Last week, I write my first Pathfinder monster in quite some time and I remember how much I enjoy doing it. In fact you might even say I caught the “bug” again. So I couldn’t help myself and I created another one.
The image that caught my eye this week is a bug eating a long decomposing corpse. Naturally my first thought was to Shadowsfall with how useful this would be. Humans and other intelligent living creatures
would want to keep these guys around since they could be useful in devouring zombies and making sure their own fallen do not rise again as undead. Yet they would still be a problem, eating the things that eat the things that eat the things that become food for the players. So even if the forces of the living wanted them around, they would still need to keep their numbers under control. So thinning their numbers would be a solid low level adventure.
DefensesAC 13 (touch 12, flat-footed 12); Fort +3, Ref +1, Will +0; CMD 12 hp 11
AttacksMelee bite +1 (1d4+1 plus disease) Attack Options (DC 9) disease (onset 1d3 days, frequency 1/day, effect 1 point of Con damage, cure 1 save); CMB –1
StatisticsUtility Options mindless Dex +1, Con +3, Int —, Wis +2 XP 200; N Vermin
When we finally travel to different solar systems, one of the lifeforms we are expecting to find are called snottites. They are a glob of single-celled organisms that dissolve rocks and other mineral deposits for substance. It gets its name from the fact that it has a consistency close to snot. That is perfect for a game that is closer to hard science fiction like Traveller, except snot is not all that exciting. However, if it had a body similar to magma, that gets considerably more interesting. Blobs have been in Dungeons and Dragons since the beginning. I have yet to see one in Traveller and considering they do have a basis in reality (not the gelatinous cube, obviously), it only makes sense that this game should have a blob monster as well. This one just happens to be composed of magma.
Magmites come from deep inside a planet or moon. It is life made from the molten core inside the planet. When they come up to the surface through volcanic activity or quakes, they can quickly eat away at anything from living flesh to the metal of a space ship. It just burns away anything that it touches. It is not intelligent at all and as such lacks skills. So anything that it wants to do it is just a straight roll. However, anything it touches does take 2D damage In addition, anything that touches it—like melee weapons or those using their claws—take 2D damage.
These magmites will be in the upcoming Foreven Worlds: Creatures of Distant Worlds. Check out all of our Traveller products at DriveThruRPG.
Animal Hits Speed
Magmites 40 3 m Skills — Attacks Burn (2D) Traits Immune to Everything (Cold), Large (+3), Natural Healing (1D/day), Slow Metabolism (–4) Behaviour Herbivore, Grazer Burn: The animal sets on fire whatever it touches. Anything in the same space as the animal takes the listed damage. Attacks against the animal using bare flesh—such as a fist or claws—take the burn damage. Immune to Everything (Damage Type): The animal takes no damage from any source except what is listed in the Immune to Everything trait. For example, those immune to everything except cold take 1D damage for every gallon of water thrown on the creature. Natural Healing (Damage/Interval): The animal heals itself by the listed amount every interval.
While we at JBE don’t have a Book of Beasts: War on Yuletide or similar book of holiday themed monsters for Fifth Edition yet, I thought I would share with you one of my favorite monsters from that book converted to this game. The monster was originally inspired by Mongo from Shrek 2. Gingy is my wife’s favorite character so she squeed when she first saw Mongo. So I thought I would bring this guy to life, so to speak.
I hope you enjoy him in your 5e games. Treat yourself and download our 5e products as a gift to yourself.
Giant Gingerbreak Golem
Gargantuan construct, unaligned Armor Class 17 (natural armor) Hit Points 145 (10d20 + 40) Speed 30 ft.
Str 22 (+6) Dex 11 (+0) Con 19 (+4) Int 4 (–3) Wis 12 (+1) Cha 1 (–5)
Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 11 Languages — Challenge 11 (7,200 XP)
Fire Hardening. Whenever the giant gingerbread golem is subjected to fire damage, its surface becomes harder, but it becomes less flexible. Until the end of the giant gingerbread golem’s next turn, it takes no damage from bludgeoning, piercing, and slashing attacks that aren’t adamantine, and its speed is reduced to 20 feet. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem’s weapon attacks are magical. Stomping Walk. The giant gingerbread golem shakes the very ground, causing those nearby to fall prone. Any creature standing on the ground when a giant gingerbread golem walks within 5 feet of them that fails a DC 18 Dexterity save falls prone.
Multiattack. The giant gingerbread golem makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 10 ft.; one target. Hit: 28 (4d10 + 6) bludgeoning damage. Spice Breath (Recharge 5-6). A giant gingerbread golem exhales coarsely-ground cinnamon, ginger, and nutmeg. Each creature in a 30-foot cone must make a DC 18 Dexterity saving throw, taking 73 (21d6) slashing damage damage on a failed save and has disadvantage to all Dexterity (Stealth) checks for the next 3 days as the creature smells like spices, or half as much damage on a successful one and does not have disadvantage on Dexterity (Stealth) checks.
