The Iron Maiden- DCC Monster

I posted this picture on G+ yesterday and a bunch of people dug it and Michael Pfaff said someone needed to stat her up… So I did.

I considered what system to use and this picture just struck me as a motherfucking DCC monster- it’s metal and so is DCC… So that’s my reasoning- totally sound.

I am considering putting her in my Hubris campaign book..  We’ll see though.

The Iron Maiden

The Iron Maiden

The Iron Maiden: Init +8; Atk claw +8 melee (1d6 + life drain), barbed scythe +12 (2d8 damage + Lamented Existence; AC 16; HD 8d10, HP 75; MV 30’; Act 2d20; SP Un-dead traits (immune to non-magical weapons, flight, life drain), Lamented Existence, heads of the four generals; SV Fort +3, Ref +5, Will +7; AL C.

The Iron Maiden was once a powerful general in the king’s grand army.  She led a failed march against a heavily fortified keep owned by an enemy of her king.  The army generals were quick to place blame on her and her troops.  Her troops were all executed as she was made to watch.  She was then soaked in their blood for two weeks in the freezing cold as a public spectacle.  She was then tortured for sport and beheaded, her head and body left on display as a warning for failure.  There it remained for 1 year, until it disappeared.  Shortly after her body disappeared each of the four generals that presided over her execution were found dead.

The Iron Maiden is an undead creature filled with hatred and bitterness.  She holds her severed head high in one hand while she rambles incoherently about injustice and atrocity.  Her eyes roll, her mouth froths, and blood flows from her neck.  She can attack with one claw attack once per round and those touched by her must succeed a DC 16 Fort save or lose 1d3 Stamina (temporary).  If a target rolls a one on their Fort save they lose 1d6 Stamina permanently.  She can also attack with a jagged scythe.  Those struck by this terrible weapon must make a DC 14 Will save or suffer the memories of Iron Maiden as she watched her loyal soldiers die.  They collapse to the ground and weep uncontrollably for 2d4 rounds.  Floating around the Iron Maiden are the four severed heads of the generals who betrayed her.  Once per round she can cause one of her choosing to act.

General Bryth- The general hovers before a target grants +4 additional armor to the Iron Maiden.  This effect lasts for 2d6 rounds.

General Mordon- The generals teeth are sharp and jagged.  He gets a bite attack of +4 and does 2d4 damage.  If he successfully hits he latches onto the target and does 2d4 damage each round unless a DC 14 Strength check is passed.

General Grys- The face of this general is gaunt and covered in frost.  He releases a 20’ cone of cold at all targets in front of him.  Targets caught in the blast suffer 5d6 damage and are slowed, reducing their movement speed by half for 2d4 rounds.  If a successful DC 14 Fort save is made the target takes half damage and is not slowed.  This attack can only be done once every 5 rounds.

General Fythyr- Was the adviser on magical tactics.  This head is able to cast one wizard spell every 5 rounds.  Roll 1d3 to determine the level of the spell.  Then roll 1d20 on the spell list (DCC, pg 127) to determine the spell cast.  If the spell doesn’t make sense (IE Patron Bond)- simply reroll.  The general casts spells at a 1d20+1d10+1d4.

5e Session Six Recap- Out of the Mansion (Sinister Secrets of Saltmarsh) and Into the Evil Apprentice Wizard’s “Secret Lair”


Fletch- Dwarf barbarian

Stephen- Halfling barbarian level 1/fighter level 1

Chuck- High elf sorcerer

John- Wood elf rogue

NPC- Benedict (Level 0 NPC)

We ended last session with the group pretty much completing the Sinister Secrets of Saltmarsh modulem, save for the two remaining rooms.

A Surprise Conversation…

The group went to the first unexplored room back in the barracks area, which belonged to the mage leader, and ransacked it- finding a spellbook, three potions of healing, a potion of Tasha’s Hideous Laughter, and another potion (but I forget what it is at this point), and a book of erotic poetry (fully illustrated).

Then next room was boarded up.  Stephen used his crowbar and plied off the planks and opened the door.  Inside the room there was a long table with seven skeletons sitting at it (think the One-Eyed Willy scene in Goonies).  The room was covered in cobwebs and dust.


