Space Bug Prairie

Aether-Studios


Kickstarter-Demo


Barbarian

Primal Paths

At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Path of the Frontier


Path of the Frontier

3 Sentence Description

5th Frontier Militia

"fun Quote"

     - NPC

Formal Training

3rd-level Path of the Frontier feature

When you attack with a ranged weapon you can use your Strength modifier, instead of Dexterity, for the attack and damage rolls. If a Barbarian class feature requires the use of a melee weapon, you may also use that feature with a ranged weapon.

Recuperate

6th-level Path of the Frontier feature

As an action while in a rage, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). Your rage will not end next turn even if you have not made an attack or dealt any damage.

Heroic Actions

10th-level Path of the Frontier feature

When you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can treat a d20 roll of 9 or lower as a 10. Additionally, you can now use your recuperate feature to heal an ally within 5 feet of you instead of yourself. You still use your own hit die.

Take the Blow

14th-level Path of the Frontier feature

When a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead. This damage cannot be reduced or prevented in any way, and this ability can only be used in response to an attack, spell, or effect that you can see.


Vehicles

To assist in running adventures where vehicles engage in combat, travel, or face other relevant situations, the following section presents rules and stat blocks for governing vehicles.

Capacity

A vehicle's capacity describes how many creatures the vehicle is designed to carry. More creatures can be transported by climbing atop or clinging to the outside of the vehicle.

Armor Class

A vehicle's Armor Class is equal to its Constitution score.

Hit Points

A vehicle's hit points can only be restored by a creature in posession of either smith's tools or tinker's tools. Performing these repairs takes 1 hour, and requires a successful DC 15 smith's tools (Dexterity) or tinker's tools (Intellgence) check. If the repair succeeds, the vehicle regains 10 (3d6) hit points. The check can be repeated as many times as necessary, though a DM may require players to pay a fee for replacement parts. The creature performing repairs cannot be operating one of the vehicles station's during repair work.

Damage Threshold Heavily armored vehicles can shrug off damage. If a vehicle has a damage threshold, that means it has immunity to all damage unless the damage is equal or greater than it's damage threshold value.
Example: If a vehicle has a damage threshold of 10, and it is hit for 9 damage, then the vehicle takes 0 damage. However, if the vehicle is hit for 10 or more damage, then it takes the full amount.

Malfunction Some vehicles have a malfunction score. If a vehicle takes damage from a single source equal to or greater than its malfunction score, it must roll on the malfunctions table below. A vehicle must also roll on the malfunctions table if it (or its driver) fails an ability check related to handling the vehicle by more than 5.

Malfunctions with a Fix DC can be fixed as an action by a creature using smith's tools or tinker's tools. If the creature has proficiency in the tool set, they can apply their proficiency bonus (They may apply double their proficiency bonus if proficient in both tool sets). The creature performing the fix has disadvantage if the fix is performed in combat and the vehicle has moved during the current round.

d12
Malfunction
Fix DC
1
Engine Trouble. The engine begins to sputter and smoke, causing the vehicle to shake. Until this malfunction is fixed, the creature operating the helm must roll a d20 at the start of every turn. If they roll a 10 or lower, the vehicle will not move. If they roll an 11 or higher, it will move at half movement speed.
15 (Dexterity)
2-4
Steering Locked. The vehicle can only move in a straight line. It automatically fails Dexterity checks and saving throws.
15 (Strength)
5-6
Damaged Weapon. One of the vehicle's weapons is rendered inoperable (DM's choice). If the vehicle has no functioning weapons, then no malfunction occurs.
15 (Wisdom)
7
Blown Console. The helm station begins to spew with smoke, heavily obscuring the driver's view, as well as that of anyone else inside of the vehicle. Creatures inside of the vehivle are blinded by the smoke.
20 (Intelligence)
8-11
Ruptured Armor. The vehicle's damage threshold is reduced by 5. This effect can occur more than once and is cumulative. If the vehicle does not have a damage threshold, then no malfunction occurs.
20 (Strength)
12
Rolled. The vehicle is flipped over and rendered prone. It comes to a stop in an unoccupied space. Creatures holding on outside the vehicle must succeed a DC 20 Strength saving throw or be thrown off, landing prone in a random unoccupied space within 30 feet of the vehicle and take 21 (6d6) bludgeoning damage (half as much with a success). Creatures inside the vehicle must succeed a DC 15 Strength saving throw or fall prone and take 10 (3d6) bludgeoning damage.
-

Speed

A vehicle's speed determines the distance that the driver operating it's helm can move it.

