Showing posts with label Elemental Evil. Show all posts
Showing posts with label Elemental Evil. Show all posts

Wednesday, December 16, 2015

Elemental Evil: Tremblor, a magic pike for D&D 5th Edition

In my Princes of the Apocalypse, I've taken to creating some magic items to seed my campaign with:

Legend holds that Barrage took this weapon from a Templar of Grumbar that he disembowled in the Great Gray Lands of Thar.
He often plunges the weapon deep into the earth after felling a foe and mocking the Lord of Earth





TREMBLOR
Magic weapon (pike), rare (requires attunement)

You gain a +1 to attack and damage rolls with this magic weapon.

In addition, when you score a critical each enemy within a 10 foot radius takes 1d6 bludgeoning damage and must make a DC 12 Dexterity saving throw or be knocked prone.

Finally, as a bonus action the ground in a 20-foot radius centered on you becomes difficult terrain. Once you use this ability, you must finish a short or long rest before you can use it again.

Tuesday, December 8, 2015

Elemental Evil: Bloodfire, a magic warhammer for DnD 5th Edition

In my Princes of the Apocalypse, I've taken to creating some magic items to seed my campaign with:

Most scholars agree that bloodfire was forged by the Old Pyre Omtar, the legendary azer smith whose works are highly sought after, 300 years after his disappearance.




BLOODFIRE
Magic weapon (warhammer), rare (requires attunement)

You gain a +1 to attack and damage rolls with this magic weapon.

In addition, as a reaction you mays pend one or more hit dice when you deal damage to a creature.  Roll each hit die spent and deal that much fire damage to target creature.

Finally, you gain a +1 to death checks while attuned to a bloodfire.




Monday, December 7, 2015

Elemental Evil: Bleached Skull, a figurine of wondrous power for D&D 5th Edition

In Princes of the Apocalypse, there is a black arrow found pinning a skull to a tree in The Last Laugh side trek.  Here is how the skull has taken shape in my campaign:


Eloi Dekard had something terrible done to him at the moment of his death.  He was the victim of a mind shattering rite that bound his spirit, now lost, angry, confused, and tortured to the skull that sat atop his body in life.  Now he waits in a trap of torment and self-loathing made from his own bones for the moment when he can be unleashed upon this unsuspecting world and sate his all powerful need for chaos and destruction.




BLEACHED SKULL
Wondrous item, rare (requires attunement by a wizard or sorcerer)

Once per day, this figure of wondrous power may be activated to conjure a specter for up to 4 hours.

In addition, when you cast the chill touch cantrip, you gain a +2 to your damage roll.

Saturday, December 5, 2015

Elemental Evil: Deadfall, a magic arrow for D&D 5E

In Princes of the Apocalypse, there is a black arrow found pinning a skull to a tree in The Last Laugh side trek.  Here is how it has taken shape in my campaign:

There are many legends surrounding the arrow known as Deadfall. The most prominent is that it was used to slay the dracolich, Xemni, by the half-elven reaver known as Tarnaris Deadeye. Supposedly, the arrow gained a portion of the dracolich's wickedness when it pierced the monster's unliving heart.





DEADFALL
Magic Ammunition (arrow), rare (requires attunement)


When this magical arrow is placed in your quiver, all other arrows within it deal an additional 1d6 necrotic damage.


In addition, when you shoot Deadfall from your bow, you gain advantage on your attack roll and it deals an additional 3d6 necrotic damage.

Monday, April 6, 2015

Elemental Evil: Hyperborean Mummy for D&D 5th Edition

It is a rare and dedicated devotee of the Prince of Elemental Ice that will attempt the foul rite required to serve frigid Cryonax as a hyperborean mummy.  But those who succeed, become vicious and haunting tools of bitter and icy death.





