Evil plan: the Rot Grub Hive. Every monster is an undead, filled with a varying amount of swarms of rot grubs (1d4 for Small, 1d6 for Medium, 1d8 for Large, etc.) and the Mother Grub dwells at the bottom, a vessel for Kyuss, using purple worm stats.
Give the mother grub the burrowing worm traits from the spawn of Kyuss and boom!
Amidais looks down at the map for a moment. "I have an older sister, Petra, but she lives in another kingdom miles from here. I never really knew my parents: They weren't around when I hatched. Petra took care of me in their stead. She was my rock, so to speak."
There's a brief pause as he marks one of the gatehouses on the map as a possible place to investigate. "Perhaps once this has all blown over, I can find some time to visit her."
"I'll make sure of it." He nods, sounding definite.
The Spider King marks off a few more places with Amidias's help, before rolling the blueprint up. "You wouldn't happen to have a clipboard, or anything that holds paper handy, would you?"
Amidais slides a clipboard across the table to within the King's reach.
The Spider king prises the clip off the clipboard, needing something that holds as a spell component. After muttering a few words and swishing his fingers around, the blueprint unravels itself and hovers next to the two of them. "I guess we best be off then, we must find them before the sun rises, so they can't escape." He begins to walk, the map following them.
*Good morning, everyone!*
Amidais quickly grabs a spell scroll from one of the shelves, and follows his king and their map. "Sire, should we ask the night watch for their assistance? They could make the search swifter." He glances at the map, considering where to look first.
Rollback Post to RevisionRollBack
Former Spider Queen of the Spider Guild, and friendly neighborhood scheming creature.
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narrative! (title bestowed by Drummer)
Evil plan: the Rot Grub Hive. Every monster is an undead, filled with a varying amount of swarms of rot grubs (1d4 for Small, 1d6 for Medium, 1d8 for Large, etc.) and the Mother Grub dwells at the bottom, a vessel for Kyuss, using purple worm stats.
Give the mother grub the burrowing worm traits from the spawn of Kyuss and boom!
Maybe it could have a breath weapon similar to the elder brain dragon, where if it KOs someone, they come back as a spawn of Kyuss a couple rounds later. To make sure it isn't too bonkers, maybe it would be a once-per-day ability.
Rollback Post to RevisionRollBack
Former Spider Queen of the Spider Guild, and friendly neighborhood scheming creature.
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narrative! (title bestowed by Drummer)
Evil plan: the Rot Grub Hive. Every monster is an undead, filled with a varying amount of swarms of rot grubs (1d4 for Small, 1d6 for Medium, 1d8 for Large, etc.) and the Mother Grub dwells at the bottom, a vessel for Kyuss, using purple worm stats.
Give the mother grub the burrowing worm traits from the spawn of Kyuss and boom!
Maybe it could have a breath weapon similar to the elder brain dragon, where if it KOs someone, they come back as a spawn of Kyuss a couple rounds later. To make sure it isn't too bonkers, maybe it would be a once-per-day ability.
Possibly to have maximum use of this ability, there are some commoners who wandered into the hive or were kidnapped to later be transformed into vessels for Kyuss, or to be used as food for rot grubs, which the Mother Grub could target with the breath weapon to get some minions on its Side.
Evil plan: the Rot Grub Hive. Every monster is an undead, filled with a varying amount of swarms of rot grubs (1d4 for Small, 1d6 for Medium, 1d8 for Large, etc.) and the Mother Grub dwells at the bottom, a vessel for Kyuss, using purple worm stats.
Give the mother grub the burrowing worm traits from the spawn of Kyuss and boom!
Maybe it could have a breath weapon similar to the elder brain dragon, where if it KOs someone, they come back as a spawn of Kyuss a couple rounds later. To make sure it isn't too bonkers, maybe it would be a once-per-day ability.
Possibly to have maximum use of this ability, there are some commoners who wandered into the hive or were kidnapped to later be transformed into vessels for Kyuss, or to be used as food for rot grubs, which the Mother Grub could target with the breath weapon to get some minions on its Side.
This is so cool
Rollback Post to RevisionRollBack
No news is good news…
I'll lay a white rose on the cold earth, knowing it that it has not claimed your soul.
