Duke Kownteau  (Chaps & AppsTM/D&D 5th Edition)

Duke Kownteau (Chaps & AppsTM/D&D 5th Edition)

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Duke_Kowntau.jpg
During our "d-Infinity Live!" episode on Super Villains we both talked about the characteristics of such archetypal antagonists and alluded to Chaps & AppsTM , my sci-fi/Western variant for the D&D 5th Edition rules! I therefore thought it would be appropriate to share here the first super villain that I have created for C&ATM

Duke Kownteau is a powerful official of the Asiatic government that dominates the solar system and dresses accordingly, favoring high-collared and elaborately embroidered silk coats in an Oriental style. He has a great deal of autonomy and, while he is unquestionably as bad and oppressive as the regime he represents, he has many independent schemes and might therefore end up serving variously as an antagonist, a patron, or both to a character posse. 

Here are a couple of mechamagical constructs, remnants of the Machine City that have survived to the modern day Clanking Ruin. They are not commonly available and represent rare and valuable, and deadly, and expensive, items retrieved from the Ruin, sometimes as considerable loss of life.

They could just as easily await discovery by explorers of the Clanking Ruin, which allows groups of players ot find, possible, fight or otherwise take control of, and return with as spoils.

The fun should not end there.

The Lunars would be very happy to commandeer such war machines, and are unlikely to take no for an answer. If they have sufficient strength, they are just as unlikely to want to pay for them.

Other powers, like Avorax, the failed Dragonewt Ascendant, might want to keep them under wraps so as to preserve the delicate status quo that maintains in Bayside, the rough and tumble community of looters, adventurers, and explorers that work the Ruin.

Similarly, the Ankeshel Collective of Sorcerers, who have a large and well-equipped, if rather unruly, army of ne'er-do-wells as a cordon between anyone and the deeper ruins, would be only too happy to relieve, beleaguered, possibly exhausted, returning explorers, of their treasures.

Other threats are also likely. Just about anybody would be happy to own such an item, even if they only wish to sell it.

The Reaver has previously been posted here. This one is commonly called the "Manticore Variant" because of the  special (and rare) bolts its shoots from its prehensile metal tail. Other variants include the Gorgon, which incorporate a plasmechanical beam generator into its tail instead, and the Dragon, which has a slashing blade affixed to the tail in place of other weapon, and can spit gouts of fire over a large area. The Reaver is not notmally fitted with a Command Matrix, and is a "Thinking" Machine, a product of the Devourer, a particular design house of mechanical monstrosity that survives to the present day Clanking Ruin. This reaver has been "retrofitted" by some enterprising, and very brave, soul. The Attuner, through the Command Matrix, can control this reaver, even, with effort, access its memories - which could go back nearly one thousand years.

The other construct is a Walking Platform. Originally contrived for the nobles and powers of the Machine City, as a conveyance that lifted them above the hoi poloi, Walking Platforms were adapted to the battlefield early in the Ten Year Siege of Zistorwal. Indeed, their ability to move through rugged terrain, carrying and protecting potent mages or warriors, was formative to the notion of creating greater and larger war-engines (perhaps we can visit them in another post).

Both these war-engines require Attunement. The process of Attunement is detailed below, and included in each engine'e write-up.

 

Attunement Ritual: The prospective attuner rolls on his Theurgy, Sorcery or other Magical skill to craft a ritual that will aid in his attunement of the reaver. On a success, the number of POWer dedicated to the Attunement is reduced by 1. On a special success, the POW is reduced by 2. On a critical Success, the POW is reduced by 3. Attunement does not require tis stage, but it is often advantageous to attempt it..

Attunement Roll: To Attune, a roll of POW x5 or less must be successful. If the roll is POW x5, the Attuner dedicates 5 POW to the Attunement (see Below for Dedication). Each increment of POW less that 5, reduces the dedication of POW by that number (POW x4 = 4 POW, POW x3 =3 POW, etc).

Some items, like the Reaver, require greater POWer to Attune. In this case, the amount of POW required is +3, meaning that whatever the final result of the ritual and Attunement rolls, the Dedication requires 3 more POW. So a special success on the ritual (-2 POW) and a POW x4 roll on the Attunement roll (4 POW), would be modified by +3 POW. So, -2+4+3= 5 POW Dedicated to the Attunement.

POW Dedicated to Attunement cannot be used for any other purpose in the game without breaking the Attunement. It cannot be used to cast spells, devoted to gods, etc.