Hyperborean Mummy                                                                                    Medium undead, neutral evil                                        ________________________________________________

Armor Class 13 
Hit Points 68 (9d8+27) 
Speed 20 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
17 (+3)     8 (-1)     17 (+3)     10 (+0)    11 (+0)     14 (+2)
________________________________________________

Saving Throws Wis+2
Damage Resistances cold and bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunity charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft.; passive Perception 10
Languages Primordial 
Challenge 3 (700 XP)

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ACTIONS

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Multiattack. The hyperborean mummy can use its Icy Glare and makes one attack with its bleak touch.

Bleak Touch. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or have disadvantage on its next ability check, saving throw or attack roll.

Icy Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the hyperborean mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or have it's speed reduced by 20 feet until the end of the hyperborean mummy's next turn . A target that succeeds on the saving throw is immune to the Icy Glare of all hyperborean mummies for the next 24 hours.

Thursday, March 26, 2015

Elemental Evil: Windshear, a magic battle axe for D&D 5th Edition

WINDSHEAR

Weapon (battle axe), rare (requires attunement)



You gain a +1 bonus to attack and damage rolls made with this magic weapon and it deals force damage. Additionally, it has a reach of 15 feet as it turns the very air around it into a deadly weapon.

In addition, while attuned to the battle axe you gain +1 to your armor class and +15 feet to your Speed.  

Not all of the Balpope's Harbingers succeed at their missions, and when they fail, her punishment is swift and decisive...and cruel.
As the previous Harbinger of Storms found out after her essence was distilled into this battle axe. 

Wednesday, March 25, 2015

Elemental Evil: Omegalith for D&D 5th Edition

Ogremoch, jealous that Cryonax's Cold Ones could turn the Apocalypse too much in his favor, hatched a plan to bolster his own presence on the fields of Armageddon.  The Prince of Elemental Earth enlisted the medusa Stonecaller, Zhwaa Lo'Sel, to use her dark gifts to transform his enemies into faithful agents of Elemental Earth--and the omegalith were wrought.








OMEGALITH                                                                                   Medium elemental, neutral evil                                        ________________________________________________

Armor Class 16 (natural armor)
Hit Points 20 (3d8+6) 
Speed 25 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
14 (+2)     10 (+0)     16 (+3)     11 (+0)    10 (+0)     10 (+0)
________________________________________________

Condition Immunities petrified
Senses darkvision 60 ft., tremorsense 30 ft; 
passive Perception 10
Languages Primordial, Terran
Challenge 1/2 (100 XP)

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EnduringThe omegalith has advantage on Constitution saving throws.

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ACTIONS

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Spear. Melee or Ranged Weapon Attack+4 to hit, reach 10 ft. or 30/120 ft., one target.  Hit: (1d10 + 2) piercing damage. 



Monday, March 16, 2015

Elemental Evil: A New Campaign Begins

Tonight, my Monday group will make characters for our Elemental Evil/Princes of the Apocalypse game.  My original intention was to run Temple of Elemental Evil, but since Princes of the Apocalypse is near release (at least for my store as a WotC Premiere Retailer), I think at the very least it will be mash-up of old and new.

While I am a fan of Greyhawk, I've really grown excited about the Forgotten Realms again (as the My Realms articles show).  I've really enjoyed what WotC has done with the Moonsea Region in the Expeditions adventures and if I'm really lucky my Friday game (set in Phlan) and my Monday game (set in Mulmaster) might even crossover!

I have one character already made (from a player who can't make it tonight), Branson Stout, a fighter who owns a tavern.

I also have three new players interested in joining and need to talk it over with my current players (its the only game I run with only 4 people and part of me wants to protect that).

I'll keep you posted.

Wednesday, March 11, 2015

Elemental Evil: Cthonic Circuit for D&D 5th Edition



CTHONIC CIRCUIT 

Ring, legendary  (requires attunement)

You gain a +3 bonus to armor class.

In addition, while attuned to this ring, twice per day you may automatically succeed on a saving throw.  

Finally, you may ignore one level of exhaustion each day.

This was presented by the Pitchsmyth to the Balpope as a gift for deigning to meet with him.  A simple ring that captured the very essence of earth, its sublime craftsmanship has paved the way for the terrible weapons born from his forge.


