Showing posts with label Swords and Wizardry. Show all posts
Showing posts with label Swords and Wizardry. Show all posts

Tuesday, December 18, 2018

Dagonites for 0e and 5e

The horrid Dagonites can be readily ported back to 0e as well as forward to 5e. One interesting element of 5e monster design is the extreme reluctance to give monsters spellcasting ability. Most standard 5e demons, for example, do not come with the many spells that they have wielded since Eldritch Wizardry. (There is an option in the Monster Manual for adding this ability back in.)

In some ways, this ellision is a sensible design decision: many of the original spells were fairly weak, and a grab-bag of minor abilities dilutes some of the thematic focus of the monster. And from a practical standpoint, in most encounters a monster will only have limited opportunity to use spells. Starting with 3.5e the designers began to prune back the number of spell-like abilities given to demons and to boost their power. This editing continued into 4e until reaching its conclusion in 5e, where the spells were mostly dropped altogether. Why not save these for a monster like the lich, where spellcasting is central to the concept?

That said, I do think there is something limiting about exclusively viewing monster design through the prism of a combat encounter. There should be room to occasionally give monsters interesting or useful non-combat abilities. For the dagonites, I felt like using cleric spells was an important part of their concept, so I retained the spellcasting for 5e.

The following text is Open Game Content.

Dagonite

This grotesque creature has the tail and body of a scaled fish but the head of a bearded man, its gaping mouth lined with tiny, jagged teeth. Two frog-like forelegs end in webbed hands and are matched with two sweeping pectoral fins.

Vile Creatures of the Deep. The dagonites are rarely seen abominations that dwell in warm, shallow seas. They readily prey upon all other intelligent aquatic creatures.

Bearers of an Ancient Curse. Dagonites are rumored to be the descendants of wicked humans who were transformed into monsters when their mighty kingdom was sunk beneath the waves as divine punishment.

Unholy Disciples of Chaos and Evil. The dagonites owe allegiance to an ancient and powerful demon prince of immense size and horrific appearance, said to dwell in the inky depths of an Abyssal sea. This prince endows his servitors with dark spells.

0e

Dagonite CL 2 (30 XP)

A Dagonite casts spells as a 2nd level cleric (1).

Typical Cleric Spells: Cause Light Wounds (1).

HD 1; AC 5 [14]; Atk 1 bite (2d6); Move 9/12 (Swimming); Save 17; Al C; Special spells.

Dagonite Leader CL 4 (120 XP)

A Dagonite leader casts spells as a 5th level cleric (2/2).

Typical Cleric Spells: Cause Light Wounds (1), Detect Good (1), Hold Person (2), Silence, 15 ft. Radius (2).

HD 3; AC 3 [16]; Atk 1 bite (2d6); Move 9/12 (Swimming); Save 14; Al C; Special spells.

Dagonite High Priest CL 8 (800 XP)

A Dagonite high priest casts spells as an 8th level cleric (2/2/2/2/2).

Typical Cleric Spells: Cause Light Wounds (1), Detect Good (1), Hold Person (2), Silence, 15 ft. Radius (2), Cause Disease (3), Prayer (3), Cause Serious Wounds (4), Protection from Good, 15 ft. Radius (4), Finger of Death (5), Insect Plague (5).

HD 5; AC 1 [18]; Atk 1 bite (2d6); Move 9/12 (Swimming); Save 12; Al C; Special spells.