 

CR: 1

XP: 400

Tiny plant

Alignment: Neutral

Init: +3; Senses: Tremorsense 60 ft. ; Perception: +5

AC: 16 ; Touch:14; Flat-footed: 12

HP: 9 (1d8+4)

Fort: +8; Ref:+3 ; Will:+1

Immunities: All mind-affecting effects, paralysis, polymorph, sleep, stunning.

Vulnerabilities: poison

Speed: 30 ft.

Melee: +0 bite 1d3-1 plus 1d4 acid

Ranged: +3 1d4 acid (15 ft. range, see burrow for details of the paralytic acid)

Space: 2.5 ft. Reach: 0 ft.

Special Attacks: Burrow

Stats: Str:8, Dex:16, Con:18, Int:1 , Wis:10 , Cha:4

Base Atk: +1 CMB: -2; CMD:15

Feats: None

Skills: Stealth +11

Languages: None

Environment: Any Temperate

Organization: Solitary

Treasure: Incidental

Special abilities:

Burrow (Ex) - The creatures will burrow with shocking speeds, tunneling through the soles of boots or into the feet or even body of any warm-blooded creature within 10 feet of the plant. The creature exudes a powerful paralytic acid which causes 1d4 points of damage per round, and is delivered by a standard melee attack. Furthermore, the target must make a Fort save (DC 11) or become paralyzed for 1d6 rounds, which will allow the creature to burrow up through the leg and into the torso. The creature is capable of moving only 1 foot per round, and depending on the height of the victim, it could take several rounds for the tuber to burrow into the torso. Each round of burrowing will inflict 1d6 points of damage and the target must make a Fort save (DC 13) or lose 1d3 points of Constitution. Once it reaches the torso, the damage is increased to 3d6 points of damage per round and the Constitution loss is 3d3 points per round.

Tremorsense (Ex) – This creature is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground.

Every great character needs an origin, and this is how Ronnath's daughter Cheonsa came to being.

No. Enc: 1d12
Alignment:  Neutral
Movement: 90’ (30’)
AC: 7
HD: 1
Attacks: Burrow (see description)
Damage: see description
Save: L1
Morale: N/A
Hoard Class: Incidental

CR: 10

XP: 9,600

Medium Undead

Alignment: Chaotic Evil

Init: +3; Senses: Darkvision 60 ft.  ; Perception: +11

AC: 20 ; Touch: 18; Flat-footed: 15 (Dexterity +3, natural armor +2, dodge +2, other +3)

HP: 85 (10d8+40)

Fort:+4 ; Ref: +3; Will: +1

Immunity: All mind-affecting effects, bleed, death effects, disease, paralysis, poison, sleep, stun

Weaknesses: Ultraviolet Radiation (see description)

Speed: 30 ft.

Melee: two claws +11 1d8+4, 1 bite +11, 2d6+4

Space: 5 ft. Reach: 5 ft.

Stats: Str:18, Dex:16, Con: - , Int: 16 , Wis:12 , Cha: 18

Base Atk: +7 CMB: +11; CMD: 24

Feats: Cleave, combat expertise, improved natural armor, improved natural attack, power attack,

Skills: Acrobatics +13, climb +9, disable device +8, escape artist +8, knowledge (local) +13, sense motive +6 stealth +13, swim +9, survival +6

Languages: Common, undercommon, abyssal, infernal

Environment: Ruins only

Organization: Solitary

Treasure: Incidental

Special abilities:

Blur (Sp) – This creature is able to use its psionic abilities to ‘blur’ its outline, making it more difficult to hit in combat. This will increase its AC by 3 and it can use this ability once every 5 minutes, and it lasts for 2d6 rounds.

Create Spawn (Su) – Any humanoid killed by one of these beasts and not consumed will undergo a strange metamorphosis which requires exactly 72 hours to complete. The creature will retain its memories, but it will lose any mutations or abilities it possessed in life. Those who knew the victim before they became this monster are often the creature’s first targets, although for some reason it will never attack immediate family. Non-humanoids are simply killed.

Darkness (Sp) - It can create a massive globe of darkness, and it will do so in order to help it escape from anything it cannot handle.  This globe covers a radius of 100 feet, centered on the creature, and barriers such as earth, walls, and so forth do not stop this… so anything on floors above, below or behind walls or dirt will suddenly find themselves surrounded by darkness. The darkness can be dispelled at any time by this monster, otherwise it will last for 2d12 rounds.

