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<blockquote data-quote="Quickleaf" data-source="post: 6431337" data-attributes="member: 20323"><p>[h3]NPCs (Spellcasters)[/h3]</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px">Bokor</span></span></p><p><em>Medium humanoid (human), neutral (evil)</em></p><p>AC 10</p><p>HP 27 (5d8+5)</p><p>Speed 30 ft</p><p>Str 10 (+0) Dex 10 (+0) Con 12 (+1) Int 16 (+3) Wis 14 (+2) CHA 10 (+0)</p><p>Skills Arcana +6, Religion +6</p><p>Senses passive perception 12</p><p>Languages English, French, West African</p><p>Challenge 2 (XP 450)</p><p></p><p>TRAITS</p><p>Djab's Call: The bokor can perform a 10 minute ritual to summon a djab (dark spirit) whose name is known to him.</p><p>Grim Harvest: Once per turn, when one of the bokor's recently animated undead is destroyed, he regains 6 hit points.</p><p>Undead Thralls: When casting animate dead, the bokor creates 1 extra zombie, and zombies created gain +6 HP and +3 damage.</p><p></p><p>ACTIONS</p><p>Chill Touch. Ranged spell attack. Range 120-ft. +6 hit, 2d8 (9) necrotic damage and cannot gain HP until the start of the bokor's next turn.</p><p>Poison Spray. The bokor casts a puff of noxious gas upon a creature within 10-ft who must make a DC 14 Constitution save or take 2d12 (13) poison damage.</p><p>Spellcasting: The bokor casts spells as a 6th level wizard specialized in Necromancy (save DC 14, spell attack +6).</p><p>Cantrips: chill touch, dancing lights, poison spray, prestidigitation</p><p>1st Level: (4 slots) detect magic, fog cloud, ray of sickness</p><p>2nd Level: (3 slots) alter self, blindness/deafness, locate object</p><p>3rd Level: (3 slots) animate dead, bestow curse, fireball (as "skull mob" doing 8d6 bludgeoning damage)</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px">Houngan/Mambo</span></span></p><p><em>Medium humanoid (human), neutral (good)</em></p><p>AC 10</p><p>HP 27 (5d8+5)</p><p>Speed 30 ft</p><p>Str 10 (+0) Dex 10 (+0) Con 12 (+1) Int 12 (+1) Wis 16 (+3) CHA 12 (+1)</p><p>Skills Arcana +4, Insight +6, Religion +4</p><p>Senses passive perception 13</p><p>Languages English, Creole, French, West African</p><p>Challenge 2 (XP 450)</p><p></p><p>TRAITS</p><p>Dying Curse: Whoever kills the houngan or mambo is afflicted with a "burden" from one of the Loas.</p><p>Voodoo Rituals: The houngan or mambo can work voodoo rituals (as per the Fortune).</p><p></p><p>ACTIONS</p><p>Shillelagh. Melee weapon attack (magical). Attack: +6 hit, reach 5-ft, one target. Hit: 7 (1d8+3) bludgeoning damage.</p><p>Spellcasting: The houngan or mambo casts spells as a 5th level cleric (save DC 14, spell attack +6).</p><p>Cantrips: guidance, light, shillelagh, thaumaturgy</p><p>1st Level: (4 slots) detect evil or good, detect magic, inflict wounds</p><p>2nd Level: (3 slots) augury, hold person</p><p>3rd Level: (2 slots) bestow curse, remove curse, speak with the dead</p><p>Turn Undead: Once per short or long rest, the houngan or mambo can turn undead. Each undead creature than can hear or see the houngan/mambo within 30 feet must make a Wisdom save or be destroyed if CR 1/2 or less, or else be turned. A turned undead must spend its turn trying to move as far from the houngan/mambo as possible, cannot take reactions, and cannot willingly move to a space within 30 feet of the houngan/mambo.