Posts Tagged ‘D&D Next’

A new episode of Table Top Babble is now available!

James Introcaso sits down with Rich Howard, game designer and host of the Young Justice podcast, and Darcy Ross, game designer and host of the Cypher Speak podcast, to discuss GMing underwater adventures.

Rich Howard Author

TribalityFrom the Depths

Gnome Stew

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A new episode of Table Top Babble is now available!

James Introcaso sits down with Jason Nelson of Legendary Games to discuss forest campaigns and his new Kickstarter for the Forest Kingdom Campaign Compendium. Then it’s a conversation with DSPN’s own Mike Shea of Sly Flourish about short adventures and his new Kickstarter for Sly Flourish’s Fantastic Locations.

Subscribe on iTunesGoogle Play, or Stitcher. Grab our RSS feed.

Follow Table Top Babble on Facebook or Twitter.

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

If you’ve been playing RPGs as long as I have (22 years!), then you know keeping combat fresh ain’t easy especially when you’re playing with the same players for a good portion of that time. How can we continue to surprise, delight, scare, and challenge our players who have seen all our tricks a thousand times over?

This week I’ve had the privilege of recording a few Table Top Babble podcasts with successful designers like Mike Shea, M.T. Black, Tony Petrecca, and Jeff Stevens and I asked them this question. These people have written some of my favorite combat encounters ever so I couldn’t let the opportunity slip by.

They all had a common idea about spicing up combat. Encounters share common elements that can be changed to create a challenging and unique battle with minimal effort. Think of each of these variable elements as having a dial that you can turn to make every brawl distinct.

I’m going to breakdown each of these elements below to show how you can use them to make an encounter legendary. You only need to crank two or three of these to make a memorable battle. If you try to play with too many elements at once, combat can get bogged down in the details as players wait for their turns.

Visibility

Visibility has an enormous impact on combat. Take a look at all the beautiful creatures with darkvision, blindsight, termorsense, and more. Those abilities really mean something and can give players or monsters a leg up in a battle that’s shrouded in darkness (magical or mundane), fog, or illusion magic. Foes who are fully aware of their surroundings might toy with enemies who struggle to get bearings.

Tips For Playing With Visibility:
  • Don’t make it frustrating. Let the players get creative and counteract the fact that they can’t see in creative ways, like creating clouds of flour to reveal invisible enemies or using the momentary light of a fireball spell to get a quick look at the area.
  • If you’re playing on a virtual table use available dynamic lighting features.
  • If you’re playing in person, consider running this particular encounter in the theater of the mind style. Using minis allows players with blind characters to see the position of other creatures and terrain so it ruins shrouded visuals.

Terrain

The landscape of an encounter can really change the way it is played. A few bits of interesting terrain will create better combat and storytelling in your games even if you aren’t sure how it will all come into play. Let the players surprise you! It’s not up to the DM to figure out how every brazier and tree can be a part of combat.

Tips For Playing With Terrain:
  • Let players get creative. In fifth edition D&D advantage and disadvantage make improv easy by taking a lot of math out of the equation. If a character wants to try to fell a tree onto an ogre, let them try! Even if a task is nigh impossible, failure is a more interesting than saying no. Once your players realize the world is theirs to get creative in, you can lay out the terrain that makes sense in a location and let them decide how to use it.
  • Terrain goes beyond the natural. Stairs, horse-drawn carts, and a ruined half-wall all count as terrain. Don’t just think about the natural world!
  • Smart creatures lair in terrain that favors them. A room where a beholder sleeps might be spherical so the aberration can take advantage of its ability to fly and use eye beams on enemies as they slide to the floor. A white dragon’s lair could be covered in slippery ice that also allows the beast to walk upside down on the ceiling!
  • While grids can make interacting with terrain easy, you can still rock terrain in a theater of the mind encounter. Simply write out some major terrain features on a piece of paper or index card and display it so the players know what they’re working with and against.

