Tumgik
#I might have made them a little strong for a CR 1/8 creature but I didn't want to send them into the wild unprotected
purplegladiatrix · 2 years
Text
Tumblr media
Not what I usually post but I want to cast find familiar in my main dnd campaign and asked my dm if I could have a tiny bear instead of one of the listed creatures, so here are the tiny bear stats. Made with this statblock generator.
2 notes · View notes
justicegundam82 · 6 months
Text
5E D&D to Pathfinder 1E Conversion: Golden Goose
I'm back with a new creature for all those who might be interested. This time, after taking a look at the 5E expansion book "Bigby Presents: Glory Of The Giants", I was intrigued by several of the new critters, especially by the Giant Goose. So I decided I might as well try to convert it to Pathfinder First Edition, and this is the result. I changed the name somewhat because "Giant Goose" sounded a little unoriginal to me...
Again, if anyone wants to point out mistakes or imbalances I've made, I would be very grateful, since I'm still kind of inexperienced at writing new monsters.
That said, I hope you will enjoy this conversion.
GOLDEN GOOSE
Tumblr media
Image (c) Cynthia Sheppard, for Wizards of the Coast
This goose is large enough that a person could ride comfortably on its back, and has a pleasant golden sheen to its plumage.
GOLDEN GOOSE CR 3
XP 800
N Large Magical Beast
Init+3; Senses darkvision 60 ft., low-light vision; Perception +13
DEFENSE
AC 15, touch 13, flat-footed 11 (+3 Dex, +1 dodge, +2 natural, -1 size)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +2
ATTACK
Speed 30 ft., fly 90 ft. (average)
Melee bite +6 (1d6+3), 2 wings +1 (1d4+1)
Special Attacks thunderous honk
STATISTICS
Str 17, Dex 16, Con 14, Int 7, Wis 13, Cha 6
Base Atk +4; CMB +8; CMD 21
Feats Dodge, Skill Focus (Perception)
Skills Fly +7, Perception +13, Swim +7; Racial Modifiers +4 Perception
Languages Giant, Sylvan (cannot speak)
Special Qualities golden egg
ECOLOGY
Environment temperate or cold lakes and rivers
Organization solitary, pair, gaggle (3-8) or plump (9-16)
Treasure incidental plus golden egg (see below)
SPECIAL ABILITIES
Golden Egg (Ex): Once per month, as a full-round action and only when commanded by its keeper, a golden goose can lay a golden egg, an hollow shell of gold, 1 foot long and weighing about 2 pounds. The shell is worth 100-400 (1d4 x 100) gp. Sometimes, the egg inexplicably contains some kind of small trinket or minor magic item. The GM can determine the contents of a golden egg by rolling 1d12 and confronting the result with the table below.
1-6 : The egg is empty.
7: The egg is empty, but the inside of the shell is inscribed with a poem or an intricate illustration.
8: A candy egg.
9: A small toy goose that makes a loud honking noise when squeezed.
10: A potion of cure light wounds
11: A scroll of bless
12: An elixir of love
At the GM’s discretion, a golden goose’s egg can be also used to give characters an item that’s important to the story of an adventure or a campaign.
Thunderous Honk (Sp): Once every 1d4+1 rounds, a golden goose can honk with ear-splitting volume. Each creature within 20 feet of the goose (other than the goose itself) takes 2d6 points of sonic damage and is deafened for 1 round. A successful Fortitude save (DC 14) halves the damage and negates the deafened condition. The save DC is Constitution-based.
A magical, oversized version of common, harmless waterfowl, golden geese are rumored to have originated in lands ruled by the faerie. They are often kept by giants as livestock, both for their eggs and because they make for excellent sentries. A golden goose has keen sight and hearing, which allows them to locate unfamiliar creatures with ease, and are capable of emitting loud warning honks that are easily heard in a wide radius. Making them even more valuable is the golden geese’s ability to lay eggs made of pure gold. While the creature is unable to produce more than a single golden egg in a month’s time, gaggles of golden geese kept in captivity can produce a remarkable amount of gold, sometimes even accompanied by a minor magic item or two. However, a golden goose is sapient and will only produce a golden egg if ordered to by a creature it recognizes as its master – at the GM’s discretion, a series of Bluff, Intimidate or Diplomacy checks might be needed in order to be accepted as such by the strong-willed and often unruly creature.
Despite their heightened intelligence, the behavior of golden geese is not much different from that of mundane waterfowl, being gregarious birds that form flocks for mutual protection. They are mostly herbivores, feeding on aquatic plants, weed, roots and grains, but may occasionally integrate their diet with small animals like mice or snakes. Particularly caring masters, usually cloud or storm giants, have been known to share their meals with their favorite golden goose. They tend to pair-bond in long-term monogamous relationships, involving elaborate courtship and displays of affection, and homosexual pairs are not unheard of. A fertile female lays an average of four to six eggs at a time, but fewer eggs or larger numbers are not unusual. Both parents are involved in parental care.
In combat, a golden goose is aggressive and straightforward, opening up with a supernaturally loud honk that will weaken and disorient its victims. Then, it will usually close in on the least-armored opponent and batter it with its beak and wings, honking again as soon as it is able to. Golden geese are not immune to each other’s thunderous honks, and they are smart enough to know that. When more than a single golden goose is met at a time, they will try to position out of their companions’ range and catch opponents in the radius of multiple thunderous honks.
A golden goose is about 9 feet tall, with a wingspan for 16 feet from tip to tip. Their plumage varies in coloration just as much as that of regular geese, but their feathers are always tipped with gold.
3 notes · View notes
grailfinders · 4 years
Text
Fate and Phantasms #35: Mephistopheles
Tumblr media
Today one Fate and Phantasms we’re making someone from who the greatest magicians have something to learn, the magical Mr. Mistoff- sorry, wrong one. We’re building the demon of deceit and clown prince of crime, Mephistopheles! This is a very unusual build. Some characters are held back by restraints like “ease of play”, “being powerful”, or “not peaking at level 5″, but Mephistopheles laughs in the face of all of them.
