spirit damage and 2 enfeebled 2 (1 round); Stage 3 6d8 spirit damage and enfeebled 3 (1 round) Mysterious Blood Stage 1 clumsy 1 and stupefied 1 (1 round); Stage 2 clumsy 2 and stupefied 2 (1 round); Stage 3 clumsy 3, stupefied 3, and confused (1 round) Vile Disjunction (divine) Stage 1 the poison attempts to counteract all spells on the target (counteract rank 8, counteract modifier +26)
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Xacarba Triple-strength 9th level troop [huge demon] Initiative: +14 Gigantic Jaws +14 vs. PD – 100 damage. Natural Even Hit: The target is either dazed, hampered, or one beneficial effect on them ends (xacarba’s choice, save ends for the first two effects). Tail Slaps +14 vs. AC (3 attacks, can targeting nearby enemies) – 50 damage. Natural Even Hit: The xacarba can grab the enemy. R: Mass Suggestion +14 vs. MD (1d3 nearby enemies) – 35 psychic damage and the target either pops free from all enemies, or if it’s unengaged moves to engage the xacarba. Natural 14+: The xacarba can make a gigantic jaws attack against the target as a free action. Rampage: As a standard action, the xacarba can make a gigantic jaws attack and a single tail slap attack. Redirect Spell: 1/round, as an interrupt action when a nearby enemy casts a spell, the xacarba can force the caster to roll a save; on a failure, the xacarba can choose the target of the spell. The new target must be be within range. The caster can avoid this save by choosing to become dazed (save ends). Wall Climber. Resist Lightning 16+. AC 25 PD 20 MD 21 HP 590
Inspired by the Pathfinder 1e Bestiary 2. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
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paperanddice · 4 days ago
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this is the pull of the century. the millennia, even.
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paperanddice · 4 days ago
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Herald of Darkness
Stunningly tall and beautiful, these fiends look like exceptional shadow fey, wearing cloaks and armor that glitters with stars and surrounded by a nimbus of pale green fire. They are darkness made manifest, and are the ones who inducted the shadow fey into their new shadowy homes long ago. Its sword and cloak are actually mere extensions of the magical substance they are made of, and so cannot be parted from the herald's form. This has led speculation that the cloak and sword are more accurate representations of the fey's true form, and the beautiful bodies are mere illusions crafted to lure in further victims. In fact, they are capable of showing off a far greater and more horrible form, dropping into shadow and unveiling a great majesty that leaves onlookers shaken and blinded. Descriptions of this form are varied and metaphorical rather than physical, and have included chained souls and the slow death of children, glacial rivers, and inevitable doom.
Or perhaps the poet who wrote that description was simply blathering on.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
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Herald of Darkness Creature 7 Rare Large Fiend Shadow Unholy Perception +15; greater darkvision Languages Common, Elvish, Goblin, Infernal, Sylvan Skills Athletics +16, Deception +15, Diplomacy +15 Str +5, Dex +2, Con +5, Int +1, Wis +2, Cha +4 Items chain shirt AC 25; Fort +16, Ref +13, Will +15 HP 114; Immunities paralyzed, poison; Resistances bludgeoning 5, cold 15, electricity 15, sonic 10; Weaknesses holy 10 Speed 25 feet, fly 45 feet, swim 25 feet Melee shadow sword +17 (magical, unholy, versatile P), Damage 2d8+8 slashing Melee fist +16 (agile, magical, unholy), Damage 2d4+6 bludgeoning plus Corrupting Touch Change Shape [1 action] (concentrate, divine, polymorph) The herald of darkness transforms into a large shadowy figure. In this state, the herald is amorphous and gains resistance 8 to physical damage (double resistance vs. non magical) and is immune to precision damage. It can't use actions that have the attack or manipulate trait. It's fly speed Speed becomes 10 feet and can slip through tiny cracks. Corrupting Touch (divine) The herald of darkness' touch causes wood, leather, copper, iron, or paper objects to weaken and corrupt. If it succeeds at a fist Strike, the herald deals 2d6 damage (doubled on a critical hit) to a item the target is wearing or holding made of one of the above materials, ignoring its Hardness. If the herald of darkness hits an unattended item, the item takes this damage automatically. If a creature uses the Shield Block reaction with a shield made of one of these materials against a fist attack, the shield is automatically broken, but no other item is corrupted on that attack. Embrace Darkness [2 actions] (attack, divine, void) The herald of darkness swirls darkness around itself, dealing 1d12+8 void damage in a 5 foot emanation (DC 25 basic Fortitude save). On a failure, the target is also slowed 1 for 1 round (or slowed 3 for 1 round on a critical failure). Embrace Darkness counts as two attacks toward the herald of darkness' multiple attack penalty. Gift of Darkness 1 minute (concentrate, divine, polymorph) The herald of darkness conducts a ritual that transforms a willing fey or humanoid into a shadow fey. Majesty of the Abyss [2 actions] (divine, negative, visual) The herald of darkness emits a burst of infernal power, dealing 4d12 negative damage in a 30 foot emanation. Each creature in that area must attempt a DC 24 Wisdom saving throw. The herald of darkness can't use Majesty of the Abyss again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage and is frightened 1. Failure The creature takes full damage and is frightened 2. Critical Failure The creature takes double damage and is frightened 2 and blinded for 2 rounds.