Space

Space defines the area where your encounter takes place. Is it a cramped dungeon hall with enemies attacking from either side? Is it an open forest sniper battle with hundreds of yards between enemies? Is it a battle that occurs as the combatants fall through the sky? All three are very different experiences. Cramped spaces make a battle feel desperate and wide open spaces make an encounter epic.

Tips For Playing With Space:
  • Don’t forget the third dimension. Remember that creatures with flying speeds take advantage of height all the time (as do creatures that can’t fly). Adding height to your encounter makes it far more interesting, realistic, and memorable.
  • You can add motion to your battle. Some of the most memorable action sequences in movies take place on the road, in the sky, or on a body of water. Your space can move if it’s a fight on rafts down river rapids or a chase across busy city rooftops.
  • If you go wide, remember to fill in the terrain. You don’t want your combatants to spend the first three rounds of combat simply moving into range of one another.

Hazards and Traps

A great trap or hazard can make a battle memorable all on its own. The floor slowly falling out of a room, a pendulum scythe, or an enchanted tapestry can add delicious layers of complexity to an encounter. If play with this element, be sure you don’t turn up too many other dials, since tracking these things can be a lot of work.

Tips For Playing With Hazards and Traps:
  • Roll initiative for most hazards and traps. That way you remember to use them. (To make it extra unpredictable, roll initiative for the trap at the start of each round.)
  • Let players defeat hazards and traps creatively… or at least let them try!
  • Most monsters are aware of the hazards and traps in their lairs and know how to avoid them.
  • Have a list of simple hazards handy for those random encounters.

Customize Monsters

There’s so many ways to customize monsters that this could be its own series of blog posts. A recent tweet from M.T. Black shows us just 20 of those options:

Reskin monsters, add abilities (using pg. 280 and 281 of the DMG), give them spells, resistances, immunities, and vulnerabilities, and change damage types to create exciting beasties that don’t do what the players thought.

Tips For Customizing Monsters:
  • Don’t worry too much about exact math. If you add a spell or ability that requires a DC, remember that fifth edition D&D’s bounded accuracy system means DC 10 is always easy, 15 is always moderate, and 20 is always hard. Let those numbers be your guide when give a monster a feature that requires a saving throw. If you need an attack bonus for an ability, just pull it from one of the creature’s other attacks.
  • If you want a tough monster, boost those hit points. This is a great way to make a tougher version of a monster without having to adjust anything else.
  • To make things really easy on yourself, just reskin monsters. Want a fire-breathing orc that can fly? Use a fire dragon wyrmling stat block.

Goals

Perhaps the largest thing you can do to make combat interesting is change the goal of the encounter. Too often are our battles each side rolling d20s until the other is wiped off the face of the earth. Change the game. If the odds are overwhelming against the PCs but all they need to do is grab a magic sword, stop a dark ritual, or save a prince, the encounter becomes more thrilling. You can read more about this idea in this blog post.

Tips For Playing With Goals:
  • Think about the goal of the monsters. What do they do to ensure they can complete the dark ritual or grab the magic sword before the PCs?
  • How do the monsters react if the characters achieve their goal? Do they flee? Pursue? Explode?
  • Ask yourself, “Which monsters in this encounter will sacrifice everything to stop the characters from achieving this goal?”
  • Don’t be afraid to throw more than one goal into a truly climactic encounter.

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

Have you ever sat down to run a D&D game and thought, “Oh crap. What am I gonna do? Why didn’t I prepare ANYTHING?” This happened to me sometimes as a kid and now it happens more than I care to admit as an adult. People get busy. There’s chores to be done, work to be accomplished, family obligations, social obligations, and more. These commitments also often get in the way of actual game time, so I’d rather run a game unprepared because who knows when the next time we’ll get to play is? Not only that, my players have cleared time on their schedules and made a commitment to the game. I don’t want to let them down. At the same time I don’t to run a bad game either which can be a result of unpreparedness. What’s a DM to do? You should prepare to be unprepared.

This blog post provides a few tricks you can try for those games when you couldn’t even spare the last-minute prep.

