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Monster Of The Week: The Barghest

12/12/2020

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In the time immemorial, long before the mortals killed them, the masters of the goblin races beseeched the General of Gehenna for aid.  The General provided yugoloth souls to serve the goblinoid triumvirate in the Infinite Battlefields of Acheron.  Yet when the time came to honor the debt, the goblin gods reneged on the deal.  
  The powerful entities that ruled Gehenna marked the goblinoid races for slaughter, and, as an act of vengeance, created the scourge of their nightmares...
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A Wolf In Sheep's Clothing

In 5th Edition, a Barghest is born from goblin parents just like any other offspring.  But this entity harbors a deadly and dreadful secret.  Though it emerges in a goblin's body, it will learn quickly how to assume its true form: that of a large, fearsome, and fiendish canine.  In some cultures and lore, the difference is clear: a Barghest can be a yellow-skinned goblin of bigger, more muscular frame, and is marked by the fearsome yellow glow that spills into their eyes when they're excited.  In other cultures, the Barghest looks like any other of its sheep, and will do its best to hide its true nature, at least in the beginning.
  A Barghest's purpose is to devour the goblinoid souls of creatures it kills, the more important or renowned the better.  This means that they are discerning with whom they "honor" in consumption, and there's a limited number of seats in their mission.  You see, when Maglubiyet, and others like them, broke in total 17 oaths to the General, so it is decreed that one soul be consumed for every broken oath.  After this, the Barghest may return to Gehenna and reap the spoils of its completed mission.  Fail, and be torn asunder for its insolence.
  For this one might think that a Barghest discovered by its goblinoid brethren would be killed in fear, but it is often the exact opposite.  Goblins and others of their ilk will fawn over and shower the discovered Barghest with praise, servitude, and diminutive allegiance, constantly attempting to show that they are equal parts useful to its cause AND lowly enough to be undeserving of consumption.  It is this strange dance that will drive those under a Barghest's leadership to commit great deeds in their name, only to be cut down and eaten for such renown.

Rooted In Folklore

As with many of our modern edition's monsters, the classical images and inspiration we draw from have a long history of deep folklore and iteration.  The Barghest is no stranger to this, summoning up dark tales across multiple peoples and regions.
  According to old North English folklore, the Barghest was a mythical, monstrous black dog with huge claws and sharp teeth.  This original picture holds true across time, if not for a few creative liberties and adjustments, but the etymology of the word is of note.  Barghest, or Barguest, roughly translates to "bear" and "ghost" in the old tongue.  Couple this with further alternative spellings and we get my favorite version, the Bahr-geist, bringing the rough translation swinging more toward "spirit of the funeral pyre."  
  This creature has always been connected to the consequences of death, much more than a simple ghost story.  A creature of intense malice and hatred, its purpose is derived through perceived destruction of its own community, at least at first, but ends in realms of power.  What began as a warning of the things that go bump in the night grew into tales of shapeshifters and long-lived fiends, doppelgängers and howling at the moon, and a lupine strength coupled with a sentient intellect, and a burning, hateful purpose.

By The Numbers

A Barghest is one tough cookie.  Already resistant to most elemental damage and non-magical weapon damage, this thing boasts an AC of at least 17, and have no stat with a negative modifier.  Trained in Deception, Stealth, Intimidation, and Perception, they are keen to their surroundings and good liars.  Couple that with superior tracking abilities and innate charming spells at their disposal, and you've got a tricky (and STRONG) not-goblin on your hands.
  Did I mention it has Blindsight and Telepathy out to 60 feet?  Dude.

FIRE BAD

Despite its fiendish classification, the Barghest has a difficult relationship with fire, but not for the reasons you think.  It's resistant to the stuff, which tracks, but any mass of it larger than the Barghest's body acts as a tearing of the veil between this plane and Gehenna, and poor thing can be banished there just by being in close proximity.  Sure, you think, they can just bamf back, right?  Unfortunately, no, as a Barghest is more likely to be caught, tortured, and killed for its failure to collect its souls for the General.  Tough luck, doggo.

The Barghest In The Ionian Shadowfell

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​Twisted By Perpetual Darkness

The Ionian Shadowfell is one of dark purpose.  Creatures born here do not hold sway in D&D's legacy of a sorrow-filled landscape.  No, the creatures that spawn in this place are fueled by furious purpose and twisted by the Perpetual Night.
  The Barghest is a rarity among such denizens, but their existence, especially following the engineering colonization before the turn of Io Shar, is not unheard of.  Goblinoid mariners and pirates became more common beyond the Evernight, far in the reaches of Gressil's Helm.  
  Goblins and Hobgoblins born on the dark sea can sometimes bear the Mark of Gehenna, a sigil of deep crimson in the small of the back.  Creatures bearing the Mark are both cursed and blessed with extreme bloodlust and wicked strength.  At a coming of age, often in battle, the Mark can manifest, turning the skin of a "marked" jet black, and its true form will reveal itself.  
  Barghests take many forms in the Shadowfell, but all are lupine.  Some appear like broken glass, the shards a refraction of their vision.  Others are amorphous clouds with teeth.  Many are hounds with sharpened, boney spurs and horns.  And all are very, very dangerous. 
 
