Friday, August 7, 2015

Monster Maker: Mana Stirges & The Residium Monster (aka the Magic Eaters)



In my game world of Ashen Grey sometimes magic becomes so powerful in an area it crystallizes into a substance known as Residium.  This gem has amazing properties including empowering spells, enchanting items, and in rare cases making magic permanent.  Needless to say it is a rare resource that players quickly begin wanting to hoard and use to their own means, however Residium the grows naturally has one more side effect.  It warps creatures that make their lairs near and around Residium.



One Example is the Mana Stirge which appears to be the same as any other stirge but rather than sucking blood it instead drains magic.  These can be much more of a nusance than normal sturges as well since if a target doesn't have magic they instead resort to feeding on a character's life force.

As dangerous as those sound though my other offering is even worse.  This can either be a massive threat or even just a way to rein in a party that's ended up with too much loot.  The residium monster is the magical equivalent to the dreaded rust monster.  Plain and simple this beast devours magic items.  I will warn that if your story doesn't call for this guy to show up your players will be calling shenanegans left and right so if you really want to use it find your place to have it make sense then watch them squirm.  (Sadly I haven't worked up a Savage Worlds stat block for this guy, but if I finish him at any point I'll release it for all of you).


D&D MANA STIRGE
Tiny beas't, unaligned
Armor Class 14 (natural armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
STR 4 (- 3) DEX 16 (+3) CON 11 (+0) INT 2 (- 4) WIS 8 (- 1) CHA 6 (- 2)
Senses darkvision 60 ft. , passive Perception 9
Languages -
Challenge 1/4 (50 XP)

ACTIONS
Mana Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 5 (1d4 + 3) piercing damage, and the target must make 
a DC 13 Wis save or lose a spell slot of 1st level or hgher.
Once a stirge has consumed at least 3 levels of spells it detaches on
its own.  Additionally the Stirge can be removed by spendng an
Entire round attempting to pull it off with a Str DC 13 save.
While doing this however the target cannot take any other actions,
Bonus actions, or reactions.
Additionally if a target does not have any spell slots available they can lost 5 HP from their
Maximum hit points in place of a single spell level.  These points cannot
Be regained till after spending a long rest.


SAVAGE WORLDS MANA STIRGE
Attributes: Agility d10, Smarts d4(A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Guts d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 3
Treasure: None
Special Abilities:
•Mana Drain: When attacking large prey (such as
characters), Mana Stirges attach themselves to their target. If
the stirge scores a raise on its Fighting roll,
it latches onto the character. The character
must make an Spirit roll. On a failure, he
loses 1 power point every round they are attached
if they do not have power points the 
character instead suffers a level of fatigue. As an action the Character
may attempt a Strength check to remove the beast.
• Claws: Str+d6.
• Flying: Flying Pace 8”.
• Size –2: Birds of prey measure up to 2’ in
height.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.





D&D RESIDIUM MONSTER
Large monstrosity, unaligned

Armor Class 16 (NAtural)
Hit Points 105 (21d8+21)
Speed 40ft.
Str 17 (+3) Dex 16 (+3) Con 13 (+1) Int 8 (-1) Wis 14 (+2) Cha 6 (-2)
Saves: Int +2 Wis +5
Skills: Perception +4
Senses: darkvision 60ft., Passive Perception 14
Challenge 5 (1,800xp)

Abilities
Arcane Sent. The residium monster can pinpoint, by scent, the location of magical items within 120ft of it.

Devour Magic. An magical weapon that hits the residium monster loses some of it's power. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to any bonuses the item has.  Aftert absobing all bonuses effects the items grants are removed individually. It all enchantments are removed for an item it is considered mondain.  Magical ammunition loses it's enchantment after dealing damage.

Magic Resistance: The residium monster gains advantage on all saving throws against spells and other magical effects.

Actions
Multi Attack. The residium monster makes a bite and two claw attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target.
Hit: 11(2d8+3) piercing damage

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target.
Hit: 6(1d6+3) piercing damage. If the target has any magical weapons or armor they must make a DC 14 Dex save or suffer the effects of the monster's Consume Magic ability.  If a target has both a weapon and armor the armor is favored over the weapon.

Antennae. The residium monster may consume any magical object it can see within 5ft of it. If the object isn't being worn or carried, the touch destroys any item that is one cubic foot or smaller. If the item is larger it takes a number or rounds equal to the size of the item in cubic feet rounded up. If the object is being worn or carried by a creature, the creature makes a DC14 Dexterity saving throw to avoid the effect of Consume Magic.

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