Fiend Factory 5E. White Dwarf 40: Swulljagoor of the Hell Swamps (Inhuman Gods Part II)

WD40 Swulljagoor, Prince of the Hell Swamps


Phil Masters’ article on Inhuman Gods enters Part II, continuing through the letter “F” (in case it wasn’t clear last time, the entries are alphabetical). There’s still a tendency to assume that each race has one god that is a sort of exemplar of their nature, but in particular this month the entries are not all of that ilk.



We start with the Firenewts, a pretty dandy race of fire-based lizard/dragon men things from the Fiend Folio that serve well as a secondary kind of humanoid enemy. As is pretty standard by now in these sequence, their deity is an idealised form of the race with an apostrophe (Hrussiall’k, aka “Russell K”.), a kind of giant fire newt with mastery over lava flows and, occasionally, red dragons and fire drakes. It’d be interesting as a “boss” for a firenewt-themed campaign.


The Flinds, a kind of tougher gnoll offshoot, get a small paragraph that says that they worship Geryon (see Monster Manual), then we move onto the Flymen (from issue 23, which I statted up. You’re welcome).

 




The Flymen worship Ssrrpt’ck, and I think in this case this was part of Daniel Collerton’s original description, so I can’t lay the consonant/apostrophe horror of the name on Phil this time. Ssrrpt’ck is a kind of arthropod/arachnid hybrid with an enmity with Lolth, described as a subtle creature that prefers to work through others. It has potential.

 






Finally, we look at the Frog Folk from Issue 20 (one of Phil’s own creations), and they worship an entity known as Swulljagoor, Prince of the Hell Swamps.






Swulljagoor is described as possibly being a Type II demon (a Hezrou), but is otherwise a huge frog-like entity that inhabits a layer of Tarterus, in swampy areas where it and the souls of its frog folk worshippers get to torture larvae. There’s a little bit of elasticity in the Outer Planes topography here – are they in Tarterus or, being described as a “demon” throughout, are they in the Abyss? It doesn’t matter too much – I made Swulljagoor a full demon.

Most of the abilities, including the innate spellcasting, the effects of Soulfear, and his immunities, are pretty simple to convert. I bumped up Strength a bit, and did the usual addition of legendary resistance and actions. One thing I did ignore was the clerical levels as Swulljagoor seemed more at home with innate spellcasting and physical attacks. Add them in if you like.

 

Swulljagoor, Prince of the Hell Swamps

Large fiend (demon), chaotic evil

Armour Class 21 (natural armour)

Hit Points 190 (20d10 + 80)

Speed 40 ft., swim 60 ft.

STR

DEX

CON

INT

WIS

CHA

26 (+8)

16 (+3)

20 (+5)

20 (+5)

13 (+1)

9 (-1)

Proficiency Bonus +6

Saving Throws Str +14, Dex +9, Con +11, Int +11, Wis +7

Skills Insight +7, Nature +11, Perception +7, Religion +11, Stealth +9

Damage Immunities bludgeoning, piercing and slashing from nonmagical attacks

Damage Resistances cold, fire, lighting

Condition Immunities charmed, frightened

Senses darkvision 120 ft., passive Perception 17

Languages Abyssal, telepathy 120 ft.

Challenge 19 (22,000 XP)


Amphibious. Swulljagoor can breathe air and water.

Legendary Resistance (3/day). If Swulljagoor fails a saving throw it can elect instead to succeed.

Magic Resistance. Swulljagoor has advantage on saving throws against spells and other magical effects.

Magic Weapons. Swulljagoor’s weapon attacks are magical.

Innate Spellcasting. Swulljagoor’s innate spellcasting ability is Intelligence (save DC 19). It can innately cast the following spells without components.

         At will: darkness, dispel magic, hold person, telekinesis, tongues

3/day: contagion, scare, shatter, symbol of pain

1/day: charm monster, cone of cold, gate, unholy word

ACTIONS

Multiattack. Swulljagoor makes two attacks with its sword and one with its claw. If it has a creature grappled with its tongue it may also make a bite attack against that creature.

+3 adamantine Sword (Soulfear). Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (2d8 + 11) slashing damage. Any creature hit by Soulfear takes a further (9) 2d8 damage on Swulljagoor’s turn unless treated by healing magic. While suffering this recurring damage it is also at disadvantage to attacks, saving throws and ability checks due to searing pain.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing  damage. This attack is made with advantage against a creature grappled by its tongue.

Summon Allies (1/day). Swulljagoor can summon 8d6 giant frogs or 10d6 frogfolk (you can use bullywug stats). These appear instantly in unoccupied spaces designated by Swualljagoor. If there is insufficient space for all summoned allies, enough appear to fill the available space. 

LEGENDARY ACTIONS

Swulljagoor can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Swulljagoor regains spent legendary actions at the start of its turn.

Jump. Swulljagoor can leap up to 60 feet in any direction, vaulting obstacles up to 10 feet high in its path. This movement provoks opportunity attacks, but Swulljagoor has AC 25 against them.

Spellcasting. Swulljagoor casts one of its innate spells.

Tongue. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. The target must make a DC 17 Constitution saving throw or be paralysed. If it is Medium or smaller it is grappled (escape DC 22). A paralysed creature may repeat the saving the saving throw at the end of its turn, ending the effect on itself on a success.

 

 

 

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