Showing posts with label Out of the Abyss. Show all posts
Showing posts with label Out of the Abyss. Show all posts

Tuesday, January 5, 2016

Out of the Abyss: Hammer of Innocence for D&D 5th Edition

In my Out of the Abyss gameI've taken to creating some magic items to seed my campaign with:

Legend holds that the Hammer of Innocence was given to the Inquisitor, Grace von Damme, by Tyr himself to free the village of Laslo from a clutch of yugoloths.  While the enchanted warhammer was said to have been buried with the Inquisitor, rumors have linked the Red Door to its theft for close to a decade.





HAMMER OF INNOCENCE
Magic weapon (warhammer), very rare (requires attunement)

You gain a +2 to attack and damage rolls with this magic weapon.

In addition, you deal an additional 2d8 force damage against fiends.

Finally, if a fiend is possessing a creature that is struck with the warhammer it must make a DC 12 Wisdom saving throw, on a failure the creature is freed from possession.


Monday, August 31, 2015

Out of the Abyss: House of Maure Cultist for D&D 5th Edition


Lunatics.  Devotees.  Zealots.  The fanatics who serve Demogorgon have drowned in his dark madness and seek to bring more victims to His bottomless depths.






HOUSE OF MAURE CULTIST (YEENOGHU)
Medium humanoid, chaotic evil
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Armor Class 12 (natural armor)
Hit Points 13 (2d8+4) 
Speed 30 ft.
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   Str            Dex         Con           Int         Wis         Cha
15 (+2)        13 (+1)        14 (+2)        13 (+1)      14 (+2)      11 (+0)
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Skills Arcan +3, Athletics +4, Intimidation +2
Senses passive Perception 12
Languages Common, Abyssal
Challenge 1/4 (450 XP)

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Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Zeal. The cultist has advantage on Wisdom saving throws.

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ACTIONS

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Artificial Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) slashing damage.


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Monday, August 24, 2015

Out of the Abyss: Fanatic of Demogorgon


Lunatics.  Devotees.  Zealots.  The fanatics who serve Demogorgon have drowned in his dark madness and seek to bring more victims to His bottomless depths.






FANATIC OF DEMOGORGON 
Medium humanoid, chaotic evil
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Armor Class 16 (natural armor)
Hit Points 52 (7d8+21) 
Speed 40 ft.
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   Str            Dex         Con           Int         Wis         Cha
14 (+2)        13 (+1)        16 (+3)        11 (+0)      13 (+1)      14 (+2)
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Skills Athletics +4, Persuasion +4
Senses passive Perception 11
Languages Common, Abyssal
Challenge 2 (450 XP)

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Magic Resistance. The fanatic has advantage on saving throws against spells and other magical effects.
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ACTIONS

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Multiattack. The fanatic makes two attacks.

Sacrificial Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and an additional 1d4 necrotic damage.



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Out of the Abyss: A Trio of Magic Weapons for D&D 5th Edition

In the Rage of Demons DnD game I'm running, the characters recently got a small cache of weapons that had been forged by a small clan of Salamanders.  


CORONA

Magic weapon (greatsword), very rare (requires attunement)


You gain a +2 bonus to attack rolls and damage rolls with this magic weapon


In addition, a creature that touches you or hits you with a melee attack while within 5 feet of you takes 2 fire damage.






SHIMMER
Magic weapon (dagger), very rare (requires attunement)


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


In addition, you may cast the misty step spell twice per day.



HEATDEATH

Magic weapon (long bow), very rare (requires attunement)

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


In addition, you deal fire damage with this bow.

Finally, if you score a critical hit with this magic weapon the target suffers one level of exhaustion.


Tuesday, August 18, 2015

Out of the Abyss: The Hollow Rajah for D&D 5th Edition





Traitors in the Blood War, the Hollow Rajah serve Fraz-Urb'luu as spies, diplomats and cult leaders. Loathed by the demons of the Abyss and hated by the devils of the Nine Hells, the Rajah relish their allies mistrust and savor their enemies' disgust.




HOLLOW RAJAH 
Medium fiend, chaotic evil
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Armor Class 16 (natural armor)
Hit Points 110 (13d8+52) 
Speed 40 ft.
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   Str            Dex         Con           Int         Wis         Cha
15 (+2)        17 (+3)        18 (+4)        12 (+1)      17 (+3)      20 (+5)
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Skills Intimidation +10, Insight +8, Persuasion +10
Damage Vulnerabilities piercing from magic weapons wielded by lawful creatures
Damage Immunities bludgeoning, piercing, and slashing from 
non magical weapons
Senses darkvision 60 ft., passive Perception 13
Languages Common, Abyssal
Challenge 13 (10,000 XP)

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

Innate Spellcasting. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:

At will: blur, detect thoughts, disguise self, mage hand, minor illusion
3/day each : charm person, detect magic, fear, invisibility, major image, phantasmal force
1/day each: dominate person, gaseous form, plane shift, true seeing

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ACTIONS

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Multiattack. The hollow rajah makes two claw attacks .

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
Hit: 11 (2d8 + 2) slashing damage, and the target is cursed if
it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target with ennui. The cursed target gains a level of exhaustion. The curse lasts until it is lifted by a remove curse spell or similar magic.




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Wednesday, August 12, 2015

Out of the Abyss: Cultist of Zuggtmoy for D&D 5th Edition







Creatures blessed by Zuggtmoy undergo a physical transformation. Fungi spreads across them, devouring their flesh and changing them into creatures of poison and decay. Many of her cultists look like zombies do to the mold tha makes their skin as weak as papyrus.




