His Gospel Is Murder: Appendixes

Note: This adventure is meant to be used with the Underberg Gazetter and His Gospel is Murder.

Appendix A: Rules for Splashing Weapons

Buckets:
As an action, a character can fill a bucket with liquid from a pool or tank. Filling a bucket from a tap or well takes about one minute. A character can heave the contents of a bucket at creatures within a 5-foot square. If the target creatures are unwilling to be soaked, they must succeed on a Dexterity saving throw or be drenched in the liquid.

Hand-Pumped Fire Extinguishers:
These brass syringe-style water guns come in three sizes: 1-gallon, 2-gallon, and 5-gallon models. The larger extinguishers require a Strength score of at least 12 or 14, respectively, to be operated by a single creature when full.

As an action, the extinguisher’s nozzle can be placed in a tank or pool of liquid, and the handle extended to draw a full charge. As another action, the user can shove the handle to project a 30-foot-long, 5-foot-wide line of liquid.

Creatures in the line must make a Dexterity saving throw to avoid being struck. On a failure, they are soaked.

Hand-Pumped Fire Engine:
A large, cart-mounted pump fitted with a hose and brass nozzle. The engine requires at least three creatures (ideally five) to operate: two or more to work the pump and one to aim the nozzle.

To operate, the engine must be parked. At least two creatures must spend their actions to pump while another uses their action to direct the nozzle, producing a 30-foot cone of water. If four or more creatures are pumping, the spray increases to a 60-foot cone.

As an action, the creature wielding the nozzle can adjust the output to a line 5 feet wide and up to 80 feet long instead.

Creatures caught in the cone or line must make a Dexterity saving throw or be soaked and pushed 5 feet back.

Appendix B NPCS and Stat BLocks

Cassidy Rose

Cassidy uses the bandit Captain stat block with the following modifications

Her creature type is fey

Her scimitar attack is replaced with the following

Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) slashing damage. If the target is Large or smaller, it must make a DC 13 Strength saving throw or be pulled 5 feet closer to Cassidy.

Corporal Knobs

Knobs uses the guard stat block with the following modifications

His size is small

Don O’Malley

Medium fey, unaligned


  • Armor Class 16
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.

STRDEXCONINTWISCHA
15 (+2)14 (+2)13 (+1)15 (+2)13 (+1)16 (+3)

  • Skills Athletics +4, Insight +3, Intimidation +5, Performance +5, Deception +5
  • Senses darkvision 60 ft, passive Perception 11
  • Languages Common, Goblin
  • Challenge 3 (700 XP)

Brute. A melee weapon deals one extra die of its damage when the don o’malley hits with it.

Actions

Leadership (Recharges after a Short or Long Rest. For 1 minute, Finnegan can utter a command or warning to his syndicate members. He can choose up to 3 creatures within 30 feet of him that can hear him. Each creature gains a +2 bonus to attack rolls and saving throws until the effect ends. He must be able to speak to use this ability.

Multiattack. Don O’Malley makes two melee attacks with his Knuckledusters.

Knuckledusters. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 2 (1d4) bludgeoning damage.

Knockout Blow (Recharge 5-6):. When Finnegan hits a creature with an unarmed strike, he can force the target to make a DC 14 Constitution saving throw. On a failed save, the target is stunned until the end of Finnegan’s next turn.

Nib

Small fey, unaligned


  • Armor Class 10
  • Hit Points 121 (27d6 + 27)
  • Speed 30 ft.

STRDEXCONINTWISCHA
12 (+1)14 (+2)12 (+1)16 (+3)16 (+3)14 (+2)

  • Skills Arcana +6, Persuasion +5, Insight +6, Deception +5
  • Senses passive Perception 13
  • Languages Common
  • Challenge 6 (2300 XP)

Appraising eye. Nib can cast identify and detect magic at will without using material, vocal or somatic components

Book Of Nib. Nib carries a magical ledger that records every transaction ever made within the bounds of the Goblin Market. By spending 1 minute reading from the book, Nib learns the full details of any deal or exchange that occurred in the market, including the true identities of the participants—even if they were disguised or invisible.