Tactile Illusions (Sp) - The creature is able to create a fully tactile and interactive illusion. Unless someone is actively attempting to disbelieve the illusion – Wil save, DC 19 -  it will considered real, and it will interact with the target. It will even react to any attacks made upon it’s person, showing the right damage, and it will even ‘die’ if required, although such attacks will not harm the creature itself. The creature can produce these illusions at will, but only one can be made at any time. If used to attack, the illusion will always seem to miss or be totally ineffective. It can be dismissed by the creature at any time, and is considered a swift action to both summon and dismiss.

Touch of the Otherworld (Su) – When the monster strikes with its talons or bite attack, the target must make Fort save (DC 19) or suffer 1d4 points of either Strength or Dexterity loss from the coldness of its touch (target chooses which). If the monster has suffered any damage at this time, for each point of Strength or Dexterity it drains, the creature will regain 1d4 hit points. It cannot build a surplus of hit points however; this will only heal damage it has sustained.

Untouchable (Sp) - This creature is able to become insubstantial for up to 1 minute, once per day. By using this, the creature becomes completely immune to all physical damage, although psionic and energy-based attacks (including thermal) will still harm the creature. It can still be missed, with each attack having a 50% chance of missing – even energy or psionic-based attacks.

Maero
Medium humanoid, neutral evil
 
AC: 14 (natural armor)
Hit Points: 39 (5d8+15)
Speed: 30 ft. (15 ft. in trees)
 
STR          DEX          CON          INT          WIS          CHA
14 (+2)      15 (+2)      16 (+3)      7 (-2)        9 (-1)        7 (-2)
 
Skills: Athletics +4, Intimidation +1, Perception +1, Stealth +4
Senses: Darkvision 60 ft., passive Perception 11
Languages: Giant
Challenge: 3 (700 XP)
 
Death from Above. If a Maero leaps downward at least 10 feet from a tree or other height and then hits with a claw attack on the same turn, the target takes an additional 3 (1d6) bludgeoning damage and must succeed on a DC 12 Strength saving throw or be knocked prone.
 
Keen Smell. A Maero has advantage on Wisdom (Perception) checks that rely on smell.
 
Regeneration. A Maero regains 6 hit points at the start of its turn. If a Maero takes acid or fire damage, this trait does not function at the start of its next turn. A Maero dies only if it starts its turn with 0 hit points and does not regenerate.
 
Actions
Multiattack. A Maero makes three melee attacks, one with its bite and two with its claws.
 
Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
 
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.
 
 
Bonus Actions
Frightening. Because of its terribly fearsome appearance, as a bonus action a Maero can make an Intimidation check against one target, which the victim can oppose with a DC 8 Charisma saving throw. If a target fails this check, its next attack against the Maero will be at disadvantage. 
 
Maero
Maero are man-sized cousins of Trolls that dwell in woodlands and are believed to have inhabited some islands prior to their settlement by Polynesians. They have long filthy talons, sharp fangs, unkempt dirty hair, and mottled green flesh, which allows them to blend into foliage and be hard for others to spot. They are strong, wiry, and tough and move through the branches of trees in order to stalk and ambush their victims. Such creatures hate even each other but will work together for large ventures like raids, and will generally render aid to any of their fellows who call for help against adventurers or the like.
 
Ravenous Killers. Maero are exceedingly violent and will kill and devour almost any sort of living thing, and especially relish hunting Humans and other sentient races for these purposes. They attack with their talons and sharp fangs in attacks made whenever possible by leaping from trees or other heights.
 
Regeneration. A Maero can survive even total dismemberment or decapitation, and its severed body parts can fight on their own or wriggle back to rejoin with the main body of the creature, and will be regrown if totally destroyed. Only if a Maero is damaged by fire or a corrosive like acid or lye will its regeneration be impeded. 

No. Enc: 1
Alignment:  Chaotic
Movement: 90’ (30’)
AC: 3
HD: 10
Attacks: 2 claws and 1 bite
Damage: 1d8+4 and special / 1d8+4 and special / 2d6+4 and special
Save: L12
Morale: 7
Hoard Class: Incidental

 

Narasinhai

Hit Dice:

Medium-Size Humanoid

3d8+3 (16 hp)

Initiative:

+2 (Dex)

Speed:

25 ft. (chainmail); base 35 ft.

