Friday, November 7, 2025

Planned Refresh of My Blog


So, it's been a while since I last posted on this blog. As I'd mentioned previously, my dad passed away on Valentine's Day. In the aftermath, my brother and I have been caring for my mom. This has involved a lot of travel between Massachusetts, Virginia, and New Jersey. My mom is fine, but because of her mental and emotional condition, she requires a lot of care and attention from her immediate family (us!). Last month, we moved her to Massachusetts to be near me -- so I could help out much more with her care.

This is just to explain my sudden and sustained absence from writing for this blog. I've been thinking on-and-off about where I want to take the blog going forward. One thing I've realized is that I want to take it in a more discursive direction and talk in more depth about my gaming ideas. As I reviewed my past content, first of all, I discovered numerous errors in my posts. I also discovered that I didn't like my brevity or the elliptical nature of many of my posts. I've been doing more and more reading online of D&D blogs and want to emulate them more. 

(When I started, I knew I had things to share, but was perhaps somewhat diffident in sharing, because, while I've been a player for more than five decades, I have been a DM for only a year now. I realize now that my difference was ill-suited for everything that I wanted say and talk about.)

What I'm looking to do is something more like Hipsters and Dragons or DM Dave, to take just two examples. My plan was always to update my past profiles and posts, to amend, expand and further comment on them. And that is still the plan. But I want to also take this as an opportunity to refresh the content, organization and style of the blog to make it more reflective, more speculative, and hopefully more engaging. As I update content, I will start to remove whatever content has become obsolete and is being replaced. That way, the new face lift will be something immediate, but that the systemic changes from it will be realized more gradually. 

Coming Up: My personal history within the hobby.

Friday, October 3, 2025

Musing Some about House Rules

As an alternative to being too depressed about the news and what's going on in the world, I have been trying to dig more into more into some of the D&D blogs, looking specifically more into adventure design and house rules.

As I was reading Duncan from Hipsters & Dragons talk about changes in the exhaustion rules from 2014 and 2015, and how he would house-rule it, I started to think my menu of house rules I've come up with and how I might use them differently according to the type of D&D game I'm running.

For instance, there are the house rules that I will use in every campaign and every type of game -- such as, Dynamic Initiative and Player XP. 
But there are also house rules that I might employ differently according to the type of game I'm running. You know, differently for Low vs. High Fantasy. Home Game vs. Store Game vs. Library Game vs. Convention Game, etc.

So while I might want to include rules about exhaustion, adventurer's rest, leveling up as a downtime activity, etc. in my house game, I might balk at doing it in my store- or library- game. In general, the decision point on includ- ing a house rule or not in those cases is ease of play vs. encouraging verisimilitude in-game. Just my initial thought on the subject. --LM

Wednesday, October 1, 2025

Grahluk (Large Monstrosity, Chaotic Neutral)


 GRAHLUK
large monstrosity, chaotic neutral

AC: 22; HP: 100 (10D10+40); Initiative: +2; Senses: passive Perception 10; Speed: 40 ft.

STR: 22, DEX: 14, CON: 18; INT: 08

Languages: Common; CR: 6 (2,300 XP); PB: +3

TRAITS
Magic Resistance: It has advantage on Saves versus spells and spell-like effects.

ACTIONS
Rend: melee natural attack (+9 to hit, reach 5 ft., one target. Hit 2D6+6 bludgeoning damage)
Rope: melee weapon attack (+9 to hit, reach 5 ft., one target. Hit: 3D6+6 bludgeoning damage PLUS automatic grapple attempt)

DESIGN NOTES
Grahluks appear as giant ape-like humanoids. They are the mortal enemies of the Elenoin and will only leave their home plane to combat them. They use nets, shields, and ropes of tremendous strength and mass in battle. Their primary goal in life is the death of the Elenoin. Those that Elric encountered killed themselves after defeating the Elenoin in battle. Source: Deities and Demigods 1E, 1st printing.

Tuesday, September 30, 2025

Elenoin (Medium Monstrosity, Chaotic Evil)

 

ELENOIN
medium monstrosity, chaotic evil

AC: 14; HP: 99 (11D8+44); Initiative: +4; Senses: passive Perception 10; Speed: 30 ft.

STR: 18, DEX: 18, CON: 18, CHA: 14

Immunities: any mind-altering magic; Languages: Common; CR: 6 (2,300 XP); PB: +3 

TRAITS
Magic Resistance: It has advantage on Saves versus spells and spell-like effects.

