Monday, February 8, 2016

Cinder Hag

No. Enc: 1
Alignment: Chaotic Evil
Movement: 90' (30')
Armor Class: 2
Hit Dice: 6
Attack: 3 (2 claws, 1 bite)
Damage: 1d4/1d4/1d6
Save: C6
Morale: 8
Hoard Class: XIV
XP: 1070

Sometimes when you burn a witch the witch burns you. A Cinder Hag is created when a witch has been hunted down and burnt at the stake. During the burning ceremonial it is believed that some malevolent fire spirit intervenes and merges with the witch. The Cinder Hag immediately uproots her stake and seeks retribution against those who have wrong her. Cinder Hags revel in fiery deaths and the burning of the world around her.


     A Cinder Hag appears as a burnt human female with scorched ropes tied around a cindering wooden stake. The Cinder Hag is constantly burning with fire and following her trail is an easy task.

Combat


  • Burning Touch: The Cinder Hag attacks with 2 Claws and a Bite. Any successful hit will set their opponents on fire. Each round they will take 1d6 points of fire damage unless they spend a round to make dexterity check to put out the flames. Referees may have those burning to also make items saving throws to see if possessions are destroyed in the process. 
  • Immolation Blast: A Cinder Hag may spend a round to plant her cindering stake in the ground. During that time she forfeits her attacks as she increases the intensity of the flames. For each round planted she gather up 2d6 points of fire damage up to maximum of 6d6. During any of those three rounds she may release a blast of fire in a 30' radius.(round 1 2d6, round 2 4d6, round 3 6d6)
  • Spell Abilities: Can cast Heat Metal and Pyrotechnics 3/day.
  • Fire Immunity: Cinder Hag are immune to fire.
  • Water Vulnerability: A gallon of water will deal 1d6 points of damage to the Cinder Hag. Any water based or ice based spell deals double damage. 


Adventure Seeds



1.
You are hired by a Merchant to transport goods to a rural village. Upon arrival all that remains are charred building and burnt bodies. A trail of burnt grass leads into the forest.
2.
You are approached by a Coven of Witches. They ask for help with the recent disappearance of their kind. A Cinder Hag has been kidnapping and burning witches, hoping to replicate her creation process.
3.
The local woods are burning. A Cinder Hag has recruited a band of fire mephits with clear intention to watch the world burn.

For more monster check out my New Monster Index

Also Beast Folio Vol. 1 is PWYW. It compiles four monsters from my blog into a pdf. Any proceeds goes towards new artwork. 

Wednesday, February 3, 2016

5 Magic Items II

5 Magic Items II

1. Rotting Axe: This +2 battle axe is merged with disease bearing symbiote. The symbiote is a semi-intelligent organism that requires it's diseased cells to be expelled daily. Failure to expel the diseased cells on another creature will have the axe spread it disease to the wielder. Every time the axe successful hits an opponent in combat they must save vs death or contract quick rot. Quick rot deal 1 hit point of damage per HD of the creature for a number of round equaling the creatures hit die. An 8HD creature would take 8 damage per round for 8 rounds. A save is allowed each round that the rot is festering. A save suppresses the disease for 1 round. If 24 hours pass without spreading the disease to another creature the wielder will automatically be subject to quick rot.

2. Flask of Distilled Fear: This bottle contains the distilled liquid of a fear causing undead. The flask is thrown like an oil weapon and upon impact will erupt in a 5' radius cloud of vapor. Those within the cloud must make a morale check or flee for 1d4+1 rounds. A morale check is allowed each round to regain composure and end the effect early. Creature immune to fear are not affected.

3. Surging Horse: This item is a riding-stick horse. A 6' wooden pole with a horses head at the top. Although some might dismiss this item as a simple children's toy it actually has magical properties. With one hand free the user can mount the stick to gain unnatural speed. 3 times a day the horse provide a speed surge for 1 round, which allows the user to move 3 times their movement and perform a charge while only being 10' away. However, the riding stick horse has a chance to buck each time a speed surge is used. Roll a d6 and on a roll of a 1 the horse bucks and throws the user to the ground prone.

4. Confectioner Rod: This 4' long rod is made of peppermint candy. The rod attacks as a quarterstaff and if a charge is expelled requires the opponent to make a save vs poison. Upon failure the opponent's top set of teeth fall out. The creature will bleed for 1d4 points of damage per round until cured or mended. If a second attack hits and another charged is spent then the bottom set of teeth fall out, which will bleed for another 1d4 points of damage until tended to. The rod is extremely effective against creatures who only have a bite attack.

5. Jar of Ghost Powder: This jar contains ground down bone powder from an victim who became an incorporeal undead. This powder can be coated on a melee weapon, which will allow them to hit an incorporeal undead who would need a magic weapon to be harmed.  It takes 1 round to apply the powder and the coated weapon only remain effective for 4 rounds. The 1st round being the most potent while the 4th round being much less effective. Each jar contains 3-5 applications. Refer to the chart below for damage dealt.

Round 1
Damage dealt is doubled
Round 2
Normal damage
Round 3
½ damage
Round 4
¼ damage

For another set of magic items, check out part 1 linked below.

artwork by Joanna Ballendorf

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