In the time before the great pantheon of the gods, these gigantic creatures lurked in the primordial oceans and the underground seas. They reached out with their superior minds and enslaved the burgeoning lifeforms of the mortal realm, pushing dominion that made them like gods. Until the true gods took notice, smashing the aboleths' empires and freeing their enslaved beings.
Such an insult has never been forgotten.
General Knowledge - Aboleths in 5th Edition
Aboleths have ancient, flawless memories, and pass on their knowledge from generation to generation. This quality keeps the insult of the gods fresh and alive, perfectly preserved in their minds. They are also treasure troves of ancient lore. These entities play the long game; calling eons of planning to bear, patient and intricate.
Gods in the Lake
Ancient aquatic beings, Aboleths dwell in the deep recesses of underground lakes and rivers, and unknown depths of the grand oceans. They often reside in the Material Plane, and the Plane Of Water, but can show up just about anywhere with an underwater abyss. In these deep lairs and the lands that surround them, Aboleths are like gods, demanding worship and obedience from those that live nearby.
They also add the experiences and knowledge of all they consume to their eternal memory, creating a lust for knowledge with all they come in contact with. An Aboleth wields its telepathic powers to read the minds of creatures and know their desires, and they use this power to easily gain the creature's loyalty. While in its lair, an Aboleth can augment its telepathy, creating the illusions of such fulfilled desires for its loyal servants...but it is still just an illusion.
Enemies of the Gods
With flawless memories, and connections eons long, the Aboleths forever recall the slight of the gods. Their fall from power is written in stark clarity, for Aboleths never truly die. If an Aboleth's body is destroyed, its spirit returns to the Elemental Plane Of Water, where another body is coalesced in a month or two. Ultimately, the Aboleths dream of one day overthrowing the gods and regaining control, and dominion, over the world.
They've had eons to plan, and they never forget. Truly, they are a great danger to the cosmos.
Aboleths are a race of malevolent, eel-like gargantuan Aberrations with frightening psionic and psychic abilities.
Fish-like amphibians of immense size, often reaching 20 feet or more (6.1 meters) in length and many weighing up to 7,000 pounds. Though, as an Aboleth's body can live indefinitely if not destroyed, there are some cited at 60 feet in length, and others weighing upwards of 12,000 pounds. They resembled a bizarre eel, with long, tubular bodies, as well as a tail at one end and two fins near the head and another along the back. Aboleths' mouths are lamprey-like, filled with serrated, jawless teeth.
Aboleth underbellies were often orange-pink, while their topsides were typically sea-green. A little bit back from the head were four long tentacles, two sprouting from across each other on the top, and two more of the same on the underbelly. Their heads were triangular-shaped, with a spherical, beak-like nose. Above the nose are their three eyes, each one set atop the other. Tendrils and a few shorter tentacles dangle from the bottom of the head. Four blue-black slime-secreting orifices line the bottom of their bodies. The creature's blood is green and thick, oozing like sap.
Aboleths breathe through a thick gray mucus, which covers their body and which they exude from four pulsating organs along their body as they move. If robbed of the ability to exude this slime, an Aboleth would suffocate in water or on land alike. As such, an Aboleth had to take care of its mucus. Out of the water, an Aboleth's membrane-like skin dries out quickly, but this did not prove fatal in and of itself. Instead, the Aboleth would eventually enter a state of suspended animation, called Long Dreaming. During this process, the so-hampered Aboleth formed a tough, waterproof membrane, like a calcium deposit shell. Over enough years, this shell would grow harder than steel, forever entombing the dreaming creature.
Aboleths In Io
I admit we haven't seen many Aboleths in the campaigns I've run, though their influence has been felt. The first one encountered by a group was in the Halls of Pandemonium; a discarded, corrupted psionic entity - a far shadow of its former power. They ripped it apart, with little understanding of what it was and why it was there, whereas in reality they had released its body from an endless cycle of torment by the ancient dragon, Narizguun.
As the world continues to clarify, especially in the Fourth Age (where the Pirate campaigns reside), the Aboleth is a creature that has always had influence in the world of Io. Its power stretches to the depths of the world's memory, pulling strings and making plans. A creature of the long game, eternal and dangerous...perhaps some villains have taken notes. ;)
See you at the table.
Thoroughly afraid of the water.
4) Class Traits and Abilities
Warlocks act as Strikers - bringing divine punishment upon their enemies, but they're not tank-y in any way. My key abilities are Charisma, Constitution, and Intelligence, in that order, so my Gnome racial bonuses are BOSS. Let's stat it out:
STR 11 (+0)
DEX 12 (+1)
CON 16 (+3) = 15 + 1 at Level 4.
INT 16 (+3) = 14 + 2
CHA 20 (+5) = 17 + 2 + 1 at Level 4.
Being Small, my speed is only 5 squares, but it helps to have some Low-Light Vision too.
Armor is Cloth and Leather only, but my Defense Bonuses are +1 to Reflex and +1 Will.
Weapon Proficiencies: Simple Melee, Simple Ranged
1) ELDRITCH BLAST - Your At-Will powers are intrinsically tied to your class choice by theme and pact, so Eldritch Blast is an automatic At-Will power. Your Eldritch Pact decides your other At-Will power...
2) ELDRITCH PACT - You get three choices: Fey, Infernal, Star. This selection decides your second At-Will power, as it is mechanically tied to the flavor of the pact. Star punishes movement toward you with Dire Radiance (Movement), Fey makes you Invisible with Eyebite (Buff), Infernal channels additional damage to a target when I take damage with Hellish Rebuke (Offense). Each one is still an initial attack roll, with the appropriate follow-up bonus. I'm going with Hellish Rebuke, because the language specifies that the target doesn't have to be the one that damages me; I could take damage from something else entirely, and still automatically deal 1d6+3 fire damage to my chosen target. That's nice. Also, I get Dark One's Blessing, which grants me temporary HP when a creature under my Warlock's Curse (see below), dies.
3) PRIME SHOT - As long as I'm the closest to my target (so no ally is closer than I), I get a +1 to all ranged attack rolls against that target. Nifty.
4) SHADOW WALK - As long as I travel at least 3 squares on my turn, I gain Concealment until the end of my next turn. Which is great, because I plan to keep my distance whenever possible.