There’s a spreadsheet if you want to rip this band-aid off right away, or you can savor the pain with a level-by-level breakdown below the cut. I’m sorry.
Race and Background
Homunculi aren’t a player race in DnD, so if we can’t be accurate, we can at least be thematic. You’re doing a very good impression of an Asmodeus Tiefling, adding 1 to Intelligence and 2 to Charisma. This also gives you 60′ of Darkvision, Hellish Resistance to fire damage, and an Infernal Legacy, which currently lets you cast the Thaumaturgy cantrip. 
You’re most certainly a Charlatan if I’ve ever seen one, dragging down anyone you can get your hands on. This gives you proficiency with Deception (saying you didn’t slip a bomb into someone’s jacket) and Sleight of Hand (slipping a bomb in someone’s jacket).
Stats Your highest stat is your Intelligence: you’re clever enough with clockwork to make bombs that run around on their own. Next is Dexterity: you’re a clown after all, capering around is what you do. Third is Wisdom, which should be lower, but we’ll need it for multiclassing. Your party will probably thank you for this: they’ll be within blast radius enough without you getting charmed too. Next is Constitution- you haven’t blown yourself up yet, so you’re probably at least a bit tougher than that bore, Andersen. After that is Charisma: you have a forceful personality, but honestly when was the last time you convinced someone you weren’t up to no good? Finally, we’re dumping Strength. You may have some pretty good pecs in your final art, but that’s nothing by servant standards.
Class Levels
1. Rogue 1: You general lack of strength and habit of ending up on the wrong side of morality make you quite a roguish caster. At level 1, rogues gain proficiency in Dex and Int Saves and four rogue skills, here being Acrobatics, Perception, Stealth, and Intimidation. Your capering and sneakiness let you slip bombs into places others might not notice, and let’s be honest, a clown in a skintight leotard is just plain terrifying. 
Rogues also gain Expertise in two skills (Sleight of Hand and Acrobatics), a Sneak Attack (1d6 extra damage if you’re using a ranged or finesse weapon and have advantage or another enemy is within 5′ of the target), and Thieves’ Cant, a language indecipherable to anyone who isn’t a rogue. A dagger can be reflavored as a giant pair of scissors easily enough, so sneak attacks work fine for you.
2. Rogue 2: At second level you have a Cunning Action, letting you dash, disengage, or hide as a bonus action for extra mobility. 
3. Rogue 3: Arcane Tricksters can blend their love of breaking the law with magical skill, learning wizard spells to augment their natural skill. Most of those spells aren’t explosions though, so we’re not taking that. You are a Thief, which at third level means you have Fast Hands which adds sleight of hand checks, thieves’ tools uses, and Use an Object actions to your list of Things You Can Do In Your Bonus Action. You also learn how to do Second-Story Work, enhancing your capering by adding your dex mod to running jumps, and climbing no longer costs extra movement. Also, your Infernal Legacy kicks in again, and you can now cast Hellish Rebuke as a second level spell once per long rest. All spells from your Legacy use Charisma as the casting ability.
4. Wizard 1: I mentioned we’re peaking at level 5 earlier, so it’s time to wrap this up. You studied under (and then killed) a skilled alchemist when you were alive, so you have some magical knowledge as well. As a first level wizard, you learn Spellcasting, using Intelligence as your casting ability, and Arcane Recovery, which will let you recover a 1st level spell slot on short rests in a level. 
When you first gain your spellbook, you get three cantrips and six first level spells. Create Bonfire and Thunderclap are mere firecrackers compared to what we’ll get next level, and Mending will come in handy in the second half of the build. Cause Fear and Tasha’s Hideous Laughter play up your clownishness, Color Spray, Earth Tremor, and Grease will make it much harder for your enemies to get around. Finally, Chromatic Orb is a very versatile spell that can play into your strengths without leaving you locked into only fire and thunder spells.
5. Wizard 2: At second level, your Infernal Legacy kicks in again, and you can cast Darkness once per long rest. You also become a Conjuration Wizard, becoming a Conjuration Savant for cheaper conjuration spells, and more importantly, you learn Minor Conjuration. This lets you use your action to make an inanimate, nonmagical object appear in your hand or within 10′ of you. There’s a limit on the size and weight of this object, but not its cost. That’s important, because things are about to get a little silly. 
In the Dungeon Master’s Guide, there’s optional explosives you can add to the game. You’ll need help from your DM if you want these to be viable at higher levels, but they’re very strong at level five, which is where you are right now. With Minor Conjuration, you can create a Bomb, Horn of Gunpowder, or a full Bundle of Dynamite as your action. Then you can use your Fast Hands to use these explosives as your bonus action. The bombs and gunpowder aren’t that strong, but Dynamite can deal 10d6 Bludgeoning Damage to creatures within 20′ of it, and its dex save only halves damage. It can even be made with a fuse if you want to get to a safe distance first. That’s a silly amount of damage to have every turn, for free, this early in the game. This even beats fireball, and doesn’t require a spell slot.
6. Cleric 1: You pursue your goal of making people explode with religious fervor, which is just enough of an excuse to make you a Zeal Cleric. At level 1, clerics get their own Spellcasting, using Wisdom as your ability. You also become a Priest of Zeal, giving you some bonus proficiencies with heavy armor and martial weapons, as well as letting you attack as a bonus action after attacking with your main action a number of times equal to your wisdom modifier per long rest. If someone’s attacking you in melee range, you should probably put the bombs away. Or don’t, you have fire resistance after all. 
Clerics can prepare their spells, but as a zeal cleric you also get Searing Smite and Thunderous Smite to make your scissors really cut deep. For your cantrips, you learn Sacred Flame and Toll the Dead (which despite the names, neither of them do fire or thunder damage), and Light, because the best thing to do to someone after they stumble out of a cloud of darkness is shine a flashlight in their face.
