Showing posts sorted by date for query leviathan. Sort by relevance Show all posts
Showing posts sorted by date for query leviathan. Sort by relevance Show all posts

Monday, June 23, 2025

Monstrous Mondays: Rulers of Dragonkind

 Last week I posted about the D&D Rules Cyclopedia, and in it, it had the rulers of Dragons, Diamond, Pearl, and Opal. 

As an aside, I asked. "What if the Dragons were divided like this: Pearl = Chaotic, Opal = Neutral, Diamond =Lawful, Bahamut = Good, Tiamat = Evil?"

Since I already updated and redid Tiâmat for my Left Hand Path book, I thought, why not update the others as well?

Dungeons & Dragons Dragon

I have been working on a Dragon book off and on forever, so I have already figured out various mythological dragons and dragon-like creatures to add. To take inspiration for a Lawful Neutral, Chaotic Neutral and True Neutral rulers of dragons was a matter of going through some material I have already written...and cleaning it up a little. 

So here are the five rulers of Dragon kind, minus Tiâmat. She is already in my book along with Leviathan. 

Note: I consider my Tiâmat to be Chaotic Evil.
Note 2: These dragons are scaled to match my LHP version of Tiâmat.

I'll most certainly redo these over time, like I did with Tiâmat.

Vritraxion

The Star Dragon, Lord of Law

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –4
MOVE: 9” / 24” (fly)
HIT DICE: 32 + 256 (400 hp)
% IN LAIR: 80%
TREASURE TYPE: H ×4, I ×3, N, O
NO. OF ATTACKS: 3 or by breath/spell
DAMAGE/ATTACK: 2–16 / 2–16 / 6–60
SPECIAL ATTACKS: Breath weapons, spells, aura of command
SPECIAL DEFENSES: Magic resistance, immune to illusions, charms, hold, or mind-affecting spells
MAGIC RESISTANCE: 75%
INTELLIGENCE: Supra-genius
ALIGNMENT: Lawful Neutral
SIZE: L (75’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 1%

Vritraxion is the embodiment of cosmic order, the radiant Star Dragon who codified the pacts that bind dragonkind. His body is a lattice of luminous crystal and stellar fire, and he enforces balance with absolute resolve.

Breath Weapons (3/day each):

  • Stellar Disjunction – Cone 8", dispels all magic and slows chaotic creatures for 1 turn
  • Law Pulse – 40' radius; chaotic creatures save vs. spell or be banished for 1d6 turns
  • Prismatic Flame – Line 10", 90 hp radiant/fire damage, save vs. breath for half

Spells: Casts 3 spells per level (1st–8th); chooses spells related to binding, banishment, light, and planar control.

Aura of Command: All dragons within 240’ must save or be affected as command or geas, lasting 1d4 turns.

Summoning: May summon 2d6 lawful dragons or planar creatures from the planes of Law once per day.

Lóngzihua

The Moon Pearl, Dragon of Chaos and Storms

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –2
MOVE: 12” / 30” (fly) / 18” (swim)
HIT DICE: 30 + 240 (375 hp)
% IN LAIR: 70%
TREASURE TYPE: H ×4, I ×3, N, O
NO. OF ATTACKS: 6 (3 bites, 2 claws, 1 tail) or by breath/spell
DAMAGE/ATTACK: 3–18 / 3–18 / 2–16 / 2–16 / 3–24
SPECIAL ATTACKS: Breath weapons, illusions, spells
SPECIAL DEFENSES: Displacement aura, blur effect
MAGIC RESISTANCE: 65%
INTELLIGENCE: Genius
ALIGNMENT: Chaotic Neutral
SIZE: L (70’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 10%

Lóngzihua is a brilliant, serpentine dragon whose every movement paints the sky with color and thunder. Her coils shimmer like pearl and stormcloud, and her presence warps fate and form alike.

Breath Weapons (3/day each):

  • Prismatic Mist - Cone 8", causes confusion, mirror image, and color spray effects
  • Storm Spiral - Line 10", 10d10 lightning + concussive force (save vs. breath for half)
  • Moon Pulse - 40' radius; all within must save or go berserk for 1d6 rounds (chaos effect)

Spells: 2 spells per level (1st–8th), focused on illusion, weather, charm, transformation.

Special: Can polymorph at will, and once per day can reshape terrain within 120’ (as hallucinatory terrain + move earth).

Displacement Aura: 50% miss chance from melee attacks.

She can also cast illusions, mirror image, polymorph self, and feeblemind once per day each. 

Anantanatha

The Opaline Coil, Dragon of Deep Time, and Balance

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –3
MOVE: 6” / 21” (fly)
HIT DICE: 31 + 248 (390 hp)
% IN LAIR: 85%
TREASURE TYPE: H ×4, I ×3, N, O
NO. OF ATTACKS: 5 (2 bites, 2 coils, 1 tail) or by breath/spell
DAMAGE/ATTACK: 3–18 / 3–18 / 2–20 / 2–20 / 3–30
SPECIAL ATTACKS: Breath weapons, dream magic, entropy field
SPECIAL DEFENSES: Time suspension aura, magic resistance
MAGIC RESISTANCE: 70%
INTELLIGENCE: Supra-genius
ALIGNMENT: True Neutral
SIZE: L (80’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: Never

Anantanatha, the World Coil, slumbers beneath the roots of all reality. His voice echoes in dreams, his coils define time, and his presence ensures the turning of the Great Cycle. He is impartial, inexorable, and eternal.

Breath Weapons (3/day each):

  • Entropy Cloud – 40’ radius; creatures age 1d10 years (save negates), magic items must save or be destroyed
  • Balancing Breath – Line 12", 10d8 damage to all summoned/extraplanar beings (save for half)
  • Chrono Pulse – Cone 8", save or be suspended in time for 1d4 turns (temporal stasis effect)

Spells: 3 spells per level (1st–8th), typically divination, abjuration, or dream magic (e.g. legend lore, astral spell, time stop, foresight)

Special: Aura of Stillness: Spellcasting within 60’ requires a save or is delayed 1 round

Dream Gaze: Once/day, forces target into a dream-vision for 1 turn. Target is incapacitated for the duration while they see visions of their past and possible futures.

May commune with any spirit, even across time.

He may also cast legend lore, commune, astral projection, and dream once per day each.

Bahamūt
The Platinum Dragon, King of Lawful Good Dragons
The Silent Pillar, The World-Serpent of Light

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –3
MOVE: 9” / 24” fly / 6” swim
HIT DICE: 30 + 240 (375 hp)
% IN LAIR: 75%
TREASURE TYPE: Special (H ×4, I ×3, R, S, T, V)
NO. OF ATTACKS: 3 or by breath/spell/special
DAMAGE/ATTACK: 2–16 / 2–16 / 6–72
SPECIAL ATTACKS: Breath weapons, divine spells, shapechange, fear aura
SPECIAL DEFENSES: Magic resistance, immunity to evil magic
MAGIC RESISTANCE: 75%
INTELLIGENCE: Supra-genius
ALIGNMENT: Lawful Good
SIZE: L (72’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 1%

Bahamūt is the Platinum Dragon of Heaven, a radiant being of sublime peace and immense power. He dwells in the Citadel Behind the East Wind, said to drift between the Elemental Plane of Air and the Seven Heavens. His vast form gleams like a storm of pearl and silver light; when he breathes, stars flicker and silence falls.