5) WARLOCK'S CURSE - once per turn, as a Minor Action, I curse a dude. That dude is more vulnerable to my nasty attacks and takes extra damage (+1d6 for now). So there.
6) IMPLEMENTS - Warlocks make use of specific powerful wands or rods or pact daggers that add extra powers or bonuses to their spells. Cool beans.
5) Powers (Spells)
A Level 4 dude has 2 At-Will Powers, 2 Encounter Powers (not including other class features, or racial abilities), 1 Utility Power, and 1 Daily Power. Many of my powers are already pre-determined by my Infernal Pact choice, so let's just lay them out.
1) Eldritch Blast - you can choose your Charisma or Constitution to help out with this spell, but you can't change later. Charisma is my OBVIOUS CHOICE with a +5 modifier. With the added benefit of this spell counting as a basic ranged attack, allies that grant such opportunities open up a world of hurt against our enemies.
2) Hellish Rebuke - Constitution-based ranged attack vs. Reflex, so 1d6+3 fire damage if I hit. The added bonus is they take an extra 1d6+3 fire damage if I take ANY damage before the end of my next turn.
Racial) Fade Away - We've talked about this. Take damage, go invisible!
1st Level) Diabolic Grasp - Another Constitution-based power that hits nice for 2d8+3, and will move the target 4 freaking squares!
3rd Level) Fiery Bolt - 3d6+3 fire damage, and burst 1 with 1d6+3 fire damage, with another +3 for my Intelligence. Ouch.
1) Armor of Agathys - Gain some 13 Temporary Hit points and any enemy that starts its turn adjacent to me takes 1d6+3 Cold damage until the END OF THE ENCOUNTER.
Utility - Daily
2nd Level) Fiendish Resilience - Minor Action to give myself 8 temporary hit points. Meh. No choice in the matter.
1) Improved Initiative - the earlier I go, the better. +4.
2) Improved Dark One's Blessing - when a Cursed enemy drops to 0, I'll gain 7 temp HP instead of 4.
4) Magic Of The Mists - retain Fade Away when I attack. Booyah.
6) Gear and Overview
Basic Melee = Sickle; +4 to hit, 1d6 damage --- Sickles have +2 Proficiency, + Strength (0) + 1/2 Level (2)
Basic Ranged = Hand Crossbow; +5 to hit, 1d6+1 damage --- Hand Crossbows have +2 Proficiency + Dex (1) + 1/2 Level (2)*
**I don't plan on using this, as my Eldritch Blast counts as a Basic Ranged Attack. 1d10+5, with a +9 to hit is way better.**
Implement: Magic Tome = +1 Attack and Damage rolls, but on a Critical add 1d6 damage.
At-Will Powers: ELDRITCH BLAST, Hellish Rebuke
Encounter Powers: Fade Away [R], Diabolic Grasp, Fiery Bolt
Daily Powers: Armor of Agathys
HP: 30 (15 at level 1, +5 per level )
Healing Surges: 9 (6+3) Surge Value: 7
AC: 15 --- (10+1/2 level +Dexterity Mod +Leather Armor 
Fortitude: 15 --- (10+1/2 Level +Con Mod )
Reflex: 16 --- (Int +3 + 12 + 1)
Will: 18 --- (Cha +5 + 12 + 1)
Trained Skills: Arcana, Bluff, Intimidate, Streetwise
Gnome made. Let's blow some stuff up.
See you at the table.
The Stuff Of Legend...
Some entities in fantasy have stood the test of time. They are either so old or so powerful that they have outlasted every adventuring party that has sought their ruin, or already stand amongst the gods and devils that rule the multiverse. Ancient dragons, demon lords, aberrations that rule the Underdark...these and so many more fill the world of fantasy with legend.
Legendary Resistance / Legendary Actions
Many legendary creatures are tougher than your average beastie, and show that in their Legendary Resistances. Three times per long rest, if a creature with this feature fails a saving throw, they can choose to succeed instead. This pisses off my players to no end, but this is a great mechanical representation as to why these things have survived as long as they have. An ancient being wouldn't be able to be charmed by one unlucky roll out of the gate; it has some fortifications against that.
Conversely, legendary beings are often, but not always, solo endeavors. In other circumstances, such encounters can feel a little...one-sided. As a party of 5-7 warriors gang up on a single creature, that's usually 5-7 swings on it before it gets its turn.
Legendary ACTIONS provide a pseudo-set of extra turns each round for a Legendary Creature to use, simulating its great power and rebalancing the economy of the encounter.
At the close of another creature's turn, not its own, this creature can spend 1-3 Legendary Actions to perform certain tasks, attacks, or powers, as dictated by their stat block. Some powers burn only 1 LA, while others can burn 3 at once, especially if the creature is attempting something very powerful. Sometimes it's a movement or an extra attack, or a bonus spell. Whatever it is, stay alert! There's a reason these things are legendary.
But to be clear:
Legendary Resistances only recharge during a Long Rest, but...
Legendary Actions return at the start of the creature's turn EVERY ROUND.
So you might force some saves and use up their resistances...but they're just as dangerous with their Legendary Action economy.
A Creature's Lair
Location, location, location...
A Legendary being often has a place it calls its home. A "lair," if you will.
Such a place tends to grant them superior bonuses to their defenses, like a homefield advantage, and often pose great danger to an unprepared party.
A Lair in a Legendary encounter acts on an Initiative count (often count 20) like a character, but you can't attack it or defeat it. Maybe you're fighting in a volcano, and a wave of extreme heat hits you; or a pulse of necrosis randomly strikes someone within range of the dark altar of the Lich. And many effects get worse the longer the fight goes on, so entering a Lair with a clear strategy will help keep your party alive and (hopefully) end this encounter quickly in your favor.
Pro Tip: If ever you can engage a Legendary Creature outside of its Lair, do so. Those homefield advantages, coupled with its already frustrating extra actions and resistances, make these fights particularly nasty.
Other Special Traits
Powerful creatures, not just legendary ones, can often have extra special abilities to be aware of that set them apart from your average hobgoblin or bulette.