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Hounds Of The Chainbreaker

It is the Barghest's greatest will and purpose to complete its mission and return to the Generals of Gehenna.  A throne awaits them in The Bleak Eternity.
  Yet, this mission could take months, years, decades.  In this time, a creature could gain power, prestige, and ownership.  Perhaps they gain even more fulfillment than what awaits them in the worlds beyond.  Which begs the question: what happens when a Barghest completes their mission...and does not wish to return?
  Is it power or retribution that awaits them?  To scorn their masters and their promise, and break the chains of their birthright.  Or are they the husks of great warriors before, the lost soldiers of Gehenna hopelessly clinging to life and sanity, even as their masters siphon away what's left? 
Unfortunately, the lore ends here.  For no one seeks the Hounds of the Chainbreaker.  The only thing that persists is a tiny warning scrawled in the stained journal of a deckhand, lone survivor of The Kretch Jumper and their ill-fated voyage.
  "And to the poor souls that tempt venture beyond the ruins of Evynlee's Veil and seek the Moaning Gray through the Formless Cante, keep your eyes pinned to the horizon and seek not the masked hound that watches you from the peaks...for it covets all that meet its third eye."
  It is worth noting that this message is written as its last entry, and the handwriting does not match previous entries.

More Of This Please

Unfortunately, in my experience so far, this critter is drastically underutilized.  Their story is one of grand deception, superior command, and a cosmological mission with possible sweeping consequences.  Imagine a villain poised as general of a goblin army, especially considering the complex relationship with his subjects.  Imagine a hero, biting the line between the best picks of the worst people to destroy for his dark master.  
There's a lot of depth here, and I can't wait for my players to begin to scrape the surface.


Sleep tight, doggo.
-Adamus

Source: The Barghest can be found in Volo's Guide To Monsters, published by Wizards of the Coast for use in 5th Edition Dungeons & Dragons; also, TONS of actual British folklore.

Help support this blog and vote on its Monster Of The Week, every month, every week, by heading over to my Patreon.
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Monster Of The Week: The Quickling

12/5/2020

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Zipping through the thicket and brim, little Zym left the lumbering oaf far behind.  Skating along the water's edge, he skips easily along the liquid and dances up the lily to perch in the phosphorus purple sky.  Miles away, his eyes twitch down to the spoils of his mischief: a locket, large in his hands.  It is brass, with a gold chain, and metal clasp.  Zym clicks it open to reveal a beautiful portrait of an elven maiden - a noble perhaps.  With a proud grin, Zym snaps the locket shut, tying it onto his back and, with a bolt and a blur, disappears into the Underwood...
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At A Glance

In 5th Edition, a Quickling is a tiny, mischievous fey of lightning speed.  They think and act quickly, moving faster than the untrained eye can track, and most creatures see them as mere blurs.
  To a Quickling, however, the outside world is painfully slow.  They see it all in transfixed time, not unlike our recent renditions of Quicksilver on the big screen.  This boring world with a lack of motion and meaning creates a creature of jittery purpose and mobility.  If a Quickling is ever "at rest", it would be found pacing, and not for long.
  They are the plight of the of those that wander the strange forests of the Fey, tying shoelaces, stealing coin purses, tricks of artful malice; and though they sometimes blur their chaotic intentions and sew violent discord, they never seek to murder...at least not directly.

An Insult Too Many

Mab, the Queen of Air and Darkness, is not to be left waiting.  To do so is to incur the wrath of one of the oldest and most powerful Archfey in existence.  And yet, this exact insult is the crux of a Quickling's lineage.
  Once a race of egotistical, lazy, and narcissistic Fey, these gluttonous creatures ignored and delayed a summons one too many from their great Queen.  So, as an Archfey is want to do, she cursed them.
  Their tall frames were shrunk to tiny sprites.  Their slow minds quickened to an alarming, maddening speed.  These Fey, under their new life, would never be late again, the insolence of their hubris burned into the fibers of their being.

By The Numbers

These are tiny, fast, hyper dextrous creatures with itty-bitty hit points and decent AC.  They won't last long in a fight, though, at least not one on one.  But just as an army of squirrels is still an army, 1d4+6 (Dexterity of at least 22!?) adds up right quick, and with their evasive, blurred movement, if ever your adventures happen upon a batch of them, they'll need a better strategy than "stab it until it dies."

Quicklings in the Ionian Feywild

Unlike other entries, the Quickling's Faerunian lore fits perfectly already into the core concepts and forces that rule my Feywild and its regions.  The only adjustment here may be in the relationship of the Quickling's curse.  
  While I am certain that some Quicklings worship their Queen openly, I would assume that many harbor a great ill will toward the Queen, and a great fear to never act on it.  I, being a cruel world-builder, have woven a long, manipulated memory into the Quickling that spins the Queen's actions as an act of salvation.
  The lazy Fey would certainly have perished without her "blessing," so they worship and serve her without question.  In fact, the most zealous and devout Quicklings will create "orders" and guilds in direct service to the Winter Court so as to gain the Queen's favor.  Such favor achieved...is rare, and if ever it happens, THAT Quickling may actually last in a one-on-one fight.  
So if a chill breeze follows a Quickling, exercise caution if you mean to chase it into the Deep Wood.


See you in the forest.
-Adamus

Source: Quicklings and their official 5th Edition attributes can be found in Volo's Guide To Monsters, published by Wizards of the Coast.

Help support this blog and vote on its Monster Of The Week, every month, every week, by heading over to my Patreon.
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Monster of the Week: Shadow Mastiff

10/24/2020

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Shadow Packs

These black hounds of dark fur and roiling smoke hunt in packs in the deep alcoves of the Shadowfell.  Led by an alpha, a hungry pack will descend upon nearby prey with ferocity and savagery.  The alpha howls to strike the target with fear, while the pack flanks, then pounces.  Efficient killers, the gloom only enhances their coordinated strikes.

The Best Boi

Shadow Mastiffs are summoned into service as watchdogs, temple sentinels, and bodyguards.  Religious sects and cults of the Shadowfell will call them into being as sentries to their dark work.  This ritual of binding is known to only the most dedicated to the forbidden arts, but is not exclusive to evil individuals; it is just the most common practice.
  These punishers of heresy and apostate can see into the ethereal world, and such extraplanar senses make them invaluable allies to whomever employs their service.

