User:Dracolich
This is some of my home-brew for my ongoing D&D5e campaign. Any and all content is either OC or from the SRD5 and therefore available under the OGL.
Ostgate[edit]
Example Encounters:
| Encounter | Party size/Level | Difficulty | XP/Adjusted XP |
|---|---|---|---|
| 2 Guards | 4/1 | Hard | 200/300 |
| 3 Guards, 1 Mastiff | 4/2 | Hard | 325/650 |
| 1 Ostguard, 1 Guard | 4/3 | Hard | 800/1200 |
| 4 Guard, 2 Ostguard, 1 Mastiff | 4/5 | Hard/Deadly | 1825/4562 |
Ostgate City Guardsman[edit]
Medium Humanoid, Lawful Neutral
An Ostgate City Guardsman is typically equipped with a loaded club (counts as warhammer), shield, alarm bell and whistle, and lantern. The Ostgate guard are markedly better equipped and trained than most of the city guards and militia on the plains, with many militiary veterans serving amongst their numbers.
The (often ornately painted and decorated) club they carry constitutes their badge of office; a non-guard found wielding one will have some serious questions. Guards also wear bright cloaks in the blue and silver of the city over their heavy mail.
Amor Class: 18 (Chain Mail, Shield)
Hit Points: 11 (2d8+2)
Speed: 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 12 (+1) | 10 (+0) |
Skills Perception +2
Senses: passive Perception 13
Languages: Common
Challenge 1/2 (100XP)
Martial Advantage. Once per turn, the guardsman can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the guardsman that isn’t incapacitated.
Actions:[edit]
Weighted Baton. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) blunt damage, or 6 (1d10 + 1) blunt damage if used with two hands.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Ostgate Guard Mastiff[edit]
Medium beast, unaligned
The Ostgate guard make heavy use trained mastiffs for pursuit, detection, and to carry messages at a pinch. Most guard stations and checkpoints will have a mastiff (or several).
Amor Class: 12
Hit Points: 5 (1d8+1)
Speed: 40ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 14 (+2) | 12 (+1) | 3 (-4) | 12 (+1) | 7 (-2) |
Skills Perception +3
Senses: passive Perception 13
Languages: -
Challenge 1/8 (25XP)
Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions:[edit]
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Ostguard[edit]
Medium Humanoid, Lawful Neutral
The Ostguard are an elite force mainly comprised of ex-veterans who have served with distinction, alongside other irregulars who have proven (or could be) useful, but may not fit into a regular city watch - such as mages, investigators, and spies.
Regular Ostguard will generally appear either in groups (e.g., guarding an important character) or commanding a retinue of regular guard. Note that the stat line below is for "generic" Ostguard to add bulk or muscle if necessary- most of the PC's interactions with the ostguard *organisation* should be with specific individuals. Also consider Hobgoblins/Knights/Elf Elites - by it's nature, this is a non-homogenous organisation of individuals.
Amor Class: 17 (Half Plate)
Hit Points: 58 (9d8+18)
Speed: 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) |
Skills Athletics +5, Perception +2
Senses passive Perception 12
Languages Common
Challenge 3 (700 XP)
Actions:[edit]
Multiattack. The Ostguard makes two baton attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Weighted Baton. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) blunt damage, or 8 (1d10 + 3) blunt damage if used with two hands. Ostguard staves are silver-tipped.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
The Black Company of Mateo the Crow[edit]
Wight Hussars[edit]
Medium undead, Neutral Evil
Wearing rotting half-plate armour and with mouldy pennants dripping from their lances, Wight Hussars are a horrifying sight. They open their attack with a devastating heavy charge, before either circling around for a second attack or dismounting in the midst of their opponents to enjoy the slaughter on foot.
They typically occur as small roving bands raised and led by a more powerful undead (such as a Death Knight, Vampire or Lich). A small company of Wights can devastate a small town and raise a veritable undead army.
Armour Class 17 (Half Plate)
Hit Points 45-66 (6d8 + 18)
Speed 30ft. (60ft. When mounted, 120ft dash)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) |
Skills Perception +3, Stealth +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60ft., passive Perception 13
Languages the languages it knew in life
Challenge 4 (1100 XP)
NB: the challenge of Wights is hugely dependant on the group - a D&D savvy party (or one well equipped with magic weapons) will have a much easier time than a magic-light group. If the group is magic-heavy, I would suggest either doubling the HP, or treating the wight as CR2-3. This can be an excellent way to make your players feel powerful.'
Sunlight Sensitivity: While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Charge: if the Wight Hussar moves at least 30ft. towards its target and then hits with an attack, the target takes an extra 12 (2d12) damage if attacked with the lance, or 10 (2d10) if attacked with the longsword.
Actions:[edit]
Multiattack: The Wight makes 2 weapon attacks (longsword or lance). It can use its life drain ability instead of one weapon attack.
Life Drain: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.
Longsword: Melee weapon attack: +4 to hit, reach 5ft., one target. Hit; 7 (1d8 +3) slashing damage, or 8 (1d10 +3) slashing damage if used with two hands.