AC:

17 (+1 Dex, +5 chainmail,

Attacks:

+1 small steel shield)

2 claws, +6 melee, bite +1 melee;

 

masterwork pata* +7

Damage:

melee, bite +1 melee

Claw 1d3+3,

 

bite 1d6+1,

Face/Reach:

pata* 1d8+3

5 ft. by 5 ft./5 ft.

Special Attacks:

Pouncing attack,

Special Qualities:

improved grab, rake

Darkvision 60 ft.,

Saves:

scent

Fort +5, Ref +2,

Abilities:

Will +2

Str 16, Dex 14,

 

Con 13, Int 10,

Skills:

Wis 12, Cha 10

Balance +5, Hide +5,

 

Listen +5,

 

Move Silently +12,

Feats:

Spot +5

Blind-Fight

Climate/Terrain:

Warm and temperate

 

forests, hills,

Organization:

and plains

Solitary, Warband

Challenge Rating:

(2-12),Pride (12-48)

3

Treasure:

Standard

Alignment:

Usually lawful

Advancement:

By character class

 

Following are stats for Moira, the owner of the title establishment in Skirmisher Publishing's new "Into the Mines of Moira" adventure for 5th Edition! She is being posted here as bonus content to this module and, as an important non-player character in the Dwarven community of Kos, might end up playing an active role in continuing adventures spinning off from it. This terrific image, which also appears in Skirmisher's Swords of Kos Fantasy Campaign Setting, is by fantasy artist Stanislav Volkov
 
Moira, Restaurateur & Community Leader
 
Medium humanoid (Mountain Dwarf), lawful good
AC: 10 (leather)
Hit Points: 32 (5d8+10)
Speed: 25 ft.
 
STR          DEX          CON          INT          WIS          CHA
10 (+0)      8 (-1)         14 (+2)      13 (+1)     16 (+3)     16 (+3)
 
Saving Throws: Wis +6, Cha +6
Skills: Insight +6, Persuasion +6
Proficiencies: Alchemist’s supplies, brewer’s supplies, cook’s utensils
Senses: Darkvision 60 ft., passive Perception 16
Languages: Common (Greek), Dwarvish
Challenge: 5 (1,800 XP)
 

Dwarven Armor Training (proficient with light and medium armor)

Dwarven Combat Training (proficient with battleaxe, handaxe, throwing hammer, warhammer)

Dwarven Resilience (advantage on saving throws against poison and resistance against poison damage)

Stonecunning (When making Intelligence (History) checks related to the origin of stonework is considered proficient in the History skill and adds double proficiency bonus to checks.)

Channel Divinity (1/rest; Turn Undead)

Divine Domain (Knowledge)

Divine Domain Feature (Knowledge of the Ages)

Destroy Undead (CR 1/2)

Spellcasting. Moira is a 5th-level divine spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following Cleric spells prepared: 

Cantrips (at will): GuidanceC, Mending, ResistanceC, Thaumaturgy
1st-level spells (4 slots): BlessC, CommandD, Create or Destroy Water, IdentifyD, Purify Food and Drink
2nd-level spells (3 slots): Calm EmotionsC, Enhance AbilityC, Locate ObjectC, Protection from Poison
3rd-level spells (2 slots): AuguryD, R, Create Food and Water, SuggestionD
 
Actions
Cleaver (Handaxe): Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage. Moira adds her +3 proficiency bonus to cleaver damage against anything made of flesh and blood.
 
Description: Stout, commanding, and by all accounts strikingly attractive to the men of her race, Moira is the owner of the restaurant bearing her name that is located in the hilly suburbs southwest of Kos City. She also owns significant property throughout the area, including shares in a number of mines, and is consequently fairly wealthy.
 
Moira is one of the most prominent leaders of the Dwarven community on Kos Island and tireless in protecting its interests — both by trying to influence the way others see and treat her folk and by guiding the members of her community to be the best they can and adhere to traditional Dwarven values. She is especially critical of Dwarves who act in ways that deviate from what she considers to be ideal canons of behavior, especially those who behave in a greedy manner in their dealings with one another, and will often demand they change their ways. Those who cross her may find themselves being censured by the Dwarven community until they approach her and make appropriate amends.
 
Moira is also a priestess of the Dwarven female deity of hearth, home, and community. Her prepared spells are those she tends to use on a day-to-day basis in her capacity as the manager of a restaurant, but she will select more appropriate ones if adventuring or undertaking a particular mission. She is also adept at working with alchemist’s supplies.
 