13th Age
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Herald of Darkness 5th level troop [large demon] Initiative: +11 Shadow Sword +10 vs. AC – 18 damage. Natural 14+: The target takes a -1 penalty to AC (save ends). C: Embrace Darkness +10 vs. PD (1d3 nearby enemies) – 6 negative energy damage. Natural 14+: The target is dazed until the end of the herald of darkness’ next turn. Natural 18+: The target is stunned until the end of the herald of darkness’ next turn. C: Majesty of the Abyss +10 vs. MD (all nearby enemies) – 4 negative energy damage, and the target is hampered (save ends). Natural Even Hit: The target is dazed and hampered. Limited Use: 1/battle, when the escalation die is 2+. Flyer. Shadow Form: 1/round as a quick action, the herald of darkness can shift between its humanoid form and its shadow form. While in shadow form, the herald of darkness can’t attack, but it gains resist damage 16+ against all damage except force. AC 20 PD 19 MD 16 HP 70
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paperanddice · 4 days ago
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I recently discovered that One Page Rules, the company that's making wargames that are heavily inspired by Warhammer/40k but legally distinct so people have a way to play games using their minis without using GW's rules, have also made "Quest" versions of their flagship products, Grimdark Future and Age of Fantasy, which are sort of like RPGified skirmish wargames. Like, they still conform to the rules of their respective gamelines but the assumption is that each player only controls a single model and the players cooperate to put their party of heroes against AI-controlled guys (the game has simple rules for running non-player figures with a simple script).
Anyway it's pretty neat imo! Very much in that "approaching TTRPGs from the direction of wargames" vein like Bladestorm 2e.
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paperanddice · 4 days ago
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Oh my gosh. I just found this website that walks you though creating a believable society. It breaks each facet down into individual questions and makes it so simple! It seems really helpful for worldbuilding!
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paperanddice · 6 days ago
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Continuing my recent trend of throwing household objects at fruit…
I think you’ll really Dig my patreon page
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paperanddice · 6 days ago
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I prefer milestone leveling when it is in response to actually established milestones, rather than just when the DM feels like it (and I say that as DM). Generally in the vein of "once you decide you're finished exploring this area and leave to go follow up on your next goal, then you'll level up." Technically the party could level up faster by just dipping out, but they'll miss out on equipment, information, and dealing with potentially reoccurring foes that they could deal with now (as well as just the fun of exploring the area and playing the game), so they haven't tried to do so yet, and given they're now level 20 there isn't any more time to skip over content in favor of slightly faster level ups.
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paperanddice · 7 days ago
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Herald of Blood
In their true form, heralds of blood are great masses of blood and bone mixed with raw magical power that fly though the air in a swirling vortex. They are rarely seen in this form however, usually taking the form of a 20-foot tall humanoid figure, usually with deeply bruised purple skin and great blood blisters dotting their features. Powerful speakers, they gather cults of followers through proclaiming fast approaching end times and offer hopes of salvation and protection. Instead, many of these followers who are not considered useful are made into blood sacrifices to the elder beings that craft the heralds. Ogres and giants are particularly popular choices for these beings to approach, leveraging the size and power of the giants to forward their goals. Oddly, they also have the power to infuse fey or humanoids with power to transform them into red hags, creating a link that leaves those who know of it uneasy of the meaning.