He is the immortal foe of Tiâmat, whom he cast into the Deep in ages past. Though he rarely intervenes directly, his arrival signals the end of great evils and the restoration of cosmic harmony.

Bahamūt may choose between physical attacks, divine spells, or breath weapons each round.

Physical Attacks: 2 foreclaws (2d8+6 each), 1 massive bite (6d12+8), Tail sweep possible if airborne (3d10+6, 180° arc, save or fall prone).

Breath Weapons: (3×/day each), Freezing Wind Cone (8" length, 3" base), 10d8 cold damage, save vs. breath for half.

Celestial Vapor Cloud (40' radius). Save vs. breath or become gaseous (as gaseous form) for 12 turns

Voice of Disintegration (12" line), 10d10 force damage, save for half. Structures suffer full effect.

All saving throws vs Bahamūt’s breath weapons are made at -3.

Special Powers

Fear Aura: All evil creatures within 120' must save vs. spell or flee in panic (as fear).

Shapechange: Can assume the form of any creature or object at will (as shape change).

Summon Allies: Once per day, summons 1d6 gold dragons or 7 celestial canaries (each a disguised ancient gold dragon of max age and HD).

Aura of Grace: Allies within 60' receive +2 on saving throws, protection from evil, and regeneration 1 hp/round.

Spellcasting

May cast any spell (arcane or divine) of levels 1–8

Spells per day: 3 per level

Casts as 20th-level spellcaster

No verbal/somatic/material components required

Most often chooses dispel evil, true seeing, heal, blade barrier, holy word, gate, and wish.


Monday, April 14, 2025

Monstrous Mondays: Monsters of the Left Hand Path

Monsters of the Left Hand Path
"It is an oft spoken truth that were you find witches you will also find demons."

 Late post today. Doing taxes. Yeah last minute, the Government will get my money when I am ready, not before.

Still doing the layout for The Left Hand Path Witch. I love how it is all coming together. I thought I would share the list of all the demons, devils, and other creatures you will find in this book. My goal here was to have the demons and other creatures I enjoyed from my Advanced books, but play them in Basic games.

While I want to cleave close to the classic roots of the game, I also want to make my own changes. These are changes based on the readings I have done and the way my own games have evolved over the years.

I have used OGC creatures to smooth out the translations, even if the execution ends up a little different (look at you, one-headed Demogorgon).

So here are the creatures to look forward to.

"The Usual Suspects" Demon Line-up JE Shields art
"The Usual Suspects" Demon Line-up JE Shields art

Dæmon

Apollyon, the Oinodæmon
Cacodæmon
Derghodæmon
Guardian Dæmon
Hydrodæmon
Messodæmon
Nyctodæmon
Piscodæmon
Tarwani (Malzeth, etc.)

Demon

Abraxas
Achaierai
Akelarre

Babau
Balor
Baphomet
Camazotz
Cambion
Demogorgon
Dretch
Fly Demon
Fraz-Urb'luu
Gargantua
Glabrezu
Gog and Magog
Hellephant
Herzrou
Incubus
Juiblex
Kostchtchie
Manes
Marilith
Mezzalorn (Wasp Demon)
Nabassu
Nabassu, Mature
Nalfeshnee
Orcus
Ördög
Quasit
Rekhet A'at Khetepu
Reshkanu
Shadow Demon
Shaniezak
Spider, Demonic
Trickster (Imposter Demon)
Vanth
Vrock
Zsusr

Devil

Aamon
Aeshma (Pit Fiend)
Asmodeus
Astaroth
Baalzebul
Barbed
Bartzabel
Belial
Bone
Buer
Cimeris
Dīs Pater
Erinyes
Geryon
Hellcat
Hellhound
Horned
Ice Devil
Imp
Kôkabîêl
Lemure
Malarea
Mammpn
Mephistopheles
Nupperibo
Paimon
Titivilus

Eodemon

Ammit
Apep
Dagon
Drauga
Gallû
Girtablullû
Leviathan
Pazuzu
Tiâmat
Tsathogga
Umu
Utukku

Independent Fiends

Ahriman (Angra Mainyu)
Sons of Ahriman
Iblīs
Nightmare
Rakshasa

Lilim

Batibat
Empusa
Lamashtu
Lamiae (Lamia)
Lilith
Lilitu
Mara (Night Hag)
Mazziqin
Mormo
Succubus

Mephit

Brimstone
Fire
Lava
Smoke
Steam
Water

Tarterian (Demodand)

Shaggy
Slime
Tarry

Yaoguai

Hóu Yaoguai (Monkey)
Hǔ Yaoguai (Tiger)
Niú Yaoguai (Ox)
Shé Yaoguai (Serpent)
Shǔ Yaoguai (Rat)



The Left Hand Path Witch



Friday, January 10, 2025

Character Creation Challenge: Yoln Serpeus

Yoln Serpeus
 Every so often, there is a character who jumps off of the pages of their character sheet, and they take on a life of their own. They go beyond mere numbers, and listings and references to page numbers. They become a real character. Yoln Serpeus was one such character.

He began life as one of the main antagonists in our Great War/War of the Dragons. He was the head of Hell's Armies and a vassal to Mephistopheles. This was the campaign we were running then ended our worlds and a new combined world (which I would later equate with Mystoerth) was formed in the ashes. 

Honestly, I can still see it now. Yoln, clad in all jet back plate, riding his giant ware chariot being drawn by three dragons.  He had already killed many characters, including Morgan "Raven" Ebonflame and Johan Werper III. Though one of the survivors was Larina. (CY 813-818).

Yoln was defeated and he was pulled into the Hells, with Raven in tow it was believed. My other character, Nigel Blade, seeing his daughter pulled into Hell, vowed to follow him and kill him himself. 

I would not resolve that arc until 2001-2003 when Yoln became the primary big bad for my Buffy campaign, The Dragon and the Phoenix, as the "Hand of Leviathan." Nigel did not kill him, but Buffy did in "No Other Troy." Though I will admit, I forgot his last name and misremembered it as "Shadowreaper." But Yoln would use Worluk's nom de guerre.

Back in 1988, Grenda and I revisited Yoln in his earliest days as a human Paladin just prior to his fall in an adventure, "Where Evil Seeks," we were writing to submit to Dungeon Magazine. I have three different versions of that adventure here now. I might dust it off some day.  Anyway, in that "human" Yoln is only 13th level. That seems more reasonable.

It is not an exaggeration that Yoln and the hunt for Yoln from 1987 to 2003 had a HUGE impact on what would become NIGHT SHIFT. So it only makes sense that I should do his stats for Wasted Lands, the "D&D of NIGHT SHIFT."

I am going to cheat here and give Yoln a heroic touchstone at every level instead of every other level. It's a bit much (every other level is a bit much), but he has earned them.

This Yoln is only slight human now. He is becoming an infernal creature and will soon lead Hell's armies. 

