Sie sind auf Seite 1von 8

by Ray Cordova, iltharanos@yahoo.

com
last updated on July 8, 2015 at 22:07:27 PM

The Magic of Krynn


Dragonspawn, Abomination

Keen Vision. The abomination dragonspawns


darkvision extends to 120 feet, and it gains

Dragonspawn are twisted creations of the


proficiency with Wisdom (Perception) checks.
dragon overlords that ruled over Ansalon for
much of the early Fifth Age, fusing the mind
Kender
and soul of a human (or half-elven) victim with
Rasping Voice. The voice of the abomination
the shard of a draconians soul to create a
draconian-like creature.
dragonspawn is so horrid that whenever the
Abomination dragonspawn result when the
spawning process is attempted with a
humanoid other than a human or half-elf.
With such creatures, the spawning process
always produces abomination dragonspawn,
creatures even more twisted (literally) than the
more common dragonspawn.
Mechanically, dragonspawn are represented by
applying the half-dragon template to a
humanoid creature. Abomination
dragonspawn gain a number of mutations
depending on the race of the humanoid to be
altered.

creature makes Wisdom (Insight) checks to taunts,


it treats all rolls of 1 as rolls of 2.
Centaur
Additional Legs. The abomination dragonspawn
gains an extra set of legs, granting it 2 hoof attacks
for every attack action.
Bone Spurs. Lengthy, rapid-growing bone spurs
lie flat against the creatures back. It can remove
these and use them as arrows or short swords. The
abomination dragonspawn has 2d4 bone spurs that
grow back after one week.

Abomination Dragonspawn

Dwarf or Gnome

Mechanically, dragonspawn are represented by

Burrow Speed. The abomination dragonspawns


claws become suited for digging, granting it a

applying the half-dragon template to a humanoid


creature. Abomination dragonspawn, in addition,

burrow speed of 20 ft.

gain a number of mutations


utations depending on the race
of the humanoid to be altered.
Each abomination dragonspawn
dragonspa
pawn
pa
wn gains
gai
g
ains
ai
ns one
one mutation
mut
m
utat
ut
atio
at
ion
io
n
based on its originall race p
pri
prior
rior
ri
or tto
o ap
appl
applying
plyi
pl
ying
yi
ng tthe
he ha
half
halflf
lfdragon template. If the rac
race
ace
ac
e is n
not
ot llis
listed
iste
is
ted
te
d he
here
here,
re,
choose any ability from
rom th
the
e be
belo
below
low
w ra
raci
racial
cial
ci
al g
gro
groups
roup
ro
ups
up
s th
that
at
best fits the original rac
race
ace
ac
e (s
(suc
(such
uch as g
gro
grouping
roup
ro
upin
up
ing
in
g ha
half
halflf-lf
breeds with their parent
nt rrac
race)
ace)
ac
e) orr si
simp
simply
mply
mp
ly rrol
roll
olll on tthe
ol
he
general mutation table
able
le a
an
n ad
addi
additional
diti
di
tion
ti
onal
on
al ttim
time.
ime.
im
e.
Due to the varying nat
nature
ature of a
at
abo
abominations,
bomi
bo
mina
nati
na
tion
ons,
s, tra
traits
rait
its
it
s of
no two abominations
ns ar
are ex
exac
exactly
actl
ac
tly
y th
the
e sa
same
same.
me.. Ro
Roll
ll d
d%
%
on the Abomination Mutations
Mut
utations
ut
ns ttab
table
able
ab
le ttwi
twice.
wice
wi
ce..
ce
All abominations
Ability Score Decrease.
crea
ease
se. Your
se
ur IInt
Intelligence
ntel
nt
elli
el
lige
li
genc
ge
nce
nc
e an
and
d
Wisdom scores decrease
ease b
by
y 4.
Minotaur or Ogre
Rage. The creature
re can rage li
like
ke a b
bar
barbarian.
arba
ar
bari
ba
rian
an. If
an
the abomination dragonspawn
agonspawn already
alre
read
re
ady
ad
y has
has access
acce
ac
cess
ce
ss to
to
this ability, it can use
se it one additional
al ttim
time
ime
im
e pe
perr da
day.
y.
Elf
Limber Body. The
e creature gains proficiency with
Dexterity (Stealth) checks and Dexterity checks to
wriggle free of bonds.

167

by Ray Cordova, iltharanos@yahoo.com


last updated on July 8, 2015 at 22:07:27 PM

Abomination Mutations
d%
1-5

instincts

checks that rely on


smell.

Mutation Effect
Extra eyes

Expertise with Wisdom


(Perception) checks.
61-65

6-10

11-15

16-20

21-25

26-30

Additional
arm
Extremely
muscular
Extremely
agile
Extremely
tough
Adapted
speed

Attack twice whenever


you take the Attack
action.