7. Cleric 2: At second level, you can Channel Divinity in one of two ways. Turn Undead sends undead packing with a wisdom save, and Consuming Fervor is why we’re here. With this feature, you can use your Channel Divinity to maximize any fire or thunder damage you cause. You can only channel your divinity once per short rest.
8. Cleric 3: Third level clerics gain 2nd level spells, and yours include Magic Weapon to further improve your scissors and Shatter to start using up your Divinity uses.
9. Cleric 4: You finally get your first ASI, and we’re using it to get the feat Flames of Phlegethos. Whenever you cast a fire spell, you can now reroll any ones in the damage, and also wreathe yourself in flames until the start of your next turn. This causes any melee attackers to take 1d4 fire damage when they hit you. You’re going to be the epicenter of explosions anyway, but some extra protection never hurt.
10. Cleric 5: Your Turn Undead becomes Destroy Undead, instantly killing any undead of CR 1/2 or lower when they fail their wisdom save. You also get third level spells, including Haste, so you can attack and throw bombs in the same turn, and the ever-popular Fireball, which at this point is still outclassed by dynamite.
11. Cleric 6: You can now channel divinity twice per short rest for extra powerful fireballs, and you can make a Resounding Strike. This means that every time you hit a large or smaller creature with thunder damage, you can push them away from you up to 10′.
12. Now that we’ve taken all the best goodies from the clerics, it’s time to head back to a more reasonable class: Artificer. First level artificers can use Magical Tinkering to add minor magical effects to tiny objects, like making sounds, shining a bit of light, or displaying small pictures. You also get a third kind of Spellcasting, this one using Intelligence as your casting ability. You get two cantrips (Poison Spray and Shocking Grasp are rather clownish), and can prepare first level spells from the artificer spell list.
13. Artificer 2: You learn how to Infuse Items, turning them into magical items. You know four infusions from the infusions list, but can only have two of them active at once. They’re all very useful, but none of them are bombs, so I’ll let you decide which ones will work best in your campaign.
14. Artificer 3: You know The Right Tool for the Job, letting you create one set of artisan’s tools over the course of an hour. The tools are nonmagical, and last until you make another set. In more fun news, you become an Artillerist, gaining Shield and Thunderwave as class spells. You can also make an Eldritch Cannon, a small or tiny construct that you can command as a bonus action. You can make a Flamethrower, which shoots 15′ cones of fire, dealing 2d8 fire damage on failed dex saves, a Force Ballista, hitting targets with spell attacks that deal 2d8 force damage and pushing them 5′ away, or a Protector, adding 1d8 + your intelligence mod temporary hit points to nearby creatures. Regardless, the cannon has 18 AC, HP equal to five times your artificer level, 10 in all abilities, and can be made once per long rest or by using spell slots. It’ll live for an hour or until you dismiss it.
15. Artificer 4: Use your second ASI to round out your Intelligence and Wisdom for more and stronger spells.
16. Artificer 5: You can now tactically carve your wand, turning it into an Arcane Firearm. This adds an extra 1d8 damage to a single creature hit by each spell. You also gain second level artificer spells, including Scorching Ray and Shatter. Again.
17. Artificer 6: You now have Tool Expertise, doubling your proficiency with any check involving tools. You could mix this with your rogue expertise if you wanted to be obscenely good at breaking into places, but I’ll leave that to your discretion. You also gain two more known infusions, and have have one more item infused at once.
18. Artificer 7: You now have Flashes of Genius. When you or another creature within 30′ of you makes a check or saving throw, you can use your reaction to add your intelligence modifier to the roll. You can do this a number of times equal to your intelligence modifier per long rest.
19. Artificer 8: Use your last ASI to add some Dexterity to make yourself harder to hit and harder hitting.
20. Artificer 9: Your capstone level turns your cannon into a proper ticktock bomb! You can command the cannon to detonate, dealing 3d8 force damage to creatures within 20′ of it. All other damage is also increased by 1d8.
Pros: Mephistopheles is very adaptable, with a great deal of low-level spells that can be swapped out each day. The sheer number of things you can make out of thin air is also admirable. He can also be a very strong damage dealer at low levels if your DM doesn’t remove bombs entirely.
Cons: This build is overcomplicated even by my standards. You have four spell lists using all three spell abilities, divinities and infusions to keep track of, and even a second body to deal with in combat! This build seems almost designed to drive you mad trying to play it (which would be in character, admittedly). Summoning explosives is nice, but you have to wonder if it is worth removing any chance at higher level spells. Finally, the most annoying drawback is the lack of consistency in explosions. The DMG uses bludgeoning damage, the cleric uses thunder damage, and the artificer uses force damage, all to represent the same thing, meaning they don’t quite mesh together if you’re playing rules as written.
34 notes · View notes
tigerkirby215 · 4 years
Text
5e Lillia, the Bashful Bloom build (League of Legends)
Tumblr media
(Artwork by Riot Games)
Tumblr media
I’m waiting for the Neeko x Hecarim OTP short story, Riot.
Memes aside Lillia is a fairly simplistic champ in-terms of abilities, and she’s new so of course I’m going to try to recreate her as accurately as possible before she even comes out!
Oh and she’s also EXTREMELY SCOTTISH despite being from the Japan region of Runeterra. I mean... okay then Riot.
GOALS
Every flower blooms to be seen! - Lillia has many a nature-themed spell at her disposal. You’ll never guess what class we’re going to be...
Every time I hold my branch... - Lillia literally has an ability where she runs at you and bonks you on the head with her branch. And it’s called “Watch Out! Eep!” Goddammit Riot and your Japanimes...
Where are you little lost dreams? - Despite dreams and sleeping and what-not kinda being Lillia’s thing she doesn’t really have that much sleeping ability to her. Still: sleep is sleep.
RACE
Four legs? Human body? Sounds like a Centaur to me! As a Centaur your Strength increases by 2 and your Wisdom increases by 1. Your movement speed is 40, which is good because if you Charge 30 feet and hit an enemy with your weapon you can then strike them with your Hooves, which do a d4 + Strength bludgeoning damage.
