Alternate Traits and Actions
The following changes allow GMs to alter a dogmole or dogmole juggernaut without modifying its challenge rating. All references to dogmole in this section apply to both creatures unless otherwise specified.
Aberration Killer. It’s the plethora of aberrations in the Underworld that focuses a dogmole’s ire rather than wormlike creatures. The dogmole automatically detects all aberrations within 120 feet. This sense is blocked by 3 feet of wood, 1 foot of earth or stone, an inch of metal, or a thin sheet of lead. Additionally, when the dogmole hits an aberration, it gains advantage on its next attack against that target.
The dogmole loses its Wormkiller Rage trait.
Climber. The dogmole lives underground in chasms of stone. It has a climb speed of 20 feet.
The dogmole loses its burrowing speed and Burrow trait.
Frightful Roar (Recharge 5–6). The dogmole juggernaut bellows in pain and rage at its tormented existence. Each creature within 20 feet of the dogmole that can hear the roar must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature frightened this way must spend its turns trying to move as far away from the dogmole as it can. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. At the end of each of its turns and when it takes damage, the creature can repeat the saving throw, ending the effect on itself on a success.
The dogmole juggernaut loses its Ferocity trait.
Siege Monster. The dogmole juggernaut deals double damage to objects and structures.
The dogmole juggernaut loses its Powerful Build trait.
Derro Juggernaut Cavalier
Scars and open wounds cover this hulking derro. They sit in a saddle atop a similarly maimed quadruped.
From youth, derro juggernaut cavaliers spend their time training with their mounts, typically dogmole juggernauts. This training regimen includes the same exposure to raw chaos and torture the mounts endure, causing the cavaliers to grow prodigiously and enhance their rapport with their mounts.
Steadfast Rider. The horrific upbringing the cavalier and its mount undergo creates an unbreakable bond between the two. This serves them well in battle as the pair work silently in tandem to dispatch foes. As many derro commanders have learned to their peril, this shared connection causes the cavalier to violently disobey orders to purposely harm their mount.
Derro Juggernaut Cavalier
Medium Humanoid (Derro), Any Non-Good Alignment
Armor Class 16 (chain mail)
Hit Points 78 (12d6 + 36)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
17 (+3) | 12 (+1) | 16 (+3) | 10 (+0) | 9 (−1) | 13 (+1) |
Saving Throws Str +6
Skills Animal Handling +5, Athletics +6
Senses darkvision 120 ft., passive Perception 9
Languages Common, Dwarvish, Undercommon
Challenge 5 (1,800 XP) Proficiency Bonus +3
Hard Hitter. While mounted, the derro juggernaut cavalier has advantage on melee attack rolls against any unmounted creature that is smaller than their dogmole mount.
Magic Resistance. The juggernaut cavalier has advantage on saving throws against spells and other magical effects. If the cavalier is mounted, their mount also has advantage on its saving throws.
Mounted Charge. While mounted, if the juggernaut cavalier moves at least 10 feet straight toward a target and then hits it with a lance attack on the same turn, the target takes an extra 6 (1d12) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Quick Mounting. Mounting or dismounting the juggernaut cavalier’s mount costs only 5 feet of movement.
Relentless (Recharges after a Short or Long Rest). If the juggernaut cavalier takes 30 damage or less that would reduce it to 0 hp, they are reduced to 1 hp instead.
Sunlight Sensitivity. While in sunlight, the juggernaut cavalier has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.
ACTIONS
Multiattack. The juggernaut cavalier makes two Lance attacks or three Longsword attacks.
Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
REACTIONS
Evasive Maneuver. If the juggernaut cavalier’s mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if its fails.
Redirect Attack. If an attack targets the juggernaut cavalier’s mount, the cavalier can force the attack to target themselves instead.
New Magic Items and Spells
The following magic items and spells are inspired by the dogmole and dogmole juggernaut.
Dogmole Gloves
Wondrous Item, Uncommon
While you wear these brown, fur-covered gloves tipped with keratin claws, you gain a burrow speed of 10 feet. You can burrow through soft material like soil or loose rubble but not solid rock, leaving a usable tunnel with a diameter equal to your size.
Juggernaut Out of a Dogmole
5th-Level Transmutation | Ranger
Casting Time: 1 action
Range: Touch
Components: V, S, M (a dogmole juggernaut incisor)
Duration: Concentration, up to 1 hour
The beast companion you target with this spell doubles in size and becomes more ferocious. The target increases its size by one category, up to the maximum possible size in the space available. The target’s weapons enlarge with it, and its attacks with them deal 1d6 extra damage. The target also has advantage on Strength ability checks and saving throws and on Constitution saving throws. Additionally, the target gains temporary hit points equal to twice its Hit Dice. Finally, if the target takes 20 damage or less that would reduce it to 0 hit points, it is reduced instead to 1 hit point.
When the spell ends, the target loses any remaining temporary hit points form this spell. Additionally, the target spends 1 minute recovering from the transformation, during which its speed is halved, it takes a −2 to AC and Dexterity saving throws, and it can’t use reactions. It can use either an action or a bonus action, but not both, on its turn. It also can’t make more than one melee attack per turn during this recovery period.
Rage Mail
Armor (Chain Mail), Rare (Requires Attunement)
When you attune to this bloodstained suit of chain mail, various rings open and bite into your flesh, encouraging a quickness to anger. You gain advantage on Charisma (Intimidation) checks, but you have disadvantage on Charisma (Persuasion) checks while wearing the armor.
If you hit a target with a melee weapon, you can activate the rage mail as a reaction to grant you advantage on attack rolls against the same target for 1 minute or until the target is dead. You also have advantage on Strength ability checks and saving throws involving the target. Whenever you use this property of the armor again before taking a short or long rest, you gain one level of exhaustion.
Seething Hatred
2nd-Level Enchantment | Bard, Wizard
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A willing creature you touch becomes enraged with a particular creature within 120 feet that it can see. Until the spell ends, the target has advantage on attack rolls against that creature but has disadvantage on attack rolls against all others.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target becomes enraged with one additional creature for each slot level above 2nd.
Dogmole Adventure Hooks
- A dogmole juggernaut pursues a millitaur (see Tome of Beasts or substitute a giant wormlike creature) into a nearby village. If the dogmole is dispatched and the millitaur survives, the millitaur promises a favor to its rescuers, including free passage through its territory.
- A dwarf clan is expecting a shipment of dogmoles at their underground lair, but the shipment has been delayed overlong. Unknown to the dwarves, a pack of ghouls waylaid the caravan and killed the driver and guards. They now bicker about the fate of the dogmoles, which the ghouls find unpalatable. The dwarves hire adventurers to track down the shipment and return any living dogmoles from the shipment.
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Tome Unleashed is going back to where it all began, with Tome of Beasts. If you’ve got a favorite from that book, please let me know in the comments or elsewhere in the Kobold warrens, and I’ll make sure to add it to the queue.
The Tome Unleashed series fleshes out monsters from the Tome of Beasts, giving GMs ways to modify the existing monsters to surprise well-prepared players or to introduce monsters to a campaign.
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