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34

The rule about all of its heads dying is an exception particular to the hydra. It is not immune to the effects of being defeated when reduced to 0 hp. If the hydra were immune to defeat at 0 hp, its description would have to say so.


33

The methodology I've settled on is as follows: The creature is the dominant inhabitant of the correct alignment plane (according to the Manual of the Planes). The Greyhawk (default setting for D&D 3.5) cosmology lists the Outer Planes that are keyed to the nine alignments. The creature has the appropriate alignment subtypes - an iconic Lawful Good ...


29

Take it slow... Since you're all pretty new, it's generally considered to be a really good idea to stick with the official published rules at first, so you can see how things play out and the effect of different abilities before you start messing with them in ways that might change the game balance. If you really want to play as a cloud giant runt (which ...


27

A Monkey Part of Aya's description in The Scroll Thief (DDEX1-6 pg. 9): "Perched on the elf's shoulder is a small, grey-furred monkey."


27

In AD&D, the cosmology of D&D which had gradually developed over the course of numerous publications was codified into the Planescape setting, which focused on adventures on the planes besides the Prime Material. The architecture of the cosmology focused on the “Great Wheel,” the sixteen planes surrounding the Outlands. These seventeen planes, ...


16

It seems to me this legendary action to detect is an attempt to simplify the dragon's ability to make active perception checks (normally requiring your action on your turn) when it is not his turn using the standardized legendary action system introduced in 5e. The difference between the standard wisdom (perception) check and the legendary Detect action is ...


15

Maybe. The Mummy would definitely see the illusion and believe it real, as any other creature would. So in that respects it would "affect" the mummy. "Would it 'distract or slow the mummy' the mummy?" And the answer to that is "Maybe." Not Mindless Mummies, unlike zombies, aren't just killing machines. They can (but rarely do) speak, and while they are ...


15

In 5th edition it is the Unicorns horns that have magical properties in a fluff sense. Unicorn blood is not mentioned, however there is no reason why a DM couldn't assign a property if they so wished. However again, there is no RAW ruling on the matter.


14

Yes. When a monster has resistance to "mundane weapons", the statblock will usually specify "Resistance to non-magical bludgeoning, piercing and slashing." This means that the monster has resistance to any non-magical sources of those damage types, such as slashing from a sword or bludgeoning from a club. Spells such as magic missile and witch bolt are ...


13

Of course it would! Of course it is happening inside your head, Harry, but why on earth should that mean that it is not real! Albus Dumbledore, Harry Potter and the Deathly Hallows by J.K. Rowling People seem to have a strange little switch that makes them think that if a spell is from the illusion school somehow that means it doesn't do what it ...


13

Typically, every creature fought gives experience. However, certain effects (especially summoning) can be exceptions. In general, experience is not awarded because a creature used its abilities. If Goblin A called for help and two more goblins came, those goblins award full exp. If Goblin A used an alchemical item to attract a pair of wolves in the area ...


12

The Shield Guardian is easier to understand if one doesn't go looking for details that aren't there, and if one notes that it's not a mindless construct. Treat it like a normal creature, with only the alterations made explicit in its description, and a lot of creature defaults will answer these points. Commanding the Shield Guardian doesn't require a bonus ...


10

It is defined in some settings, such as Eberron where they are neuter: Unlike true doppelgangers, changelings do have gender in their natural form, although they can adopt any shape they like. - Changelings, p. 12, Eberron Campaign Setting It is not otherwise/explicitly defined in the Monster Manual for other settings. If it's a plot point, the GM ...


10

As the source of the acid is non magical it would not be subject to the Golem's magic immunity and would deal its usual 1d6 damage. It is also worth noting that the golem is only immune to magic effects that allow spell resistance. Almost any acid spell does not allow spell resistance and would therefore work normally.


9

I recommend Leomund's Tiny Hut. It's a 3rd level ritual cast spell for bards and wizards that lasts 8 hours. It is described as: 10-foot-radius immobile dome of force and among other things, it's description include this: Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are ...