Inspired by the Pathfinder 1e Bestiary 2. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
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Herald of Blood Creature 12 Rare Huge Fiend Unholy Perception +25; darkvision Languages Aklo, Common, Diabolic, Draconic, Skills Arcana +20, Athletics +24, Diplomacy +23, Intimidation +23, Medicine +23, Religion +21 Str +6, Dex +1, Con +5, Int +2, Wis +3, Cha +3 Items +1 striking staff AC 30; Fort +25, Ref +19, Will +23 HP 210; Immunities bleed, fire, paralyzed, poison; Resistances electricity 15, piercing 15 Blood Armor [reaction] (divine); Trigger The herald of blood is hit (but not critically hit) by a Strike; Effect The Strike critically misses Speed 30 feet, fly 50 feet, swim 30 feet Melee staff +25 (magical, reach 15 feet, two-handed d8), Damage 3d4+12 bludgeoning Melee pseudopod +26 (magical, reach 15 feet), Damage 3d10+12 slashing plus Grab and Melting Touch Change Shape [1 action] (concentrate, divine, polymorph) The herald of blood takes on the appearance of a Huge humanoid. This doesn't change the herald of blood's Speed or its attack and damage modifiers with its Strikes, but it might change the damage type its Strikes deal. It loses its pseudopod Strike. Gift of Blood 1 minute (concentrate, divine, polymorph) The herald of blood conducts a ritual that transforms a willing fey or humanoid into a red hag. Grant Blood Rage [1 action] (divine, mental, rage); Frequency once per round; Effect One willing creature within 30 feet of the herald of blood that isn't fatigued or already in a frenzy flies into a frenzy that lasts 3 rounds. While frenzied, the creature gains a +2 status bonus to melee Strikes, gains a +4 status bonus to damage with melee Strikes, and takes 1d8 persistent bleed damage. The creature can't voluntarily stop their frenzy, and the persistent bleed damage can't be ended by any means until the frenzy ends. After their frenzy, the creature is fatigued. Majesty of Ragnarok [3 actions] (divine, incapacitation, visual) The herald of blood emits a burst of divine power in a 100 foot emanation. All creatures in that area must attempt a DC 33 Will save. The creature is then temporarily immune for 1 hour Critical Success The target is unaffected. Success The target takes 2d12 bleed damage and is fatigued. Failure The target takes 4d12 bleed damage and is fatigued and blinded for one minute. Critical Failure The target takes 8d12 bleed damage, and is fatigued and permanently blinded. Melting Touch When the herald of blood critically hits a creature with its pseudopod, the creature's armor takes 3d6+8 acid damage if it is made of metal or wood. If a creature uses the Shield Block reaction with a metal or wood shield against a critical hit with the pseudopod, the shield is automatically broken, but no other item is damaged by that attack. Additionally, any acid damage taken by the creature while swallowed is taken by metal or wood objects the creature is carrying as well. Swallow Whole [1 action] (attack) Large, 3d6+8 acid plus Melting Touch, Rupture 22
13th Age
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Herald of Blood Double-Strength 6th level leader [huge ooze] Initiative: +9 Blood Blob +11 vs. PD – 30 damage. Natural Even Hit: The herald of blood can grab the target. It can grab any number of enemies in this way. If the herald of blood starts its turn grabbing an enemy, it can make a strip gear attack against any number of grabbed enemies as a quick action during that turn. [Special Trigger] Strip Gear +15 vs. PD (includes +4 grab bonus) – The herald of blood rips away one weapon, piece of armor, or magic item the target has. The target can recover the stolen item from the herald of blood by making a DC 20 skill check as a standard action, or by collecting it from the herald of blood’s corpse. Critical Hit: The herald of blood not only steals the item, but also destroys it. A magic item can attempt a saving throw; on a success the item survives, otherwise it is destroyed. C: Call of Blood +11 vs. PD (1d3+1 