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13th Age 13th Age monster powers for 5th edition D&D


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Nebulous

Legend
I can't view the link at work. Can you present an example or two with comments? I am curious.

Sure.


Design Notes:
Bloodied - Many of these powers implement the “bloodied” condition from 4th edition when a character or monster reaches exactly 50% of its maximum hit points (13th Age refers to this as “Staggered”. Page 248 of the 5th edition DMG actually does refer to bloodied as a descriptor, but does not tie any mechanics to it: Players often ask how hurt a monster looks. You can describe the monster taken to half its hit points as bloodied, giving the players a sense of progress in a fight against a tough opponent, and helping them judge when to use their most powerful spells and abilities.

Reintroducing bloodied as a mechanic to 5th edition opens a wide range of tactical combat options for those who want a higher degree of complexity in their battles.

Challenge Rating – These optional rules do not incorporate the changes that might happen to a monster’s Challenge level or XP value. I do not use XP in my home games, but if you do, you’ll need to weigh the severity of the powers and figure out an appropriate modifier. The abilities are not created equally; some are vastly more powerful than others. In general, I would say that anything that deals extra damage or gives an extra attack would increase the CR by +1. Adding two or more powers to a single monster would also require careful consideration.

Miniatures – Adding more tactical details means that miniatures and markers become more useful. This is not necessary at all, but for those who do use miniatures in their roleplaying game, I suggest colored markers or tabs to denote conditions on players and monsters for ease of play and identification. We have a box of square colored tabs to show anything from poisoned, to bloodied, to slowed to confused to blinded and so forth.

Natural Even/Odd Hits and Misses – This is another mechanic that adds simple randomness to powers that key off the d20 roll.

New Conditions – Confused (you can’t make opportunity attacks or use special abilities or spells, and may even attack allies if they are within reach); Dazed (you are at -1 to all rolls); Vulnerable (attacks against you have increased crit range); Weakened (all attacks are at disadvantage and you inflict half damage)

Recharge – The monster powers listed below do not normally list recharge mechanics but instead leave that mostly up to the DM to decide. Typical recharges are 4-6 on a d6, 5-6 on a d6, 1x/day, 2x/day, or 3x/day. Some of these could also be considered “Encounter powers” that can only be used during that particular combat, but might be reset if the monster retreats and is met at a later time, with or without a short or long rest. Some powers are based on how long the battle has lasted, such as certain abilities only activating on Round 3+.



ABILITIES ARE LISTED IN ALPHABETICAL ORDER

Abyssal whispers—3d6 psychic damage, and the target is dazed (save ends); OR the target can choose to avoid the effect by taking 6d6 psychic damage to clear their head. Increase the severity of the dazed effect by modifying the DC between 10 and 20, depending on the power and level of the monster.

Big bully: The monster deals double damage with its attacks against bloodied enemies.

Big shove (each enemy engaged with monster)—3x/day, as its action, the creature deals 1d6 damage to all targets and they must make a DC 15 Constitution save or be pushed 10’ away. Quick use: This power only requires a free action (once per round) instead of a standard action if the battle is at round 4+.

Blood frenzy: The monster’s critical hit range expands to 18-20 when it is bloodied.

Blood fury: +1d6 melee damage if the creature or its target is bloodied.
 

trentonjoe

Explorer
I love the list.

Couple suggestions:

Big shove (each enemy engaged with monster)—3x/day, as its action, the creature deals 1d6 damage to all targets and they must make a DC 15 Constitution save or be pushed 10’ away. Quick use: This power only requires a free action (once per round) instead of a standard action if the battle is at round 4+.


I would make it either an opposed STR check and change the "free" to "bonus".

So an Ogre would have the DC be a 14 but a Storm Giant (25 STR?, 5 prof?) would be 23ish. Also, being pushed away is more DEX or STR than CON.

This would be cool to put on a psychic creature as well. Maybe a mind flayer? or Su monster? And have the DC set and opposed by INTELLIGENCE.

Just thinking out loud. Love the list.
 

Nebulous

Legend
I love the list.

Couple suggestions:

Big shove (each enemy engaged with monster)—3x/day, as its action, the creature deals 1d6 damage to all targets and they must make a DC 15 Constitution save or be pushed 10’ away. Quick use: This power only requires a free action (once per round) instead of a standard action if the battle is at round 4+.


I would make it either an opposed STR check and change the "free" to "bonus".