5e

Dagonite
Medium aberration, chaotic evil
Armor Class 14 (natural armor)
Hit Points 22 (4d8+4 HD)
Speed 20 ft., swim 30 ft.
StrDexConIntWisCha
11 (+0)15 (+2)13 (+1)10 (+0)12 (+1)10 (+0)
Saving Throws Wis +3, Cha +2
Senses darkvision 60 ft.; passive Perception 12
Languages Abyssal
Challenge 1/2 (100 XP)
Limited Amphibiousness. The dagonite can breathe air and water, but it needs to be submerged at least once every 2 hours to avoid suffocating.
Spellcasting. The dagonite is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The dagonite has the following cleric spells prepared:
Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy 1st (2 slots): bane, inflict wounds
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) necrotic damage.
Dagonite Leader
Medium aberration, chaotic evil
Armor Class 15 (natural armor)
Hit Points 45 (6d8+18 HD)
Speed 20 ft., swim 30 ft.
StrDexConIntWisCha
11 (+9)16 (+3)16 (+3)10 (+0)15 (+2)10 (+0)
Saving Throws Wis +4, Cha +2
Senses darkvision 60 ft.; passive Perception 14
Languages Abyssal
Challenge 2 (450 XP)
Limited Amphibiousness. The dagonite leader can breathe air and water, but it needs to be submerged at least once every 2 hours to avoid suffocating.
Spellcasting. The dagonite leader is an 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The dagonite leader has the following cleric spells prepared:
Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy
1st (4 slots): bane, detect good, inflict wounds
2nd (3 slots): find traps, hold person, silence
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) necrotic damage. damage.
Dagonite High Priest
Medium aberration, chaotic evil
Armor Class 16 (natural armor)
Hit Points 90 (12d8+36 HD)
Speed 20 ft., swim 30 ft.
StrDexConIntWisCha
11 (+0)18 (+4)16 (+3)11 (+0)17 (+3)12 (+1)
Saving Throws Wis +6, Cha +4
Senses darkvision 60 ft.; passive Perception 15
Languages Abyssal
Challenge 6 (2,300 XP)
Limited Amphibiousness. The dagonite high priest can breathe air and water, but it needs to be submerged at least once every 2 hours to avoid suffocating.
Spellcasting. The dagonite high priest is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The dagonite high priest has the following cleric spells prepared:
Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy
1st (4 slots): bane, detect good, inflict wounds
2nd (3 slots): find traps, hold person, silence
3rd (3 slots): animate dead, bestow curse, dispel magic
4th (2 slots): control water, guardian of faith
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 27 (6d8) necrotic damage.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Wednesday, March 29, 2017

Dragonborn for 0e

Grenadier Models’ “Armored Dragonman,” from Fantasy Lords - First Series line. Image from Lost Minis Wiki.

Though there is probably exceedingly little overlap between dragonborn enthusiasts and 0e players, this back-conversion is offered up to that small, select intersection of these two groups. The following text is Open Game Content.

Dragonborn

Dragonborn are rare, scaly humanoids descended from dragons. They approach nearly every undertaking with the utmost enthusiasm and intensity. Dragonborn may have once possessed a kingdom of their own, but now they are scattered across the world in small, tight-knit communities. They revere tradition and respect the bonds of their clan and family.

Young Dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. Adult Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. They live to be around 80.

Dragonborn as Player Characters

Draconic Ancestry: All Dragonborn have a breath weapon that can be used once per day. A Dragonborn’s ancestry determines the breath weapon.

Draconic Ancestry
Dragon Breath Weapon Effect
Black 30-foot line 2d6 acid damage, saving throw for half
Blue 30-foot line 2d6 lightning damage, saving throw for half
Brass 10-foot diameter cloud Sleep until the victim is physically awakened; a saving throw is required for anyone caught in the breath weapon, regardless of level
Bronze 30-foot line 2d6 lightning damage, saving throw for half
Copper 30-foot line 2d6 acid damage, saving throw for half
Gold 15-foot cone 2d6 fire damage, saving throw for half
Green 10-foot diameter cloud 2d6 poison gas, saving throw for half
Red 15-foot cone 2d6 fire damage, saving throw for half
Silver 15-foot cone 2d6 cold damage, saving throw for half
White 15-foot cone 2d6 cold damage, saving throw for half

Classes: Dragonborn player characters must be Fighters and may advance beyond 6th level only if the warrior has Strength of 17 (maximum 7th level) or 18 (maximum 8th level). Such a Fighter may also take advantage of any XP bonus due to a high Strength score to gain experience more quickly. Dragonborn that are not player-characters might have completely different limitations or abilities than player-character Dragonborn adventurers, as determined by the Referee.

Dragonborn as Monsters

This bipedal dragon stands well over six feet tall and is armed and armored like a warrior. Its fine scales are colored dark red.

Dragonborn CL 2 (30 XP)

A dragonborn has the breath weapon of its ancestor (see above). It can use its breath weapon once per day.

HD 1; AC 4 [15]; Atk 1 weapon (1d8); Move 9; Save 17; Al L; Special breath weapon.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.