Saturday, July 19, 2014

Battle-Bones for D&D

I continue to be excited about the new edition of D&D.  I got the Starter Set a few days ago.  I'll abstain from the gratuitous unboxing post since those are all over the Net right now.  As much as I am looking forward to the official Player's Handbook, I think the Monster Manual is what I am most looking forward to getting into my hands.  I love creating monsters and this edition seems to be pretty easy to stat up beasts, just enough crunch but not too much.  Continuing my theme from last time of Gonzo kinda of stuff, I present Battle-Bones!



Battle-Bones
Huge undead, Neutral
AC: 14
Hit Points: 60 (7d10+21)
Speed: 40'
STR16(+3)   DEX 12(+1)  CON 16(+3)  INT 6(-2)  WIS 7(-2)  CHA 5 (-3)
Senses: Darkvision 100'
Languages: Understands Common
Multiattack: Battle-Bones makes one claw attack and one bite attack
Melee Attack- Bite +3 to hit (reach 10'; one creature). Hit 8 (1d10 +3) piercing damage
Melee Attack-Claw: +3 to hit (reach 5'; one creature) Hit: 6 (1d6+3) Slashing damage
Immunities: Battle-Bones is immune to disease and poison.  It cannot be frightened or put to sleep.  Battle-Bones does not need to sleep, eat or breathe.
Damage Vulnerabilities: Bludgeoning
The beasts rib-cage has been magically altered to allow a rider to ride "comfortably". Battle-Bones can transport up to 12 medium-sized humanoids without suffering any encumbrance or movement penalties. .
The product of necromantic magic, Battle-Bones is the animated skeleton of a huge reptile from a forgotten age that has been turned into an unrelenting tireless combat transport, that needs neither, food, water or rest. 
 Use of a handy "Speak with Dead" spell perhaps?

Simian Saturday

Just a little Kirby Classic Kamandi art to spice up your Simian Saturday.

Sunday, July 13, 2014

Doomcopter for D&D

  I was reading over the new D&D Basic rules this evening, putting off doing my paper, and thought I'd try something different.  I don't have much experience with the new D&D rules yet, and have never made up a vehicle for any RPG, so I figure what the heck, lets see what I can do...
I want my next D&D Campaign to be different, yesterday's Gonzo Mutant Future Thundarresque game, reminded me how much I like throwing crazy things at my players, so for my next D&D Campaign I've decided to not go the traditional vanilla fantasy route.  Nothing wrong with Tolkeinesque Campaigns, but I want to do something different, and I think the new D&D rules will do the ticket. I want some weird tech in my game, laser pistols, renegade robots and more, the old card art from He-Man and the MotU came to mind.  I stumbled across a crazy looking vehicle from He-Man and figured why not...So without further ado I present the:

Doomcopter  (aka Skullcopter)
AC: 16 (The pilot gains a +5 to his AC;  three quarters cover)
HP: 30 (at 0 the vehicle must make an emergency landing(i.e. crash landing, at -30 the craft is destroyed)
ATK: Chomp Attack 2d6+3, Grappling Chomp (with a successful chomp attack the pilot can attempt to make a Grapple with the massive jaws on a failed Dex save vs DC 12 the victim is caught in the massive jaws),  Rip-Rotor (See Below)
Crew: 1
Speed: Flying 200 Max Speed/100 speed when "carrying" a victim in its jaws. 
      The Doomcopter is a frightening one-man helicopter powered by eldritch necromantic energies best forgotten.  What it lacks in durability it makes up for in frightening aspect.  The front of the craft is a giant skull that can glow with an eerie green energy.  Upon seeing this glow, foes must make a DC 12 Wisdom save or  suffer the Frightened condition as detailed below.  The Frightful glow effect does not work in daylight conditions and can only be activated for 1 minute at a time (Recharge 5-6).  

Frightful Presence- A being or creature that starts its turn within sight of the glowing skull must make a DC 12 Wisdom saving throw. Failed Save: the  target has the Frightened Condition for 1 minute; while frightened the affected creature must move away from the Doomcopter.  As an action, the frightened target can make a DC 14 Wisdom or Charisma check to end the effect.  Successful save; the target is immune to the Copter's Frightful Presence for the next 24 hours. This immunity also applies once the effect ends.
Damage Resistance (Necrotic)- Powered by Arcane Necromantic Energies, the craft and its pilot  gain resistance against necrotic attacks.
Rip-Rotor- As a last ditch attack the rotor blades can be launched at a foe (Range 100/400) on a successful hit does 4d6 slashing damage, doing this will cause the vehicle to crash!
                                           
                        I will no doubt tweak this one down the road, when the DMG and MM come out I will have a better handle on things, but for my first test run err.. I mean flight I kinda like how this turned out.
Good Gaming  -B.  

Deviant Database 2

I neglected to mention that Sniderman has released the second book in his Deviant Database series.  It's probably a good thing that I didn't have this in my hot little hands yesterday or the game would have gone in a completely different direction, heh heh heh. This book has some great mutant beasties that are perfect for your Post Apocalyptic World (and yes many fit right in with the Islands of Purple-Haunted Putrescence!).  I think the Equusaw is my favorite, a unicorn-like beast with a chainsaw for a horn!! OMG!  I must use that in my games! There are several unusual mutant beasts that will shake up your Mutant Future Campaigns!
Nice Job Sniderman!!