With Christmas not far away, we figured we would share one if our classic monsters from the Book of Beasts: War on Yuletide. If you are getting up in levels and needing something higher level for your game, the wild hunter might be just what you’re looking for in a holiday themed game. Maybe the wild hunter needs the players’ help to hunt down the three spirits hunting some old money lender. Perhaps there’s a powerful hunt that makes someone see the world where they never existed. Or you could try it backwards in that someone is turning bad children until ghosts before their time and the wild hunter cannot attack a still living creature, requiring the adventurers’ help. The possibilities are endless.
XP 25,600 N Huge outsider (extraplanar, psychopomp) Init +5; Senses darkvision 60 ft., low-light vision, spiritsense 60 ft.; Perception +19 Aura fear aura (30-ft. radius, DC 19) Defense AC 26, touch 13, flat-footed 21 (+8 armor, +5 Dex, +5 natural, –2 size) hp 189 (18d10+90) Fort +16, Ref +16, Will +9 Defensive Abilities channel resistance +4; DR 5/cold iron and magic; Immune death effects, disease, poison; Resist cold 10, electricity 10 Offense Speed 40 ft. Melee+1 ghost touch keen longsword +22/+17/+12/+7 (3d6+6/17–20) Ranged+1 ghost touch composite longbow +22/+17/+12/+7 (3d6+6) Space 15 ft.; Reach 15 ft. Special Attack trample (2d6+7, DC 24) Spell-Like Abilities (CL 9th, concentration +9) Constant—seal of fate Statistics Str 20, Dex 20, Con 20, Int 10, Wis 16, Cha 11 Base Atk +18; CMB +25 (+27 bull rush, overrun); CMD 40 (42 vs. bull rush, overrun) Feats Bloody Assault APG (–5/1d4 bleed), Charge Through APG, Devastating Strike UC, Improved Bull Rush, Improved Devastating Strike UC, Improved Overrun, Improved Vital Strike, Power Attack (–5/+10), Vital Strike Skills Handle Animal +17, Knowledge (nature) +17, Knowledge (planes) +17, Perception +19, Sense Motive +19, Stealth +10, Survival +20, Swim +18 Languages Abyssal, Celestial, Infernal SQ ghost touch Ecology Environment any Organization solitary Treasure double (+1 keen longsword, +1 composite (+5 Str) longbow, and +4 hide armor) Special Abilities Fear Aura (Su) Creatures within a 30-foot radius of the wild hunter that fail a DC 19 Will save become frightened for 1d8 rounds. A creature that successfully saves cannot be affected again by this fear aura for 24 hours. The save DC is Charisma-based. Ghost Touch (Su) A wild hunter’s attacks are treated as if it had the ghost touch weapon special ability. Lord of Spirits (Su) The wild hunter can command up to 18 HD of ghosts. Seal of Fate (Sp) This spell-like ability functions like a rest eternal spell against any creature killed by the wild hunter, except that remove curse and break enchantment do not negate this effect. Only a miracle or wish can undo this effect. Spiritsense (Su) The wild hunter notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it possessed the blindsight ability.
We’re past Halloween, the decorations are going up in the stores, and some radio stations have begun playing the music. It’s that time of year again, whether you like it or not. It’s that time when the fey in the jolly red suit kicks the dire turkey aside and hogs the spotlight for himself.
Well, run him through this year. Take part in this holiday war the way only us gamers can: in game. Download the Book of Beasts: War on Yuletide and have your players face off against some of the holidays must recognizable monsters.
Bloodhoof CR 8
N Large magical beast Init +6; Senses darkvision 60 ft., low light vision; Perception +15 Aura frightful presence (30 ft., DC 15)
AC 21, touch 16, flat-footed 14 (+6 Dex, +1 dodge, +5 natural, –1 size) hp 95 (10d10+40) Fort +11, Ref +13, Will +6 Defensive Abilities ferocity
Speed 40 ft., fly 80 ft. (average) Melee gore +15 (2d6+6), 2 hooves +10 (1d8+3) Space 10 ft.; Reach 10 ft. Special Attacks pounce, powerful charge (hoof, 2d8+9)
Str 22, Dex 22, Con 18, Int 2, Wis 16, Cha 11 Base Atk +10; CMB +17; CMD 33 (37 vs. overrun, trip) Feats Dodge, Flyby Attack, Mobility, Power Attack (–3/+6), Wind Stance Skills Fly +12, Perception +15; Racial Modifiers +4 Perception
Environment cold hills and mountains Organization solitary, pair, or herd (12–36) Treasure none
Pounce (Ex) Damage from a bloodhoof’s hooves while pouncing counts as both bludgeoning and slashing.
