Sunday, July 15, 2018

Monster Mythology: Tsathogga, The Frog God





"It was very squat and pot-bellied, it's head was more like a monstrous toad than a deity, and it's whole body was covered with an imitation of short fur, giving somehow a vague sensation of both the bat and the sloth. It's sleepy lids were half-lowered over it's globular eyes; and the tip of a queer tongue issued from it's fat mouth. It was an Old One, an Aberration, ancient and cyclopean, neither noticing or caring about the existence of the infantile races that now crawled amongst the planes."


Tsathogga, the Frog God
Gargantuan aberration, chaotic evil
________________________________________________

Armor Class 21
Hit Points 672 (32d20 + 300) 
Speed 80 ft.; swim 80 ft.
__________________________________________
   Str                  Dex                Con           
30 (+10)       18 (+4)         30 (+10)  
   Int                  Wis                Cha
23 (+5)         22 (+6)          24 (+7)
__________________________________________


Saving Throws STR +19, DEX +13, CON +19, WIS +15
Senses Darkvision 240 ft., truesight 120 ft., 
   passive Perception 17
Resistances Cold, fire
Immunities Acid, lighting, poison, psychic
Condition Immunities Frightened, poisoned, stunned
Languages Common, abyssal, deep speech, primordial, 
   telepathy 240 ft.
Challenge 32 (210,000 XP)
__________________________________________

Acidic Hide. Tsathogga constantly oozes and drips acid. Creatures attacking Tsathogga in melee take 2d8 points of acid damage each time one of their attacks hits. Any weapon striking Tsathogga’s acidic body risks being destroyed. If a creature rolls a 1 on a melee attack roll against Tsathogga roll a d20, on a 1 or 2 the weapon is destroyed.

Amphibious. Tsathogga can breathe air and water.

Legendary Resistance (5/Day). If Tsathogga fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. Unless it wishes to be affected, Tsathogga is immune to spells of 6th level or lower. It has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Tsathogga's weapon attacks are magical.

Probing Telepathy. If a creature communicates telepathically with Tsathogga, it learns the creature's greatest desires.
__________________________________________

ACTIONS

Multiattack. Tsathogga can use it's Maddening Presence. It then makes three attacks: two slam attacks and one with it's tongue.

Slam. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage.

Tongue. Melee Weapon Attack: +19 to hit, reach 80 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage.

Maddening Presence. Each creature of Tsathogga's choice that is within 240 feet of Tsathogga and aware of it must succeed on a DC 23 Wisdom saving throw or gain a short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, a cure for the madness is used, or the effect ends for it, the creature is immune to Tsathogga's Maddening Presence for the next 24 hours.

LEGENDARY ACTIONS

Tsathogga can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tsathogga regains spent legendary actions at the start of its turn.

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. 
Hit: 32 (4d10 + 10) bludgeoning damage plus 14 (4d6) poison damage.

Blasphemous Croak (Costs 4 actions). Tsathogga unleashes a piercing croak that affects all enemies within 100 ft. Target creatures must make a DC 24 Constitution saving throw, gaining one level of exhaustion and being knocked prone of a failed save.

Spit Poison (Costs 2 Actions).Tsathogga breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
Seeping Darkness. Tsathogga can billow forth a cloud of thick, dark fog from his skin. This fog spreads fills a 50-foot-radius. The darkness generated by the cloud nullifies non-magical lights and magical lights within the area. The sphere spreads around corners. A creature with darkvision can'st see through this darkness, and non-magical light can't illuminate it. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.



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Saturday, July 14, 2018

Shadow of the Demon Lord: Orangutan-Man



"Within the Assembly of Apes, the orangutan caste are scholars, philosophers, lawmakers, and psykers."

Orangutan-man          DIFFICULTY 10
Size 1 ape-man
Perception 13 (+3)
Defense 11; Health 15
Strength 12 (+2)   Agility 13 (+3)   Intellect 13(+3)   Will 12 (+2)
Speed 10
Skeptic An orangutan-man makes any challenge roll to resist 
   a spell with 1 boon. 

ATTACK OPTIONS
Pistol (medium range) +3 (2d6)


MAGIC
Power 1
Telekinesis forceful push (2), crush (1), telekinetic shield (1)
Telepathy sense thoughts (2), share thoughts (2), message (1),
   mind stab (1)



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Friday, July 13, 2018

Creature Crucible: Starro for Labyrinth Lord

Art by Phil Cho



Starro for Labyrinth Lord
AL L, MV 20, AC 2, HD 11, #AT 3 [extremity], 
THAC0 12, DG 2d4/2d4/2d4, SV 11 cleric, ML 12,  Any creature within 10 feet must make save vs spell or be charmed, if a creatue has succeededs on their save they are immune for 24 hours, XP 1,300

Starro is an ancient abberation with a central eye and prehensile extremities. Starro believes itself to be a god and seeks to rule the multiverse. It can create smaller duplicates of itself which attach themselves to their victims and charms them into serving it.