Your creature type is considered Fey rather than humanoid, which gives you some indirect counterplay to spells like Charm Person and Hold Person. And your Equine Build doubles your carrying capacity at the cost of making it a lot harder for you to climb.
Finally you can speak both Common and Sylvan, and get proficiency in either Animal Handling, Medicine, Nature, or Survival thanks to the Survivor trait. This may come as a surprise to you but the character who was literally born from a flower and lived their entire life in a garden should be proficient in Nature.
ABILITY SCORES
15; WISDOM - You are literally a being of dreams, and can go into people’s subconcious to see what they think.
14; DEXTERITY - You have the body of a fawn to hop, skip, and jump around the battlefield. That, and 14 DEX is enough for Medium Armor, even if Lillia doesn’t wear armor in-game.
13; CONSTITUTION - I can’t make a testament to Lillia’s stats in-game since she’s... you know... not in-game yet, but she’s a very close-range champ who no doubt needs a bit of bulk to survive.
12; CHARISMA - You’re a cute little deer lady who I’m going to say right now... furry bait.
10; INTELLIGENCE - You spent your entire life in a garden where I doubt you got to read many books.
8; STRENGTH - Lillia is a deer and deer are not strong. The +2 from our race helps this out a bit but still.
BACKGROUND
If you want the most accurate choice of background Outlander would fit Lillia perfectly. However Lillia doesn’t exactly know her way around or how to find water so we’ll be going for the next most logical background which is Far Traveler. This is because the feature of Far Traveler “All Eyes on You” makes it obvious that you’re not from around these parts, based on your mannerisms, figures of speech, appearance (what? A deer centaur isn’t common?) and your accent. Some people might be interested in meeting you, and you might be interested in meeting them! You might even be able to distract them or get some information from them with stories of your garden!
Along with your feature you get proficiency in the Insight and Perception skills, to see the dreams and see the dreams. You also learn one language of your choice (Quori is the language of the Kalashtar, who are dream people, but if your setting doesn’t have Eberron races just pick a language that will be more useful) and either a musical instrument or gaming set. Lillia just sings for her dance emote so I’d pick whatever instrument you want since it’s not like you had much time to play chess with Mother Tree. I opted for a Pan Flute but you can choose whatever you want.
Tumblr media
(Artwork by Riot Games)
THE BUILD
LEVEL 1 - DRUID 1
wOw WhO wOuLd’Ve GuEsSeD tHaT tHe NaTuRe ChArAcTeR wHo’S bAsEd EnTiReLy ArOuNd NaTuRe WoUlD bE a DrUiD? Regardless Druids can pick two skills from the Druid list: Arcana would be good to know about the magic of dreams but none of the other skills really stick out to me. I opted for Survival for one that made the most sense.
As a Druid you know Druidic, an ancient language only spoken by Druids which no doubt has a massive Scottish accent to it. The message is hidden to non-Druids unless they succeed on a DC 15 Perception check, but even if they see it they can’t decipher it without magic.
Speaking of magic: Spellcasting! You learn two cantrips from the Druid list and of course to whack people with a stick Shillelagh will let you do so very hard. For the spell’s duration your weapon becomes a d8 and uses your spellcasting modifier to attack. For your second cantrip Druidcraft will let you make flowers bloom and petals fall; it has a bunch of effects detailed in the spell’s description which I suggest you read.
Druids are prepared spellcasters, meaning they can choose what spells to have ready. You can prepare a number of spells equal to your Wisdom modifier plus your Druid level. Anyways for a Booming Blooming Blows Thunderwave will hit everyone within 15 feet of you. For a bit of dreaming magic Charm Person will make your target think they’re in a dream for awhile. To light an enemy up with Dream Dust Faerie Fire will illuminate them and make them easier for your allies to hit. And finally when in Rome take Healing Word to help in a pinch.
LEVEL 2 - DRUID 2
Second level Druids can Wild Shape, allowing them to turn into a Beast of CR 1/4 or lower. You spend your action to gain all the statistics of the chosen beast, and you gain their health as Temporary Hitpoints. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down) or until you lose all the health of your beast form. There’s a lot of other factors to Wild Shape that I recommend reading into, even if Lillia doesn’t really shapeshift. But hey instead of being a half-deer you can turn into a full deer (or rather an Elk since that has a higher CR.) Dreams are weird, you know. “I’m not wearing any pants!”
And with “the big Druid ability” out of the way it’s time to talk about your subclass, or rather your Druidic Circle. Surprisingly we won’t be going for the Circle of Dreams, or even the Circle of Stars, but rather the Circle of the Land. You can choose a type of land to connect with and despite the fact that you lived in a Forest I’m going to instead suggest Grassland as your land of choice. This will come into play next level but it’s still good to mention it now.
As a Circle of the Land Druid you get an Extra Cantrip, and I’d be remissed not to mention Guidance. Free d4 to ability checks? Absolutely! You also get Natural Recovery, allowing you to recover spell slots during a short rest. The combined level of all the spells you recover can equal no more than half your Druid level (rounded up) and none of the spells can be above 6th level. Is this just the Wizard’s Arcane Recovery feature tacked onto a Druid? Yup! Even down to the fact that you can only use it once per Long Rest, so use it wisely!
And all that talk of spells reminds me that you can prepare another spell such as Entagle, to keep your foes wrapped up in their dreams.
LEVEL 3 - DRUID 3
I’m going to instead suggest Grassland as your land of choice. This will come into play next level but it’s still good to mention it now.
Third level Druids can cast second level spells, and as a Grasslands Druid you know Invisibility and Pass without Trace innately. These spells don’t count against your total spells prepared, nor do you have to prepare them. They’re great spells to keep hidden from the world.
Additionally you can prepare another spell such as Moonbeam to force your foes to sleep, one way or another.
