LOW LIVES – One Hit Die Foes

Shriveled and shrunken like misgrown children, baglins are faerie miscreants who delight in theft, vandalism, and other forms of petty crime. Most other fair folk shun baglins for their coarse looks and coarser manners, and baglins in turn resent their comelier kin for their ostracism. But they often find work as spies and saboteurs from Unseelie courtiers whose houses have fallen in stature and can’t afford more respectable retainers.

Small fey
No. Appearing: 1d6 gang
HP: 1d6, saves as a thief; baglins have Advantage on saving throws to resist charm and enchantment
Armor Class: Medium (grimy clothes + High Dexterity and small size)
Movement: As a normal human; a baglin can move through spaces occupied by a creature of a larger size without penalty.
Disposition: Surly and uncouth; grudgingly respectful of other fey.
Attack: Sawshank – a jagged knife made from the broken remains of a larger blade (melee +1, 1d4 damage, +1 damage per round until the wound is treated)
Blizzener Bomb: As their action, the baglin hurls a projectile up to 30 feet (ranged attack +3) that bursts in a puff of irritating smoke. A creature struck by a blizzener can do nothing but stagger about, blind and coughing, for 1d4 rounds. A baglin will have 1d6-max hp blizzeners.

I Loot the Body (2d6):
2-3: 1d3 meals worth of pickled toad. When you eat one: if your Constitution score is under 13, you experience hallucinations for 1d8 hours; if your Constitution 13 or higher, you feel pleasantly buzzed for 1d8 hours.
4-5: A tin flute that only makes fart noises no matter what you song you try to play.
6-8: A pouch of semi-precious stones, worth 1d10 silver
9-10: A piece of stolen bric-a-brac (candlestick, ashtray, fountain pen, etc.) worth 1d10 gold.
11-12: A note, containing salacious and/or incriminating information, written on the official stationary of a noble fey family

For better or worse, communities on the fringes of civilization often have to rely on their own for protection. Though they may be scrappy in a fight, these are not professionals; in terms of gear, skill, and sense of duty, quality will vary drastically.

Medium human
No. Appearing: 1d4+1 on patrol (2d10 in town)
HP: 1d8, saves as a fighter
Armor: Light (A shield and a helmet + Average Dexterity); as long as they have their shield, a militia member gains a bonus to armor equal to the number of adjacent militia members also wielding shields.
Movement: As a normal human.
Disposition: Suspicious of strangers, but easily bought off.
Attack: Light melee weapon (melee +1, 1d6 damage) or shortbow (ranged +1, 80 ft range, 1d6 damage); the militia member with the least amount of hp will have a crossbow instead (ranged +1, 80 ft range, 1d8 damage).
Mob Rules: A militia member gains a bonus to attack and damage rolls equal to the number of other militia members adjacent to the same target.

I Loot the Body (2d6):
2-3 – A flask of moonshine.
4-5 – A battered lantern, half full of oil.
6-8 – Coin-purse with 2d4 copper and 1d3 silver
9-10 – A map of militia patrol routes and checkpoints; has a pass-phrase written in the margin.
11-12 – An antique weapon, probably a family heirloom.

Flinderkin are inscrutable creatures, tall and thin enough to be mistaken for young trees when not in motion. No one knows what they call themselves, their language sounds like trees creaking and groaning as they twist in the wind, and they seem uninterested in – possibly incapable of – human speech. In the deep woods they call home, a person might just catch a glimpse of them out of the corner of their eye, quietly watching for any sign of trespass.

Medium monstrous humanoid
No. Appearing: 2d3 hunting party
HP: 1d10, saves as a thief
Armor: Light (Woody flesh + High Dexterity); flinderkin have resistance to bludgeoning and piercing damage and vulnerability to slashing damage.
Movement: As a normal human; flinderkin are unaffected by naturally occurring difficult terrain. When standing still, they have Advantage on Dexterity checks to hide.
Disposition: Cautious, but territorial. Interested in metal tools and weapons.
Attack: Fire-hardened wooden spear (melee +1 or ranged +3, 30 ft range, 1d6 damage and target must succeed a saving throw vs. poison or suffer total paralysis in 1d4-1 rounds)
Bend in the Wind: If a flinderkin has not moved during their turn, they can flex and twist their body in unnatural ways, imposing Disadvantage on all attacks against them until the start of their next turn.

