One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.” -Hunter S. Thompson


Monday, February 18, 2019

Windrider Eel - A Magic: The Gathering Monster for D&D 5e

Windrider Eel

Armor Class 12 (natural armor)
Hit Points 59 (7d10+21)
Speed 30 ft., fly 60 ft., swim 60 ft.
             STR                           DEX                        CON                          INT                         WIS                         CHA
               18 (+4)                      15 (+2)                    16 (+3)                        2 (-4)                      13 (+1)                     8 (-1)
Skills Perception +5
Senses Blindsight 60 ft., passive Perception 15
Languages
Challenge 2 (450 XP)
Amphibious. The windrider eel can breathe air and water.
Keen Smell. The windrider eel has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  
Hit: 8 (1d8 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the windrider eel can only bite the grappled creature and has advantage on attack rolls to do so.

Swallow. The windrider eel makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and othe effects outside the windrinder eel, and takes 10 (3d6) acid damage at the start of each of the windrider eel’s turns. The windrider eel can only have one target swallowed at a time.                                        
If the windrider eel takes 25 damage or more on a single turn from the creature inside it, the windrider eel must succeed on a DC 12 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the windrider eel. It the windrider eel dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

“The best spot to hook one is right behind the gills.” —Rana Cloudwake, kor sky fisher

Illustrated by Austin Hsu




Monday, November 26, 2018

Monsters of the Weird Apocalypse: Moon-Spawn

Moon Spawn
This is an entry in my Weird Apocalypse setting. For a better understanding of the setting see Part 1 and Part 2.

Thrjaxia's moon hangs low in the sky, an ever present fixture in the skies along with the multitude of Dross Rifts raining trash down on the planet. 

The moon is pock marked with craters and for all intents and purposes looks like any other moon despite how it hangs so unnaturally low in the sky. Despite that it looks like a moon, it is in fact a  space ship that has been disguised to look like a one. The ship itself is no longer capable of space travel and the reasons for the ship in disguising itself are now lost to time. The ship's AI called Dharjak has become a god-like entity to the former crew who have become mutated into the ghoulish Moon-Spawn.

Moon-Spawn often raid the surface of Thrjaxia for slaves and junk that they can use to effect the never ending repairs on the decrepit and labyrinth ship. The Moon-Spawn are universally feared on Thrjaxia for being enigmatic raiders. Yet they are not the worst threat to the people of the wasted world below. When the Dross Gates opened the ship was in orbit near the planet. A Dross Rift opened in the engineering section of the ship and the result was disastrous. A gate to a hellish dimension was opened mutating the crew into Moon-Spawn, bestial creatures of low cunning and effectively immortal unless subjected to violence. It also allowed something from the hellscape beyond, a demonic presence, to invade the ship. This demonic force, if it should escape the confines of its imprisonment on the ship would bring dire consequences to the planet below as a wave of demonic creatures would flood into the world. To contain the threat Dharjak has recruited the former crew to gather resources from below to maintain the matrix imprisoning this vile entity. 


Sunday, November 25, 2018

Homebase: Hommlet




I’ve been thinking about using Hommlet as a home base for your campaign. Here’s some of the thoughts I’ve come up with.

1)         Atmosphere: Hommlet is a place where nothing is what it seems, wheels within wheels. While on the surface most people may seem happy and helpful, everyone has a secret. These secrets are not necessarily sinister in nature, but over all it should add to the sense that there is a palpable feeling of mystery in the town. I think if you can cultivate a feeling of paranoia, mystery and a feeling that the town itself is its own character, your campaign will feel all that more satisfying in the long run.

2)         It’s not all about Elemental Evil: Yeah the Temple and the Elemental Cults are a major force in the area, but they are not the only thing going on. There should be other adventures and sinister plans going on unrelated to those threats.  If all your players do is hunt down Elemental cultists your campaign will become monotonous. It will also damage the atmosphere and the feeling that your campaign world is actually more that just a one dimensional place.

3)         Make it about your PCs: This goes for any campaign really, but it doesn’t hurt to remind ourselves again about this truth. Your players need to feel that Hommlet is their home. They need to feel it is worth protecting and that some of these people are their friends and family. Remember: As a DM we must givith so that when we taketh it hurts like hell and motivates the players to take action.





Saturday, November 24, 2018

Monsters of the Weird Apocalypse: Antoka


A tribe of Antoka and a Groat
This is an entry in my Weird Apocalypse setting. For a better understanding of the setting see Part 1 and Part 2.

The Antoka are a race of green-skinned, four-armed aliens. They are a tribal nomadic people, warring with each other as much as any other group that crosses them. They follow the herds of groats, equines that roam the heaps and have six legs and four eyes. Groats are used for food, and transport and no part of a slaughtered Groat goes to waste. If one can befriend a tribe, you have made a powerful ally indeed. The Antoka are one of the races that seem to find themselves exiled through the Dross Rifts to Thrjaxia on a regular basis. Why this is no one knows, not even them. It is believed that this may be because the Antoka homeworld must be close by. This claim is further bolstered by the fact that the Antoka worship the Bright Side of the moon claiming that it is the home of their deity. They say they know this is true because the same moon-devil spawn, demonic servants that hail from the moons dark-side, descend from the sky and raid their homeland too. They claim that the Dark side of the moon is the Hell which the damned suffer as slaves to the Dark Moon God.