MAGICAL MUSKETEERS – The Gun Magus Martial Tradition for the 5th Edition Dungeons & Dragons Magus Class

NEW MARTIAL TRADITIONS
The following is a new Magus Martial Tradition for use with the rules for the 5th Edition Dungeons & Dragons Magus class found here. This also makes extensive use of the firearms rules found here.

Special thanks to my fellow blogger, Doctor Necrotic, for suggesting this Martial Tradition!

GUN MAGUS
Gunmage
WAY OF THE GUN
Beginning when you choose this martial tradition at 1st level, you gain proficiency with firearms. You also gain the ability to use your Arcane Pool abilities with magic weapons. When you do so, your Arcane Pool ability supersedes the weapon’s bonuses and abilities (if any) for the duration of the Arcane Pool ability.

You also gain a pistol or rifle and 20 bullets.

GUN MAGIC
At 1st level, you gain the ability to attune to any firearm. You also gain the ability to use your Arcane Pool abilities with firearms. When you do so, your Arcane Pool ability supersedes the weapon’s bonuses and abilities (if any) for the duration of the Arcane Pool ability. 

Further, you can use your magus abilities that require a melee weapon attack with firearms. For instance, you can use the Magus Arcana Critical Strike with firearms.

Finally, you gain the ability to deliver any magus spell or cantrip that requires a ranged attack roll through your bonded weapon. To do so, you take the Attack action with a firearm and simultaneously cast any magus spell you have prepared or magus cantrip you know as a bonus action. If you hit, the firearm ranged weapon attack deals its normal damage as well as the effects of the spell. If you roll a critical hit, the spell’s damage (if any) is doubled. This ability can be used once per round and cannot be used in the same round as spellstrike or spell Combat. However, at 20th level, you can choose to use spell combat and this ability in the same round.

ARCANE ACCURACY
Starting at 5th level, you can spend 1 arcane pool point to avoid suffering disadvantage on an attack roll when you attack a target beyond normal range with your bonded weapon.

THE MAGIC BULLET
At 11th level, you perfect your mastery of firearms. By expending 1 arcane pool point, your bonded weapon regains 2 bullets, which each count as magic weapons.

Further, you can the ability to spend 1 arcane pool point and deliver any of your prepared spells or cantrips through your bonded weapon, including those which normally require a melee attack roll. If the spell has an area of effect, such as a cone or sphere, the spell effect originates at the target. For instance, if you use this ability to cast the burning hands spell, the spell affects a 15 foot cone that spreads out from, and includes, the target.

DUNGEON MUSER’S NOTES
Since firearms are beginning to play a larger role in my 5th Edition Dungeons & Dragons game, I felt it would be best to take the good Doctor’s suggestion and introduce a gun-wielding variant for the Magus.

I tried to avoid duplicating the abilities of the Spellslinger Gunslinger archetype so as to give this subclass its own thematic space. In the end, I think I struck the right balance where the Gun Magus is a better spellcaster, but the Spellslinger is a better gunfighter, but I will be happy to hear your thoughts, dear readers.

RESOURCEFUL RESKINNING
As with the Magus class itself, with a few changes, this martial tradition could be used to replicate an arcane archer, similar to the Arcane Archer Prestige Class from the Pathfinder Core Rulebook, or a divine/primal magic archer, similar to the Seeker class from 4th Edition D&D.

For a Seeker-type character who uses druidic-style magic combined with archery, you could easily use the Ranger spell list up to level 5 and then use spells from levels 6 to level 9 from the Druid spell list, to make up the balance.

THE MAGUS UNLEASHES A RIPOSTE
Yet another gunslinging option is ready to join your 5th Edition Dungeons & Dragons campaign!

Until next time, I remain;

THE DUNGEON MUSER

MAGICAL MUSKETEERS – The Gun Magus Martial Tradition for the 5th Edition Dungeons & Dragons Magus Class

Casting Call – Survivor – Out of Time 14th Level Android Oracle

Further to my post on Foster Nikodemus, the 14th Level Magus I posted a few weeks ago in preparation for a one-shot that I will be running set in an updated version of Monte Cook’s classic Dark Space campaign setting, I am happy to share another character that will make his debut in that session, Survivor, an Android who spent a millennia in stasis.

For those interested, here is the background that Survivor’s player came up with:

My original designation was Omega 25. I was born into the world in the middle of the Pirathon Purge. An android, developed and built to outlast the apocalypse. A prototype made in a buried research facility by AI and Robotics experts. The plan was to fill my head with all of the knowledge of their civilization. The plan only partially succeeded. On the day of my birth, in fact in the very same hour that my consciousness awoke, the Dark reached our facility. I believe, though I was never told that they turned me on prematurely, surely they did not intend for me to be such a weakling. The Dark quickly destroyed all of the other computers, robots and androids in the facility. My creators would be unable to transfer the knowledge to me how they had planned. They began furiously documenting all they could. Unfortunately only a few hours later Death also reached our facility. I was left alone, surrounded by scraps of papers, tidbits of knowledge, unfinished thoughts, a few written books, and a lot of death.

I absorbed what I could and tried to make my way out of the facility. However when I reached the exit I was unable to open the door. I was not strong enough to pry it open and lacked any tools with which to make my escape. I was trapped! After the panic subsided I decided that someone or something would eventually come for me. Nothing ever did. I soon realized that to conserve resources and to avoid the insanity of total isolation I had to start setting longer and longer rest cycles. First days, then weeks, then months, eventually a year at a time. I felt it a good idea to wake up on my birthday every year and celebrate by checking the exit. I followed this until my 200th birthday. Then I lost hope. I began setting the sleep cycles even longer. A decade, a century, a millennium. Time just disappeared. It’s meaning was lost to me. I remember the last time that I went to sleep for a millennium I never closed my eyes, time just slipped by.

The last time I woke up in the facility everything was so different. Firstly my visual sensors were messed up. I mean what kind of idiot goes to sleep for a millennium with their eyes open. The second and much more important thing was that instead of feeling out of sync with time, I felt perfectly in tune with it. It was as if something had changed inside me. I don’t know if it was some of my original design coming online finally or if some other divine spark had ignited a new part of my being. What I do know for sure is that when I went to check the exit door this time, even though it was still blocking my way at this moment, in another moment of time it wasn’t. I felt myself step to that other moment of time for a second as I walked right through the door. Turning now, I gave it one last pound with my fist, this time from the outside.

Not long, by my standards, after I emerged from the facility I was picked up by a Loremaster scout ship. I learned much from the Loremasters about what had transpired since the purge. I developed my control over time. And working with the Loremasters I discovered my purpose in life. To explore the 20 and discover other ancient AI’s that had survived the Dark. AI’s that may hold the lost knowledge of my creators and the other ancient civilizations. To gain their knowledge and fulfill my destiny!

On that day that I was saved I discarded my old designation and assigned myself a new one, Survivor.