Some monsters have the ability to cast specific spells as part of their features. These spells, unless otherwise noted, are always cast at their lowest level. If it's a cantrip, we can assume the creature's challenge rating (CR) as its level if we need to determine damage (unless it's otherwise noted).
Innate spells often have other restrictions, like "target self" or "Reaction only."
A monster with the Spellcasting feature is considered to have a spellcasting level and an arsenal of spell slots, as if they were a player class. Such a creature can choose to cast spells at higher spell slots, just as a player might, giving a large bredth of caster flexibility (and making them very dangerous).
Psionics is a form of spellcasting that allows a monster to cast spells using only the power of its mind. This tag can be attached to both Innate and standard Spellcasting, and carries no additional rules, but other parts of the game might refer to it.
Assume, though, that a spell cast using Psionics does not require components. ;)
And there you have it!
Next time, we delve into the depths and visit one terrifying little beastie. I mean it, this thing's the stuff of nightmares!
See you at the table.
4) Class Traits + Ability Distribution
Avengers act as Strikers - bringing divine punishment upon their enemies, but they're not tank-y in any way. My key abilities are Wisdom, Dexterity, and Intelligence, in that order, so my Deva racial bonuses are right ON POINT. Let's stat it out:
STR 11 (+0)
DEX 18 (+4) = 17 + 1 at Level 4.
CON 12 (+1)
INT 16 (+3) = 14 + 2
WIS 18 (+4) = 15 + 2 + 1 at Level 4.
CHA 10 (+0)
Armor is Cloth only, so I'm pleased that my Defense Bonuses are +1 to Fortitude, Reflex, and Will.
Weapon Proficiencies: Simple and Martial Melee, and just Simple Ranged (so I guess I'm going up close and personal)
Now, that Armor proficiency feels a bit disappointing, but the Avenger gets a few little features to help out their "battle cleric" status:
1) ARMOR OF FAITH - as long as I'm not in heavy armor or using a shield, my deity rewards my courage in the face of certain doom with a +3 bonus to my AC.
2) AVENGER'S CENSURE - I choose one of two bonuses that tie directly to a creature that is the target of my Oath Of Enmity (what up, 5E Vengeance Paladin?), Pursuit or Retribution. I like the damage bump (3 from my Int) of Retribution, as well as the synergy in Power selection later (you'll see), so I'll go with that.
3) OATH OF ENMITY - select a chosen prey, and take the best of two attacks on them until the end of the Encounter as a Minor Action. Woof. Probability is now on my side.
4) CHANNEL DIVINITY - you start with two Channel Divinity powers (more if you take certain Feats): Abjure Undead (deal sick damage to one undead target and immobilize them) and Divine Guidance (let an ally roll twice for an attack). Both Encounter powers, so I've got 'em each fight.
A Level 4 dude has 2 At-Will Powers, 2 Encounter Powers (not including other class features, or racial abilities), 1 Utility Power, and 1 Daily Power. Let's get to it.
At-Wills - my focus is on dealing decent damage and chasing down opponents so I can smite the crud out of them:
1) Bond of Pursuit - Weapon attack plus Wisdom Modifier damage, but the kicker is that I can chase down the target if he ends his turn away from me.
2) Bond of Retribution - decent damage and radiant damage tied to my Intelligence if an enemy other than my target smacks me. That'll learn 'em good. :)
Racial) Memory of a Thousand Lifetimes - didn't like that roll? Let's add 1d6 to it!
Class Feature [CF]) Oath of Enmity - roll two attacks and take the better result for the whole fight or when the thing dies. All that for a Minor Action.
CF) Channel Divinity: Abjure Undead - immobilize and wreck one undead creature.
CF) Channel Divinity: Divine Guidance - when an ally attacks your Enmity target, have them roll twice and take the better result. Yes please hit my quarry!
1st Level) Avenging Echo - Don't stand so close to me! Until the end of my next turn, enemies near me take 8 radiant damage (5 + 3 from my Int because of Censure of Retribution).
3rd Level) Halo Of Fire - same deal as Echo, but better weapon damage, and this time it's 8 fire damage.
1) Temple Of Light - Double weapon damage + Wisdom radiance AND it creates a zone of extra damage that follows the target. Creatures struck by me in such a zone take extra damage. I see this limiting a target's movement, as the spillover damage to their own allies is less than helpful.
Utility - Encounter
2nd Level) Resonant Escape - triggered by being hit, or missed, I get to teleport a few squares away. Cool.
1) Improved Armor Of Faith - an additional bonus to AC that increases at later levels (+1 for now)
2) Melee Training - effectively (if I pick Dexterity) turns my basic melee attacks into 5E finesse weapons, so I can use my Dexterity modifier to slice the junk out of enemies instead of Strength.
4) Melora's Tide - another Channel Divinity option that grants some regeneration to me or an ally until we're not half dead.
6) Gear and Overview
Basic Melee = Longsword; +9 to hit, 1d8+4 damage --- Longswords have +3 Proficiency, + Dexterity (4) + 1/2 Level (2)
Basic Ranged = Crossbow; +8 to hit, 1d8+4 damage --- Crossbows have +2 Proficiency + Dex (4) + 1/2 Level (2)
At-Will Powers: Bond Of Pursuit, Bond Of Retribution
Encounter Powers: Memory of a Thousand Lifetimes (Racial), Oath Of Enmity (CF), CD Abjure Undead (CF), CD Divine Guidance (CF), Avenging Echo, Halo Of Fire, Resonant Escape (Utility)
Daily Powers: Temple Of Light
HP: 33 (15 at level 1, +6 per level )
Healing Surges: 8 Surge Value: 8
AC: 20 --- (10+1/2 level +Dexterity Mod +Armor Of Faith 
Fortitude: 14 --- (Con Mod  + 12 + 1)
Reflex: 17 --- (Dex +4 + 12 + 1)
Will: 17 --- (Wis +4 + 12 + 1)
Trained Skills: Religion + Acrobatics, Heal, Perception
Time to kick some butt, Vered Felstaff. Let's rock.
See you at the table.
Everybody settle in and get cozy. We're about to share some deep stuff on gender, personal identity, sexual orientation, and personal expression. The following deep dive is an exploration of distinct characters I've played, others I've observed behind the screen, and a small look of the current state of D&D and how it affects and empowers us.