"You're right. We shouldn't dwell on a past we can't change- especially when we have bigger problems to fix." Yvonne looks down at her necklace- a simple pendant bearing the Spider Guild's emblem. Yvonne tries to smile- mostly for Elsa and Drummer- and follows the king further down. "If this is our only shot at saving the Guild, then we need a good, solid plan. It's been a while since we've had one of those."
As the group finally reaches the bottom of the staircase, they're presented with a massive dark oak door, covered with iron supports and runes. In the centre, where you might have a door handle or ring, is a large hand imprint, too large for most hands. The magic infused into the door is almost overwhelming, and anyone experienced with magic can feel how ancient it is. It's on the verge of being visible.
"The protective magic is great and all, until your enemy can open it with the touch of a hand."
"Well, if that other King is a creation of the Doctor, they might not be able to get in. I doubt they'd be able to make a perfect copy." Yvonne approaches the door, but back up a bit upon feeling the magic's near-overwhelming presence.
Meanwhile, Elsa walks right up to the door, running their metallic fingers across the wood, seemingly equal parts oblivious and unaffected by the arcane pressure.
"That's true. Again, it seems we're hoping for the best. I get the sinking feeling that our enemy doesn't make as many mistakes as we do."
Seeing Elsa unaffected, the King wonders. He wouldn't necessarily have expected the magic to effect them, but its good to have proof that even the strongest seems to go unnoticed by Elsanova. Could come in handy later.
The King covers the final few steps to the door, an places his palm and fingers on the imprint. With a sudden glow, the doors shudder, and begin to swing open, revealing a large chamber full of crates, food, bread, medical supplies, and a large pool of clean water. The stone blocks that make up the walls, floor, and domed roof, are etched with hundreds of runes, impenetrable from the inside or out.
Yvonne looks around the chamber, pondering something. "What we need is an element of surprise... something the impostor could never anticipate." She starts pacing about the room, deep in thought.
Elsa walks into the chamber, sitting down on top of a large crate. "-What we need--- is some rest. It's possible your duplicate--- doesn't know this place exists. If they--- search the entire city, it would buy us enough--- time to regain our strength."
Rollback Post to RevisionRollBack
Former Spider Queen of the Spider Guild, and friendly neighborhood scheming creature.
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narrative! (title bestowed by Drummer)
"You're right. We shouldn't dwell on a past we can't change- especially when we have bigger problems to fix." Yvonne looks down at her necklace- a simple pendant bearing the Spider Guild's emblem. Yvonne tries to smile- mostly for Elsa and Drummer- and follows the king further down. "If this is our only shot at saving the Guild, then we need a good, solid plan. It's been a while since we've had one of those."
As the group finally reaches the bottom of the staircase, they're presented with a massive dark oak door, covered with iron supports and runes. In the centre, where you might have a door handle or ring, is a large hand imprint, too large for most hands. The magic infused into the door is almost overwhelming, and anyone experienced with magic can feel how ancient it is. It's on the verge of being visible.
"The protective magic is great and all, until your enemy can open it with the touch of a hand."
"Well, if that other King is a creation of the Doctor, they might not be able to get in. I doubt they'd be able to make a perfect copy." Yvonne approaches the door, but back up a bit upon feeling the magic's near-overwhelming presence.
Meanwhile, Elsa walks right up to the door, running their metallic fingers across the wood, seemingly equal parts oblivious and unaffected by the arcane pressure.
"That's true. Again, it seems we're hoping for the best. I get the sinking feeling that our enemy doesn't make as many mistakes as we do."
Seeing Elsa unaffected, the King wonders. He wouldn't necessarily have expected the magic to effect them, but its good to have proof that even the strongest seems to go unnoticed by Elsanova. Could come in handy later.
The King covers the final few steps to the door, an places his palm and fingers on the imprint. With a sudden glow, the doors shudder, and begin to swing open, revealing a large chamber full of crates, food, bread, medical supplies, and a large pool of clean water. The stone blocks that make up the walls, floor, and domed roof, are etched with hundreds of runes, impenetrable from the inside or out.
Yvonne looks around the chamber, pondering something. "What we need is an element of surprise... something the impostor could never anticipate." She starts pacing about the room, deep in thought.
Elsa walks into the chamber, sitting down on top of a large crate. "-What we need--- is some rest. It's possible your duplicate--- doesn't know this place exists. If they--- search the entire city, it would buy us enough--- time to regain our strength."