Yoln from City of Heroes
Yes. That is Yoln in 'City of Heroes.'
Yoln Serpeus

Class: Divine Infernal Warrior (from NIGHT SHIFT)
Level: 13
Species: Human (Infernal)
Alignment: Dark Evil
Background: Cult

Abilities
Strength: 18 (+3) A
Agility: 18 (+3) 
Toughness: 17 (0) N
Intelligence: 19 (+3)  
Wits: 17 (+2) N
Persona: 17 (+2) 

Fate Points: 1d10
Defense Value: -1
Vitality: 64
Degeneracy: 33
Corruption: 7

Corruption Effects: His eyes glow, his body is decayed, and he must live inside his armor. Can't enter holy lands or buildings. 

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +5 (base), +3 (STR)
Ranged Bonus: +5 (base)
Saves: +5 to all Wits and Persona Saves

Infernal Warrior Abilities
Sixth Sense, Cause Injury and Illness, Supernatural Attacks, Protection from Good, Command Undead (level 8), Spot Hidden (1-3 on d4).

Infernal Abilities
Takes x2 damage from Chosen Ones and Celestials. 
Arcane Powers: Beguile, Domination, Enhanced Senses, Incubus, Shadow Walking, 

Heroic/Divine Touchstones
1st Level: Psychic Ability: ESP
2nd Level:+1 to melee attacks
3rd Level: Psychic Ability: Bio-feedback
4th Level: Unique Mode of Attack: Soul Sever (Persona)
5th Level: Favored Weapon, Sword
4th Level: +1 to hit with Soul Sever attack
7th Level: Extra Attack
8th Level: Favored Enemy: Chosen Ones
9th Level: Special Attack
10th Level: Smite
11th Level: Great Attack (Toughness added to Soul Sever)
12th Level: Great Smite
13th Level: Spell Resistance 20%

Heroic (Divine) Archetype: Death

Gear
Longsword ("Pillager"), Full plate armor.

He is a monster. I mean, yeah, all these characters are charmingly Munchkin, but Yoln here is just plain scary. 

Yoln in the Wasted Lands

This is the starting point for Yoln, my D&D stand-in. This is the Yoln I stated above and one that Grenda and I created. Yoln belongs in the Wasted Lands, but he won't stay there for long.

Yoln in NIGHT SHIFT

In truth, Yoln is my first-ever NIGHT SHIFT Big Bad. Yeah, I ran him under the Buffy/Unisystem rules, but that game informed and shaped me to a point where NIGHT SHIFT became an inevitability.  Maybe one day I'll rerun "The Dragon and the Phoenix" as a NIGHT SHIFT adventure, but it has been 20+ years now.

Yoln in Thirteen Parsecs

Yoln was killed once by Morgan. He was killed again by Buffy. Could he still be around somewhere out near the Solar Frontier? Never say never I guess! Could his lifeless appearing armor be out there, floating in space, waiting on some happless ship passing by to bring it into their cargo hold? What happens when an ancient hell knight awakens and attack a crew armed with plasma rifles? I don't know.

Interestingly enough. While digging through my archives on this guy I found his Buffy/The Dragon and the Phoenix stats!

Yoln, The Pillager, The Pit Fiend, The Hand of Leviathan, The Shadowreaper

Yoln: So Slayer. You brought an army to defeat me? (another swing)
Buffy: No. (a parry. Then, wielding the spear with both hands, she swings and knocks Yoln back.) I brought two.
The army of demons continues running while a legion of angels flies up and over them to join in the attack.

Character Type: Human/Demon Big Bad

Attributes
Strength 9
Dexterity 8
Constitution 10
Intelligence 4
Perception 4
Willpower 12 

Ability Scores: Muscle 14, Combat 17, Brains 13
Life Points: 64
Drama Points: 10

Qualities: Fast Reaction Time, Hard to Kill 6, Honorable (Rigid), Nerves of Steel
Drawbacks: Adversary (just about everyone) 6, 

Combat Maneuvers

Name Score    Damage   Notes
Dodge 17 - Defense action
Grapple 19 - Resisted by Dodge
Kick 16 14 Bash
Punch 17 13 Bash
Big Ass Sword   19 31 Stab/slash; two-handed

Damn. He was even a beast here.

Thank you, Grenda, for developing such a memorable character with me. Gods, this was a lot of fun to do this one. I'm listening to RUSH, Krokus, BÖC, and Ronnie James Dio in your memory tonight.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


Friday, April 26, 2024

#AtoZChallenge2024: W is for Witch

 Of course, I was going to do this.

I talk a lot about witches here. I mean a crazy amount. It is by far my most commonly used post-label. I am obsessed, and I don't apologize for it.

Witch Books

"What is it with you and Witches?"
- My mom, some years back.

I think if I have to point to something in my childhood it was the Wicked Witch of the West. My parents said I was frightened of her when I first saw The Wizard of Oz. I was likely 3-4 at the time. But I don't think scared was the right word. Fascinated. Enthralled. Spellbound. Those are the words I would use. 

We had an old "Wonderful Wizard of Oz" book back when I was a kid. I was younger than five. I know this because we had moved into a larger house and these memories are in the older house. Yes...I know memories are fluid, but I am 99.98% confident of this one. I remember looking at pictures of the WWotW in this book and those are the ones I loved the most.  

I remember Witchie-Poo from "HR Puffinstuff," but I never really liked her. Any time a witch appeared on a TV show, I was excited.

Then there was Angelique Bouchard of "Dark Shadows."  Played by Lara Parker in the original series she was blonde, sexy, and wonderfully evil. I loved her.  She would be played by Lysette Anthony in the 1991 reboot, and by Eva Green in the otherwise awful 2012 movie. 

This began a love affair that has lasted my entire life. I can't explain it, and honestly, I don't feel the need to. 

So, how does this relate to Dungeons & Dragons? Glad you asked!

Witches in Dungeons & Dragons

My history with D&D is a long one, and it began in 1979, when I first read the AD&D Monster Manual. Soon after I was able to get my hands on a poorly Xeroxed copy of the Holmes Basic book. And what treats did I find?


Holmes Witch in AD&D

A witch class? A proper Witch?

Of course, by the time I saw this in late 1979/early 1980, the AD&D Player's Handbook was already out, and there was no witch class. All those others were there, but no witch. 

That was fine; I had so much to do that I didn't even notice its absence. However, I did notice something. Around age 11 (1981 or so) I began making characters that had a decidedly "witch" cast to them. A Pagan cleric, an alluring Illusionist, and then I made "Marissia" (yes, that is how I spelled it).

I have called Marissia my "First Witch."  She wasn't, but she is the first one I committed to paper as a witch. Her name comes from me mishearing the Jerry Reed version of "Pretty Mary Sunlight."  I thought he was saying "Pretty Marissa mine."  Hey, I was young and I am certain I had heard it from The New Scooby-Doo Movies.  In fact, a lot of my early ideas about witches came from Scooby-Doo. It is also very, very likely I based her and her name also on Millissa Wilcox, The Ghost Witch of Salem, from the Scooby-Doo episode "To Switch a Witch." An interesting episode since it featured a gravestone for the witch with a Leviathan Cross on it.   I mean seriously, a goddamn Leviathan Cross in 1978? That was a ballsy move on the eve of the Satanic Panic.