By The Numbers

  Shadow Mastiffs are stealthy and perceptive, but they won't be making any knowledge or persuasion checks.  With decent hit points and a low AC, expect these suckers in packs.  Favoring the shadows, they gain resistance to physical damage while in dim light or darkness, and, of course, are packing darkvision, PLUS the ability to see into the ethereal plane (suck it, ghosts!).  Like many of its lupine brothers, this thing listens and sniffs well, but its real trick is the invisibility it earns when in the shadows.  Be fearful of the pack of mastiff in a dark room.
  But not all Mastiffs are created equal, and every pack needs a leader.  A Shadow Mastiff Alpha is beefier in hit points and intelligence, possessing a howl ability that frightens their prey.  Though Alphas are heard of, their statistics vary and wane depending on the region you're in.  They are generally tougher, but a targeted attack can fell one in a round or two, especially if you can trap them in direct sunlight.
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Shadow Mastiffs in the Ionian Shadowfell

Through an overabundance of summoning rituals and long life, Shadow Mastiffs are less an extraplanar ally and more a living, growing breed in the Planes of Shadow.  Once the complex ritual is complete, a Shadow Mastiff can persist through eons, evolving and adapting to its surroundings, forever in its prime of youth and virility.  Old Mastiffs become Alphas, adopting unique properties based on their experiences.  A Mastiff roiled in pack fighting may develop a hardened hide, or teeth and claws that rend with added ferocity.  Some adopt the abilities of a Blink Dog dominated into their pack, or copies the stalking stealth of a Displacer Beast they felled.  These extra properties can be random, but no less frightening and dangerous.  How they multiply is still a mystery, as these pups are created genderless, but some scholars surmise that when certain conditions are met, a Mastiff will drift toward the gender of the matriarch, and summon her own progeny.  If the Mastiff remains this way, no one knows, or much cares.

As for me, I'm down for a shadow puppy.
​-Adamus
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Lore Drop: The Redcap

9/26/2020

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Settings: Ionian Feywild, Faerun, D&D in general
As you bed down in the lush planes of the Feywild, a rustling nearby gives you pause.  A hand goes to your sword hilt as your eyes trace the horizon.  The red, long grasses point and shift in gentle breeze, and you scan the stalks for movement.  You see none, and that's the problem.
  There, flanked by the grass, you see a pointed leather hat, the silhouette of a hunched, twisted creature.  You hesitate, thinking it a nymph or fairy, but then you hear it.  The harsh, raspy sound of a rusted blade being dragged through the grass.  It sends a shiver up your spine and a tight, cold knot settles in your stomach as a pair of red eyes stare back at you from the darkness.  A chuckle drips from between yellowed teeth stained with blood as its name reaches your mind and you draw your sword.  
  A face wild with bloodlust rushes at you from the brush as dozens of other hats rise from the grass around you...

Blood Lust Muffins

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Don't let this giggling little murder Santa fool you, a Redcap is a nasty little bugger.  
  Literally born of bloodlust, these homicidal Fey form and gather wherever a sentient creature has spilled fresh blood.  If they chance to appear, they often grow out of the ground as tiny bloodstained mushrooms trying to push their way out of the soil.  If a ray of moonlight, magical or otherwise, shines upon the bloody mushroom cap, a creature claws its way out of the loose soil.
  A twisted, sinewy, wizened gnome creature with wild eyes and a shock-white beard, the vision of a Redcap is unnerving to say the least.  Wearing a blood-soaked red leader cap (originally the mushroom's top), patchwork leather shirt and pants, heavy steel boots (used for kicking, see below), and a vicious, heavy blade.  Some sprout with sickles or scimitars, others with knives and pitchforks; the nastiest carry fine chef cutlery with a dreadful grin across yellowed teeth.
  It is a sight to behold, and if you linger long enough that they notice you, best prepare to fight for your life.

Slaughter By Necessity

A Redcap's time on this plane is not long.  In order to persist in its personal mission of murder, it must soak its hat in the blood of its victims.  The hat will slowly soak up the blood, drying out over the course of three days.  If the Redcap cannot wet the hat with more fresh blood by then, it ceases to be, and this fact drives its bloodlust forward with an intense need.  Some explorers have ventured that the removal of the cap may also end a Redcap's lifespan, but tearing it from its head has proven very difficult and dangerous; none have succeeded thus far.
  Some Redcaps enter existence with some knowledge of the murderous act that brought them to bear, and may seek the creature responsible as their first victim.  It is unclear if they feel empathy for the murderer, or some measure of tracking link to them, but they tend to track them down either to satiate their cap or be led to more slaughter.  Either way, perpetuating their own existence is rooted in killing, so they are their own vicious cycle.

Notes and Features

  These danger boys are Small creatures, so around 25 feet of movement per round.  Darkvision's a given, but their iron boots won't help their stealth.  Not sure they care though.
  Unnaturally strong, a Redcap boasts an impressive attack and Strength score (+6 / 18).  And they're vicious little buggers, attacking at least 3 times each turn.  I say it like that because a Redcap has a nasty attack tied to its movement.  These little jerks can charge you and punt you over with a heavy iron kick from one of their boots.  
  Yeah, yeah, it's funny now.  See how much you laugh when a swarm of them start curb stomping your Paladin into goo (3d10+4 bludgeoning damage ain't a joke).
  Lucky for you, they're AC / HP outputs are pretty small (13-14 / 40 or so), and a decent Barbarian build should smash a few before things get too dicey.  But don't underestimate them.  When these bad boys grapple, they do it as Medium creatures, and being Small to begin with, they can pile on you.  Remember, killing you cements their lifespan for another three days.  I'd say they're pretty MOTIVATED.