66-70

Resistant

Resistance to one

scales

damage type.

Enhanced
metabolism

As trolls regeneration
trait.
Unarmed attacks deal

+2 Strength

1d8 poison damage.


Targets struck must
+2 Dexterity

+2 Constitution

succeed at a
Constitution saving
Venemous
71-75
secretions

+10 ft. ground speed

Advantage on saving
76-80

Constitution saving
throw (DC 8 + Strength

31-35

odor

bonus + proficiency
bonus) or be poisoned

Enhanced
81-85 breath

86-90

saving throw, the


creature is immune to
the stench of that
particular abomination

36-40

41-45

presence

Razor
claws

46-50 Tentacles

51-55

Carapace
of scales

56-60 Animal

As dragons frightful
presence trait, 30 foot
radius.
Unarmed attacks deal

throws against spells


and other magical

Breath weapon attack


deals an additional two

weapon

dice of damage.

Magically
talented

Gain one sorcerer level.


When in well-lit areas,

91-95

Light
refraction

attackers have
disadvantage on attack
rolls against you.

dragonspawn for 1
hour.
Frightful

Magically
resistance

effects.

until the start of the


abomination
dragonspawns next
turn. On a successful

proficiency bonus) or
be poisoned until the

dragonspawns next
turn.

dragonspawn that
starts its turn within
10 feet of it must
succeed at a

throw (DC 8 +
Constitution bonus +

start of the
abomination

Any creature other


than the abomination

Noxious

Wisdom (Perception)

Roll twice
more, re96100

rolling
results of
96 or
above.

damage one step


higher.
You may grapple as a
bonus action.
Gain natural armor
(AC 11).
You have advantage on

168

by Ray Cordova, iltharanos@yahoo.com


last updated on July 8, 2015 at 22:07:27 PM

Leeching Magic Items


In the early decades of the Fifth Age, Wizards
found themselves powerless, as the three
moons of magic had disappeared and been
replaced by a single pale moon. Desperate to
regain a measure of their former power, these
former wizards discovered that magic items
retained their magical power. A rush was made
to hoard as many of these magic items as
possible.

Magic Item Leeching


Rarity

Spell Slot Levels

Common

Uncommon

Rare

Very Rare

16

Legendary

32

The Shadow Sorcerer (actually Takhisis in


disguise) discovered that it was possible to
actually leech the magical power from magic
items and temporarily allow wizards to cast
their spells once more, despite the absence of
the moons of magic. An even greater rush for
magic items soon ensued. What follows are
variant rules for leeching magic items.

Variant Magic
Leeching
As a bonus action, any sorcerer or wizard can leech
magic from any magic item she is touching. The
wizard gains a number of spell slot levels from the
magic item leeched, which can be used as normal.
The amount of spell slot levels gained varies by
magic item rarity. The wizard determines how many
spell slot levels to leech at the time of leeching.
Consumable magic items, such as potions and
scrolls are immediately destroyed when leeched and
only impart one spell slot level, regardless of what

Magic Sword by Larry Elmore

spells are currently stored within. Any amount of


leeching from a magic item will cause that magic
item to become dormant, and until it recovers all its
spell slot levels, it is for all intents and purposes a
mundane item. If all the spell slot levels are leeched
from a magic item it is destroyed, as though it were
a consumable magic item.
The DM determines how many spell slot levels can
be leeched from an artifact. Artifacts retain their
magical power unless they have been completely
drained of spell slot levels.
Leeched magic items recover one spell slot level per
day.
Cantrips are treated as a spell slot level.

169

by Ray Cordova, iltharanos@yahoo.com


last updated on July 8, 2015 at 22:07:27 PM
e.g. Dalamar, a level 13 high elf wizard,
normally has the following spell slots per day:
-Spell Slots per Spell Level1st 2nd 3rd 4th 5th 6th 7th 8th 9th
4

Since the campaign takes place in the first few


godless decades of the Age of Mortals, Dalamar
is powerless. Using a medallion of faith (an
uncommon magic item), Dalamar can drain
anywhere from 1 to 4 spell slot levels. Since
Dalamar is currently being accosted by a band
of goblins, as a bonus action Dalamar drains 3
spell slot levels from the medallion of faith, and
with his action casts a fireball (level 3 slot).
The medallion of faith is now powerless and
will take 3 days before it becomes functional
once more.

170

by Ray Cordova, iltharanos@yahoo.com


last updated on July 8, 2015 at 22:07:27 PM

Ogre Titans

cauldron with the necessary energy to create a


titan.