I Loot the Body (2d6):
2-3 – Carefully wrapped sheets of birch-bark covered with flinderkin symbols, possibly of interest to a scholar or collector.
4-5 – Woven basket full of mushrooms; a successful Intelligence/Nature or Wisdom/Survival check will identify which ones are edible.
6-8 – Razor-sharp knapped flint knife on a braided bark lanyard.
9-10 – A hollow gourd containing 1d4+1 applications of a pungent-smelling resin. Restores 1d6 hit points when rubbed on a wound, but stains the skin green for the same number of days.
11-12 – A raven that seems fluent in both the Common tongue and the language of flinderkin. It can croak one-word answers in Common and flinderkin appear to understand its own vocalizations.

The dule-drane, or devil drone, is a vicious and voracious insectile predator. Their remarkable speed and rate of growth requires near constant feeding. A lone dule-drane can wreak havoc on a herd of livestock a nest of them can obliterate a village. 

Medium beast (insect)
No. Appearing: 1 (1d4+2 in nest)
HP: 1d12, saves as a fighter.
Armor: Medium (Chitin exoskeleton + High Dexterity)
Movement: 50% faster than a normal human; can burrow through earth at half speed.
Disposition: Hungry and hostile.
Attack: Slashing forelimbs (melee +2, 1d8 damage) x2, or stinger (melee +1, 1d6 damage +1d6 damage each round and Disadvantage on ability checks, attack rolls, and skill rolls due to excruciating pain. A successful save vs. poison halves the damage, three successful saves negates the effect).
Leap Attack: As an action, the dule-drane leaps at a creature it can see within 30 feet. On a failed Dexterity saving throw, the target is knocked prone, with the dule-drane pinning it down.

I Loot the Body:
Dule-drane venom glands are of value to alchemists and apothecaries. If a dule-drane is killed before using its stinger, its venom gland can be extracted by characters that succeed an Intelligence/Nature check to identify the organ and two Dexterity checks, one to open the carcass without puncturing the gland and the second to remove it intact.


Domain Spells
1 – Fog cloud, sleep
3 – Gust of wind, hold person
5 – Sleet storm, slow
7 – Fire shield, ice storm
9 – Cone of cold, hold monster

COLD-BLOODED: At first level, you gain resistance to cold damage and are unaffected by difficult terrain due to ice or snow. Additionally, you have advantage on Stealth checks to hide from creatures that perceive heat.

WINTER’S BLADE: At first level, you can conjure a long, sharp icicle into your hand. Treat it as a simple weapon that deals 1d6 damage (slashing or piercing) and has a throwing range of 20/60.

When you roll a 1 on your attack roll, the icicle shatters.

CHANNEL DIVINITY – WINTER’S EMBRACE: At second level, you can use your action to expend a use of channel divinity and conjure a coating of ice around yourself or another willing creature you touch. For a number of rounds equal to your proficiency bonus, the ice provides resistance to bludgeoning, piercing, and slashing damage and immunity to cold damage.

ICE SCULPTOR: At 6th level, you can use your action to manipulate up to 5 cubic feet of ice or snow into any form you choose with your bare hands. You can use this ability a number of times per long rest equal to your proficiency bonus.

BONE-CHILLING STRIKE: Starting at 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target and reduce their speed by 10 feet. When you reach 14th level, the extra damage increases to 2d8.

ICE PALACE: When you reach 17th level, you can expend a use of channel divinity to cast wall of ice.


Thirty more attempts at completely describing a magic spell in one sentence. If you use leveled spells, assume these are all 1st-level.

Once again, the titles were provided by Spwack’s Random Spell utility, located at Meandering Banter.

