Ill-Fated, Drowned (CR 8 Undead - 5.24)
My interpretation of the drowned from the 3.5 Monster Manual III
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@nateismagic
Ill-Fated, Drowned (CR 8 Undead - 5.24)
My interpretation of the drowned from the 3.5 Monster Manual III
More Goblins (5.24 - CR 5 Barghest, CR 4 Swarm of Goblin Warriors)
I want to speak out against the whole push towards DEI. I feel that ever since you made the push to make identity the forefront of a character it has hurt the stories you tell. Captain Sisay's race was never the focus of her character and she was a complete badass! And I fear if you did it over again Gerrard would be trans, black and disabled just because. It also cheapens the stories of world devastation when characters worry more about their gender than Bolas destroying everything.
The reason I started this blog is so we can have frank conversations about things, so please let’s talk about this.
Imagine if every time you turned on the TV or watched a movie, no one looked like you. For some of us, that’s never happened. We see ourselves constantly, so it’s hard to truly understand what not seeing yourself represented in media is like.
I do have a personal window to this experience. While I am white and male, there’s an area where I am the minority - my religion. Jews are just under two and a half percent of the US population. I have had many experiences where I’ve been in situations where everything is geared towards a group I do not belong to, and zero consideration is given that not everyone at that event is part of the majority.
You just feel invisible and like an outsider. It’s not a great feeling. And I just experience it a tiny portion of time, only things that are geared specifically towards something religious. Most minorities have this feeling all the time, whenever they’re outside their personal community.
Now imagine, after years of not seeing yourself ever, you finally see someone that looks like you, but nothing about the character rings remotely true. They don’t sound like you, they don’t act like you, the facts about their day-to-day life are just wrong. It’s clear whoever wrote the character didn’t truly understand the lived experience of the character, so the character feels fake.
You bring up Sisay. Michael Ryan and I didn’t technically create Sisay (she played a small role in the Mirage story), but we did do a lot to flesh out her character as the creators of the Weatherlight Saga. We turned her from a minor character into a major one.
And while I’m proud, in general, of our work on the Weatherlight Saga, I don’t think we did justice to Sisay as a character. Neither Michael nor I have any knowledge of what it’s like to be a black woman. Nor did we ever talk to someone who did.
And if you’re someone like us that has no knowledge of that experience, you probably didn’t notice. But that doesn’t mean it’s a good thing.
Imagine if we made a movie about your life, and we just made everything up. We invented people you never knew, we gave you a job you never had, and we had you say things you’d never say. The movie might even be a good movie, but your response would be, but that’s not my life - that’s not me.
Now imagine we put the movie out, and people that never met you assumed that was what you were like. When people met you for the first time, they assumed things, because, you know, they’d seen the movie.
That’s what misrepresenting people does. It not only makes them feel not seen, it falsely represents them, spreading lies, often stereotypes, making people believe things about them that aren’t true.
Our move towards diversity is just us trying to better reflect the world and the people in it. We’re trying to do to everyone else what a certain portion of people get every day without ever having to think about it.
But why are we “making it the forefront of their character”? We’re not. We’re making it a part of their character. But in a world where you’re not used to ever seeing it, it feels louder than it is. Things that are a natural part of the world that you’re used to feel like the background of the story because you understand the context to it.
If a man kisses his wife before going off to a battle, that’s not a big deal. It’s just a thing a husband might do to his wife when he leaves. It’s not the forefront of his character. It’s just part of his life. But you’ve seen it hundreds of times, so it feels normal.
When someone does something that isn’t your lived experience it pulls focus. It seems like a big deal, but only because it’s new to you. It’s just as mundane a thing to that character as the man kissing his wife is to him.
Even the turn “pushing” implies that it’s unnaturally here, that we’re forcing something that naturally shouldn’t be. But why? That thing exists naturally in the real world, and it doesn’t make the real world any less. Maybe you’re less aware of it, but is making you aware of how others live their life “pushing” something on you?