When Stephen entered the room a candelabra on the table flickered to life with eerie blue flames.  The skeleton seated in the most ornate chair coughed dust and hitched on its jaw as yellow pin pricks of light began to glow in its eye sockets.

“Ah..  Guests… It’s been a long time since anyone has been brave enough to venture into this room.”

The group stood wary- waiting for all the skeletons to attack.

“I am Gargamel- or at least I used to be.  Owner and leader of this mansion.”

“What are you doing here?” Asked Stephen.

“My apprentice betrayed me- killing me and the others.  Somehow my spirit was trapped in this form, and in this room!  I cannot leave.  I yearn to be free.  If you destroy the Ruby Eye of Shazal- then I shall be free.”

“We’re not in the habit of negotiating with skeletons… On general principal- undead things of any nature.”  Said Stephen.

“That’s a good principal… however if you agree I will give you the password to my apprentices “secret lair” (he made quotation marks with his bony fingers) and you can help yourself to whatever spoils you find there… also you can have whatever you want from my laboratory…”

“How do we know you are trustworthy?” Chimed in Chuck.

“Yeah- and once free won’t do undead stuff and be evil?” Added Stephen.

Gargamel chuckled, “well you don’t… The word of a skeleton isn’t much.  And I wouldn’t say I’m the most noble of people.  I dabble in magic, am greedy, bitter, miserly…  Oh and I make drugs.”

“Fair enough.” Everyone said.

In the end the group agreed to help.  They went into the laboratory and found several potions of healing, a rare book on the philosopher’s stone, a vile of SMURF, and a pouch of 250gp.

When they came out of the laboratory Gargamel handed them a shriveled mummified eye and said to drop this at the base of the weeping willow one mile west from his manner.  Then they would know when to speak the password, which is “Starlight.”

The group then left Benedict and the unconscious woman that the found last session with Gargamel.  They gave Benedict a short sword and a shield.  Once again he took on an awkward Hugh Grant manner, “I’m..  well..  I’m afraid I don’t know how to use a sword.  It’s never come up at my training with the clergy of Pelor.  It’s rather embarrassing you see…”

Fletch grabbed him and said, “You swing it at things and make them die- so you don’t die.”

Stephen said, “You hold this end (pointing to the pommel) and put the pointy end into bad things.  You use the shield to help you not die.”

Bennedict took the weapons and struck a warriors pose, “I FEEL MIGHTY!!”  The group chuckled and left.

Aside: This is severely altered from what actually was supposed to be in that room in the Sinister Secrets of Saltmarsh module.  In the original it’s just a room with six skeletons that attack and there’s a fight and ZZZZZZZzzzzzzzzzzzz…  My group really liked it when I came up (jokingly) that the owner of the manner was named Gargamel and was creating a strange blue drug called SMURF…  So I kept it.  I figured it’d be fun to actually have them meet him (and also get them some SMURF).  This ended up being a great little role-playing spot in the middle of a dungeon dive, and I’m happy that I made the alteration.  

Into the “Secret Lair”…

The group made it to the weeping willow, placed the mummified eyeball in the ground and watched a skull emerge from the ground and the eye going into its left socket.  The eye became gooey and normal looking.  The skull looked around at all the party, “Guests of the master?  It’s been a long time since we’ve had–“

“STARLIGHT” Stephen shouted.

“Oh- well if you’re going to be rude… then fine.”  The skull sunk back into the earth, and a passage way opened beneath the weeping willow (which them prompted Fletch to compare this to Harry Potter and the Prisoner of Askaban).

Fletch decided he would go down the stairs first and not, you know the rogue, and immediately set of a fire trap that burnt off what little hair he had.  The group then put John out front to check for traps as they went.

The group went into a room and found animal cages that lined the room… but in the corner was a strange sight.  There was an octopus in a cage filled with sand.  In the corner of the cage was a little magical sun that kept it warm.  The octopus pointed to tentacles at the lock on the cage imploringly.