Moira is originally from a community of Dwarves that live deep beneath the mountains of mainland Anatolia, and her style of cooking, customs, and dialect all reflect this. She does periodically travel back to the home caverns of her clan, less for her stated aim of personally selecting ingredients for her restaurant than for purposes of reinforcing alliances and keeping apprised of any developments she might deem relevant.
 
Moira is rarely seen wearing anything but fine traditional robes and is generally heavily laden with jewelry and gemstones, including rings that she weaves into the elaborate braids of her golden beard.
 
Moira is a blood kinswoman of the soldier Trodecarn and the armorer Durden Ironbender. 
During our "d-Infinity Live!" episode on Super Villains we both talked about the characteristics of such archetypal antagonists and alluded to Chaps & AppsTM (C&ATM), my sci-fi/Western variant for the D&D 5th Edition rules! I therefore thought it would be appropriate to share here the first super villain that I have created for this lively and entertaining game. 
 
Duke Kownteau
Medium humanoid, Bad and Law-Abiding
______________________________________________
Armor Class 15 (personal forcefield)
Hit Points 81 (13d8 +13)
Speed 30 ft.
______________________________________________
STR            DEX            CON            INT            WIS            CHA
14 (+2)        14 (+2)        12 (+1)        18 (+4)       10 (+0)       16 (+3)
______________________________________________
Skills Investigation +9, Perception +5
Senses passive Perception 15
Languages English, Chinese, Japanese, Romanian
Challenge 13 (10,000 XP)
 

Fighting Style (Swords; +2 to attack rolls with swords)

Second Wind (bonus action to regain 1d10+13 hit points once between short or long rests)

Action Surge (1 use; take one additional action between short or long rests)

Martial Archetype (Champion)

Extra Attacks (Attack three times)

Improved Critical (weapon attacks score a critical hit on a 19)

Indomitable (reroll a failed saving throw; 2/long rest)

 
Actions
Multiattack. Duke Kownteau can make three attacks, dividing them among the weapons at his disposal as he sees fit.
 
Weaponized Longsword. Melee Weapon Attack: +9 to hit, one target. Hit: 6 (1d8 + 2) slashing damage plus 9 (2d8) electrical damage or 7 (1d10 + 2) slashing damage plus 9 (2d8) electrical damage if used two-handed.
 
Peacemaker. Ranged Weapon Attack: +7 to hit, one creature, range 20/60, Damage: 6 (1d8+2) force.
 
Bite. Melee Weapon Attack: +7 to hit, one target. Hit: 4 (1d4 + 2) piercing damage plus 4 (1d8) necrotic damage. If wounded when he inflicts necrotic damage with a bite, Duke Kownteau regains that many hit points. If biting a helpless victim he does not need to roll an attack each round in order to automatically inflict necrotic damage.
 
Hold Person (C). Ranged Weapon Attack: DC 16 Wisdom saving throw, one creature, range 60, Damage: paralyzed up to 1 minute. Duke Kownteau uses this effect via contact lenses that have had the appropriate app loaded onto them and will often use it for purposes of allowing him to more easily bite victims.
 
Apps
Personal Forcefield (3 uses/long rest (24 hours duration total))
 
Shield (4/long rest)
 
Duke Kownteau
Duke Kownteau is a powerful official of the Asiatic government that dominates the solar system and dresses accordingly, favoring high-collared and elaborately embroidered silk coats in an Oriental style. He appears to be of Asian extraction but this is a product of prosthetics and makeup and he is actually just a regular Panhuman. He has a great deal of autonomy and, while he is unquestionably as bad and oppressive as the regime he represents, he has many independent schemes and might therefore end up serving variously as an antagonist, a patron, or both to a character posse. 

Duke Kownteau prefers convoluted schemes using agents, traps, and other indirect means of engagement rather than personally attacking foes and will not initiate direct assaults against characters. If forced into combat, however, he will defend himself energetically, his weapon of choice being a longsword that has been enhanced to inflict electrical damage. He generally has at least one ship and a squad or more of Purple Nurples with him, and might have considerably more under his command at any given time. 

In conversation Duke Kownteau relishes noting relevant numbers (e.g., “Five bounty hunters. Hahahahaha! One, two, three, four, five.”). 

The Evil Gene

The Evil Gene

Super Villains (d-Infinity Live! Series 6, Ep 8)

Super Villains (d-Infinity Live! Series 6, Ep 8)