ACTIONS
Multiattack: It can make up to two greatsword attacks.
Bite: melee natural attack (+7 to hit, reach 5 ft. one target. Hit: D6+4)
Greatsword: melee weapon attack (+7 to hit, reach 5 ft., one target. Hit: D10+4)

DESIGN NOTES
The Elenoin appear as tall women with flaming red hair and shark-like teeth. They whirl two-handed swords to deadly effect. They fear no enemy except for the Grahluks, who come from their same plan. If the Grahluks do appear, they will break off whatever they are doing and start fighting their hereditary enemy. Source: Deities and Demigods 1E, 1st printing.


Friday, September 19, 2025

Leveling Up For Fewer Players

 

I picked up this guide from DM's Guild recently. Since COVID-19, I've scoured the site for materials for Solo play. I haven't implemented many of the systems, nor really done that much Solo play as a result.

But I plan to. If nothing else, to playtest materials for my Adult D&D program at the Library or for running at Cons.

Sometimes it's about just that one thing that you can steal to adapt and use elsewhere in your gaming. I'm not sure about most of the content presented in this guide. But there is one thing I'm stealing from it. A conversion guide for scaling levels for fewer players. Pure Gold!

I have created a Google Sheet for it. However, I will present it here in (a less eye-friendly) text version:

4+ Players: L1; Two Players: L3; Solo: L4
4+ Players: L2; Two Players: L4; Solo: L6-7
4+ Players: L3; Two Players: L5; Solo: L8-9
4+ Players: L4; Two Players: L6; Solo: L11
4+ Players: L5; Two Players: L7; Solo: L14-15
4+ Players: L6; Two Players: L10; Solo: L16
4+ Players: L7; Two Players: L11; Solo: L18
4+ Players: L8; Two Players: L13; Solo: L20
4+ Players: L9; Two Players: L15; Solo: not applicable
4+ Players: L10; Two Players: L18; Solo: not applicable
4+ Players: L11; Two Players: L20; Solo: not applicable

The table ends here, as from this point forward, there is no real mechanism for scaling levels beyond L20. IMHO, a very useful tool indeed! Enjoy! --LM

Tuesday, September 16, 2025

Mea Culpa

 


Mea Culpa
I've been remiss. It's been quite some time since I last posted on any of my blogs. It's something that I have regretted.

There is, of course, a story here. My father passed away on Valentine's Day this year. In many ways, he had been the glue that had held our little family together.

When he died, my brother and I became the chief caretakers for my ailing mom -- well, mostly my brother, with me playing the emotional support role from him.

Role-playing, blogging about stuff, etc. can cost a lot of mental effort -- albeit with great reward, too. As my mom's situation became more precarious, more of my time was spent worrying about my brother and my mom -- and less time spent thinking about much else, except for my professional work.

In May, my brother moved her from Virginia to New Jersey. When I visited them for Independence weekend, we had to hospitalize my mother for infectious delirium, and then moved her into a physical rehab. During that time, her condition worsened considerably. Fortunately, this past week, we were able to move her here to Massachusetts where my wife and I could physically help my brother to care for my mom. It helped that we found her a comfortable place to live, with empathetic and caring staff to care for her.

Now that she is settled and her situation is considerably more stable, I'm hoping to return to participating more intentionally in my hobby and in blogging more about it. I have plans to finish off my series on legacy characters from my past D&D, to revise and expand on the Gods of Greyhawk, and to share more of the house rules that I use in my games. And to continue work on my other blogs, Marvelphile and Board to Death.

Stay Tuned!


Monday, June 23, 2025

Houseruling Material Components


 Material components have a long history in D&D -- and have been disrespected and ignored throughout. And I understand why. 

(Early D&D had a lot of bookkeeping in it as part of the game. Mapping, keeping track of equipment and their encumbrance, etc. Material components is just one more element within that matrix.)

It's a shame, in that material components, whether standard or alternative, can provide a lot of color and flavor to the game. How can we include it without burdening players with more bookkeeping work to do? Any solution would make sure that players not be required to collect or keep track of individual spell components. Here is my house rule for this:

Players may use either an arcane focus or material components. With an arcane focus, spells are cast entirely as described. When using material components for most spells, any spell attacks have Advantage and any saves required of the target are at Disadvantage. Exception Spells that have material components with a specific cost listed in the spell description absolutely require those spell components to cast it. There is no change to the spell as described because of it.)