Fletch went over to investigate the octopus and was immediately attacked by a hidden lightning memphit.  This was nasty little fight (there isn’t one of these creatures in the MM- so I used the ice memphit as a base and just made it up).  The creature did thunderclap and any melee attack that hit him caused 1d4 damage to the attacker.  John was knocked unconscious (or damned near) and Fletch was severely hurt, but in the end they dropped the little bastard.

After the fight Stephen went and let the octopus out of its cage.  Stephen felt an empathic link between himself and the octopus.  Stephen now has a sand octopus animal companion.




This picture inspired me to put in a land octopus.

The group found a huge treasure chest in another room that was swirling with magical energy.  They decided to leave it alone for the time being.  They went a ruined and dilapidated library and found three skeletons.  Stephen threw a hand axe at one and then shut the door on them, figuring he’d open the door and throw axes at them, wearing them down.  This would have worked if a door at the end of the hall didn’t burst open, disgorging 5 more skeletons.  Another brutal fight- Fletch was knocked unconscious and John and Stephen were badly hurt.

After the fight the group decided to go in the library to look around and take a short rest to regain some HP.  The group didn’t find any books of interest, but there was a humanoid body in the corner of the room covered in a strange brown moss.  The group kept clear of it… except Fletch decided to throw a torch at it to see what happened.  The thing exploded in a cloud of brown spores.  Everyone had to make a Constitution save.  Stephen rolled a natural 20 (so he was motherfucking-fine), John and Chuck failed and Fletch rolled a critical failure.

Some Friend Die Nobly, Some Die Stupidly

John and Chuck were dropped to ZERO HP and I told them to start rolling their death saves, but Stephen acted fast and dumped two of their few remaining healing potions down their throats, saving their lives and bringing them back into the land of consciousness.

Fletch’s dwarf, on the other hand, was dead.  Deader than dead dead.  Dead.  Now I know that in the mantra of 5e what I SHOULD have done is have him at ZERO HP and have one (or two) fails on his death saves… but no..  I’m of the mind that you critically fail a save- bad shit happens.  I like my meat hot, my coffee black, and my D&D fucking deadly.

The group said a few not so kind words at the dwarf who almost ended them all and then looted his body.  Chuck noticed that some of that moss was growing on the cheeks of the dwarf and began casting ray of frost at the body until it was a block of ice- figuring that would keep the moss at bay.

Fletch had to leave for the night- and decided to make White Elf cleric who follows the Goddess of All Flesh, Tittivilla.  He will hail from Vornheim.

The group rested and then continued up the path into a large room.  The room was empty except for an alabaster pedestal was a skull with a single ruby eye.

John went to check to see if the pedestal was trapped, and failed to realize that the skull was rising off of it, uncoiling a large bony serpentine body.


I had altered the bone naga a little bit to be more inline with a party of 4-5 2nd or 3rd level party members.  I was a little nervous after Fletch left (because it still was a hard battle).  Even with the tricks up its sleeve, the group eventually beat the naga down and gathered up the ruby eye.


We left off there with Stephen and John gaining level three.  John choose the Assassin rogue path.


Next Session

The group still has a few more rooms to explore in the dungeon… then back to Gargamel… then back to SALTMARSH!

The Church of Titivilla of Vornheim- The Flesh Domain for 5e

Church of Titivilla

Priestess 1

The Horned Queen, Goddess of All Flesh – once built its temples inside the living bodies of Sacred Beasts (colossal goat-like creatures) – but, so far as anyone knows, none remain. The church still operates out of ordinary buildings all over the continent (Vornheim, pg 6).


The Flesh Domain

The flesh domain is controlled by the goddess Titivilla.  Only her priests and priestesses are granted access to this domain.  The flesh domain grants access to the ability to alter and control flesh of yourself and others.


Flesh Domain Spells
Cleric Level Spells
1st charm person, inflict wounds
3rd blindness/deafness, hold person
5th bestow curse, vampiric touch
7th compulsion, polymorph
9th dominate person, contagion



Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in Persuasion and in the whip and scimitar.