The Age of Dreams has returned, and we are


those dreams made flesh. Dauroth, first of
the titans

Titan

Ogre Titans are massive 15 foot tall creatures


of midnight blue skin, cat-like yellow eyes, and
tremendous physical and magical power. They
are the mythological high ogres made real, and
it is all a lie, for their Transformation and
continued existence as Ogre Titans requires
the blood of living elves. Assuming the Ogre
Titan can maintain his state of grace, he could
theoretically live as long as the elves whose
blood sustains him (see Rise of the Titans and
the Ogre Titans trilogy of novels for more
information on ogre titans).

Ogres and oni that complete the Transformation


gain the following traits.
Ability Score Increase. Your Strength,
Dexterity, and Constitution scores increase by 2.
Your Intelligence, Wisdom, and Charisma scores
increase by 4.
Size. Titans average 15 feet in height and 5,000
pounds in weight. Your size is Huge.
Awe-Inspiring Presence. The mere presence of a
titan can have an incredible effect upon those
around him. Ogres and half-ogres (including oni,
but not minotaurs or high ogres) within 60 feet
must make a Wisdom saving throw or else be
charmed by the titan. The DC for this Wisdom
saving throw equals 8 + your Charisma modifier +
your proficiency bonus.
The charmed target treats the titan as a trusted
friend to be heeded and protected. Each time the
titan or the titans companions do anything harmful
to the target, it can repeat the saving throw, ending
the effect on itself on a success. Otherwise the effect
is continuous, and lasts for 24 hours after the ogre
or half-ogre leaves the titans presence.
Non-ogres (including minotaurs and high ogres)
that enter the area of effect must make a Wisdom
saving throw as well, or else be 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 creatures saving throw is
successful or the effect ends for it, the creature is

Ogre Titan by ?

The Transformation
For an ogre (as well as oni) to undergo the
transformation to titan, a large amount of
fresh, pure, elven blood is required, specifically
that of at least ten adult elves. The blood must
come from the bodies no more than three
hours before the ritual is performed. The blood
is placed in a specially prepared iron cauldron
and mixed with a number of other ingredients,
mostly special plants and some ground
minerals such as quartz from the Valley of
Crystal (see The Odyssey of Gilthanas for more
information on this valley), and gemstones.
Transmutation and necromantic magic are
required to infuse the components within the

immune to the titans Awe-Inspiring Presence for


the next 24 hours. The DC for this Wisdom saving
throw equals 8 + your Charisma modifier + your
proficiency bonus.
Necromantic Talent. You have resistance to
necrotic damage.
Innate Spellcasting. Your innate spellcasting
ability is Charisma. You can cast the following
spells, requiring no material components.
At will: magic missile, stone shape (Unlike the spell,
you are capable of finer mechanical detail. The DC
is determined by the complexity of the design).
Heightened Senses. You have advantage on
Wisdom (Perception) checks.

171

by Ray Cordova, iltharanos@yahoo.com


last updated on July 8, 2015 at 22:07:27 PM
Inscrutable Intellect. You have advantage on
saving throws against Enchantment spells and
effects.
Natural Armor. You have natural armor (AC 11).
Elbow-Spurs. Melee Weapon Attack: reach 10 ft.,
one target. Hit: 1d6 + Strength modifier piercing
damage.
Languages. You can speak, read, and write
Titan.

Degeneration
The power a titan commands is immense, but
it is not permanent. One month after their
transformation, a titan must make a hard (DC
20) Constitution saving throw or begin
physically degenerating, transforming into a
monster with none of the titan powers, all
within 5 days of failing this saving throw. The
next day, the titan must make another
Constitution saving throw, this time at very
hard (DC 25) difficulty, or else succumb to
degeneration. Every subsequent day the
Constitution saving throw increases by one
degree until it is impossible to resist the
degeneration.
The only method of forestalling this
degeneration is to undergo the transformation
once again, or to take a sustaining elixir that
must be consumed during the new moon and
requires the blood of but a single elf. Unlike
the transformation, the blood need not come
from a single elf, and once bottled, stores well
and can be used up to a year after its
containment.
Should the titan completely degenerate, she
does not simply revert to her original form. She
not only loses all the benefits of being a titan,
but also suffers a -3 penalty to Strength,
Constitution, and Intelligence, as well as a -6
penalty to Charisma.

Ogre Titan by ?

Degenerate Titans by ?

172

by Ray Cordova, iltharanos@yahoo.com


last updated on July 8, 2015 at 22:07:27 PM

Sample Titan
Innate Spellcasting. The titans innate spellcasting ability is
The titan below used to be an ogre, prior to his Charisma. It can cast the following spells, requiring no material
Transformation.
components.
At will: magic missile, stone shape (Unlike the spell, you are
capable of finer mechanical detail. The DC is determined by the
complexity of the design).
Heightened Senses. The titan has advantage on Wisdom
(Perception) checks.
Inscrutable Intellect. The titan has advantage on saving
throws against Enchantment spells and effects.

