Posts Tagged ‘devil’

As many of you already know, the Tiamat Takedown is tonight at 8:30PM Eastern. If you don’t know what that is, read on!

Mike Shea DMs Joe Lastowski, Chris DudleyTopher Kohan, Liz Theis, and me in a battle for the ages! We’re stress-testing high-level combat in the new edition of Dungeons and Dragons once again and this time we’re taking on the most powerful villain the game currently has to offer – Tiamat! Her statistics were recently revealed in the Rise of Tiamat adventure from Kobold Press.

Well, get ready to meet the PCs for tonight’s main event! Click this link to see the sheets! Here’s who is playing whom.

  • Joe Lastowski – Azaghal Broadbeam, mountain dwarf paladin
  • James Introcaso – Glandarang Broadbeam, hill dwarf cleric
  • Topher Kohan – Hank, mountain dwarf ranger
  • Christopher Dudley – Shikayo, human monk
  • Liz Theis – Umak, half-orc barbarian
  • Mike Shea – Tiamat, really big five-headed queen of chromatic dragons

So join us tonight! We’ll be living streaming the game on Google+ Hangout and on YouTube. We’ll release an edited version of the audio as a podcast on and have a follow-up conversation as part of The Round Table podcast I host.

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends, share this blog post, and/or leave me a comment and let me know you think. Thanks!

Author’s Note: The updated version of the monster below can now be found at the Free Game Resources page of World Builder Blog. Thank you for all your feedback and please keep it coming!

Deep beneath the surface of Canus, the progeny of an ancient alliance between aberrations and devils slumber, waiting to be awakened. The morchia, cast down and unconscious by The Reckoning Spell, have hate boiling in their sleeping hearts for the world their parents said would be theirs. Simply put, you’re not an aberrant or a devil, they hate you. The exception is of course, tieflings, whom they hate beyond measure, despite the infernal influence on their heritage. Of course, some morchia escaped the influence of The Reckoning Spell, and still wander Verda’s jungles, scheming and plotting the ways they might be able to free their kin.


… plus this!

Morchia Redux

I’ve mentioned the morchia before, and I also created their statistics using the final D&D Next playtest packet. Just like The Lingering Havoc, blazing wraiths, icebreaker sharks, gaping mawsand krakens, and mystauk, I’m going to now give you my proposed morchia statistics for fifth edition Dungeons and Dragons rules.

I am keeping the random variability of the morchia as I push forward. I like that their devil traits are consistent and their aberrant traits are more of a variable. I hope you think it’s fun as well! Check it out below!


Large monstrosity, neutral evil

Armor Class 16 (natural armor)

Hit Points  142 (15d10 + 60)

Speed  40 ft.

20 (+5) 11 (+0) 18 (+4) 16 (+3) 12 (+1) 18 (+4)

Saving Throws  Dex +3, Wisdom +4

Damage Resistances cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered

Damage Immunities poison

Condition Immunities poisoned

Skills Deception +7, Insight +6

Senses darkvision 60 ft., passive Perception 11

Languages Deep Speech, Infernal, telepathy 60 ft.

Challenge 8 (3,900 XP)

Aberrant Trait. All morchia have at least one feature trait which can be determined by rolling on the Aberrant Feature Table below.

Devil’s Sight. Magical darkness doesn’t impede the morchia’s darkvision.

Magic Resistance. The morchia has advantage on saving throws against spells and other magical effects.


Multiattack. The morchia can make two attacks, or one attack and uses Hold Monster.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.

Hold Monster (3/day). The morchia casts hold monster. The spell save DC for this spell is 15.