CULTIST OF ZUGGTMOY 
Medium humanoid (bullywug), chaotic evil
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Armor Class 15 (hide armor)
Hit Points 63 (6d8+36) 
Speed 20 ft., swim 40 ft.
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   Str            Dex         Con           Int         Wis         Cha
12 (+1)        15 (+2)        17 (+3)        12 (+1)      11 (+0)      5 (-3)
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Skills Stealth +4
Senses passive Perception 11
Languages Abyssal, Common
Challenge 1 (200 XP)

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Amphibious. The cultist can breathe air and water.

Camouflage. The cultist has advantage on Dexterity (Stealth) checks made to hide.

Speak with Frogs, Toads, and Fungi. The cultist can communicate simple concepts to frogs, toads, and fungi when it speaks in Bullywug. 

Strength From Decay. When the cultist reaches 0 hit points, all creatures in a 10 foot radius must make a DC 13 Constitution save, takes half damage.  A target takes 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.

Standing Leap. The cultist's long jump is up to 20 feet and
its high jump is up to 10 feet,with or without a running start.

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ACTIONS

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Multiattack. The cultist makes two melee attacks: one with its tongue and one with its rotting touch.

Tongue. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 1) poison damage.

Rotting Touch. Melee Weapon Attack: +4 to hit, reach 5 ft. 
Hit: 6 (1d10 + 1) necrotic damage.

Monday, August 10, 2015

Out of the Abyss: Cultist of Baphomet for D&D 5th Edition






Baphomet was the embodiment of savagery, an insidious force that wormed its way into the heart of his followers to deceive them into embracing brutality



CULTIST OF BAPHOMET 
Large monstrosity (minotaur), chaotic evil
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Armor Class 14 (natural armor)
Hit Points 92 (12d10+36) 
Speed 40 ft.
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   Str            Dex         Con           Int         Wis         Cha
18 (+4)        11 (+0)        17 (+3)        10 (+0)      16 (+3)      7 (-2)
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Skills Intimidation +7, Perception +7
Senses Darkvision 60 ft; passive Perception 17
Languages Abyssal, Common
Challenge 4 (1100 XP)

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Charge. If the cultist moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. 

Improved Critical. The cultist's weapon attacks score a critical hit on a roll of 19 or 20. 

Labyrinthine Recall. The cultist can perfectly recall any path it has traveled. 

Reckless. At the start of its turn, the cultist can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Savage.  The cultist gains a +2 bonus to weapon damage rolls.

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ACTIONS

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Greataxe. Melee Weapon Attack: +6 to hit , reach 5 ft ., one target. Hit: 19 (2d12 + 6) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 

Hit: 15 (2d8 + 6) piercing damage. 

Unholy Geyser. The cultist exhales a watery blast in a 10-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one.
 

Saturday, August 8, 2015

Out of the Abyss: Chosen of Graz'zt for D&D 5th Edition





Many of Graz'zt's high priests, known as the Chosen, are female lamias, and the rituals they perform are violent and involve themes of darkness and betrayal.



CHOSEN OF GRAZ'ZT 
Large monstrosity (lamia), chaotic evil
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Armor Class 14 (natural armor)
Hit Points 199 (14d10+45) 
Speed 30 ft.
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   Str            Dex         Con           Int         Wis         Cha
16 (+3)        13 (+1)        17 (+3)        14 (+2)      17 (+3)      18 (+4)
________________________________________________

Skills Deception +8, Insight +5, Persuasion +6, Religion +4,
           Stealth +3
Senses Darkvision 60 ft; passive Perception 11
Languages Abyssal, Common
Challenge 5 (1800 XP)

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Innate Spellcasting. The lamia's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components.

At will: disguise self (any humanoid form), major image 
3/day each: charm person, mirror image, scrying, suggestion 
1/day: dominate person, geas, mislead

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ACTIONS

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Multiattack. The chosen makes two attacks: one with its claws and one with its short sword or Beguiling Touch.

Claws. Melee Weapon Attack: +5 to hit , reach 5 ft ., one target. Hit: 16 (2d12 + 3) slashing damage.

Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Beguiling Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on all saving throws and all ability checks.

Friday, August 7, 2015

Out of the Abyss: Cultist of Orcus for D&D 5th Edition






CULTIST OF ORCUS 
Medium humanoid (human), chaotic evil
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Armor Class 12 (hide)
Hit Points 11 (2d8+2) 
Speed 30 ft.
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   Str            Dex         Con           Int         Wis         Cha
11 (+0)        10 (+0)        13 (+1)        15 (+2)       11 (+0)        9 (-1)
________________________________________________

Skills Arcana +5
Senses passive Perception 11
Languages Abyssal, Common
Challenge 1/2 (100 XP)

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Undeath's Kiss. Whenever a cultist of Orcus rolls a 20 on an attack roll or saving throw they gain 4 (1d4+1) temporary hit points.

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ACTIONS


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Inflict Blinding Sickness (Recharge 5-6). Melee Attack: a creature touched by the cultist of Orcust must make a DC 12 Constitution save.  Effect: The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.


Chill Touch. Ranged Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d8) necrotic damage and on an attack roll of 20 the target loses 1 hit die.

Mace. Ranged Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6) bludgeoning damage.

Invincible RPG: I want to succeed more often and not break the Stunt rules

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