Mileage

Mileage determines how far the vehicle can travel on a single gallon of fuel. Fuel supplies may dictate how viable it is to travel great distances with your vehicle. Adding 1 gallon of fuel to a vehicle requires an action, and can only be done from outside of the vehicle.

Ability Scores

A vehicle has all six ability scores and modifiers. Its size category and weight are indicative of its Strength. Its Dexterity score corresponds to its maneuverability and handling. Durability, materials used, and quality of construction are shown in its Constitution. Usuallt vehicles have a score of 0 in Intelligence, Wisdom, and Charisma. If a vehicle has a 0 in a score, it automatically fails ability checks and saving throws that uses that score.

Stations

Creatures can use an action at the vehicle station they are occupying. Once a creature uses an action at a station, that action cannot be used again until the start of that creature's next turn.


MK-IV Hackworth

3 Sentence Description

5th Frontier Militia
MK-IV Hackworth
Gargantuan Vehicle (160,000 lb.)

Capacity 4 Medium creatures (3 crew, 1 passenger)
Armor Class 18
Hit Points 200 (damage threshold 15, malfunction 30)
Speed 100 ft.
Mileage 1 mile(s) per gallon. (240 gallon max)
STR
18 (+4)
DEX
10 (0)
CON
18 (+4)
INT
0
WIS
0
CHA
0

Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Crushing Tracks. The MK-IV Hackworth can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 19 (3d12) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 19 (3d12) bludgeoning damage. A creature cannot be damaged by this trait more than once each turn.
Turtled. If the MK-IV Hackworth is rolled over or becomes prone, it is considered incapacitated until flipped upright. It cannot right itself.
Stations

Helm (Requires 1 Crew and Grants Full Cover). Drive and steer the MK-IV Hackworth.
Turret (Requires 1 Crew and Grants Full Cover). Ranged Weapon Attack: +9 to hit, ranged 80/240 ft., one target. Hit: 17 (2d12 + 4) piercing damage.
Canon (Requires 1 Crew and Grants Full Cover). Ranged Weapon Attack: +9 to hit, ranged 100/300 ft., one target. Hit: 36 (5d12 + 4) force damage. This weapon deals double damage if the target is an object or structure. A creature reduced to 0 hit points by an attack from this weapon is destroyed, along with any nonmagical items that they were carrying. This weapon has disadvantage on targets that are less than 20 feet away.

Creatures

This section describes new creatures that will appear in the Space Bug Prairie adventures.


Bloodwig

Bloodwig

2 sentence basic description.

2 sentence specific detail.

3-4 sentence detailed description.

Bloodwig
Large Beast (Insect), Unaligned

Armor Class 16 (natural armor)
Hit Points 84 (13d10 + 13)
Speed 40 ft., burrow 20 ft.
STR
15 (+2)
DEX
14 (+2)
CON
13 (+1)
INT
6 (-2)
WIS
9 (-1)
CHA
3 (-4)

Saving Throws STR +4
Damage Resistances Poison
Condition Immunities Poisoned
Senses Darkvision 60ft., Tremorsense 20ft., Passive Perception 9
Languages Insectoid
Challenge 3 (700 XP)
Proficiency Bonus +2
Bloodspill Retreat. When the bloodwig takes 21 or more damage from a single attack, bloody mist erupts to form a 10 ft. radius sphere of fog centered on the bloodwig. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Actions

Multiattack. The bloodwig makes four Antenna Barb attacks.
Antenna Barb. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4+2) piercing damage plus 2 (1d4) poison damage.

Croproach

Croproach

2 sentence basic description.

2 sentence specific detail.