Millissa Wilcox, The Ghost Witch of Salem, from the Scooby-Doo episode "To Switch a Witch."

Eventually, all of this would take me to 1986 the year I made my first witch class for AD&D. I have documented this time and again here, but it corresponds to my first proper witch character, Larina.  She is the character I also use for my own witch experiments in other games.

I first rolled her up in July of 1986. At first, she was a "magic-user," and I would play her like a witch. She had a few adventures that year, but that was also when my then DM was heading out of town, and I was getting ready for my senior year at high school. 

Then Dragon Magazine #114 came out in October, and it had its own Witch class. 

I read it all over and wondered how or if I should convert her. The answer became obvious to me right away. She was a witch, only pretending to be a wizard so she could go to Glantri's School of Magic. I kept her magic-user levels and then went on to advance her as a Dragon #114 witch. In the game, I said she ran out of money to keep going, so instead, she got a job at the library in hopes of paying her tuition. 

I updated her sheet and declared her birthday was October 25, but she tells everyone it was October 31st.

I have since used witches more and more in my games and I even wrote all these books about how to play witches in D&D, each one looking at a different sort of witch. In my mind, each of these different types was called a Tradition, and each Tradition was reigned over by a Witch Queen.

This has also led to my use of various Witch Queens and my campaign The War of the Witch Queens.

Honestly, there is too much to say in one post on this subject. But if witches are your thing then you have come to the right place.


Tomorrow is X Day, and I am going with something that is new to me as well! The crime lord Xanathar.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.



Thursday, January 25, 2024

Review: FR2 Moonshae

FR2 Moonshae
 Today, I begin my journey into the Forgotten Realm properly. But even a journey as epic as the Realms needs to start out small and, for me, local. I have my guide. Now, grab some guidebooks. But which ones?  Well that part is easy. I will review the Forgotten Realms books I have on hand, literally and figuratively. I will just review the physical books and boxed sets I have here. I might buy more in the future, or I might not. I might seek out some books on purpose, others, well, maybe I found a reasonable price on them.

Up first will be a book I bought years ago (from Castle Perilous!) because I knew if I ever "did the Realms," this is where I would start.

FR2 Moonshae

by Douglas Niles, Print and PDF. 64 pages, full color, dual-sided map. 1987.

For this review, I considering both my original version and the PDF from DriveThruRPG.

Ok, why am I starting with a supplement and one not even from Ed Greenwood himself? Simple, the Moonshae islands were always that one bit of the Forgotten Realms I was really fascinated by. It was also where I knew I would set my native Realms in. It felt close enough to the Irish and Celtic myths I loved while still being "D&D" enough.  I knew enough of the history of this and the Moonshae novels by Douglas Niles to make this worthwhile to get. But I am getting ahead of myself here.

In the AD&D 1st Edition Players Handbook, Gary Gygax had this to say about Druids:

"Druids can be visualized as medieval cousins of what the ancient Celtic sect of Druids would have become had it survived the Roman conquest." - PHB, p. 21

The Moonshae Isles can be viewed as the British Isles if the Celts, the Britons, and all the rest had thrown Rome out in 55 AD.  We know that Douglas Niles was working on a Celtic-themed set of books and a new campaign setting in the mid-80s. He brought over his collection of islands, and Ed Greenwood tossed out what had been his Moonshae (or whatever was there) and used Niles' for the publication version of the Forgotten Realms. This book acts as an overview and a Gazetteer. 

The book is divided into three major sections, plus an Introduction and Appendices. 

Moonshae book and map

Introduction

This covers a bit of fiction that connects it to the Moonshae novels, particularly Darkwalker on Moonshae. I started the novel a couple of times but never got through it.  You don't need to know anything about it, though, to use this book.

Moonshae Overview

This covers the Moonshae Isles and the sorts of characters and Characters, as well as the folk and Fflok, you will meet there. It makes a very good case for this to be the starting point of the adventures. Since, to my very limited knowledge, this is the western most point on the Forgotten Realms maps at this time. You can travel east and see the entire world. 

The races are AD&D standard, but I already feel some differences here from, say, Greyhawk.  There is a good section on common conflicts. This appeals to me since one on my favorite themes to deal with in games is the waning of Paganism and the rise of Monotheism in Western Europe. The Moonshae has this theme baked in with its Druids vs. Clerics and Ffolk vs. the Northmen.

Humans are divided up into the previously mentioned Fflok (think British pagans) and the Northmen (think Norse/Viking raider pagans). There is an uneasy truce here now. I can't wait to see if this boils over or if they take a page from our world and just settle down. One of the reasons you are reading this in English now. This is illustrated with a map of the political borders, which Elminster tells us are constantly in flux in the book. 

We get another map of trade routes within the islands and to the Sword Coast mainland. Some tables on weather (it's a lot like Chicago to be honest) and lots of great random encounter tables.

The Moonshae book effectively makes the "low level" adventuring interesting where a Giant Stag is big opponent, but you could also see goblins or a faerie dragon. The Celts book for AD&D 2nd Edition would do the same thing very well. Honestly that book could be used with the Moonshae with no problem whatsoever. 

Deities of the Moonshaes

I will give Niles and TSR credit, they didn't stick a narrowly defined idea of what a god might be. The main Goddess of the Moonshaes is The Earthmother. We are told she is an aspect of the Goddess Chauntea who the rest of the Realms sees as an agricultural goddess. The Ffolk, though, do not see her like that. To them she is The Goddess. Embracing a bit of the revisionist views of British Paganism but I like it, and more to the point it works well here. If Gygax can say what he did about Druids above, then this logically follows. The Goddess has three children. The Leviathan, a gargantuan whale, Kamerynn, a large unicorn, and the Pack, a pack of wolves. All have been endowed with special qualities by the Earthmother and are her eyes and ears in these lands. There is also evil here in the form of Kazgoroth, the Beast. Who looks a bit like a wingless dragon. 

Specific Locales of the Moonshaes

This covers a dozen or so locations. Parallels can be drawn from many of these to locales in British and Irish myth and legend. And honestly, that is fine. It made figuring out where to start my grand adventure even easier. I mean I could be wrong but Callidyrr is our stand-in for Camelot, Corwell is Cornwall, Moray is like a smaller Ireland or a larger Ilse of Man, and so on. Now there are some interesting additions. What if the Vikings, when raiding, decided to set up in Scotland or Ulster and kicked everyone else out? Well, you might have had something like Norland.  I imagine the AD&D 2nd Ed Vikings Campaign book would be useful here as the Celts one was for the southern islands. 

Other areas are detailed like Myrloch, the large inland lake/sea in Gwynneth in the south and Synnoria, the land of the Llewyrr Elves. There is even Flamsterd, an island of Magic-users. You know I am heading back there sometime. 

Moonshae book

The Appendices

Appendix A covers some campaign themes for the Moonshaes, not that I need any more at this point! But it does include a note on how to bring in the module N4 Treasure Hunt into the Moonshaes, which is great really. 

Appendix B gives us some unique items of the Moonshaes. 

Elminster's Notes

There are a lot of those here. If you were to take them out, there only be about 32 pages. But they set the tone of the book and the land well. We are new here but not new to D&D so Elminster's eyes are a perfect substitute for our own. 

