Sunday, March 8, 2015

Monster Monday: Magwayen

(Lately I've been tinkering with finding a way to present monsters in such a way that would make them compatible with, but not identical to, fifth edition counterparts. This is part of that ongoing experiment.)

(Some notes. It is assumed that monsters are proficient in attacks mentioned in their statblock unless otherwise noted. They also add their proficiency if a check or saving throw pertains to their ideal, bond, or flaw. Diwatas also add their proficiency if a check or saving throw pertains to one of their portfolios. Calling on a diwata's favor generally reduces the character's Utang score by 1 or more, regardless of whether the favor is granted or not.)


Magwayen is the ferrywoman of the dead. Her servants attend to those of lesser stature, but she personally guides the souls of heroes both malevolent and benign to the afterlife, herself.

It is said that she was once the sea, itself. However, when her daughter Lidagat died of a broken heart, she abandoned the sea and accompanied her to the afterlife. She has since returned, but now others rule the Sea. Even as she now serves death, however, her powers over the Sea have not waned.

Many upstart newly-dead heroes have tried to challenge her in a duel to keep them away from death. During the eternity of her duties, this has amused her to the point that she now loves fighting.

Very few have defeated her in battle.

Magwayen is usually beseeched for the following:
  • Seeing in the dark. (Utang na Loob DC 10)
  • Speaking with the Dead (Utang na Loob DC 15)
  • Walking on Water. (Utang na Loob DC 15)
  • Raising the dead (see below)
Magwayen appears as a beautiful woman clad in mourning attire that vanish into smoke.

Aubrey Miles as Magwayen, from GMA's Amaya.

Thursday, December 25, 2014

5th Edition and 2015

My country is like Faerie, sometimes. We tend to have a lot of fairy stories, for one thing. Time  also seems to move slower, here - especially when you're waiting for book releases.

Yesterday, I was one of the first people in the Philippines to get the 5th Edition Dungeon Master's Guide. Finally, my choir of singing core books are complete:

Seriously, I think they're singing.
Hooray, Christmas.

Thursday, July 24, 2014

Random Monster: Vrahn Skeleton

Medium Undead, Lawful Evil
Armor Class 15 (chain shirt)
Hit Points 27 (5d8 + 5)
Speed 30 ft
STR 14 (+2)   DEX 15 (+2)   CON 13 (+1)   INT 11 (+0)   WIS 10 (+0)   CHA 6 (-2)
Skills Athletics +4, Investigation +2, Perception +2
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60ft. passive Perception 12
Languages Common
Challenge 1 (200xp)
Dervish When the vrahn skeleton hits a creature for the first time during its turn, it deals an extra 3 (1d6) damage with the attack.


Two-weapon Fighting. The vrahn skeleton makes two scimitar attacks. It can move between each attack.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150 ft./600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


In a terrible war not so long ago, a warrior king who wanted victory above all else sought the aid of a necromancer. Provided with the bodies of the king's fallen elite soldiers, she was tasked with creating skeleton warriors who remembered none of their human memories or fears (or its sense of self), but retained their cunning and fighting prowess.

Said to be named after the king who commissioned their creation, these elite skeletons are sometimes sent as scouts to areas where the survival of living soldiers are not guaranteed. More often they are seen leading a handful of normal skeletons, where they might be mistaken as one themselves if their better-than-scraps gear are not noticed. Adventurers who attract the unwanted attention of the skeletons' now cursed-king may be the target of a hit squad of these elite warriors.


  • I'm thinking of doing this every week, possibly on a Monday, as I try to understand how the monsters work under the new system.
  • For the first one, I went with a creature that's ripped off and converted from one of the more popular settings. It should be pretty easy to spot for its fans. For future monsters, though, I will likely go back to my usual Filipino-inspired stuff.
  • From those coming from 4E, think of this as a level 1 solo skirmisher. I think this guy was a level 11 monster. Back then I liked to turn them into level 6 elites or level 1 solos. The conversion method seems to work
  • If it feels too simple for a "solo," you may try to add in a Parry reaction that allows it to reduce melee damage it receives by 1d6. Note that this will probably prolong combat.
  • For those coming from 3.5, the monster I ripped this off from was CR 3. I think CR 1 for the new edition is a comfortable spot, as it means that by itself, it should be a moderate challenge for a group of level 1 PCs.
  • As always, criticisms are welcome!

Saturday, October 5, 2013

Weapons of A-Salt

Salt has an interestingly mundane place in Dungeons and Dragons. 3E doesn't make use of it too much, outside of a Wall spell, a Transmutation spell, and an equipment entry that says it is worth about 5gp per ounce. As far a I know, 4E doesn't mention salt at all, 

Here in the Philippines, though, salt is the bane of just about every mythological creature. Find the lower half of manananggal, spray salt onto the open wound, and either the manananggal cannot reform in the morning, or her lower half outright melts, depending on the story. Salt can be used to bind ghosts, sort of like a Magic Circle. Any food offering to the diwata (fey) would be offensive if it contained salt for flavoring. 

A friend of mine told me that salt is an aversion to Celtic fairies, as well. So why is salt such a non-item in D&D? We are probably biased by modern sensibilities: Salt is such an inconspicuous, everyday item these days that we forget how hard it used to be to procure. In some sense, 3E at least remembered this. Look at its price - in a system where commoners took home an average of 3gp/month, it's interesting to see salt at 5gp, which is the exact same price as silver of the same weight.

Ask Lot if salt is no big deal and he'll probably be pissed.

So, if we want to include some of the more mystical properties of salt in a game, how would we go about it? Here are a few quick ideas:
  • Salt can hurt someone's eyes, but throw a handful at a fey, outsider, or non-elemental spirits and it'd actually deal damage that overcomes material and magic-based damage reduction.
  • Alternatively, throw it at incorporeal undead and it'd become physical for a short amount of time.
  • Salt can be used as material components for magic circles. It can act as a grounding agent for magic, in that it can suppress some minor magical effects.
  • Salt, however, is mundane and will only inconvenience (won't completely stop) more powerful spirits. If you're binding a marilith, for example, using salt for your magic circle might turn out to be problematic. 
  • If you want to have a salt-like substance that packs more punch, take a page out of Trese's book and use ground-up mermaid bones. And you thought necromancer skills were only useful in graveyards. 
  • Fantasy salt is an element: It doesn't hurt elementals.
  • It might work on some shadow creatures. If you want to be sure, throw it at a manananggal and see what happens. ;)