Innate Spellcasting. The nib’s innate spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: light, prestidigitation, mage hand, mage armor, shillelagh 2/day: command, hold person, invisibility

Actions

Multiattack. Nib Can make 2 heavy Cane attacks or one heavy cane attack and cast a spell

Misty Step. Nib cast’s misty step using the same spellcasting ability as Spellcasting

Heavy Magical Cane. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 10 (3d6) force damage.

Reactions

Protective Counter (3/Day). Nib casts counterspell when he sees a creature casting a spell within 60 feet of him, using Intelligence as his spellcasting ability.

The Red Graal

Medium celestial, chaotic evil


  • Armor Class 15
  • Hit Points 71 (13d8 + 13)
  • Speed 30 ft.

STRDEXCONINTWISCHA
12 (+1)12 (+1)12 (+1)10 (+0)16 (+3)12 (+1)

  • Skills Deception +3, Persuasion +3, Intimidation +3
  • Damage Resistances necrotic, cold, psychic, bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities frightened, charmed
  • Senses darkvision 120ft, passive Perception 13
  • Languages Common, Celestial
  • Challenge 4 (1100 XP)

Innate Spellcasting. The the red graal’s innate spellcasting ability is Charisma (spell save DC 11, +3 to it with spell attacks). It can innately cast the following spells, requiring no material components:

At will: thaumaturgydarknessminor illusion 3/day: commandcause fearhold person

Murderous Presence.. Whenever the Red Graal kills a creature or reduces one to 0 hit points, he regains 10 hit points, and all creatures within 10 feet must make a DC 13 Wisdom saving throw or become frightened until the end of their next turn.

Aura of Dread. Creatures that start their turn within 20 feet of the Red Graal must succeed on a DC 13 Wisdom saving throw or become frightened until the start of their next turn. A creature that succeeds on the save is immune to this aura for 24 hours.

Living Vessel. The gospel painted across Darragh’s flesh binds the Red Graal to the mortal world. While the markings remain intact, he gains the following benefits:

  1. Can move along walls and ceilings as though affected by spider climb
  2. While standing in shadow, his melee attacks automatically score a critical hit
  3. Regains 1d4 hit points at the start of each of his turns while in shadow
  4. His speed increases to 55 ft and can use his Shadow Step

Whenever the Red Graal is struck by an attack or effect that soaks him with water or coats him with paint, roll a d4 and remove the corresponding benefit above. Once all four are lost, Darragh’s body can no longer contain the Red Graal, and he is banished from the Material Plane (for now).

Actions

Killer’s Knife. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage plus 7 (3d6) necrotic damage.

Multiattack. The Red Graal makes two attacks with Killer’s Knife or one attack casts a spell

Legendary Actions

The the red graal 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 the red graal regains spent legendary actions at the start of its turn.

  • Shadow Step. . If the Red Graal ends his turn in dim light or darkness, he vanishes. At the start of his next turn, he appears in another area of dim light or darkness within 60 feet. The shadow he will appear from glows faintly red before he emerges.
  • Lacerate. The Red Graal makes an attack with Killer’s Knife
  • Whisper of the Graal (Costs 2 Actions).. One creature the Red Graal can see within 30 feet must succeed on a DC 13 Wisdom saving throw or take 5 (1d10) psychic damage and be frightened until the end of its next turn.

2 responses to “His Gospel Is Murder: Appendixes”

  1. […] Note: This Gazetter is meant to be used with the adventure His Gospel is Murder and His Gospel is Murder appendix. […]

    Like

  2. […] Note: This adventure is meant to be used with the Underberg Gazetter and His Gospel is Murder appendix. […]

    Like

Leave a comment