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[[File:ShadowRun.DnD5.jpg | 600px]]
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These rules are not an attempt to convert everything about Shadowrun into DnD5th but to instead capture the fell of the setting.
 
These rules are not an attempt to convert everything about Shadowrun into DnD5th but to instead capture the fell of the setting.
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==== Paracritters ====
 
==== Paracritters ====
'''DEVIL RAT''', ''Tiny omnivore (scavenger) beast 2''</br>
 
[[File:SR.5e.DevilRat.jpg | 400px ]]</br>
 
'''Armor Class''' 13, hardness 1 (natural) </br>
 
'''Hit Points''' 9 (HD 2d4), '''Damage Threshold''' 14 (recovery +4) </br>
 
'''Speed''' 30 feet, climb 30 feet</br>
 
STR 6 (-2), DEX 15 (+2), CON 14 (+2), INT 6 (-2), WIS 12 (+1), CHA 6 (-2) </br>
 
'''Saving Throws''' Constitution +4</br>
 
'''Damage Immunity''' poison</br>
 
'''Conditional Immunity''' poisoned </br>
 
'''Skills''' Perception +3, Stealth +4</br>
 
'''''Crawl All Over'''''. Rats have a habit of swaming and crawling over everything, especially under clothing and armor when doing so. Attacks by the rat are only suffer ½ (round down) any hardness reductions against piercing and slashing damage. </br>
 
'''''Dual Natured'''''. Can see both in the normal range of sight but also into the astral plane. This grants them the equivalent of truesight and as it’s a natural effect is not distracting to them. </br>
 
'''''Pack Hunters'''''. Grant advantage to attack rolls to any adjacent ally. </br>
 
'''''VITAS virus'''''. This virus is carried by most devil rats in various strengths. When a meta-human or other living being is bitten by a devil rat (suffers at least 1HP of damage) they must make a DC12 Constitution save or become infected. Infection takes 1d4 days for the symptoms to manifest. Symptoms include fatigue and cramps. The infected suffers one level of exhaustion and it regains only half the number of Hit Points from spending Hit Dice (with a short or long rest). At the end of each long rest, an infected must make a DC12 Constitution save.  On a failed save, the character gains one level of exhaustion. On a successful save, the character’s Exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of Exhaustion below one, the creature recovers from the disease. Otherwise the infected does not recover any Exhaustion at the end of any rest. </br>
 
'''Senses''' Darkvision 90ft, Low-Light Sight, ''passive'' perception 13</br>
 
'''ACTION'''</br>
 
'''''Bite'''''. Melee attack +4 to hit, one target, reach 0ft; Hit 1d4 piercing damage and the target needs a Constitution save DC12 vs. VITAS virus. </br>
 
 
'''Devil Rats''' (Rattus diabolis) are the Awakened form of the common rat (Rattus norvegicus), and have become the scourge of Urban areas. They resemble pale, wrinkled, and hairless rats that grow up to a meter in length (including the tail). Like their progenitors, they are very adaptable, living wherever metahumans can live, and often carry diseases.</br>
 
There are reports of Devil Rats carrying the VITAS spectrum of diseases. There are unsubstantiated reports of devil rat being able to kill healthy human adults while asleep. Rumors also indicate a sort of malign intelligence in the devil rat. Many cities have launched extensive and expensive campaigns to exterminate the devil rat, all to no avail. Their only weakness is the fact that they cannot tolerate sunlight for long periods of time.
 
 
 
'''HELL HOUND''', ''Medium sized predator (stalker) beast 5''</br>
 
[[File:SR.5e.HekkHound.jpg | 350px]]</br>
 
'''Armor Class''' 15, hardness 2/ballistic +4 (natural)</br>
 
'''Hit Points''' 35 (HD 5d8), Damage Threshold 21 (recovery +5)</br>
 
'''Speed''' 50 feet</br>
 
STR 17 (+3), DEX 12 (+1), CON 14 (+2), INT 6 (-2), WIS 13 (+1), CHA 6 (-2)</br>
 
'''Saving Throws''' Constitution +5</br>
 
'''Damage Immunities''' fire</br>
 
Skills Initiative +4, Perception +4, Stealth +4, Survival +4</br>
 
'''''Dual Natured'''''. Can see both in the normal range of sight but also into the astral plane. This grants them the equivalent of truesight and as it’s a natural effect is not distracting to them.</br>
 
'''''Keen Hearing and Smell'''''. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Also gains advantage with Wisdom (Survival) when following tracks.</br>
 
'''''Pack Hunters'''''. Grant advantage to attack rolls to any adjacent ally.</br>
 
'''Senses''' Darkvison 90ft, ''passive'' perception 14</br>
 
'''ACTIONS'''</br>
 
'''''Firry Bite'''''. Melee Attack +6 to hit, one target, reach 5 feet; Hit: 1d8+3 piercing damage plus 2d6 fire damage. The target also must make a DC14 Strength save. Failure knocks the target prone.</br>
 
'''''Fire Breath (Recharge 5–6)'''''. The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC12 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.
 