The maps look great and should be compatible with the clear hex grid from the Forgotten Realms set. 

A much more pleasurable work than when I first read it way back in the early 1990s. The whole "Ffolk" thing with the two "f"s bugged me, but I got over it. You could build an entire campaign and never leave these islands. Which is not what I am going to do since there is so much more out there.

Sinéad's Perspective

So, I am going to look at the people and places of this product through the eyes of my bard Sinéad. Much like Greenwood does with Elminster, she will be the eyes and ears in which I see the Realms. But I am not going to give you long-winded journal entries. That's Ed's and Elminster's thing. 

Choosing the Moonshaes as my first product and choosing the Moonshaes as the home of Sinéad makes a lot of sense together. These lands feel familiar to me. I have read hundreds of tales of Celts and Celtic heroes and monsters. Nearly as many tales of the Norse and Vikings. Tons on the Rise, Fall, and Rise again of the very particular British form of British Paganism.  I have never been here, but I know it well. Much like Sinéad, I am leaving this place. Maybe it is too early, but certainly, I will have to come back here. 

Final Thoughts

I am not sure if it was planned or not, but this does feel like a perfect place to start your adventures in the Forgotten Realms. By today's standards, the book is a bit light on the crunchy game stuff. No new spells really or specialized sub-classes. But that is fine; the fluff more than makes up for it all. 

Monday, August 14, 2023

Monstrous Monday: Leviathan, updated

I thought today's post would be an excellent follow-up to this morning's RPGaDay post and last week's Gargantua post. 

Leviathan
Leviathan, ready to consume a world.

I have been thinking a lot about demons and how I want to use them in my various old-school games, which at the moment are OSE-B/X and NIGHT SHIFT.  So naturally, I was going to get to one of my biggest big bads, Leviathan, since he has a history in my D&D games and my modern supernatural horror games. 

It began really around 1986-1987 when my high school DM and I were gearing up for our world ending campaign we were calling "The War of Dragons" and sometimes just "The Dragon Wars."  For this I did a lot of research, or what I could do in the various books on mythology at our local library, on the end of the world myths. So I read a lot about Ragnarök, Revelations, and other myths. Many had a common theme or thread of a great monster coming to Earth to destroy it only to be stopped by the forces of good. I also thought this was a good thing to do with our game. Tiamat was the obvious choice, so in my youthful hubris, I rejected that. 

Later on, as things in the real world changed (most obviously, I could still get some games in over college breaks), we expanded some ideas.  My "big bad" became more demonic/hellish as I began to "incorporate" (aka steal) ideas from the Hellraiser movies. This is where Leviathan enters into the picture. While up to this point, the big bad was only known as "the Beast of the Apocalypse," Leviathan gave me a name.

Years later, I would revisit the Dragon Wars and make it a bit of history for my WitchCraft/Buffy RPG epic "The Dragon and the Phoenix."  One of my AD&D characters, Raven Ebonflame (named for Raven Swordmistress of Chaos, whose books I had not read yet.) Raven (my Raven) was, for practical purposes, a Vampire Slayer. I would make here one in name for my Buffy RPG and have her final battle with Yoln (the Hand of Leviathan) and Leviathan, the catalyst for this new game. 

It worked wonderfully

While I was more than happy to let Raven and Yoln rest. Leviathan kept coming back to me. Demanding something be done.  I re-introduced him as an Eodemon and later put up some stats for him that I was never 100% happy with.  Today is my day to revisit these.

Leviathan
Gargantuan Dragon (Evil, Eodemon)

Frequency: Unique
Number Appearing: 1 (1)
Alignment: Chaotic [Chaotic Evil]
Movement: 90' (30') [9"]
  Fly 240' (80') [24"]
  Swim 300' (100') [30"]
Armor Class: -6 [25]
Hit Dice: 25d8+125********* (238 hp)
 Gargantuan: 30d20+125********* (388 hp)
To Hit AC 0: 5 (+14)
Attacks: 5 bites or breath weapons
Damage: 3d8+7 x5 or Breath Weapon
Special: Breath weapons, capsize, digestive acid, swallow whole, dominate and summon water-borne creatures,+3 or better weapon to hit, immunity to fire, electricity, and poison, magic resistance (100%), telepathy 100 ft.
Save: Monster 25
Morale: 12 (NA)
Treasure Hoard Class: None
XP: 31,503 (OSE) 30,500 (LL) 8,600 (S&W, CL 34) 11385 (BF)

Str: 23 (+5) Dex: 18 (+3) Con:  23 (+5) Int: 20 (+4) Wis: 18 (+4) Cha: 18 (+3)

Tiâmat and Leviathan
Tiâmat and Leviathan

This demonic monster appears to have the worst features of hydras, dragons, and sea monsters, all with demonic qualities mixed in. Leviathan often appears to have the body of a giant sea creature with webbed limbs ending in wicked-looking claws. A long tail is used for swimming, and anywhere between five and seven heads (accounts differ). Each head has a mouth filled with razor-sharp teeth and appears to be some combination of dragons but no particular dragon (i.e. there is not a "red dragon" head). 

This monster is believed to be the oldest of all the Eodemons.  Leviathan is so ancient that even other demons seem in awe of “his” age and power.  It is assumed that it is a "he," though there is no evidence to suggest either way. Leviathan exists only for one purpose; to feed.  Leviathan is drawn to worlds with strong magic and powerful magic users. Here he spends his time in the deepest parts of the oceans of these worlds, where he begins to feed. After devouring 800,000 levels/hd of magical life, Leviathan will be strong enough to destroy the entire world.  From there, he moves to a new world where he rests before starting the cycle anew.

In physical form, which many believe is only a material projection of Leviathan's true form in the Astral plane, attacks with its five heads. The heads vary in color and shape from encounter to encounter due to the chaos this monster is birthed from.  The heads have the following powers. Charm: The first head's breath weapon is one of charm and domination. All creatures within a 120' long cone (60' wide at the end of the range) are Dominated. Creatures below 6 HD/Level have no save. Creatures from 6 HD/levels to 9 HD /Levels save at -2. A failed save means the affected creatures follow Levithan even to their deaths. Only a Wish or similar magic can reverse this.  Plague: This head belches forth a gout of flying insects that consume as per the Creeping Doom spell.  The cloud is 50' in radius. Leviathan is immune to these attacks. Famine: This cone-shaped breath weapon causes hunger and thirst among any who fail their save. Victims permanently lose 2d8 hp and 2 points of Constitution. Only a Wish can reverse these effects. War: This head belches forth a gout of burning blood that sticks to skin and burns. It does 6d8 hp of damage (save for half) to everyone in the affected area, a line 120' long and 5' wide. Death: The last head always appears to be a rotting, corpse-like head of a dragon. The head's breath weapon is a cloud 60' in radius where victims have to save vs. Death or die.   Two other heads are rumored to appear when Leviathan is at his greatest power, but their powers are unknown, save they can speak in melodious voices.  Regardless of function, each head can bite for 3d8 hp of damage.