nearby enemies) – 16 damage. Natural 16+: The target is also weakened until the end of the herald of blood’s next turn. Limited Use: The herald of blood can only use this attack when the escalation die is even. C: Majesty of Ragnarok +11 vs. MD (all nearby enemies) – 20 psychic damage, and the target is weakened and hampered (hard save ends, 16+). Limited Use: 1/battle, when the escalation die is 6 or all the herald of blood’s allies are defeated. Blood Armor: The herald of blood gains a bonus to all defenses equal to the escalation die each time the escalation die increases. While it has this defense bonus, it takes no damage or effects from missed attacks. It loses this bonus when it is hit by any attack. Flyer and Swimmer. Grant Blood Rage: 1/round, as a quick action, the herald of blood can grant one nearby ally the benefit of a blood rage. The chosen ally rolls twice and picks the better number for all their attack rolls during their turn. At the end of their turn, the ally takes 10 damage and is dazed until the end of their next turn. AC 20 PD 20 MD 18 HP 180
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paperanddice · 9 days ago
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Viper Vine and Winterwight
Viper vines are voracious, flesh-eating plants that take on a snake-like form. A large, central bloom makes up the main body, with a tangle of smaller vines that coil around it. Upon encountering prey, it will rise up and unfurl its bloom to release a cloud of pollen that numbs the mind of those who inhale it and lure them in so the vine can quickly kill them. Rumors hold that it is the hypnotic swaying motion that acts as the lure, though this is simply incorrect and travelers who attempt to prepare against this threat are woefully unprepared.
Slow yet aggressive hunters, vine vipers drag themselves across the ground slowly to find prey and avoid large or dangerous looking creatures. Remains of victims are strewn around the vine's hunting grounds, particularly that which the vine can't break down effectively, such as bones, incidental treasure, and anything too large and tough for the vine to tear into small enough parts to devour.
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Viper Vine 6th level blocker [large plant] Initiative: +10 Catching Jaws +11 vs. AC – 20 damage. Natural Even Hit: The target takes a -5 penalty to disengage checks as long as it remains engaged with the viper vine. C: Lashing Vines +11 vs. AC (up to 4 nearby enemies) – 4 damage and the target takes a -2 penalty to attack rolls against any creature except the viper vine. [Group Ability] C: Captivating Cloud +11 vs. PD (1d3+1 nearby enemies) – The target is stunned (easy save ends, 6+). While stunned this way, they must attempt to approach the viper vine, disengaging from any other enemies if engaged. If the target takes any damage, they immediately roll a save. Cold Lethargy: When the vine viper takes cold damage, it must immediately roll a save; on a failure, it is dazed until the end of its next turn. Group Ability: For every two viper vines in the battle (round up), one of them can use captivating cloud once during the battle. Resist Acid 16+. AC 21 PD 20 MD 16 HP 96
Winterwights are powerful undead horrors born from the cold infused with negative energy. Even more worn down than most wights, they look more like skeletons coated in armor of jagged ice. Closer encounters reveal that the winterwight's frame is much sturdier and more durable than a simple skeleton, the supernaturally hard ice infused right into the bone structure to reinforce them and make them nearly unbreakable. Winterwights hate life as much as any other wight, though they don't feed on life force in exactly the same way. Instead, they attach bits of extremely painful cold flame to their enemies whenever claws or teeth connect, burning away the target's life and satiating the winterwight for a moment. Their drive to cause suffering and destruction of the living has given them the additional nickname of hatewraiths.