Survivor – Dark Space Redux
space_mage_by_axl99-d6ru3ej

Male Android Man Out of Time Oracle 14
XP 140,000
Neutral Good

Strength 8 (-1)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 16 (+3)
Wisdom 10 (+0)
Charisma 16 (+3)
Size: Medium
Height: 6′
Weight: 205 lbs
Skin: Light
Eyes: Washed Out White
Hair: Black Straight

Maximum Hit Points: 87
Hit Dice: 14d8
Speed: 30 feet
Armor Class: 15 (Nanite Ablative Armor + Dex)

Proficiency bonus: +5
Initiative modifier: + 3
Attack (handheld / thrown): + 4
Attack (missile / finesse): + 8
Strength save: -1
Dexterity save: + 3
Constitution save: + 1
Intelligence save: + 3
Wisdom save: + 5
Charisma save: +8
Insight (passive): 12 (17 with advantage)
Perception (passive): 17 (22 with advantage)
Languages: Geideri Prime
Proficiency: Simple Weapons, Stun Gun, Light Armor, Medium Armor, Shields, Engineer’s Tools, Technologist

Born of Lostech: Survivor’s long experience with ancient high technology taught him to work carefully around timeworn high technology. When you are rolling to determine how technology works (as described on page 268 of the Dungeon Master’s Guide), you can always ignore a result that would use a charge or waste an item. You still suffer any other effects of a failed roll. Further, when you attempt to learn or recall a piece of lore relating to timeworn high technology, if you do not know that information you often know where and from whom you can obtain it (though doing so may be an adventure unto itself).

Sacred Flame [Target must succeed on a DC 16 Dexterity saving throw or suffer 3d8 radiant damage (range 60 feet)]
Stun Gun [+8 to hit; 1d12+3 thunder damage, Ammunition (range 20/60), Semi-Automatic, Reload (Capacity: 10, 1 charge per use)]
Unarmed strike [+3 to hit; 1 bludgeoning]

Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 3 = +3
Animal Handling Wis 0 = +0
Arcana Int 8 = +3 +5
Athletics Str -1 = -1
Deception Cha 3 = +3
History Int 8 = +3 +5
Insight Wis 5 = +5 +5
Intimidation Cha 3 = +3
Investigation Int 3 = +3
Medicine Wis 5 = +0 +5
Nature Int 3 = +3
Perception Wis 5 = +0 +5
Performance Cha 3 = +3
Persuasion Cha 3 = +3
Religion Int 3 = +3
Sleight of Hand Dex 3 = +3
Stealth Dex 3 = +3
Survival Wis 0 = +0

Oracle spells:

First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
Fourth-level castings: 3/day
Fifth-level castings: 2/day
Sixth-level castings: 1/day
Seventh-level castings: 1/day

Survivor’s Cantrips are Guidance, Mending, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy.

Android

  • Artificial Ancestry: Survivor has advantage on saving throws against being charmed and magic can’t put him to sleep.
  • Constructed Body: Survivor counts as both a construct and humanoid. He has advantage on saving throws against disease, fatigue, paralysis, poison, and being stunned.
  • Cybernetic Mind: Survivor suffers disadvantage when making Wisdom (Insight) rolls, but gains advantage on saving throws against fear.
  • Nanite Surge: Once per day, Survivor can use a bonus action to add +5 to the result of one d20 roll, either before or after the roll. When he uses this ability, his circuitry-tattoos glow with light equivalent to that of a torch until the start of his next turn.

Survivor’s Known Spells (Survivor’s Mystery Spells are in bold).

  • First Level spells are Cure Wounds, Expeditious Retreat, Shield of Faith.
  • Second Level spells are Blur, Gentle Repose, Hold Person, Shield of Faith, Spiritual Weapon.
  • Third Level spells are Haste, Slow, Speak with Dead.
  • Fourth Level spells are Death Ward, Dimension Door, Freedom of Movement.
  • Fifth Level spells are Greater Restoration, Legend Lore, Raise Dead, Scrying
  • Sixth Level spells are Contingency, Heal, Word of Recall
  • Seventh Level spells are Etherealness, Sequester, Teleport

Oracle of Time

  • The DC to resist your spells is DC 16 (8 + proficiency bonus + your charisma modifier).
  • Clouded Vision: Survivor cannot see anything beyond 60 feet, but he has Darkvision 60 feet and Blindsight 30 feet. 

Time Mystery Revelations:

  • Momentary Glimpse: When Survivor completes a long rest, roll two d20s and record the number rolled. You can replace any attack roll, saving throw, or ability check made by Survivor or a creature that he can see with on these foretelling rolls. Survivor must choose to do so before the roll, and he can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When Survivor finishes a long rest, he loses any unused foretelling rolls.
  • Speed/Slow Time: Survivor knows the haste spell.
  • Temporal Celerity: When Survivor rolls initiative, he can roll a d6 and add it to the result. Once he uses this ability he must complete a long rest before using it again. Further, he rolls initiative three times and keeps the highest of the results.
  • Time Hop: Survivor knows the teleport spell.
  • Time Flicker: Survivor knows the blur spell.

Survivor’s Gear
Batteries (10 spares), Chemalyzer, Grade 3 Hemochem (2 doses), Jet Pack, Laser Pistol, Medlance, Nanite Ablative Armor, Stun Gun

NEW RULES FOR HIGH TECHNOLOGY ITEMS

High Technology Properties

Semi-Automatic
A weapon that has the semi-automatic property can attack twice when the attacker takes the Attack action. This does not stack with the Multiattack or Extra Attack abilities.

High Technology Items

Jet Pack
Technological Gear, Very Rare
Weight 10 lbs., Capacity: 100, 1 charge per use
A jetpack consists of a pair of cylindrical tanks worn on a shoulder harness with a pair of motion-sensitive rings worn on the thumbs that are used as wireless thrust and attitude controls. The jetpack can be activated with a Use Object Action or your free “interact with object” action (as described on page 190 of the Player’s Handbook). The jetpack grants a fly speed of 60 feet. The exhaust isn’t hot or concentrated enough to be used as a weapon.

A jetpack can be operated in overdrive, giving the wearer a fly speed of 90 feet and consuming twice as many charges per round.

Nanite Ablative Armor
Medium Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2), Weight: 35 lbs, Properties: Reload (Capacity 24, 1 charge per hour)
This suit of armor consists of several layers of scaly mesh over a thick, clothlike polymer weave. When activated, a suit of nanite ablative armor grants the wearer additional protection against nanites, through the use of imperceptible magnetic fields that repel the microscopic robots. An active suit of nanite ablative armor grants advantage on all saving throws against effects from nanite sources and all attack rolls from nanites suffer disadvantage against you while this armor is active.

Stun Gun
Weapon (firearm), Rare
Damage: 1d12 thunder, Weight: 3 lbs., Properties: Ammunition (range 20/60), Semi-Automatic, Reload (Capacity: 10, 1 charge per use).
This weapon uses a sonic amplifier to produce powerful low-frequency bursts of energy that pummel targets. The weapon has a relatively short range, but the fact that it deals nonlethal damage at range and can knock targets prone makes it a favorite for those seeking to capture their foe alive. When a target is reduced to 0 hit points by a Stun Gun attack, it automatically stabilizes and does not have to make death saving throws. On a critical hit with this weapon, the target is knocked prone if it is Large size or smaller.