How Playing A Woman Made Me A Better Person (and many other things)
Gender-bending is a foregone conclusion when you are a Game Master. Unless you're running a completely male or female world (I mean...why?), the assumption follows that if you are playing as every character that is not another player-character, you will undoubtedly play a character that is the opposite sex that you are.
And we've all seen some cringe-worthy elements come out of this with newer DMs. A dude that plays all the ladies like lascivious harlots with high-pitched voices (because all women CLEARLY sound like THAT), or an awesome dudette playing all the men similarly but down two octaves. I get it, we're learning, and their range will (I hope) increase.
I'm happy to say I came from the middle when it came to voice. I was blessed with a love of the theater, and I adore trying out new voices, dialects, and accents. Some I've blended into regional accents for my fictional world, and that took some time! It's great to look back, and when I play ladies, they run the gamut of high to lower pitches. Most tend to sit in soft palette, and elevate slightly. But...it's not about the voice.
Characters are EMBODIED. A lot can change by a simple shift in posture and position. How a person moves, in face and body language, is even more important than how they sound. A shifty urchin looks shifty (regardless of gender), and a stoic knight is no less stoic with feminine features; both can also be seductive, or monstrous, or terrifying. Their actions and body language speak more than any masculine or feminine features would at their base. A lot of it ties more into the variables of communication, interest, and an alignment of style.
I'd be lying if I said gender DIDN'T play a role, but for me, I find it a little more complex.
I think I played Vanora to feel sexy at a time in my life that I certainly didn't. As frame, many of my men were shy and awkward (like me), or far too exuberant and annoying (like a cartoon version of what not to be), and my women, though cool, had what I thought was lacking in personality. Now, Vanora was not flirtatious; she was confident. Not once did she hit on anyone in the game, but I knew she could rock it if it came up. She was sensual in her movements, almost animal-like (Aasimar Shifter, Pathfinder), and I wanted to experience an otherworldly perspective, separated yet powerful, and highly feminine. And the perspective was...neutral. In fact, it became a piece far more about characterization; the subtle aspects of a person - their flaws, ideals, and the deeper shifting layers of emotional sand. It was a lesson in HUMANITY most of all. As the campaign fizzled out, her lessons reformed in the creature known as Lorelai in Gray Owls, except ten-fold, and much more complex, dangerous, and alluring.
And I end up playing a lot of women in my games, and not to feel sexy. Actually, I'm very proud of the women of Io in every age. I find I play them like people, rather than women or men, which might sound silly to some of you, but I think that that's the best way for me. Instead of gender first, it's always character. There's no sexism in Io (at least not in any frame that is acceptable), so a good leader is a good leader, regardless of gender. A ruthless tyrant is still a tyrant, whether it a man, woman, or anything in between. Yet, my players have had little trouble identifying who I'm playing and when (there is a family of strong women that all sounded a little similar early on, but I've adapted), and usually grasp their gender quickly.
In a lot of ways, playing women helped me consider people as people. I didn't want to box myself into tired narrative cliches or tropes, so to break free I played a person who just happens to be female, male, or something else. Their gender is secondary to their personality. What a concept to consider, yet I do believe - as a clearly heterosexual man - that women hold certain extra powers over those that would be interested in them, and the same is true for any gender that interests another.
So of course this swings toward orientation, at least at first. Love is love in Io; you love whom or what you want (as long as you're not hurting anyone), so the societal pressures that surround one's orientations that we feel so viscerally today...don't exist here. And it doesn't define someone's prevalent or lack of partners. Let's take Cecil, a high-elf bard of the court in Gray Owls, who, despite being married to probably one of the most frighteningly-powerful women I've ever played, has to play the field of information, favors, and rapport in order to sway the odds in the favor of his family and his assets. Cecil is a listener, first and foremost, and can flip on a dime whether to be masculine or feminine and all levels between as the situation allows so he can make the other in the room feel the most comfortable...whether that's manipulative or not. But for me, it forces me to wait and pick my moves carefully, embracing whatever side I need to and being open to multiple possibilities; a perspective of a tactically sound mind who will wield physical and mental intimacy to position others is a thing of beauty.
Contrast this with Obidia Skurr, the Master Slate Duelist of Feathertongue, who is concretely gay yet classically masculine, and chooses partners rarely, if at all. He never uses his sexuality overtly as a tactic; it is a subtle piece of himself that he chooses to save for only his most vulnerable times. A private person; willing to help, but only willing to open himself up to those that truly matter, yet he is pursued for his mystery. (Not the mystery of his orientation, mind you, because that doesn't matter). Whereas Alejandro Esuarve, definitively pansexual, can't get anything in bed due to his aggressively abrasive and annoying personality. Neither is a commentary on either orientation, and such an orientation is secondary to who they are as people. Whom we choose to love is really only a small piece of who we completely are, and we can choose to wear that intimate choice on our sleeve or express it only in the quiet, special moments. Neither is hiding, and both are completely normal. And yet still I can play the strong and masculine Lyla Ironwood, who (at this point in the campaign) hasn't expressed any shred of sexuality or interest in anyone, and still get hit on by the party's Barbarian, even though he knows she can rip his heart out. People are interested in who they're interested in, and each of those is a layered person (which I dare say is MUCH more attractive). ;)
Too often, we find ourselves in camps of judgment, across picket lines of which fun is most "right." We view one side in a given context, and omit others, yet we forget key powerful facts of the human identity. A person using their sexuality as a weapon is empowering and a person wielding a great sword in a huge battle is also empowering. The existence of one does not belittle or negate the existence of the other. And you know the best thing? That can be the same person. True agency is having a say in how you portray yourself in every given moment; a badass soldier can be a sexy seductress, and a sexy seductress can be badass soldier, and people WANT TO BE BOTH at different times, and run the oscillation between many others. The ability to pivot to what is most appropriate given the situation is an adaptable skill that so many desire, yet have little practice in. Wouldn't it be great if we could feel strong AND sexy? They're not exclusive, people.
I guess my main point in exploring this deeply is that, similar to my post on Boundaries, I build and play characters from a state of ideal representation. I'd be silly if I didn't reference the cruel fact that we fight for empowerment and representation because of a long history where it was taken from us, and how cool would it be if the core aspects of ourselves could be expressed without the barriers we have to punch through today. If I want to look good, I will. My choice to be fabulous. My choice to fight. My choice to breathe. My choice to express myself however I see fit.