Blessing of the Flesh

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself and give it advantage on charisma checks that deal with reaction (IE- performance, persuasion, etc).  This blessing lasts for 1 hour or until you use this feature again.  You


Channel Divinity: Alter the Flesh

Starting at 2nd level you can use your Channel Divinity to alter your or another’s appearance as if by the Alter Self spell (PHB, pg 211).  This functions as the spell describes except you can target another individual, not just yourself and you don’t have to maintain concentration to keep up the spell.  You can only have this ability affecting one target at a time.


Channel  Divinity: Devoted to You

Starting at 6th level you can use your Channel Divinity to compel a creature within 30 feet to do anything to please you.  The creature receives a Wisdom save (DC 8+ your proficiency bonus + your Wisdom modifier).  If the creature fails it will do one of four things (DM’s choice): (1) attack your enemies for 1d3 rounds; (2) give you its most treasured item; (3) prostrate itself at your feet for 4 rounds; (4) use an ability, spell, items, etc to help a friend/ally that is in trouble (if there is no ally in trouble- it will prostrate at the cleric’s feet for 4 rounds).



Starting at 8th level you can use a reaction to transfer the physical damage you take from an attack to a creature of your choosing.  The creature receives a Constitution save (DC 8+ your proficiency bonus + your Wisdom modifier) to avoid this effect.  You can do this a number of times equal to 1+ your Wisdom modifier.  After you take a long rest you regain all expended uses.


Avatar of the Faith


At 17th level the cleric is able to summon a spectral avatar of Tittivilla.  This vile creature resembles an emaciated anthropomorphic goat creature with yellow glowing eyes.  When the avatar is summoned roll 1d4 to determine ability: (1) all allies of the cleric within 30’ of the avatar gain resistance to all physical damage; (2) all enemies of the cleric that are within 30’ of the avatar suffer vulnerability to all physical damage (3) The avatar heals the cleric for 3d6 HP when it manifests- each round after it manifests the avatar has a 5-6 chance to heal the cleric for 2d6 HP; (4) the cleric’s weapon turns into a jagged serrated blade that is coated in a swirling red glow.  Once on each of the cleric’s turns when they hit a creature with a weapon attack, it deals an additional 2d8 damage.  The avatar remains for 1 minute before disappearing back into the nether.  It can be sent away with a banishment spell.  The cleric can do this once per day for free and afterwards can use their Channel Divinity spell to summon it again.

Wheellock Weapons Master- 5e Martial Archetype for Fighter



The Wheellock Weapons Master specializes in the strange and bizarre weapons known as “guns.”  You have learned how to wield this clunky, smoky, and dangerous new fangled contraptions with deadly accuracy and efficiency.   You enjoy the sleek feel of the barrel, the rush of power of over life you wield at a safe distance.


You smile as a target falls into your sights and you burn them down with a single shot; the great equalizer.  Let the fools play with their toy blades and the mages fling their spells… you can drop them both before they even know you are there.


Vital Shot- At 3rd level you learn how to shoot a person in the soft fleshy parts.  If your shot hit a person that is suffering disadvantage against you (not know you’re there), you do an additional 1d6 damage against them.  This increases to 2d6 at level 14.  If an attack is a critical, the damage from Vital shot is factored in afterwards.

Pistoleer 2

Pistol Whip- At 3rd level you are able to take a bonus action and hit a creature with the butt of your pistol or rifle if they are within melee range.  The butt of a pistol does 1d4 damage while the butt of a rifle does 1d6 damage.  This damage is considered bludgeoning for the purpose of overcoming resistance.


Rapid Reload- At 7th level a wheellock Weapons Master can reload their gun at an alarming rate.  Instead of taking three rounds to reload, you can do it in 2.


Sniping Shot- At 10th level you have learned how to hit a target in the most vital areas.  If you have successfully hidden and your target is unaware of you, you can make a shot with your rifle to do massive damage.  If the attack is successful treat the damage as though it was a critical.  Vital shot can be used in conjunction with sniping shot.


Longshot- At 10th level you no longer suffer disadvantage when firing your pistol or rifle long distance.