EXISTING HIGH TECHNOLOGY ITEMS

Battery
Technological Gear, Common
Weight 1 lb.
Most technological items are powered by electricity. While one can use the electricity provided by a generator, these are rare, expensive, and rarely portable. It’s more common and practical to charge such items with batteries. A battery looks like a small silver disk that’s etched with strange lines—some people have taken to calling batteries “silverdisks” and sometimes use them as coins. A battery contains 10 charges when full; to charge an item with a battery, one simply slips the disk-shaped device into the proper slot on the item. The battery’s charge instantly fully depletes, and the item’s internal capacitors fill with 10 charges as it does so. If the item had fewer than 10 open slots in its capacity, the excess charges the battery once held are lost. A battery can be kept within an object indefinitely, or it can be ejected from the object for the purposes of recharging it or storing it elsewhere without affecting the item’s charge. Inserting or ejecting a battery is a move action.

Chemalyzer
Techological Gear, Rare
Weight 8 lbs, Capacity 10, 1 charge per use
A chemalyzer is a handheld unit with an extendable wand tipped with a sampling nozzle. It grants advantage on all checks made to identify an unknown pharmaceutical, poison, chemical, or substance. It cannot aid in the identification of magical effects or items like potions.

Grade Three Hemochem
Pharmaceutical, Rare
Hemochem stops bleeding and promotes healing. A single dose of hemochem allows the patient to regain a number of hit points per round for 1 minute, up to their maximum hit points. Multiple doses injected do not stack, but they do reset the duration of the effect back to 1 minute. Grade three Hemochem heals 3 hit points per round.

Medlance
Technological Gear, Uncommon
Weight -, Capacity 10
This wand-like device contains a reservoir at one end and a small pad at the other. A medlance can be filled with a single dose of liquid, such as a pharmaceutical, a potion, or a poison. It can then be used to administer the liquid to a creature—if the target does not wish to be injected with the medlance’s contents, the wielder must succeed at a melee attack to dispense it as an Attack action. Otherwise, administering liquid via a medlance is a Use an Object action. A medlance doesn’t use charges, but after being used to administer 10 injections, its internal sterilization mechanisms are depleted and the device becomes useless.

Casting Call – Survivor – Out of Time 14th Level Android Oracle

EVEN MORE GEAR OF THE IRON GODS – Sci-Fi Tech for 5th Edition Dungeons & Dragons

One of the unique elements that makes the Iron Gods adventure path so fun is the crap-ton of exotic, high technology featured throughout. From laser guns, to force fields, to chainsaw swords, there is a wide selection of sci-fi loot that can be recovered from ancient Numerian ruins, purchased from friendly scavengers, or pried from the cold, dead hands of vanquished foes and, since these items play such a significant role in setting the tone for the Iron Gods adventure path 5E versions of these items are a necessity.

The following are a few new high tech items that I recently converted for a series of short fantasy/horror/sci-fi adventures.

NEW RULES FOR HIGH TECHNOLOGY ITEMS

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High Technology Properties 

Autofire
A weapon that has the Autofire property can be used to fire a hail of shots at your enemies in two different ways, each of which takes your Action.

The first is to cover a 10ft radius area with a hail of lead. Make an attack roll and all targets in the area must make a Dexterity save against the result of your attack or take weapon damage (without adding your ability modifier) on a failed save, or half damage on a successful save. This attack uses 10 shots.

The second is to focus fire on a single target. Make an attack roll and, if you hit, add two extra damage dice to your damage roll. For example, if you hit a target with this attack using a Laser Rifle, you roll 4d10 fire damage. This attack uses 5 shots.

Laser
A weapon with the laser property passes through force fields and force effects, such as the wall of force spell. Objects like glass or other transparent barriers do not provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage from a laser passing through it. Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks.

Semi-Automatic
A weapon that has the semi-automatic property can attack twice when the attacker takes the Attack action. This does not stack with the Multiattack or Extra Attack abilities.

High Technology Items
Jet Pack
Technological Gear, Very Rare
Weight 10 lbs., Capacity: 100, 1 charge per use
A jetpack consists of a pair of cylindrical tanks worn on a shoulder harness with a pair of motion-sensitive rings worn on the thumbs that are used as wireless thrust and attitude controls. The jetpack can be activated with a Use Object Action or your free “interact with object” action (as described on page 190 of the Player’s Handbook). The jetpack grants a fly speed of 60 feet. The exhaust isn’t hot or concentrated enough to be used as a weapon.

A jetpack can be operated in overdrive, giving the wearer a fly speed of 90 feet and consuming twice as many charges per round.

Laser Pistol
Weapon (firearm), Rare
Damage: 1d12 radiant, Weight: 2 lbs., Properties: Ammunition (range 50/200), Laser, Semi-Automatic, Reload (Capacity: 10, 1 charge per use).

Laser Rifle
Weapon (firearm), Very Rare
Damage: 2d10 radiant, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Laser, Reload (Capacity: 20, 1 charge per use).

Nanite Ablative Armor
Medium Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2), Weight: 35 lbs, Properties: Reload (Capacity 24, 1 charge per hour)
This suit of armor consists of several layers of scaly mesh over a thick, clothlike polymer weave. When activated, a suit of nanite ablative armor grants the wearer additional protection against nanites, through the use of imperceptible magnetic fields that repel the microscopic robots. An active suit of nanite ablative armor grants advantage on all saving throws against effects from nanite sources and all attack rolls from nanites suffer disadvantage against you while this armor is active.

Smart Armor
Medium Armor or Heavy Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2) (Compact Form) or 15 + Dex modifier (max 2) (Expanded Form), Weight: 20 lbs, Properties: Reload (Capacity 60, 1 charge per 10 minutes)

While inactive, smart armor resembles a breastplate of adamantine scales, which doesn’t seem out of place among most metal armor, except for its alien aesthetics. When activated as a Reaction, smart armor expands to cover the wearer’s legs and limbs, and a built-in magnetic generator hardens the armor into a rigid, plate-like form. When in this form, it uses the statistics of smart armor (expanded form). It can be collapsed back to breastplate form with a bonus action, and automatically retracts when it loses power. In either form, smart armor reduces bludgeoning, piercing, slashing from nonmagical weapons that aren’t adamantine by 2.

Sonic Rifle
Weapon (firearm), Very Rare
Damage: 2d10 thunder, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Reload (Capacity: 20, 1 charge per use).