And I choose unhinged Druid Assassin who believes she's descended from a long line of Tabaxi, despite being human. :) That fun is not wrong, and I'll probably learn something from it, too.
When Players Pursue Identity Through Gender and Orientation
I expect it at every one of my tables now; especially the one-shots. One of the gals is going to play a guy, and I'm totally down. Maybe it's just to be different, gain a new perspective, or to practice their own identity. Yeah. Practice.
So much of what we do at each table involves communication, problem-solving, complex fantasy cooperative storytelling...and social interaction. I'd be an idiot if I said my characters were not related to me SOMEHOW, as each will undoubtedly represent or be manifested from an aspect of oneself. They may grow and change, but, actually, so are you (the player). Each character we play is intrinsically tied to a piece of us, and will affect us in ways we may not have planned for.
Which is why when I witness players step outside (or inside) their comfort zones with new characters or explorative decisions I internally squee with glee. You now get to experience, in a safe and imaginative space, actual feedback on character choices, orientations, responses, communication... And if you offend, or miscommunicate, or cause a mass genocide - it's okay, because this is a game, and you can try again. That's one rep. Take the feedback, apply where you can, and we'll continue to grow together.
And 5th Edition has done quite a lot for representation. Couple this with Io's world, and my players have a lot of opportunity to explore themselves (as theme and appropriate for each age group in campaign, of course) in the shoes of each character. Maybe you're a girl that's figuring out if you like girls...so you play a guy character and try flirting out. Or you play a girl character who is bisexual, or lesbian, or pan. Who knows? Maybe you're a guy that would like to see what happens if you play a girl; will your perspective change, your thoughts, your motivations? What if your character is asexual? What does that mean, how would I play that? What if I'm a boy, and I identify as a girl? How do I explore that?
How does the group react to your bend, or your orientation? Do they support you, reject you, or are just uncomfortable? Are they uncertain, and need to consider a few things for themselves?
Maybe they're actually decent people and accept you for who you are, and try to help wherever they can. :)
I'm happy to say that I have players that decided, through their experiences pursuing an orientation they were uncertain of, to come out to their family and fight for agency in their own life. They used their character to harness the warrior inside, and actually fight for what made them happy. That's the beauty of this game; it's an opportunity to find your Sword and Shield, and rise above the walls you built around yourself. It is a forge, and when building yourself, you can always start over. You can always rewrite your narrative; tell yourself a new story.
And what we're seeing, more and more, is how little it actually matters at the table what sort of orientation, gender, or identity you wish to pursue. Those aspects of yourself (as long as they don't hurt others, and respect each other's boundaries) will be accepted at my table, and many others. However, those aspects are only tiny pieces of a much greater YOU.
What becomes possible when we expunge the social gender norms present today in what separates the expectations of a boy or a girl or the spectrum between, and embrace only the commonality of character and the sliding gradient of alignment point to point; decision to decision? Then, we are only measured by our actions, not solely by our gender, and we are but people drifting together. Sometimes we have a heading, others not, and either way, the journey is our own as we grow and learn and love together.
Forever pride. Forever human.
See you at the table.
Last week we took a look at the multitude of Monster Types, now let's take a look at the terminology surrounding how they MOVE and how they SEE.
A monster with a burrowing speed can tunnel through sand, earth, mud, or even ice! Bad news on a tactical map, but the monster can't burrow through solid rock unless it has a feature that says so.
Climb speed lets the creature scale vertical surfaces using all or part of its movement, and they don't have to spend extra movement in order TO climb.
Monster with fly speeds can use that movement to, you guessed it, FLY. And some monsters have the ability to Hover, making it difficult to knock them out of the air. Any decently smart creature with a fly speed (and a breath weapon) should be feared on a tactical battlefield.
Well, these are getting simple. Creatures with a swim speed can swim their speed! And they don't even have to use extra movement... Who'da thunk? Good to note, though, that a swim speed can only be used in a liquid; a semi-solid material, like mud, does not support a Swim speed (Burrow would be more appropriate), but in the same vein a Burrow speed does not allow you to swim (without costing extra movement as normal).
A monster with Blindsight can perceive its surroundings without relying on sight, depending on the radius. Creatures without eyes, like an ooze or grimlock, will usually have this sense, as do creatures that might use echolocation (like a bat) or something with heightened senses (like a dragon).
A naturally blind monster might also use this term to indicate the MAXIMUM RANGE of its perception.
A creature with darkvision can see in the dark within the specified radius. Just like with player characters, they can see in dim light as if it were bright like, and in darkness as if it were dim light. And, just like PCs, the monster can't discern color palettes, only shades of gray. Expect creatures who tend to live underground to have this special sense.
A monster with Tremorsense can detect and pinpoint the origin of vibrations within its specified radius, provided that IT is not in contact with the same ground or substance. No, it cannot be used to detect flying or incorporeal creatures. Expect monsters that tend to burrow, like an Ankheg or Umber Hulk, to also have this ability.
A popular thing among high-level players, a creature with Truesight can see (out to a certain range) in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of one who is a shapechanger or someone transformed by magic. Furthermore, the creature can see into the ETHEREAL PLANE out to the same distance. A few ancient or psionic creatures might have this ability, but it is much more rare.
This is a magical ability that allows a creature to communicate mentally with another creature within the specified range. The contacted creature doesn't need to share a language in order to communicate, but it needs to understand at least one language (so the Google Translate has something to do). A creature without telepathy can still receive and respond to telepathic messages, but can't initiate them.
A telepathic monster doesn't need to see the contacted creature and can end the contact at any time. The contact is also broken if the two creatures ever exceed the range of the sense. It often goes without saying, but contact is broken if the creature is incapacitated.
Note: A telepathic creature within an Antimagic Field or another location where magic does not function will not be able to send and receive telepathic messages.
Sometimes you smack that enemy really hard and it does nothing, or you hurl a particular potent concoction, roll real bad, and deal double damage...or you find yourself somewhere in-between. There are reasons why and these are the terms you need to know going in.