Rifleman 1

Lightning reload- At 14th level a wheellock Weapons Master can reload their gun at an alarming rate.  Instead of taking three rounds to reload, you can do it in 1.


Penetrating Shot- At 18th level you’ve learned exactly where to shoot, that much is true.  Your shots ignore any armor your target may be wearing (except natural armor/hide).   Your bullets also ignore resistance.


Rifleman 2

Wizard Arcane Tradition- The Iron Kingdoms Gun Mage


You hear the chaotic symphony of magic ringing in your ears.  You understand the elegance in the chaos, and revel in it.  Where your boring wizard-brethren spend their time delving into ancient forgotten tomes attempting to unravel the mysteries of the cosmos, you are in the thick of battle, enjoying the life and death struggle, and are exhilarated in victory.

Your understanding of magic grows as you experiment in battle as does your skill with your wheellock weapons.  You know that it’s only a matter of time before you are killed in some horrific manner, but until that time you are going to enjoy the action, the thrill, and the chaos that only fighting and magic can bring.

Wheellock Firearm Bond-

Gun Mage 3

At 2nd level you learn a ritual that creates a magical bond between you and a wheellock weapon of your choice.  The ritual takes 8 hours to perform and the wheellock weapon must be within reach the whole time.  Once you are bonded with the weapon gain the ability to deliver touch spells through the bullets of your weapon with a successful attack roll.  You deal weapon damage as well as the spell effects/damage.

You are also able to summon your bonded wheellock weapon as a bonus action on your turn, causing it to teleport instantly to your hand so long as you and the weapon are on the same plane of existence.

You are proficient with all wheellock weaponry.

Rapid Reload- At 6th level a gun mage can reload their gun at an alarming rate.  Instead of taking three rounds to reload, the gun mage can do it in 2.

Enchanted Runes- At 6th level you are able to etch an enchanted colored rune into the barrel of your gun.  Once per day can cause this rune to activate.  Once the rune has been activated it fades from the barrel of your weapon.


At 10th level a gun mage learns additional rune colors.  You can choose runes from the secondary color list as well.

At 14th level the wizard can etch two runes on their gun barrel.  You cannot have two of the same color active at one time.

Rune Colors

Red- Instantly heal yourself for 2d4+1 HP.

Green- Gain resistance to an attack (physical or magical).

Blue- Regain the use of a 1st or 2nd level spell slot.

Secondary Colors

Black- An enemy struck with one of your bullets must make a DC 12+your Int modifier or suffer disadvantage on their next save against one of your spells.

Yellow- The gun mage is able to cast one spell of 1st through 3rd level as if it occupied a spell slot of one higher (IE a 3rd level spell cast in a 4th level slot).  When this spell is cast it only consumes the original spell slot.

Orange- The wizard can consume a spellslot and channel the energy into a single shot.  Each spell level equals 1d8 additional damage.  This can be decided after the attack is successful.  This additional damage is determined after a critical success.

Lightning Reload- At 10th level a gun mage can reload their gun at an alarming rate, Instead of taking three rounds to reload, the gun mage can do it in 1.

Magic Bullets- At 14th level you learn the ability to enchant up to three bullets with special properties.

The choice is mad at the time of shooting the gun.

Choose from below:

Seeker- This enchantment gives the gun mage advantage on their attack rolls with their bullet.

Long Distance- The gun mage no longer suffers disadvantage for shooting their wheellock weapon long distance.

Phase- This enchantment allows the bullet to pass through solid objects (up to 3’ thick) and hit those behind cover.  The gun mage resolves the attack normally.

A gun mage can only have one enchantment active on a bullet at one time.

Gun Mage 4

The Occult Slayer (Witch Hunter)- a 5e Fighter Martial Archetype

Witch hunter 2

The occult slayer (often called a witch hunter) is someone who fights tirelessly against magic users who have let their hearts and minds become consumed by darkness.  An occult slayer is not afraid to dive into the depths of an old ruin, or plunder through a haunted mansion if it means bringing a rogue mage, or evil cleric to justice.

While some occult slayers follow the creed of a god of light or healing, and often team up with paladins or clerics of the same order, others are fueled by vengeance, having had their life destroyed (or the lives of loved ones) by dark and terrible magic.