 
The H'''ellhound''' (Canis tartari) resembles a large, coal-black dog with red-rimmed eyes. They tend to hunt in packs and, although they have been documented at bringing down creatures as large as bears, metahuman attacks seem to be rare.
 
 
 
 
'''BARGHEST''', ''Large predator (ambusher) beast 6''</br>
 
'''BARGHEST''', ''Large predator (ambusher) beast 6''</br>
 
[[File:SR.5e.Bargalist.jpg]]</br>
 
[[File:SR.5e.Bargalist.jpg]]</br>
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'''''Double Attack'''''. When the barghest takes an attack Action can make two attacks, one bite ad claw or two claw attacks with the same action.</br>
 
'''''Double Attack'''''. When the barghest takes an attack Action can make two attacks, one bite ad claw or two claw attacks with the same action.</br>
 
'''''Bite'''''. Melee attack +8 to hit, one target, reach 5ft; Hit 2d6 +4 piercing damage and that target must make a DC16 Strength save or be knocked prone.</br>
 
'''''Bite'''''. Melee attack +8 to hit, one target, reach 5ft; Hit 2d6 +4 piercing damage and that target must make a DC16 Strength save or be knocked prone.</br>
'''''Claws'''''. Melee attack +8 to hit, one target, reach 10ft; Hit 1d6 +4 slashing damage.</br>
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'''''Claws'''''. Melee attack +8 to hit, one target, reach 10ft; Hit 1d6 +4 slashing damage.
'''''Baleful Howl (recharge 5-6)'''''. All creature within a 60 foot radius around the beast must make a Charisma save DC14. Failure and the target gains the Frightened condition against the barghest and cannot take Reactions or Bonus actions until the start of the barghest’s next turn. Frightened targets cannot make a new save while in sight of any barghest. When out of sight may make a new Charisma save DC13 as an Action. Success removes the condition.
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'''''Baleful Howl (recharge 5-6)'''''. All creature within a 60 foot radius around the beast must make a Charisma save DC13 (10 + proficiency bonus). Failure and the target gains the Frightened condition against the barghest and cannot take Reactions or Bonus actions until the start of the barghest’s next turn. Frightened targets cannot make a new save while in sight of any barghest. When out of sight may make a new Charisma save DC13 as an Action. Success removes the condition.
  
 
The '''Barghest''' is a large Awakened canine  (one of several Awakened canine species) found in the northern regions of North America, Asia and Europe. Distinctive features include sharply pointed ears, a protruding spine, glowing eyes and teeth. They often resemble oversized mastiffs, with short fur and either pure white or pure black color. Its eyes and teeth seem to glow due to a certain luminescent bacteria that resides in is mucous membranes.</br>
 
The '''Barghest''' is a large Awakened canine  (one of several Awakened canine species) found in the northern regions of North America, Asia and Europe. Distinctive features include sharply pointed ears, a protruding spine, glowing eyes and teeth. They often resemble oversized mastiffs, with short fur and either pure white or pure black color. Its eyes and teeth seem to glow due to a certain luminescent bacteria that resides in is mucous membranes.</br>
 
Barghests are nocturnal pack animals, frequently travelling in groups of a dozen or more, who herd their prey (usually large mammals) by howling. During breeding season, it tends to hunt alone or in a breeding pair. A barghest howl can induce fear and, in some cases, a catatonic state in its victim.
 
Barghests are nocturnal pack animals, frequently travelling in groups of a dozen or more, who herd their prey (usually large mammals) by howling. During breeding season, it tends to hunt alone or in a breeding pair. A barghest howl can induce fear and, in some cases, a catatonic state in its victim.
 