3-4 sentence detailed description.

Croproach
Tiny Beast (Insect), Unaligned

Armor Class 12 (natural armor)
Hit Points 5 (2d4 + 0)
Speed 20 ft., burrow 20 ft., climb 20 ft.
STR
14 (+2)
DEX
12 (+1)
CON
10 (0)
INT
5 (-3)
WIS
12 (+1)
CHA
3 (-4)

Saving Throws STR +4
Senses Tremorsense 20ft., Passive Perception 11
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Blood Frenzy. The croproach has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Kakkerlakk

Kakkerlakk

2 sentence basic description.

2 sentence specific detail.

3-4 sentence detailed description.

Kakkerlakk
Huge Beast (Insect), Unaligned

Armor Class 14 (natural armor)
Hit Points 100 (10d12 + 40)
Speed 50 ft., burrow 10 ft., climb 30 ft.
STR
17 (+3)
DEX
13 (+1)
CON
18 (+4)
INT
8 (-1)
WIS
10 (0)
CHA
5 (-3)

Saving Throws STR +6, CON +7
Skills Athletics +6, Perception +3, Stealth +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Tremosense 30ft., Passive Perception 13
Languages Insectoid
Challenge 5 (1,800 XP)
Proficiency Bonus +3

Grappler. The kakkerakk has advantage on attack rolls against any creature grappled by it.
Iron Carapace. The kakkerakk is immune to piercing damage from any ranged weapon attacks made from more than 15 feet away.
Reactive. The kakkerakk can take one reaction on every turn in a combat.
Actions

Multiattack. The Kakkerlakk makes two attacks: one with its mandibles and one with its pincers.
Mandibles. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage.
Pincers. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) slashing damage, and the target is grappled (escape DC 16). The kakkerlakk has two pincers, each of which can grapple only one target.
Reactions

Crashing Leap. As a reaction to taking damage, the kakkerlakk may leap a distance of up to 20 feet, landing in any available space. All creatures within 10 feet of where the kakkerlak lands fall prone unless they succeed a DC 14 dexterity saving throw. The kakkerlakk cannot use this ability again until the start of its next turn.

Raptorlisk

Raptorlisk

2 sentence basic description.

2 sentence specific detail.

3-4 sentence detailed description.

Raptorlisk
Huge Beast (Insect), Unaligned

Armor Class 16 (natural armor)
Hit Points 137 (11d12 + 66)
Speed 50 ft., burrow 30 ft., climb 30 ft.
STR
19 (+4)
DEX
18 (+4)
CON
22 (+6)
INT
9 (-1)
WIS
15 (+2)
CHA
8 (-1)

Saving Throws STR +7, WIS +5
Skills Intimidation +5, Perception +3, Stealth +7, Survival +5
Damage Vulnerabilities Fire
Damage Resistances Acid, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Blindsight 30ft., Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 15
Languages Insectoid
Challenge 8 (3,900 XP)
Proficiency Bonus +3

Legendary Resistance (3/Day). If the raptorlisk fails a saving throw, it can choose to succeed instead.
Actions

Multiattack. The Raptorlisk can use its Frightful Presence. It then makes two attacks: one with its bite and one with its talons.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.
Talon. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8+4) slashing damage.
Frightful Presence. Each creature of the raptorlisk's choice that is within 120 feet of the raptorlisk and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the raptorlisk's Frightful Presence for the next 24 hours.
Adhesive Bile (Recharge 5-6). The raptorlisk exhales a stream of viscous bile in a 60-foot cone. Each creature in that area must succeed a DC 17 Dexterity saving throw or they are restrained and take 22 (5d8) acid damage (half as much on a success). They (or another creature within 5 feet) can end the condition as an action with a successful DC 17 athletics (strength) skill check.
Swallow. The raptorlisk makes one bite attack against a Medium or smaller target restrained by its adhesive bile. If the attack hits, the target is also swallowed. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the raptorlisk, and it takes 9 (2d8) acid damage at the start of each of the raptorlisk's turns. A raptorlisk can have only one creature swallowed at a time.
If the raptorlisk takes 15 damage or more on a single turn from the swallowed creature, the raptorlisk must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the raptorlisk. If the raptorlisk dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Legendary Actions