A sonic rifle emits a blast of devastating sonic waves that shatter and blast flesh, bone, and anything else they happen to strike. A target critically hit by a sonic rifle must succeed at a DC 13 Constitution saving throw or be deafened. The deafened condition does not heal naturally and must be cured by a lesser restoration

Stun Gun
Weapon (firearm), Rare
Damage: 1d12 thunder, Weight: 3 lbs., Properties: Ammunition (range 20/60), Semi-Automatic, Reload (Capacity: 10, 1 charge per use).
This weapon uses a sonic amplifier to produce powerful low-frequency bursts of energy that pummel targets. The weapon has a relatively short range, but the fact that it deals nonlethal damage at range and can knock targets prone makes it a favorite for those seeking to capture their foe alive. When a target is reduced to 0 hit points by a Stun Gun attack, it automatically stabilizes and does not have to make death saving throws. On a critical hit with this weapon, the target is knocked prone if it is Large size or smaller.

EVEN MORE GEAR OF THE IRON GODS – Sci-Fi Tech for 5th Edition Dungeons & Dragons

MUSER’S MENAGERIE 9 – More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

IRON GODS 5E BESTIARY – Part Six
One of the most important things that needs to be converted in order to run the Iron Gods adventure path using 5th edition Dungeons & Dragons is the roster of exotic monsters encountered by the players along the way. As I noted in past entries, the task of converting over the monsters from each adventure in the Iron Gods adventure path is a pretty daunting one, so this entry will simply be the first batch of conversions, taken from the first part of the Lords of Rust. If you are planning on playing the Iron Gods adventure path, these monsters may represent SPOILERS!

Finally, for those who were not here last week, I should mention again that I do not plan to convert over any monsters that are found in the Monster Manual, unless the difference between the Pathfinder and 5E versions are so markedly different that to do so would result in an imbalanced encounter. So, with those comments out of the way, let’s get to the critters!

IRON GODS BESTIATRY: Lords of Rust– Part One
ALDRONARD
Scan_20150617
Medium undead, neutral
Armor Class 15
Hit Points 97 (13d8 + 39)
Speed 0ft., fly 40 ft.
STR 7 (-2) DEX 13 (+1) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 17 (+3)
Skills: Arcana +3, Perception +4, Persuasion +6, Stealth +4
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60ft., passive Perception 14
Languages: Common
Challenge 6 (2,300 XP)
Ethereal Sight. Aldronard can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa.
Incorporeal Movement. Aldronard can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Rejuvenation. When Aldronard is destroyed, his soul lingers. After 24 hours, his incorporeal body reforms. Aldronard is doomed to remain a ghost until either Justinia or her father Eredian forgives him – a forgiveness made much more complex, since both Justinia and Eredian have been dead for decades now.
ACTIONS
Multiattack.
Aldronard makes two melee attacks.
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic damage.
Etherealness. Aldronard enters the Ethereal Plane from the Material Plane, or vice versa. He is visible on the Material Plane while he is in the Border Ethereal, and vice versa, yet he can’t affect or be affected by anything on the other plane.
Mournful Wail. Each non-undead creature within 60 feet of Aldronard that can hear him must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Aldronard’s Mournful Wail for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Possession (Recharge 6). One humanoid that Aldronard can see within 5 feet of him must succeed on a DC 14 Charisma saving throw or be possessed by Aldronard; Aldronard then disappears and the target is incapacitated and loses control of its body. Aldronard now controls the body but doesn’t deprive the target of awareness. Aldronard can’t be targeted by an attack, spell, or other effect, except ones that turn undead, and he retains his alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. He otherwise uses the possessed target’s statistic, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, or Aldronard ends it as a bonus action, or Aldronard is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Aldronard reappears in an unoccupied space within 5 feet of the body. The target is immune to Aldronard’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

EWHAR “HATCHET-HAND” VRESS
Scan_20150617 (2)
Medium humanoid (human), chaotic evil
Armor Class 14 (hide armor)
Hit Points 45 (6d8+ 18)
Speed 30 ft. STR 16 (+3) DEX 15 (+2) CON 16 (+3) INT 8 (-1) WIS 12 (+1) CHA 10 (+0)
Saving Throws: Str +6, Con +6
Skills
: Intimidation +5, Perception +4
Senses passive Perception 14
Languages: Common, Hallit
Challenge 3 (700 XP)
Action Surge (Recharges after a Short Rest). On Ewhar “Hatchet-Hand” Vress’ turn, he can take on additional action on top of his regular actions.
Improved Critical. Ewhar “Hatchet-Hand” Vress scores a critical hit with weapon attacks on a 19 or 20.
ACTIONS
Multiattack.
Ewhar “Hatchet-Hand” Vress makes two attacks with his handaxes or gas grenades.
Handaxe Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60, one target. Hit: 7 (1d6+3) slashing damage.
Gas Grenades Ewhar “Hatchet-Hand” Vress can throw a Gas Grenade at a point up to 60 feet away. One round after the Gas Grenade lands, it emits a cloud of smoke that creatures a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Any creatures who enter or begin their turn in the cloud must succeed in a DC 13 Constitution saving throw or suffer the effect of a stinking cloud spell.
Bandit Leader (Recharges after a Short or Long Rest). For 1 minute, Ewhar “Hatchet-Hand” Vress can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Ewhar “Hatchet-Hand” Vress. A creature can benefit from only one Leadership die at a time. This effect ends if Ewhar “Hatchet-Hand” Vress is incapacitated.

SMILER
Medium humanoid (human), neutral evil
Armor Class 14 (leather)
Hit Points 27 (6d8)
Speed 30 ft.
STR 10 (+0) DEX 16 (+3) CON 10 (+0) INT 12 (+1) WIS 14 (+2) CHA 8 (-1)
Skills: Intimidation +3, Perception +1, Stealth +3
Senses passive Perception 15
Languages: Common, Hallit, Orc
Challenge 1 (200 XP)
Cunning Action. On each of his turns, the Smiler can use a bonus action to take the Dash, Disengage, or Hide action.
Deadeye (Recharge 6). The Smiler can avoid suffering disadvantage on an attack roll when he attacks a target beyond normal range with a firearm.
Gunslinger Dodge (Recharge 6). When the Smiler is hit by an attack, he can use his reaction to force the attacker to reroll its attack roll and take the lower of the two results.
Sneak Attack (1/Turn).
The Smiler deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Smiler that isn’t incapacitated and the Smiler doesn’t have disadvantage on the attack roll.
ACTIONS
Multiattack.
The Smiler makes two melee attacks
Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target. Hit: 5 (1d4+3) piercing damage.
Pistol Ranged Weapon Attack: +5 to hit, range 30/90, one target. Hit: 9 (1d10+3) piercing damage, Ammunition, Loading, Misfire.

DUNGEON MUSER’S NOTES
As with the earlier rounds of Iron Gods conversions, I tried to start with an existing 5E monster (taken from the Monster Manual, one of the Tyranny of Dragons adventures, or the Princes of the Apocalypse adventure) and then used the rules for creating monsters out of the Dungeon Master’s Guide to modify them. For this round of conversions, I also got to use some of the rules I wrote for the D&D 5th Edition version of the Gunslinger class, which you can find here. There isn’t much else that is particularly novel from this week’s conversions

RESOURCEFUL RESKINNING
As with the monsters from the Monster Manual, any of these stats could be repurposed to be a similar monster (for instance, Aldronard could be used to represent any other ghost that is slightly more powerful than the monster found in the Monster Manual).