 
'''GRIFFON''', ''Large predator (stalker) beast 7''</br>
 
[[File:SE.5e.Griffon.jpg | 400px ]]</br>
 
'''Armor Class''' 16, hardness 3 (natural)</br>
 
'''Hit Points''' 48 (HD 7d8), '''Damage Threshold''' 24 (recovery +5)</br>
 
'''Speed''' 40 feet, fly 60 feet</br>
 
STR 18 (+4), DEX 14 (+2), CON 15 (+2), INT 8 (-1), WIS 15 (+2), CHA 12 (+1)</br>
 
'''Saving Throw''' Dexterity +5, Constitution +5</br>
 
'''Skills''' Perception +5, Stealth +5</br>
 
'''''Keen Sight'''''. The griffon has advantage on Wisdom (Perception) checks that rely on sight</br>
 
'''''Pounce'''''. The griffon likes to slam down onto prey from above. If the griffon moves at least 50 feet in the round it can attack twice with its claws and its weight. Each claw that hit deals double damage in such a situation.</br>
 
'''Senses''' Darkvision 60ft, Low-Light Vision, '''passive''' perception 15</br>
 
'''ACTION'''</br>
 
'''''Double Attack'''''. Whenever the griffin takes an attack Action it can attack twice.</br>
 
'''''Beak/Bite'''''. Melee attack +7 to hit, one target, reach 10ft; Hit 2d6+4 piercing damage.</br>
 
'''''Claws'''''. Melee attack +7 to hit, one target, reach 10ft; Hit 1d10+4 slashing damage.</br>
 
 
The Awakened '''Griffon''' (Alatusleo aquila) very much resembles its mythical counterpart, with a large feline body, powerful avian wings, sharpened front talons for forelimbs and a raptor's beaked head.</br>
 
The Asian griffon (Alatusleo serpens) is more reptilian in appearance, with a scaled head and neck and membraned spines running down its back.</br>
 
The False griffon (Opinicus falciform) appears very similar to the common griffon, except it lacks wings.
 
 
 
'''BASILISK''', ''Large predator (ambusher) beast 8''</br>
 
[[File:SR.5e.Basilisk.jpg | 350px ]]</br>
 
'''Armor Class''' 15, hardness 3/ballistic hardness +2 (natural)</br>
 
'''Hit Points''' 60 (8d10), '''Damage Threshold''' 23 (recovery +3)</br>
 
'''Speed''' 30 feet</br>
 
STR 16 (+3), DEX 8 (-1), CON 16 (+3), INT 4 (-3), WIS 8 (-1), CHA 7 (-2)</br>
 
'''Saving Throws''' Constitution +6</br>
 
'''Skills''' Survival +2</br>
 
'''''Dual Natured'''''. Can see both in the normal range of sight but also into the astral plane. This grants them the equivalent of truesight and as it’s a natural effect is not distracting to them.</br>
 
'''''Petrifying Gaze'''''. If a creature starts its turn within 30 ft. of the Basilisk and the two of them can see each other, the Basilisk can force the creature to make a DC12 Constitution saving throw if the Basilisk isn't incapacitated. On a failed save, the creature magically 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. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the Basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the Basilisk in the meantime, it must immediately make the save. If the Basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and Targets itself with its gaze.</br>
 
'''Senses''' Darkvison 60ft, ''passive'' perception 9</br>
 
'''ACTIONS'''</br>
 
'''''Double Attack'''''. When the basilisk takes the attack Action it can attack twice, once with its’ bite and once with its’ claws.</br>
 
'''''Bite'''''. Melee attack +6 to hit, one target, reach 5ft; Hit 1d10+3 piercing damage.</br>
 
'''''Claw'''''. Melee attack +6 to hit, one target, reach 10ft; Hit 1d6+3 slashing damage.
 
 
'''Basilisk''' is a large Awakened reptile that measures 3.5 meters long from snout to tail, and weighs about 300 kilograms. It has black and yellow scales and up to 40 saw-edged teeth. It is a carnivore that feeds primarily on small mammals, but will eat just about anything that it can catch. While it is naturally a quadruped, it can stand and run on its hind legs along for short periods of time,</br>
 
The Basilisk is dual-natured and has a unique spell-like ability to petrify creatures that it gazes upon. This makes it dangerous to study, although some corporations use Basilisks for security purposes. The Basilisk feeds on any being that it has petrified into stone.
 