Friday, March 6, 2015

Elemental Evil: Barrage, Harbinger of Stone for D&D 5th Edition [UPDATED]

Inexorable is the best word to describe the Harbinger of Stone.  He is accustomed to the weight of entire worlds and intimately understands the power that binds them together...and tears them apart.







BARRAGE, HARBINER OF STONE                                                                                     Large monstrosity (human), neutral evil                                        ________________________________________________

Armor Class 18 (natural armor)
Hit Points 310 (20d10 + 90) 
Speed 40 ft., burrow 40 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
22 (+6)     10 (+0)     21 (+4)     12 (+1)    14 (+2)     11 (+0)
________________________________________________

Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60ft., tremorsense 60ft., passive Perception 12 Languages Terran
Challenge 13 (10,000 XP)

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Earth Glide. The harbinger can burrow through nonmagical, unworked earth and stone. While doing so, the harbinger doesn't disturb the material it moves through.

Siege Monstrosity. The harbinger deals triple damage to objects and structures.

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ACTIONS

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Multiattack. The harbinger makes two melee attacks.

Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 32 (4d12 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 33 (5d10 + 6slashing damage. 

Slam. Melee Weapon Attack+10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6bludgeoning damage. 


Temblor (Recharge 5-6). The harbinger shakes the very foundations of the earth it stands upon. Each creature within a 30 foot radius of the harbinger must make a DC 14 Dexterity saving throw, taking 54 (12d8) bludgeoning damage on a failed save, or half as much damage on a successful one.





Wednesday, February 25, 2015

Elemental Evil: The Nulb Stanza

The Nulb Stanza was written by an unknown author approximately 400 years ago.  Its name comes from the small village where it was composed on the prime material plane of Oerth.

At some unknown point the Stanza was placed inside a copy of Otiluke's Icy Invocations and found its way to a sub-basement of the Readout in the Moonsea region of the the prime material plane of Toril.

The Archivists of Readoubt recently discovered that they were infiltrated by the Elemental Clergy.  Their agent was named Mikuul Kern and in the process of finding the Stanza and fleeing the Readout, he murdered a fellow Archivist named Dolph Lunquist.

Kern was trying to translate the Stanza for the benefit of Prince Cryonax, when he was interrupted and forced to escpape from a group of adventurers sent by Primarchivst Franz without the document.

The Nulb Stanza is written in Flan, the aboriginal human language of the Flanaess on Oerth.  It is purported to bring about the Apocalypse, its verses being a series a events that must occur, in order, to bring about the ascension of the Princes of Elemental Evil and ultimately sacrificing the world to the Elder Elemental Eye.

Saturday, February 21, 2015

Elemental Evil: Cold Ones for D&D 5th Edition

Durok Valpa, Anathema of Squall and Berretta of the Moonsea, and his Covey have unleashed the Ark of Cryonax to convert their enemies to undead devotees of the Prince of Elemental Ice--into Cold Ones.






Cold One                                                                                      Medium undead, neutral evil                                        ________________________________________________

Armor Class 12 
Hit Points 22 (3d8+9) 
Speed 20 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
12 (+1)     10 (+0)     17 (+3)     8 (-1)    10 (+0)     7 (-2)
________________________________________________

Saving Throws Wis+2
Damage Immunity Cold, Poison, Necrotic
Condition Immunity Poison
Senses darkvision 60 ft.; passive Perception 10
Languages Primordial 
Challenge 1/2 (100 XP)

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Cold as Death. Any creature within 5 feet of a cold one has their speed reduced by 10 feet. 


Undead Fortitude. If damage reduces the cold one to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the cold one drops to 1 hit point instead. 

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ACTIONS

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Icy Grip. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) cold damage.

Wednesday, February 18, 2015

Elemental Evil: Frostbow for D&D 5th Edition



FROSTBOW
Weapon (longbow), very rare  (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon and it deals cold damage.

In addition, while attuned to the longbow, when you draw back the string an arrow made of ice magically appears and may be shot*.  Also, creatures who take damage from the the longbow lose their reaction for the round.  Finally, you also gain cold resistance.