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Winterwight Creature 17 Medium Cold Undead Unholy Wight Perception +32; darkvision Languages Common Skills Acrobatics +31, Athletics +32, Intimidation +30, Stealth +31 Str +7, Dex +6, Con +6, Int +0, Wis +4, Cha +5 AC 39; Fort +29, Ref +27, Will +31 HP 270 (void healing); Immunities bleed, cold, death effects, disease, paralyzed, poison, unconscious; Resistances piercing 15, slashing 15; Weaknesses bludgeoning 10, fire 15 Cold Aura (aura, cold, divine) 10 feet. A creature that starts their turn in the aura takes 2d10+6 cold damage. A creature that has the cold trait (including the winterwight) instead regains 10 hit points. Speed 25 feet Melee jaws +32 (magical), Damage 3d10+13 piercing plus 1d10 cold and Blightfire Melee claw +32 (agile, magical ), Damage 3d6+13 slashing plus 1d10 cold and Blightfire Divine Innate Spells DC 38, attack +30 ; 8th arctic rift (Ă—3); 5th dispel magic (at will), howling blizzard (at will), wall of ice (at will); 4th translocate (at will); Divine Rituals DC 38; control weather Blightfire (cold, curse, divine, virulent) The winterwight gains 10 temporary hit points every time the creature's drained value increases. Saving Throw Fortitude DC 39; Maximum Duration 5 rounds; Stage 1 Drained 1 (1 round); Stage 2 Drained 2 (1 round); Stage 3 Drained 3 (1 round); Stage 4 Drained 4 (1 round); Stage 5 Drained 5 (permanent)
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Winterwight 8th level spoiler [undead] Initiative: +14 Vulnerabilities: Fire, Holy Blightfire Claws +13 vs. AC – 20 damage plus 10 ongoing cold damage. Natural 16+: The target is also weakened as long as it’s taking the ongoing cold damage. R: Polar Ray +13 vs. PD (one nearby or far away enemy) – 30 cold damage. Natural Even Hit: The target is also stuck (save ends). Aura of Cold: Each enemy that starts their turn nearby the winterwight must roll a save; on a failure, the target takes 1d10 cold damage, +2 damage per point of the escalation die. The winterwight and nearby creatures made of ice regain hit points equal to double the escalation die at the start of their turns. Resist Cold 19+. AC 24 PD 17 MD 19 HP 130
Inspired by the Pathfinder 1e Bestiary 2. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
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paperanddice · 10 days ago
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The Lake Dredger from "The Crooked Moon"
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paperanddice · 11 days ago
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Haugbui
A haugbui is an undead spirit tied to is burial mound. Often they are created intentionally from willing participants to act as protective spirits over nearby farmland or villages, though its protection is sustained through regular tribute. Traditional offerings include rituals such as pouring the first beer from a barrel, leaving a portion of each meal out overnight, burying a percentage of all wealth gained from trade, or even blood or livestock sacrifice. In order to fully awaken the haugbui, it must feed, and so the ritual to create one includes planting a corpse of some kind in the burial mound, usually a hawk, hound, or horse.
Each haugbui can observe several miles around its burial mound without leaving, and can use magic through its observation point, allowing it to provide protection and aid without being physically present itself. They prefer to remain within their mounds, but will be drawn forth over great insult or injury, or if they must extend their protection beyond the range which they can scry. A haugbui that does not receive tribute rarely turns hostile, remaining humble and calm even in such circumstances, though they will withdraw their protection until tribute is offered once more.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
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Haugbui Creature 13 Rare Medium Incorporeal Spirit Undead Perception +26; truesight Languages telepathy 120 feet, plus any two languages they knew while alive Skills Arcana +24, Intimidation +25, Religion +27, Society +24, Local Lore +28 Str +4, Dex +3, Con +4, Int +2, Wis +5, Cha +3 AC 31; Fort +23, Ref +21, Will +24 HP 185 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 10 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) Sunlight Powerlessness A haugbui caught in sunlight is clumsy 2 and slowed 2 for as long as it remains in the sunlight. Speed fly 40 feet Melee psychic claw +27 (agile, finesse, magical), Damage 3d8+14 mental Divine Innate Spells DC 33, attack +25 ; 7th dispel magic (Ă—3), execute, shatter (Ă—3); 6th blessed boundary, repulsion, scrying; 5th locate (Ă—3); 4th cleanse affliction (Ă—3), cleanse cuisine (Ă—3), dream message; 3rd blindness (Ă—3), mending (Ă—5), mind reading (at will); 2nd invisibility (at will); 1st bane (Ă—3), create water (Ă—3), mist (Ă—3); cantrips (7th) light, stabilize, telekinetic hand, vitality lash, void warp Constant truesight Divine Rituals DC 33; geas, plant growth Sepulchral Scrying 10 minutes (concentrate, divine, manipulate, scrying); Frequency once per day; Requirement The haugbui is within its burial mound; Effect The haugbui creates an invisible floating eye at a location within 5 miles of its burial mound that lasts for up to 12 hours. The haugbui can move the eye to any other location within that area, or dismiss the eye as a single action with the concentrate trait. The haugbui can see and hear from all directions from the eye as if it were using its normal senses, and can cast its innate spells as if it were at the eye's location.