LEVEL 4 - DRUID 4
4th level Druids get Wildshape Improvements to transform into beasts of CR 1/2 or lower, and can turn into a beast with a swim speed! But more importantly for us you get an Ability Score Improvement, or rather a Feat. And because Magic Initiate smells here comes Aberrant Dragon Mark from Eberron!
Along with an increase to your Constitution by 1 the Aberrant Dragon Mark lets you cast one cantrip and one spell from the Sorcerer list. For cantrip I’d suggest anything with range, though seeing as Swirlseed slows I’d recommend Ray of Frost. For your leveled spell this may be shocking but you’re going to want Sleep to put foes to... sleep. Your Sleep spell can only be used once per short rest, so use it wisely!
Additionally when you cast Sleep you can expend one of your Hit Dice. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you takes force damage equal to the number rolled. If no other creatures are in range, you take the damage. I’d personally say that the damage is done before the effects of sleep, so that you don’t accidentally wake your enemy up. Do use this ability wisely though, as your hit die are limited as the random force damage can be quite chaotic!
Oh and finally you also get the ability to prepare one more spell, and learn one more cantrip! For your cantrip of choice Mending will help if you ever see a crack in your staff, and for your spell Hold Person will force your foe to do a little more than just sleep.
Tumblr media
(Artwork by M-LukaART on DeviantArt)
LEVEL 5 - DRUID 5
5th level Druids get third level spells. As a Grasslands Druid you get Daylight and Haste innately: bright lights and fast movement aren’t typical for a dream, but Haste is a really good spell and Lillia moves faster when hitting her abilities. (Probably better to give Haste to someone else though.)
You can also prepare third level spells like Speak with Plants to speak with Mother Tree. Is this spell highly situational? Yes. Can you swap out spells as you please as a Druid? Also yes. Do you have to follow this guide point-for-point? No; make your own Lillia!
I should also mention that by this point your cantrips start to scale, but Shillelagh doesn’t. So now would be a good time for me to tell you about our Lord and Savior Primal Savagery. (As well as its more well-known cousin Thunderclap, which is loud as hell but hits in an AoE.)
LEVEL 6 - DRUID 6
6th level Land Druids get Land’s Stride, allowing them to move through difficult terrain without expending extra movement and move through nonmagical plants without taking damage. Additionally you gain advantage against magical plants made to slow you down. Isn’t this literally the Ranger’s 8th level ability? Yes it is; good thing we won’t be taking levels in Ranger.
You can also prepare another spell and I’m going to hop back to second level for Healing Spirit, which is just a really good spell even after its eratta nerfs. Maybe you picked up a Redemption? Who knows.
LEVEL 7 - DRUID 7
7th level Druids can prepare 4th level spells. As a Grasslands Druid you get Divination and Freedom of Movement innately, to see around the world in your dreams and to be able to pop a Quicksilver Sash in a pinch.
You can also invoke Mother Tree with the spell Guardian of Nature. If you take the form of a Great Tree you gain 10 temporary hitpoints, you make Constitution saves (such as Concentration checks!) with Advantage, you make Dexterity and Wisdom-based attacks with Advantage (such as literally all your attacks!), and the area within 15 feet of you is difficult terrain.
You could also take the form of a Primal Beast for +10 movement speed, greater Darkvision, advantage on Strength attacks, and more damage with your melee attacks. Now would be a good time to mention that spells carry over even if you Wildshape, so you can use them to boost your combat skills as an animal if you so desire.
LEVEL 8 - DRUID 8
Speaking of Wildshape: 8th level Druids get Wildshape Improvements, allowing them to turn into a beast of CR 1 with no restrictions on the Beast’s ability to run, swim, or fly! There aren’t many deer at CR 1, but you could dream that you’re a Dire Wolf. Or a Giant Eagle!
You also get an Ability Score Improvement and now would be a good time to increase your Wisdom for stronger spells. You’ve gotten some practice so you can’t be meek anymore!
With the Wisdom increase you can now prepare two more spells! Hallucinatory Terrain will let you send your foes to a dreamscape, where things aren’t always as they seem. For your other spell there isn’t much to take at 4th level, so I’m going to suggest hopping all the way back to first level for a good old-fashioned Cure Wounds.
LEVEL 9 - DRUID 9
At 9th level you can prepare 5th level spells, and as a Grasslands Druid you learn the Insect Plague spell innately as well as the spell Dream; finally another spell to sleep on! This is honestly the main reason we opted for Grassland Druid, but the other innate spells we got are good to.
You can also prepare a spell such as Commune with Nature to ask Mother Tree for guidance. Even though this is a 5th level spell it is a Ritual, so you can spend some time to speak to the trees if need-be.
LEVEL 10 - DRUID 10
10th level Land Druids get Nature’s Ward, making them immune to Charming or Frightening effects from Elementals or Fae, and making them immune to poison and disease. You’re a dream blossom that was brought to life so naturally you can’t catch a cold. But don’t let it stop you from sneezing adorably!
You can also prepare another spell and we’ll be taking Wrath of Nature from 5th level for all sorts of powerful effects when Mother Tree gets angry! You can also learn another cantrip but at this point we’ve gotten most of the cantrips we would need. Perhaps Gust to choose where the wind blows the dream petals?
LEVEL 11 - DRUID 11
11th level Druids can prepare 6th level spells and while you stop gaining innate spells as a Land Druid you can still make a garden on the fly with Druid Grove. There’s a lot to the spell that I highly recommend reading yourself because if I copy-pasted everything this one level would be huge.
LEVEL 12 - DRUID 12
12th level Druids get another Ability Score Improvement: increase your Wisdom further for the strongest connection to Mother Tree possible.
You can also prepare another two spells thanks to the Wisdom increase and the level increase: Sunbeam is a bit of a rude wake-up call, forcing creatures in a 60 foot line to make a Constitution save or take 6d8 Radiant Damage.