"I'd suggest my own abilities for a surprise, but the other king knows about them as well. Though... I did have one interesting idea. To give a brief summary of my abilities, I can create stamps that will temporarily rewrite the history of something. It doesn't actually change the past, but will make the object act as though it had gone through this history. For example, I could repair a broken vase, by changing its history so it was never dropped on the floor. If I want the change to last more than a few minutes, however, I have to craft the stamp specifically for the object I want to change, which can take hours. For humans and other living creatures it usually takes months to create a stable stamp, and hours to make an unstable one. The point is that Drummer and his clone, it's possible that if I were to create a soul stamp that changed him in some way, it could also cause the same change to his clone. I'm not sure what the applications of this would be, but if you have any ideas, I could get on crafting a stamp. Although... some rest would be nice."
My cults are dead, let's talk about myself where they used to be. I am The_cool_Elsecaller, a transfem lesbian who is still in the closet to all but a few people I know IRL. I enjoy video games, reading, writing, and sleeping. Feel free to PM me if you want writing advice or just want to talk.
"Life before death. Strength before weakness. Journey before destination"
poison, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Senses
truesight 120 ft., passive Perception 14
Languages
understands All, telepathy 300 ft.
Challenge
30 (155,000 XP)
Eternal.
The Storian is indestructible and cannot be killed. If it is reduced to zero hitpoints, it is incapacitated for 24 hours before it returns at full hitpoints. There are one hundred golden rings that are the source of the Storian’s immortality, carrying part of its essence, each owned by the ruler of one of many kingdoms. If the ruler willingly destroys the ring via burning it in a fire, the Storian takes 1d6 force damage. If all of these rings are destroyed, the Storian dies permanently.
Omniscience.
The Storian knows everything that happens concerning creatures that are above level 3, are within one mile of it, or that commit an act of severe good or evil. The Storian writes about one event that is currently happening in the world at the time, describing the events that transpire in a fairytale fashion. It doesn’t allow creature near it to turn the page backwards while it is writing, which it does in real time or up to one minute after the events transpire
Magic Resistance.
The The Storian has advantage on saving throws against spells and other magical effects.
Magic Weapons.
The Storian's attacks are magical.
Actions
Lethal Stab.
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 4d10 piercing damage. On a critical hit, the Storian stabs a vital organ or weak point, afflicting the target with three levels of exhaustion.
Magical burst.
Ranged Spell Attack: +16 to hit, range 300 ft., three targets. Hit: 2d12+16 lightning damage.
Rewrite reality (recharge 6).
The Storian uses its powers to change the world around it, changing the story it is currently writing about as it is happening. This has the effects of a wish spell, but can only change the story in a way that is plausible and does not contradict any pre set rules or morals. For example, this ability could cause a cave to conveniently cave in or determine the outcome a fight between two equally powerful foes. It could also change the wording of a curse, allowing for loopholes in the restrictions, although it couldn’t simply get rid of the curse. In addition, this couldn’t be used to make a hero betray their friend unless it was already plausible that they would have done so. The Storian rarely uses this ability, only using it to either preserve the balance between good and evil by pushing the outcome of a story towards one way or another, or to preserve itself if its life is threatened. This ability cannot directly change or affect the Storian or its rings.
Reactions
Author’s Authority.
The Storian causes one dice roll about to be made anywhere on any plane of existence that it is aware of to have advantage. This includes its own rolls.
The Storian is a metal pen, sharp on both ends, and inscribed with various runes unreadable in any language, if they are even words to begin with. The Storian is the silent author and teller of all fairytale stories anyone has ever read. Peter Pan, Cinderella, Hansel and Gretel. The Storian is not good nor evil. It keeps a delicate balance between the two using its magic to help dictate the outcome of stories. The Storian keeps writing day and night, as it had since as long as anyone could remember. The Storian is important and almost revered as a god by the people, who believe it to be sacred and all powerful. One hundred kingdoms were entrusted with one of the Storian’s rings, each of which contain part of its essence. If all rings are destroyed, which they can only be by the rulers of said nations, the Storian will lose its powers and die, in which someone else can claim its powers and responsibilities for themself, though this has and likely will never happen. The Storian keeps writing stories, and these stories keep the world live. Literally. If the Storian ceases to write, over the course of around 3 years, the sun will start to dim, eventually starting to drip out of the sky and then snuff out, leaving the world in endless, dark cold. The Storian is neutral, but will ruthlessly kill anyone who dares threaten it. Unfortunately for it, it almost always refuses to leave its storybook it writes in, usually in some long forgotten tower or kept in a prestigious palace in a secret room, as it is not against moving locations if people bring its book elsewhere. The Storian could be used as a silent villain of a campaign, tipping the scales in the side of evil during important moments to try and ensure the failure of the adventurers. When using the Storian as an antagonist, instead of using the Rewrite reality to railroad players, don’t use it and instead explain some choices made as the Storian tipping the scales and changing the outcome of the stories. It will also often use Author’s authority to do this, usually more often but not usually more than once a day.