Redcaps in Ionian Lore

Red Gardens

  On the neutral grounds of the Fey Court, many lords and ladies hold special stations.  Some employ or barter their own personal bards, cooks, and butlers from the denizens of the Wylds, or from the ranks of foolish travelers that wander into their theaters.  For if a creature does their job well, a Fey will often covet such skill, adopting it into their folds for future use and entertainment.  
  Most of the time, the subjects are unwilling participants in this display of power, and depending on the season, their servitude is short-lived, for The Accords must be maintained while the trade routes are open.  But some...subjects...feel a calling to remain, and for these willing mortals, great positions of power await.  This is a path to Knighthood under the Queens of the Air and Fire, or to swell the ranks of The Wild Hunt.  And to others, another position awaits.  Someone to tend the gardens and landscapes of the grand, opulent noble manors, and, when needed, cull the flock.
  If the subtext is not yet clear, these "Gardeners" serve a dual purpose.  As with so many facets of the Fey, there is always a darker side to the coin, and these otherwise calculating taskmasters are universally feared among the Courts.  If ever you are invited to a Lady or Lord's home and find yourself alone with their Gardener, one is advised to exit the premises as soon as possible, leaving the way you came in.  A noble should always greet you themselves to allow passage into their home; if they do not, another might deem you a threat.  Remember, a Gardener's job is to keep the grounds safe and tidy.  Little pests cannot be allowed to roam.
  So when you invariably find yourself lost and alone in a vibrant, intoxicating floral maze of high thorns and broad bush, remember...we warned you.  Your blood is their water, your flesh their fertilizer, so don't be surprised by the knife as it plunges deep with a twist, nor of the sprouting red mushrooms that bubble up around your corpse.  For every garden needs tending, and new children need to eat...
And with that terrible thought...sleep well and I'll see you at the table.
​-Adamus
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The Two Sides Of Lolth's Coin: The Drider

1/19/2020

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The cave rolls ahead of you, endless and quiet.  Only the drip of the damp nearby and the scrape of your boots.  Then you see it; an enormous web.  Far larger than it should be.  
  Instinctually, a shiver runs up your spine, the creepy-crawling feeling trickling down your arms and filling your psyche with ghastly images.  Then the cleric drops the torch, and you are plunged into darkness.  You curse in the quiet, trying to summon another light source...
  Then you hear them.  Chittering clicks and tiny echoes.  The feeling of being watched...  With a flash, another torch is lit, just in time to illuminate the path ahead.  You see...nothing.  No foes lie in wait.  And yet, something is not right, as you hear a chorus of bow strings being pulled back.  You dare to look up.  
   Spider legs.  Elven torsos.  Longbow and sword.  You have only a moment before the first arrow enters your head...

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Inspiration and Lore

Gary Gygax often had a thing for strange juxtapositions.  Take the Owlbear, for example.  A cute, cuddly bear with the face of a freaking owl.  I mean...why?  Other than the fact that it easily captures the hearts of every adventurer I play with, even as its powerful claws rend the onlookers in twain, its rhyme and reason are nestled in the grand plans of its creator.  
  However, some beasties follow a logical evolution.  If elves, then what about dark elves?  If these "Drow" exist, what do they worship and why?  How can such worship be rewarded, or scorned?  This is more the case of the tragic Drider.
  In Faerun, the mystical canonical realm of Dungeons and Dragons's published materials and adventures, the Drider is a product of chaos and evil.  Tied directly to those scorned by Lolth, the Spider Queen, a Drider is the result of a Drow insulting or betraying the deity.  Driders are cursed reminders of the power of Lolth, and are equally feared and scorned by the Drow population.
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Traits and Features in 5th Edition

A Drider is a terrible juxtaposition of a Drow warrior and a giant spider, where the upper half is a humanoid elf and the lower, well, is a freaking giant spider.  Powerful and dangerous, driders are accomplished fighters that make use of their versatile movement and superior size.  Walking on walls, trapping foes, and some even casting spells, a Drider is a deadly opponent against an unsuspecting party.
  By the book, these entities enjoy only the standard boons of their elven nature, but have a pretty decent AC (19 on most).  Innate Spellcasting is helpful, and with three attacks to spare, they can cut down a Player Character pretty quickly.  In packs of 2 or more, with a Drow strike team on the ground, a tactical group of Drider can overwhelm a party from the safety of the ceiling and the distance of their longbows.  Do not underestimate them; to do so might just be the TPK you're looking for.
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Drider In Io
​"The Thirteen Coins"

Lolth may be vicious to her followers, but I find it strange to think that those that displease her would be twisted into a visage that most resembles her.  In fact, I'd think such an outcome to be quite the opposite.  Would not a vicious deity bless those that most please her with the great power inherent in her favorite creatures?  To grant them but a piece of the power she knows from beyond the veil, that they may better serve her fearsome wishes in the material plane.
  It is this driving belief that created the Thirteen Coins.  Thirteen prime specimens of great Drow stock, or perhaps a few of different make, that have completed the Sins of the Spider - a grueling test of wills, might, and devastating physical and mental tasks.  Seekers of the Coin perform these tasks in pursuit of greater power, following a grand vision of the goddess, who bestows upon them more and more innate abilities - all the while twisting them further toward her ideal.
  For every Seeker, the tasks are different, but each serve the greater scheme of the master.  If they complete the Seventh Sin, Lolth may bestow upon them one of her Coins; a piece of prime power, embedded in the body of her follower.  In this way, the Coin becomes an extension of the goddess, and another form of influence she can exude upon the world.
  Coins are resilient and devastating creatures, but they are not unkillable.  If ever they are bested in battle and killed, the Coin is left behind to tempt the victors with visions and power.  Destroying such an artifact is difficult and draining.  
  Such trouble to discard such a thing.  Besides, wouldn't you rather...keep it?