This icy bow was the Pytchsmith's gift to Sadara Mirkyn, Godmother of Blizzards and Balpope of the Elemental Clergy.  She awarded it to Froth, Anathema of Gyre and Lifetaker of the Third Sphere, after he won a woeful tournament to wield it.  

*This longbow is a homage to the bow wielded by Hank the Ranger from the wonderful Dungeon and Dragons Cartoon from the 1980's.

Thursday, February 12, 2015

Elemental Evil: Magma Scimitar for D&D 5th Edition


MAGMA SCIMITAR
Weapon (scimitar), rare  (requires attunement)


You gain a +1 bonus to attack and damage rolls made with this magic weapon and it deals fire damage.

In addition, while attuned to the scimitar, you have advantage on Charisma (Intimidation) checks and gain fire resistance.

In the pits of Gultha Fen, the Elemental Clergy pay the Pitchsmyth handsomely in souls to forge terrible weapons to be wielded in the coming apocalypse.


Monday, February 9, 2015

Elemental Evil: Mother of Infernos for D&D 5th Edition

The Elder Evil Eye requires its Mothers of the Elements to strictly adhere to its doctrines and enforce it's will amongst the Elemental Clergy.  The Mothers of Infernos are the most fearless and demanding of their ranks.  They enforce the Eye's will with pain and suffering, gleefully igniting a funeral pyre before they will brook any deviation from the Eye's will. 







Mother of  Infernos                                                                                       Medium humanoid (human), neutral evil                                        ________________________________________________


Armor Class 12 
Hit Points 44 (9d8+9) 
Speed 30 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
9 (-1)     14 (+2)     12 (+1)     15 (+2)    11 (+0)     13 (+1)
________________________________________________

Skills Arcana +4, Intimidation +5, Religion +4
Damage Resistance Fire
Senses passive Perception 10
Languages darkvision 60 ft.;Abyssal, Common, Primordial 
Challenge 1 (200 XP)


________________________________________________

Fiery Aura Any creature within 5 feet of the mother of the inferno takes 1d6 fire damage.

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ACTIONS

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Multitask. The mother of the inferno makes two melee attacks.

Fiery Scourge. Melee Weapon Attack: +4 to hit, reach 20 ft., one target. Hit: 6 (1d6+2) fire damage.

Heart of the Inferno (Recharge 5-6). The mother of the inferno exhales fire in a 90-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 9 (2d6+2) fire damage on a failed save and a level of exhaustion, or half as much damage on a successful one.


Tuesday, February 3, 2015

Elemental Evil: Elemental Clergyman for D&D 5th Edition

Demoniac servitors of the Elder Evil Eye, the Elemental Clergy enforce the putrescent commandments of their Lord and Master.  Their devotion is total, obeying the Eye with both vicious zeal and depraved passion.  They stalk their congegration clad in leaden black robes, the overwhelming scent of ammonia is a sacrifice's only warning of the approaching doom if chosen for the Clergy's ungodly rites.






ELEMENTAL CLERGYMAN                                                                                       Medium humanoid (human), neutral evil                                        ________________________________________________


Armor Class 13 (hide)
Hit Points 13 (2d8+4) 
Speed 30 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
10 (+0)     12 (+1)     14 (+2)     13 (+1)    15 (+2)     11 (+0)
________________________________________________

Saving Throws Wis +4, Cha +2
Skills Arcana +3, Medicine +3 Nature +5, Religion +5
Senses passive Perception 12
Languages Abyssal, Common, Primordial 
Challenge 1/2 (100 XP)


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ACTIONS


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Scourge Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 4 (1d4+1) slashing damage.

Evil Eye. Ranged Attack: one target within 60 feet must make a DC 12 Wis save.  Effect: The target loses their next bonus action and on a failed save takes 5 (1d8) psychic damage.

Shadowdark: The Citadel on the Borderlands

I hope to be running the Lost Citadel of the Scarlet Minotaur this Friday and I'll be using the Premium version that was released to Ba...