THE LORDS OF RUST HAVE TAKEN THE FIELD
With these conversions done, the conversion project for the second adventure in the Iron Gods adventure path, Lords of Rust, is underway! Next week, I will have more adversaries to face the intrepid heroes passing through the Iron Gods adventure path. Until next time, I remain;

  • THE DUNGEON MUSER
MUSER’S MENAGERIE 9 – More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

LESSONS FROM THE PAST – The Ancestors Oracular Mystery for 5th Edition Dungeons & Dragons

MYSTERY OF THE ANCESTORS
This oracular mystery is designed for use with the 5th Edition Dungeons & Dragons Oracle class, rules for which can be found here.

THE ANCESTORS
ancestor
When you choose this mystery at 1st level, you gain proficiency with the History skill and with one Language.

ANCESTOR MYSTERY SPELLS
Oracle Level Spells
2 unseen servant
4 spiritual weapon
6 spirit guardians
8 guardian of faith
10 telekinesis
12 planar ally
14 etherealness
16 trap the soul
18 astral projection

ANCESTOR REVELATIONS
As an oracle with the Ancestor Mystery, you can choose from the following revelations.

Ancestral Weapon
You gain the ability to summon a simple or martial weapon appropriate to your family’s history as a bonus action. You are proficient with this weapon. The weapon is treated as a magical weapon and remains for up to 1 minute. Once you use this ability, you must complete a long rest before using it again. At 10th level, your weapon gains the benefit as if you had cast the elemental weapon spell on it.

Blood of Heroes
You gain the ability to cast the heroism spell without using a spell slot. Once you use this ability, you must complete a long rest before using it again. You can use this ability twice per long rest at 10th level, and three times per long rest at 18th level.

Phantom Touch
You learn the vicious mockery cantrip.

Sacred Council
You gain the ability to cast the bless spell without using a spell slot. Once you use this ability, you must complete a long rest before using it again. You can use this ability twice per long rest at 10th level, and three times per long rest at 18th level.

Spirit of the Warrior
Prerequisite: 10th level
You gain the ability to cast the crusader’s mantle spell without using a spell slot. Once you use this ability, you must complete a long rest before using it again. You can use this ability twice per long rest at 18th level.

Spirit Shield
Prerequisite: 10th level
You gain the ability to cast the stoneskin without using a spell slot. Once you use this ability, you must complete a long rest before using it again. You can use this ability twice per long rest at 18th level.

Spirit Walk
Prerequisite: 10th level
You gain the ability to use your action to become both incorporeal and invisible. While incorporeal, you gain resistance to acid, cold, fire, lightning, thunder, as well as bludgeoning, piercing, and slashing nonmagical weapon damage, and you are immune to poison damage. While you are incorporeal, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. This effect lasts for as long as you maintain your concentration, up to 1 minute. Once you use this ability, you must complete a long rest before using it again. You can use this ability twice per long rest at 18th level.

Storm of Souls
Prerequisite: 10th level
You gain the ability to cast the spirit guardians without using a spell slot. Once you use this ability, you must complete a long rest before using it again. You can use this ability twice per long rest at 18th level.

Voice of the Grave
Prerequisite: 10th level

You gain the ability to cast the speak with dead spell without using a spell slot. Once you use this ability, you must complete a long rest before using it again. You can use this ability twice per long rest at 18th level.

Wisdom of the Ancestors
Prerequisite: 6th level
You add the augury spell to your list of spells known. At 10th level, you add the commune and divination spells to your list of spells known. None of these spells count towards you limit of spells known.

FINAL REVELATION OF THE ANCESTORS
As an action you can become an avatar of the ancestors. For 1 minute, you gain the following benefits:

  • Blindsight to 60 feet.
  • Advantage on all Wisdom saving throws.
  • Once within that 1 minute, you can cast the astral projection spell as an action.

DUNGEON MUSER’S NOTES
I moved this week and, since my time has been dominated by packing things into boxes and them removing them from said boxes, I only had time to prepare one mystery.  I also have had internet issues, which is why this entry is coming so late on Friday that it is, technically, Saturday morning.  

RESOURCEFUL RESKINNING
As with earlier mysteries, the Ancestors Mystery is designed to fit specific themes and, as such, it is unlikely that it could be easily reskinned.

THREE MORE MYSTERIES AWAIT
Next week I will add three more oracular mysteries for use with the 5E oracle rules.

Until next time, I remain;

  • THE DUNGEON MUSER
LESSONS FROM THE PAST – The Ancestors Oracular Mystery for 5th Edition Dungeons & Dragons

MUSER’S MENAGERIE 8 – Numerian Monsters for 5th Edition Dungeons & Dragons

NUMERIAN BESTIARY
Last week I introduced the option of summoning robots with your conjure spells, thanks to the Technomancer feat.  However, after a quick review of the robots I have converted to date, it seemed that the options were pretty limited for those wishing to unleash hordes of robotic minions on their enemies.

In the interest of addressing that particular problem, I decided to convert over a few of the robots included in Paizo’s Numeria, Land of the Fallen Stars sourcebook, as well as a bunch of other neat monsters from that sourcebook because, well, they’re pretty cool.

ARACHNID ROBOT
Arachnid Robot
Small robot, unaligned
Armor Class 12 (natural armor)
Hit Points 20 (5d6 + 5)
Speed 40 ft., climb 20 ft.
STR 8 (-1) DEX 13 (+1) CON 12 (+1) INT 10 (+0) WIS 12 (+1) CHA 1 (-5)
Skills: Athletics +2, Perception +4, Stealth +4
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 14
Languages: Common, Hallit
Challenge 1/2 (100 XP)
Explode. When the arachnid robot dies, it explodes in a burst of plasma. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire and lightning damage on a successful one.
Fragile. When the arachnid robot is reduced to less than 11 hit points, it suffers disadvantage on all ability checks and attack rolls.
Vulnerable to Critical Hits. When the arachnid robot is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack.
The arachnid robot makes two claw attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Plasma Spray. The arachnid robot exhales a 15-foot cone of plasma. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire and lightning damage on a failed save, or half as much damage on a successful one.
Plasma Torch.
Ranged Weapon Attack: +5 to hit, range 15/45, one target. Hit: 8 (2d6 + 1) fire and lightning damage.

BLOODBRUSH
Bloodbrush
Small plant, unaligned
Armor Class 13 (natural armor)
Hit Points 39 (6d6 + 18)
Speed 30 ft.
STR 14 (+2) DEX 11 (+0) CON 16 (+3) INT 3 (-4) WIS 10 (+0) CHA 3 (-4)
Saving Throws Con +5
Damage Vulnerabilities
fire
Damage Resistances
: acid, lightning; bludgeoning and piercing from nonmagical weapons
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses passive Perception 10
Languages:
Challenge 2 (450 XP)
Barbs. A creature that touches the bloodbrush or hits it with a melee attack while within 5 feet of it takes 3 (1d6) piercing damage and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is poisoned, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Overrun.
If the bloodbrush moves at least 20 feet straight towards a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the bloodbrush can make one slam attack as a bonus action.
ACTIONS
Slam.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws. The target must also succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is poisoned, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.

