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Flaming Ectoplasmic Swarm for D&D 5e

Hundreds of tiny green flames surge forward, each clawing the air with flickering fingers. Add this CR 3 undead incorporeal ectoplasmic swarm to your next adventure to challenge your players.

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Over the next three weeks, we’ve got three undead creatures, two of which are themed around ectoplasm. Ectoplasm might be described as life-essence, a residue left by creatures that have crossed between the Mortal Realm and the Realm of Death. Slimer from Ghostbusters is the best example of an ectoplasmic creature from popular culture. That slime is pure ectoplasm.

Eery Ectoplasmic Swarm Fiends

Hundreds of tiny green flames surge forward, each clawing the air with flickering fingers.

Ectoplasmic swarms appear as green flames, with darker flames within that seem to function as eyes and mouths. Their shape is roughly humanoid, with legs and arms ending in flickering claws. Besides these features, they are otherwise featureless and transparent.

Necromancy is usually at the root of an ectoplasmic swarm’s appearance, though they can form wherever a large concentration of departed souls is present. Although tiny, swarms of these flamelike creatures can quickly suck the life out of the living.

Animated ectoplasm seeks to devour souls, which sustain it and gives it a collective memory drawn from all the lives it has consumed. Drawing information out of the ectoplasm, usually through a seance, is difficult because of the mob of souls present. However, if the paranormalist can bring order to the discord, the souls can provide many insights from their collective memory.

 

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Ectoplasmic swarms are tough to kill because they’re incorporeal and have the normal resistances of a swarm. Give your players access to holy water and a chance to figure out the swarm’s weakness, otherwise this could be a tough slog.

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That Obelisk Just Moved! — D&D Monster

The immense stone obelisk begins to shake, rising up out of the ground on four large tentacles. Eyes blink into existence along the stone’s pitted surface, then focus with a gaze full of rage and arcane power.

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The Undersea Sourcebook for Dungeons & Dragons 5e is a collection of player and GM options for running ocean-themed adventures. Subscribe for free weekly sea monsters and monthly encounters.

Recently, our subscribers got a look at an altered Atlantean who was siphoning power from an arcane obelisk. In an earlier adventure, the party discovered another monument that bore signs of experimentation. These stone monoliths could be… “important”.

Magic, Unleashed

The immense stone obelisk begins to shake, rising up out of the ground on four large tentacles. Eyes blink into existence along the stone’s pitted surface, then focus with a gaze full of rage and arcane power.

Arcane obelisks are potent magical nodes that anchor and channel arcane energy. Sometimes, the arcane bindings focused within the obelisk unravel, and the obelisk is transformed. An awakened obelisk is such a creature, unleashed magical energy rippling along a massive chunk of carved stone.

Destroying the manifestation of unleashed magic is difficult, since every broken chunk still possesses a fraction of untethered magical essence. These smaller chunks are often less powerful but mutable, spawning a myriad of new forms. Representative of these forms are the large scorpiolisk and smaller, humanoid arkanshard. It’s possible that recombining these smaller subforms could rebuild the obelisk, but only an intricate ritual can rebind the magical threads to restore the obelisk to its original form.

Awakened Obelisk — Dungeons & Dragons Monster

 

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The awakened obelisk is part of a set, so using him with the upcoming scorpiolisk and arkanshard is a good idea. You could also change the lore and have an evil mage going around town, turning monuments into monsters.

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Mad Goblin Gasers Join Your D&D Game

Goblins love mayhem. Add chemicals and things get even crazier, as these little misfits unlock the power of deadly gases. Dungeons & Dragons meets unhinged chemists riding bubble blimps with the latest addition to the Undersea Sourcebook. Bring on the goblin gaser!

Sea Monster Title Image

The Undersea Sourcebook for Dungeons & Dragons 5e is a collection of player and GM options for running ocean-themed adventures. Subscribe for free weekly sea monsters and monthly encounters.

Two weeks ago we looked at the PIP, a friendly automaton powered by the arcane. Then we looked at the altered Atlanteans who built them. Next week, these guys and our gaser goblins feature in their own adventure, so be sure to subscribe and not miss out!