So an Ogre would have the DC be a 14 but a Storm Giant (25 STR?, 5 prof?) would be 23ish. Also, being pushed away is more DEX or STR than CON.

This would be cool to put on a psychic creature as well. Maybe a mind flayer? or Su monster? And have the DC set and opposed by INTELLIGENCE.

Just thinking out loud. Love the list.

Great ideas, and I agree, those should be changed. And yes, it could be a psychic big shove from a mind flayer just as easily, just targeting a different stat. I should note that in the description as ell.
 

Unwise

Adventurer
This looks interesting, thanks for the list. I make some pretty horrific monsters, some of these might fit in rather well. I rather like the Feed the Young one.

I recently had the PCs come across Grendel. When he grappled you, you had to make a pretty hard DC Str or Con save or he simply pulled a limb off, or threw you shattering bones, dropping you to zero HP. It was a rude shock of PCs to have their arms pulled/bitten off, but effective at delivering the necessary narrative.
 

Nebulous

Legend
This would be cool to put on a psychic creature as well. Maybe a mind flayer? or Su monster? And have the DC set and opposed by INTELLIGENCE.

Much better.

Big shove (each enemy engaged with monster)—3x/day, as its action, the creature deals 1d6 damage to all targets and they must make an opposed Strength save or be pushed 10’ away.
Quick use: This power only requires a bonus action (once per round) instead of a standard action if the battle is at round 4+.
Alternative: By targeting Intelligence instead of Strength, you can simulate, for example, the psychic attack from a mind flayer.
 

Nebulous

Legend
This looks interesting, thanks for the list. I make some pretty horrific monsters, some of these might fit in rather well. I rather like the Feed the Young one.

I recently had the PCs come across Grendel. When he grappled you, you had to make a pretty hard DC Str or Con save or he simply pulled a limb off, or threw you shattering bones, dropping you to zero HP. It was a rude shock of PCs to have their arms pulled/bitten off, but effective at delivering the necessary narrative.

A few suggestions off the top of my head. Three of these powers seem particularly suited to this if you want to recreate that dismemberment:

Rip and Tear: The attack deals 3d6 damage and until the end of the monster’s next turn, the target is dazed (-1 to all rolls) while engaged (see Feed the babies)

Hates everyone: The crit range of attacks by this monster expands by 2 against humanoids, or elves, or Halflings, or any other species opposed to it.

Feed the babies: A monster that scores a critical hit against a dazed enemy tears a piece of the creature off (DM chooses a limb) and will subsequently retreat to feed its offspring. The maimed enemy is stunned until the end of its next turn (see Rip and Tear)
 

Nebulous

Legend
This has gotten me thinking about more ways this list can be fleshed out. I believe there are 46 entries utilizing a wide array of mechanics to add spice to combat, and it is far from being tapped out. I might see what I can come up with and add more to it.
 


Nebulous

Legend
Not in the FACE: On a critical hit the target must make a CON save (DC damage dealt) or be blinded for one round.

How about this - tying cool powers to "just" critical hits often means that the 5% chance of it happening just doesn't happen. 13th Age approached this by adding triggers to the d20 roll, such as rolling a Natural Even hit, or rolling 16+ on a hit, to trigger the secondary power. In this case, I would say "On a 16+ hit, you are Blinded if you fail the Con save equal to the damage." That offers a 25% of the condition, and on a Critical hit, that save will (likely) be impossible to make. Well, it really depends on how much damage is rolled, and that depends on the nature of the attack.

Not in the Face - On a hit of 16+, the target must make a CON save (DC damage dealt) or be blinded for one round. Alternatives: Use a Constitution save to resist a physical attacks, a Dexterity save to dodge an attack, a Strength save to push away an attack, an Intelligence save to resist a psychic attack.
 

Nebulous

Legend
QUESTION - ?

What do you all think of adding this caveat to everything:

Alternatives: Use a Constitution save to resist a physical attacks, a Dexterity save to dodge an attack, a Strength save to push away an attack, an Intelligence save to resist a psychic attack.

Well, maybe not every single thing, or maybe just a blurb at the beginning to make it clear that powers can be easily modified by changing the target attribute. Now, the originals from which I drew these were tied to specific monsters with specific abilities and a theme. It's more generic now, but it makes it far easier to tag to anything you want.
 

Nebulous

Legend
Not in the Face - On a hit of 16+, the target must make a CON save (DC damage dealt) or be blinded for one round. Alternatives: Use a Constitution save to resist a physical attacks, a Dexterity save to dodge an attack, a Strength save to push away an attack, an Intelligence save to resist a psychic attack.