Here's how we get around the onerousness of spell component as bookkeeping. The standard component pouch has an indeterminate number of spell components for any given spell in your spellbook. When casting a spell using material components, roll a D6 for a standard component pouch. If you roll a "1" then that was your last spell component of that type, and you should temporarily strike the spell off your list of available spells.

(Encourage your players to describe how they are using material components when casting spells. D&D is as much about narrative color and feel as it is in its game mechanics. Give the players their spotlight and enjoy!)

You can replenish your component pouch by purchasing it again (perhaps at some discount determined by your DM). In this case, your arcane focus can act as a backup, too.

Saturday, June 21, 2025

 

Tuesday night (6/24), I'm running a "Try a Different D&D" event featuring Obojima, a Studio Ghibli-esque D&D game.

I've posted a number of character pre-gens for the game, based on character art from the game itself. Halfway through, I realized that I needed to lean more into that which makes the game so flavorful and whimsical.

Most of those decisions are made at first-level, though. So I've decided to rebuild the characters from 1st to 3rd level. What I'm trying to incorporate is more of the factions, backgrounds, feats and equipment that should make the characters feel more Ghibli-esque. I should be revising those posts with the new character concepts and be finished doing so by week's end.

Thursday, June 19, 2025

Pre-Gen for Obojima: LIANA

 

LIANA
medium humanoid (elf), neutral good
warlock (the Lantern) 3rd level; background: guide
faction: Witches' Coven (Fish Head)

AC: 16; Senses: spirit sight* 120 ft., passive Perception 10

STR: 08, DEX 16, CON: 14, INT: 12, WIS: 10,  CHA: 15

Saves: WIS +2, CHA +4; Skills: Arcana +3, Nature +3, Stealth +5, Survival +2; Feats: Magic Initiate (Druid); Tool Proficiency: alchemist's supplies, cartographer's tools; Weapon Proficiency: Simple; Armor Proficiency: light; Languages: Common (Ippan), Elvish, Spirit Language (Torun); PB: +2

TRAITS
Revealing Light: At the end of a Short Rest, you regain up to 2 expended spell slots.

FEATURE
Sibling Student: 
You have a close and trustworthy friend who studied under the same witch as you and has now made it into one of the six main covens. When needed, they act as your liaison to the coven or covens they’re connected to.

BONUS ACTIONS
Illuminating Aura (1/Short Rest: You can activate your lantern, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 ft. This light lasts for one minute, or until you let go of the lantern, or until you let go of the lantern or choose to end this effect early (no action required). For the duration, you gain the following benefits:
  • Whenever you see a creature in your lantern's bright light make a save, you can use your reaction to grant that creature a bonus to the save equal to your CHA.
  • Whenever a hostile creature within your lantern's dim light fails a save, it takes 2 HP radiant damage.
ACTIONS
Lantern-Staff: melee weapon attack (+1 to hit, reach 5 ft., one target. Hit: D6 or D8 bludgeoning damage)
Unarmed Strike: melee natural attack (+1 to hit, reach 5 ft., one target. Hit: 1 HP bludgeoning damage)
Revealing Action (1/Short Rest): You cause your lantern to illuminate with a vibrant maroon light, which sheds bright light in a 10-ft. radius and dim light for an additional 10 ft. Invisible creatures and objects are visible as long as they are in the lantern's bright light. The lantern sheds light in this manner for 1 hour or until you end it as bonus action.

SPELLCASTING
Attribute: CHA; Spell DC: 12; Spell Attack: +4; Spell Level: 2nd; Spell Slots: 2; Prepared Spells: 4
Always Prepared (1/Long Rest): 1st - healing word, 2nd - animal messenger
Cantrips: dancing lights, eldritch blast, elementalism, thunderclap
1st level (special): armor of Agathys, hellish rebuke, Tasha's hideous laughter, witch bolt
Eldritch Invocations: eldritch mind, mage armor, spirit sight (renamed)

POSSESSIONS
Equipment: alchemist's supplies, bedroll, book of occult lore, cartographer's tools, lantern-staff (focus), scholar's pack, tent, traveler's clothes, witch's hat and robes
Coinage: 15 GP


PSYCHOLOGY
Personality: I see omens in every event and actions. The spirits speak to us, we just need to listen. I watch over my friends as if they were a litter of newborn pups.
Ideals: Everyone should strive to make the world a more joyful and better place for life.
Bonds: When Nature is hurt, we all suffer.
Flaws: Cautious and measured in my actions. Sometimes too much so.