</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px">Shantyman</span></span></p><p><em>Medium humanoid, any alignment</em></p><p>AC 12</p><p>HP 27 (5d8+5)</p><p>Speed 30 ft</p><p>Str 10 (+0) Dex 14 (+2) Con 12 (+1) Int 12 (+1) Wis 10 (+0) CHA 16 (+3)</p><p>Skills Arcana +3, Deception +7, History +3, Performance +7, Persuasion +5, Sleight of Hand +4</p><p>Tools (+2) accordion, pipes, viol</p><p>Senses passive perception 12</p><p>Languages English (Common), and pick any three</p><p>Challenge 2 (XP 450)</p><p></p><p>TRAITS</p><p>Fame Tale. After three days telling stories about an individual, the shantyman can increase or decrease the individual's Fame by 1. The shantyman may repeat these tales, imposing up to a maximum Fame bonus or penalty equal to his Charisma modifier (3).</p><p>Song of Rest. When a shantyman plays soothing music during a short rest, at the end of the rest all friendly creatures who would regain hit points regain an extra 3 (1d6) hit points.</p><p>Spellcasting. A shantyman casts spells as a 5th level bard (spell save DC 13, spell attack +5).</p><p>Cantrips: friends, prestidigitation, vicious mockery (2d4).</p><p>1st level (4 slots): comprehend languages, charm person, sleep.</p><p>2nd level (3 slots): calm emotions, enthrall, suggestion.</p><p>3rd level (2 slots): dispel magic, fear.</p><p>Vaporing. When a shantyman casts fear just prior to engaging in naval combat, he can lead the crew in creating a cacophony of sounds - blasts from horns, shrieking pipes, pounding drums, chanting, screaming. This practice is known as vaporing. The shantyman makes a Charisma (Performance) check with a DC according to the quality of the enemy crew (rabble DC 10, poor DC 15, average DC 20, seasoned DC 25, expert DC 30). If the shantyman's crew outnumbers the enemy crew by 2:1 or more, then the shantyman has advantage, whereas if the shantyman's crew are outnumbered 1:2, then the shantyman has disadvantage. If successful, the fear spell targets the entire enemy crew.</p><p></p><p>ACTIONS</p><p>Rapier. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 6 (1d8+2) piercing damage.</p><p>Pistol. Ranged weapon attack. Attack: +4 hit, range 30/90 ft, one target, loading, light. Hit: 7 (1d10+2) piercing damage.</p><p></p><p>BONUS ACTION</p><p>Distracting Yarn. The shantyman spins a tale intended to distract one creature within 30 feet. The shantyman makes an opposed Charisma (Performance) versus Wisdom (Insight) check, and if he succeeds the target cannot use bonus actions or reactions until the end of its next turn.</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px">Ship Mage</span></span></p><p><em>Medium humanoid, any alignment</em></p><p>AC 11</p><p>HP 27 (5d8+5)</p><p>Speed 30 ft</p><p>Str 10 (+0) Dex 12 (+1) Con 12 (+1) Int 16 (+3) Wis 12 (+1) CHA 10 (+0)</p><p>Skills Arcana +5, Nature +5, Perception +3</p><p>Tools (+2) navigator's tools, watercraft</p><p>Senses passive perception 13</p><p>Languages English (Common), Latin, and pick any two</p><p>Challenge 2 (XP 450)</p><p></p><p>TRAITS</p><p>Ritual of Winds. While on the deck of a ship, a ship mage can attempt to create favorable winds (moderate strength) for four hours. The ship mage performs a 10 minute ritual, at the end of which he expends a slot to cast gust of wind and makes an Intelligence (Arcana) check. In light winds the DC is 15, while in strong winds or no winds it's DC 20, and in severe winds it's DC 25. The ship mage cannot conjure a favorable wind in an area of supernatural calm nor during a storm.</p><p>Spellcasting. A ship mage casts spells as a 5th level wizard (spell save DC 13, spell attack +5).</p><p>Cantrips: buoyancy*, fire bolt, ghost rigging*, mariner's boon*, unfasten*.</p><p>1st level (4 slots): detect magic, fog cloud, grease.</p><p>2nd level (3 slots): flaming sphere, gust of wind, misty step.</p><p>3rd level (2 slots): sleet storm, water breathing.</p><p></p><p>ACTIONS</p><p>Dagger. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 3 (1d4+1) piercing damage.</p><p>Pistol. Ranged weapon attack. Attack: +3 hit, range 30/90 ft, one target, loading, light. Hit: 6 (1d10+1) piercing damage.</p><p>Fire Bolt. Ranged spell attack. Attack: +5 hit, range 120-ft, one target. Hit: 11 (2d10) fire damage, and a flammable object ignites if it isn't worn or carried.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6431337, member: 20323"] [h3]NPCs (Spellcasters)[/h3] [color=DarkOrange][size=4]Bokor[/size][/color] [i]Medium humanoid (human), neutral (evil)[/i] AC 10 HP 27 (5d8+5) Speed 30 ft Str 10 (+0) Dex 10 (+0) Con 12 (+1) Int 16 (+3) Wis 14 (+2) CHA 10 (+0) Skills Arcana +6, Religion +6 Senses passive perception 12 Languages English, French, West African Challenge 2 (XP 450) TRAITS Djab's Call: The bokor can perform a 10 minute ritual to summon a djab (dark spirit) whose name is known to him. Grim Harvest: Once per turn, when one of the bokor's recently animated undead is destroyed, he regains 6 hit points. Undead Thralls: When casting animate dead, the bokor creates 1 extra zombie, and zombies created gain +6 HP and +3 damage. ACTIONS Chill Touch. Ranged spell attack. Range 120-ft. +6 hit, 2d8 (9) necrotic damage and cannot gain HP until the start of the bokor's next turn. Poison Spray. The bokor casts a puff of noxious gas upon a creature within 10-ft who must make a DC 14 Constitution save or take 2d12 (13) poison damage. Spellcasting: The bokor casts spells as a 6th level wizard specialized in Necromancy (save DC 14, spell attack +6). Cantrips: chill touch, dancing lights, poison spray, prestidigitation 1st Level: (4 slots) detect magic, fog cloud, ray of sickness 2nd Level: (3 slots) alter self, blindness/deafness, locate object 3rd Level: (3 slots) animate dead, bestow curse, fireball (as "skull mob" doing 8d6 bludgeoning damage) [color=DarkOrange][size=4]Houngan/Mambo[/size][/color] [i]Medium humanoid (human), neutral (good)[/i] AC 10 HP 27 (5d8+5) Speed 30 ft Str 10 (+0) Dex 10 (+0) Con 12 (+1) Int 12 (+1) Wis 16 (+3) CHA 12 (+1) Skills Arcana +4, Insight +6, Religion +4 Senses passive perception 13 Languages English, Creole, French, West African Challenge 2 (XP 450) TRAITS Dying Curse: Whoever kills the houngan or mambo is afflicted with a "burden" from one of the Loas. Voodoo Rituals: The houngan or mambo can work voodoo rituals (as per the Fortune). ACTIONS Shillelagh. Melee weapon attack (magical). Attack: +6 hit, reach 5-ft, one target. Hit: 7 (1d8+3) bludgeoning damage. Spellcasting: The houngan or mambo casts spells as a 5th level cleric (save DC 14, spell attack +6). Cantrips: guidance, light, shillelagh, thaumaturgy 1st Level: (4 slots) detect evil or good, detect magic, inflict wounds 2nd Level: (3 slots) augury, hold person 3rd Level: (2 slots) bestow curse, remove curse, speak with the dead Turn Undead: Once per short or long rest, the houngan or mambo can turn undead. Each undead creature than can hear or see the houngan/mambo within 30 feet must make a Wisdom save or be destroyed if CR 1/2 or less, or else be turned. A turned undead must spend its turn trying to move as far from the houngan/mambo as possible, cannot take reactions, and cannot willingly move to a space within 30 feet of the houngan/mambo. [color=DarkOrange][size=4]Shantyman[/size][/color] [i]Medium humanoid, any alignment[/i] AC 12 HP 27 (5d8+5) Speed 30 ft Str 10 (+0) Dex 14 (+2) Con 12 (+1) Int 12 (+1) Wis 10 (+0) CHA 16 (+3) Skills Arcana +3, Deception +7, History +3, Performance +7, Persuasion +5, Sleight of Hand +4 Tools (+2) accordion, pipes, viol Senses passive perception 12 Languages English (Common), and pick any three Challenge 2 (XP 450) TRAITS Fame Tale. After three days telling stories about an individual, the shantyman can increase or decrease the individual's Fame by 1. The shantyman may repeat these tales, imposing up to a maximum Fame bonus or penalty equal to his Charisma modifier (3). Song of Rest. When a shantyman plays soothing music during a short rest, at the end of the rest all friendly creatures who would regain hit points regain an extra 3 (1d6) hit points. Spellcasting. A shantyman casts spells as a 5th level bard (spell save DC 13, spell attack +5). Cantrips: friends, prestidigitation, vicious mockery (2d4). 1st level (4 slots): comprehend languages, charm person, sleep. 2nd level (3 slots): calm emotions, enthrall, suggestion. 3rd level (2 slots): dispel magic, fear. Vaporing. When a shantyman casts fear just prior to engaging in naval combat, he can lead the crew in creating a cacophony of sounds - blasts from horns, shrieking pipes, pounding drums, chanting, screaming. This practice is known as vaporing. The shantyman makes a Charisma (Performance) check with a DC according to the quality of the enemy crew (rabble DC 10, poor DC 15, average DC 20, seasoned DC 25, expert DC 30). If the shantyman's crew outnumbers the enemy crew by 2:1 or more, then the shantyman has advantage, whereas if the shantyman's crew are outnumbered 1:2, then the shantyman has disadvantage. If successful, the fear spell targets the entire enemy crew. ACTIONS Rapier. Melee weapon attack. Attack: +4 hit, reach 5-ft, one target. Hit: 6 (1d8+2) piercing damage. Pistol. Ranged weapon attack. Attack: +4 hit, range 30/90 ft, one target, loading, light. Hit: 7 (1d10+2) piercing damage. BONUS ACTION Distracting Yarn. The shantyman spins a tale intended to distract one creature within 30 feet. The shantyman makes an opposed Charisma (Performance) versus Wisdom (Insight) check, and if he succeeds the target cannot use bonus actions or reactions until the end of its next turn. [color=DarkOrange][size=4]Ship Mage[/size][/color] [i]Medium humanoid, any alignment[/i] AC 11 HP 27 (5d8+5) Speed 30 ft Str 10 (+0) Dex 12 (+1) Con 12 (+1) Int 16 (+3) Wis 12 (+1) CHA 10 (+0) Skills Arcana +5, Nature +5, Perception +3 Tools (+2) navigator's tools, watercraft Senses passive perception 13 Languages English (Common), Latin, and pick any two Challenge 2 (XP 450) TRAITS Ritual of Winds. While on the deck of a ship, a ship mage can attempt to create favorable winds (moderate strength) for four hours. The ship mage performs a 10 minute ritual, at the end of which he expends a slot to cast gust of wind and makes an Intelligence (Arcana) check. In light winds the DC is 15, while in strong winds or no winds it's DC 20, and in severe winds it's DC 25. The ship mage cannot conjure a favorable wind in an area of supernatural calm nor during a storm. Spellcasting. A ship mage casts spells as a 5th level wizard (spell save DC 13, spell attack +5). Cantrips: buoyancy*, fire bolt, ghost rigging*, mariner's boon*, unfasten*. 1st level (4 slots): detect magic, fog cloud, grease. 2nd level (3 slots): flaming sphere, gust of wind, misty step. 3rd level (2 slots): sleet storm, water breathing. ACTIONS Dagger. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 3 (1d4+1) piercing damage. Pistol. Ranged weapon attack. Attack: +3 hit, range 30/90 ft, one target, loading, light. Hit: 6 (1d10+1) piercing damage. Fire Bolt. Ranged spell attack. Attack: +5 hit, range 120-ft, one target. Hit: 11 (2d10) fire damage, and a flammable object ignites if it isn't worn or carried. [/QUOTE]
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