Showing posts with label Amazing Adventures rpg. Show all posts
Showing posts with label Amazing Adventures rpg. Show all posts

Wednesday, November 26, 2025

The December Entity - Santa Claus For Amazing Adventure rpg, Castles & Crusades & The Victorious rpg

 Santa Claus in Amazing Adventures, we'll treat him as an Epic Arcanist with elements of the Gadgeteer and Thief classes, reflecting his magical abilities, his workshop, and his incredible ability to navigate the world unseen.



Since Santa Claus is an essentially god-like entity in myth, we'll give him Epic Level stats, making him a major, non-player character designed to be a force of nature—or a powerful ally—rather than a typical combat encounter.


 Santa Claus (Kringle)

Basic Information

DetailDescription
RaceHuman (Endowed/Immortal)
ClassArcanist (Master)/Gadgeteer/Thief
Level20 (Epic NPC)
AlignmentLawful Good (LG)
Hit Points (HP)225
Armor Class (AC)20 (Magical Deflection/Speed)
Base Attack Bonus (BAB)+15

Ability Scores

Santa is a being of immense wisdom, supernatural charisma, and surprising physical dexterity, considering his build.

AbilityScoreModifierNotes
Strength (STR)20+5Lifting the impossible Sack of Holding.
Dexterity (DEX)22+6Climbing, moving silently, and incredible sleigh maneuvers.
Constitution (CON)24+7Immune to cold, tireless, able to eat millions of cookies.
Intelligence (INT)20+5Master of logistics, engineering, and global knowledge.
Wisdom (WIS)26+8Innate knowledge of all children, moral judgment.
Charisma (CHA)28+9Ultimate holiday cheer, compels belief and joy.

Epic Powers & Abilities

Santa possesses numerous legendary and magical abilities.

Arcane & Divine Powers (Wisdom-Based)

  • The Naughty/Nice List (Innate Divination): Santa can instantly discern a creature's alignment and deepest desires/intentions (as the Detect Thoughts spell and Discern Location at-will, with a range of one planet). This is a free action at the start of any encounter.

  • Ho-Ho-Ho! (Supernatural Ability): Once per day, Santa can unleash a booming, infectious laughter. All creatures within 100 ft. must make a DC 25 Will Save or be instantly filled with uncontrollable joy and peace for $1d4$ rounds (incapable of violent action).

  • Winter Travel (Teleportation): Santa can Teleport at will, but only to a location that contains a hearth, chimney, or mailbox. He can bring up to one ton of cargo (the Sack) and his Sleigh with him.

Gadgeteer & Crafting Abilities

  • Master Toymaker: Santa has proficiency and a bonus of +20 on all Craft (Toymaking), Craft (Mechanical), and Appraisal checks.

  • The Sack of Holding (Artifact): This legendary Bag of Holding has near-infinite capacity. Santa can retrieve any non-sentient, non-magical item he or his elves have ever created as a bonus action. He can also reach in and pull out an ordinary toy, candy, or lump of coal (treat as 1d6 bludgeoning damage) as a simple ranged attack.

Thief & Physical Abilities

  • Chimney Access (Compress): Due to an ancient blessing, Santa can fit through any opening at least 6 inches wide without squeezing. This negates the need for any Escape Artist or Sleight of Hand check to enter a private residence.

  • Master of Stealth (Hide in Plain Sight): Santa can make Stealth checks even while being observed, provided he is wearing his iconic suit. He has a +15 bonus to all Stealth checks.

Artifact: The Sleigh & Reindeer

  • Flight Speed (Planetary): The Sleigh (pulled by the Reindeer) has a Flight Speed of 500 ft. per round (Combat Speed) and a Cruising Speed of 10,000 mph (Global Travel).

  • Aura of Calm: While within the Sleigh, Santa and all passengers are immune to severe cold, high winds, and the effects of high-speed travel.


Attacks

AttackTypeTo HitDamageNotes
Sleigh CrashEpic Melee+214d10+10 BludgeoningOnly used when the Sleigh is piloted directly into a target (a colossal attack).
Staff of HollyMelee+202d6+5 Bludgeoning + 2d6 ColdA thick staff, imbued with winter magic.
Sack ThrowRanged+211d6 BludgeoningSimple toy/coal from the Sack. Used to distract or annoy.

Vulnerabilities & Limitations

  • Belief is Power: Santa’s powers (especially the Ho-Ho-Ho! and the Sack of Holding retrieval) are suppressed if he is in an area of total non-belief or exposed to an emotionless, cynical field.

  • Vows: He will never intentionally harm a child (of any age or species). He prefers to non-lethally subdue adults and villains.