Lance: Melee weapon attack: +4 to hit, reach 10ft., one target. Hit; 9 (1d12 +3) piercing damage. Requires both hands if used on foot, disadvantage if used against a target within 5 ft.
Mounted Combatant: Whilst mounted, the initiative of the rider's mount matches that of the rider. The mount acts independently of the rider: however the only actions available to the mount are dash, dodge and disengage. (Mounted combat rules, SRD5E p.99)
Ethereal Stride: Whilst mounted, the Hussar and its mount can magically enter the Ethereal Plane from the Material Plane, or vice versa.
Mount/Dismount: Once during the Wight's move, it may mount or dismount it's warhorse at a cost of half it's movement speed (15ft).
Warhorse Skeleton[edit]
Large undead, lawful evil
Armor Class 13 (barding scraps)
Hit Points 22 (3d10 + 6)
Speed 60ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 14 (+2) | 16 (+3) | 2 (-4) | 8 (-1) | 5 (-3) |
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned Senses darkvision 60ft., passive Perception 9
Languages -
Challenge 1/2 (100 XP) (Included in Hussar's score for Encounter CR).
Actions:[edit]
NB: While being used as a mount, the only actions available to the warhorse are dash, disengage, or dodge as stated in the Mounted Combat Rules section of the SRD. (SRD5E p.99)
Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Phiseli's Box[edit]
Value: C 20,000 gp, but very difficult to sell to honest merchants. Possibly worth much more to a dishonest one.
Skills: Deception +9, Insight +5, Perception +5, Persuasion +9
Languages: Communicates telepathically.
This treasure comprises an approximately 12" x 8" x 4" box, edged with beaten gold and with side panels of intricately carved mother-of-pearl. The panels are engraved with scenes of celebration and revelry, depicting a feast with dancing and music.
The inside of the box is sealed by a silver plate, carved and set with precious woods, small gemstones, and ivory. The plate is carved in bas relief, depicting risqué scenes that match the particular preferences of the person attuned. Attunement is not required to communicate with the device.
The box is a gateway to a pocket-dimension prison containing a succubus. Whilst the box is open, the gateway is open and the succubus is able to communicate telepathically to anyone within 60ft, and use her charm ability on anyone within 30ft. With the box closed, the succubus is able to communicate with only a charmed target, as per the monster manual.
Once attuned, the succubus can be summoned by opening the box and saying her true name, and can be dismissed simply by closing the box (whereupon she returns to her prison). She can be released permanently from the box by summoning her and then destroying the box (AC 10, 10 hp). If the box is destroyed with her in it, she will be trapped in the pocket plane indefinitely, and can only be released by means such as a Gate spell.
Whilst closed, the box can safely be stored in an extradimensional space such as a bag of holding. Opening the box in such a container will result in destruction of both items as per the DMG, and the succubus will be set adrift on the Astral plane.
Phiseli the succubus[edit]
Stats as per p.349 of the 5e SRD
- Wants: to be free of the box. For the box to be taken away from its current location and to a population centre, where there is a better chance of being released. To corrupt and seduce as many souls as possible.
- Does not want: the box to be destroyed with her in it. To be left here alone.
Notes:
This is intended to be more of a social encounter than a combat one, but approximate CR3. Phiseli will lie, cheat, misdirect and mix lies with truth to get out of the box, however she's fundamentally constrained by needing to tell an attuned person her true name in order to be released.
Mephit Misericord[edit]
When at rest, this evil-looking but elegantly needle-like dagger looks to be made from pitted and black wrought iron, with a hilt wrapped in charred leather and a handle made of white bone. A brass ball at the pommel is engraved with the image of a closed eye; whilst uncomfortably hot to the touch, there are no external signs that a magma mephit is trapped inside.
When active, the dagger darts to-and-fro with the hot blade glowing dark red. The eye pommel opens when the dagger channels the magic of the mephit, swivelling madly and unable to comprehend the world from inside it's uncomfortable prison.
Tiny elemental construct, neutral evil
AC: 17 HP: 35
Speed: fly 50ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-2) | 12 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 10 (+0) |
skills: stealth +3
vulnerabilities: cold
immunities: fire, poison
condition immunities: blinded, deafened, paralyzed, petrified, poisoned
senses: Blindsight 60ft (blind beyond), passive perception 10
Languages: understands Ignan and Terran, but can't speak.
CR: 1/2
Death Burst: When the construct dies, it explodes in a burst of flame. Each creature within 5 feet of it must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
Antimagic Susceptibility: The construct is incapacitated while in the area of an anti-magic field. If targeted by dispel magic, the dagger must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance: While the construct remains motionless and isn't flying, it is indistinguishable from a normal dagger.
Innate Spellcasting, (1/Day): The construct can innately cast heat metal (spell save DC 13), requiring no material components. Its spell casting ability is Charisma.
Actions[edit]
Dagger: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) fire damage.
Firey stream (Recharge 6): The dagger projects a 15-foot cone of fire. Each creature in that area must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