Aberrant Feature Table
d20 Time Phyiscal Feature Effect
1 Bonus Action Tentacles Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
2 Ooze Feet Aberrant Ground. The ground in a 10-foot radius around the morchia is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 15 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
3 Mouths All Over Gibbering. The morchia has mouths all over its body which babble incoherently while it can see any enemy that isn’t incapacitated. Each creature that starts its turn within 20 feet of the morchia and can hear the babbling must succeed on a DC 15 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.
4 Third Eye Antimagic Cone. A third eye on stalk atop the morchia’s head emits a 60-foot anti-magic cone, as in the anti-magic field spell. At the start of each of its turns the morchia decides which way the cone faces and whether the cone is active. The area works against any of the morchia’s own abilities.
5 Covered In Mucus Mucus Covered. The morchia is covered in a transformative mucus. A creature that touches the morchia or hits it with a melee attack within 5 feet of it must make a DC 15 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
6 Action Purple Eyes Enslave (3/day). The morchia targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically charmed by the morchia until the morchia dies or until it is on a different plane of existence from the target. The charmed target is under the morchia’s control and can’t take reactions, and the morchia and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the morchia.
7 Action Forked Tongue Moan. Each enemy within 60 feet of the morchia that can hear the morchia must succeed on a DC 15 Wisdom saving throw or become frightened until the end of the morchia’s next turn. If a creature’s saving throw is successful, the creature is immune to the morchia’s moan for the next 24 hours.
8 Action Black Scales Phantasms. The morchia magically creates three illusory duplicates of itself. The duplicates move with it and mimmic its actions, shifting position so as to make it impossible to track which morchia is the real one. Whenever any creature targets the morchia with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the morchia or one of the duplicates. A duplicate has the morchia’s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
9 Action Exposed Brain Devour Intellect. The morchia targets one creature it can see within 20 feet of it that has a brain. The target must succeeed on a DC 15 Intelligence saving throw against this magic or take 22 (4d10) pyschic damage. Also on a failure, roll 3d6: If the total equals or exceeeds the target’s Intelligence score, the score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.
10 Action Protruding Forehead Mind Blast (Recharge 5 – 6). The morchia magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
11 Action One Large Eye Rotting Gaze. The morchia targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw against this magic or take 21 (6d6) necrotic damage.
12 Webbed Feet Regeneration. The morchia regains 10 hit points at the start of its turn if it has at least 1 hit point.
13 Action None Shapechanger. The morchia can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
14 None The morchia gains a fly speed of 40 ft.
15 Action Third Eye Petrification Ray. The morchia targets a creature within 90 feet. The targeted creature must make a DC 15 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
16 Action Third Eye Sleep Ray. The morchia targets a creature within 90 feet. The targeted creature must succeeed on a DC 15 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
17 Action Third Eye Paralyzing Ray. The morchia targets a creature within 90 feet. The targeted creature must succeed on a DC 15 Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
18 Black Eyes Telepathic Probe. If a creature communicates telepathically with the morchia, the morchia learns the creature’s greatest desires and one fact or secret about the creature.
19 Action None Invisibility. The morchia can cast invisibility on itself at-will.
20 Roll twice on this table. If you get this result again roll three times and so on.

So what do you think? Sound off in the comments below and let me know if you like the morchia!

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends, share this blog post, and/or leave me a comment and let me know you think. Thanks!

Hey, everyone, I’m on vacation with my lovely girlfriend in Chicago this week, so I’m going to keep this intro brief. About a month ago, I did a post about the cosmology of Exploration Age. This post was by far my most viewed ever (thank you!), so I’m going to share a few more of the world’s planes from the Exploration Age Campaign Guide. So without further adieu, I’ll go back to eating meats and deep dish pizza, and you can get onto the good stuff!


The thrill and excitement of war is alive and well in Battleguard. For reasons unknown, the greatest warriors of Canus first arrive in Battleguard when they die. These warriors here are in one final contest for the thrill of battle. Those who kill 100 others in Battleguard are sent back to Canus, reincarnated. Those who die on this plane are forever dead and cannot be brought back to life through any means. Warriors here are often gleeful, delighting in one last clash before passing into the unknown. The plane itself is an infinite field of tall grass and hills with cool temperatures at night and warm spring temperatures during the day.

Overlap Zone

Anytime a creature is killed by another creature’s attack, the attacker regains 20 hit points.

Blood Plains

The ever-raging Blood War between demons and devils has most of its battles on the Blood Plains – an infinite place of volcanic jungle islands surrounded by seas of lava. These mighty fiends clash on air, land, and sea on a plane which overlaps with both the Abyss and the Hells in many places with permanent portals abound. The Blood Plains are the unfortunate bridge between these two awful worlds.

Overlap Zone

All creatures in the area resist acid, cold, fire, and lightning damage.


The hands never fail to freak me out.

Biatopia is a plane covered in two sides perpetually at war. The rakshasa fight the deva in a never-ending battle of opposed dichotomies on the infinite sea of sky and islands of solid cloud which create Biatopia. No side seems to ever gain the upper hand in this exhaustive war as the participants are constantly reborn – sometimes as the thing which they claim to hate the most.

Overlap Zone

Creatures who die here are reincarnated per the spell.