When a creature is Vulnerable to a damage type, it is assumed that the type deals twice as much damage to it. Some DMs will have players roll twice as many dice, or, for speed and efficiency, simply double the number rolled. Whatever the method, the creature can be considered "weak" to this type, and will therefore suffer more when dealt it.
A very common term among the monsters in 5E, a Resistance indicates the creature will only suffer half of the damage (rounded down) dealt to it of this type. It can be expected that many Fiends will probably be resistant (if not Immune) to fire damage.
An immunity indicates that the monster either cannot be affected by the named status effect or suffers no damage (even if an ability might punch through a Resistance otherwise - ahem, Elemental Adept feat - cough) from the indicated type. Powerful undead can be Immune to necrotic damage, or a large fiend Immune to fire damage, or how a construct might be Immune to being poisoned.
A trait often reserved for older, more powerful beings, (the Yuan-Ti Purebloods also enjoy this at level 1 in Volo's Guide To Monsters) a creature with Magic Resistance rolls with Advantage against ANY MAGICAL EFFECT THAT REQUIRES A SAVING THROW. Any. Magical. Effect. Yeah, that's awesome...or terrible, depending on which side of the screen you are positioned. :)
Next time on Dragonball Z
Legendary Creatures, Lairs, and what the heck that all means.
See you at the table, sipping on my coffee.
...Gods I need more coffee...
The Rolled Array - 13, 15, 18, 16, 16, 12
Woof, dude. Let's make something powerful. We'll build to Level 5 for now.
1) Race + Class Choices
RACE - Shifter, Swiftstride Subrace
Shifters are from the Wayfarer's Guide To Eberron, and act essentially as were-touched individuals.
Shifters enjoy an automatic +1 to their Dexterity, and Swiftstride grants another +1 Dexterity, with a +1 Charisma bump. If I allocate correctly, I've got a 20 Dexterity at Level 1, so Monk or Rogue is a pretty clear choice. Without a Wisdom bump, I'd normally be questioning it, but my other extremely high stats back me up and open the door to any class I like. ;)
Tack on the fact that Swiftstride grants Proficiency in Acrobatics, Perception, Darkvision, additional movement speed, and a circumstantial "Mobile" feature (moving without triggering attacks of opportunity), and this choice is feeling more and more obvious. Plus, the Shifting feature gives me a small damage buffer (+8 Temporary HP, Level+Con Modifier) if I really need it.
CLASS - Monk, Drunken Master
So let's map these stats:
STR: 13 (+1)
DEX: 18+2 = 20 (+5)
CON: 16 (+3)
INT: 12 (+1)
WIS: 16 (+3)
CHA: 15+1 = 16 (+3)
I'll decide to avoid all those awful Opportunity Attacks and take Mobile at 4th level, increasing my movement speed by 10 more, so by Level 5, I'm running circles around the board with 55 Speed.
Lump onto this all the great features from Drunken Master like:
1) Ki and Flurry of Blows
2) Stunning Strike
3) Drunken Technique - grants Disengage + 10 speed every time I Flurry.
4) An extra proficiency in Performance won't hurt the busking in the street for some much-needed coin. :)
2) Gear and Loadout
The beauty of selecting Monk here is a veritable lack of gear dependency, so this section is donezo.
3) Powers and Effectiveness
FLURRY OF BLOWS and MARTIAL ARTS
Ki Points: 5
Martial Arts: +8 to Hit, 1d6+5 bludgeoning damage
Stunning Strike DC: 16
Total Possible Attacks Per Round: 4
AC and Defenses
AC = Wisdom Mod + Dexterity Mod + 10 = 18 (will rise in later levels as I max out my Wisdom score
Saves = Strength +4, Dexterity +8, Constitution +3, Intelligence +1, Wisdom +3, Charisma +3
Speed = 55 Feet
Swiftstride Bonus Ability: once per short or long rest - SHIFT into a bestial form for +8 Temporary Hit Points, +5 movement speed, and a Reaction option to move 10 feet without provoking Attacks of Opportunity.
Name: Paw Dugan
Weight: 185 lbs.
Height: 6' 1''
Hit Points: 51
Should be fun to try out.
See you at the table.
There are a plethora of creatures that dominate the D&D multiverse. Some haunt your nightmares, while others inspire your dreams. They pour from beyond the stars and leak from the depths of the underworld. And I love them all.
And, not unlike Pokemon, there are many different types (though I wouldn't recommend catching all of them).
Aberrations are creatures that are utterly alien. Many of them have innate magical abilities drawn from their psionic mind rather than the mystical weave of the world. Iconic Aberrations are Aboleths, Beholders, and Mind Flayers.
Beasts are non-humanoid creatures that represent the natural part of this fantasy world's ecology. Some of them have magical powers tied to the complex natural weave, but most are unintelligent and lack any frame of society or language, aside from pack dynamics and simple ideas. Beasts include all varieties of ordinary animals, dinosaurs, and the giant versions of animals (yes, there are giant deer; don't hit them with your cart).
Celestials are creatures native to the Upper Planes. Many of them are the servants or hands of deities, employed as messengers, voices, or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial that strays toward the fallen path is a horrifying threat. Obviously, iconic Celestials are Angels, Couatls, and Pegasi.
Constructs are built for the job, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thoughts and feelings. Iconic constructs are usually Golems, but there are others native to the plane of Mechanus, like Modrons, that were constructed by the raw will of other powerful creatures.
Here they are, ladies and gentlemen: the staple of the game. Large reptilian creatures of ancient origin and tremendous power. True dragons, good and evil, are highly intelligent and have innate magic. Also in this category are creatures that are distantly related to true dragons, but are less intelligent and much less magical, such as Wyverns and Pseudodragons.
Elementals are creatures native to the Elemental Planes (Earth, Fire, Water, and Air, usually). Some creatures of this type are little more than animate masses of their element, including creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include Azers, Invisible Stalkers, and Water Weirds.
**DM Note: The elementals in Io are considered one of the Primal Forces responsible for the birth of the universe, so the four main Elemental Planes have transitional planes (making 8 in total), and thus there can be "hybrid" elementals, but that is unique to my world.**
Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves, mystical bogs, and misty forests. In some worlds, they are closely tied to the Feywild. Some are also found in the Outer Planes, like Arborea and the Beastlands. Iconic Fey can include Dryads, Pixies, and Satyrs. There are also very powerful Fey, called Archfey, that can rule over the Feywild and may make deals with mortals in exchange for arcane power (see: Warlock).