How you live your life is represented constantly, everywhere. Why isn’t over-representing your experience at the expense of everyone else’s “pushing” it? Why is media only being the experience of those in power the “proper way”?
Having more depth and variety doesn’t lessen stories. It makes them deeper, more rich, more nuanced. In short, it makes them better stories. In my former life, I was a professional writer. I took a lot of writing classes. One of the truism of writing is “speaking truth leads to better stories”.
There’s another famous quote: “When you’re accustomed to privilege, equality feels like oppression.” You’re used to being over-represented, so being a little less over-represented feels like something has been taken from you. But really it hasn’t. Having a better sense of the rest of the world comes with a lot of benefits.
I’ll use food as an example. Let’s say all you were ever exposed to was the food of your heritage. Yeah, that food is really good, but sometimes isn’t it nice to eat foods of other nationalities? Isn’t your life better that you have a choice? Isn’t your exposure and access to the food of other nationalities a positive in your life?
Exposure to variety is a positive. It allows you to learn about things you didn’t know, experience things things you’ve never experienced, and get a better sense of understanding of your friends and neighbors.
Our actions are not to harm anyone, and if you think that’s what we’re doing, please take a minute to actually absorb what I’m saying. You’ve spent your whole life metaphorically eating one type of food, and we’re just trying to show you how much you’ve missed out on.
And while this might not impact you directly, we’re making a whole bunch of people felt seen. We’re bringing joy. Think of it this way. We make a lot of cards. Not every card is for you. But if it makes someone else happy, if they get to include it in a deck, and it makes Magic better for them, how is it harming you that we include it? You have so many cards that you can play.
To this poster or people that share their viewpoint, the narrative that a gain for someone else is an attack on you is just not true. As I just pointed out above, you play a game all about personal choice, about players getting to choose how they play and enjoy the game. Why should life be any different than Magic?
Thanks for reading.
Monk: Kensei Warrior (5.24)
Balhannoth Arcanophage (CR 9 - Tentacled Stalkers of the Underdark)
Grimweirds, Undead Warlock Masterminds
Rogue: Mastermind (5.24 Redux)
A reimagining of the 2017 Mastermind Subclass for the Rogue from Xanathar's Guide to Everything.
MtG Custom Christmas Cards: Niklaus vs Krampus
Themes: Niklaus vs Krampus
To give this mini-set both a Christmas AND fantasy theme, I decided to go with rivaled themes. Niklaus (i.e. Santa) themed cards are Red, Green, and White with an emphasis on token creation and mana fixing for ability costs and artifact spells. Krampus themed cards are blue and black with an emphasis on snow themes and lockdown/destruction mechanics (cards below).
Mechanic: Colorless Hybrid Mana on artifacts
New Keyword Action: Getting a Gift
New Token: Coal
New Keyword: Frigid
Niklaus's Cohort
Krampus's Crew
Cause who doesn’t want a a spear-wielding holy warrior riding a frog monster in their campaign
Someone hold him back! This wizard is about to get in a fight with his own spellbook! ✨📘
The amazing birthday cake my brother made for me this year. I was totally blown away 👀👁👀
Inspired by the Dungeons & Dragons: Honor Among Thieves movie trailer.
Speed Warrior
Medium humanoid, any alignment
Armor Class 16 (natural armor)
Hit Points 27 (6d8)
Speed 50 ft.
Str 12 (+1), Dex 15 (+2), Con 10 (+0), Int 11 (+1), Wis 13 (+1), Cha 10 (+0)
Saving Throws Dex +6
Skills Acrobatics +6, Athletics +5
Senses passive Perception 10
Languages any one language (usually Common)
Proficiency Bonus +2
Challenge 1 (200 XP)
Rev it Up! The speed warrior has advantage on initiative rolls. Additionally, during its first turn in combat, the speed warrior has advantage on attack rolls, and the speed warrior can make an unarmed strike as a bonus action.