To take it a step further...


Actions
Curse of blindness: Ranged Attack: +5 to hit, range 30 ft., one creature. Hit: 9 (2d6 + 2) psychic damage; On a hit of 16+, the target must make a INT save (DC damage dealt) or be blinded from demonic whispers for one round.
 
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Nebulous

Legend
Actions
Funnel of filth: Ranged Attack: +5 to hit. range 30 ft., one creature. Hit: 9 (2d6 +2) damage; On a hit of 16+, the target must make a CON save (DC damage dealt) or be blinded from filthy grit for one round.

YPt0ojB.jpg


Omg, i love that this thing is called an excremental....


Edit:

Actions
Pile of poo: Ranged Attack: +5 to hit. range 30 ft., one creature. Hit: 9 (2d6 +2) damage; On a hit of 16+, the target must make a CON save (DC damage dealt) or be blinded from filthy hot excrement for one round.
 
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Unwise

Adventurer
Go For The Eyes - Crit range is 16-20. If it does not get a critical, it misses.

This is for little blighters like those dinosaurs in Jurassic Park that spit stuff, or for birds who claw at your eyes, but have no penetrating power past that. It can also be used for a fencing master who only takes precise shots.

Defensive Feint -
If you miss with all attacks, take the full defense action instead for free.

This is for guys that you want to make out are masters of their craft. They do not make mistakes like normal plebs. If they did not hit you, it is because they were fighting defensively on purpose.
 

trentonjoe

Explorer
How about this - tying cool powers to "just" critical hits often means that the 5% chance of it happening just doesn't happen. 13th Age approached this by adding triggers to the d20 roll, such as rolling a Natural Even hit, or rolling 16+ on a hit, to trigger the secondary power. In this case, I would say "On a 16+ hit, you are Blinded if you fail the Con save equal to the damage." That offers a 25% of the condition, and on a Critical hit, that save will (likely) be impossible to make. Well, it really depends on how much damage is rolled, and that depends on the nature of the attack.

Not in the Face - On a hit of 16+, the target must make a CON save (DC damage dealt) or be blinded for one round. Alternatives: Use a Constitution save to resist a physical attacks, a Dexterity save to dodge an attack, a Strength save to push away an attack, an Intelligence save to resist a psychic attack.

I like that mechanic. I plan on using something like the 16+ for most "bonus effects". For example, I am thinking of replacing the 7 points of extra damage hobgoblins do with something like:

Sweep the leg: On a hit of 16+ the target must make Reflex save (DC 8 + damage dealt) or be knocked prone. The attacker may then take a bonus action against the prone foe.
 

trentonjoe

Explorer
QUESTION - ?

What do you all think of adding this caveat to everything:

Alternatives: Use a Constitution save to resist a physical attacks, a Dexterity save to dodge an attack, a Strength save to push away an attack, an Intelligence save to resist a psychic attack.

Well, maybe not every single thing, or maybe just a blurb at the beginning to make it clear that powers can be easily modified by changing the target attribute. Now, the originals from which I drew these were tied to specific monsters with specific abilities and a theme. It's more generic now, but it makes it far easier to tag to anything you want.

I like that. I use something like that for most of my saves.
 

trentonjoe

Explorer
Hammer to the Helmet- Only useable with a bludgeoning weapon- On an 16+ hit against an opponent wearing metal armor the enemy must make a WIS save (DC= Damage Dealt) or she can’t:

  • use reactions.
  • use both an action AND a bonus action
  • make more than one melee or ranged attack during its turn
 
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Nebulous

Legend
Hammer to the Helmet- Only useable with a bludgeoning weapon- On an 16+ hit against an opponent with wearing metal armor the enemy must make a WIS save (DC= Damage Dealt) or she can’t:

  • use reactions.
  • use both an action AND a bonus action
  • make more than one melee or ranged attack during its turn

My first reaction to this one was questions: Why only metal helmet, wouldn't a leather or no helmet also hurt? Also, tying the Wisdom save to what I assume is the pain threshold, that doesn't sound quite right, although I see what you're going for, mentally dazed from the attack. Lastly, this ability feels like it's dipping pretty far into 4e character powers, this one seems quite suitable for that. Nothing wrong there, but something like this might be better suited as a houserule for a critical hit: instead of doing Double damage, you do X-Y or Z.

Anyway, wasn't trying to negate your efforts, what are your thoughts? :)
 

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