01 Banish Language (Abjuration)
A language of your choice is unable to be spoken within 10-foot-per-caster-level radius area you can see for a number of minutes equal to your caster level.

02 Blasphemous Armor (Abjuration)
A fiery glyph floats above your head for one minute per caster level, granting protection equal to wearing heavy/plate armor and advantage on saving throws to resist spells and effects of divine origin, but prohibits you from benefiting from them as well. 

03 Blue Slap (Evocation)
A luminous disembodied hand with Strength equal to your spell-casting ability delivers a stinging blow to a target you can see within 5 feet per caster level.

04 Candle Intelligence (Divination)
You touch a candle and, when it is lit, you can see and hear everything within it’s light for a number of minutes equal to your caster level, or until it’s blown out..

05 Dark Steam (Conjuration)
You cause jets of boiling, black water vapor to erupt from a number of points on the ground equal to your spell-casting ability modifier, lasting for a number of rounds equal to your caster level.

06 Demon Mirror (Illusion)
You manipulate the images reflected in a mirror you can see to depict whatever you choose for a number of minutes equal to your caster level.

07 Digestion Globs (Conjuration)
You summon a number of amorphous blobs of protoplasm equal to your spellcasting ability modifier that last for a number of rounds per caster level, can move 10 feet per round, and deal 1d6 points of damage per round to creatures they envelop.

08 Electricity Bow (Transmutation)
A bow you touch is charged with enough magic to fire a number of electrified projectiles equal to your caster level; a creature struck by one of these missiles is stunned for a number of rounds equal to the damage rolled, or half as a long with a successful saving throw. 

09 Enrage Gravity (Transmutation)
For a number of rounds equal to your caster level, you and an additional number of subjects you can see equal to your spell-casting ability modifier suffer no damage from falling and can walk on walls and ceilings as if it were the floor.

10 Fight Disk (Conjuration)
For one minute, you summon a whirring, spinning magical construct that orbits around you and can be commanded to strike at a number of targets you can see within 30 feet equal to your caster level, attacking with a bonus to hit equal to your spellcasting ability modifier and dealing 1d8 damage on a hit.

11 Flame Stroke (Evocation)
With a swift slashing motion of your arm, you project a 180° arc of fire that ignites flammable materials and deals 1d4 damage per caster level to creatures within, or half as much with a successful saving throw.

12 Glamour Ward (Abjuration)
For one minute per caster level, all illusion-based magic and supernatural abilities are cancelled within a 5-foot-per-caster level radius area centered on a point you can see, and any creature attempting to produce an illusion-based effect within the affected area must succeed a saving throw first.

13 Hell Sludge (Conjuration)
You create a 20-square-foot per caster level morass of noxious, caustic muck that reduces movement speed by half, deals 1d6 damage per round to anything within it, and is highly flammable.

14 Hex Sight (Divination)
For one minute per caster level, you can see all active magical effects within in your field of vision, but you have disadvantage on all mundane perception-related rolls.

15 Horror Fog (Conjuration)
You conjure up a 10-foot tall bank of dense, sight-obscuring vapor covering 5 square feet per caster level in which vague but ominous shapes seem to lurk; creatures that fail a saving throw cannot bear to enter the cloud.

16 Jar Lock (Abjuration)
You can enchant a number of closeable containers (jars, chests, drawstring bags, etc.) equal to your caster level to become impossible to open except by you.

17 Language Bezoar (Conjuration)
You vomit up a chicken egg-sized stone that, when cracked open, conveys a spoken message in your voice of up to a number of words equal to your caster level.

18 Magic Servant (Conjuration)
For one hour per character level, a mute, non-sentient magical construct with the physical capabilities of a 0-level human hireling will perform tasks for you (and only you).

19 Parasite Lightning (Necromancy)
For a number of rounds equal to your caster level, a crackling arc of energy siphons 1d6+your spellcasting ability modifier hit points per round from a living creature you can see within 30 feet that fails its saving throw to another (including yourself).

