Friday, December 9, 2016

Clerical Work: Deities of Aereth, the Known Realms for D&D 5th Edition

Here are the Domains for some of the Deities of Aereth, The Known Realms (of Dungeon Crawl Classics fame).

The Triad
Centivus, The Shaper                          N       Knowledge and Life     
Choranus, The Seer Father                 LN      Arcana and Life
Ildavir, The Giver of Form                  N       Life and Nature

Greater Gods
Ahriman, The Deathbringer               CE       Death and War
Amun Tor, The Father of Riddles       N         Knowledge 
Auzarr, Keeper of the Nexus              N         Arcana
Daenthar, The Hallowed Forge          LG       Knowledge and War
Ireth, The Starmistress                       CG       Light
Madrah, Lord of the Earth and Sky    N         Tempest
Olidyrah, The Dauntless                     N         Trickery
Ormazad, The Changeless                 LG        Life
Poderon, The Deep Delver                NG        Nature
Zhuhn, The Great Enemy                  CE        Arcana and Death


Thursday, December 8, 2016

Shadow of the Demon Lord: The Voice of Rage and Ruin

I see a bad moon a-rising
I see trouble on the way
I see earthquakes and lightnin'
I see bad times today

Size 2 horrifying demon
Perception 12 (+2); truesight
Defense 14; Health 130
Strength 19 (+9)   Agility 14 (+4)   Intellect 12 (+2)   Will 18 (+8)

Immune damage from disease or poison; gaining Insanity; dazed,
   fatigued, frightened, immobilized, impaired, poisoned, slowed,
Spell Defense A demon takes half damage from spells. It makes 
   challenge rolls to resist attack spells with 1 boon, and creatures 
   attacking the demon with spells make their attack rolls with 1
Demonic Shadows Lit areas out to a number of yards equal to 1 + 
   the demon’s Size (round down) become shadows.
Claws (melee) +9 with 3 boons (3d6)
Bellow (long range) +4 with 3 boons (4d6 plus Cavernous Maw)
Cavernous Maw When the demon makes an attack with its bellow, 
   gets a 20 or higher on the attack roll, and beats the target number 
   by 5 or more, the demon can inhale the target if the demon does  
   not already have a creature swallowed and the target creature is 
   smaller than the demon. A swallowed creature is blinded,  
   deafened, and defenseless for as long as it remains inside the 
   demon. The target moves with the demon when it moves, and it 
   takes 1d6 damage at the end of each round. If the demon becomes 
  injured or incapacitated, it vomits out the swallowed creature, 
  which lands prone in an open space of the creature’s choice within  
  1 yard of the demon. 


Frenzied Attack The demon attacks two different targets with its 
   natural weapon, making each attack roll with 1 bane.
Possession When a creature goes mad as a result of the demon’s 
   horrifying trait, the demon can use a triggered action to make a 
   Will attack roll against the triggering creature’s Will. On a 
   success, the demon disappears and the creature becomes the 
   victim of demonic possession (Shadow, page 227).

Void Step The demon uses an action, or a triggered action on its 
   turn, to teleport to a space it can see within medium range. Roll a
   d6. On a 1, the demon must wait 1 minute before it can use Void 
   Step again.

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Tuesday, December 6, 2016

Apes Victorious: Lepus

Before the War, Ganymede Inc. used a top secret serum known as Supermyx for a U.S. government experiment. Rabbits were used to test Supermyx, but were mutatated into giant, carnivorous predators. After the war, the giant rabbits have adapted to this new planet and hunt it's wastelands.

LEPUS for Apes Victorious

No. Enc.: 1d3 (1d3)
Movement: 240' (80')
Intelligence: Animal
Psionic Potential: 1d4, inactive
Hits: 3d8
Armor: -2
To Hit: 14
Save: G3
Attacks: 1
Damage: 2d6
Morale: 11
XP: 80

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Monday, December 5, 2016

Numenera: The Krux

The Krux are believed to be evil demons from another dimension who serve Hordak and his Horde in his effort to rule the Polyverse.

KRUX  4 (12)  

Motive: Conquest
Environment: Anywhere
Health: 12
Damage Inflicted: 4
Armor: 2
Movement: Short
Modifications: Mind defense 5

Combat: The Krux rely on their mastery of sorcery.
Sorcerer: A Krux has 3 random cyphers.
Use: Mysterious agents of the Horde who seek a foothold on the 9th World.
Loot: A dead Krux has 1 random cypher.

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Sunday, December 4, 2016

Shadow of the Demon Lord: Bullywug

Bullywugs are covered with smooth, mottled olive green hide that is reasonably tough... They can vary in size from smaller than the average human to about seven feet in height. Their faces resemble those of enormous frogs, with wide mouths and large, bulbous eyes; their feet and hands are webbed. Though they wear no clothing, all bullywugs use weapons, armor, and shields if they are available. Socially, they are fascists, and are adept hunters and fishermen, skilled in the use and construction of snares and nets.

Size 1/2 bullywug
Perception 10 (+0); shadowsight
Defense 14 (hard leather, shield); Health 11
Strength 11 (+1)   Agility 11 (+1)   Intellect 8 (-2)   Will 10 (+0)
Speed 8; swimmer
Camouflage A bullywug has 1 boon on challenge rolls to hid in 
Leaper A bullywug can use an action and move when taking a fast 

Tongue (melee) +1with 1 boon (1d3)
Spear (melee) +1 (1d6)

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Thursday, December 1, 2016

White Star: Ovion


Armor Class: 7 [12]
Hit Dice: 1+1
Total Hit Bonus: +1
Attacks: By weapon (1d6) 
Saving Throw: 18
Special: Multi-Attack
Movement: 6
HDE/XP: 1/15

Ovions are insectoid creatures that manage a mysterious gambler's paradise on the planet Carillon. The Ovions use Carillon's playground on the surface to attract their prey. The chancery is rigged to let the players always win, and there is grog and entertainment to keep the people occupied. Ovions occasionally prowl discreetly on the entertainment level, but generally remain out of sight. Individual humans are trapped selectively and are taken into the hive-like structures underground instead of their desired destination. They are then placed into chambers which slowly transform them into food.

Ovions, due to their extra arms, may Multi-Attack, making 1 extra attack per round.

Wednesday, November 30, 2016

Swords and Wizardry: Saurus

SAURUS for Swords and Wizardry

Hit Dice: 3
Armor Class: 6 [13] 
Attacks: Weapon (1d10)
Saving Throw: 14
Special: Ferocious
Move: 9
Alignment: Neutral 

Challenge Level/XP: 3/60 

   The ferocity of the Saurus allows it to fight until it reaches -5 hit points before it dies.
   The Saurus form one of the core species of the Lizardmen race, created by the Old Ones to be the warriors and guardians of their society. When the Temple-Cities are on the warpath, it is the Saurus who make up the hardened core of the fighting forces. This is of no surprise, for the Saurus were created solely for the purpose of warfare and nothing else. They are large and ferocious predator-warriors, so single-minded in their duties that they have no concept of personal thought, individuality or personality.