See you at the table, friends.
​-Adamus
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Fate and Fury: The Erinyes

12/12/2019

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The archdevil looms above you, inspecting the burning blood that drips from his face.  The same boiling red drips from your blade as a grin curls across your lips...but its booming bass shakes you to your core as it speaks to the air around you.
  "Azolonia.  This mortal has requested his demise.  Kindly remove his head for me."
   A shockwave of dread spirals up your spine as tendrils of black smoke and scents of sulfur spur into your peripheral.  You whip around and stare into the red eyes of a statuesque form; alabaster skin and striking beauty, stylized black armor gleaming with the firelight surrounding you.  A pair of gigantic black wings stretch and flex behind her as she draws an exquisite, vicious blade from a scabbard, a grin curling across her lips.  Her voice is menacing silk.  "Of course, my lord."
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Inspiration and Lore

The Erinyes is a powerful, disciplined devil warrior that serves the pit fiend masters of the Nine Hells.  They are dangerous, tactical, mobile, and vicious.  Masters of martial combat, each is skilled with bow and sword alike, and many use magical ropes of entanglement to ensnare powerful foes.
  Erinyes, despite their gladiatorial or knight-like visage, are often mistaken in use and sight for Succubi or Incubi.  And this could not be further from the truth.  Ignoring the fact that both would be at each other's throats, the Erinyes does not exude allure or seduction.  They are militant powerhouses among the devilish culture, and command immense respect and fear, more likely to kill or enslave with blade and chains than to charm you into defeat.  
  Only subservient to their chosen masters, an Erinyes swoops down from the skies on red and black wings to strike down those who dare threaten or insult the ideals of Asmodeus or the edicts of their masters.  When not beheading mortal fools, an Erinyes can patrol the fortress of their master, or otherwise move freely through the dissonant cities of Hell.  However, if need for their presence arises, their master only needs to speak their name and they are pulled to their aid immediately.
  So beware, small ignorant traveler.  Assume every Pit Fiend you pick a fight with has at least one Erinyes looming in the shadows behind you.
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Traits and Features in 5th Edition

Though predominantly female in representation, an Erinyes can also be male.  No matter their gender, they are an imposing force of statuesque, athletic physique in stylized armor.  
  Their massive wings net them an impressive Fly speed of 60 feet and with a decent pool of hit points coupled with a base 18 Armor Class, these devils are hugely mobile and dangerous.  Their heroic array of stats are not to trifled with, either, sporting three 18's in Strength, Constitution, and Charisma, with no other stat going below a 14.  Higher than average Saving Throws, Immunity to Poison and Fire damage, as well as Resistance to Cold, and non-magical/non-silvered physical damage, plus TELEPATHY out to 120 FEET???  Yeesh.
  Three attacks in a round, with Parry options, extra poison damage on their "hellish" weapons, plus Magic Resistance (good luck, Wizards)...  These boys and girls are going to be quite a fight no matter the terrain.
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Erinyes in Io

In Ionian lore, an Erinyes is already a powerful entity, but there are some who aspire to even greater power.  An Erinyes, male or female, serves a devil master or a general oath to Asmodeus, but there is a grand order of Erinyes who command even more clout and respect among the greater and lesser devils.  These are called The Furies.  
A cohort of nine sister generals, each serving the Archduke or Archduchess of each layer of the Nine Hells.  These Erinyes have earned the title of Fury, and command legions of lesser and greater devils as grand warriors and tacticians in service of their masters.  The more they please this master, the more power and abilities the archdevil passes onto the Fury.  Meaning, the longer a Fury serves their master in good standing, the more power they may yet wield.
  This creates distinct opportunities to express a power difference between a standard Erinyes and a Fury.  Players may come in contact with a Fury flanked by three other Erinyes; her Seconds.  It is very clear that this one, adorned in stronger armor with unique weaponry, as well as vicious helm, is different than the others that surround her.  Maybe she has spell casting abilities, like war magic, or wields a legendary weapon, bestowed upon her by her Archduchess.  And though such a sight may fill the head of an adventurer with glittering prizes, such gifts can also grant higher proficiencies, saving throws, extra attacks, higher resistances.  Heightened skill earns expanded power.  
  Just know what you're getting into, grasshopper.
Welcome to Hell.
See you at the table.
​-Adamus
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Monster Of The Month - The Revenant

11/27/2019

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Clicks and clacks echo along the pale cobblestone as tendrils of lazy fog curl toward you.  This moonlit night sends chills through your heart, and up your spine.  Determined to get home, you pull your coat closer and quicken your pace.  
  Then, you see it.  A slumped form, stepping out from a back alley.  It is a man.  Pale of skin, and dry of breath.  But then he straightens, cold breath exhaling from his lips.  A scraping of steel draws your eyes to the jagged dagger in his hand.
  He begins walking toward you and you wonder if that blade is for you.  But then his eyes meet yours, and though another chill slices into your bones, you know he is not here for you.  The two of you pass in the night.  Tonight, you are not what this creature seeks.

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CORE CONCEPT

Revenants are created when a mortal soul claws its way back from the edge of the afterlife, seeking vengeance for its cruel and undeserving demise.  The soul could be righteous or malevolent, courageous or cowardly, or any striation between.  No matter what their true nature, they have been bound to seeking revenge, and cannot rest until that vengeance is completed.
  A Revenant soul reclaims their mortal body, and rises from the grave much like a zombie.  However, instead of the dead eyes of a corpse, the eyes of a Revenant command intelligence and resolve, often flashing or burning within the presence of their quarry.  And their quarry always recognizes the Revenant for the reaper it is, no matter what body it may inhabit at the time.  If a Revenant is killed...the soul finds its way back to another corpse, rising again from the dead in a new body, seeking its quarry endlessly.
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MONSTER LORE