20 Ram Mutation (Transmutation)
For a number of rounds equal to your caster level, a pair of curled ram horns sprout from your head, granting you a head butt attack that deals 1d6 damage.

21 Raven Storm (Conjuration)
1d4-1 rounds after you cast this spell, a flock of ravens arrives at your location and will do your bidding for a number of minutes equal to your caster level.

22 Rot Claw (Necromancy)
For a number of rounds equal to your caster level, your dominant hand transforms into a withered talon that inflicts 1d4 damage to a living creature you strike, plus 1d4 damage each round until they succeed three consecutive saving throws.

23 Say Harm (Enchantment)
For a number of rounds equal to your caster level, a visible, living creature that can understand a language you speak and fails its saving throw believes it has suffered an injury you declare outloud.

24 Secret Object (Illusion)
For one minute per character level, an inanimate object you touch becomes imperceptible to any creature other than yourself.

25 Serpent Wrack (Evocation)
Spectral snakes grapple and bind creatures – including intangible entities, like ghosts – you can see within 30 feet and fail a saving throw for a number of rounds equal to your caster level, divided by the number of targets selected (rounded down, minimum 1 round).

26 Snow Detonation (Evocation)
From a point you can see up to 10 feet per caster level from your position, a 10-foot radius burst of stinging ice crystals and freezing cold wind knocks creatures prone; if they fail a saving throw they are also blinded and suffer disadvantage on Strength- and Dexterity-based saving throws for one minute.

27 Soul Bag (Necromancy)
You hold open a sack that draws in one spirit (either disembodied or from a living creature) within 30 feet that fails a saving throw, trapping it inside until the bag is opened again.

28 Thought Nails (Enchantment)
You instill a single, overriding idea into the minds of a number of intelligent creatures equal to your caster level that you can see and who fail a saving throw; affected creatures can attempt a new saving throw to shake off the intruding thought at the start of their next turn.

29 Vomit Know (Enchantment)
An intelligent creature capable of speech you can see that fails a saving throw begins speaking stream-of-consciousness style, conveying everything it knows about a topic of your choice for one minute per caster level or until you dismiss the spell.

30 Weird Tool (Conjuration)
You reach into extradimensional space and withdraw a vaguely unsettling-looking version of a tool you need, but there’s a 5% cumulative chance each minute it exists that it transforms into a hostile entity with hit dice equal to your caster level.


Karel Thole

A gruesome magical construct created by sealing the living viscera of a human inside an articulated glass body. The unfortunate person within the living vitrine cannot sleep or speak, and will live as long as the vessel trapping them remains intact.

1 – the unwilling servant of a particularly cruel wizard.
2 – the randomly-chosen experiment of an alien intelligence.
3 – the victim of an ancient curse.
4 – the subject of punishment for a terrible transgression.

Medium construct
Hit dice: 10d10 (55 hit points); saves as a fighter. Immune to poison and disease. Has advantage on saving throws against magic.
Armor class: High; resistant to damage from slashing and piercing weapons, vulnerable to bludgeoning damage.
Movement: Half the speed of a normal human; does not suffer from fatigue.
Attack: Solid glass fist +6 (1d10 damage).
Glass Cannon: As a full-turn action, the living vitrine can collect and concentrate light into an energy beam that can reach a single target within 90 feet. The beam deals 2d6 damage and ignites flammable materials. If the target succeeds a Dexterity saving throw, they suffer half damage and are not on fire.
Glass Jaw: Any attack that deals damage equivalent to 25% of the living vitrine’s total hit points cracks open the glass body, revealing the tissue within. Any amount of damage to the organs instantly kills the living vitrine (requires a called shot).


Freelance. Soldier of fortune. Mercenary. On the fringes of civilization, one can find an assortment of individuals willing to trade blood and steel for silver and gold. But adventurers beware – when one fights for coin, their allegiance is to whomever offers the most of it.