13th Age
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Haugbui Double-strength 7th level caster [undead] Initiative: +10 Psychic Claw +10 vs. PD (2 attacks) – 20 psychic damage. Natural 16+: The target is also dazed (save ends). R: Life Drain +12 vs. PD (two nearby enemies) – 25 negative energy damage. Natural 16+: The target loses a death save until the end of the battle (they now die after failing three death saves). This is not cumulative. R: Moonbeam +12 vs. PD (1d3 nearby enemies) – 20 holy damage, or 30 holy damage if the target has any spells active on them. R: Telekinetic Hurtle +12 vs. PD (one nearby enemy) – 20 damage, the target pops free from all enemies, and the haugbui repeats this attack against a different enemy as a free action. On a hit, both the initial and second target take the damage and the first target is moved next to the second target. Limited Use: 2/battle, when the escalation die is even. Flight. Sepulchral Scrying: The haugbui can oversee anything happening within several miles of its burial mound. Whenever a fight occurs in that area, the haugbui can scry upon the battle and observe what happens. 1/battle, it can use life drain or moonbeam, targeting creatures of its choice. Resist Weapon Attacks 14+. AC 23 PD 20 MD 20 HP 170
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paperanddice · 12 days ago
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Whenever a video with a new device for launching arrows goes viral, I get a bunch of requests to fact check it. Which feels weird because if it works it works, and figuring that out from a short video is guesswork at best.
But here’s some of that thought process!
Anyway, here’s Patreon. I do more answers to requested questions there.
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paperanddice · 13 days ago
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Honestly, if you're in a battle and your side's wizard comes out to fight the other side's wizard, you should all just stop and watch the light show, because once those beardy fucks start chucking meteors at each other you're really not the deciding factor here anymore.
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paperanddice · 14 days ago
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Owl Harpy
Regal queens among harpy kind, owl harpies have additional mystical powers beyond their base sisters. Many are natural followers of Alquam, demon lord of night, practicing brutal sacrifices and rare magic in veneration for his darkness. Compared to regular harpies, owl harpies have much weaker jaws, unable to tear apart living creatures as easily, but in exchange their talons are far stronger and they can release potent dander that puts creatures to sleep. They do not grow any hair, merely feathers that will wreath the harpy's face and sit upon her head like a crown, and they are extremely fastidious about cleaning, so lacking the iconic stench of regular harpies. Like owls, their hearing is exceptional and their wings have specially layered feathers that suppress the sound of the wind flowing over them, making these harpies nightmares in the dark of the night as they glide toward helpless targets.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
The owl harpy needs a little boost in level from the Tome of Beasts. While typically I convert monsters from 5e to PF2e at the same level, regular harpies are level 5 in Pathfinder, and so the owl harpy needs to level up a little to remain stronger than basic harpies.
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Owl Harpy Creature 8 Uncommon Medium Air Beast Humanoid Perception +18; greater darkvision, hearing (precise) 60 feet Languages Chthonian, Common, Jotun, wind's whispers Skills Acrobatics +17, Stealth +15 (+17 while flying) Str +1, Dex +3, Con +3, Int +0, Wis +2, Cha +4 Wind's Whispers (air, primal) When a harpy speaks, they can choose one creature within 90 feet. That creature can hear the harpy's words over any other sound, but no other creature hears the words at all. AC 25; Fort +15, Ref +17, Will +16 HP 118; Weaknesses sonic 8 Speed 20 feet, fly 80 feet Melee claw +17 (agile, finesse), Damage 2d6+7 slashing Melee talon +17 (finesse), Damage 2d10+9 slashing Primal Innate Spells DC 26 ; 4th darkness (Ă—3); Hovering Darkness [1 action] (incapacitation, poison, primal); Frequency once per round; Requirement The owl harpy is flying; Effect The harpy shakes a fine dander from her wings in a 5-foot radius, 20-foot tall cylindar directly below the harpy. Creatures in that area must attempt a DC 25 Fortitude save. Critical Success The target is unaffected and temporarily immune for 24 hours. Success The target is unaffected Failure The target falls unconscious for 1 minute. Critical Failure The target is unconscious for 10 minutes. Hungry Wind [2 actions] (air, concentrate, primal) The harpy uses the wind to pull its prey closer. A target within 20 feet must succeed at a DC 25 Fortitude save or be pulled adjacent to the harpy, where they make a talon Strike against the target. If the target was pulled off the ground and can't fly, it then falls as normal.
