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| #1ZardnaarAug 08, 2015 15:56:15 |
I am thinking about doing a conversion of Spelljammer for 5E and due tot he amount of work involved thought I would seek help. If anyone is interested in around 1-4 hours of work per week in converting the Spelljammer setting to 5E please put your hand up.
I do my D&D stuff on MS Word often by crerating templates of monsters/NPCs or whatever and then just copying and pasting them onto another document.
Obviously knowledge of Spelljammer would be an advantage and projects like this often seem to flounder due to people deciding to do whatever and then nothing ends up being done. This will be focused mostly on the 1989 Spelljammer boxed set for 2E. Note you never need to have actually played Spelljammer before just be enthusiastic and have access to Spelljammer material/PDFs.
Access to Star Wars Saga Edition could also be an advantage as some of the mechanics theres could perhaps be recycled into a 5E Spelljammer conversion. 3.5's Lord of Madness also had the Neogi, Illithids and Beholders in it.
I have done a litle bit of homebrew and this is just a rough idea of what I have got so far. The basic idea is the materials the ship is made out of translates to a saving throw bonus while the maneuverability rating of the shipives you a bonus or penalty to piloting rolls. Pilooting would be a new skill added to the game.
Dragonfly
Cost: 40,000 gp T: 10 tons Crew: 3/10 MC: 0 AC: 12 HP: 100 Saving Throw: Thin wood (+3) KL: 100 feet BL: 20 feet SA: 1 large weapon Ram: none Landing: Land—Yes Water—No An excellent ship for small groups and for planetary exploration, the dragonfly is capable of touching down on most planets.
Elven Man O War
Cost: 100,000 gp AC: 13 Hammership
Cost: 50,000 gp T: 60 tons Crew: 24/60 MC: -2 AC: 14 HP: 600 Saving Throw: Thick wood (+5) KL: 250 feet BL: 25 feet SA: 3 large weapons Ram: blunt Landing: Land—No Water—Yes Another common spacefaring ship used both by traders and those who prey on them. Uses a blunt ram at the front, so that its ram is included in total keel length of the ship.
Nautiloid
Mind Flayer Nautiloid
Neogi Deathspider
Cost: 75,000 gp T: 100 tons Crew: 30/100 MC: -4 AC: 15 HP: 1000 Saving Throw: Crystal (+6) KL: 175 feet (not including arms) BL: 50 feet SA: 6 large weapons Ram: grappling Landing: Land—No Water—No One of the largest ships in Known Space, the deathspiders are feared and hated wherever they appear. One can likely be had for the listed price, but the individuals buying it will be attacked on sight. The deathspider uses a grappling ram that allows it to trap its prey. It requires a major helm to operate. Not recommended for new adventurers.
Squid Ship
Squid Ship Cost: 45,000 gp T: 45 tons Crew: 12/45 MC: -2 AC: 15 HP: 450 Saving Throw: Thick wood (+5) KL: 250 feet (including ram) BL: 25 feet SA: 3 large weapons Ram: piercing or grappling Landing: Land—No Water—Yes A common ship among pirates, traders, and other spacefarers. Its effective length is increased by the 50- foot-long triple spears at the front.
The following is a rough conversion of materials and Maneuverability ratings from the 2nd ed Spelljammer boxed set. Currently a work in progress.
Maneuverability (added to piloting skill roll/dexterity check) A: +4 B: +2 C: +0 D: -2 E:-4 F:-6
Item Saves Cloth/Rope: +1 Bone/Leather +2 Thin Wood +3 Ceramic +4 Thick Wood +5 Crystal +6 Stone: +7 Metal +8 Adamantine/Mithril +9
Spelljammers are immune to most attacks of Large(*and smaller) sized creatures. Area attacks and magic can effect a Spelljammer craft along with siege weapons and creatures of huge size (or larger).