It is known among monster hunters that a Revenant's quest is not forever.  The soulbound only have a single year to exact vengeance upon their adversary, after which point the soul is ripped back to the afterlife and its current body turns to dust.  And yes, I said "current body."  During that year, a Revenant does not require food, air, drink, or sleep and if their body is killed...they find a new one.  
  If their adversary dies within the year, whether by the Revenant's hand or another's, the soul may finally pass on to the afterlife fulfilled.  If not, well, whatever rips it back can decide what to do with them.  Some pass on, while others linger as ghosts or wraiths, forever tormented by their unfulfilled destiny.
  And these things are intelligent, often retaining the abilities and memories they possessed when they were alive.  Now, these skills and powers may feel distant - like a lost dream - at first, but with training, a Revenant can utilize all of its previous assets to seek out its adversary, including seeking powerful allies to help it fulfill its hunt.
  Monster hunters are also aware of the enhanced immunities and resistances it possesses which keep it in divine pursuit.  One of the few creatures to possess resistance to psychic damage, you'll also have some difficulty with necrotic damage.  Don't even try to poison or charm this thing, and assume it can't be stunned or exhausted.  In fact, many of the techniques one might use to slow down any of us breathing humanoids just won't stick with a Revenant.  Kill them, they rejuvenate somewhere else.  Hurt them, they regenerate anyway.
  Oh yeah.  And they're really strong for a dead guy.  Like all of their physical power were being channeled from their literal soul.  Wouldn't want to get in the way of this thing and their divine justice.

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LEGACY LORE

The smart zombie in the legacy of Dungeons and Dragons is often fulfilled by the Wight, an intelligent and powerful undead with the capacity to command a small contingent of weaker skeletons and zombies.  The Revenant, though also an undead creature and intelligent, is a different beast entirely.
  It represents one trapped in a cycle of vengeance, desperately trying to punish those that wronged them in their former life.  And, they're not even evil.  At worst, they are only neutral, constantly walking the line between justice and chaos, and most of the time they're the good guys, cursed to right the wrong of their death.  An anti-hero with a ticking clock.
  This archetype finds its way into all sort of genres; the wanderer in the old west, a bitten hero in a zombie apocalypse, a terminal warrior princess with visions of her death.  Someone who knows full well that the end of their quest is the end of them, but fights anyway.  The terminal, destined entity.  And I am pleased to say that what was once just a "hard zombie" has flourished into an entity with a massive potential for personal history, lore, and exploration.
  And these creatures offer great opportunities for depth of world-building and cosmology when one entertains the idea of what gods and devils might vie for such a soul.  Is it the Raven Queen that has brought you back for such a singular purpose, or Pelor with a divine mission before you can pass on to Elysium; is it a Great Old One in need of a temporary champion, or an Archdevil with a contract?  The circumstances with which a Revenant is made can have startling implications as to the intentions of the greater beings in the world and their relationship to the Revenant, and, if a party surrounds them, to the party as well.  
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Revenants in Io

There are dark machinations that resonate and ripple across the ages of Io, and in this machina innocent people can find themselves crushed within the gears.  These undeserving souls might find dreadful purpose in this false resurrection, and revel in their unkillable nature.  However, every rebirth is a gift granted by an extra-planar entity, god, devil, or something else.  And, like so many elements of the Weave in Ionian lore, there is a cost to such gifts...
  The concept of an undead hero, neutral or not, exists in my world without a doubt.  Revenants are certainly not common, but they aren't unheard of.  Always seeking that greater depth of immersion and storytelling, those that do reveal themselves are never grunts or shambling corpses.  They are aware, and might have already taken steps to hide the fact that they may be slowly decomposing (herbs, liquor, formaldehyde).  Some have actively injected themselves with healing potions, syrupy elixirs of vitality, or taken to consuming infernal blood to cease the flow of rigor mortis.  And all are well aware of the passage of time - and how long remains before they turn to dust.  They may seek help from our heroes, allies to defeat their nemesis, or perhaps they've been down this road before, and have given in to their damnation.  
  My players have met two Revenants before, but I don't it was ever revealed to them (in secret or otherwise), and they will definitely show up again.  Can a player-character be a Revenant?  Anything's possible.  There's too much espionage and assassination in my world for an Archfey to not take advantage of a poor, unfortunate soul every now and then.  However, that is something that will be explored and revealed during play, not before.  No one goes in thinking they're going to become a zombie Clint Eastwood...


See you at the table.
-Adamus

Man.  I'm tired.  What I wouldn't due for some CAFFEINE.  ;)
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The Remorhaz Is Terribly Awesome

11/13/2019

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Some baddies you find just hold a special place in your heart.  Maybe you often fall back on them because they're so versatile, or you save them for that key moment when they'll be most effective.  Could they be a striking nemesis, a freak chance encounter, or a surprising subversion of expectation?  
  I use a lot of monsters, and I make a lot of my own (that's another post altogether), but none so far have had such an "OH CRAP" moment from my players in recent games as the Remorhaz.

Monster Lore

The Remorhaz is a traditionally arctic monstrosity.  A predator preying on elk, polar bears, and other creatures that wander into their territory.  They burrow deep into snow or ice, lying in wait for the faint vibrations of creatures moving above them.  While hidden, it can raise or lower its body temperature, keeping the snow or ice around it from melting, or allowing it to glide through the cold tunnel.
  A Remorhaz nest is quite a find, especially if you are a frost giant, as the young Remorhaz can be trained from hatching to obey commands and guard your citadels.  Some might even become mounts for other creatures.  Be careful if training these beasties, though; they are adept at swallowing their victims...

Their Place In Ionian Lore

The Remorhaz has become recently fascinating to me, and not just because of their mechanical capabilities.  Residing in the grand north of the world, somewhere beyond the Wynnrik Region, the Remorhazes and their ilk would have been one of the first batches of creatures to encounter menacing Brood as they fled the collapsing Shadowfell at the turn of the 6th Age.  This means that the once dormant, territorial creatures, fought, failed, and were corrupted by the impending swarm of shadow monsters.  What came out of such a clash was an even more formidable foe.
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What Makes Them Scary

1) They Can Swallow You (and then Burrow)

I have a few players it seems with a penchant for getting eaten, and with an ability like Swallow, this number continues to rise.