Hit Points: 3d10 (each d10 roll also determines an aspect of the character, see tables below); saves as a 3rd-level fighter
Armor Class: equivalent to Medium/Chainmail
Movement: As a normal human.

Tools of the Trade (1st d10)
A sellsword has a +3 bonus to attack rolls.

1 – An arquebus. Deals 1d8 damage; treats armor as one level lower (heavy is medium, medium is light, light is none). Loud as hell and takes a full turn action to reload. Carries a light melee weapon (1d6 damage) as a sidearm.
2 – Recurved bow. Incurs no penalties to ranged attacks while on a moving vehicle. Carries a cavalry saber as a back-up weapon.
3 – Crossed bandoliers of knives. Deals 1d6 bonus damage when attacking a helpless or unaware target with a knife.
4 – Spear and heavy shield. Spear extends melee range by 5 feet, shield grants +2 bonus to AC. If they don’t move on their turn, they gain advantage on any roll to resist forced movement until the beginning of their next turn.
5 – Barbed javelins. If they move at least 15 feet before attacking, they deal 1d6 bonus damage on a hit.
6 – Masterwork heirloom weapon. Deals 1d8 damage wielded in one hand, or 1d10 damage with two hands. Gains a +1 bonus to attack and damage rolls made with the weapon.
7 – Gnarly two-handed weapon (like a tetsubo or a zweihander). Deals 2d6 damage; knocks down target when doubles are rolled.
8 – Longsword and buckler. Buckler grants +1 to AC. Whenever an enemy misses with a melee attack, they can use a reaction to disengage or shove the attacker 5 feet.
9 – Paired light melee weapons. If they don’t move on their turn, they can make an extra attack or inflict disadvantage on the next creature that attacks them.
10 – Doesn’t carry a weapon. Unarmed strikes deal 1d6 damage and they don’t suffer any penalties for fighting with improvised weapons.

One Weird Trick (2nd d10)
Being “skilled” in something means the sellsword gets a +3 bonus to the relevant roll. All sellswords are skilled in negotiating the terms of their employment.

1 – Courtly manners. Skilled in etiquette and polite society. When present, the party has advantage on reaction rolls regarding nobility and aristocracy.
2 – And for my next impression… Skilled in voice impersonation and ventriloquism.
3 – Cunning linguist. Starts with fluency in 1d3+1 additional languages.
4 – Just rub some dirt on it. Skilled in medicine. Can use their action to restore 1d6 lost hit points to another character.
5 – Nothing up my sleeves. Skilled in sleight of hand. Always has a dagger hidden on their person.
6 – Baby, you got a stew going. Skilled in cooking and foraging. Has a 2-in-6 chance of identifying if food or beverage is safe to consume.
7 – Go, go, gadget hand. Has a prosthetic hand that can emulate any tool found on a Swiss Army knife. Skilled in mechanical tinkering.
8 – Whip it good. Carries a bullwhip and skilled in using it for stunts (for example: swinging from a rafter, or grabbing a beer out of someone’s hand).
9 – Boom, baby, boom. Skilled in making and deploying explosives. Carries 1d4 grenades.
10 – Strapping young lad (or lass). Skilled in grappling and feats of strength (bending bars, lifting gates, etc.).

Complication (3rd d10)
Sellswords start with average morale.