Read Adventures

Having an adventure you can pull off the shelf that you’ve already read makes life easy when you haven’t prepped. As a bonus, reading a well-written D&D adventure can be just as enjoyable as reading a book. Yet where can we find the time for pleasurable reading? We don’t even have time to prep our games! Fear not, there’s some solutions. First try multitasking. If you commute using public transportation or get a little cardio in on a treadmill or bike during the week, these are perfect times to read an adventure. If neither of those things work for you, remember – everyone poops.

I know reading the Wizards of the Coast hardcover D&D adventures can seem daunting. If you don’t have the time, desire, or money to read one, you don’t have to do that. There are tons of adventures you can for free (like on this site or found in Dragon+) or very cheap on the DMs guild or DriveThruRPG. Ratings and rankings can help you discover which adventures are well written as can the in-depth reviews from Merric’s Musings. If you’ve got time to scroll through social media, odds are you have time to read a short adventure.

As you read an adventure, the best thing to do is mark segments and encounters you really love. You just slap a quick post it note on a hard copy or place a bookmark on a PDF. When the fateful day comes that you’re unprepared you’ll be able to grab what you need and go. You don’t need to use the whole adventure, just take the parts you like (more on that below).

If you’re playing a longer campaign with a connected story, you can still make use of published encounters and adventures. Some simple re-flavoring (or re-skinning) will make everything fit in your story. For example, let’s say you’re running a story in which giants are the main antagonists, but you really want to use a red dragon encounter from Rise of Tiamat. Simply re-flavor the red dragon to be fire giant eldritch knight (the breath weapon and flight abilities are spells and the attacks are various weapons and stomps). The minions can likely stay the same. Boom. No math required. It’s all done on the fly.

Steal, Steal, Steal from Podcasts and Web Series

In a world full of actual play and advice podcasts and web videos, it’s even easier to multitask. The Adventure Zone, Total Party ThrillCritical Role, Behind the DMs Screen on The Tome Show, Venture MaidensDice, Camera, Action, and more have lots of folks playing or talking about their D&D campaigns. If you’re hurting for an idea, there’s absolutely no shame in stealing from these properties, especially if your players aren’t part of the audience of the property you’re stealing from. Even then you can make an idea work, provided you add a bit of a twist of your own or apply some of that reskinning.

Practice Improv

When you do have time to prepare, build a little improv into your game. Maybe write the first and last scene for a session, but let the players decide how to get from beginning to end. You can use random tables in the Dungeon Master’s Guide and have a few of the resources listed below ready to roll as a safety net. If you don’t feel comfortable doing that, maybe just have a single improvised scene and go from there. Improvisational storytelling is a muscle. Work it out, build it up, and you’ll be ready if you find yourself running a game for which you did not prepare.

Save What You Don’t Use

Sometimes players go off the rails, causing you to throw out what you’ve prepared. Don’t walk away from that sweet kobold dungeon just because your players decided to hunt pirates on the high seas. Keep that for your less-than-prepared day.

Let the Players Take the Reins

If you haven’t prepared anything and feel comfortable with improv, let your players decide where the story goes next. Maybe they have downtime between adventures and decide to pursue a plot thread from one of their backstories or an enemy that got away during a previous quest. Maybe they have a dark relic that they want to figure out how to destroy. Maybe they want to blow off the main quest anyway and hunt pirates. If this is the case, ask lots of questions at the start and listen to the players as they respond. Let them construct the plan of action. Ask what they want to do and how they want to accomplish it. Take notes and answer any of their questions and you’re ready to roll. For some players it might be weird to open up a game by asking, “What do YOU want to do?” but once they realize what’s happening, most will love it.

Find Products Made Just For This

In addition to the resources listed in this post, you might also want to checkout Kobold Press’ Prepared! by Jon Sawatsky and the Book of Lairs. The former is a book of encounters and the latter is a book of dungeons. Put ’em together and you got game nights to spare! I also recommend two products by Michael E. Shea of Sly FlourishFantastic Locations gives you a bunch of amazing abstract locations that can be turned into dungeons large and small. His latest (currently) ongoing Kickstarter for Fantastic Adventures is a bunch of short one-shot D&D adventures with fun twists and turns. This book can be used with Fantastic Locations to really flesh out adventures and have an awesome experience.