Fiends are wicked creatures native to the Lower Planes. A few are servants of deities, but most labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding (but such tethers of subservience are often haphazard). If an evil Celestial is a rarity, a good Fiend is almost inconceivable. Iconic Fiends are Demons, Devils, Hell Hounds, and Rakshasas.
Giants tower over humans and their kind. They are humanlike in shape, though some have multiple heads (Ettins) or deformities (Fomorians). The six varieties of true giant are Hill Giants, Stone Giants, Frost Giants, Fire Giants, Cloud Giants, and Storm Giants. Besides these, creatures such as Ogres and Trolls are also considered giants.
Humanoids are the main peoples of the D&D world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities, and a bipedal form. The most common humanoid races are the ones most suitable for player characters: humans, dwarves, elves, and halflings. Almost as numerous, but far more savage and often evil are the branches of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.
Monstrosities are monsters in the strictest sense - frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone haywire (like owlbears), and others are the product of terrible curses (like minotaurs). They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type.
Oozes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and underground spaces and feeding on waste, carrion, or creatures unlucky enough to get in their way. Black pudding and gelatinous oozes are probably the most recognizable.
Plants in this context are vegetable creatures, not simply ordinary flora. Most of them are ambulatory, and a few are carnivorous. Most think of the shambling mound or the treant, but fungal creatures like the gas spore or myconid also fall into this category.
Once-living creatures brought back to a horrifying state of undeath through the practice of necromantic magic or some wicked curse. Iconic undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, like ghosts and spectors.
Before we delve into our individual monsters, we'll first identify and define what makes them special in how they move and sense, and then understanding what makes some of them LEGENDARY. After that, we'll start moving through nearly 30 years of lore. Let's get cookin'.
I'll see you at the table.
...With a cup of coffee.
Why This One?
The first creature I played in 4th Edition was a Dragonborn Ranger. I loved the idea of dual-wielding swords and breathing lightning. It was dream come true.
I was mobile, strong, and very dangerous up close. I didn't have a bunch of Hit Points, but my enemies were often dead before they could deal much damage. I was beautiful. And with many fond memories flooding back, I figured I could ride this momentum into our first main build in this system.
1) Ability Scores, Racial Improvements, and Distribution
Though I'm usually in favor of rolling for my ability scores, luck tends to kick me in the face for this edition. It is strangely much better to go with the standardized heroic array found in the Player's Handbook. So, for each of these builds going forward, our choices are: 16, 14, 13, 12, 11, and 10.
RANGER Key Ability Scores: Strength, Dexterity, Wisdom
Dragonborn Ability Score Improvements: +2 Strength, +2 Charisma
So, the race bonus didn't entirely line up with my needs, but I didn't really care. Plus, since we're building each of these to LEVEL 4, so I've got an ability score increase to think about too. Let's flesh out my scores.
STR = 14+2 = 16 +1 at Level 4 = 17 (+3)
DEX = 16 (+3)
CON = 12 (+1)
INT = 11 (+0)
WIS = 13 +1 at Level 4 = 14 (+2)
CHA = 10+2 = 12 (+1)
2) Race Features
Pretty run of the mill here. Medium creature, moves 6 squares each round, no darkvision (bummer).
Draconborn Fury - when I'm Bloodied (down to half or below half my Hit Points), I get a +1 bonus to all my attacks.
Draconic Heritage - makes my Healing Surge value bigger (1/4 my total HP + my Constitution modifier).
DRAGON BREATH Power - the reason I took the race in the first place... An excellent Encounter Power.
3) Style, Powers, and Feats
Rangers operate from two main battle paradigms: Ranged and Dual-Wielding. I'm going with the latter, and fulfilling my original idea of an up-close Striker. This choice also grants Toughness as a Bonus Feat.
On top of this, a Ranger gains the Hunter's Quarry feature: as a Minor Action, you can designate the nearest enemy to you that you can see as your Quarry. Once per round, you can deal extra damage to that quarry when you hit them, and that damage increases every 10 levels or so (ours will be at +1d6 for now).
At level 1, I need to select 2 At-Will Powers, 1 Encounter Power (useable once per fight), and 1 Daily Power, plus my Racial Power. Level 2 I get a Utility Power, Level 3 another Encounter Power, and Level 4...an ability score increase. Also, at Levels 1, 2, and 4, I select a Feat.
At-Wills are pretty obvious here:
1) Twin Strike - effective double attack.
2) Hit and Run - run past, slice through, keep running and no Attack of Opportunity.
Racial) Dragon's Breath - we'll go with lightning, I think. :)
1st Level) Evasive Strike - I can shift around the board 2 squares before or after the attack, and I deal double weapon damage + my Strength modifier.
3rd Level) Thundertusk Boar Strike - another double attack with a push; if both attacks hit, I push 'em a number of squares equal to my Wisdom Modifier (which I want to increase!).
1) Hunter's Bear Trap - Double weapon damage + Strength + slowed target + 5 ongoing damage if they can't save to stop it. Ha.
Utility - Encounter
2nd Level) Yield Ground - triggered by being hit, I can move away and gain a +2 bonus to all of my defenses. Gotta watch myself!
1) Dragonborn Senses - gain Low-Light Vision, and +1 to Perception
2) Enlarged Dragon Breath - increases the size of my Dragon Breath. Booyah.
4) Dragonborn Frenzy - +2 damage when I'm bloodied. Because often the best protection is to eliminate threats faster, and that's damage.
4) Gear, Skills, and Proficiency
+ For Armor, I'm proficient in Cloth, Leather, and Hide only, so I'll pick standard Hide for a +3 to my AC.
+ Weapons are a little more vast, with Simple and Military grade melee and ranged. Let's snag two Longswords to lay down the law with a little higher accuracy, and a Longbow for good measure.