Evasion. If the speed warrior is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the speed warrior instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Actions
Multiattack. The speed warrior makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Flyfang
Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 5 ft., swim 40 ft., fly 40 ft.
Str 19 (+4), Dex 14 (+2), Con 15 (+2), Int 2 (-4), Wis 10 (+0), Cha 4 (-3)
Skills Perception +2
Senses blindsight 30 ft., passive Perception 12
Languages -
Proficiency Bonus +2
Challenge 2 (450 XP)
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The shark can breathe air and water, but it needs to be submerged for at least 5 minutes every 4 hours to avoid suffocating.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 14)(see “Grappling” in Chapter 9 of the Basic Rules). Until this grapple ends, the creature is restrained, and the shark can't bite another target.
Mirror Force
3rd level abjuration
Casting Time: 1 reaction which you take when you are hit by an attack made by a creature you can see
Range: Self
Components: V, S, M (a mirror shard)
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
A reflective shield appears in front of you, redirecting the incoming attack. Make an ability check using your spell attack bonus. The DC equals the attacking creature’s AC. On a success, you cause that attack to hit the attacking creature instead of you. On a failure, the attack misses you.
Slime Toad
Tiny ooze, unaligned
Armor Class 8
Hit Points 22 (5d4 + 10)
Speed 10 ft., climb 10 ft., swim 10 ft.
Str 3 (-4), Dex 6 (-2), Con 14 (+2), Int 3 (-4), Wis 8 (-1), Cha 4 (-3)
Damage Immunities thunder; bludgeoning from falling
Condition Immunities prone
Senses passive Perception 9
Languages understands Grung but can't speak, slime toads can communicate basic ideas to each other using croaks
Proficiency Bonus +2
Challenge 1/4 (100 XP)
Amphibious. The slime toad can breathe air and water.
Amorphous. The slime toad can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The slime toad can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Standing Leap. The slime toad's long jump is up to 10 feet and its high jump is up to 10 feet, with or without a running start.
Actions
Croak. The slime toad croaks loudly sending destructive vibrations through nearby creatures and objects. The croak can be heard from out to 100 feet. Each creature in a 15-foot cone must succeed on a DC 10 Constitution saving throw or take 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. A nonmagical object in the cone that is made of inorganic material other than metal, such as stone, crystal, or glass, also takes the damage if it isn't being worn or carried.
Summoned Skull
Large fiend (demon), chaotic evil
Armor Class 17 (Natural Armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 60 ft.
Str 21 (+5), Dex 16 (+3), Con 20 (+5), Int 19 (+4), Wis 18 (+4), Cha 17 (+3)
Saving Throws Str +9, Con +9, Wis +8, Cha +7
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities Lightning, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 13
Languages Abyssal, Telepathy 120 ft.
Proficiency Bonus +4
Challenge 10 (5,900 XP)
Legendary Resistance (3/Day). If the summoned skull fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The summoned skull's spellcasting ability is Intelligence (spell save DC 16, + 8 to hit with spell attacks). The summoned skull can innately cast the following spells, requiring no material components:
At will: call lightning, darkness, enemies abound (XGE)
1/day each: confusion, scatter (XGE)
1/week: mirage arcane (the summoned skull can end the spell as a bonus action)
Magic Resistance. The summoned skull has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The summoned skull makes three attacks: two with its claws and one with its battering horns.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 5 (1d10) lightning damage.
Battering Horns. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed straight back 10 feet and knocked prone.
Lightning Strike (Recharge 5-6). The summoned skull releases lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.
Legendary Actions
The summoned skull can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The summoned skull regains spent legendary actions at the start of its turn.
Shift. The summoned skull moves up to half its speed without provoking opportunity attacks.
Attack. The summoned skull makes one melee weapon attack.
Cast a Spell (Costs 3 Actions). The summoned skull casts a spell with a casting time of 1 action using its innate spellcasting trait.