 
 
'''MARTICHORAS''', ''Large predator (stalker) beast 8'' </br>
 
[[ File:SR.5e.Manticore.jpg | 350px]] </br>
 
'''Armor Class''' 16, natural hardness 4 (natural) </br>
 
'''Hit Points''' 68 (HD 8d10), '''Damage Threshold''' 24 (recovery +6) </br>
 
'''Speed''' 30 feet, fly 60 feet</br>
 
STR 19 (+4), DEX 14 (+2), CON 16 (+3), INT 6 (-2), WIS 12 (+1), CHA 11</br>
 
'''Saving Throws''' Constitution +6</br>
 
'''Damage Immunities''' poison</br>
 
'''Condition Immunities''' poisoned</br>
 
'''Skills''' Stealth +5, Survival +4</br>
 
'''''Keen Hearing and Smell'''''. The martichoras has advantage on Wisdom (Perception) checks that rely on hearing or smell. </br>
 
'''''Pounce'''''. Martichoras males often use a ‘pounce’ like maneuver against prey. They will fly above some a target and then fall out of the sky on top of them attempting to crush them as the claw into them. If the martichoras flies at least 40ft towards a target at the end of its movement he can make two claw attacks each that deal double damage with a successful hit. </br>
 
'''Senses''' Darkvison 90ft, ''passive'' perception 15</br>
 
'''ACTION'''S</br>
 
'''''Double Attack'''''. When the martichoras takes an attack Action can make two attacks, one bite and claw or two claw attacks or two stinger with the same action. </br>
 
'''''Bite'''''. Melee attack +8 to hit, one target, reach 5ft; Hit 2d8+4 piercing damage and the target must make a successful DC16 Strength save. Failing the save the target is knocked prone. </br>
 
'''''Claws'''''. Melee attack +8 to hit, one target, reach 10ft; Hit 1d8+4 slashing damage. </br>
 
'''''Tail Stinger'''''. Melee attack +8 to hit, one target, reach 10ft; Hit 2d6+4 piercing damage and the target must make a DC13 Constitution save vs. poison. Failure deals an additional 2d8 poison damage and the target gains the Poisoned Condition. Successful save halves the damage and the target is not poisoned. The target gains a new save at the end of each of its’ rounds. Success ends he poisoned condition. </br>
 
 
The '''Martichoras''' (Martichoras hastae) resembles the manticore of myth. It has a leonine body that grows to a length of 2.2 meters, with long tawny fur and a wide mouth with multiple rows of teeth, similar to a shark and a set of heavy bat-like wings. From the tip of its tail is a spick similar to a scorpains tail stinger. This stinger is venomous. </br>
 
The martichoras is an aggressive carnivore, hunting in a similar manner to great cats like panthers and cheetah. It forms social groups similar to lion prides, with one dominant female and up to four adult males. Female martichoras do not hunt. The stinger appear to be purely a defensive mechanism, as the martichoras will not eat a creature it has killed with its stinger. </br>
 
The martichoras is found throughout the northern reaches of North America, stretching across territories between the former Alaska and Quebec. It appears to be allergic to pollutants, and thus stays in regions unspoiled by industrialization.
 
 
 
 
'''BEHEMOTH''', ''Huge size predator (brute) beast 10''</br>
 
[[File:SR.5e.Behemoth.jpg | 400px]] </br>
 
'''Armor Class''' 18, hardness 6/ballistic +6 (natural) </br>
 
'''Hit Points''' 110 (HD 10d12), '''Damage Threshold''' 27 (recovery +8) </br>
 
'''Speed''' 30 feet</br>
 
STR 22 (+6), DEX 8 (-1), CON 18 (+4), INT 4 (-3), WIS 11, CHA 9 (-1) </br>
 
'''Saving Throws''' Constitution +8</br>
 
'''Damage Resistance''' ballistic, bludgeoning, piercing and slashing damage from non-magical attacks</br>
 
'''Skills''' Survival +4</br>
 
'''Senses''' Darkvision 60ft, Low Light Vision, ''passive'' perception 10</br>
 
'''ACTION'''</br>
 
'''''Double Attack'''''. When the behemoth takes an attack Action can make two attacks,. </br>
 
'''''Gore/Bite'''''. Melee attack +10 to hit, one target, reach 10ft; Hit 2d8+6 piercing damage and the target must make a DC18 Strength save or be knocked prone. </br>
 
'''''Trample/Slam'''''. Melee attack +10 to hit, one target, reach 5ft; Hit 2d8+6 bludgeoning damage.</br>
 
 
The '''Behemoth''' (Alligator gigas) resembles a bumpy hippopotamus, but is actually the Awakened form of the common alligator (Alligator mississippiensis). It stands 3 meters tall and is 5 meters long on average. Behemoths are aggressive carnivores and are heavily armored with overlapping scales. It typically resides in subtropical swamps and waterways near the Gulf of Mexico and the Caribbean League.
 
  
 
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