Additionally, Leviathan has the following powers. Capsize: Due to his large size, he can capsize any water-based craft on a successful roll to hit. Swallow whole: Any critical hit roll of a natural 20 by a head will result in a swallow whole.  Digestive acid: The acid in Leviath's many stomachs is so strong that once swallowed whole, the victim will take 4d8 hp of damage per round. Dominate and summon water-borne creatures: While in an ocean or sea, Leviathan can summon and control any water-based creature. Intelligent humanoid creatures like sea elves or tritons are allowed a saving throw. Leviathan's hide is so thick that +3 or better weapon to hit. He also has immunity to fire, electricity, and poison, magic resistance (100%), and telepathy 100 ft.  He speaks the languages of demons, devils, and of the primordial gods.  

Leviathan is an Eodemon, the oldest of all demonic beings. Some occult scholars claim he is the first consort to Tiamat but has since left her due to how envious he was of her power.  Despite his appearance, he is not worshiped or honored by dragons. 

Leviathan as a Patron: Powerful Warlocks that share Leviathan's desire for the destruction of magic and the world can become his Exarchs. The Hand of Leviathan and the Voice of Leviathan are his heralds. The Hand appears first to destroy and sacrifice powerful spell casters. The Voice proclaims the return of their lord and opens the gate to allow Leviathan to swallow the world whole. Killing these heralds does not stop the coming of Leviathan, but it does slow him down. When Leviathan destroys a world, these exarchs and his warlocks are destroyed with it.

--

I am pretty happy with this. I might need to tweak the bite damage a bit. 

Links


#RPGaDay2023 Favourite CONVENTION purchase

 There have been a few to be honest. But my most memorable was the purchase of the Mage Knight Apocalypse Dragon back at Gen Con 2011.


Shown here after I got it home with the Aspect of Tiamat and Orcus.  AoT takes up 3x3 squares, Orcus 4x4. The Apocalypse Dragon takes up 7x7.

This beast was originally going to be Tiamat in my games.  But later on WotC would release their own monstrous Tiamat. 

Tiâmat and Leviathan
Tiâmat and Leviathan

What about that Apocalypse Dragon?  I still want to get my money's worth out of him.  So he has been redubbed as Leviathan.  Fitting, given the history my games have had with him.  I will need to revisit my stats for him, though. 

This gives me a chance to use both dragons.

Gen Con 2011 was also the same year I picked up all of the Mayfair Demons sets for AD&D 2nd Edition. I might need to go back to those and see if they had a Leviathan write-up. Might be fun.

I also should adopt as much as possible from the Mage Knight rules.


RPGaDay2023


Thursday, June 30, 2022

One Man's God: Castles & Crusades Gods & Legends

Castles & Crusades Gods & Legends
A couple weeks back I posted a One Man's God using the AD&D 2nd Edition Legends & Lore.  I mentioned at the time that this falls outside of the scope of the original concept of my OMG posts; that is can I take creatures from the Deities & Demigods and re-classify them as AD&D 1st Edition demons. Not historical demons, not mythological demons, but 1st Edition demons.

Since I have spent this week discussing Castles & Crusades I have often talked about how this game is the spiritual successor to AD&D.  Do their books on gods also follow?  Or to be more precise, can I do a One Man's God post on the C&C god books?

When it comes to discussing gods, demigods, and heroes Castles & Crusades is really second to none here. There Codex series, written by Brian Young, is some of the best-researched material for an RPG ever produced.   

Gods and Demons in Castles & Crusades

You are not going to find stats for gods in C&C.  They are not meant to be fought. There are however plenty of gods to encounter. I covered many of these in the various Codex books by Brian Young.

There is also the Gods & Legends book which I'll cover here and use as my basis for this One Man's God.  

Demons are well covered in the Tome of the Unclean from Troll Lords.  Tome of the Unclean follows pretty close to the AD&D standard demon with what I often refer to as "the Usual Suspects," so all the "Type" demons and succubi.  So while I could more properly compare the C&C gods to the proper C&C demons, I think everything is close enough that I can continue with my original purpose of comparing these gods to the AD&D demons.  If there are any differences they are so minor as not to be an issue.  Besides. These are gods and demons we are talking about, there will always be exceptions to the rules.

Gods & Legends

For the purposes of this review, I am considering the PDF from DriveThruRPG. 

PDF. 144 pages. Color covers, black & white interior art. Bookmarked and hyperlinked.  Written by Davis Chenault with contributions by Steven Chenault, Brian Young, Jason Vey, and Todd Gray.

This book largely replaces the Of Gods & Monsters book from a few years back, though it is smaller in size, 144 pages vs 162. I say replaces, but this is a new set of work. The original Of Gods and Monsters was written by James Ward of Deities & Demigods fame.  There are similar gods in both books but this new version is a rewrite of the older work with new entires to work better with the Codex series.

This book is divided into three(ish) large sections.

The Anvil of the Gods

This section covers how gods work in a Castles & Crusades game, how the Castle Keeper can play them, and how the characters can relate to them. This section also gives advice on designing a pantheon. Unlike the original Deities & Demigods that seemed to want to shy away from religion, this book acknowledges it and all the myriad combinations (within the space of this book) religions can take.  The focus here though is not a religious academic text (and Troll Lords has at least two people, Young and Vey, on staff with graduate degrees in religious studies, literature, and history) but more on how these manifest and work in an RPG, and in Castles & Crusades in particular. To this end there is advice on how to run and play gods and how they should interact with the PCs. 

Common deific abilities are defined with Greater, Lesser, and Demi-god statuses. Details are given to how the gods relate to the clerics and paladin classes, alignments, and other archetypes.  Holy symbols and characters with divine traits are also covered. Divine traits include the healing touch.

Of the Gods

This is the largest section of the book, detail-wise. This covers what could properly be called the Gods of Aihrde, the Castles & Crusades campaign world.  A brief overview of the basic deity characteristics is first. Up first are the human gods of Aihrde. This is the section that is most like the older Of Gods and Monsters book.

Gods of Aihrde

Some sections are the same as in the older book, many do look to be rewritten.  The art is used from the older text but I do not see an issue with that. Many gods here get more text as well.  Many of the Aihrde gods take cues and ideas from Earth gods. This is also not a big deal and in fact no different than the gods of the Forgotten Realms. In fact I am going to go out on a limb here and say the process to create these gods (from the Chenault home games no doubt) was very similar to what Ed himself did when he created the Forgotten Realms Gods.  Maybe one day I need to go through this pantheon and the Forgotten Realms ones and see what gods they have in common.  The obvious "Earth" gods are the All Father (Odin), The moon sisters (Diana, Artemis), Frafnog (Fáfnir, Midgard Serpent), Tefnut, Toth, Unklar (Chernbog), and Wenafar (Titania).  Again, I like seeing this stuff. It immediately gives me a hook.  If Frafnog is the god of dragons and there is a Fáfnir connection beyond the surface then there is a great reason why dwarves hate dragons more than just the Hobbit connection (which is of course drawn from the story of Fáfnir and The Ring of the Nibelung). There is deep religious animosity here. Is this what the Chenaults do in their home game? No idea, but this is what is happening in mine.