Gas, Gas, Gas!

Small metal canisters clatter to the floor around you, billowing green gas. Through the smoke a large bubble floats into view, a goblin grinning at you from within.

Goblin can be oddly resourceful, especially when causing mayhem. The first goblin gaser’s probably acquired a stock of alchemical reagents, and, in true goblin fashion, accidentally produced powerful mutagens. These mutagens gave the goblins an above-average intelligence (for goblins), which catapulted them down a path of further alchemical study.

What is now the Gassy Guts tribe were always known for their luck, a strange curse that made them a bane of the coastal towns within their territory. A stray arrow shot by a Gaser might ricochet off a shield to find its target, a trap’s mechanism might inadvertently throw a gaser out of the way of a falling blade, or a botched lockpicking attempt might detach the entire lock from the door. That’s everyday life for Gasers.

The increased intellect of the goblin gasers hasn’t increased their caution. Instead, they’re more likely to try bolder, deadlier schemes than their relatives. Other goblins might have shunned them if this was not the case, but instead they look up to the Gasers in awe. Who else could come up with such cunning plans?

Besides alchemy, Gasers have a special affinity for obscure clockwork devices, and this has motivated them to plunder old Atlantean depths in search of greater inventions to repurpose for their own maniacal needs.

Gasser Goblin Dive Bubble

 

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Gaser goblin dive bubbles are all about limiting the party’s ability to do damage. If they can fly above the party, out of reach, then they’re absolutely lethal.  So, consider how your players are equipped and give them interesting options to deal with the dive bubbles, like lightning arrows. A hit-and-run style encounter could be a good way to introduce the gasers and prepare the party for a full encounter. Have fun!

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This D&D Monster Rebuilt Its Own Brain!

Frankenstein’s monster got his from someone else, but the reconstituted Atlantean took out its own brain to become smarter. This Dungeons & Dragons monster is a psychic powerhouse that you can drop into your own D&D campaign.

Sea Monster Title Image

The Undersea Sourcebook for Dungeons & Dragons 5e is a collection of player and GM options for running ocean-themed adventures. Subscribe for free weekly sea monsters and monthly encounters, right in your inbox.

Last week we looked at the PIP, a friendly automaton powered by the arcane. But who built it?  The answer is ominous.

Remade By My Own Hand

Alien and predatory, this lanky creature towers above you on slimy green tendrils. A single large eye scrutinizes the world about, while its feathery green feelers radiate psychic energy.

Reconstituted Atlantean
A sinewy creature appears out of the dark, towering above you on slimy tendrils.

When old Atlantis dropped into the sea, some Atlanteans fled, many died, but a lucky few survived. Their salvation proved to be their great inventions, complex machines powered by arcane energy. Some, however, turned instead to forbidden knowledge rather than artifacts. These insane few modified their bodies, recreating themselves in order to survive the cold ocean depths. They are the reconstituted Atlanteans, creatures with superpowered intellects bent on manipulating their flesh for constant improvement.

Reconstituted Atlanteans believe that they are the epitome of Atlantean society, the pinnacle of Atlantean potential that emerged from the disaster that destroyed Atlantis. There are far fewer of them than unmodified Atlanteans, though, and often they are driven out of Atlantean society by the saner majority. Some, however, have created great empires of Atlantean worshipers, or subdued other sea-nations and bent them to their will.

Reconstituted Atlanteans unlocked their latent psychic powers during their obscene experiments. Their psychic abilities generally lack finesse as of yet, though that makes them no less dangerous and their grasp of their power is likely to increase greatly. The Reconstitutes are, after all, stubborn and willing to go to great lengths for power. Anyone who doubts their resolve should remember that they once removed their own brains to unlock their fullest mental capabilities.

Reconstituted Atlantean D&D Monster

 

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Okay, so, if the Retconned Atlanteans made, or at least used the PIPs, I think we have some idea where the next free adventure might take us. I’m imagining the PCs arrive at a sunken lab, deep within a sunken city. There they meet a PIP that leads them to its master, who’s looking for more brains to pick.