Heroes’ Feast meanwhile lets everyone sit down and enjoy themselves during the Blossom Festival! You conjure a feast that takes an hour to eat, and those who partake are cured of all poisons / diseases, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Their hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours, so if you all have a nice dinner before going to bed it guarantees sweet dreams and a great day to come tomorrow!
Tumblr media
(Artwork by HazielWishmaster on DeviantArt)
LEVEL 13 - DRUID 13
13th level Druids can prepare 7th level spells, and while there are a lot of fun ones feel free to Reverse Gravity since the laws of physics can be weird in a dream. This spell makes everyone fall upwards which is pretty straightforward in my opinion, but feel free to read the spell over to figure out how exactly it works.
LEVEL 14 - DRUID 14
14th level Land Druids are protected by Nature’s Sanctuary. When a beast or plant creature attacks you, they must make a Wisdom saving throw against your Druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature knows that you are Mother Tree’s chosen before it attacks you, however.
You can also prepare another spell but I’d actually suggest going back to earlier levels for a hop, skip, and a Jump to triple your jump distance. Am I just suggesting this because you get a boat load of spells and not nearly enough spell slots? Yup, but you’re a prepared caster so pick what you want!
LEVEL 15 - DRUID 15
15th level Druids can cast 8th level spells. There are a lot of great ones at this level but Antipathy/Sympathy is your best choice to keep your garden safe. I suggest reading the spell over in full to see what it can do because it’s rather hard to explain without copy-pasting the description.
LEVEL 16 - DRUID 16
16th level Druids get an Ability Score Improvement: you can either increase your Constitution for better health and a better Ray of Frost, or invest in some Feats if you so desire.
You can also prepare another spell and you know that moment that your dad opens the curtains even though you could get another 10 minutes of sleep in? Well you can recreate that with Sunburst, a bright flash of light that does a hella-lot of damage to everyone’s eyes.
LEVEL 17 - DRUID 17
17th level Druids can prepare the mighty 9th level spell! Shapechange will let your dreams shape you into whatever creature you want to be. Want to be a dragon? Go ahead! A god? That’s an option! (Well, a Celestial anyways.) An ooze? Weird choice, but sure!
LEVEL 18 - DRUID 18
18th level Druids get Beast Spells, allowing them to cast spells while in Wild Shape! Yeah it’s kinda dumb that you have to wait until 18th level to use your core class feature while using your other core class feature, but now there’s practically no downside to Wildshaping! (Except that you can’t provide Material components to cast spells while Wildshaped.) Additionally time moves slower in your dreams as you gain a Timeless Body, only aging 1 year for every 10 years that pass. That way you can spend as much time as possible with Mother Tree!
You can also prepare another spell at this level but at this point you can prepare so many spells I’m inclined to just tell you to pick what you want. You have every Druid spell at your disposal I’m sure you’ll find something.
LEVEL 19 - DRUID 19
19th level Druids get another Ability Score Improvement and again: CON if you want health, Feats if you want feats.
LEVEL 20 - DRUID 20
At level 20 you officially become an Archdruid. As an Archdruid you can Wildshape an infinite number of times, and you ignore all the components of a spell unless they have a gold cost.
FINAL BUILD
PROS
The magic is within you - You essentially chose “the Wizard” subclass for Druid, giving you access to tons of spells and the ability to refresh your spells akin to a Wizard.
Oh! Hello bird! - You are a friend of the forest. Plants and animals will be careful when attacking you, and no manipulation of nature can slow you down! And as a centaur spells meant to stop humans don’t affect you either!
Look who's blooming now - So let’s talk about the Archdruid capstone... Firstly: Wildshaping gives you Temporary hitpoints, and you can Wildshape an infinite number of times. Henceforth you have infinite hitpoints? Secondly the fact that you ignore the components when casting a spell means no one can counterspell you!
CONS
Better a sleepy head than a sleepy heart - You have 25 prepared spells and 10 extra innate spells from your subclass, but only a limited number of spell slots to cast them with. There’s such a thing as too much of a good thing.
Eeeep! I mean... eep. - While none of them are negative (thankfully) your stats other than your Wisdom are rather lacking. Your Strength in particular is very lacking which makes your centaur hooves rather unappealing.
It's the dream's turn to sleep - Much like in League your ability to actually put people to sleep as “the dream champion” is extremely limited. You gain the ability to cast it again on a short rest yes, but you can only cast the sleep spell at level 1, and it will quickly lose its potency.
But yes: one of your downsides is literally “you are too good.” You’re basically a Wizard who doesn’t have to do anything to cast their spells, and can turn into a bear; what a dream that would be! Be the blossom that blooms into a fully grown tree, and connect the world with their dreams again. Just watch out for ganks and stay away from e621; eep!
Tumblr media
(Artwork by kukuruyo - WARNING: NSFW ARTIST)
15 notes · View notes
thecreaturecodex · 6 years
Text
Wakomo
Tumblr media
“Natural Gryphon Print” © deviantArt user Bailiwick, accessed at their gallery here
[Commissioned by @wannabedemonlord. Not a lot of information is available about the original Wak omo. It is a Muscogee Creek creature, said to be a bird like a cowbird that is piebald and very dangerous. I went in a griffon direction because tiny griffons are a common internet art meme that doesn’t have much if any RPG representation.]
Wakomo CR 1 N Magical Beast At first glance this creature appears to be a black-and-white songbird, but upon further inspection, its cat-like rear paws and furry tail become apparent.
Wakomo are small relatives of griffons, but make up for their lack of size with boldness and belligerence. Although a wakomo is little more than a foot long and has a wingspan of three feet or so, they will eagerly tackle prey the size of a horse when hunting in groups. In fact, wakomo share their larger relatives’ taste for horse-flesh, which brings them into conflict with local humanoids. Wakomo are known for their cunning while hunting, traveling single-file to hide their numbers against any that might observe them. A wakomo mob will fight fiercely to defend their kills from rivals or scavengers, and wakomo has been known to fight and kill wolves and other predators many times their size.