1 – Writes checks the party can’t cash. Loudmouth braggart and shit-stirrer. While present, the party suffers disadvantage on rolls dealing with negotiation and diplomacy. Attempts to curb their disruptive behavior will trigger a morale check.
2 – Uncultured swine. Has atrocious manners and personal hygiene. Consumes double rations. Depending on the circumstances, the party may suffer disadvantage on reactions when sellsword is present. They also have disadvantage on rolls to hide from creatures with a heightened sense of smell.
3 – Price on their head. Wanted by law enforcement and/or pursued by bounty hunters.
4 – Never tell me the odds. Must succeed a morale check with disadvantage to pass up an opportunity to gamble.
5 – Phobic. Has an intense fear of a specific object or situation (heights, snakes, fire, clowns, whatever). When confronted by their trigger, the sellsword most succeed a morale check or become paralyzed with fright.
6 – This just gets me to normal. Hopelessly addicted to a highly illicit substance. Suffers disadvantage on all rolls if they can’t get their fix.
7 – Double agent. Secretly working for an enemy or competitor of the PCs; will undermine the party when given the opportunity.
8 – Craven. Must make a morale check every time they take damage. (If you want to make them really chickenshit, add a cumulative level of disadvantage for each subsequent hit they take.)
9 – A devil made me do it. They’re possessed by a malign entity that urges them to commit acts of depravity. (It depends on your game’s cosmology whether it’s an actual alien intelligence, or just pathological.)
10 – Berserker. A failed morale check during battle triggers a violent frenzy. The sellsword becomes unable to tell friend from foe or disengage from combat. The frenzy ends after 1 minute or if the they lose consciousness.


“Moon Beasts,” by Pascal Blanché

Lanky batrachian bipeds with heads resembling multi-eyed cuttlefish, often seen cavorting amongst ancient ruins under the light of the moon. Certain volumes of occult lore are said to detail the rites for summoning and enlisting their services.

Large aberration
No. Appearing: 1d4; selenotheres will never appear during the day
Hit Dice: 7d10 (38 hit points), saves as a magic-user; immune to poison and disease
Armor: Medium (knobby hide); resistant to damage from non-silver weapons
Movement: As a normal human. Can teleport to any location touched by moonlight.
Attack: Unarmed strike +7 (1d10 damage) or tendril snare +7 (no damage, 15-foot reach, target is grappled and pulled into the creature’s space)
Brain Drain: As an action, a selenothere can feed on the psyche of a creature trapped in its tendrils. The target of this ability loses 1d3 points from (roll 1d6) Charisma (1-2), Intelligence (3-4), or Wisdom (5-6).
Reflected Light of Alien Stars: A living creature that meets the weirdly luminous gaze of a selenothere’s many eyes must succeed a Wisdom saving throw or (roll 1d4):

  1. Take no actions other than moving closer to the selenothere.
  2. Become blind.
  3. Take 1d8 damage and be knocked prone.
  4. Become telepathically linked to the selenothere.

At the start of each subsequent turn, an affected creature can attempt an new saving throw to end the effect. The gaze attack has a range of 30 feet.


A primal path for barbarians

Starting at 3rd level, when you rage, you can still use two-weapon fighting even if one of the weapons you hold is not a light weapon (but both weapons must still be one-handed). Also, while raging and wielding a melee weapon in each hand, any creature that ends its turn within your reach takes damage equal to your barbarian rage damage bonus.

This ability only functions as long as you’re not wearing heavy armor.

At 6th level, when you are struck with a melee attack and you are wielding a melee weapon in each hand, you can use your reaction to make an attack roll and use the result in place of your Armor Class.

If you roll a natural 20, you can choose to disarm the attacking creature (if applicable), redirect the attack to another target within the attacking creature’s reach, or have the attacking creature grant Advantage to the next creature that attacks it.

At 10th level, when you use your reckless attack feature while wielding a melee weapon in each hand, you deal damage from both weapons on a hit.

When you reach 14th level, you learn how to channel your rage into devastating spinning attack.

While raging and wielding a melee weapon in each hand, you choose to end your rage and make a single attack roll with Advantage. If the roll would overcome the AC of any creature within your reach, they take damage from both of your weapons. Additionally, if they are your size or smaller, they are also pushed back 5 feet and knocked prone.


Photograph by Jim Lyngvild

A quick way to answer PCs when they roll into town and ask to speak to the manager.