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| #2TheDraconicSpellcrafterAug 08, 2015 21:23:20 | Hi there. I'm currently running a spelljammer-based campaign and I'm really interested in collaborating on a conversion of this setting. With that said, I'm still a beginner on DMing and even more on producing homebrew content, but I have acess to the spelljammer material and would be glad to help in any way possible. Go Spelljammer! |
| #3shintashiAug 08, 2015 22:03:08 | the problem i had with spelljammer is how crystal spheres float around in a phlogestin goo, so you are sort of in space, but not really. You run into aliens, and space pirates, but not really. Is a crystal sphere a planet? a solar system? a universe? Turns out it can be any of these things. A crystal sphere is like a campaign setting in the prime material plane. But then if your spell jammer starts sailing out into the stars, do you end up in more of the same crystal sphere and other worlds? or do you end up in forgotten realms or grey hawk?
it probably would have worked better if Spell Jammer worked more like spaceships and each crystal sphere were a solar system. Instead, Spelljammer is more like a spaceship version of TORG where you go from one reality to the next. Each reality is a crystal sphere, and some are tiny. Some are island tortoises in an infinite sea. Some are giant disks, others are rings in a sea of stars surrounding other stars. Some have moons, and some have stars that are nothing more than pinpricks in a giant cloth sky.
It makes it a bit confusing because when you go from one crystal sphere to the next, the scale of gods and levels and so on can be abstractly different to the point of unplayable. Like if you have a spell that blots out the sun, in a crystal sphere with a billion stars, thats like, nothing. But in a crystal sphere with only one sun, that's like the end of the universe. In a crystal sphere where Gaia is the planet, if you kill that Titan, the planet is destroyed. If that's the only planet in the crystal sphere, what happens? The Celestial: Mortal scales for combat, high level spell interaction, and distances are all haywire. Like Teleport, is it to the nearest planet, or the nearest crystal sphere?
So many confusing things. I'm sorry. |
| #4MechaPilotAug 08, 2015 22:21:20 |
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| #5LupusRegalisAug 08, 2015 23:10:32 | Zardnaar, you are a Beast sir. An epic one at that.
I sadly can't help, but I can wish you well wishes and perhaps help with a starting point-ish. There's a website that had done a lot of work for 3/3.5e conversion that might be a jumping off point for you: |
| #6ShasarakAug 09, 2015 0:12:23 |
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| #7GrazelAug 09, 2015 2:59:28 |
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| #8GrazelAug 09, 2015 3:03:41 |
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| #9Delazar78Aug 09, 2015 4:13:24 | I would be willing to help, since at some point I'd also like to DM a Spelljamming campaign. I have all the Spelljammer products published in the TSR era.
But what kind of help do you actually need? Are you going to use the "fluff" as it is? Or get inspiration from Shadow of the Spider Moon?
If you keep the fluff as it is, I guess all that needs converting are just the monsters? Maybe some PC races?
Are you leaving ship-to-ship combat as it is? |
| #10AhrimonAug 09, 2015 8:36:54 | I've thought about doing a Spelljammer conversion, but I'd change a few things.
On constant galaxy, no crystal spheres. There is atomosphere everywhere. The "gravity plane" of a ship is just below it so there's no weird switching gravity depending on where you are flying or what ships pass by. |
| #11ZardnaarAug 09, 2015 11:23:45 |
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| #12edwin_suAug 09, 2015 12:27:46 |
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| #13MechaPilotAug 09, 2015 12:28:05 |
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| #14ZardnaarAug 09, 2015 12:32:50 | Crystal spheres are more like a large Dyson sphere. |
| #15Delazar78Aug 09, 2015 14:49:28 |
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| #16Delazar78Aug 10, 2015 7:24:09 | Here is a conversion for the Arcane. I used a conversion document I found on the internet, and the Arcane is supposed to be a CR 10 monster. Yet, I don't think that it looks like a CR 10 threat at the moment... maybe I could give him the spellcasting abilities of a 12th-level wizard?
EDIT: changed to CR 4
ARCANE Large Humanoid (Arcane), Lawful Neutral Armor Class 15 Hit Points 102 (12d10+36) Speed 40 ft
STR 15 (+2) DEX 15 (+2) CON 16 (+3) INT 18 (+4) WIS 17 (+3) CHA 15 (+2)
Saving Throws Int +6, Wis +5 Skills Arcana +6, Persuasion +4 Senses - Languages abyssal, celestial, common, draconic, telepathy 120 ft. Challenge 4 (1,100 xp)
Innate Spellcasting. The arcane’s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only verbal components:
3/day each: invisibility, dimension door
Magic Resistance. The arcane has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The arcane makes two sword attacks.
Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) slashing damage. |
| (Reply to #16)Zardnaar |
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| #18Delazar78Aug 10, 2015 0:53:01 | maybe I should go with the 3.5 version, and make it a CR 5? |
| #19ZardnaarAug 10, 2015 3:42:09 |
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| #20Delazar78Aug 10, 2015 7:19:58 | Mh, I also double checked against the guidelines in the DMG... It's more of a CR 4 than 5... I'll update it |
| #21Delazar78Aug 10, 2015 10:18:01 | Going through the monsters in the Spelljammer "Lorebook of the Void"
BEHOLDER = as per Monster Manual BEHOLDER, ORBUS = not sure if it's worth "converting" it... it doesn't do anything? It only provides propulsion to a ship? BEHOLDER, HIVE MOTHER = If I read this correctly, it does exactly the same as a Beholder, only it's bigger? DRACON = No special abilities at all, I guess one could just use a re-fluffed Centaur from the Monster Manual as it is. DRAGON, RADIANT = ok, this could be a challenge... working on it! |
| #22Delazar78Aug 10, 2015 10:56:01 |
RADIANT DRAGON, WYRMLING Medium Dragon, Any Alignment Armor Class 17 (natural armor) Hit Points 75 (10d8+30) Speed 30ft., climb 30 ft., fly 60 ft.
STR 19 (+4), DEX 10 (+0), CON 17 (+3) INT 12 (+1), WIS 11 (+0), CHA 15 (+2)
Saving Throws Dex +2, Con +5, Wis +2, Cha +4 Skills Perception +4, Stealth +2 Damage Immunities force Senses blindsight 10ft., darkvision 60 ft., passive Perception 14 Languages Common, Draconic, 1-in-10 chances of understanding any given language. Challenge 4 (1,100 xp)
Spelljammer. Radiant dragons can survive in the void, and are natural spelljammers.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage plus 3 (1d6) force damage.
Force Breath (Recharge 5-6). The radiant dragon breathes pulses of force that in some ways resemble magic missiles. The dragon exhales three pulses, each pulse hits a creature within 30 ft of the dragon, and deals 1d8+2 force damage. The pulses all strike simultaneously, and the dragon can direct them to hit one creature or several. |
| #23ZardnaarAug 10, 2015 11:34:40 |
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| #24Delazar78Aug 10, 2015 14:13:51 |
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| #25Delazar78Aug 10, 2015 14:28:40 | RADIANT DRAGON, YOUNG Large Dragon, Any Alignment
Armor Class 18 (natural armor) Hit Points 178 (17d10+85) Speed 40 ft., climb 40 ft., fly 80 ft.
STR 23 (+6) DEX 10 (+0) CON 21 (+5) INT 14 (+2) WIS 11 (+0) CHA 19 (+4)
Saving Throws Dex +4, Con +9, Wis +4, Cha +8 Skills Perception +8, Stealth +4 Damage Immunities force Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18 Languages Common, Draconic, 1-in-8 chances of understanding any given language Challenge 10 (5,900 xp)
Spelljammer. Radiant dragons can survive in the void, and are natural spelljammers.
Innate Spellcasting. The dragon’s spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring only verbal components:
3/day: bigby’s hand (which the dragon calls “radiant claw”)
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 3 (1d6) force damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Force Breath (Recharge 5-6). The radiant dragon breathes pulses of force that in some ways resemble magic missiles. The dragon exhales three pulses, each pulse hits a creature within 60 ft of the dragon, and deals 2d8+4 force damage. The pulses all strike simultaneously, and the dragon can direct them to hit one creature or several. |
| #26Sword_of_SpiritAug 10, 2015 20:54:04 | Once I started seeing some confusion about Spelljammer cosmology I skipped the rest and felt the need to post.
First of all, the cosmology is really simple once understood. I mean, really, really simple.
1) A crystal sphere is a giant opaque shell. 2) Each crystal sphere surrounds a solar system. 3) Outside of the crystal spheres is an unusual area of space called the Phlogiston.
That's basically it. There are some variations, for instance it doesn't have to be a "solar system" per se, though that's the standard. But as a general rule, what I listed above is all you have to visualize 99% of the time.
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| #27Delazar78Aug 11, 2015 1:14:46 | RADIANT DRAGON, ADULT Huge Dragon, Any Alignment
Armor Class 19 (natural armor) Hit Points 256 (19d12+133) Speed 40 ft., climb 40 ft., fly 80 ft.