On their turn, a Remorhaz makes a Bite attack against a creature it is grappling (snake-like body, go figure).  If the attack hits, you're looking at 6d10+7 piercing damage PLUS 2d6 fire damage, AND the creature is swallowed.  While swallowed, they are considered blinded and restrained, and will suffer 6d6 acid damage at the start of each of Remorhaz's turns.

Now, that's pretty awful.  However, your allies can deal damage to this thing while you're in its gullet.  Deal enough damage in a single turn and the thing has to make DC 15 Constitution Save or regurgitate you.  ...HOWEVER, if this thing swallowed you BEFORE it moved, it can now burrow 20 feet down (movement speed).  Without a player with Sentinel, you're in BIG trouble if they can't hit it hard enough with attacks of opportunity.  
  If you're still conscious, you might be able to get yourself out.  Restrained only brings your speed to 0, gives others advantage on attacking you, and your attacks and Dex Saves have disadvantage.  You can engage in trying to hack your way out (which at higher levels is completely kosher), cast a spell, and so on.  But if the odds aren't in your favor, your body might be SOL.

2) Fire AND Cold Damage Immunities

Let's shut down that Fireball and Cone of Cold immediately, shall we?

3) Their Bodies Are Superheated (Melee beware!)

Every time a creature touches the Remorhaz or hits it with a Melee attack while within 5 feet of it takes 3d6 fire damage.  Every hit.  Not every turn, or every round.  EVERY.  HIT.
  This one is nasty.  True, average damage here is only 10 fire, but it can add up quick.  Imagine your Monk suffering 40 damage just for smacking the creature with their Flurry of Blows; sure, the thing can't take Reactions now, but the martial artist is melting.  It forces you to pay attention to a creature's mobility, economy, and range - so YAY for tactics!

4) Ionian Augmentations (6th Age)

After their brush with the Brood, the resulting surge of necrosis and corruption moved through the species, garnering them two new curious features.  
  First is an immunity to Necrotic damage.
  Second, a plethora of pulsing, bulbous tumors and sacks that litter their bodies.  Every time the Remorhaz suffers damage (except Psychic damage), one of the boiling tumors bursts (GROSS).  Every creature within 5 feet of the creature immediately suffers 2d6 Acid damage.  Oops.  
It makes the 5-foot radius around them extra volatile, and just like before, no saving throw.  This, coupled with the Heated Body feature, can really mess with the melee attackers and how they synergize with ranged support.
​  Keep your healers healthy, you're gonna' need it.
Also, I've been painting two of them!  Trying to follow the picture in the book for once.  So far his color test is looking really nice.  Can't wait to tighten up everything, smooth the fades, and finish him up.
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Stay safe and don't get swallowed.  
See you at the table.
​- Adamus
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Monster Of The Week - Aboleth

7/18/2019

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In the time before the great pantheon of the gods, these gigantic creatures lurked in the primordial oceans and the underground seas.  They reached out with their superior minds and enslaved the burgeoning lifeforms of the mortal realm, pushing dominion that made them like gods.  Until the true gods took notice, smashing the aboleths' empires and freeing their enslaved beings.  
  Such an insult has never been forgotten.

General Knowledge - Aboleths in 5th Edition

Eternal Memories

  Aboleths have ancient, flawless memories, and pass on their knowledge from generation to generation.  This quality keeps the insult of the gods fresh and alive, perfectly preserved in their minds.  They are also treasure troves of ancient lore.  These entities play the long game; calling eons of planning to bear, patient and intricate.  

Gods in the Lake

Ancient aquatic beings, Aboleths dwell in the deep recesses of underground lakes and rivers, and unknown depths of the grand oceans.  They often reside in the Material Plane, and the Plane Of Water, but can show up just about anywhere with an underwater abyss.  In these deep lairs and the lands that surround them, Aboleths are like gods, demanding worship and obedience from those that live nearby.  
  They also add the experiences and knowledge of all they consume to their eternal memory, creating a lust for knowledge with all they come in contact with.  An Aboleth wields its telepathic powers to read the minds of creatures and know their desires, and they use this power to easily gain the creature's loyalty.  While in its lair, an Aboleth can augment its telepathy, creating the illusions of such fulfilled desires for its loyal servants...but it is still just an illusion.

Enemies of the Gods

With flawless memories, and connections eons long, the Aboleths forever recall the slight of the gods.  Their fall from power is written in stark clarity, for Aboleths never truly die.  If an Aboleth's body is destroyed, its spirit returns to the Elemental Plane Of Water, where another body is coalesced in a month or two.  Ultimately, the Aboleths dream of one day overthrowing the gods and regaining control, and dominion, over the world.  
  They've had eons to plan, and they never forget.  Truly, they are a great danger to the cosmos.
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Legacy Lore