Following humans, we get the gods of the Dwarves, Elves, Halflings (LOVE the art of the halfling gods!), Gnomes, and then the humanoids (bugbears, gnolls, goblins, orcs, hobgoblins, lizardmen, giants, ogres, and trolls) there are even dragon deities, fey deities, and gods of mermen and sahuagin.  It is a wide variety and shows some original ideas beyond what we typically think of in the Deities and Demigods, but not quite the level of detail as found in the very focused Forgotten Realms Demihuman Deities book.

All the Other Gods

This "section" is actually many sections, but they are mostly the same format. They cover the various gods and pantheons found in our world and are covered in detail by the Codex series.  Where the Codecies give us a lot of details on the myths and stories of those pantheons, this section just covers game based stats. No stats as in hp and AC, but alignments, worshipers, granted attributes, preferred weapons and the like.  No details on the gods themselves, for that you will need the Codies.

Covered are the gods of the Celts, Greeks, Egyptians, Germans, Norse, and Slavs.

Who should buy this book?  Anyone playing Castles & Crusades and wants to go deep into the mythologies of Aihrde.  Also, anyone that owns the Codies and wants more game content. 

I also say this is a good book for the AD&D (first or second eds.) player/game master that wants a bit more detail on the gods in their Deities & Demigods/Legends & Lore books. Or who just want a different set of or more gods than they currently have.  Indeed the title of the book, Gods & Legends, seems to state that it is a book with the AD&D books in mind.

One Man's God - The Demons of Aihrde

As I mentioned the Demons of Aihrde are already the Demons of AD&D.  But what about the monsters and gods here in Gods & Legends?  Let's see what we have here.

The obvious choices will be the Lesser Gods and the Demigods in terms of the power level near that of the Demon Princes. But I am not going to ignore the odd Greater God if they fit.

For the Aihrde human gods, Frafnog might fit the bill, though he is really powerful. Onduhl is the god of evil beings and has a strong Lucifer or Loki vibe to him.  Unklar looks like a demon and has the Chernobog connection I mentioned above, but he seems more devil-like than demon-like. 

The gods of the Dwarves, Halflings, and Gnomes do not have anyone.  The Elves have Talahnatilia but that is something other than a demon or devil really. 

It is not really to we get to the gods of the humanoids that we find good candidates.

Jarga the Bloodless is worshiped by many humanoid types (gnolls, kobolds, orcs). He is a lesser god and chaotic evil. He is a god of blood and battle. He might or might not be a demon, but he will certainly has their hatred of life. His plane is listed as The Wretched Plains, one of only three gods to claim this plane. 

Bugbear gods here are Chaotic Evil. Hobgoblin gods are mostly Lawful Evil.  This detail tracks with my own personal use of them. Bugbears are goblins with demonic ancestry and Hobgoblins are goblins with diabolic ancestry. So. If I am searching for demons I am going to look towards the Bugbears first. The bugbear gods are both greater gods and don't really fit the AD&D notion of demons. Same is true for the hobgoblins.

Gnolls have been long associated with demons in AD&D through Yeenoghu. Most of these gods are either too powerful (Greater) and/or Lawful Evil.  Here is one of the issues of trying to apply the "rules" of one game on to another. They don't have to follow the same logic or premises. 

Among the Goblins, Beerkzurd could be a demon, a powerful on to be sure. He is Lawful Evil, but he feels more Chaotic Evil really.  He is also one of those gods people pray to not so much to get boons from him, but in order for him to leave you alone.

The Orc gods are quite war-like and many are Lawful Evil. They mostly seem like larger, more powerful versions of orcs. Which I guess can be said about most gods. They are just larger more powerful versions of the people that worship them.

Vasser of Lizardmen is another good choice. Lesser God, chaotic evil, looks like a demon. The same is all true for Grudznar of the Kobolds and Barg of the Trolls. In fact, all three do feel very demon-like. The lack of proper stats are really the only thing keeping me from deciding a definitive yes or no.  Barg though is such an interesting being in a demented sort of way. I wish I had knew of him during my Troll Week a while back.

I am not considering the Dragon gods. They are really their own thing and many listed here do not fit the idea of a demon well. Yeah...I know I have both Tiâmat and Leviathan as eodemons. Plus I mentioned Frafnog above as a potential demon.

Same with the Fey. They are really their own thing. Though in my personal campaign the Fey do war against the demons. So it could be possible a "fallen fey" is a demon (fits what history did to them in our world).  Not an evil fey. A "good" faerie still has more in common with an evil faerie than they do a demon.

Flathin of the Sahuagin also is a good choice as a demon. If we take the myths of Flathin and his sister Trimon it could be that Flathin was "cast down" as the patron of mermen and now is the patron of their evil counterparts, the Sahuagin. He is a chaotic evil lesser god and looks like a giant octopus with 10 tentacles (a decapus?). He grants little to his followers, save for what they get at their religious/war ceremonies.  

Again. I might be extending my One Man's God to the point of breaking.  Let this be a lesson in how scope creep or extending your theories beyond your testable hypotheses is a bad thing.

Other gods from Earth mythologies have been covered in previous postings of One Man's God.

Monday, November 29, 2021

Monstrous Monday: Tiâmat

I have talked about Tiamat since the earliest days of this blog.  No surprise really given my love of mythology and my oldest son's obsession with dragons.  It really is a natural fit for me.  I was working on this post a lot over my Thanksgiving break and I went back and forth on a lot of different ideas.  But circumstances came together and I finally decided, last night, what to post.

My oldest started Descent into Avernus this weekend for his 5e group.  We thought that a nice early Christmas present would be the new Gargantuan Tiamat miniature. 

Tiamat "mini"
The Tiamat "mini." Feiya and Larina for scale.

This thing is, well, gargantuan!

Up till now, we had been using the Aspect of Tiamat, the D&D Icon of the Realms Tiamat, and the Mage Knight Apocalypse Dragon (more on that guy in a bit). The Queen of Dragons enters a lot into our games. 

This also got me thinking about how I handle dragons in my Old-School games.  In particular how I want to handle them in my Basic Bestiary.   Over the years here I have experimented with various ways to present dragons so they are a constant challenge to any party regardless of size or levels.  There have been some really good innovations over the years starting with the dragons in AD&D 2nd Ed and into 21st Century forms of D&D.  I want to capture the best of the best design principles and also allow them to fit into the design I have already been using with my own monster stats.

I am not really 100% there yet.  

But I am at a point where I can present unique dragons like Tiamat (or Tiâmat as I am presenting her).  I still have a few issues to work out, but since I want to get my money's worth out of that figure here she is.