CAPACITOR OOZE
Capacitor Ooze

Medium ooze, unaligned
Armor Class 8
Hit Points 285 (30d8 + 150)
Speed 10 ft., climb 10 ft.
STR 24 (+7) DEX 6 (-2) CON 21 (+5) INT 1 (-5) WIS 6 (-2) CHA 1 (-5)
Skills: Athletics +11
Damage Immunities lightning, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 8
Languages:
Challenge 11 (7,200 XP)
Amorphous. The capacitor ooze can move through a space as narrow as 1 inch wide without squeezing.
Electrified.
A creature that touches the capacitor ooze or hits it with a melee attack while within 5 feet of it takes 10 (3d6) lightning damage.
Neurophagic Jolt. If a target stunned by the capacitor ooze’s neurophagic pseudopod is hit by a capacitor ooze’s neurophagic pseudopod while still stunned, the creature must make a DC 17 Wisdom saving throw or suffer disadvantage on all Dexterity and Intelligence saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Osmotic Drain. At the start of the capacitor ooze’s turn, each creature within 10 feet of the capacitor ooze carrying at least one device that is powered by or generates electricity must succeed on a DC 17 Constitution saving throw or lose 1 charge from a random powered device.
ACTIONS
Neurophagic Pseudopod.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 10 (3d6) lightning damage and the target must succeed on a DC 17 Constitution saving throw or be stunned until the end of the capacitor ooze’s next turn.

GRAY GOO
Gray Goo
Medium swarm of tiny constructs, unaligned
Armor Class 20 (natural armor)
Hit Points 102 (12d8 + 48)
Speed fly 50 ft.
STR 1 (-5) DEX 23 (+6) CON 18 (+4) INT 5 (-3) WIS 15 (+2) CHA 1 (-5)
Skills Perception +7, Stealth +11
Damage Immunities
: poison, psychic; bludgeoning, piercing, and slashing from weapons.
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 17
Languages: Common, Hallit
Challenge 14 (11,500 XP)
Amorphous. The gray goo can move through a space as narrow as 1 inch wide without squeezing.
Dismantle. Any objects, including melee weapons, that come into contact with the gray goo begin to be disassembled. Each round the object is in contact with the gray goo, it takes a permanent and cumulative -1 penalty to the AC it offers or -1 penalty to damage rolls. If the armor AC reaches 10, if a shield’s bonus drops to +0, or if the penalty to damage rolls reaches -5, the object is destroyed.
Dispersion.
As a reaction, the gray goo can disperse, spreading itself across an area of up to 30 feet. While dispersed, the gray goo cannot attack or take hostile actions, though it can make a Dexterity (Stealth) ability checks to hide. The gray goo cannot reform for 1d4 rounds.
Immutable Form.
The gray goo is immune to any spell or effect that would alter its form.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening 1 inch or larger. The swarm can’t regain hit points or gain temporary hit points.
ACTIONS
Multiattack.
The gray goo makes three disassemble attacks.
Disassemble. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) slashing damage and the target must make a DC 17 Dexterity saving throw. On a failed save, one of the target’s weapons or armor, determined at random, takes a permanent and cumulative -1 penalty to the AC it offers or -1 penalty to damage rolls. If the armor AC reaches 10, if a shield’s bonus drops to +0, or if the penalty to damage rolls reaches -5, the object is destroyed.
Infest. The gray goo attempts to infest one target’s body. The target must succeed on a DC 17 Constitution saving throw, or it takes 45 (10d6 + 10) slashing damage as the gray goo disappears inside its body. While it is infesting a target, the gray goo cannot take any actions other than to leave the target’s body, but the target takes 45 (10d6 + 10) slashing damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, and the gray goo is expelled from the target’s body on a success. The gray goo cannot be targeted by attacks or spells while it infests the target’s body, but if the infested target is subject to an effect that cures a disease, the gray goo is expelled.

MANNEQUIN ROBOT (LABOURER)
Mannequin Robot
Medium robot, unaligned
Armor Class 13 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 30 ft.
STR 15 (+2) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 11 (+0) CHA 1 (-5)
Skills: Deception +0, Insight +2, Perception +2
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 12
Languages: Common, Hallit
Challenge 2 (450 XP)
False Flesh. The synthetic flesh and hair on the mannequin robot grant it advantage on Deception checks to appear human, unless the target it is deceiving touches the mannequin robot’s cold, synthetic skin.
Vulnerable to Critical Hits.
When the mannequin robot is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack.
The mannequin robot makes two slam attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

MANNEQUIN ROBOT (SECURITY)
Medium robot, unaligned
Armor Class 17 (splint armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR 15 (+2) DEX 16 (+3) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 1 (-5)
Skills: Athletics +5, Perception +2
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 12
Languages: Common, Hallit
Challenge 3 (700 XP)
Alert Sentry. The mannequin robot’s advance sensors grant it advantage on all Wisdom (Perception) checks.
Durable Frame. The mannequin robot’s advanced robotic frame provides a measure of protection against attacks. When an attacker hits the mannequin robot, it must roll damage dice twice and take the lower of the two results.
Vulnerable to Critical Hits. When the mannequin robot is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack.
The mannequin robot makes two melee attacks or two ranged attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Laser Rifle. Ranged Weapon Attack: +6 to hit, range 150/600, one target. Hit: 12 (2d8 + 3) radiant damage.

ROBOT GOLEM
Robot Golem
Large construct, unaligned
Armor Class 18 (natural armor)
Hit Points 187 (15d10 + 105)
Speed 10ft., fly 60 ft.
STR 23 (+6) DEX 9 (-1) CON 24 (+7) INT 3 (-4) WIS 11 (+0) CHA 1 (-5)
Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine.
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 10
Languages:
Challenge 11 (7,200 XP)
Berserk. Whenever the golem takes lightning damage, the golem goes berserk for 1d4 rounds. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with a preference for an object smaller than itself.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Resistance. Whenever the golem is subject to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage and goes berserk.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
ACTIONS
Multiattack.
The robot golem makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Shockwave (Recharge 5-6). The robot golem releases a pulse of lightning and all creatures within 30 feet of the robot golem must succeed on a DC 17 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one.

SCRAPYARD ROBOT
Scrapyard Robot
Medium robot, unaligned
Armor Class 15 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 30ft.
STR 17 (+3) DEX 12 (+1) CON 12 (+1) INT 10 WIS 11 (+0) CHA 1 (-5)
Skills: Medicine +4, Perception +4
Damage Vulnerabilities: lightning
Damage Immunities
: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 14
Languages: Common, Hallit
Challenge 3 (700 XP)
Durable Frame. The scrapyard robot’s advanced robotic frame provides a measure of protection against attacks. When an attacker hits the scrapyard robot, it must roll damage dice twice and take the lower of the two results.
Fall to Pieces. Attacks and effects that deal more than 12 points of damage in a single hit impair one of the robot’s components. Determine which subsystem by rolling 1d6 and consulting the table below.