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PIP, PIP, Hooray! A D&D Automaton

Meet the PIP, or Perambulatory Incantation Peon, a magical automaton for your Dungeons & Dragons campaign. Beep bop boop!

Sea Monster Title Image

The Undersea Sourcebook for Dungeons & Dragons 5e is a collection of player and GM options for running ocean-themed adventures. Subscribe for free weekly sea monsters and monthly encounters, right in your inbox.

Last month we looked at mincies, sharken pirates, and the rainbow hags’ hair anemone. This week we thought your players might need a friend.

Beep, Beep, Boop!

The Perambulatory Incantation Peon, or PIP, looks like an iron spider. It has four tracked legs and a wand protruding like a nose from a socket below its bulbous glass eyes. It has a large metal tank for an abdomen that contains most of its working parts and its complex machine brain.

PIP Dungeons & Dragons Monster

The first PIPs were built as helpful automatons by Atlantean mages, who later gave them arcane-fueled sentience. Since then, PIPs have been able to build more of their kind, even improving on their initial design. PIPs remain useful and friendly, and often seem childlike in their innocence. This illusion is only broken when the PIPs’ iron loyalty is tested, as they are fearsome defenders of their friends and masters.

Each PIP draws power from a wand that it carries in a specially designed socket. While PIPs are usually careful to never expend their wands, sometimes dire circumstances mean that they must. A PIP without a charged wand powers down until its wand regains charges again.

PIP D&D Monster

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PIPs are versatile NPCs that you can use to help your party or the big bad guy. Because of their modes, they’re useful in many situations, but can easily be taken out of combat with a successful Dexterity check to yank their wand away. Put some thought into how you’ll use them and they’ll be a lot of fun.


Rainbow Hag’s Hair — Undersea Monster

Meet the rainbow hag’s hair anemone. This psychedelic hippie of the sea is a man-eating anemone with a tentacle attack and a toothy mouth, ready to swallow heroes in one gulp. Let’s check out this new Dungeons & Dragons 5e monster.

Sea Monster Title Image

The Undersea Sourcebook for Dungeons & Dragons 5e is a collection of player and GM options for running ocean-themed adventures. Subscribe for free weekly sea monsters and monthly encounters, right in your inbox.

Last week we looked at the mincy, and this week we’ve got a giant sea anemone with rainbow-colored tentacles. It’s a tentacular spectacular!

Giant Anemone

Hag’s hair anemones are a giant sub-species of sea anemones known for their long, tangling tentacles that resemble the hair of a hag. These creatures inhabit anywhere from shallow tidal pools to the depths of the ocean and are dangerous predators capable of taking large prey.

Hag’s hair anemones are hardy. They can be found at all depths, in all conditions, including drying tidal pools or the deepest, dark trenches of the ocean’s hadalpelagic zone. Here the intense water pressure would crush most unadapted creatures, but the hag hair thrives still. Although they prefer large prey, they can survive well enough on a diet of small creatures, making them patient predators too.

Rainbow Hag’s Hair

This giant anemone’s tentacles pulse hypnotically with psychedelic colors, enticing you closer. 

Rainbow hag’s hair is a giant sea anemone that, unlike its smaller relatives, travels frequently. It rides currents, attaches itself to ships or large creatures, and bobs along on storm-tossed waves to find new hunting grounds. Rare, and widely dispersed, they are often a tantalizing find for the few who will ever discover one. The rainbow hag’s hair uses this and its color-changing tentacles to lure in a meal.

Although showy in full display, the rainbow hag’s hair is adept at camouflaging itself in any terrain. Its habit is to wait for a single creature to pass nearby, then reveal itself and entice the meal closer. Then it attacks, consuming the prey whole and leaving no trace before it moves on again.

Rainbow Hag's Hair Monster for Dungeons & Dragons

There are other forms of giant anemones in the perilous depths. What other kinds of giant anemones can you imagine? Let us know in the comments.


The Mincy — Undersea Sourcebook Monster

All mouth and stomach, the mincy masher is a tiny aberration that’s terrorizing the ocean’s currents. Let’s take a look at this bite-sized D&D monster.