Wednesday, June 18, 2025

Pre-Gen for Obojima: AKUMI

 

AKUMI
medium humanoid (human), chaotic neutral
sorcerer (oni bloodline) 3rd level; background: charlatan

AC: 15; HP: 20 (3D6+6); Initiative: +2; Senses: passive Perception 13; Speed: 30 ft.

STR: 10, DEX: 14, CON: 14, INT: 08, WIS: 12, CHA: 17

Skills: Arcana +1, Deception +5, Intimidation +5, Insight +3, Perception +3, Sleight of Hand +4, Stealth +4; Feats: Magic Initiate (Wizard), Skilled; Tool Proficiency: forgery kit, thieves' tools; Languages: Common (Ippan), First Age (English), Spirit Language (Torun); PR: +2

TRAITS
Font of Magic: Convert sorcery points to spell levels or back, 1st level for 2 sorcery points or vice versa.
Oni Bloodline: Once you became 3rd-level as a Sorcerer, you begIn to take on demonic appearance. As you expend Sorcery Points, you can manifest and use certain physical aspects of the FIRST ONI:

0-1 (Eyes): Your eyes shimmer with an almost mesmerizing quality. As an action, you can activate you innate ocular charm. For 1 minute, you have Advantage on all CHA checks directed at one creature of your choice that isn't already hostile to you, provided it can see your eyes. When the effect ends, the target may make a WIS save. If successful, it will realize that you used magic to influence it, and it will now be hostile to you.
2-3 (Horns): 
When casting a cantrip that requires you to make a melee or ranged spell attack, you can instead make it a melee attack using your horns, channeling the spell through them. When you hit, the target takes an extra D6 piercing damage. Additionally, when a hostile creature's movement provokes an opportunity attack  form you, you can use your reaction to cast a cantrip at the creature using your horns rather than making a standard opportunity attack. The spell must have a casting time of 1 action or less and must target only that creature.

Resourceful: Gain Heroic Inspiration after a Long Rest.

STANDARD ACTIONS
Dagger: melee OR ranged weapon attack (+4 to hit, reach 5 ft. OR ranged 20/60 ft., one target. Hit: D4+2 piercing damage)
Unarmed Strike: melee natural attack (+2 to hit, reach 5 ft., one target. Hit: 1 HP bludgeoning damage)

BONUS ACTIONS
Innate Sorcery (2/Long Rest): Lasts for 1 minute. Increase Spell DC by 1. Gain Advantage on spell attacks.

SPELLCASTING
Attribute: CHA; Spell DC: 13; Spell Attack: +5; Prepared Spells: 2
Always Prepared (1/Long Rest): mage armor
Cantrips (at will): elementalism, light, mage hand, prestidigitation, sorcerous burst
1st level (2 slots): chromatic orb, shield
Metamagic (2 sorcery points): empowered spell, subtle spell

POSSESSIONS
Equipment: arcane focus (crystal), daggers x2, dungeoneer's pack; forgery kit, traveler's clothes
Coinage: 43 GP


PSYCHOLOGY
Personality: I like to stretch the truth. And sometimes straight-out lie.
Ideals: I'm a free spirit! No one tells me what to do.
Bonds: I'm a loyal and fast friend.
Flaws: No one could ever fool me the way I fool others.




Tuesday, June 17, 2025

Pre-Gens for Obojima: HANA and BIRU

 

Hana and Biru
small humanoid (human), neutral good
druid (circle of petals), 3rd level; background: hermit

AC: 13; HP: 24 (3D8+6); Initiative: +2; Senses: passive Perception 16; Speed: 30 ft.

STR: 08, DEX: 14, CON: 14, INT: 10, WIS: 18, CHA: 12

Saves: INT +2, WIS +5; Skills: Insight +6 (Hana), Medicine +2, Nature +6, Perception +6; Religion +2, Survival +8 (Biru); Feats: Forager (Biru), Healer, Magic Initiate (Druid: Hana); Tool Proficiency: herbalism kit; Weapon Proficiency: simple; Armor Proficiency: light, shields; Languages: Common (Ippan), Druidic, Naku Naku (Nakudama), Spirit (Torum); PB: +2. 