Wakomo are brood parasites that lay their eggs in the nests of ordinary birds. Wakomo chicks are born large and early, and their first meal is usually the eggs laid by their adoptive parents. A wakomo chick will be fed by mundane birds for several weeks until it is strong enough to fly, whereupon it leaves the nest to hunt rodents, other birds, and miscellaneous small game. Lone wakomo typically subsist on such fare, but they usually gather into associations in order to hunt larger animals. When not hunting, wakomo are quite vocal, although their low bellowing voices are not considered mellifluous by most. Wakomo nest communally, and their messy nests may contain shiny objects that catch the creature’s attention.
A wakomo can be taken as a familiar by a spell-caster of 5th level or higher with the Improved Familiar feat. A spell-caster with a wakomo familiar must have a neutral component to their alignment.
Wakomo              CR 1 XP 400 N Tiny magical beast Init +1; Senses darkvision 60 ft., low-light vision, Perception +9, scent Defense AC 14, touch 13, flat-footed 13 (+2 size, +1 Dex, +1 natural) hp 11 (2d10) Fort +3, Ref +4, Will +1 Defensive Abilities swoop Offense Speed 15 ft., fly 40 ft. (average), climb 15 ft. Melee bite +5 (1d3-1), 2 talons +5 (1d3-1) Space 2.5 ft.; Reach 0 ft. Special Attacks pounce Statistics Str 8, Dex 13, Con 10, Int 5, Wis 12, Cha 9 Base Atk +2; CMB +1; CMD 10 (14 vs. trip) Feats Weapon Finesse Skills Acrobatics +5, Climb +7, Fly +5, Perception +9, Stealth +13; Racial Modifiers +4 Acrobatics, +4 Perception Languages Common (cannot speak) Ecology Environment temperate forest Organization solitary, pair or mob (3-10) Treasure incidental Special Abilities Swoop (Ex) A wakomo does not take a penalty to Armor Class for charging against any attacks of opportunity made due to it entering another creature’s space. It still takes the penalty to AC against any other attacks made against it the round after it charges.
155 notes · View notes
cyberkevvideo · 4 years
Text
Throne of Night, Annex of Encounters Part 2 (Book 4)
Today’s entry discusses some of the additional encounters found in book 4, that I haven’t already done builds for. From what I’ve been looking at, I saw just enough extras that I couldn’t combine two books in one entry. Sometimes it just works out that way.
That said, there’s one piece of art that I just couldn’t put stats to because I have no idea what Gary had in mind for her. She is a bald drow, called the Jezzavon drow, that has a very particular tattoo that covers parts of her head, forehead, and ends at the bridge of her nose. Given that Gary has created his own class archetypes, traits, feats, and racial abilities, I’m guessing this drow was an original design. She also appears to be an NPC that the PCs would talk to only, and might not have any actual stats because she’s not meant to be engaged physically.
Like the last one, the post will contain art and links to the bestiary stats.
Tumblr media
As always, for space reasons, I’ll be cropping the entry.
All images shared here were done by the forever fantastic and amazingly talented Michael D. Clarke, aka SpiralMagus
I do not have a Patreon or a Kickstarter, but I do have a Ko-Fi page (linked) for those who wishes to support me monetarily. There is no pressure or obligation to do so.
Finally, before I get to it, I hope everyone’s staying safe right now.
Continuing the style of blog entries, bestiary encounters will be divided up by book and (hopefully) order of when the encounters might occur. This is a sandbox AP so there’s no expected linear direction. While none of the books from this point explicitly state it, I’m going to estimate that these were all written with the same mindset as “Way of the Wicked”, and as such, will put down the approximate levels PCs might be expected to be at.
Starting things off, it’s Book Four: City of Night (Level 13-16):
Tumblr media
The PCs either learn of the threat of a nearby drow city, Taaryssia, or perhaps bring their plans to get revenge against the queen of the drow who banished them to fruition. The journey to the city is not without is perils, but they pale compared to the countless dangers within this haven of evil. The drow city is a roiling cauldron of intrigue and treachery.
Five drow nobles house vie for control of the city. The PCs (if they’re drow) likely come from the destroyed sixth house. Each house proudly wears amulets made of mithral and various gemstones to show their allegiances.
It should noted that Taaryssia is also known as “The City Without Mercy” in some of Gary’s original notes from back in 2012.
Tumblr media
After appearing within the city, the PCs might want to unload some of their gear and hunt down a merchant of some sort. This brings us to our first NPC
Tumblr media
Slimy Demodand Merchant (CR 16)
What’s actually kind of interesting is, if you don’t think this creature’s build to be “merchant” enough, you could add 1 level of expert, and it’d leave the stats alone and CR alone. Having “Will +16″ and “hp 251″ isn’t going to break the game in the slightest, especially since, again, he shouldn’t be fought. Just put the 8 skills ranks to Diplomacy, Linguistics (for Undercommon), and Profession (merchant).
Tumblr media
Quasit Demon (CR 2)
To be perfectly honest, there’s two ways this could go. My immediate thought was this was someone’s familiar, or a lost quasit that the PCs might encounter and make into their own familiar with the feat, Improved Familiar, assuming they aren’t an archetype that already gives them a quasit for free (ie. Demonic Apostle). It’s the route I’d go, but I can see a GM or two wanting to take a completely different route, and using this little buy as a spy for one of the drow houses. In which case, the GM will be looking for more of a sneaky quasit build. After all, one of the story threads is that if you’re dwarf, someone rats you out and you end up being capture, and thrown into their gladiator arena.
Tumblr media
House Sathys Drow (CR 6)
While I can’t say for sure, this is either a high ranking captain from the drow house, which as we see from the emblems legent, fail at stealth missions, or the drow noble of the house. If you use the latter, he’ll need to be given the extra abilities that drow nobles have compared to the standard lesser drow, making him CR 7. More levels of fighter could be added if he’s someone the PCs square off again, but he seems like someone that is to be negotiated with, and his house is to be added to the final battle against the tyrant house that oppresses all of the drow houses thanks to their squad of demons backing them up. If the PCs are playing the drow, they might even have some history with him, and he could possibly owe their house a favour.
