by Ray Cordova,
[email protected] last updated on July 8, 2015 at 22:07:27 PM
M A Dragonspawn are twisted creations of the dragon overlords that ruled over Ansalon for much of the early Fifth Age, fusing the mind and soul of a human (or half-elven) victim with the shard of a draconian’s soul to create a draconian-like creature. Abomination dragonspawn result when the spawning process is attempted with a humanoid other than a human or half-elf. With such creatures, the spawning process always produces abomination dragonspawn, creatures even more twisted (literally) than the more common dragonspawn. Mechanically, dragonspawn are represented by applying the half-dragon template to a humanoid creature. Abomination dragonspawn gain a number of mutations depending on the race of the humanoid to be altered.
Abomination Dragonspawn Mechanically, dragonspawn are represented by
o K Keen Vision. The Vision. The abomination dragonspawn’s darkvision extends to 120 feet, and it gains proficiency with Wisdom (Perception) checks. Kender Rasping Voice. The Voice. The voice of the abomination dragonspawn is so horrid that whenever the creature makes Wisdom (Insight) checks to taunts, it treats all rolls of 1 as rolls of 2. Centaur Additional Legs. The Legs. The abomination dragonspawn gains an extra set of legs, granting it 2 hoof attacks for every attack action. Bone Spurs. Lengthy, Spurs. Lengthy, rapid-growing bone spurs lie flat against the creature’s back. It can remove these and use them as arrows or short swords. The abomination dragonspawn has 2d4 bone spurs that grow back after one week. Dwarf or Gnome Burrow Speed. The Speed. The abomination dragonspawn’s
applying the half-dragon template to a humanoid
claws become suited for digging, granting it a
creature. Abomination dragonspawn, in addition,
burrow speed of 20 ft.
gain a number of mutations depending on the race of the humanoid to bee altered. Each abomination dragonspawn ragons gains one o mutation t based on its original race prior to applying n tthe e halfh dragon template. If the he race rac is not not listed lis here,, choose any ability from om the t below elo racial rac ra c l groups u that t t best fits the original race rac (such ( uc uch h as a grouping ro halfbreeds with their parent re race) r ce or or simply p y y r roll ro l on the general mutation table an a additional d ti nal al t ttime.. Due to the varying nature ure of abominations, a mi o s, s, t tr traits r i of no two abominations s are re exactly e l thee same. sa e. Roll ll d% on the Abomination Mutations M tatio table b twice. ic . All abominations Ability Score Decrease. rea . You Your Intelligence nt i c and Wisdom scores decrease ease by y 4. 4. Minotaur or Ogre Rage. The Rage. The creature e can rage likee a a b a b barbarian. r a ia . If the abomination dragonspawn gonspawn already alr d has access a ss to this ability, it can usee it one additional additiona timee per d ay.. Elf Limber Body. The Body. The creature gains proficiency with Dexterity (Stealth) checks and Dexterity checks to wriggle free of bonds. 167
by Ray Cordova,
[email protected] last updated on July 8, 2015 at 22:07:27 PM
Abomination Mutations d% 1-5
instincts
checks that rely on
Mutation Effect Extra eyes
smell.
Expertise with Wisdom (Perception) checks. 61-65
6-10
11-15
16-20
Additional arm Extremely muscular Extremely agile
Attack twice whenever you take the Attack action.
Wisdom (Perception)
66-70
Resistant
Resistance to one
scales
damage type.
Enhanced
As troll’s regeneration
metabolism
trait. Unarmed attacks deal
+2 Strength
1d8 poison damage. Targets struck must +2 Dexterity
succeed at a Constitution saving
21-25
26-30
Extremely tough Adapted speed
+2 Constitution 71-75
Venemous secretions
+10 ft. ground speed
throw (DC 8 + Constitution bonus + proficiency bonus) or be poisoned until the start of the
Any creature other
abomination
than the abomination
dragonspawn’s next
dragonspawn that
turn.
starts its turn within Advantage on saving
10 feet of it must succeed at a
76-80
Constitution saving
Magically
throws against spells
resistance
and other magical effects.
throw (DC 8 + Strength bonus + proficiency 31-35
Noxious
bonus) or be poisoned
odor
until the start of the
Enhanced 81-85 breath weapon
Breath weapon attack deals an additional two dice of damage.
abomination dragonspawn’s next
86-90
turn. On a successful
Magically talented
saving throw, the
When in well-lit areas,
creature is immune to the stench of that
Gain one sorcerer level.
91-95
Light
attackers have
refraction
disadvantage on attack
particular abomination
rolls against you.
dragonspawn for 1 Roll twice
hour.
more, re36-40
41-45
Frightful presence
Razor claws
46-50 Tentacles
51-55
As dragon’s frightful presence trait, 30 foot radius. Unarmed attacks deal
rolling
100
results of 96 or above.
damage one step higher. You may grapple as a bonus action.
Carapace
Gain natural armor
of scales
(AC 11).