BONUS ACTIONS
Petal Dance: Expend one use of Wild Shape. Conjure a resilient cloud of petals that functions as an extension of your own being. The cloud lasts for 1 hour, and you have +1 to your AC. You also gain the following benefits:
  • Attack: ranged spell attack (+6 to hit, ranged 30 ft. Hit: D6 slashing damage)
  • Defense: When a creature you can see within 10 ft. of you takes damage, use your reaction to reduce damage received by 7 HP. Once you've used your petal cloud in this way, it dissipates.
Wild Shape (2/Long Rest): Shapeshift into a Beast form that you have learned. You can stay in that form for up to 2 hours or until use use the ability again. You can also leave the form early as a bonus action. You can choose up to 4 Beast forms of CR 1/4 or less and don't have a fly speed. Whenever you finish a Long Rest, you can replace one of your known creatures used for this ability. You can regain one expended use after a Short Rest. You regain all expended uses after a Long Rest. SEE PHB 2024 for more details on this ability.

MAGIC ACTION
Wild Companion: Expend spell slot or a use of Wild Shape to cast find familiar without material components. Your familiar is Fey and lasts until you finish a Long Rest.

SPELLCASTING
Attribute: WIS; Spell DC: 14; Spell Attack: +6; Prepared Spells: 6
Always Prepared (1/Long Rest): charm person (Hana), speak with animals
Cantrips: druidcraft (Hana), elementalismshillelagh, starry wisp (Hana)
1st-level (4 slots): animal friendship, goodberry (Biru), healing word (Hana), entangle, longstrider (Biru), protection from evil and good (Hana), 
2nd-level (2 slots): animal messenger, barkskin (Biru), lesser restoration (Hana)

POSSESSIONS
Equipment: book (philosophy), druidic focus (cherry blossoms), explorer's pack herbalism kit, lamp, leather armor, oil x3, quarterstaff, traveler's clothes
Coinage: 25 GP


PERSONALITY
Personality: We were abandoned as children and only have each other.
Ideals: Inquiry and curiosity are the pillars of progress in life.
Bonds: They are very much tuned into Nature. As fraternal twins, they are connected and loyal to each other.
Flaws: BIRU is quick to act, sometimes before really having through it first. HANA can be easily bored, but is always looking for the joy in a situation.



Monday, June 16, 2025

Pregens for Obojima: YUMI TOYA

 

YUMI TOYA 
medium humanoid (human), chaotic good
ranger (corrupted) 3rd level; background: guide

AC: 13; HP: 24 (3D10+6); Initiative: +5; Senses: passive Perception 14; Speed: 30 ft.

STR: 12, DEX: 16, CON: 14, INT: 08, WIS: 15, CHA: 10

Saves: STR +3, DEX +5; Skills: Insight +4, Investigation +3; Perception +4, Stealth +5, Survival +4; Feats: Alert, Fighting Style (DMagic Initiate (Druid); Tool Proficiency: Cartographer's Tools; Weapon Proficiency: simple, martial; Armor Proficiency: medium, shield; Languages: Common (Ippan), Naku Naku (Nakudama), Sign; PB: +2.

TRAITS
Corruption - First Manifestation: Whenever you take damage, you also receive a curse marker; if the damage was from a critical, you receive two curse markers instead. These markers will remain active until the end of your next turn, and the maximum number of curse markers you can accumulate at one time is 2. When you hit a creature with a weapon attack, all the curse markers have gained are instantly consumed, dealing an extra D4 necrotic damage to the target for each marker consumed.
Corruption - Second Manifestation (1/Long Rest): When you make a STR or DEX check, yo can choose to replace the result with a number equal to 10 + your Ranger level. You can wait until after you roll the D20 before deciding to use this feature, but you must decide before the DM reveals whether it succeeds or fails.
Resourceful: Gain Heroic Inspiration after Long Rest.

ACTIONS
Multiattack: They may make up to two attacks, one with their longsword, the other with their dagger.
Longbow: ranged weapon attack (+5 to hit, ranged 150/600 ft., one target. Hit: D8+3 piercing damage PLUS target's speed is reduced by 10 ft.)
Scimitar: melee weapon attack (+5 to hit, reach 5 ft., one target. Hit: D6+3 slashing damage)
Dagger: melee OR ranged attack (+5 to hit, reach 5 ft., one target. Hit: D4 piercing damage)

BONUS ACTION
Invoke Corruption - First Manifestation: Gain the maximum number of curse markers available to you instead. These markers will remain active until the end of your next turn, and the maximum number of them you can accumulate at one time is 2. You may not accumulate more than 2 curse markers, regardless.

