Working my way through Vornheim. Some clever ideas here for running a city campaign. But what spiked my curiosity were the unique takes on some monsters and some of the unique monsters. Can definitely imagine using these in my 5e OSR game.
Mysterious creature with the body of an eagle, breast and head of a stag, with 7 everburning candles entwined in its antlers. Its 7 overlapping shadows are those of men. All of Hell can be seen in the creature’s left eye so long as it lives.
CANDELABRAXIAN PERYTON
Medium monstrosity, chaotic evil
Armor Class 15 (natural armor)
Hit Points 137 (11d12 + 66)
Speed 20 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
24 (+7) | 12 (+1) | 22 (+6) | 10 (+0) | 13 (+1) | 10 (+0) |
Skills Perception +5, Stealth +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities frightened (unless the source of that fear is a good-aligned cleric)
Senses passive Perception 15
Languages Common, Elvish understands but can’t speak
Challenge 9 (5,000 XP); Proficiency Bonus +4
Languages Common, Elvish understands but can’t speak
Challenge 9 (5,000 XP); Proficiency Bonus +4
Candelabraxian. Inside each of its candles is a small gem of a mysterious greenish-black substance worth 1,000 gp and possessing bizarre alchemical qualities, however, the gems will only be revealed if the candles are relit after the creature is slain and allowed to burn down – snapping them open reveals nothing. Of its total hit point pool 28 of which reside in its 7 mystic candles. The only way to destroy those hit dice is to snuff out the candles. A candle is snuffed out if it takes more than 4 hp worth of damage from magically manipulated water or wind or is smothered in magically manipulated earth. The candles will also be extinguished if they are somehow deprived of oxygen for 4 rounds. The peryton’s remaining hit die can be destroyed normally. The peryton gains an extra candle (and 4 extra hit points) every time it kills a humanoid.
Dive Attack. If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.
Flyby. The peryton doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Keen Sight and Smell. The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell.
Mythical Magic Resistance. Any spell cast by a level 9 or lower spellcaster automatically fails when targeting the peryton, otherwise, the peryton has advantage on saving throws against spells and other magical effects.
Flyby. The peryton doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Keen Sight and Smell. The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell.
Mythical Magic Resistance. Any spell cast by a level 9 or lower spellcaster automatically fails when targeting the peryton, otherwise, the peryton has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The peryton makes one gore attack and one talon attack.
Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d8 + 7 piercing damage.
Talons. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d4 + 7 piercing damage plus 1d8 fire damage. This fire damage persists for one round – the target takes another 1d8 fire damage at the start of their turn.
Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d8 + 7 piercing damage.
Talons. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d4 + 7 piercing damage plus 1d8 fire damage. This fire damage persists for one round – the target takes another 1d8 fire damage at the start of their turn.