Actions
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 18 (3d8 + 5) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach
10 ft. or range 30/120 ft., one target. Hit: 15 (3d6 + 5) piercing
damage.

Ogre Titan by ?

Ogre Titan

Elbow-Spurs. Melee Weapon Attack: +8 to hit, reach 10 ft.,


one target. Hit: 8 (1d6 + 5) piercing damage.

Huge giant, lawful evil


Armor Class 18 (plate)
Hit Points 73 (7d12 + 28)
Speed 40 ft.
Str
Dex
Con
Int
21 (+5) 10 (+0) 18 (+4) 9 (-1)

Wis
11 (0)

Cha
11 (0)

Skills Perception +3
Damage Resistances necrotic
Senses darkvision 60 ft., passive perception 10
Languages Common, Giant, Titan
Challenge 7 (2,900 XP)

Awe-Inspiring Presence. Ogres and half-ogres (including


oni, but not minotaurs or high ogres) within 60 feet must make
a Wisdom saving throw (DC 11) or else be charmed by the
titan. The charmed target treats the titan as a trusted friend to
be heeded and protected. Each time the titan or the titans
companions do anything harmful to the target, it can repeat the
saving throw, ending the effect on itself on a success.
Otherwise the effect is continuous, and lasts for 24 hours after
the ogre or half-ogre leaves the titans presence.
Non-ogres (including minotaurs and high ogres) that enter the
area of effect must make a Wisdom saving throw (DC 11) as
well, or else be 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 creatures saving throw is
successful or the effect ends for it, the creature is immune to
the titans Awe-Inspiring Presence for the next 24 hours.

173

by Ray Cordova, iltharanos@yahoo.com


last updated on July 8, 2015 at 22:07:27 PM

Shapechanger
True lycanthropy does not exist on Krynn, but
certain bloodlines exist among the various
common races that allow individuals to take
on the aspects of certain animals.

Shapechanger
Shapechangers adhere to all the rules regarding
lycanthropes, save that they may only assume
animal form and do not possess the curse of
lycanthropy. The werebear, weretiger, and werewolf
correspond to known shapechanger bloodlines on
Krynn.

Crocodile by ?

The following information applies to specific


bloodlines.
Crocodile. The character can transform into a
crocodile. The character gains a Strength of 15 if his
or her score isnt already higher, and a +2 bonus to
AC while in crocodile form (from natural armor).
Attack and damage rolls for the natural weapon is
based on Strength. For the bite, the escape DC for
the grapple is 8 + the characters proficiency bonus
+ Strength modifier.
Giant Lizard. The character can transform into
a giant lizard. The character gains a Strength of 15
if his or her score isnt already higher, and a +2
bonus to AC while in giant lizard form (from natural
armor). Attack and damage rolls
s fo
forr th
the
e na
natu
natural
tura
tu
rall
ra
weapon is based on Strength.
Str
S
tren
tr
engt
en
gth.
gt
h.

Crocodile by ?

Owl. The ch
char
character
arac
ar
acte
ac
terr ca
te
can
n tr
tran
transform
ansf
an
sfor
sf
orm
or
m in
into
to a g
gia
giant
iant
ia
nt
owl (use g
gia
giant
iant
ia
nt e
eag
eagle
agle
ag
le s
sta
stats).
tats
ta
ts).
ts
). T
The
he c
cha
character
hara
ha
ract
ra
cter
ct
er g
gai
gains
ains
ai
ns a
Dexterity
erit
ity
it
y of 1
17
7 if h
his
is o
orr he
herr sc
scor
score
ore
or
e is
isn
isnt
ntt al
n
alre
already
read
re
ady
ad
y
higher.
gher
gh
er.. At
er
Atta
Attack
tack
ta
ck a
and
nd damage
dam
d
amag
am
age
ag
e ro
roll
rolls
lls
ll
s fo
forr th
the
e na
natu
natural
tura
tu
rall
ra
weap
weapons
apon
ap
ons
on
s are
are ba
base
based
sed
d on whichever
whi
w
hich
hi
chev
ch
ever
ev
er is
is hi
high
higher
gher
gh
er o
off th
the
e
characters
char
ch
arac
ar
acte
ac
ter
te
rs
r
s Strength
Stre
St
reng
ngth
ng
th and
and Dexterity.
Dex
D
exte
ex
teri
te
rity
ri
ty..
ty

174

Das könnte Ihnen auch gefallen