56-60 Animal
96-
You have advantage on 168
by Ray Cordova,
[email protected] last updated on July 8, 2015 at 22:07:27 PM M
I
In the early decades of the Fifth Age, Wizards found themselves powerless, as the three moons of magic had disappeared and been replaced by a single pale moon. Desperate to regain a measure of their former power, these former wizards discovered that magic items retained their magical power. A rush was made to hoard as many of these magic items as possible.
Magic Item Leeching Rarity
Spell Slot Levels
Common
2
Uncommon
4
Rare
8
Very Rare
16
Legendary
32
The Shadow Sorcerer (actually Takhisis in disguise) discovered that it was possible to actually leech the magical power from magic items and temporarily allow wizards to cast their spells once more, despite the absence of the moons of magic. An even greater r ush for magic items soon ensued. What follows are variant rules for leeching magic items.
Variant Magic Leeching As a bonus action, any sorcerer or wizard can leech magic from any magic item she is touching. The wizard gains a number of spell slot levels from the magic item leeched, which can be used as normal. The amount of spell slot levels gained varies by magic item rarity. The wizard determines how many spell slot levels to leech at the time of leeching. Consumable magic items, such as potions and scrolls are immediately destroyed when leeched and only impart one spell slot level, regardless of what
Magic Sword by Larry Elmore
spells are currently stored within. Any amount of leeching from a magic item will cause that magic item to become dormant, and until it recovers all its spell slot levels, it is for all intents and pu rposes a mundane item. If all the spell slot levels are leeched from a magic item it is destroyed, as though it were a consumable magic item. The DM determines how many spell slot levels can be leeched from an artifact. Artifacts retain their magical power unless they have been completely drained of spell slot levels. Leeched magic items recover one spell slot level per day. Cantrips are treated as ½ a spell slot level.
169
by Ray Cordova,
[email protected] last updated on July 8, 2015 at 22:07:27 PM e.g. Dalamar, a level 13 high elf wizard, normally has the following spell slots per day: -Spell Slots per Spell Level1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4
3
3
3
2
1
1
-
-
Since the campaign takes place in the first few godless decades of the Age of Mortals, Dalamar is powerless. Using a medallion of faith (an uncommon magic item), Dalamar can drain anywhere from 1 to 4 spell slot levels. Since Dalamar is currently being accosted by a band of goblins, as a bonus action Dalamar drains 3 spell slot levels from the medallion of faith , and with his action casts a fireball (level 3 slot). The medallion of faith is now powerless and will take 3 days before it becomes functional once more.
170
by Ray Cordova,
[email protected] last updated on July 8, 2015 at 22:07:27 PM cauldron with the necessary energy to create a titan.
T “The Age of Dreams has returned, and we are those dreams made flesh.” – Dauroth, first of the titans Ogre Titans are massive 15 foot tall creatures of midnight blue skin, cat-like yellow eyes, and tremendous physical and magical power. They are the mythological high ogres made real, and it is all a lie, for their Transformation and continued existence as Ogre Titans requires the blood of living elves. Assuming the Ogre Titan can maintain his state of grace, he could theoretically live as long as the elv es whose blood sustains him (see Rise of the Titans and the Ogre Titans trilogy of novels for more information on ogre titans).
Titan Ogres and oni that complete the Transformation gain the following traits. Ability Score Increase. Your Strength, Dexterity, and Constitution scores increase by 2. Your Intelligence, Wisdom, and Charisma scores increase by 4. Size. Titans average 15 feet in height and 5,000 pounds in weight. Your size is Huge. Awe-Inspiring Presence. The mere presence of a titan can have an incredible effect upon those around him. Ogres and half-ogres (including oni, but not minotaurs or h igh ogres) within 60 feet must make a Wisdom saving throw or else be charmed by the titan. The DC for this Wisdom saving throw equals 8 + your Charisma modifier + your proficiency bonus. The charmed target treats the titan as a trusted friend to be heeded and protected. Each time the titan or the titan’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise the effect is continuous, and lasts for 24 hours after the ogre or half-ogre leaves the titan’s presence. Non-ogres (including minotaurs and high ogres) that enter the area of effect must make a Wisdom saving throw as well, or else be frightened for 1 minute. A 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
Ogre Titan by ?
immune to the titan’s Awe-Inspiring Presence for the next 24 hours. The DC for this Wisdom saving throw equals 8 + your Charisma modifier + y our
T
For an ogre (as well as oni) to undergo the transformation to titan, a large amount of fresh, pure, elven blood is required, specifically that of at least ten adult elves. The blood must come from the bodies no more than three hours before the ritual is performed. The blood is placed in a specially prepared iron cauldron and mixed with a number of other ingredients, mostly special plants and some ground minerals such as quartz from the Valley of Crystal (see The Odyssey of Gilthanas for more information on this valley), and gemstones. Transmutation and necromantic magic are required to infuse the components within the
proficiency bonus. Necromantic Talent. You have resistance to necrotic damage. Innate Spellcasting. Your innate spellcasting ability is Charisma. You can cast the following spells, requiring no material components. At will: magic missile, stone shape (Unlike the spell, you are capable of finer mechanical detail. The DC is determined by the complexity of the design). Heightened Senses. You have advantage on Wisdom (Perception) checks.