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Wednesday, July 11, 2018

Shadow of the Demon Lord: The Apostate of Swords

Art by Apterus


The Apostate of Swords was an ascetic who spent his life meditating on two things: the sword and evil. In his undeath he has become the personification of both.

Apostate of Swords          DIFFICULTY 250
Size 1 horrifying undead
Perception  15 (+5), darksight
Defense 20; Health 110
Strength 13 (+3) Agility 16 (+6) Intellect 13 (+3) Will 17 (+7)
Speed 12
Immune damage from cold, disease, poison; gaining
   Insanity; asleep, diseased, fatigued, immobilized,
   poisoned, slowed

Resilience The apostate takes half damage from weapons.

ATTACK OPTIONS
I am the sword (melee) +6 with 3 boons (2d6 plus the target 
   gains 1 corruption on an attack roll 20+)

SPECIAL ATTACKS
I am the storm The apostate attacks two different targets with its sword hands, making each attack roll with 1 bane.



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Tuesday, July 10, 2018

Creature Crucible: Gremlin for Labyrinth Lord




Gremlin for Labyrinth Lord
AL C, MV 40', AC 6, HD 1, #AT 1 [claws], 
THAC0 17, DG 1d4, SV 2 thief, ML 8, Thief skills at 2nd level, 
XP 25

Mischievous creature that causes damage and vandalism. The are found in groups of 1d6+1.

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Monday, July 9, 2018

Creature Crucible: Asiyiah for Labyrinth Lord




Asiyiah for Labyrinth Lord
AL C, MV 40', AC 3, HD 9, #AT 1 [hair], 
THAC0 12, DG 1d6+2 (drain blood), SV 9 fighter, ML 12,  XP 1200

The asiyiah is a type of vampire whose hair drains the blood of it's victims. Being similar to other undead, they are immune to charm, hold, and sleep spells. Electricity and cold does only half damage, they are unaffected by normal weapons, and they regenerate 2 hit points per round. Vampires must take refuge in a coffin or other hide-away during the daylight hours, and must slumber on soil from their own grave once in a while to maintain their powers of vitality.

Asiyiah use their long hair to drain the blood of their victims inflicting  1d8+2 hit points of damage which also heals them for 1d4 hit points.

Although these items do not actually cause harm or completely repel these creatures, vampires will draw back from a lawful holy symbol, a mirror, or garlic if they are presented with confidence. Garlic causes a vampire to cringe for 1d4 rounds, and a holy symbol or mirror will cause a vampire to take a position in which the item does not impede his or her progress or attack. A lawful holy symbol will affect a vampire no matter what its ethos was in life. Once a person becomes a vampire, he or she is a chaotic undead creature, and holy water will inflict 1d6+1 hit points of damage.

There are a few means by which a vampire may be destroyed. They take great damage from immersion in running water, and will be killed in 1 turn. In addition, if caught in sunlight a vampire must succeed in a saving throw versus death for each round exposed, or it will be completely turned to dust. Finally, a stake through the heart, coupled with decapitation, will destroy a vampire. Holy sacraments (such as wafers) must be placed in the mouth. Note that if a vampire is staked he or she will appear to die, but unless also decapitated the vampire will revive when the stake is removed.

Vampires create others of their kind by draining humans or other humanoids of all life energy (they reach 0 HP). The victim must be buried, and after 1 day he will arise as a vampire. The victim will retain abilities, including class abilities, which he had in life but will become a chaotic undead being. He will be a slave to the vampire that created him, but becomes free willed if the master is killed.


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Sunday, July 8, 2018

Shadow of the Demon Lord: Fell, an enchanted axe




Bartok of Westhall spent his life as a lumberjack, just as his forefathers did before him. As a child, his Grandfather used to tell him stories of the trolls and giants that once haunted the Ettengeist Woods, while Bartok sat on the old man's knee. He hid his young face in his Grandfather's chest when the stories got too frightening. One can imagine the lumberjack's shock at finally witnessing a pair of trolls sneaking about, not one-hundred yards from him one day in those same woods. As the monsters caught his scent and scrambled forward, Bartok realized that his Grandfather, now dead three summers, was whispering in his ear and reminding him of the tales from the his childhood. He also told Bartok when to move so neither monster would disembowel him. Long minutes later, as both trolls lay dead and dismembered at Bartok's feet, he said a quiet prayer of thanks to the old man, weeping both at his victory and the deep loss of the Grandfather whom he loved.
   To this day, anyone who finds Bartok's axe, the prized gift from a long line of lumberjacks, can count on that old man whispering in their ear.


Fell

• This exchanted axe vibrates slightly when within 30 
   yards of a troll or giant.
• Trolls and giants have 2 Banes on attack rolls against 
   you.
• When the total of your attack roll is 20 or higher the 
   attack deals 1d6 extra damage.
• You gain the Woodcutter Profession.

Monster Mythology: Tsathogga, The Frog God

"It was very squat and pot-bellied, it's head was more like a monstrous toad than a deity, and it's whole body was cove...