Roll Subsystem
1 CPU: The robot behaves as if subject to a confusion spell.
2 Fractured Plating. The robot’s AC is reduced by 3.
3 Power Core. A creature that touches the robot or hits it with a melee attack while within 5 feet of it takes 4 (1d6) lightning damage. 1d4 + 1 rounds after this subsystem is damaged the robot shuts down.
4 Rotary Saw. The robot loses its saw attack.
5 Servos. The robot’s speed is reduced to 15 feet.
6 Sensors. The robot is blinded.

Vulnerable to Critical Hits. When the scrapyard robot is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack.
The scrapyard robot makes one claw attack and one saw attack.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Saw.
Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Repair.
The scrapyard robot that is adjacent to the inactive body of another robot can regain 2d8 hit points.

TARGOTHA
Tortg
Huge aberration, unaligned
Armor Class 19 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 10 ft., swim 50 ft.
STR 23 (+6) DEX 12 (+1) CON 21 (+5) INT 3 (-4) WIS 14 (+2) CHA 13 (+1)
Saving Throws Con +10, Wis +7
Damage Vulnerabilities
fire
Damage Resistances
: cold, fire
Damage Immunities acid, lightning, poison
Condition Immunities grappled, poisoned, restrained
Senses blindsight 120 ft., darkvision 120 ft., passive Perception 12
Languages:
Challenge 15 (13,000 XP)
Amphibious. The targotha can breathe air and water.
Legendary Resistance (3/Day).
If the targotha fails a saving throw, it can choose to succeed instead.
ACTIONS
Multiattack.
The targotha can make three attacks: one with its bite and two with its razor fins.
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Razor Fins. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Jolt. Ranged Spell Attack: +6 to hit, range 150 ft., one target. Hit: 10 (2d8 + 1) lightning damage and the target must succeed on a DC 18 Constitution saving throw or it is stunned until the start of the targotha’s next turn. This attack does not suffer disadvantage when the targotha is engaged in melee.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Volatile Breath (Recharge 6).
The targotha exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, or it suffers the effects of the confusion spell for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. As a bonus action, the targotha can ignite the gas, forcing each creature in the area to make a DC 18 Dexterity saving throw, or it suffers 56 (16d6) fire damage on a failed saving throw, or half as much on a successful one.
LEGENDARY ACTIONS The targotha can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The targotha regains spent legendary actions at the start of its turn.
Detect. The targotha makes a Wisdom (Perception) check.
Tail Attack. The targotha makes a tail attack.
Jolt. The targotha makes a jolt attack.

TORTURER ROBOT
Torturer Robot
Small robot, unaligned
Armor Class 18 (natural armor)
Hit Points 55 (10d6 + 20) plus Force Field 40
Speed Fly 40 ft.
STR 8 (-1) DEX 20 (+5) CON 14 (+2) INT 10 (+0) WIS 15 (+2) CHA 1 (-5)
Saving Throws Dex +9
Skills
: Insight +6, Medicine +4, Perception +6
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 12
Languages: Common, Hallit
Challenge 8 (3,900 XP)
Durable Frame. The torturer robot’s advanced robotic frame provides a measure of protection against attacks. When an attacker hits the mannequin robot, it must roll damage dice twice and take the lower of the two results.
Force Field. The torturer robot is surrounded by a shimmering field of energy that makes it immune to critical hits, while the field is active. The force field has a buffer of 40 hit points which the torturer robot loses before it loses its own hit points. The force field regenerates 4 hit points at the start of each of the torturer robot’s turns.
Nanosurgeon (Recharge 5-6). The torturer robot can inject purpose-programmed nanites that duplicate the cure wounds, lesser restoration and protection from poison spells as if cast using a 5th level spell slot. The torturer robot’s spellcasting ability bonus is considered to be zero for the purpose of these effects.
Reactive Gyros. The antigrav generators that grant a torturer robot flight also grant it advantage on all Dexterity saving throws.
Vulnerable to Critical Hits. When the torturer robot is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack.
The torturer robot makes four melee attacks or four ranged attacks.
Rotating Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage.
Surgical Laser. Ranged Weapon Attack: +8 to hit, range 50, one target. Hit: 8 (1d6 + 5) radiant damage.

ZHEN WORM
Zhen Worm
Medium beast, unaligned
Armor Class 10 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 20ft., burrow 10 ft., swim 20 ft.
STR 12 (+1) DEX 10 (+0) CON 14 (+2) INT 2 (-5) WIS 10 (+0) CHA 1 (-5)
Skills: Stealth +2
Damage Resistance: fire; bludgeoning, piercing, and slashing from weapon attacks
Damage Immunities
: psychic
Condition Immunities: blinded, charmed, frightened
Senses tremorsense 60ft., passive Perception 10
Languages: Common, Hallit
Challenge 1/2 (100 XP)
ACTIONS
Slam.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage and the target is grappled (escape DC 14). Until the grapple ends, the creature is restrained, and the snake can’t constrict another target.

DUNGEON MUSER’S NOTES
As with my other conversions, I based these on existing 5E monsters, but tried to keep many of the cool, unique abilities from the original Pathfinder write-ups (like the abilities of the gray goo, the scrapyard robot, and the capacitor ooze).

Of all of these monsters, the most lethal is likely the gray goo and I look forward to unleashing it on my PCs.

RESOURCEFUL RESKINNING
Each of the robots above could easily be reskinned as a golem of some sort, for use in campaigns that don’t feature a high technology component.

The targotha could pass for a variant aboleth or dragon turtle (a dragon eel?).

NUMERIA AWAITS!
These monsters should give both players and DMs a variety of new high tech threats to add their Iron Gods campaigns.

Next week I hope to have a 5E version of the Pathfinder RPG Oracle class and then I will be moving on to the second adventure in the Iron Gods adventure path, Lords of Rust.

Until next time, I remain;

  • THE DUNGEON MUSER
MUSER’S MENAGERIE 8 – Numerian Monsters for 5th Edition Dungeons & Dragons

HI-TECH TOXINS AND STARBORNE PLAGUES – New Diseases and Poisons for 5th Edition Dungeons & Dragons

NUMERIAN DISEASES AND POISONS

Scan_20150319 (7)

In the course of preparing to run my own version of the Iron Gods adventure path, I came across the terrifying variety of high technology diseases and poisons in Paizo’s incredible Numeria, Land of Fallen Stars sourcebook. I really love the idea of player characters being exposed to exotic illnesses as they plumb the depths of millennia old starship ruins, particularly if those illnesses manifest as creepy symptoms (like circuitry-like traces spreading across a character’s scalp), and those diseases and poisons, once converted to 5E rules, will give me plenty of uniquely nasty hazards to throw at my players.

Since I will be using these hazards in my own campaign, I figured I would reproduce those rules here.