Friday, November 14, 2025

C.H.U.D. For Nightshift Veterans of the Supernatural Wars Rpg or Amazing Adventures Rpg

  C.H.U.D. (Cannibalistic Humanoid Underground Dweller)



C.H.U.D. is a horrifying, gaunt humanoid with glowing eyes and razor-sharp teeth. They are naked and coated in a thin layer of grime and filth from the sewers they call home. They possess an unnatural speed and an insatiable hunger for fresh meat.
ACHDAttDamMVSVMLALXP
6 [13]3+12 (claws) or 1 (bite)1d4+1 (claws) or 1d6+1 (bite)40' (land), 20' (crawl)P10CVaries
 Attributes
  • STR: 14 (+1)
  • DEX: 16 (+2)
  • CON: 15 (+1)
  • INT: 5 (-2)
  • WIS: 8 (-1)
  • CHA: 3 (-3)
Combat
C.H.U.D.s are frenzied combatants, attacking with a pair of quick claw swipes or a vicious bite. They rarely fight fair and prefer to gang up on single targets.
 Special Abilities
  • Glowing Eyes: A C.H.U.D.'s eyes glow with an eerie light, visible up to 60 feet in darkness. This is a tell-tale sign of their presence.
  • Amphibious: C.H.U.D.s are entirely at home in water and can hold their breath for a number of rounds equal to their Constitution score (15 rounds).
  • Surprise: Due to their skill at blending into shadows and urban detritus, C.H.U.D.s are difficult to spot. They surprise opponents on a 1-3 on a d6.
  • Darkvision: C.H.U.D.s can see in complete darkness up to 60 feet.
  • Toxic Environment Adaptation: They are immune to the effects of common urban toxins, gasses, and most non-magical diseases and poisons found in sewers and dumps.
  • Pack Tactics (Optional Rule): When fighting in groups of three or more, C.H.U.D.s gain a +1 bonus to hit rolls against targets that are engaged in melee with another C.H.U.D.

Thursday, November 13, 2025

The Rhedosaurus For Castles & Crusades & Amazing Adventures rpg From The Beast From 20000 Fathoms

  The Rhedosaurus, Awakened Beast of the Atomic Age



This massive, carnivorous diapsid dinosaur was thawed from Arctic ice by an atomic bomb test and now seeks to satiate its primordial hunger and find its way home. It stands approximately 40 feet tall and is 200 feet long, weighing 500 tons. The Rhedosaurus is an engine of destruction, nearly immune to conventional weapons and carrying a deadly, ancient disease in its blood.
ACHDAttDamMVSVMLALXP
02524d8 (bite) / 3d8 (tail)30' (land), 60' (swim)P12NVaries
Attributes
  • Prime Attributes: Physical (STR, DEX, CON) & Mental (INT, WIS, CHA). The Rhedosaurus is a singular, instinct-driven beast, meaning all its saves use the base 12 target number, plus its Hit Dice (25) and relevant attribute modifiers.
  • Intelligence: Low (2-4)
  • Alignment: Neutral (N)
  • Combat 
The Rhedosaurus typically attacks with its enormous bite and a sweeping tail attack. Its massive size means it can attack two different targets per round if they are within reach.
  • Bite: The creature's primary weapon, capable of biting human-sized targets and inflicting massive damage.
  • Tail Sweep: The Rhedosaurus can use its long, prehensile tail to sweep targets off their feet or smash structures. Any creature hit by a tail sweep must make a Strength save (CL 25) or be knocked prone and stunned for the next round.


 Special Abilities
  • Primordial Hide (Damage Reduction): The beast's sheer size and tough, scaly hide mean most attacks are ineffective. Normal missiles (non-magical arrows, slings, etc.) only do a maximum of 1 point of damage. The Rhedosaurus also has 3 points of damage absorption (DR 3) per physical attack.
  • Enormous Beast (Trample/Crush): Due to its immense bulk, being in melee with the Rhedosaurus is dangerous. Any human-sized or smaller creature in melee combat at the start of the Rhedosaurus's turn suffers one automatic additional attack that inflicts 1d6 damage (no attack roll needed) and requires a successful Constitution save (CL 25) or the target is knocked down.
  • Poison Blood: The Rhedosaurus's blood carries a deadly, ancient pathogen (a "deadly germ") that can infect other organisms. Any creature that deals damage to the Rhedosaurus in melee and comes into contact with its blood (including through an open wound or exposed skin) must make a Constitution save (CL 25). Failure results in a rapid, debilitating sickness: the victim becomes severely ill, suffering a cumulative -1 penalty to all stats and rolls per hour until death in 1d12 hours unless a cure disease or similar magic is used.
  • Aquatic/Amphibious: The Rhedosaurus is as comfortable in the water as it is on land and can remain submerged for extended periods.
  • Immune to Mundane Fire/Artillery: The beast is largely immune to conventional (non-magical) artillery and fire; only specialized or magical weapons can reliably harm it. For game purposes, this means mundane cannons/catapults deal half damage, and normal fire does no damage.
 Encountering the Beast
The Rhedosaurus is typically encountered near coastlines or major waterways after being awakened by unnatural events (like the aforementioned nuclear test). It is drawn towards familiar, deep fog horns, and will cause havoc in urban environments, smashing lighthouses and buildings in its confusion and rage. It is a force of nature and a representation of the fears of the Atomic Age.