9

Preparing spells From Monster Manual, page 10. The monster has a list of spells known or prepared from a particular class. This part basicallly means that there are two options: - monster has spells prepared (he knows even more) which resembles clerics, wizards - monster has spells known, which looks a little similar classes of bard or sorcerer ...


8

The only official source I can find for this question is an article published in Dragon #80 entitled "The Psychology of Doppelgangers", which includes the following conversation: "My lord, you don't understand. One of the anomalies I found was the absence of any reproductive organs, either on the dead specimen or this one. ...


8

But then I went to read the rules because our DM had some difficulty figuring out when it took its turn in combat and stuff RAW - On the Ghost's turn. Doing the turn on the possessed character's turn could grant the ghost an unintended extra turn in the action economy. Moreover, there is no reason to think that the possession would change the ...


7

Reach is term defined in the rules - it is the area around a creature with which it can attack someone with a melee attack. It is normally 5 feet but some creatures' attacks and some weapons have a greater (or lesser) reach. With that in mind the sentence is easy to parse - if there are creature(s) within its reach it attacks one of them (once) at random, ...


6

As per the RAW description, the Hag can only initiate the contact once every 24 hours. They can't continue to try again if it's interrupted The ability allows the Hag to can touch someone in the material plane and give them nightmares. If the contact lasts for more than one hour, the creature loses the effect of a long rest. If the creature has Magic ...


6

No The GMG has a bit near the XP table that explains summoned creatures don't count as they are already included in the CR. There's an example that if the caster had used a fireball instead of summoning it wouldn't change CR.


6

Your party wizard is safe, probably. A wizard in your game might wake up one morning as a Nothic. It's not for no reason though, it's because of Vecna's dark curse. They were most likely trying to uncover some dark secret, and got in over their head. Ultimately though, your game may not even have a deity named Vecna, so it's up to you to decide what a Nothic ...


5

One of the early characters in proto-D&D was a Vampire (Sir Fang). In fact, the Cleric class was invented as an anti-Vampire (there was lots of PvP: proto-D&D developed from wargaming). Basically, they built a Vampire "class" that started with one HD, and leveled up and gained more and more Vampire powers. You could do something similar with a ...


5

In general, yes, however, the specifics of the spell matter. In D&D 5e there are 13 damage types (PHB p.196): Acid Bludgeoning Cold Fire Force Lightning Necrotic Piercing Poison Psychic Radiant Slashing Thunder The default is that a creature takes normal damage when exposed to any one of these damage types. However, a creature may instead be immune ...


4

Infinite. There are multiple ways to achieve that. For example, a pair of +1 aptitude kukris, the Lightning Maces feat, and the Roundhouse Kick feat, on a disciple of Dispater build. Toss in a few rerolls to ensure it starts off properly. This build can threaten a critical on just about any attack that actually hits, and every critical generates two more ...


4

You'll have to work with your dm to homebrew something. Take a look at the other playable races (especially goliath) and try to make features equivalent to those. The basics would be +2 to one stat, +1 to another, and two to three other features approximately equal to those features found in other official races (compare to dwarf, goliath, half-orc, ...


4

Buy a wagon A party of 5th level adventurers, regardless of their access to magic, very probably have access to some form of overland transport or the funds to purchase some. In order to haunt a character the hag needs to maintain contact, which is much more difficult to do if the target is moving around, particularly if it is moving faster than the hag ...


4

No. Bonuses/effects of the same kind don't stack, and the exact same effect never does (by default, specific rules can override that). See also Stacking Effects.


3

No, having double checked the Hell on Earth and Savage Worlds core rulebooks, I am not aware of any Edges or Powers that would grant an unarmed combatant with Heavy Weapons damage. If this is something you want to pursue I can see two options, both of which enter the realm of house rules. The first would be to design a custom Edge that grants Heavy Weapons ...


3

In my opinion, no. Willing implies consent. However, a mindless creature, by definition, does not have the ability to make a decision. It is driven purely by instinct, and cannot do anything that requires thought or choice. For instance, mindless undead are specifically mentioned to be unable to take skills or feats. So, being unable to make choices, ...



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