13th Age
This stat block was made a while back as a request for Phantom Tim, and reading over it I don't think there's anything I really need to adjust. It still works perfectly well, so here we go;
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Owl Harpy 4th level spoiler [humanoid] Initiative: +8 Vulnerability: Thunder Claws and Talons +8 vs. AC (2 attacks) – 7 damage. C: Hovering Darkness +8 vs. PD (1d3 enemies roughly below the owl harpy) – 5 poison damage and the target is dazed (save ends). Natural 18+: The target is unconscious instead of dazed (save ends). It wakes up if it takes damage or an ally spends an action to shake it awake, becoming dazed instead of unconscious (but still has to save to end). C: Fiendish Song +8 vs. MD (1d3 nearby enemies) – 5 psychic damage. Natural 16-17: The target is hampered (easy save ends, 6+). Natural 18-19: The target is weakened instead of hampered (easy save ends, 6+). Natural 20: The target is confused instead of weakened (easy save ends, 6+). Exceptional Hearing: The DC to sneak past the harpy silently is increased by +5. Additionally, the harpy can ignore invisibility, as long as it can hear the invisible creature. Flyer. AC 19 PD 15 MD 17 HP 62
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paperanddice · 16 days ago
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Vemerak
A massive, warped monstrosity that hasn't been updated to the second edition of Pathfinder, so it'll get two stat block conversions in this update. Its body is somewhat scorpion like, with eight legs and a pair of clawed forelimbs, though they have an insect-like segmented body, and stand in an upright stance similar to a praying mantis. Additionally, instead of the single tail with a stinger, each has three long octopus arms that lash and coil from its rear. The claws and arms are both used to grasp and restrain pray, crushing the life from it while the vemerak feeds. It also has two other powerful offensive options, both of which are more used against rivals and true threats rather than for hunting. The vemerak produces a potent acid that breaks down flesh without damaging inorganic or undead material, and while the target's flesh dissolves it produces a cloud of potent, nausea inducing gas that surrounds the creature. This cloud lingers long enough to help incapacitate the vemerak's enemies, allowing it to escape or kill its foe, assuming the target survives the acid itself. Additionally, the vemerak can burrow all its limbs into the ground and set off vibrations that cause the ground to buck and crack, replicating the effect of a powerful (if localized) earthquake. This is useful for bringing down buildings or caves, which the vemerak can usually burrow its way out of once it is no longer threatened.
Defensively, the vemerak's greatest feature is a thick mold that coats much of its body, granting it resistance against magical effects. While it moves, this mold cracks and releases a cloud around the creature, coating creatures it passes close by and ending spell effects on them. The origins of the vemerak is unknown, with these immense creatures primarily living deep underground and exhibiting intensely cruel dispositions. Ten feet tall and twenty feet long, arms adding an additional 15 feet to that length, most weigh more than an elephant, with the smaller vemerak coming in around six tons. One habit many seem to share is ritually sacrificing portions of every meal to shrines of various unknown deific beings, suggesting they may be the creation of these beings, but if so the vemerak have no interest in proselytism.