STR 27 (+8) DEX 10 (+0) CON 25 (+7) INT 16 (+3) WIS 13 (+1) CHA 21 (+5)
Saving Throws Dex +6, Con +13, Wis +7, Cha +11 Skills Perception +13, Stealth +6 Damage Immunities force Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 Languages Common, Draconic, 1-in-6 chances of understanding any given language Challenge 17 (18,000 xp)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Spelljammer. Radiant dragons can survive in the void, and are natural spelljammers.
Innate Spellcasting. The dragon’s spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring only verbal components:
3/day each: bigby’s hand (which the dragon calls “radiant claw”), shapechange
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks : one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage plus 7 (2d6) force damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Force Breath (Recharge 5-6). The radiant dragon breathes pulses of force that in some ways resemble magic missiles. The dragon exhales three pulses, each pulse hits a creature within 120 ft of the dragon, and deals 4d8+8 force damage. The pulses all strike simultaneously, and the dragon can direct them to hit one creature or several.
LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. |
| #28Delazar78Aug 11, 2015 1:25:37 | RADIANT DRAGON, ANCIENT Gargantuan Dragon, Any Alignment
Armor Class 22 (natural armor) Hit Points 546 (28d20+252) Speed 40 ft., climb 40 ft., fly 80 ft.
STR 30 (+10) DEX 10 (+0) CON 29 (+9) INT 18 (+4) WIS 15 (+2) CHA 23 (+6)
Saving Throws Dex +7, Con +16, Wis +9, Cha +13 Skills Perception +16, Stealth +7 Damage Immunities force Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 Languages Common, Draconic, 1-in-4 chances of understanding any given language Challenge 24 (36,500 xp)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Spelljammer. Radiant dragons can survive in the void, and are natural spelljammers.
Innate Spellcasting. The dragon’s spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring only verbal components:
3/day each: bigby’s hand (which the dragon calls “radiant claw”), shapechange 1/day each: wall of force, force cage, prismatic wall
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks : one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage plus 14 (4d6) force damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Force Breath (Recharge 5-6). The radiant dragon breathes pulses of force that in some ways resemble magic missiles. The dragon exhales three pulses, each pulse hits a creature within 180 ft of the dragon, and deals 6d8+12 force damage. The pulses all strike simultaneously, and the dragon can direct them to hit one creature or several.
LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. |
| #29Delazar78Aug 11, 2015 2:00:59 | A RADIANT DRAGON'S LAIR
The radiant dragons are normally solitary and very territorial about their "turf", which can include up to the space surrounding a planet or moon. When they are found in numbers, they are usually a family group, and make their lair in an asteroid hollowed out by the parents. Some hollow asteroids that are used by certain human civilizations were created by these dragons.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
* A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
* Force pulses appear out of nowhere, striking three creatures that the dragon can see within 120 feet. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) force damage.
* The dragon destroys all air in a 60 ft radius around it. Each creature other than the dragon in that area must suceed on a DC 15 Constitution saving throw or begin to suffocate. The air returns after 1 minute.
Regional Effects
The region containing a legendary radiant dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
* Crystal formations within 6 miles of the dragon's lair shine with a inner radiant light.
* Within it lair, the dragon can create semi-permanent walls of force to act as doors, barriers, or walls. Even though they're made of transparent force, they have the same resistance as ice.
* If present at all, the air within 6 miles of the dragon'l lair is thinner. Once per day, if a creatures aquires a level of fatigue, its condition is worsened by one level.
If the dragon dies, these effects disappear over the course of 1d10 days. |
| #30ZardnaarAug 14, 2015 16:22:31 |
Giff
Large Humanoid, Lawful Neutral Armor Class 14 (hide) Hit Points 59 (7d10 + 21) Speed 40 ft. STR 18 (+4) DEX 10 (+0) CON 16 (+3) INT 7 (-2) WIS 9 (-1) CHA 10 (+0) Senses darkvision 60 ft., passive Perception 9 Languages Common, Giff Challenge 2 (450 XP) Actions Sniper: As a bonus action the Giff can aim any black powder weapons they are using and gain advantage on the attack roll.
Cutlass. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Pistol. Ranged Weapon Attack: +2 to hit, range 30/90 ft., one target. Hit: 11 (2d10) piercing damage.
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| #31Delazar78Aug 14, 2015 22:53:59 | Nice Giff! How about making them Goliath size, and use them as a PC race? |
| #32Delazar78Aug 14, 2015 23:20:46 |
ELMARIN Small Elemental (fire), Unaligned Armor Class 16 Hit Points 36 (8d6+8) Speed 40 ft.