A classic of the Worlds Oldest Fantasy Roleplaying Game involves giant animals. The origin of these is quite simple, someone trying to convince someone else that their fight with some animal was far more valiant because it was far larger than most. In a fight when the adrenaline is pumping, a fierce creature can seem substantially larger than it actually is. In our roleplaying games, however, these perceived larger creatures are indeed larger. That makes the fight more dangerous and the night more creepy and makes giant-sized creatures perfect for a Halloween game.
The dire owl you see below originally appeared in the Book of Beasts: Monsters of the Forbidden Woods. Within you will find more giant animals like the bloodboar, the monstrous rat, and the dire lion—trust me, you really don’t want to face this guy. These monsters are perfect fodder for your fifth edition game, whether against the adventurers or for your group’s druid to summon with the conjure spells. Download this awesome book of monsters for your Fifth Edition game today from JonBrazer.com. You can also find this at DriveThruRPG/RPGNow, Paizo and the OpenGamingStore.
Medium beast, unaligned Armor Class 12 Hit Points 19 (3d8 + 6) Speed 10 ft., fly 40 ft.
Str 11 (+0) Dex 15 (+2) Con 14 (+2) Int 2 (–4) Wis 13 (+1) Cha 5 (–3)
Multiattack. The dire owl makes two talon attacks when flying. Pellet Vomit (1/Day). Melee Weapon Attack: +4 to hit, reach 5 ft.; one target. Hit: 2 (1d4) bludgeoning damage. If the target is a living creature, it must succeed on a DC 12 Constitution saving throw or become poisoned until the creature completes a long rest. While the creature is poisoned, all creatures (other than the dire owl) that are within 5 feet of the poisoned creature must succeed on the same saving throw or become poisoned as long as they stay so close to the creature. Creatures with the scent ability gain disadvantage on this saving throw. Talon. Melee Weapon Attack: +4 to hit, reach 5 ft.; one target. Hit: 5 (2d4) piercing damage. Screech. An owl can let out a loud screech. All creatures within 10 feet that fail a DC 12 Con save are deafened until the end of the dire owl’s next turn.
With Halloween fast approaching, we thought it would be fun to share one of our favorite monsters, the spiderbear. It is our own take on classic D&D mashup monsters like the owlbear. It is creepy and dangerous, terrifying for being both a spider and a bear, and an all around evil creature.
While this one is a challenge 1/2 monster, the Book of Beasts: Monsters of the Forbidden Woods has an adult spiderbear of challenge 3, and an elder spiderbear of challenge 7. Download this supplement today at the JBE Shop to get these and other awesome monsters for your game. You can also find it at DriveThruRPG/RPGNow, Paizo and the OpenGamingStore and get these and many more awesome monsters now.
Small monstrosity, neutral evilArmor Class 13 (natural armor)
Hit Points 16 (3d6 + 6)
Speed 40 ft., climb 40 ft.
Str 15 (+2) Dex 16 (+3) Con 14 (+2)
Int 6 (–2) Wis 14 (+2) Cha 4 (–3)
Skills Stealth +5
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12
Languages Common, Spiderbear
Challenge 1/2 (100 XP)
Pack Tactics. The young spiderbear gains advantage on attack rolls against a creature if at least one of the spiderbear’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Spiders are always considered a spiderbear’s ally.
Spider Climb. The young spiderbear can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the young spiderbear knows the exact location of any other creature in contact with the same web.
Web Walker. The young spiderbear ignores movement restrictions caused by webbing.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.; one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) poison damage.
Last week was the first preview of our upcoming 5e adventure Deadly Delves: Temple of Luminescence by showing off the greater fire elemental. While that is great and all, that is hardly something amazing. Sure it is really good for wizards and druids that want to conjure one of these bad boys up 17th level or if they get their hands on a 9th level scroll of conjure elemental. Otherwise, a fire elemental is not exactly a terribly exciting monster.
Well how about a new type of dragon. Deadly Delves: Temple of Luminescence features two new dragon types that Fifth Edition fans have never seen before. These dragons are from the stars and have abilities that reflect their extraterrestrial origins. Today we are sharing with the ancient solar dragon. This dragon is here because the Temple of Luminescence is an immense temple to a sun deity and a solar dragon is a living representative of the sun deity. Naturally, it would want to feel the warmth of the sun more and sharing that warmth with everyone on the planet would not seem reasonable to it, yes? That may just be the case in this adventure.
Download Deadly Delves: Temple of Luminescence today at the JBE Shop. You can also find this adventure at DriveThruRPG/RPGNow, Paizo, and coming soon to the Open Gaming Store.
