KEEPER HILL
A Fantasy Core and
D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
KEEPER HILL BONUS MATERIAL
Major Formorian Lords
It would
seem like too much of a tease to mention Sogore without providing some
stats. He would not be appearing in this
adventure, and it would take a huge crisis or opportunity to get him to
personally appear in such a backwater colony as Keeper Hill. Also included here is his major rival in
Parliament, and his older brother to boot, Lord Haz. Both are descendants of the great Formorian
Lord Balor, so they are essentially big, one-eyed monsters. Of course, these creatures will nearly always
be surrounded by impressive humanoid warrior bodyguards, spellcasters, and
minor Formorian lords.
As a sidebar,
the difference between the minor Formorian lords and the major ones, besides
wealth and power, depends on which house of Parliament they sit in. Sogore and Haz are in the more prestigious
House of Nobles, while Billy and the minor lords in the adventure all sit in
the Chamber of Rabble. Both Houses’
consent are required to pass laws and make policy, so there are alliances
between members of both. Take note that
no Formorian has dared to take the actual title of “King,” except to their own
subjects, since their retreat into the Underworld.
Lord Sogore (FC)
HD 10, Hp
80, AC 15, (Natural), Tentacles AC 14, hp 10 each
Fort +3,
Ref +3, Will +10
Flight
ability
Melee: 8 x Tentacles +10 to hit 1d8 plus
DC 12 Ref Sv or held. Automatic 1d8
crushing damage per tentacle. DC 18 Str
or Escape Artist to get free. Up to 4
tentacles may attack the same opponent
Or Bite +8
to hit 2d6 (If two tentacles grapple the same opponent, they bring them in for
automatic Bite damage, but foregoing any other attacks that rd.)
Ranged: Hypno Spit +8 to hit, DC 18 Fort
Sv or rendered unconscious 1 turn.
Victim will be highly susceptible to suggestion in that state. Roll again, DC 18 Will Sv, or they will
become another pawn of Sogore. May be
used once per encounter/turn.
[Note:
Based on the Tentacled Eye from the Advanced Edition Companion.]
Lord Sogore (5e)
HD 6 (d8)
+ 18, Hp 66, AC 15 (Natural)
Str +2,
Dex +3, Con +3, Int +1, Wis +0, Cha -1
Arcana +3,
Insight +4, Perception +2, Stealth +5
Truesight
120 ft., Passive Perception 12
Keen Sight: Sogore has advantage on Wisdom
(Perception) checks that rely on sight.
Weird Insight: Sogore targets one creature it can
see within 30 feet of it. The target must contest its Charisma (Deception)
check against his Wisdom (Insight) check. If Sogore wins, it magically learns
one fact or secret about the target. The target automatically wins if it is
immune to being charmed.
Flight ability
Melee: 2 x Claw +4 to hit, 6 (1d6+3)
slashing
Ranged: Rotting Gaze. Sogore targets one creature he can see within 30 feet
of it. The target must succeed on a DC 12 Constitution saving throw against
this magic or take 10 (3d6) necrotic damage.
[Note:
Based on the Nothic creature, which was likely inspired by the mythic Balor.]
Lord Haz (FC)
HD 10, Hp
80, AC 19, (Natural), Central Eye-Called Shot DC 12, hp 15; Eye Stalks-Called
Shot DC 18, hp 11 each
Fort +7,
Ref +3, Will +5
Flight ability
Melee: 2 x Tentacles +12 to hit 1d8+2
plus DC 12 Fort Sv Poison, immediate unconsciousness, death in 1 + Con bonus
days.
Ranged: Eye Blasts, one may be used each
rd, but only once per encounter/turn, the Sv DC is 17 for each
Central
Eye-Petrifying Gaze Will Sv or
turned to stone, 1 opponent
4 x Eye
Stalks-Laser Ref Sv 9 dam + Stun 1
rd, Acid Ref Sv 9 dam + -1 to worn
non-magical Armor, Fire Ref Sv ½
dam, 11 dam + 1d6 continuing until put out, Lightning Ref Sv ½ dam, 11 dam + Stun 1 rd + Knocked Down, Cold Ref Sv ½ dam, 13 dam + Stun 1 rd + dropped to last in
Init.
Lord Haz (5e)
HD 6 (d8)
+ 12, Hp 60, AC 14 (Natural)
Str -1,
Dex +2, Con +2, Int +1, Wis +2, Cha +0
Perception
+6
Condition
Immunities: prone
Darkvision
120 ft., Passive Perception 16
Flight ability
Spell Reflection: If Haz makes a successful saving
throw against a spell, or a spell attack misses it, he can choose another
creature (including the spellcaster) it can see within 30 feet of it. The spell
targets the chosen creature instead of the spectator. If the spell forced a
saving throw, the chosen creature makes its own save. If the spell was an
attack, the attack roll is rerolled against the chosen creature.
Melee: Bite +1 to hit, 2 (1d6 - 1)
piercing
Ranged: Eye Rays. Haz shoots up to two of the following magical eye rays at
one or two creatures it can see within 90 feet of it. It can use each ray only
once on a turn.
Confusion Ray: The target must succeed on a DC
13 Wisdom saving throw, or it can’t take reactions until the end of its next turn.
On its turn, the target can’t move, and it uses its action to make a melee or
ranged attack against a randomly determined creature within range. If the
target can’t attack, it does nothing on its turn.
Paralyzing Ray: The target must succeed on a DC 13
Constitution saving throw or be paralyzed for 1 minute. The target can repeat
the saving throw at the end of each of its turns, ending the effect on itself
on a success.
Fear Ray: The target must succeed on a DC
13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the
saving throw at the end of each of its turns, with disadvantage if Haz is
visible to the target, ending the
effect on
itself on a success.
Wounding Ray: The target must make a DC 13
Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save,
or half as much damage on a successful one.
[Note: The
5e version is based on the Spectator.
The FC one’s inspiration is fairly obvious.]
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