Tuesday, November 4, 2025

Elias "Juggernaut" Voorhees NPC Slasher Villain For Amazing Adventures RPG

Here's an NPC vile villain that we used for our Amazing Adventures Halloween game for 2025! 




 Elias "Juggernaut" Voorhees

Elias is a silent, imposing, and seemingly unkillable force of nature, haunting the vicinity of Crystal Lake (or a similar location renamed for your campaign). He is driven by a supernatural need to avenge his mother's death and slaughter anyone who intrudes on his territory.


Attributes
Elias Voorhees uses the standard Amazing Adventures attributes, with extremely high physical scores and low mental/social ones.
STRDEXCONINTWISCHA
20 (+5)10 (+0)22 (+6)6 (-2)12 (+1)4 (-3)
Primary Attributes: STR, CON (as a special NPC, these are always Primary, making associated checks easier: Challenge Base 12)
Secondary Attributes: DEX, INT, WIS, CHA (Challenge Base 18)
Key Stats
  • HP: 150 (roughly equivalent to a high-level threat, ensuring he can take a beating)
  • AC: 15 (natural toughness and thick clothing)
  • Speed: 30 ft.
  • Senses: Passive Perception 14
  • Alignment: Lawful Evil (he follows a strict, twisted moral code of "no trespassers")
  • Challenge Rating: Varies by party level, but designed to be a significant "boss" encounter (roughly equivalent to a Challenge 10+ monster)
Skills
  • Athletics +10 (proficient in grappling, lifting, and swimming)
  • Intimidation +7 (his silent, looming presence is terrifying)
  • Stealth +5 (surprisingly quiet for his size, using the environment to stalk prey)
  • Perception +6 (expert tracker)
Special Abilities & Traits
  • Undead Nature: Elias does not need to eat, drink, breathe, or sleep. He is immune to poison and disease, and has resistance to cold damage.
  • Relentless Endurance: If damage reduces Elias to 0 HP, he makes a Constitution saving throw (DC 10). If he succeeds, he drops to 1 HP instead. He also has advantage on all death saving throws.
  • Regeneration: Elias regains 10 hit points at the start of his turn, provided he has at least 1 HP and is not submerged in deep water (his only "weakness").
  • Brute: A melee weapon attack deals one extra die of its damage when Elias hits with it (included in attacks below).
  • Terrified Trip (Custom Power): As a bonus action after a successful attack, Elias can force a target to make a Wisdom saving throw (DC 15). On a failure, the target is struck with terror and falls prone, attempting to flee in their next turn.
Actions
  • Multiattack: Elias makes two attacks with his Machete or one attack and an attempt to Grapple.
  • Machete: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
  • Aggressive Grapple: Elias has advantage on skill checks to grapple a creature of up to Large size. While grappled, the target is restrained, and Elias can use his other attacks against them with advantage.
  • Throw: If a creature is grappled, Elias can hurl them up to 20 feet. The target takes 1d4 bludgeoning damage for every 5 feet traveled if they hit a solid object and lands prone.
  • Spear (Alternate Weapon): Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Description & Roleplaying
Elias is a hulking figure, wearing worn-out coveralls and his signature, scarred hockey mask. He never runs, but moves with a methodical, unstoppable stride. He is completely silent, communicating only through heavy breathing and the sound of his footsteps.
He focuses his attacks on single targets, aiming for brutal, decisive kills rather than drawn-out fights. His motivation is simple: protect the lake from intruders. He does not differentiate between good and evil; all who trespass are guilty and must be eliminated.
GM Notes
The key to running Elias is the chase and atmosphere. He is not meant to be a traditional fight that can be easily defeated; he is a force that must be survived. Clever players may need to find his "weakness" (submerging him in water, like the end of many films) or specific plot devices to stop him temporarily. Award Inspiration Points when players act out of genuine fear or use creative tactics to escape rather than fight head-on.