Sea Monster Title Image

The Undersea Sourcebook for Dungeons & Dragons 5e is a collection of player and GM options for running ocean-themed adventures. Subscribe for free weekly sea monsters and monthly encounters, right in your inbox.

Last week subscribers visited the Crystal Caves for adventure #1. Now that we’re in February, we have three new monsters (including the mincies) and adventure #2 in the works. Don’t miss out, subscribe.

Mincy

This tiny disk-shaped creature is nothing but a ring of sharp teeth spinning around a miniature black hole. With an insatiable appetite and the ability to consume anything, mincies are a minute menace that plague the deeps.

Mincy mashers, or mincies, have a rudimentary physiology adapted to consuming anything that fits within their small mouths. Sharp teeth, a hard shell, and a sensory organ that allows it to see rotate around a miniature black hole — the mincy’s digestive system. Scholars have proposed that anything that enters a mincy must end up somewhere, but the total oblivion of the matter is more likely. How this sustains the mincy is unknown, though it has been recorded that the black hole winks out of existence when a mincy dies.

Mincies are usually solitary hunters, but can gather in great numbers when food is plentiful in an area. They often congregate in powerful currents, where they pull water and anything else through themselves to remain stationary. They care little about anything other than eating, and even reproduce by consuming each other.

Most intelligent undersea creatures hate mincy mashers, which they refer to as floating stomachs, and will drive them off or kill them if they can. Sahuagin play a cruel game with mincies, in which players attach these creatures to their skin in turns, to see who can withstand the pain the longest.

Mincy — Undersea Monster 4

 

Are you interested in knowing what inspired the mincy? This photo of an arctic lamprey and talking about portable holes and bags of holding.


No Dice — RPG Blog Carnival, Dec 2022

It’s time for us to host the RPG Blog Carnival again, and this month the topic is “No Dice”. Read on to stimulate your brain with new ideas and fresh takes from the TTRPG blogosphere.

rpg blog carnival logo

If you’re a reader, here’s how it work:

RPG bloggers from around the globe will drop links into the comments below. You can check them out there or come back to Rising Phoenix Games at the end of the month, when I’ll post a summary of all the posts (that’s New Years Eve, the same day as our birthday!)

If you’re a blogger, here’s how to join in:

Check out the ideas below or come up with your own take on “No Dice”, publish an RPG-flavored blog post, then drop it in the comments of this post, below. Because I’ll need to get the summary up on New Year’s Eve, please get your post in by the 28th of December.

We’ve tried to keep the topic as open as possible, so hopefully you’ll find something to inspire your articles this month. Here are a few thoughts on the topic:

  1. Mechanics. Every game has mechanics that aren’t linked to the dice. Maybe you’ve invented diceless mechanics, or you want to discuss some rules from your favourite RPG that don’t require rolls. Tell us about them.
  2. Beyond the Game. Roleplaying games are what they are because of the players, and story is a vital part of the game that goes beyond dice and numbers. Pick some aspect of the game that doesn’t involve mechanics and discuss it.
  3. Weal and Woe. Luck is an important part of most roleplaying games, so tell us about the time your party’s luck ran out, or they were exceptionally fortunate. You could create items based around luck, a monster that eats or creates luck, or a trap that looks like a giant D20.
  4. All About the Story. Sometimes the best sessions have very little rolling involved. If you’ve had such an experience we’d love to hear about it.
  5. ‘Tis the Season. Give us a list of Christmas gift ideas for roleplayers, but avoid dice.
  6. No Limits. The dice often set the limits, but we’re not setting any for you. If you’ve got an idea that falls outside the theme and want to take part, please join in the fun still.

Feel free to drop more ideas in the comments below.

Till the end of the year, have a good one, stay safe, and keep rolling!

 


#ShowYourRPGShelf and Win an RPG!

Show us your RPG shelf and win a print copy of Nightscape: Red Terrors for your collection by entering the #ShowYourRPGShelf RPG contest.

How to Enter

1) Follow us on Twitter and Facebook (and grow the party!)
2) Reply to one of the posts below with a picture of you, holding your favorite character sheet, in front of your shelf of roleplaying books.
3) Share the post you replied to.