+ Defense Bonuses: +1 Fortitude, +1 Reflex
+ Hit Points at first level end up being only 13 (12+Con modifier), with increases of 5 per level, so add another 15 on for only 28 HP at level 4. Even with Toughness, that only raises it to 33 HP. Argh. We'll see if we can do something about that.
+ Healing Surges = 7 per day, at 8 HP per surge (thanks Dragonborn).
+ Trained Skills (+5 training bonus): Dungeoneering or Nature (I pick NATURE), plus four others from a decent list - let's go with Acrobatics, Athletics, Perception, and Stealth.
5) Overview and Future Choices
Basic Melee = Longsword; +8 to hit, 1d8+3 damage
Basic Ranged = Longbow; +7 to hit, 1d10+3 damage
At-Will Powers: Twin Strike, Hit and Run
Encounter Powers: Dragon's Breath, Evasive Strike, Thundertusk Boar Strike, Yield Ground (Utility)
Daily Powers: Hunter's Bear Trap
AC: 18 --- (10+1/2 level +Dexterity Mod +Armor Bonus 
Yeah. That's about right. Welcome back, Helaku Stormwind. Let's play.
See you at the table.
What The Black Sheep Did Right
So recently we hit up 4th Edition as a one-shot. One 6-hour foray back into the black sheep of the D&D legacy at level 2, and...it was pretty cool.
Now, I'm not new to 4th Edition. I cut my teeth on 1st edition, and scaled those characters through 3.5 and Pathfinder, then we churned out a new campaign in 4th Edition. Sure, there were elements I didn't like - the out-of-left field feel, the power sets, the strange board game nature of it all - but it was still D&D, and we played it through all the same. The mechanics were just the mechanics; we still had our story to tell.
Fast-forward to 5th Edition, and our now about 4 years teaching it and running it, and returning to 4th edition is...not that bad.
There are a great many things that 4th Edition does very well.
1) Roles are clear. Each class is broken down into one of four main categories of roles: Controllers, Defenders, Leaders, and Strikers. With your lives on the line, and the mechanics to back it up, there's never a question of what role you are supposed to fill; maybe a question of a secondary role, but not the primary.
2) Tactics are KEY. Immediately, in fact. Our first fight we played like 5th edition - Goblins, no trouble, right? Wrong. Each goblin has more hit points than I do (and I'm a Minotaur Warlord), and none of us could go toe-to-toe with any one of them. It's expected at a fight that two things happen - you immediately use your Encounter powers (more powerful attacks/spells usable once per fight) to eliminate threats early and second, you draw fire to the Defender, while everyone else wrecks enemies from a protected position. Oops.
3) Action Economy Works. On your turn, you have a Standard Action, Minor Action, and a Move Action. Now, these aren't necessarily the same as 5E's Action, Bonus Action, and Movement, mainly because EVERYONE has a Minor Action (like drawing a weapon, opening a door, etc.) available, and certain powers or abilities consume one of those three actions. As long as you have the action type available, you can spend the power, so if you've got a power that's a Minor, another a Standard, and another a Move...you're using three cool things that turn. You're not moving, but still, three cool things. Also, also, you can make your Standard into two more Minor Actions instead, making the economy more flexible. When you're learning the game, that can add time, but, just as with any system, you get faster. And, because this system IS so mechanic-driven, it's rare that you'd have a strange interpretation mix-up that would bog down play anyway.
4) All of your stats are important, with three mains. For each class, there are at least three primary ability scores, and each of your powers will use one of them. Often, INTELLIGENCE is one of those, so the worth of your stats is elevated and definitively depends upon your class, which is refreshing.
Now I said before that there were certain roles meant to be fulfilled by each class. In a balanced party, you need at least one of each role represented. If you have more, good job, but one of each is definitively needed to avoid a dreaded a TPK. ;)
Controllers deal with large numbers of enemies at the same time. They favor offense over defense, using powers that deal damage to multiple foes at once, as well as subtler powers that weaken, confuse, or delay their foes. Wizards are obvious Controllers from the first Player's Handbook, with the Druid, Invoker, Psion, and Seeker joining up from the PHB 2, and PHB 3.
Defenders have the highest defenses in the game and are good for close-up offense. They are the party’s front-line combatants; wherever they’re standing, that’s where the action is. Defenders have abilities and powers that make it difficult for enemies to move past them or to ignore them in battle, taking the fire off the other more "squishy" classes. The proverbial "TANK" of the game, this is where you find your Fighters, Paladins, Warden, and Battlemind.
Leaders inspire, heal, and aid the other characters in an adventuring group. Leaders have good defenses, but their strength lies in powers that protect their companions and target specific foes for the party to concentrate on, as well as strike and give bonus attacks, movement, or defenses to allies.
These classes encourage and motivate their adventuring companions, but just because they fill the leader role doesn’t mean they’re necessarily a group’s spokesperson or commander. The party leader—if the group has one—might as easily be a charismatic warlock or an authoritative paladin. Leaders (the role) fulfill their function through their mechanics; party leaders are born through role-playing. Obvious Leaders are found in the Cleric and Warlord, with the Bard (duh), Shaman, Ardent, and Runepriest fulfilling it later.
Strikers specialize in dealing high amounts of damage to a single target at a time. They have the most concentrated offense of any character in the game. Strikers rely on superior mobility, trickery, or magic to move around tough foes and single out the enemy they want to attack. The term we might swing toward them is "DPR" or "damage-per-round," which is our way of saying you deal a bunch of damage to one dude at a time. Not always a glass cannon, the Striker might last a bit longer than a Controller, but still shouldn't act like a tank to survive. Strikers in 4E are found in the Ranger, Rogue, and Warlock (blaster), with the Avenger, Barbarian, Sorcerer, and Monk joining the fray.
If nothing else, I find it enlightening to have the roles well-defined and supported by their mechanics. When learning the game, new players can lean on only the powers they've selected; options are clear, and their expectations are understood.
In a lot of ways, a blank canvas can be terrifying, so the embedded structure of 4th edition helps support new players in selecting limited powers that further their selected role. Because of this, I thought it fun to further explore this through character building. So, for a little while, each Tuesday at noon, expect a bonus blog on character building...and we'll kick it off with the Ranger in 4th Edition. See you there.
Game On! Director, musician, music teacher, game designer, and professional game master. In short, I'M A BIG NERD.