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

A new episode of Table Top Babble is now available!

James Introcaso sits down with Pedro Barrenechea and Henry Lopez of Paradigm Concepts to discuss their rich campaign world of Arcanis, its organized play program, and the Kickstarter that brings the setting into 5th Edition D&D.

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If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

Last year I gave not one, but two status updates about my sales on the Dungeon Master’s Guild. I’ve got several pay what you want products in addition to a few paid products now on the guild. One of those paid products is the D&D Adventurers League adventure DDAL 05-05 A Dish Best Served Cold which is an official part of the Storm King’s Thunder storyline. (You can find Travis Woodall’s amazing Deluxe Maps for the adventure here.) People have been asking me to do another update and share my AL sales. I’m more than happy to do that.

First Let’s Take A Look At Pay What You Want One More Time

Below are all my sale numbers including free downloads of my pay what you want products:

And here are the sale numbers with paid purchases only:

For reference, the pay what you want products are:

*Free purchases are not factored into a pay what you want product’s average payment.

So it seems a lot of my assumptions about pay what you want products vs paid products hold true after over a year. Pay what you want products see lots of downloads and get your name out there. They can quickly become “best sellers” since any sale of $0.01 or more counts towards your numbers. Sounds great, right? Yet one year in and I’ve still made less than $0.01 a word on these products. Any further releases I have on the DMs Guild will likely be paid only.

If you want to know more about why I made my initial products pay what you want, see my first post on this topic. I’ve learned tons about layout, editing, and art acquisition since I started posting products on the DMs Guild, so future products will not only be paid, but they should also be of a superior quality to my pay what you want products.

Let’s Talk About Adventurers League Adventures

When it comes to making paid products, sales skyrocket if a product is part of the main D&D Adventurers League storyline. A Dish Best Served Cold has only been up since November 1, 2016, yet has over 1000 sales and is already close to Platinum Best Seller status. Add to that the fact that adventure designers make 60% commission on their D&D Adventurers League adventures if they were published in season five or later and it is by far my biggest money-maker, despite the fact that it has roughly 1/10th the downloads of 50 New Magic Items.

Now the question becomes, does this hold true for adventures in the convention created content program? Not as much.

If you don’t know what the convention created content program is, here’s a nutshell description. Wizards of the Coast allows conventions to create adventures set in the Moonsea region of the Forgotten Realms. Those adventures are then played at the convention that created them, are considered Adventurers League legal, and can be sold on the DMs Guild after the convention.

Many of the same folks who work on the main D&D Adventurers League adventures also write the con created content. The con created content adventures are often just as professional and put together as the main Adventurers League adventures, yet they have lower sales. I wrote a con created content adventure called Tales of Good & Evil for Baldman Games that premiered at Gen Con. It’s been available to the public since December 2016. While I don’t have the exact sale numbers, I can tell you that they are somewhere between 100 and 260 sales, since it’s a Silver Best Seller at the moment (more on best seller medals below).

Now, that doesn’t mean writing con created content isn’t worth it. First of all, it’s a blast to write in the Forgotten Realms and to share that story with players everywhere. Second, that’s a published adventure with your name on it, baby! I’m so proud of Tales of Good & Evil and it allowed me to work with an amazing team of people. (Don’t tell Shawn Merwin, but I would have done it for free.) If we’re talking financially, Baldman Games made sure designers were taken care of. In addition to a commission split that is handled by Baldman (which is why I don’t see the exact number of sales… that’s in their hands), Baldman also paid me an up front fee for my words. So yes, working on con created content does indeed pay, despite smaller sales.

Medals

After having products on the DMs Guild for over a year I feel confident saying the following numbers and medals correspond. It appears to take medals several hours to update, so if you just hit one of these numbers, give it a day or two.