Tumblr media
Shemhazian Demon (CR 16)
This is easily my favourite picture done by SpiralMagus. It looks so incredible.
Sandbox adventures are very interesting. Given the background, it was likely once an incredible drow city. Maybe once the home of the overlords. The shemhazian could be one of the pets of the tyrant queen, and taking this down before it joins in the final battle might be something that adds favour and potential victory to the PCs’ side. There might even be a rumoured minor artifact there for the explorer dwarves, or something the drow PCs definitely know they need to find, but it’s hidden under all that rubble.
Tumblr media
Ancient Magma Dragon (CR 17)
Again, less of a personal encounter, and more of a “come and get us!” move. Hopefully. There’s always the chance that the PCs decide to not wait for the dragon to leave and hunt for food, and just attack it outright, provoking it and getting it to chase them (or hunt them if they’re using teleport). I’ve brought this up before, but given the art for the dragon and the egg...
Tumblr media
I believe that the intended purpose was less to fight the dragon, but more to get it to attack the enemy for you. If this egg was stolen and placed within enemy lines? Even if they have high ranking demons, a magma dragon will severely mess them up. As for the type of dragon chosen, it’s straight out of the bestiary and it’s high enough level to be an actual threat.
As for how the PCs would even know to go looking, talking to someone from House Vakazar might provide them with some answers.
Tumblr media
Drow Cultist Troop (CR 11)
Fiendish Drow Cultist Troop (CR 12) (as above, but with the Fiendish Simple template)
If everything has gone well, the PCs have gathered their own army (if they’re playing drow, hopefully it’s under their House’s banner too), and they’re taking down the tyrant queen. While I only list one of each, it’s more likely that there’s 2-3 of each group. This isn’t including any demons that are hiding in the background, or any drow that might (possibly) have the half-fiend template. Chances are that the drow armies will fight amongst themselves while they go after the queen herself, and her demon bodyguards.
It should be noted that the troop subtype came out with the release of Bestiary 6, so chances are this isn’t what Gary original envisioned. Looking further, there was supposed to be a mob creature template in the Advanced Bestiary, but never made it to printing. Maybe because it’s too much like it’s 3.5 counterpart. Thankfully we do have troops now, so that deals with a lot of the issues that could have presented themselves.
As for how exactly this would go down, my recommendation is read Book 6 of “Way of the Wicked” because something very, very similar happened near the beginning of that, and it’s more than likely that a lot of the same mechanics would have been used here too.
-----------------------------------------
That does it for this post. If there’s any other encounters that take place in this book, I am currently unaware of them. Next time we do Book 5, and given how many pics I’ve found for that one, chances are Book 6 will be mixed in too. No guarantees though. Just a strong feeling.
0 notes
thecreaturecodex · 8 years
Text
Sluagh
Tumblr media
“All Consuming Hunger” by Mike Dubisch, © Wizards of the Coast. Accessed from the Underdark Art Gallery here
[The sluagh is described as the spirits of the restless dead, which means that some people interpret them as ghosts and others as faeries. I took them in a ghostly direction, and made them a little more...piecemeal that traditional interpretations.]
Sluagh A hideous howling mass of translucent body parts flies forth. Skeletal hands grasp blindly in all directions as the thing moves and partially fleshed skulls wail and gnash their teeth.
Not all those who die in a tragic manner have a strong enough force of will to return to life as an undead monster, but when enough of these weak souls perish simultaneously, a sluagh may form. Sluaghs consist of thousands of incorporeal organs and limbs, thrashing and writhing in unison in order to find living things to prey upon and add to their collective mass. A sluagh might form in the wake of a natural disaster or as a result of a massacre.
A sluagh possesses a unified mind, but it is little more than jumbled chaos. Sluaghs are not intelligent enough to sort through the memories of the hundreds or thousands of mortals that they once were and speak in dozens of wailing voices in unison—they rarely have little to say except for threats or lamentations.  The touch of a sluagh empowers the walking dead; mindless undead creatures are attracted to a sluagh as if by instinct, and necromancers and wicked clerics often seek to recruit sluaghs into their undead armies as support units. The disjointed minds of a sluagh make them very difficult to control, however, and sluaghs often break free of their controllers and turn on them.
A create greater undead spell cast at CL 17th can create a sluagh, with an additional requirement of 100 corpses of creatures slain within a 24 hour period.
Sluagh                                CR 7 XP 3,200 CE Tiny undead (incorporeal, swarm) Init +6; Senses darkvision 60 ft., Perception +15 Aura frightful presence (30 ft., DC 16) Defense AC 17, touch 17, flat-footed 14 (+2 size, +2 Dex, +1 dodge, +2 deflection) hp 52 (8d8+16) Fort +5, Ref +5, Will +7 Defensive Abilities channel resistance +4, incorporeal traits, swarm traits, undead traits Weakness vulnerability to silver Offense Speed fly 40 ft. (perfect) Melee swarm (2d6 negative energy plus energy drain) Space 10 ft.; Reach 0 ft. Special Attacks deathly vigor, distraction (DC 14), energy drain (1 level, DC 16) Statistics Str -, Dex 15, Con -, Int 8, Wis 12, Cha 15 Base Atk +6; CMB +6; CMD 21 Feats Dodge, Flyby Attack, Improved Initiative, Mobility Skills Fly +26, Perception +12, Stealth +21 Languages Common Ecology Environment any land or underground Organization solitary or host (2-10) Treasure none Special Abilities Deathly Vigor (Su) Any undead creature or creature with the negative energy affinity defensive ability gains the effects of a heroism spell (CL 8th) when it ends its turn in a space occupied by a sluagh. Vulnerable to Silver (Ex) Silver weapons deal full damage to a sluagh as if they possessed the ghost touch weapon quality. Even slashing or piercing silver weapons deal full damage to a sluagh.
38 notes · View notes