Be sure to check out other collections in the comments or by searching for the hashtag #ShowYourRPGShelf.

The T’s and C’s

Entries close November 30th. One entry per person. The winner will be announced in December 2022. The judge goblin’s decision is final. Winners will be determined by dice combat (we’ll roll ’em). Keep those pics family-friendly, please.

You can find out more about Nightscape, here. Get Nightscape: Red Terrors on the Rising Phoenix Games Store.

Good luck!

Journeys in Yomi

Last week we journeyed to Yomi, the Japanese land of the dead mentioned in the ancient myths and legends of Japan. Let’s explore further so that you can use Yomi to inspire your own campaign setting, or as a campaign setting all on its own.

Journeys in Yomi

Journeys in Yomi

There are two ways to enter Yomi. For most, death brings them to the threshold of the Gray Gate, beyond which lies the narrow, winding stone stairway that leads to Yomi. A few brave—or foolhardy—folk have journeyed to the physical location of the gate, which is hidden beside a rural temple in the town of Higashiizumo, Shimane Prefecture, Japan. These travelers, though they go of their own free will, experience the same things as those who are brought here by death: a compelling draw to descend the steps and discover what lies in the mists below.

The descent is not dangerous or horrifying, as one might expect. Rather, the path cuts down a mountain path at a gentle angle, passing grasses and trees given a regal aspect in the grey light of twilight. No birds or beasts stir, but the hollow knocking of bamboo wood chimes and the shakuhachi flute sounds, somewhere in the growing mists. It is a calming sound, complimented by the rustle of leaves blown on a gentle breeze, or the cascade of a small mountain spring, somewhere off the path.

A Poem of Tranquility
Quietly, quietly, yellow mountain roses fall, sound of the rapids. (A Poem by Makoto Ueda, via Wikimedia Commons)

Each step down the path brings new, muted joys, and most feel no compulsion to turn back. For those who do, leaving the stair or turning back to ascend it is a feat frustrated by the strange physics of the Land of the Dead. A tree, reached just off the path, might hide more of the stair or a dead end behind its knobbed trunk. What looked like a short climb off the path quickly turns steeper than expected, and what seemed like solid footing is instead slippery mud. While the climb down is easy, the return journey is always tiring, and it becomes agonizingly more difficult to make progress back up the stair.

For most, the descent is inevitable. As they near their destination and their path grows darker, the faint glow of the moon seems to diffuse, casting less light but giving an eerie cast to the sky. It is then that the traveler finds the threshold of Yomi.

Running the Descent

Players shouldn’t be forced to make saves as they travel the stairway to Yomi — a description of the effects on their character should be enough for them to realize that reaching the bottom is inevitable. This is not to say you need to force them down the path either. Inventive ideas might allow the party to make significant progress back up the stair, or even escape Yomi altogether.

With this in mind, any adventure set in Yomi needs to include an enticing hook to entice the players on this dangerous journey, and some hope of returning to the world of the living too.

The Lands Beyond

Travelers wandering through Yomi navigate by landmarks rather than distances. While two places might be considered “close” to each other, their true distance is in constant flux. The same journey might take a day or a month, and a traveler that strays from their course is doomed to wander aimlessly until they discover a landmark they know.

If you enjoyed our take on Yomi, be sure to grab your copy of the Grimdark Pamphlet, which will be updated with a full description of Yomi in the coming weeks. Also, be sure to check out Beyond the Horizon Games and their blog, as they’re hosting the RPG Blog Carnival this month. The theme is “world building”, go take a look.

Journey Below the Waves

If you enjoyed our little look at Yomi, then you’ll likely enjoy our Undersea Sourcebook series for D&D. Three of the six books are out, covering everything a player needs to explore the world below the waves or take to the seas as a pirate.

The Race & Class Guide includes races and classes for ocean-themed characters.

Mutants & Mariners provides additional options, specifically for mutants and pirates.

Feats & Equipment expands player options with firearms, pirate weapons, and a host of new feats. It looks like feats will be more important than ever going into the next edition of D&D, so start collecting.

Water Magic gives you new spells and magical items.

Till next time, may you have great adventures

Rodney