  • Copper. 50 paid sales
  • Silver. 100 paid sales
  • Electrum. 260 paid sales
  • Gold. 525 paid sales
  • Platinum. 1050 paid sales

How do I know this? At the moment, here are my own medals.

My copper best sellers are:

My silver best sellers is:

I have no electrum best sellers at the moment, but I do have two gold:

Finally, my two platinum best sellers are:

Ratings and Reviews

Ratings and reviews are tough to come by on the DMs Guild, and even more difficult to get organically. When I was starting out, I asked friends to take a look at and rate honestly my pay what you want products, so keep that in mind when you see the numbers below.

Here’s how my reviews are stacking up:

  • 15 New Backgrounds – 36 ratings, 8 of which include a written review (up since Jan 22, 2016)
  • 20 New Traps – 20 ratings, 3 of which include a written review (up since February 8, 2016)
  • 50 New Magic Items – 32 ratings, 3 of which include a written review (up since February 18, 2016)
  • Arachnids, Wraiths, & Zombies – 8 ratings, 1 of which includes a written review (up since March 9, 2016)
  • Archons – 13 ratings, 1 of which includes a written review (from a personal friend) on (up since January 19, 2016)
  • Catastrophic Dragons – 23 ratings, 5 of which include a written review (up since January 19, 2016)
  • Greater & Elder Elementals – 13 ratings, 0 of which include a written review on Greater & Elder Elements (up since February 1, 2016)
  • Tarokka Expansion 2 ratings, 1 of which includes a written review (up since June 1, 2016)
  • A Dish Best Served Cold – 7 ratings, 1 of which includes a written review (up since November 1, 2016)
  • Tales of Good & Evil – 2 ratings, 1 of which includes a written review (up since December 2016)

I will say that my free and pay what you want products have more reviews than my paid products, even when you take into account the five friends I asked to rate things for me (not all of whom actually did because they didn’t have time to read the products). It MAY be that a small number of people who download for free take the time to leave a rating (essentially giving their time instead of their cash to a product).

So there you have. The latest update on the DMs Guild. Anyone else out there having success? Did I get anything wrong? Is this information helpful to you? Sound off in the comments below!

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

A new episode of Table Top Babble is now available!

James Introcaso sits down with Mitch Connelly, Neal Powell, and Sam Dillon dish on the latest D&D book from Wizards of the Coast, Tales of the Yawning Portal.

RPG Musings

The Tome Show

The Block Party Network

Subscribe on iTunesGoogle Play, or Stitcher. Grab our RSS feed.

Follow Table Top Babble on Facebook or Twitter.

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

I’ve been preparing to run a game of Phoenix: Dawn Command this weekend and I have to say it’s brilliant. This RPG from the mind of Keith Baker is a beautiful merging of story and mechanics that encourages teamwork, roleplaying, and heroics from the players. Here’s a quick description of the game from its website:

In Phoenix: Dawn Command, you don’t gain power by killing others; you gain power by dying. After each death, you add additional cards to your deck representing the lessons you learned from your previous life. However, there’s a catch: you can only return seven times. So each death makes you stronger, but it also brings you closer to the end of your story. In addition, you don’t return right away and you don’t return in the place where you died. This is what drives tension: most missions are time-sensitive, and should you and your friends all fall without completing your task, you will fail… and when you return you’ll have to deal with the consequences of that failure. Because death isn’t the end, the odds will often be stacked against the characters; players are encouraged to take risks and to be prepared to make sacrifices. Death isn’t the end, but you want to make sure you make every life count.

Even if you’re only ever going to play Dungeons & Dragons, Phoenix is worth purchasing for the ideas and new mechanics it will bring into your game. In today’s post I’m going to show how you can steal a few ideas from Phoenix and apply them to D&D. If you like this post, you might like another post about stealing mechanics from other games.