The raptorlisk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The raptorlisk regains spent legendary actions at the start of its turn.
Skitter. The raptorlisk moves up to 30 feet. This movement does not provoke opportunity attacks.
Talon (Costs 2 Actions). The raptorlisk makes a talon attack.
Tail Spin (Costs 2 Actions). The raptorlisk whips around in a circle, sweeping the area with its tail. Each creature within 10 feet of the raptorlisk must succeed on a DC 17 Dexterity saving throw or take 4 (1d8) damage and be knocked prone.

Saifu

Saifu

2 sentence basic description.

2 sentence specific detail.

3-4 sentence detailed description.

Saifu
Medium Beast (Insect), Unaligned

Armor Class 13 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 60 ft., burrow 5 ft.
STR
12 (+1)
DEX
14 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
13 (+1)
CHA
8 (-1)

Saving Throws DEX +4
Senses Darkvision 120ft., passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Careful Approach. The Saifu doesn't provoke opportunity attacks when leaving a creature's reach.
Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (3d6+1) piercing damage.
Reactions

Resolve (2/day). If the Saifu takes 15 damage or less that would reduce it to 0 hot points, it is reduced to 1 hit point instead.

Skerling

Skerling

2 sentence basic description.

2 sentence specific detail.

3-4 sentence detailed description.

Skerling
Large Beast (Insect), Unaligned

Armor Class 14 (natural armor)
Hit Points 61 (8d10 + 16)
Speed 50 ft., burrow 30 ft., climb 30 ft.
STR
15 (+2)
DEX
15 (+2)
CON
14 (+2)
INT
6 (-2)
WIS
10 (0)
CHA
5 (-3)

Saving Throws STR +4, DEX +4
Skills Athletics +4, Perception +4, Stealth +4
Damage Immunities Fire
Senses Tremorsense 60 ft., passive Perception 14
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Death Throes. When the skerling is reduced to 0 hit points, it makes a final stinger attack against a randomly determined creature within its reach. If there is no creature within its reach, the skerling does nothing.
Hive Mind. The skerling has advantage on an attack roll against a creature if at least one of the skerling's allies is within 10 feet of the creature and the ally isn't incapacitated.
Strider. The skerling can take the Disengage or Hide action as a bonus action on each of its turns. The skerling ignores rough terrain.
Actions

Multiattack. The skerling makes two attacks: one with its claws and one with its stinger.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) bludgeoning damage.
Stinger. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d12+2) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 19 (3d12) poison damage on a failed save, or half as much damage on a successful one.

Swarm of Croproaches

Swarm of Croproaches

2 sentence basic description.

2 sentence specific detail.

3-4 sentence detailed description.

Swarm of Croproaches
Large swarm of Tiny beasts, Unaligned

Armor Class 13 (natural armor)
Hit Points 60 (11d10 + 0)
Speed 20 ft., burrow 20 ft., climb 20 ft.
STR
18 (+4)
DEX
14 (+2)
CON
10 (0)
INT
5 (-3)
WIS
12 (+1)
CHA
3 (-4)

Saving Throws STR +6
Damage Vulnerabilities Bludgeoning
Damage Resistances Piercing, Slashing
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, prone, Restrained, Stunned
Senses Tremorsense 60ft., Passive Perception 11
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2

Blood Frenzy. The swarm of croproaches has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Pick Clean. If the swarm starts its turn in the same space as a dead creature that is Huge or smaller, the corpse is destroyed, leaving behind only equipment and bones.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny croproach. The swarm can’t regain hit points or gain temporary hit points.
Actions

Consume. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm's space. Hit: 20 (3d10+4) piercing damage, or 9 (1d10+4) piercing damage if the swarm has half of its hit points or fewer. If the target is a creature, a croproach burrows into its body and the creature takes 5 (1d10) damage at the start of each of its turns. Any creature can use an action to kill or remove the croproach with a melee weapon that deals slashing damage.