171
by Ray Cordova,
[email protected] last updated on July 8, 2015 at 22:07:27 PM Inscrutable Intellect. You have advantage on saving throws against Enchantment spells and effects. Natural Armor. You have natural armor (AC 11). Elbow-Spurs . Melee Weapon Attack: reach 10 ft., one target. Hit: 1d6 + Strength modifier piercing damage. Languages. You can speak, read, and write Titan.
The power a titan commands is immense, but it is not permanent. One month after their transformation, a titan must make a hard (DC 20) Constitution saving throw or begin physically degenerating, transforming into a monster with none of the titan powers, all within 5 days of failing this saving throw. The next day, the titan must make another Constitution saving throw, this time at very hard (DC 25) difficulty, or else succumb to degeneration. Every subsequent day the Constitution saving throw increases by one degree until it is impossible to resist the degeneration. The only method of forestalling this degeneration is to undergo the transformation once again, or to take a sustaining elixir that must be consumed during the new moon and requires the blood of but a single elf. Unlike the transformation, the blood need not come from a single elf, and once bottled, stores well and can be used up to a year after its containment. Should the titan completely degenerate, she does not simply revert to her original form. She not only loses all the benefits of being a titan, but also suffers a -3 penalty to Strength, Constitution, and Intelligence, as well as a -6 penalty to Charisma.
Ogre Titan by ?
Degenerate Titans by ?
172
by Ray Cordova,
[email protected] last updated on July 8, 2015 at 22:07:27 PM T
The titan below used to be an ogre, prior to his Transformation.
Innate Spellcasting . The titan’s innate spellcasting ability is Charisma. It can cast the following spells, requiring no material components. At will: magic missile, stone shape (Unlike the spell, you are capable of finer mechanical detail. The DC is determined by the complexity of the design). Heightened Senses. The titan has advantage on Wisdom (Perception) checks. Inscrutable Intellect . The titan has advantage on saving throws against Enchantment spells and effects.
Actions Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 30/120 ft., one target. Hit: 15 (3d6 + 5) piercing damage.
Ogre Titan by ?
Ogre Titan
Elbow-Spurs. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Huge giant, lawful evil Armor Class 18 (plate) Hit Points 73 (7d12 + 28) Speed 40 ft. Str Dex 21 (+5) 10 (+0)
Con Int 18 (+4) 9 (-1)
Wis 11 (0)
Cha 11 (0)
Skills Perception +3 Damage Resistances necrotic Senses darkvision 60 ft., passive perception 10 Languages Common, Giant, Titan Challenge 7 (2,900 XP)
Awe-Inspiring Presence. Ogres and half-ogres (including oni, but not minotaurs or high ogres) within 60 feet must make a Wisdom saving throw (DC 11) or else be charmed by the titan. The charmed target treats the titan as a trusted friend to be heeded and protected. Each time the titan or the titan’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise the effect is continuous, and lasts for 24 hours after the ogre or half-ogre leaves the titan’s presence. Non-ogres (including minotaurs and high ogres) that enter the area of effect must make a Wisdom saving throw (DC 11) as well, or else be frightened for 1 minute. A 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 titan’s Awe-Inspiring Presence for the next 24 hours.
173
by Ray Cordova,
[email protected] last updated on July 8, 2015 at 22:07:27 PM
True lycanthropy does not exist on Krynn, but certain bloodlines exist among the various common races that allow individuals to take on the aspects of certain animals.
Shapechanger Shapechangers adhere to all the rules regarding lycanthropes, save that they may only assume animal form and do not possess the curse of lycanthropy. The werebear, weretiger, and werewolf correspond to known shapechanger bloodlines on
Crocodile by ?
Krynn. The following information applies to specific bloodlines. Crocodile. The character can transform into a crocodile. The character gains a Strength of 15 if his or her score isn’t already higher, and a +2 bonu s to AC while in crocodile form (from natural armor). Attack and damage rolls for the natural weapon is based on Strength. For the bite, the escape DC f or the grapple is 8 + the character’s proficiency bonus + Strength modifier. Giant Lizard. The character can transform into a giant lizard. The character gains a Strength of 15 if his or her score isn’t already higher, and a +2 bonus to AC while in giant lizard form (from natural armor). Attack and damage rolls for thee natural
Crocodile by ?
weapon is based on Strength. ren . Owl. The character e can transform r into a giant i owl (use giant n eagle stats). t t ).. The character gains i a Dexterity of 17 if his or her e score r isn’t ’ already higher.. Attack t k and n damage d rolls o for the h natural weapons o s are e based b sed on o whichever i is is higher of the character’s ar ct r’ s Strength n t and Dexterity. r .
174