Aboleths are a race of malevolent, eel-like gargantuan Aberrations with frightening psionic and psychic abilities.
Fish-like amphibians of immense size, often reaching 20 feet or more (6.1 meters) in length and many weighing up to 7,000 pounds.  Though, as an Aboleth's body can live indefinitely if not destroyed, there are some cited at 60 feet in length, and others weighing upwards of 12,000 pounds.  They resembled a bizarre eel, with long, tubular bodies, as well as a tail at one end and two fins near the head and another along the back. Aboleths' mouths are lamprey-like, filled with serrated, jawless teeth.
Aboleth underbellies were often orange-pink, while their topsides were typically sea-green. A little bit back from the head were four long tentacles, two sprouting from across each other on the top, and two more of the same on the underbelly. Their heads were triangular-shaped, with a spherical, beak-like nose.  Above the nose are their three eyes, each one set atop the other. Tendrils and a few shorter tentacles dangle from the bottom of the head.  Four blue-black slime-secreting orifices line the bottom of their bodies.  The creature's blood is green and thick, oozing like sap.
Aboleths breathe through a thick gray mucus, which covers their body and which they exude from four pulsating organs along their body as they move.  If robbed of the ability to exude this slime, an Aboleth would suffocate in water or on land alike. As such, an Aboleth had to take care of its mucus. Out of the water, an Aboleth's membrane-like skin dries out quickly, but this did not prove fatal in and of itself. Instead, the Aboleth would eventually enter a state of suspended animation, called Long Dreaming. During this process, the so-hampered Aboleth formed a tough, waterproof membrane, like a calcium deposit shell.  Over enough years, this shell would grow harder than steel, forever entombing the dreaming creature.
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Aboleths In Io

I admit we haven't seen many Aboleths in the campaigns I've run, though their influence has been felt.  The first one encountered by a group was in the Halls of Pandemonium; a discarded, corrupted psionic entity - a far shadow of its former power.  They ripped it apart, with little understanding of what it was and why it was there, whereas in reality they had released its body from an endless cycle of torment by the ancient dragon, Narizguun.  
  As the world continues to clarify, especially in the Fourth Age (where the Pirate campaigns reside), the Aboleth is a creature that has always had influence in the world of Io.  Its power stretches to the depths of the world's memory, pulling strings and making plans.  A creature of the long game, eternal and dangerous...perhaps some villains have taken notes.  ;)

See you at the table.  
Thoroughly afraid of the water.
- Adamus

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MOTW - Special Traits and Legendary Creatures

7/11/2019

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The Stuff Of Legend...

Some entities in fantasy have stood the test of time.  They are either so old or so powerful that they have outlasted every adventuring party that has sought their ruin, or already stand amongst the gods and devils that rule the multiverse.  Ancient dragons, demon lords, aberrations that rule the Underdark...these and so many more fill the world of fantasy with legend.

Legendary Resistance / Legendary Actions

Many legendary creatures are tougher than your average beastie, and show that in their Legendary Resistances.  Three times per long rest, if a creature with this feature fails a saving throw, they can choose to succeed instead.  This pisses off my players to no end, but this is a great mechanical representation as to why these things have survived as long as they have.  An ancient being wouldn't be able to be charmed by one unlucky roll out of the gate; it has some fortifications against that.

Conversely, legendary beings are often, but not always, solo endeavors.  In other circumstances, such encounters can feel a little...one-sided.  As a party of 5-7 warriors gang up on a single creature, that's usually 5-7 swings on it before it gets its turn.  
Legendary ACTIONS provide a pseudo-set of extra turns each round for a Legendary Creature to use, simulating its great power and rebalancing the economy of the encounter.
  At the close of another creature's turn, not its own, this creature can spend 1-3 Legendary Actions to perform certain tasks, attacks, or powers, as dictated by their stat block.  Some powers burn only 1 LA, while others can burn 3 at once, especially if the creature is attempting something very powerful.  Sometimes it's a movement or an extra attack, or a bonus spell.  Whatever it is, stay alert!  There's a reason these things are legendary.


But to be clear:
Legendary Resistances only recharge during a Long Rest, but...
Legendary Actions return at the start of the creature's turn EVERY ROUND.  
  So you might force some saves and use up their resistances...but they're just as dangerous with their Legendary Action economy.  

A Creature's Lair

Location, location, location...

A Legendary being often has a place it calls its home.  A "lair," if you will.
  Such a place tends to grant them superior bonuses to their defenses, like a homefield advantage, and often pose great danger to an unprepared party.  
A Lair in a Legendary encounter acts on an Initiative count (often count 20) like a character, but you can't attack it or defeat it.  Maybe you're fighting in a volcano, and a wave of extreme heat hits you; or a pulse of necrosis randomly strikes someone within range of the dark altar of the Lich.  And many effects get worse the longer the fight goes on, so entering a Lair with a clear strategy will help keep your party alive and (hopefully) end this encounter quickly in your favor.

Pro Tip: If ever you can engage a Legendary Creature outside of its Lair, do so.  Those homefield advantages, coupled with its already frustrating extra actions and resistances, make these fights particularly nasty.

Other Special Traits

Powerful creatures, not just legendary ones, can often have extra special abilities to be aware of that set them apart from your average hobgoblin or bulette.

​INNATE SPELLCASTING
Some monsters have the ability to cast specific spells as part of their features.  These spells, unless otherwise noted, are always cast at their lowest level.  If it's a cantrip, we can assume the creature's challenge rating (CR) as its level if we need to determine damage (unless it's otherwise noted). 
  Innate spells often have other restrictions, like "target self" or "Reaction only." 

SPELLCASTING
A monster with the Spellcasting feature is considered to have a spellcasting level and an arsenal of spell slots, as if they were a player class.  Such a creature can choose to cast spells at higher spell slots, just as a player might, giving a large bredth of caster flexibility (and making them very dangerous).  

PSIONICS
Psionics is a form of spellcasting that allows a monster to cast spells using only the power of its mind.  This tag can be attached to both Innate and standard Spellcasting, and carries no additional rules, but other parts of the game might refer to it. 
  Assume, though, that a spell cast using Psionics does not require components.  ;)
And there you have it!
Next time, we delve into the depths and visit one terrifying little beastie.  I mean it, this thing's the stuff of nightmares!
See you at the table.
​-Adamus
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    Adam Summerer

    Professional Game Master musician, music teacher, game designer, amateur bartender, and aspiring fiction author.  
    ​In short, I'M A BIG NERD.

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