STR 7 (-2) DEX 15 (+2) CON 12 (+1) INT 1 (-5) WIS 11 (+0) CHA 3 (-3)
Saving Throws Dex +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire Senses darkvision 60 ft., passive Perception 10 Languages - Challenge 1/2 (100 xp)
Phlogiston detonation. If brought into contact with the phlogiston, the elmarin explodes in a burst of fire. Each creature within 20 feet of it must make a DC 11 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.
Death boon. When the elmarin dies, there’s a 1-in-20 change that it will leave a ioun stone behind.
Actions
Burns. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the creature takes 3 (1d6) fire damage at the end of each of its turns. |
| #33ZardnaarAug 29, 2015 16:45:11 |
The Neogi, coverted form 2E and 3.5's Lords of Madness Book. Feedback on these would be good as I have no idea if the CRs match up
Neogi Spawn Tiny Aberration Lawful Evil Armor Class 13 Hit Points 1 (1d4) Speed 40 ft., climb 30 ft. STR 3 (−4) DEX 17 (+3) CON 7 (-2) INT 3 (−4) WIS 10 (+0) CHA 3 (−4) Skills Stealth +5 Senses passive Perception 10 Languages — Challenge 1/8 (25XP) Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage + poison (DC 8, failure results in gaining the poisoned condition for 1 hour.
Neogi, Adult Small Aberration Lawful Evil Armor Class 17 Hit Points 25 (7d6) Speed 30 ft. STR 6 (-2) DEX 17 (+2) CON 10(+1) INT 15 (+2) WIS 14 (+2) CHA 16 Skills Athletics +3 (advantage on climb checks), Perception +4, Persuasion +5, Stealth +5, Senses darkvision 60 ft., passive Perception 14 Languages Common, Neogi, and one other of the Neogi’s choice. Challenge 2 (450 XP) Actions Enslave: 3 times per long rest the Neogi can try to enslave one a living creature within 30 feet. This ability functions as a dominate monster spell (DC 13 wisdom save). An enslaved creature obeys the Neogi’s telepathic commands. The subject can attempt a new DC 13 save every 24 hours. A dispel magic or remove curse effect can also end the enslavement along with the death of the Neogi. Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 piercing damage + poison (DC 10, failure results in gaining the poisoned condition for 1 hour). Crossbow. Ranged Weapon Attack: +5 to hit range 30/120 ft., one target. Hit: 8 (1d8+3) piercing damage + poison (DC 10, failure results in gaining the poisoned condition for 1 hour).
Neogi Great Old Master Huge Aberration Lawful Evil Armor Class 15 Hit Points 85 (10d12+20) Speed 20 ft. STR 19 (+4) DEX 8 (-1) CON 14(+2) INT 6 (-2) WIS 15 (+2) CHA 13 Skills Athletics +6 Perception +5 Senses darkvision 60 ft., passive Perception 14 Languages Neogi Challenge 4 (1100 XP) Actions Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+4 piercing damage + poison (DC 12, failure results in gaining the poisoned condition for 1 hour). Spit Spawn As an action the Great Old Master can spit out 2d4 Neogi Spawn. This ability can also be used as a reaction whenever the Great Old Master takes damage. A Great Old Master can only spawn 20-40 Spawn total before they are depleted and the Great Old Master dies. |
| #34Dara_KananAug 29, 2015 18:04:31 | I will change Item Saves for Damage Threshold, something like this:
Cloth/Rope: 0 Bone/Leather 10 Thin Wood 15 Ceramic 15 Thick Wood 20 Crystal 25 Stone: 25 Metal 30 Adamantine/Mithril 40
I think this is more in the line of Ships on DMG. |
| #35ZardnaarAug 29, 2015 18:52:09 |
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| #36Dara_KananAug 29, 2015 19:46:45 | Page 119 of the DMG. |
| #37WayfarerMediaAug 30, 2015 10:32:02 | [Feat] Craft Spelljamming Helm Prerequisites: Craft Wonderous Item, Knowledge: Shipbuilding, Arcane Caster level 9 (12?) Create a Spelljamming Helm.
On a side note, we are currently developing a similar but unrelated setting with 'Spellships' or 'Skyships' that use permanent spells on parts of the hull. These are not Spelljammer ships by nature, but those who enjoy one may enjoy another. |