Inspired by the Pathfinder 1e Bestiary 2. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
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Vemerak Creature 14 Huge Aberration Perception +26; darkvision, tremorsense (imprecise) 30 feet Languages Aklo Skills Athletics +27 Str +7, Dex +3, Con +6, Int -3, Wis +3, Cha +5 AC 35; Fort +26, Ref +22, Will +26; +2 status to all saves vs. magic HP 240; Immunities acid, electricity, mental, poison; Resistances physical 10, sonic 15 Spore Cloud (aura, occult) 30 feet. Each time the vemerak Strides, Steps, Climbs, or Burrows, it attempts a counteract check against the highest rank magical effect that was within this area during its movement (counteract rank 7, counteract modifier +25). Speed 40 feet, burrow 20 feet, climb 40 feet Melee jaws +27 (magical, reach 10 feet), Damage 3d10+17 piercing Melee claw +27 (magical, reach 15 feet), Damage 3d8+15 slashing plus Grab Melee tentacle +25 (magical, reach 20 feet), Damage 3d6+15 bludgeoning plus Improved Grab Breath Weapon [2 actions] (acid, primal) The vemerak exhales acid that deals 14d6 acid damage in a 90-foot line to living creatures made of flesh (DC 34 basic Reflex save). The acid creates a cloud of foul-smelling vapor in the space of any creature that takes damage from the breath weapon that lasts for 1 round. Any creature that enters or ends its turn in the gas must succeed on a DC 34 Fortitude save or become sickened 1 (or sickened 3 on a critical failure). This cloud has the poison trait. Constrict [1 action] Claw 2d8+15, DC 35. Tentacle 2d6+15, DC 35. Earthquake [3 actions] (concentrate, occult) The vemerak burrows its tentacles, legs, and mouth into the ground. It casts earthquake at rank 8 centered on itself with a save DC of 33, taking no penalties from the effects of the spell. Frenzied Attacks [2 actions] The vemerak makes one jaws Strike, two claws Strikes, and three tentacles Strikes, targeting different creatures. These strikes count toward the vemerak's multiple attack penalty, but the penalty doesn't increase until after it has made all the attacks. If the vemerak subsequently uses the Grab action, it affects all creatures hit with claw or tentacle Strikes during this action. Mass Constrict [2 actions] The vemerak uses Constrict against all creatures it has grappled.
13th Age
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Vemerak Double-strength 8th level wrecker [huge aberration] Initiative: +13 Lashing Tentacles +13 vs. AC (3 attacks) – 30 damage. Natural Even Hit: The vemerak can grab the target. If it starts its turn grabbing an enemy, it can make a crushing jaws attack as a quick action during that turn. Natural 18 or 20: The vemerak can make a crushing bite attack against the target as a free action. [Special Trigger] Crushing Bite +17 vs. AC (one grabbed enemy, includes +4 grab bonus) – 40 damage. C: Flesh Melting Acid +13 vs. PD (1d3+1 nearby or far away enemies in a group or rough line) – 40 acid damage. Natural 14+: The target is also dazed (save ends). Any of the target’s allies that touch them while they’re dazed must roll a save; on a failure, that ally is also dazed until the end of their next turn. Limited Use: 1/battle. C: Earthquake +13 vs. PD (all nearby enemies) – 25 damage. Natural 11-15: The target loses its next move action. Natural 16+: The target is stuck (save ends). Limited Use: The vemerak can’t use a move or quick action on a turn it makes this attack. Burrower and Wall Climber. Spore Cloud: Whenever the vemerak moves to engage an enemy, each nearby creature that has a spell active on them must roll a save; if the creature fails the save one beneficial spell on them ends, and if they succeed one harmful spell on them ends. Resist Acid 18+. Resist Spell Damage 14+. AC 24 PD 18 MD 21 HP 300
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paperanddice · 17 days ago
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You know the drill- frog edition!
Finally dropping this episode, just in time for me to descend into a haze of Deltarune tomorrow. This time with a slight issue however.
As you may be aware, some sort of unknown issue wiped out most of the PF2e statblocks. HOWEVER. It thankfully mostly just took out the uncomplicated ones you could like 90% recreate with just a tweak of an existing monster. So in the actual video, I let you know "just slap this ability onto this monster, it's the same thing." given PF2e literally has abilities that say "it's just X monster's ability but with this tweak" I figured that would suffice given the circumstances. Cause sorry, I ain't missing Deltarune tomorrow: fr this time.
Anyway, we'll go Pathfinder stats, D&D stats, then the video as usual.
PF2e: Apocalypse Frog Swarm, Firetongue Frog, Hydroloth, Leech Toad Swarm, Banderhobb, Titanic Toad. Also a quick version of the old Rain of Frogs spell from 1e, and Frog Plague's just summoning a swarm of apocalypse frogs. Old and highly specific form of spell, but thought I'd throw it in.
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