Tiamat
Tiâmat

Gargantuan Dragon (Evil)

Frequency: Unique
Number Appearing: 1 (1)
Alignment: Chaotic [Chaotic Evil]
Movement: 90' (30') [9"]
  Fly 180' (60') [18"]
  Swim 180' (60') [18"]
Armor Class: 0 [19]
Hit Dice: 30d8+240****** (375 hp)
 Gargantuan: 30d20+240****** (555 hp)
To Hit AC 0: -2 (0) (+21)
Attacks: 5 bites + 1 tail lash or breath weapons or spell + special
Damage: 3d6+7 x5, 1d6+7 or Breath Weapons or spell
Special: 
Save: Monster 30
Morale: 12 (NA)
Treasure Hoard Class: Special
XP: 30,250 (OSE) 30,250 (LL)

Str: 30 (+7) Dex: 10 (+0) Con: 32 (+8) Int: 28 (+7) Wis: 24 (+5) Cha: 22 (+5)

Tiâmat is the mother of all dragons, good and evil.  She was destroyed by her grandson Marduk and was cast out.  Formerly a god she now represents the primordial chaos of the deep sea or even the infinite abyss.  For this reason, she is often seen with the heads of all the major evil dragons, Black (Acid), Blue (Electric), Green (Poison), Red (Fire), and White (Cold). Fittingly, the mother of dragons makes her home in the depths of the Abyss in a layer known as  Têhom, or the "deep".  She is also considered to be the mother, or at least the Grandmother, of all evil and chaotic monsters.

Tiâmat can attack with all five heads per round.  Each head can bite, use their respective breath weapons, or use spells. The bite attacks do 3d6+7 hp of damage each, but the individual heads cannot attack the same Medium-sized or smaller victim at the same time.  A Large or larger-sized target can be attacked by two heads at the same time.  Tiâmat can attack up to five (5) separate targets this way.  Each head can also use their respective breath weapons doing 10d8 (45 hp) up to three times per day.  She will typically attack with her breath weapons first, to overwhelm and awe her opponents and then resort to spells and bite attacks.  Tiâmat believes that opponents need to be dealt with in the quickest, most deadliest, of ways.

Her aura of dragon fear is such that all, even true dragons, have to make a saving throw vs. magic or fall under the effects of a Cause Fear spell. This will affect all creatures regardless of HD/level.  Each head can additionally cast a Magic-user/Wizard spell per round in lieu of a physical attack.  The white head can cast 2 first-level spells and 1 second-level spell.  The black head can cast 2 second-level and 1 third-level. The green head can cast 2 third-level and 1 fourth. The blue head can cast 3 fourth, 2 fifth, and 1 sixth-level. Finally, the red head can cast 3 sixth, 2 seventh, and 1 eighth-level spell.  Tiâmat chooses her spells at the start of her day. She typically opts for spells of control, damage, and ones that can summon support. She does not need somatic or material components for her spells, they come naturally to her. 

Due to her size, Tiâmat cannot make claw attacks while on the ground.  She can attack with her foreclaws when she is flying or swimming.  She is immune to charm, hold, mind-affecting magic, and sleep effects.  She is additionally immune to all sorts of poison. She takes half damage from acid, cold, and fire. She also has 75% magic resistance.

As the Queen and Mother of Dragons Tiâmat she is served by five consorts. These are dragons of largest size and greatest age of their respective dragon types, White, Black, Green, Blue, and Red.  Each one is utterly loyal to Tiâmat, failure to be anything but this will result in their immediate death and their skins put on display.  Tiâmat can summon 2d6+1 evil dragons of any type once per day.

Tiâmat's home plane is known as Têhom, or the "deep." Here there are seven distinct areas that represent the preferred habitat of each of the five evil dragon types. Each one is governed over by her consorts. The sixth area is an ocean, so deep and so dark that no bottom has even been seen.  Tiâmat makes her home here along with sea dragons of all sorts. It is rumored that the great dragon Leviathan also resides here. The seventh and last area is an island that Tiâmat often visits. Here her treasure horde can be found. This land is populated only by undead dragons.

Tiâmat as a Patron
Dragon Tradition Witches and Draconic Pact Warlocks take Tiâmat as their patron.  Chaos mages also look to the Mother of Monsters as their patron, inspiration, and even Goddess.  All dragons, good and evil, regard her as their mother or the first of their kind but only evil dragons and dragon-kin worship her. 

--

Notes

I like this stat block quite a lot.  I can look at it though and tell I still need to define my demons and dragons both a little better. There are ideas I want to express that I am currently not doing.

She is a Gargantuan creature.  So because of that, I am going to be using my alternate HP calculations. A gargantuan creature uses a d20 for HP determination, not the standard d8.  Even with this she is at 30 HD so in standard games she ends up with 375 hp. In my games that is boosted to 555 hp.

A bit on that HD.  Yeah, she has 30 HD.  She is big and bad and is not a monster you find on level 20 of some random dungeon. This flows from the level setting I was doing in One Man's God. Tiamat is not just on the top of the scale, she should be the top.  A former Goddess now cast into the Abyss, that means two things for me. One she is powerful and two she should be a demon of some sort.  She is obviously something more. I have her listed as "Gargantuan Dragon (Evil)" but she would certainly also be an Outsider or even a Fiend possibly. She could even be an Eodemon

Alignment.   I have been playing Tiamat as "Chaotic Evil" since I first started reading Chaos Theory back in the 90s. It always made far more sense to me.  Plus she never really fit into the hierarchy of Hell as far as I was concerned.  I do borrow a page from Paradise Lost and say she was there when the Devils fell.  But that was only one of her lairs in the cosmos. 

What about that Apocalypse Dragon?  Well, I still want to get my money's worth out of him.  So he has been redubbed as Leviathan.  Fitting, given the history my games have had with him.  I will need to revisit my stats for him though. 

Tiâmat and Leviathan
Tiâmat and Leviathan

Links

Links to other Tiamat postings here on the Other Side.

Monday, August 16, 2021

#RPGaDAY2021 Day 16 Villain

RPGaDAY2021 Day 16

Having a hero is great, but a hero is only as good as the villain they battle.

Day 16 Villain

Villains are great.  I have talked about villains and big bads, and all sorts of bad guys over the years. 

Who have been my favorites?

Yoln, the Shadow Reaper & Hand of Leviathan

Yoln, the bad guy so nice I used him twice.  He was a human general that rose up through the ranks to become a Pit Fiend and the general of Hell's Army in the Dragon Wars from my 1st Ed AD&D game.  He was defeated there and cast out of Hell into the Astral where he was recruited by the Mad God Leviathan where he became the big bad of my Buffy RPG campaign, the Dragon & the Phoenix.  Is he really dead now?  Who knows. He might be back someday.

But after that I decided that no big bad of central villain would work for Season of the Witch.

Cult of the Dragon

The cult that gave my first campaign with my kids so much trouble. 

Come Endless Darkness

My favorite villains though are demons.  In my interconnected Come Endless Darkness the demons are overtly the bad guys with Lolth and Grazzt giving the Order of the Platinum Dragon so much trouble.  Demogorgon is behind all the cults in the Second Campaign.  And Orcus is challenging all the characters into my Into the Nentir Vale campaign.  But all are being deceived by Asmodeus, with the help of Grazzt.  Asmodeus in turn is being deceived by Tharizdûn.  In the end, Tharizdûn hopes to reign supreme with the devils under his control and the power structure of the demons destroyed.

War of the Witch Queens

My newest campaign deals with the death of the ruling Witch High Queen and the power vacuum that creates.  The villains of this piece are Kalek and Skylla.  I talked about their involvement last year's #RPGaDAY.  I am also thrilled to see that they are getting new minis for the next D&D 5e book.  That set also includes the fan favorite, Warduke.  Maybe I should add him in for nostalgia's sake.

Looking forward to that set as well as all my players coming up against all these great villains.


RPGaDAY2021