The Cage

An infinite plane of barren mountains is referred to as the Cage. Initially, when this plane was discovered it was empty. The strange pink mists within the plane serve as sustenance for any living creatures who stay in the barren land. However, the rocky terrain is mind-numbingly boring and there is no natural beauty to the arid wasteland. It has become a place for people to throw prisoners they never wish to see again. Any permanent portals on the Material Plane to the Cage are heavily guarded or have been sealed, since the Cage is full of dangerous criminals and others who the various governments of Canus do not wish to see walking free.

Overlap Zone

Creatures in the area to not need to eat or drink.


The rolling, clean mountains of Angelia are the homes of the angels. In Exploration Age the angels do not claim to serve specific gods, but rather serve as a force for good within the multiverse. They make their homes amongst enormous palaces and castles high atop the cloud-covered peaks of Angelia. Rarely do they insert themselves into the affairs of mortals and the Material Plane. It is but one world amongst many in the multiverse which the forces of evil might consume. The angels look at the multiverse as a whole, and they focus their energies mostly on disrupting activity within the Hells and the Abyss.

Overlap Zone

Spells and rituals which summon angels have their durations doubled.

Swirling Chaos of Mispuria

An infinite maze which constantly rearranges itself via floating walls, floors, ceilings, staircases, doorways, and more. This place is home to the slaadi and other creatures of chaos. It is difficult to find a way from one area to the next with the world constantly rebuilding itself. One must be careful, since the Swirling Chaos of Mispuria’s maze is suspended in an infinite sea of swirling colors and elemental madness. Falling into this strange sea is not advised, since none have ever returned. Since the world is constantly rearranging at anytime a pathway into this sea could open beneath a creature with little warning.

Overlap Zone

The landforms in the area are constantly changing. There is a 30% chance every round of a random landform being created or destroyed. The GM may roll on the table below for a random landform, which can appear or disappear from the area.

1 tree
2 lake
3 hill
4 valley
5 river
6 volcano
7 swamp
8 mountain
9 glacier
10 desert
11 thorn bush
12 cave
13 marsh
14 hot spring
15 cold spring
16 canyon
17 sinkhole
18 lava lake
19 lava river
20 roll twice on this table

Stringent Lands of Mechanique

In Mechanique, rules and order are king. The lava filled plane is home to fire-resistant metal cities built inside inactive volcanoes. Everything within these cities is clockwork, mechanical, and orderly. The world is full of living constructs who abhor chaos and go about their predictable daily routines. Any who break the strict laws are punished harshly. Even outsiders must know the laws for Mechanique, for no exceptions can be made if order is to stay.

Overlap Zone

Any creature who tries to lie must make a DC 15 Wisdom saving throw or be compelled to tell the truth.

Poll Time

So those are some more planes for you! Let me know what you think. Also, if you have a moment, please let me know what your favorite plane is and if you think I should include it in Exploration Age.

Speaking of letting me know stuff, if you’ve been following the blog, but haven’t filled out the poll below yet, please do. I want to know if your interested in Exploration Age and if you’d buy the PDF of the campaign guide I’m putting together. Thanks!

If you like what you’re reading, please check out my podcast on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

A block of villains! I’m going to begin a few posts here that will all be about potential villains my campaign world might have. I’ve talked about the importance of having some bad guys who are pure evil in a world of gray. First up, The Sleeping Ones.

I’ve mentioned these creatures a few times in the past. They are half-aberrant, half-devil beings that have the alien mind and feeling of entitlement to Canus of the former, and the cruel and cunning mind of the latter. Indeed these creatures are tough, smart, and powerful. They also hold a belief that Canus was a land their ancestors dominated long ago before it was stolen from them by lesser beings. They wish to take back their world back from these unworthy usurpers.



A History of The Sleeping Ones

Long ago when the metallic dragons fought the aberrants for control of Verda, the dragons summoned legions of devils to aid them in their cause. Some of these devil escaped the dragon’s thrall and sided with the aberrants. The devils and aberrants produced a horrific offspring, with the abilities and strengths of both of their bloodlines. To their parents and dragons this race was called morchia.

As it became clear the metallic dragons and tieflings we’re going to achieve victory, the pure-blood aberrant and devils sacrificed themselves so their beloved children could retreat to Verda’s Underdark. Still many morchia died in the final days of The Dragon Aberrant War. Those that lived, recovered and began to form their own society deep below Verda.

Thousands of years later the morchia came forth from The Underdark of Verda. They fought with tribes of monstrous humanoids and humans on the surface slowly reclaiming their lost lands. The morchia were called The Awakened Ones by the tribes who did not know the history of these strange creatures. The tribes knew only that the beasts had awakened from somewhere deep within Canus, hence their new title.