SPELLCASTING 
Attribute: WIS; Spell DC: 12; Spell Attack: +4
Hunter's Mark (2/Long Rest): as 1st-level spell.
Always Prepared (1/Long Rest): protection from evil and good.
Cantrips (at will): poison spray, thorny whip
1st-level (3 slots): animal friendship, cure wounds, entangle, speak with animals

POSSESSIONS
Equipment: bedroll, cartographer's tools, dagger, druidic focus (cherry blossom), explorer's pack, longbow, quiver of 20 arrows, scimitar, tent, traveler's clothes.
Coinage: 10 GP

PSYCHOLOGY
Personality: When I set my mind to something, I follow through no matter what gets in my way.
Ideals: It's no good pretending to be something I'm not.
Bonds: I am dedicated to the land and its health.
Flaws: I try to see the best in a situation, but often see its worst instead.

--LM

PALANTINO (Mark Thies)

 

Palantino
medium monstrosity (lycanthrope), neutral evil
rogue (assassin) 3rd level; background: criminal

AC: 15; HP: 64 (8D8+24); Initiative: +4 (advantage); Senses: darkvision 60 ft., passive Perception 14; Speed: 30 ft. / 40 ft. (wolf form only)

STR: 16, DEX: 14, CON: 16, INT: 11, WIS: 11, CHA: 10

Saves: DEX +4, INT +2; Resistances: bludgeoning, piercing, slashing damage from non-silvered non-magical weapons; Skills: Athletics +5, Deception +4, Insight +4, Investigation +4, Perception +4, Sleight of Hand +4, Stealth +4; Feats: Alert; Tool Proficiency: disguise kit, poisoner's kit, thieves' tools; Languages: 3- Vulgate, 2- Common, Thieves' Cant, Ynge; PB: +2.

TRAITS
Pack Attack: He has Advantage on attacks against creatures if at least one of his allies are within 5 ft. of the creature and the ally doesn't have the incapacitated condition.
Sneak Attack: Once per turn, he can deal and extra 2D6 to one creature you hit with an attack roll if you have Advantage on the attack and it uses a finesse or ranged weapon. 
Surprising Strike: During the first round of each combat, he has advantage on attack rolls against any creature that hasn't taken their turn. If your Sneak Attack hits any target during that round, the target takes an addition 3 HP damage of the weapon's type.

ACTIONS
Multiattack: He can make up to two attacks per turn.
Bite (wolf OR hybrid form only): melee natural attack (+5 to hit, reach 5 ft., one target. Hit: 2D8+3 piercing damage PLUS if target is humanoid, it must make a CON save DC13. Failure: target is cursed. If they drop to 0HP, they instead become a werewolf under the DM's control. Success: target is immune to the curse for the next 24 hours.)
Claw (wolf or hybrid form only): melee natural attack (+5 to hit, reach 5 ft., one target. Hit: 2D6+3 slashing damage)
Scimitar (humanoid or hybrid only): melee weapon attack (+5 to hit, reach 5 ft., one target. Hit: D6+3 slashing damage)
Light Crossbow (humanoid or hybrid only): ranged weapon attack (+4 to hit, ranged 80/320 ft., one target. Hit: D8+2 piercing damage PLUS reduce target speed by 10 ft. until the start of Palantino's next turn)

BONUS ACTIONS
Cunning Action: Dash, Disengage, or Hide.
Shape-Shift: Can shape-shift into a wolf-humanoid hybrid or Medium wolf OR can return to his true humanoid form.
Standard Aim: Gains Advantage on his next attack roll on his current turn. He can't have already moved, and his Speed is reduced to 0 ft. until the end of his current turn.


DESCRIPTION / DESIGN NOTES
Palantino was an original member of the Evil Three. His genesis must have been from a Dragon magazine where there was a template for lycanthropes -- or Chris created it himself. Palantino was an original member of the Evil Three. He survived Eric in the fire, but died to a band of goblins who wielded silver weapons. Only Obbinjar survived them.

In my recreation for the Falkirk campaign, I faced a dilemma. I either had to create such a template myself OR use the existing monster description with some character levels. Since I plan to use him in both regular and solo play as an NPC, I chose to take the second approach. Even so, I found I needed to do some re-design of the monster. First, I halved the monster's HD to tone it down a bit. Second, interestingly in the Monster Manual 2024, they stripped lycanthropes from the immunity to damage from non-silvered, non-magical weapons. In this case, I decided to split the difference between versions and give him resistance to such attacks instead.

--LM