An occult slayer knows that they are often the only defense against these corrupted forces and are willing to pay a terrible price to do so.  All occult slayers become addicted to a potion called Arcania, which grants them many of their powers and abilities to combat magic users.

Witch hunter 3

Brew Arcania- At 3rd level the Occult Slayer learns the secrets of brewing the strange concoction that gives them their powers against the arcane.  The herbs and spices needed are usually readily available in nature and the blood of the occult slayer is easily at hand.  The occult slayer must spend an hour (short rest) foraging in nature to find the ingredients.  Arcania must simmer for one hour on a hot fire.  If not used, Arcania goes inert after 24 hours.

At 10th level the occult slayer is able to brew a more potent form of Arcania, causing the potion to last for 48 hours before becoming inert.  An occult slayer can never have more than two Arcania potions at one time.

Should an occult slayer not take a dose of Arcania, they suffer Disadvantage to all physical rolls due to going through withdrawal.

Weapon Bond- At 3rd level you are able to bond with one melee weapon of your choice.  This ritual takes 8 hours (the length of a long rest) and the weapon is imbued with strange properties as runes are etched into the hilt, blade, etc.

Once the ritual is complete the occult slayer is able to wield this weapon at their magical foes.  Spell casters (divine, natural, or arcane) take an additional 1d6 damage if successfully struck by the weapon.

If the weapon is lost or destroyed, the occult slayer cannot bond with a new for one week.  After the duration has passed, they can begin the ritual to bond with another weapon.

Know Your Enemy- Starting at 3rd level the Occult Slayer gains the Mage Slayer feat (PHB, pg 168).

Detect Magic- At 7th level an occult slayer is able to detect magical auras of people and objects as per the Detect Magic spell (PHB, pg 231).  An occult slayer can use this ability a number of times per day equal 1+ Intelligence modifier.  When you take a long rest, all expended uses are refreshed.

The occult slayer must have taken a dose of Arcania for this ability to work.

Spell Reflection- Starting at 7th level an occult slayer is able to use the Arcania flowing through their veins to cause spells targeted at them to rebound at the caster.  Area affect or touch spells are not able to be reflected.  An occult slayer can use this ability once per day at 7th level, twice per day at 10th level, and three times per day at 18th level.


The occult slayer must have their bonded weapon in their hand and have taken a dose of Arcania for this ability to work.

Nondetection Cloak- At 10th level an occult slayer is able to cloak themselves from magical detection once per day as if by the Nondetection spell (PHB, pg 263).  This only effects the occult slayer and their gear.

The occult slayer must have taken a dose of Arcania for this ability to work.

Improved Weapon Bond- At 15th level the bond between the occult slayer and their weapon strengthens.  If the occult slayer lands a successful attack on a magic caster, they take an additional 2d6 damage.

Blank Thoughts- At 18th level an occult slayer can cause the Arcania in their burn out, granting them immunity to mind-affecting spells such as charms, compulsions, patterns, phantasms, and morale effects.  The occult slayer can do this as a reaction.  Once the Arcania is out of their system they cannot use any abilities that require a dose of Arcania to function until they consume another vial.  They are immune to all these effects for a number of hours equal to 1 + their Wisdom modifier.

The occult slayer must have taken a dose of Arcania for this ability to work.

Improved Mage Slayer- At 18th level the occult slayer now gains advantage on spells cast against them by creatures within 15 feet rather than 5 feet.

Witch hunter 1

Making Magic Dangerous

Making Magic Dangerous

Caster 2

I like it when magic is dangerous to cast…  That the players know that their character is messing with forces beyond their full comprehension, but the ability to wield that power is beyond the risk.  It’s one of the reasons I’m so fond of Dungeon Crawl Classics.


Aside for those unfamiliar with the DCC rules: When a wizard casts a spell they must make a spell check (rolling a d20 + Intelligence modifier + level) to hit a target number.  For level one spells the base success rate is a DC of 12.  The higher the caster rolls, the more awesomesauce their spells is.  However should a caster roll a 2-11 the spell is lost for the day… Should the caster roll a 1, they suffer corruption, misfire, patron taint, and etc. 