While the morchia were powerful, the tribes were far more numerous and their superior numbers helped them survive – for a time. It became clear that eventually The Awakened Ones would win out against the tribes.

However, the tribes were not Verda’s only inhabitants. The tieflings saw the way the war was going and for a time remained safe in their Spires. But the tieflings feared correctly they would be the next to fall if something was not done. So they began to research all of their tomes. They search every last aberrant ruin they could find. They spent all of their energies trying to find a solution while the tribes of Verda were slaughtered.

Finally, the tieflings used ancient magic unlocked deep within the ruins of Verda, and combined these old rituals with spells taught to them by the dragons. The ritual took hold of the morchia and opened the ground beneath them. As The Awakened Ones fell deep into The Underdark, a deep slumber overcame them. The powerful ritual, referred to as The Reckoning Spell, consumed many tieflings in the process of its casting, but the morchia had been defeated. Any that had not fallen to the ritual were quickly killed off or ran deep into Verda’s jungles. The tribes took to calling their defeated foes The Sleeping Ones – a warning to themselves that these creatures might someday return.

The Sleeping Ones Today

Oh man. Oh man.

Oh man. Oh man.

The people of Verda have a long memory as far as The Sleeping Ones are concerned. Nightmarish tales are passed down through generations about the horrors the tribes endured at the hands of these beasts. Most of the people in the tribes have never actually come face to face with these creatures, but they still speak their name in a soft whisper. These tales are not the kind used to scare naughty children. Oh no, they are the kind that make grown adults retch and cry out in the night.

The tieflings broke apart and hid the scroll that detailed the components of The Reckoning Spell. They thought a tool so powerful should be one difficult to retrieve and one they be tempted not to use. Now the scroll lies in five pieces in various parts of Verda. A piece might be entrusted to a tribe chief of an obscure but powerful clan or deep within and ancient ruin or somewhere in Verda’s uncharted territory. Each piece’s location is known only to one tiefling. Thus the knowledge is spread across five individual tieflings and their identities are known only by The Grand Council. They only come together and reveal their information if The Grand Council calls upon them, which has not happened… Yet.

Some of the morchai escaped into the jungles of Verda and remain alive and awake. These villains rarely show their faces though sometimes an individual will cause mischief. Enslaving a tribe to cause havoc and destruction is a favorite activity of these vagabond morchai. They also search for ancient artifacts left behind by their ancestors, slaughter lesser beings to prove their dominance, and seek others of their kind to keep reproducing.

There is a darker truth being uncovered in Verda. Many morchai have come together and plan to wake their sleeping brethren. They believe The Reckoning Spell can be reversed and have made it their mission to seek out the scroll and revive their kin. Then with Reckoning Spell in hand, they will lay waste to the lesser beings on Canus and take back their home.

Abilities and Appearance

Just. Wow.

The morchai runs the gamut in appearances. They all have features that point to their devil ancestry – horns, tails, claws, sharp teeth, and fiery eyes. Their more random features are the aberrant ones. Some have the tentacles of a mind flayer or otygyuh, or the eyes of a beholder or mouths of a gibbering mouther or the beak of a grell, etc. Some have more than one of these features. The combination of these alien and devilish features is grotesque and at times mind-bending.

As far as powers go, The Sleeping Ones are resistant to fire and poison and damage from non-magical or non-silvered weapons. Those resistances come from their devilish lineage as well as a claw attack and a flame projectile attack.

From the aberrant side, The Sleeping Ones have a powerful domination ability that allows them full control of an individual’s body. Since their appearances vary based on their aberrant lineage, so too do their powers. I can roll on the table below to generate these random abilities.

Roll 1d12 and add an ability to the base morchai.

  1. Tentacles (grant a grab attack that deals damage)
  2. Eye rays (multiple eyes grant the creature a few unique eye ray attacks)
  3. Beak (granting a bite attack)
  4. Gibbering mouths (horrendous sounds may nauseate enemies)
  5. Mind blast (an attack that can stun enemies)
  6. Extra crab claw (grants a grab attack that can be used as part of another attack)
  7. Flesh wings (grant a fly speed)
  8. Shapeshifting (can shapeshift into any creature of the same size)
  9. Sonic scream (attacks all enemies within a particular radius)
  10. Enormous maw (can swallow creatures whole)
  11. Supersized (creature is one size category larger and gains a trample attack)
  12. Roll twice on this table, if this result comes up again, roll three times on the table.

If you like what you’re reading, please check out my podcast on The Tome Show, follow me on Twitter, or leave me a comment and let me know you think. Thanks!