Ancient Solar Dragon
Gargantuan dragon, lawful neutral
Armor Class 17 (natural armor)
Hit Points 261 (16d20 + 96)
Speed 40 ft., fly 80 ft.
STR 26 (+8) DEX 10(+0) CON 22 (+6)
INT 21 (+5) WIS 18(+4) CHA 26 (+8)
Skills Perception +12, Persuasion +21
Saving Throws Dex +6, Con +12, Wis +10, Cha +14
Damage Vulnerabilities cold
Damage Immunities fire
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages Auran, Celestial, Common, Draconic, Elvish, Gnomish, Ignan, Sylvan, Terran
Challenge 17 (18,000 XP)
Channel Radiation. When the dragon uses its action to Channel Life, it can instead release a wave of radiation. Creatures other than the dragon within the corona must make a DC 18 Constitution save, taking 10 (3d6) radiant damage and 10 (3d6) poison damage. Constructs are immune to this ability.
Intergalactic. In outer space, the dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. The dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space.
Primal Fire. The dragon’s breath weapon ignores a target’s resistance to fire; targets who are immune to fire instead only resist the dragon’s breath weapon.
Multiattack. The dragon can use its Alien Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Alien Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and can see it must succeed on a DC 22 Wisdom saving throw or become blinded for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Alien Presence for the next 24 hours.
Solar Breath (Recharge 5–6). The dragon exhales a solar flare in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 31 (9d6) radiant damage and 31 (9d6) fire damage on a failed save, or half as much damage on a successful one.
Channel Life (3/Day). The dragon creates a corona of sunlight in a 90-foot radius centered on the dragon. All living creatures within the corona regain 31 (7d8) hit points. Undead within the corona must make a DC 18 Constitution saving throw or take an equal amount of radiant damage and become blinded for 1 minute. On a successful save, an undead creature takes half as much damage and isn’t blinded.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The solar dragon regains spent legendary actions at the start of its turn.
Detect. The solar dragon makes a Wisdom (Perception) check.
Tail Attack. The solar dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
On initiative count 20 (losing initiative ties), a solar dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
A searing beam of light strikes a creature within 120 feet of the dragon that it can see. The dragon makes one ranged attack roll (+6 to hit) against the target. On a hit, the target takes 3 (1d6) radiant damage and 3 (1d6) fire damage and is blinded until the end of its next turn.
A solar wind rushes through the lair in a 90-foot line that is 15-feet wide originating from a point within 120 feet of the dragon that it can see. Each creature in the solar wind’s area must succeed a DC 15 Strength saving throw or be pushed 15 feet following the direction of the line and take 3 (1d6) radiant and 3 (1d6) fire damage on a failed save, or half as much damage and isn’t pushed on a successful one. The solar wind disperses gas or vapors.
The moisture in the air rapidly dries out in a 60-foot radius centered on the dragon. Each creature within the area is overcome with an unquenchable thirst and must make a DC 15 Constitution saving throw, suffering a level of exhaustion on a failed save. Constructs and creatures immune to fire damage are immune to this ability.
One of the challenges of converting a module from Pathfinder to 5e is the lack of monsters. 5e hasn’t been around as long as Pathfinder, Wizards hasn’t put out monster books at the same rate as Paizo, and only most of the monsters in the MM are open content while none of the monsters in any subsequent monster books are available for me to use. As such, the bestiary section of each adventure is considerably larger than their Pathfinder counterparts.
Take the greater fire elemental in the upcoming Deadly Delves: Temple of Luminescence as an example. This CR 9 variant of the standard MM fire elemental was hardly difficult to make. We started with the basic fire elemental and leveled it up from there. No real problem. However, we had to include the stats for it in this adventure where we could just put the reference to it in the Pathfinder version in the original adventure.
The good thing about this though is that we can bring it to you, both in this adventure and in the upcoming Book of Heroes: Conjurable Creatures. The adventure will be out soon (hopefully by the end of the month) while Conjurable Creatures will be out early next year. The best part is that both of these will be available in game stores sometime next year. We are really looking forward to bringing you some awesome adventures and supplements to your game. Be sure to check them out.
Greater Fire Elemental
Huge elemental, neutral
Armor Class 16 Hit Points 136 (13d12 + 52) Speed 60 ft.
STR 12 (+1) DEX 23 (+6) CON 19 (+4) INT 8 (–1) WIS 10 (+0) CHA 9 (–1)
Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 10 feet of it takes 10 (3d6) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 10 (3d6) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 10 (3d6) fire damage at the start of each of its turns. Illumination. The elemental sheds bright light in a 60-foot radius and dim light in an additional 60 feet. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Multiattack. The elemental makes two touch attacks. Touch. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 10 (3d6) fire damage at the start of each of its turns.