Author: Lucien Stals

  • Kevin the Minotaur

    Kevin the Minotaur
    Kevin the Minotaur, AI-generated image

    Kevin the Minotaur

    Large Monstrosity, Chaotic Evil

    Armour Class 14 (natural armour)

    Hit Points 76 (11d10 + 33)

    Speed 40 ft.


    STRDEXCONINTWISCHA
    18 (+4)12 (+1)16 (+3)6 (-2)14 (+2)10 (+0)

    Skills Perception +7

    Damage Vulnerabilities Fire

    Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

    Damage Immunities Necrotic, Poison

    Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

    Senses blindsight 60 ft., Passive Perception 17

    Languages Abyssal

    Challenge 4 (700 XP)

    Proficiency Bonus +2

    Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone

    Labyrinthine Recall. The minotaur can perfectly recall any path it has travelled.

    Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

    Actions

    Multiattack. The minotaur mummy can make two attacks per round. It can use its Greataxe twice. Or it can make one Greataxe attack and one of either Dreadful Bellow or Gore attacks.

    Dreadful Bellow. The minotaur mummy targets one creature it can sense within 60 feet of it. If the target can hear the minotaur mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the minotaur mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Bellow or Gaze of all mummies (but not mummy lords) for the next 24 hours.

    Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

    Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

  • Living Statue

    Living Statue

    Living Statue

    Medium Humanoid, Unaligned

    Armour Class 12 (Natural Armour)

    Hit Points 25 (5d8+5)

    Speed 20 feet

    SRTDEXCONINTWISCHA
    16 (+3)12 (+1)12 (+1)8 (-1)6 (-2)12 (+1)

    Senses Passive Perception 2

    Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

    Damage Immunities Poison

    Condition Immunities Charmed, Poisoned, Exhaustion, Paralysed, Petrified, Frightened.

    Languages —

    Challenge 1/2 (100xp)

    Proficiency Bonus +4

    Actions

    Hammer Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 9 (1d12+3) bludgeoning damage.

  • Giant Zombie Snake

    Giant Zombie Snake

    (AI Generated Image)

    Giant Zombie Snake

    Huge Beast, Chaotic Evil

    Armour Class 12 (Natural Armour)

    Hit Points 70 (10d12 + 10)

    Speed 30ft, Swim 30ft.

    SRTDEXCONINTWISCHA
    19 (+4)14 (+2)12 (+1)3 (-4)10 (+0)3 (-4)

    Senses Passive Perception 2, Darkvision 60ft.

    Damage Immunities Poison

    Condition Immunities Poison

    Languages —

    Challenge 3 (700xp)

    Proficiency Bonus +2

    Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

    Actions

    Multiattack. This creature can attack twice per round

    Bite. Melee Weapon Attack: +6 to hit, reach 10ft., one creature. Hit 11 (2d6 + 4) piercing damage.

    Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

  • Palace Court

    Palace Court

    My sons D&D game is now in a Fey palace for a while. A curious thing about this palace is that depending on which door you go out of, it’s a different season outside. This map is the main courtyard inside the palace. There is no roof over the court (the unshaded part of the map) which is sunken about 1 foot below the level of the surrounding walkway. Regularly spaced columns support a balcony above. There are 4 low shrubberies, about 3 feet high. A central sunken pool collects rainwater and the overflow drains into a cistern below. The floor here is polished stone. The floorplan is based on Burghley House, and the court is inspired by the Court of Lions.

    This map is 300 dpi. It should fit most VTT systems at 27 columns by 33 rows.

    Pencil and pen. Fill in colours done in Photoshop.

  • Stables

    Stables

    My son’s D&D game is now in a Fey palace. A curious thing about this palace is that depending on which door you go out of, it’s a different season. The Stables are outside the east door, where it is Summer. An ambush has been set here with some archers on the top level of the stables, and more evil doers on the ground level to harass the party when they are distracted by the archers.

    Map of the ground floor and mezzanine. Each square is 5 feet.

    Stables
  • Formal Garden

    Formal Garden

    My son’s D&D game is now in a Fey palace for a while. A curious thing about this palace is that depending on which door you go out of, it’s a different season. This formal Garden is outside the North door, which is Spring. While it is a formal garden, there is a wild edge to it and curious flora and fauna have been known to inhabit the garden. At the moment, there is a particularly nasty outbreak of wilderness in the northeast corner trying to turn the garden back into a wild forest.

    The squares on this map are meant to be 10 feet across. While there are laid-out paths, most of the green is well-manicured lawn. But what happens if you step on the grass?

    Pencil, pen, and Copic markers.

  • Eberron: rising

    Eberron: rising

    I just received my copy of Eberron: Rising from the Last War and I’m loving it. I bought a copy of the Sword Coast Adventurers Guide recently and while I appreciate the lore, I felt the book was thin on gameplay content. Sword Coast had some interesting subraces, a few new subclasses, and a few new spells. The Eberron book, on the other hand, is chock full of goodies. There’s new races, a new class (Artificer) and tons of other stuff I can’t wait to put into a game. Sword Coast was also physically thin, running to only 160 pages compared to Eberron’s 320 pages. I really feel like I got my moneys’ worth here.

    The new information on Goblinoid races is particularly interesting to me. I know it’s a D&D trope that the “good” heroes go beat up on all the “evil” monsters. I’ve always wanted to inject more grey areas into what can be a black and white game. Eberron does just that. Making the Goblinoids into playable races is great. Same with the Orcs. I’d been wanting to make goblins in particular into a more neutral race in my game and Eberron just saved me a bunch of time homebrewing this stuff. I’m going to be dropping the Eberron Goblinoids into my main D&D game holus-bolus. Fortunately, my players haven’t encountered any goblins yet, so no need to retcon anything.

    The Artificer class looks fun. I have one evil NPC that I think I will retcon into an Artificer. I had him making constructs in my game, but 5e lacks rules for constructs, so I was just making stuff up. Eberron fills this gap somewhat.

    My son has fallen in love with the Warforged race. An intelligent robot like player character, adding a touch of steampunk to the game. What’s not to love? We’ve already rolled up his new character, a Warforged Barbarian Storm Herald, and it will be making its debut in our next session 🙂

  • blade of the pact keeper

    blade of the pact keeper

    The steel of this sword has been blued so that it reflects little light. It appears to be a plain sword, but close inspection shows that it is not tarnished in any way, and the keen edge seems to cry out for blood. Don’t be the fool who tests its edge with your finger. It will cut you.

    This item is just a rebadged version of the Rod of the Pact Keeper (DMG, page 197), made as a sword for a Hexblade instead of a rod for a normal Warlock.

    Full stats are available on my GMBinder page.

    Creative Commons License

    This work by Hugo Stals is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

  • seriously cool shades

    seriously cool shades

    Artwork by Hugo Stals. This work is licensed under CC BY-SA 4.0

    These are some very cool shades.

    Grants Advantage on Charisma based rolls.

    Negates the effect of sunlight sensitivity when worn.

    Negates Darkvision when worn.

  • Necklace of the Eight Lords

    Artwork by Hugo Stals. This work is licensed under CC BY-SA 4.0 

    There is a legend that eight great masters from eight monasteries came together to overthrow a mighty evil. Each fought in a distinctly different style, but their total strength was far greater than the sum of their individual schools, and so they won the day. For many years after, they remained close allies, until their inevitable passing. A tomb was built to honour the eight lords, and as each died, they were brought to the tomb and laid to rest. Each lord was interred with a magical sphere which held part of their power. The location of that tomb is now lost.

    Full details of this item can be found on my GMBinder site.

    Creative Commons License

    This work by Hugo Stals is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.