Lore

If you want evocative, original story ideas, this game is full of them. Much of the game’s rulebook is devoted to the setting, Dalea, and goes into great detail about the world’s history, cities, and cultures. One entire section of the book unravels the mysteries of the Dread (an evil phenomena that is overtaking the Dalea). The final pages of the book detail an entire campaign that can be run, complete with amazing encounters, compelling villains, and interesting NPCs. In true Keith Baker fashion the text is sprinkled with plenty of interesting open ends and alternatives that are worthy of entire campaigns.  Many of these ideas you can be stolen straight-up. Most others require the smallest of tweaks to apply to D&D. I could go on, but I don’t want to give too many of the game’s juicy bits away.

GM Advice

In addition to the lore within this game, there’s a lot of great advice about running Phoenix that can be applied to ANY roleplaying game. The book discusses encouraging players to take risks and roleplay, what to do when you don’t have a full table, how to create interesting encounters, and more. The lore plus the advice make this thing worth the price of admission and we aren’t done yet.

Environmental Elements

In Phoenix every combat encounter has a list of interesting environmental elements that can be used in an attack’s description. For instance a battle in a tavern might have a chandelier, fireplacekeg of ale, mounted moose head, and a shelf of bottles. In Phoenix, a card-based game, when a character uses one of these elements in the description of an attack, they get to draw an extra card. The element is then crossed off the list, not because it cannot be used in another description, but because it cannot be used to gain the bonus card benefit again.

It’s easy to bring the same idea to D&D. You can write a list of elements right onto a battle mat, paper, or index card. If you’re a lazy DM, ask each player to come up with one and write them down. When each is first used in an attack’s description, allow the character to gain advantage on the attack roll. If advantage seems too powerful, give another benefit, like an extra d4 damage if they hit.

Attendant Spirits

We’ve all been there. One hour into a four-hour session a T-Rex bites the head off the druid and now Katy has nothing to do for the rest of session. Phoenix, a game that somewhat encourages players to die, has a solution for this. When a PC bites the dust, their soul can bond to another hero as an attendant spirit until they are reborn. This attendant spirit can communicate telepathically with the host and speak to others through the host’s voice when the host allows it. In addition, the spirit can spend unused resources to aid the host.

To bring this idea over to D&D, we can think about the dead PC’s unspent resources. Maybe the spirit can spend unused hit dice to instantly heal the host, gift unused spell slots (of 5th level and below) so the host can cast more spells, or give away some other resource. Once the resource runs out, the spirit passes into the afterlife or waits to be raised from the dead.

Death As Advancement

Of course the big idea behind Phoenix is its most brilliant. When a hero dies, they level up, but their seventh death is permanent and final. This creates a great tension in the game because players want their characters to die, but not too quickly!

You could easily create a mechanic in D&D that eliminates the usual come back from the dead spells (revivify, raise dead, reincarnation, resurrection, and true resurrection) and experience points, and has characters return at dawn after their death, now one level stronger. If you decide to play this way, I recommend setting a cap to the number of times a PC can return before they are dead for good. 7 works well for Phoenix, but you could pick 3, 5, 10, 20, or whatever you thinks works best for your game. (For more hacks and advice in dealing with death, checkout these posts: Death and Returning Modules, and When Death Isn’t (Always) The End.)

Sparks

The PCs in Phoenix have a limited amount of Sparks that can be used to add +1 per Spark burned to any Skill or Attack Spread. Once a Phoenix uses all of their sparks, they die. Sparks do regenerate, but rather slowly.

With some caution you could add a similar mechanic to D&D. If you’re using death as a tool for advancement, I’d say simply give your characters 5 Sparks per level and allow them to be burned to add bonuses to ability checks and attack and damage rolls. Characters regain 1 Spark x character level at the end of each long rest. If you run out of sparks, you die.

If you’re not using death as advancement, this becomes far more tricky to balance. I’d say each character gets 1 Spark x 1/2 character level (rounded down) per day that can be used to gain advantage on any ability check, attack roll, or saving throw.

Or Just Give Phoenix A Try…

If you’re loving all these ideas why not give Phoenix: Dawn Command a chance? All I did was steal what was already there!