However, I won’t be reproducing any of the descriptive information found in the Numeria sourcebook relating to these diseases and hazards.

NUMERIAN DISEASES

Bluespit
When a creature comes into contact with an area or creature infected by bluespit, the creature must succeed on a DC 12 Constitution saving throw or become infected.

It takes 1d4 hours for bluespit’s symptoms to manifest in an infected creature. Symptoms include coughing up blue-tinged sputum. The infected creature suffers one level of exhaustion, and it regains only half the number of hit points from spending Hit Dice and no hit points from finishing a long rest.

At the end of each long rest, an infected creature must make a DC 12 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease.

Coward’s Mark
A creature that is exposed to airborne spores or corpses of those killed by coward’s mark must succeed on a DC 12 Constitution saving throw or become infected.

One week after becoming infected, round marks on the skin appear, and the character must make a DC 12 Wisdom saving throw every time any other creature comes within 30 feet of the infected creature. If the infected creature fails this saving throw, it becomes frightened. It may repeat its saving throw at the end of each of its turns. Once it makes a successful saving throw against a specific approaching creature, it does not need to make another saving throw until it completes a long rest.

At the end of each long rest, the infected creature can make a DC 12 Constitution saving throw. On a successful save, the DC for this save and the Wisdom saving throw drops by 1d6. When the saving throw DC reaches 0, the creature recovers from the disease. On a failure, the Wisdom saving throw DC increases by 1. When it reaches DC 20, the infected creature suffers the effects of long-term madness (found on pages 259-260 of the Dungeon Master’s Guide) and only feels safe in total solitude.

Final Rest
When a creature comes into contact with an area or creature infected by final rest, the creature must succeed on a DC 14 Constitution saving throw or become infected.

It takes one week for final rest’s symptoms to manifest in an infected creature. Symptoms include lack of motivation and flatness of affect. The infected creature disadvantage on all Charisma ability checks.

At the end of each long rest, an infected creature must make a DC 14 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease.

Fractal Etch
A creature that is exposed to an area or creature infected by fractal etch, or who is injected with fractal etch nanites, must succeed on a DC 15 Constitution saving throw or become infected by this high technology disease.

One week after becoming infected, the creature makes a DC 15 Constitution saving throw or it takes 5 (1d10) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target is cured of fractal etch. The infected creature dies if this effect reduces its hit point maximum to 0 and it cannot rise as an undead creature.

If, while infected, the creature is exposed to 10 or more points of lightning damage from a single effect, it makes a DC 15 Constitution saving throw. On a success, it is cured of fractal etch, and on a failure it is stunned until the end of its next turn.

Spells or other abilities that suppress or affect high technology effect fractal etch.

At the end of each long rest, the infected creature can make a DC 15 Constitution saving throw. On a successful save, the DC for this save drops by 1d6. When the saving throw DC reaches 0, the creature recovers from fractal etch. On a failure, the target takes 5 (1d10) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken.

Shattermind
A creature that comes into physical contact with a creature infected by shattermind must succeed on a DC 14 Charisma saving throw or become infected.

Starting one day after becoming infected, the creature suffers disadvantage on Wisdom ability checks and saving throws.

At the end of each long rest, the infected creature can make a DC 14 Charisma saving throw. On a failure, the creature suffers the effects of long-term madness (found on pages 259-260 of the Dungeon Master’s Guide) until it completes a long rest. Once the infected creature succeeds on three saving throws, it is cured of shattermind.

The lesser restoration spell does not cure shattermind, it simply allows the infected creature to make another DC 14 Charisma saving throw, as if it had completed a long rest.

Soldier’s Peace
A creature that is bitten by a creature infected by soldier’s peace, or who is injected with soldier’s peace nanites, must succeed on a DC 14 Charisma saving throw or become infected by this high technology disease.

One day after becoming infected, once per round, the creature must succeed on a DC 14 Charisma saving throw the first time it attempts to attack or otherwise injure another creature. On a failure, the infected creature is incapacitated until the end of its next turn, then poisoned for another 1d4 rounds. On a success, the creature is merely poisoned until the end of its next turn.

Spells or other abilities that suppress or affect high technology effect soldier’s peace.

Soldier’s peace can only be cured by magical or high technology means.

Thought Crawlers
A creature that is bitten by a creature infected by thought crawlers, or who is injected with thought crawlers, must succeed on a DC 14 Constitution saving throw or become infected by this disease.

One day after becoming infected, the infected creature become easily influenced and treats any request as though delivered with a suggestion spell. The infected creature can resist this with a successful DC 12 Wisdom saving throw.

At the end of each long rest, the infected creature can make a DC 14 Constitution saving throw. On a successful save, the DC for this save drops by 1d6. When the saving throw DC reaches 0, the creature recovers from the disease. On a failure, the Wisdom saving throw DC increases by 1.

When the Wisdom save reaches DC 14, the infected creature must succeed on a Wisdom saving throw every time it is provoked or insulted. On a failure, the target must attack the provoking or insulting target for 1 round. If attacked, the target automatically responds, in kind (there is no saving throw to prevent this).

When the Wisdom save reaches DC 20, the infected creature must succeed on a DC 14 Constitution saving throw each round it is under stress (such as being in combat) or be poisoned until the end of its next turn.

NUMERIAN POISONS

Bloodbrush Extract (Inhaled)(150 gp per dose).
A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or suffer disadvantage on all Wisdom (Perception) ability checks for 2 hours. A creature may elect to fail this saving throw. However, for the duration, the poisoned creature also gains advantage on all Intelligence (Arcana) and Intelligence (Religion) checks.

Starspore (Ingested or Inhaled) (150 gp per dose).
A creature subjected to starspore must succeed on a DC 14 Constitution saving throw or gain Vulnerability to thunder damage and disadvantage on Constitution saving throws for 1 hour. A creature may elect to fail this saving throw. However, for the duration, the poisoned creature gains blindsight with a range of 60 feet.

DUNGEON MUSERS’ NOTES

Each of these is based, in part, on one of the diseases or poisons found in the 5th Dungeon Master’s Guide. Overall, I wish there were more diseases in the DMG (wait, did that come out right?), if only to provide better guidance on how 5E diseases should be designed, but I believe that these new diseases are balanced against those found in the official 5E source.

RESOURCEFUL RESKINNING

Each of these diseases and poisons, including the high technology diseases, could easily be reskinned to be a non-technological hazard, particularly if you ignore the high technology aspects of Fractal Etch and Soldier’s Peace.

YOUR PLAYER CHARACTERS ARE LOOKING PALE

These Numerian threats more than double the number of diseases that a 5th Edition D&D DM has to throw at their players and, if nothing else, they should give the life domain clerics in their campaign something useful to do with their lesser restoration spell. Please enjoy them in good health (I made a Wisdom saving throw against making that joke, but failed…).

Until next time, I remain;

  • THE DUNGEON MUSER
HI-TECH TOXINS AND STARBORNE PLAGUES – New Diseases and Poisons for 5th Edition Dungeons & Dragons