(Unfortunately, I did not come up with this. This is from a book series and I just translated it to D&d. The series is the school for good and evil)
Give the mother grub the burrowing worm traits from the spawn of Kyuss and boom!
*Good morning, everyone!*
Amidais quickly grabs a spell scroll from one of the shelves, and follows his king and their map. "Sire, should we ask the night watch for their assistance? They could make the search swifter." He glances at the map, considering where to look first.
Former Spider Queen of the Spider Guild, and friendly neighborhood scheming creature.
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narrative! (title bestowed by Drummer)
Maybe it could have a breath weapon similar to the elder brain dragon, where if it KOs someone, they come back as a spawn of Kyuss a couple rounds later. To make sure it isn't too bonkers, maybe it would be a once-per-day ability.
Former Spider Queen of the Spider Guild, and friendly neighborhood scheming creature.
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narrative! (title bestowed by Drummer)
Possibly to have maximum use of this ability, there are some commoners who wandered into the hive or were kidnapped to later be transformed into vessels for Kyuss, or to be used as food for rot grubs, which the Mother Grub could target with the breath weapon to get some minions on its Side.
This is so cool
No news is good news…
I'll lay a white rose on the cold earth, knowing it that it has not claimed your soul.
Yvonne looks around the chamber, pondering something. "What we need is an element of surprise... something the impostor could never anticipate." She starts pacing about the room, deep in thought.
Elsa walks into the chamber, sitting down on top of a large crate. "-What we need--- is some rest. It's possible your duplicate--- doesn't know this place exists. If they--- search the entire city, it would buy us enough--- time to regain our strength."
Former Spider Queen of the Spider Guild, and friendly neighborhood scheming creature.
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narrative! (title bestowed by Drummer)
"I'd suggest my own abilities for a surprise, but the other king knows about them as well. Though... I did have one interesting idea. To give a brief summary of my abilities, I can create stamps that will temporarily rewrite the history of something. It doesn't actually change the past, but will make the object act as though it had gone through this history. For example, I could repair a broken vase, by changing its history so it was never dropped on the floor. If I want the change to last more than a few minutes, however, I have to craft the stamp specifically for the object I want to change, which can take hours. For humans and other living creatures it usually takes months to create a stable stamp, and hours to make an unstable one. The point is that Drummer and his clone, it's possible that if I were to create a soul stamp that changed him in some way, it could also cause the same change to his clone. I'm not sure what the applications of this would be, but if you have any ideas, I could get on crafting a stamp. Although... some rest would be nice."
My cults are dead, let's talk about myself where they used to be. I am The_cool_Elsecaller, a transfem lesbian who is still in the closet to all but a few people I know IRL. I enjoy video games, reading, writing, and sleeping. Feel free to PM me if you want writing advice or just want to talk.
"Life before death. Strength before weakness. Journey before destination"
-First Ideal of the Knights Radiant
Extended Signature. Real Extended Signature
Jobah is growing cactus demons.
No news is good news…
I'll lay a white rose on the cold earth, knowing it that it has not claimed your soul.
*Good morning, everyone! How are y'all doing today?*
Former Spider Queen of the Spider Guild, and friendly neighborhood scheming creature.
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narrative! (title bestowed by Drummer)
*Surprisingly pretty good. My situation is awful, but I'm taking it in stride.*
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
The Storian
Small Celestial/construct, Neutral
Armor Class
16
Hit Points
203 (58d6)
Speed
0 ft., fly 120 ft. (hover)
STR
5 (-3)
DEX
22 (+6)
CON
10 (+0)
INT
25 (+7)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws
Dex +15, Int +16, Wis +13, Cha +9
Damage Immunities
poison, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Senses
truesight 120 ft., passive Perception 14
Languages
understands All, telepathy 300 ft.
Challenge
30 (155,000 XP)
Eternal.