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

Once again I’m continuing my quest to add killer undead to the options already available in the fifth edition Monster Manual for my world of Enora. So far we’ve seen husks, skeletal dragons, vampiric dragonsvampiric vines, and elemental undead. Now I’d like to turn my attention to updating (and adding my own twists to) some old favorites: the nightcrawler, nighthaunt, nightwalker, and night wing. Thanks to EN World forum user pukunui for the idea!

Nightshades

When shadows and evil are infused with the strong will of a powerful being, they take massive forms. Appearing as giants, purple worms, and winged-beasts, this animated shadow stuff abhor life and light and desire a world covered in a shadow of death.

Massive Murderers. All nightshades are enormous combinations of solid shadow and corruption. When a strong-willed, evil beings refuse to pass into the afterlife, their souls infuse the with the same material that creates the Plane of Shadow. The souls wrestle with the shadow stuff, taking as much of it on as possible in order to anchor themselves in worlds of the living. At the same time, the shadow sucks any tiny sense of morality from the soul, creating a new being of considerable size, horrific shape, and murderous intent.

Undead Generals. Nightshades are cunning beings, who stalk the Plane of Shadow, looking for wayward victims to kill and turn into other undead through dark rituals. These undead are bound to the nightshade for as long as it exists. They follow its every command. Many nightshades search for ways to lead their armies into the Material Plane, so they might swell their ranks and experience death on a grand scale.

Work Better Together. Nightshades have great respect for others of their kind. They often form alliances to increase their slaughtering capabilities and grow the sizes of their armies.

Undead Nature. Nightshades don’t require air, food, drink, or sleep.

Nightcrawler

Nightcrawlers resemble purple worms made of pure darkness. Despite their appearance, they are extremely intelligent spellcasters who have devastating strength, burrowing capabilities, and the ability to swallow ogres whole.

Nighthaunt

Nighthaunts resemble large gargoyles and are pure malevolence. As expert tacticians, these nightshades are the best at leading armies of undead or placing guards and strategic defenses around a fortress.

Nightwalker

Nightwalkers are twenty-foot-tall humanoids silent as death. They are among the multiverse’s best stalkers and their dead eyes can cause panic in the most daring prey.

Nightwing

Nightwings appear as enormous bats made of darkness, but have the same level of cunning and guile as all other nightshades. Silent as death and nearly invisible against a black sky, these beings dive onto prey before victims even know they’re being attacked.

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Nightshades

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Once again I’m continuing my quest to add killer undead to the options already available in the fifth edition Monster Manual for my world of Enora. So far we’ve seen husks, skeletal dragons, vampiric dragons, and vampiric vines. Now I’d like to turn my attention to updating (and adding my own twists to) two old favorites: blazing skeletons (or blazing bones) and the chillborn zombie.

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Elemental Undead

Just because many wizards focus on one school of magic does not mean they can’t add a dash of another to their speciality to create a true nightmare. When a pinch of conjuration is added to the power of necromancy, skeletons bathed in fire and corpses armored in ice walk the land, eager for only murder.

Created by Master Mages. Only the most powerful mortals can tap into the power of the elemental planes when they make the dead walk again. These horrid creations are infused with elemental essence to make them stronger and faster while providing magical abilities that other undead of their ilk lack. A creator must be certain they can control an elemental undead before they create it, since the monster desires the mage’s death as much as any other living creature.

Furious Dead. Blazing bones and chillborn zombies have the elementals’ fury and the undead’s hatred of all things living, making them extremely difficult to control. They take a primal, raw pleasure in killing and are never satisfied.

Blazing Bones

Blazing bones are skeletons wreathed in ever-burning flame. They smell constantly of cooked marrow and screech like vultures when they attack. A connection to the Plane of Fire allows them to hurl flame and detonate their bodies at the moment of death.

Chillborn Zombie

Chillborn zombies have ice crystals embedded in their rotting flesh. The immediate area around them is deathly cold and their frigid touch penetrates to the heart. Their elemental connection allows them to breathe cold and, like the blazing bones, they also explode in a burst of energy when they perish.

Want the Stats?

Grab the PDF below or on the Free Game Resources section of this site any time.

Elemental Undead

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!