TITLE (roll d8):
1. Burgomaster
2. Chief
3. Elder
4. Father/Mother
5. Hetman
6. Mayor
7. Sheriff
8. Speaker

1. Book of Laws
2. Ceremonial Sword
3. Distinctive Face paint
4. Elaborate Headgear
5. Heavy Necklace
6. Ornate Rod
7. Oversized Chair
8. Signet Ring

HOW’D THEY GET THE JOB? (roll d8):
1. They’re the richest person in town; they bribed their way to the top.
2. They were thrust into the position after the previous officeholder died recently.
3. Their election was rigged (without their knowledge) by some secret group within the community.
4. They straight up killed the previous office holder.
5. They were chosen through some religious or mystical ritual.
6. They inherited the title from their parent.
7. They won the election fair and square.
8. They won the title in a contest (wrestling tournament, foot-race, pie-eating; the more absurd, the better).

1. Hopelessly indecisive; relies on much more competent underlings for answers and ideas.
2. Grossly corrupt; will take a bribe from pretty much anyone who offers.
3. A petty tyrant; their crew of flunkies bully and intimidate the community into compliance.
4. Intensely superstitious; they constantly consult auguries and divinations to guide their decision making.
5. A fairly decent administrator, but they have terrible social skills.
6. In way over their head; they pursued the position as a lark never expecting to get it.
7. A highly motivated reformer frequently frustrated by underlings devoted to the status quo.
8. Actually dead; a very nervous aide is making all the decisions while keeping the death a secret.


The author hard at work.

Last month, this li’l blog turned 5 years old. As of this morning (July 21st), some 4000 people have viewed it over 6100 times. From the bottom of my heart, thank you. I hope you found something useful, or at least entertaining.

Originally, I had started it to familiarize myself with WordPress; my workplace was switching to it for its website and part of my job was maintaining it. Role-playing games has been the dominant creative outlet in my life since about the 3rd grade, so it was the natural topic for me to blog about. I don’t have that job anymore – or workplace for that matter. As for RPGs, I’m hard pressed to come up with something that captures my interest or imagination more they do, but damn has it gotten hard to muster up the energy to do anything with them.

But this is not a pity party, or some agonizing reappraisal of my whole scene. The five-year mark seems like a good point to reintroduce myself and restate my principles (such as they are).


Hi there, I’m Zack and this is my blog about games that often feature dungeons and/or dragons. I don’t think I have any particular philosophy or approach to role-playing, apart from maybe not taking it too seriously anymore – it’s a game, and games are supposed to be fun. Lately, I’ve been trying to make content that’s more system-agnostic, but my stuff usually assumes a d20-based system using the classic six character abilities (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). It’s what I was raised on and I’m not inclined to change.

I make no claims about balance, so fair warning if you bring anything you find here to your table. But, if you do use something, please tell me how it worked.

If you’re still reading, let me just say “Thank You” again. There are a lot of talented people out there putting out some killer stuff these days; that you’re taking the time to read my horseshit is extremely gratifying.


Whenever this broadsword comes within 120 feet of an undead creature, its blade begins to heat up until it glows bright orange, dealing an additional 1d4 points of damage on a successful attack and capable of igniting flammable materials the blade touches. An undead creature struck by Cremator must succeed a Wisdom saving throw or burst into flames, suffering 1d8 damage per round.


Weird amalgams of animal, vegetable, mineral, and unidentifiable that shouldn’t be alive but somehow are.

To create a flux beast, roll 4d6.

Die 1: Atmospherics: The manifestation of the fluxbeast’s wrongness.
1. A low droning sound that sets your teeth on edge.
2. An acrid smell that stings your nostrils.
3. A precipitous drop in temperature, cold enough to see your breath.
4. An unpleasant metallic taste in your mouth.
5. A crawling sensation all over your body.
6. An inexplicable feeling of dread, like you’re being watched.