The Storian is indestructible and cannot be killed. If it is reduced to zero hitpoints, it is incapacitated for 24 hours before it returns at full hitpoints. There are one hundred golden rings that are the source of the Storian’s immortality, carrying part of its essence, each owned by the ruler of one of many kingdoms. If the ruler willingly destroys the ring via burning it in a fire, the Storian takes 1d6 force damage. If all of these rings are destroyed, the Storian dies permanently.
Omniscience.
The Storian knows everything that happens concerning creatures that are above level 3, are within one mile of it, or that commit an act of severe good or evil. The Storian writes about one event that is currently happening in the world at the time, describing the events that transpire in a fairytale fashion. It doesn’t allow creature near it to turn the page backwards while it is writing, which it does in real time or up to one minute after the events transpire
Magic Resistance.
The The Storian has advantage on saving throws against spells and other magical effects.
Magic Weapons.
The Storian's attacks are magical.
Actions
Lethal Stab.
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 4d10 piercing damage. On a critical hit, the Storian stabs a vital organ or weak point, afflicting the target with three levels of exhaustion.
Magical burst.
Ranged Spell Attack: +16 to hit, range 300 ft., three targets. Hit: 2d12+16 lightning damage.
Rewrite reality (recharge 6).
The Storian uses its powers to change the world around it, changing the story it is currently writing about as it is happening. This has the effects of a wish spell, but can only change the story in a way that is plausible and does not contradict any pre set rules or morals. For example, this ability could cause a cave to conveniently cave in or determine the outcome a fight between two equally powerful foes. It could also change the wording of a curse, allowing for loopholes in the restrictions, although it couldn’t simply get rid of the curse. In addition, this couldn’t be used to make a hero betray their friend unless it was already plausible that they would have done so. The Storian rarely uses this ability, only using it to either preserve the balance between good and evil by pushing the outcome of a story towards one way or another, or to preserve itself if its life is threatened. This ability cannot directly change or affect the Storian or its rings.
Reactions
Author’s Authority.
The Storian causes one dice roll about to be made anywhere on any plane of existence that it is aware of to have advantage. This includes its own rolls.
The Storian is a metal pen, sharp on both ends, and inscribed with various runes unreadable in any language, if they are even words to begin with. The Storian is the silent author and teller of all fairytale stories anyone has ever read. Peter Pan, Cinderella, Hansel and Gretel. The Storian is not good nor evil. It keeps a delicate balance between the two using its magic to help dictate the outcome of stories. The Storian keeps writing day and night, as it had since as long as anyone could remember. The Storian is important and almost revered as a god by the people, who believe it to be sacred and all powerful. One hundred kingdoms were entrusted with one of the Storian’s rings, each of which contain part of its essence. If all rings are destroyed, which they can only be by the rulers of said nations, the Storian will lose its powers and die, in which someone else can claim its powers and responsibilities for themself, though this has and likely will never happen. The Storian keeps writing stories, and these stories keep the world live. Literally. If the Storian ceases to write, over the course of around 3 years, the sun will start to dim, eventually starting to drip out of the sky and then snuff out, leaving the world in endless, dark cold. The Storian is neutral, but will ruthlessly kill anyone who dares threaten it. Unfortunately for it, it almost always refuses to leave its storybook it writes in, usually in some long forgotten tower or kept in a prestigious palace in a secret room, as it is not against moving locations if people bring its book elsewhere. The Storian could be used as a silent villain of a campaign, tipping the scales in the side of evil during important moments to try and ensure the failure of the adventurers. When using the Storian as an antagonist, instead of using the Rewrite reality to railroad players, don’t use it and instead explain some choices made as the Storian tipping the scales and changing the outcome of the stories. It will also often use Author’s authority to do this, usually more often but not usually more than once a day.
(Unfortunately, I did not come up with this. This is from a book series and I just translated it to D&d. The series is the school for good and evil)
Jobah walks by her. “Hey what’s up?” He asks nonchalantly.
No news is good news…
I'll lay a white rose on the cold earth, knowing it that it has not claimed your soul.
“Sorry. I’m too low-rank. Why’d they capture you? Also, cactus.” Jobah holds up one of his many cacti.
No news is good news…
I'll lay a white rose on the cold earth, knowing it that it has not claimed your soul.
“No they won’t!” Jobah says cheerily. “We have spiders.”
No news is good news…
I'll lay a white rose on the cold earth, knowing it that it has not claimed your soul.