Warhammer Fantasy Roleplaying also has possible terrible things happen should the caster fuck up their spell check.  This played a huge inspiration for me (and I hacked from WFRPG 2e) for my own OSR hack.


I just started playing the new Dragon Age: Inquisition game (which I’m really fucking enjoying at the moment) and once again shit is going on with the Fade (the realm of demons, magic, and dreams) and it is tearing open, letting demons and spirits come into the physical world… That got me thinking that I really would like that kinda thing in my 5e game…  I don’t want to PUNISH my casters (this isn’t Hubris after all) for being what they are… but I want a REASON for witchhunters to be after them… I want a reason (aside from flinging fireballs and cleaning off the blood on their clothes with Prestidigitation) for the common folk to fear them…


It’s… MAGIC!

Caster 1

The amount of space between the material plane and the other planes is a thin barrier unseen by the mortal eye… When someone messes with magic, be it arcane, divine, or nature they risk tearing open that barrier and unleashing unwelcome guests unto the world.


Each time a spell is cast the % chance is increased and a roll must be made to see if the barrier gives way.  Consult the tables below for the increase per spell level.

Demon 3

Arcane Spells
Spell Level Percentage Increase
1-2 5%
3-4 10%
5 15%
6 20%
7 25%
8 30%
9 40%


Demon 2




Divine and Nature Spells
Spell Level Percentage Increase
1-2 5%
3-4 5%
5 10%
6 15%
7 20%
8 25%
9 30%



Should the barrier be ripped open, it allows spirits (malicious or friendly), demons, nightmares, and elementals to cross over into our world and roam free until killed, convinced to return, or banished.  Roll on the table below to see what comes out of the barrier.  Use your favorite Monster Manual for the stats on the monster.


What Emerges From the Barrier
Roll 1d100 What Emerges
1-15 A dream that causes all in a 30’ radius to become staggered for 1d3 rounds (-4 to rolls or suffer Disadvantage) unless a DC 14 Will/Wisdom save is passed.Mephit- 1) dust; 2) ice; 3) magma; 4) mud; 5) smoke; 6) steam
16-30 Roll 1d8- 1-2) 2d6 skeletons; 3-4) 3d4 zombies; 5) shade; 6) wraith; 7) shadow; 8) ghost
31-34 Magmin
35-40 Lesser demon- CR no greater than 2
41-45 Lesser devil- CR no greater than 2
46-50 Lesser celestial being- CR no greater than 2
51-55 A wave of healing hits the party, restoring 3d8 HP
56-57 Elemental- 1) fire; 2) water; 3) air; 4) earth; 5) lightning; 6) ice
58-60 Roll 1d4- Even) Spirit Naga; Odd) Bone naga
61 Couatl
62-65 Magic emerges- 1d6 lightning bolts shoot out of the void, each doing 3d6 damage (roll targets randomly).  DC 14 Reflex/Dexterity save for half damage.
66 Nightmare
67-70 Roll 1d4- 1-3) 2d2 Fire snakes; 4) Salamander
71-80 A guardian spirit emerges from the barrier and casts a protective spell on all cater allies.  This absorbs the damage from the next successful attack or spell.  Effect lasts for 24 hours or until the sun rises, whichever comes first.
81-85 A wave of fear envelopes all targets within a 1 mile radius of the tear in the barrier.  This functions like the Fear spell. The effect lasts for 1 minute or until a successful Wis/Wisdom save is made.
86-87 Demon- CR from 3-6
88-90 Devil- CR from 3-6
91-92 Celestial being- CR from 3-6
93-94 A horrid dream emerges from barrier and attacks the caster- As phantasmal killer cast by an 8th level wizard.
95 Major demon- CR from 7-12
96 Major devil- CR from 7-12
97 Major celestial being- CR from 7-12
98 Demon Lord- CR 13 and above
99 Arch devil- CR 13 and above
00 Paragon celestial being- CR 13 and above


Demon 4


Get every new post delivered to your Inbox.

Join 465 other followers