Die 2: Locomotion: The fluxbeast has a movement speed equal to a normal, unencumbered human.
1. Scuttles on too many legs – The fluxbeast can move on vertical spaces and ceilings.
2. Levitates in a field of warped space – Ranged attacks against the fluxbeast have disadvantage.
3. Crawls on its belly in a pool of slime – The fluxbeast can’t be knocked prone.
4. Creeps about on all fours – The fluxbeast has Advantage on rolls to balance, climb, hide, jump, and sneak.
5. Staggers erratically on legs that bend the wrong way – As a free action, the fluxbeast can move up to its full speed, ignoring non-magical difficult terrain. After using this ability, there’s a 2-in-6 chance it recharges at the start of the fluxbeast’s next turn.
6. Slithers on a long, muscular tail – The fluxbeast gains a constrict attack. (As it’s action it attempts to grab an adjacent target; each round the afterwards, it deals 1d8 damage to the target. While constricting, the fluxbeast moves at half speed.)

Die 3: Attack: The fluxbeast has +4 bonus to attack rolls.
1. Telekinetically hurls objects at its target. (Range and damage based on size of object – 1d4 damage/30 foot range, 1d6 damage/20 foot range, 1d8 damage/10 foot range)
2. Lashes out with a pair of sinewy tentacles. (Makes two attacks with a 10-foot reach, 1d6 damage and the fluxbeast can make an opposed Strength check to grab the target or knock it prone)
3. Rips and tears with teeth and claws. (Makes four attacks, 1d4 damage and the target loses 1 hit point per successful attack in blood loss each round until the wounds are treated)
4. A blow a mismatched, hypertrophied limb. (Makes one attack with Disadvantage, deals 2d6 damage; if the doubles are rolled for damage, the target must succeed a Strength saving throw or be knocked prone)
5. Strikes with tail stinger dripping venom. (Makes one attack with a 10-foot reach, deals 1d6 damage and the target must succeed a Constitution saving throw or suffer 1d6 damage each round and Disadvantage on all rolls due to excruciating pain; three successful Constitution saves ends the effect)
6. Sweeping slash with a serrated bone blade (Makes one attack with Advantage, deals 1d8+1 damage; on an a critical hit, the attack severs one of the target’s limbs)

Die 4: Defense: The fluxbeast has an Armor Class equivalent to medium/chainmail armor.
1. The fluxbeast can mimic the appearance and basic behavior of any creature it observes, but cannot speak intelligibly. It must revert to its true form to attack.
2. The fluxbeast is covered in venomous spines. A creature making a melee attack against the fluxbeast must succeed a Dexterity saving throw to avoid being stung. A stung creature becomes paralyzes until it succeeds a Constitution saving throw.
3. As its action, the fluxbeast can attempt to telepathically influence another creature it can see and that can see the fluxbeast. If the target fails a Wisdom saving throw, it regards the fluxbeast as an ally to be trusted and defended. This effect lasts until the target is attacked by the fluxbeast, the fluxbeast moves more than 100 feet away, or the fluxbeast dies. A fluxbeast cannot have more than 4 creatures under its influence at a time.
4. As its action, the fluxbeast hurls a mass of sticky, fibrous tendrils at a target is can see within 30 feet. If the target fails a Dexterity saving throw, it becomes entangled in the strands, unable to move more 5 feet per turn and Disadvantaged on all rolls. A successful Strength saving throw removes the tendrils. After using this ability, there’s a 2-in-6 chance it recharges at the start of the fluxbeast’s next turn.
5. As its action, the fluxbeast can surround itself with a cloud of invisible, toxic vapors. Creatures within 10 feet of the fluxbeast must succeed a Wisdom saving throw or succumb to pervasive, realistic hallucinations for one minute or until they succeed three Wisdom saving throws, whichever comes first. After using this ability, there’s a 1-in-6 chance it recharges at the start of the fluxbeast’s next turn.
6. When the the fluxbeast drops below half its total hit points, it transforms into different, highly aggressive physical form. Its armor class increases to heavy, it gains an entirely different mode of locomotion (reroll that trait), and it loses its normal attack. Instead, it can make two melee attacks with Advantage that deal 1d8 damage. The transformation is gruesome to behold; creatures that see it happen must succeed a Wisdom saving throw or be unable to act on their next turn.

A fluxbeast is a Medium-sized aberration with hit points equal to the sum of the dice rolled to generate it and rolls saving throws as a 4th-level magic-user.