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Converting monsters from Tales From The Infinite Staircase
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<blockquote data-quote="Cleon" data-source="post: 6190626" data-attributes="member: 57383"><p><strong>Nightmare Rat Homebrew</strong></p><p></p><p><span style="font-size: 15px"><strong><em>Original Stats</em></strong></span></p><p>Like in the previous two dreams, a small hole in the wall can be found if the dreamer searches. This hole, about a foot in diameter, is near one corner of the room. Unlike the other holes, however, this one presents a danger, for a giant rat—particularly nasty and demonic in appearance—lives in the hole and lunges at anyone coming near. If the character puts her hand into the hole, the rat automatically bites the PC. If she merely comes close to the hole but remains near, the rat leaps out for a single attack (automatic surprise) and then retreats back into the hole. </p><p></p><p>The bite of this rat carries with a terrible sort of “mental poison.” If the victim fails a saving throw vs. poison after suffering a bite from the rat, the dreamer is suddenly presented with an image from one of her own personal nightmares. This should be treated as a <em>phantasmal killer</em> spell. If the dreamer dies as a result of the nightmare, she awakens in a cold sweat. The shock of dying, even in her dream, shakes the character to the point that any die roll she makes for the next day is modified against her favor by –1. If the character successfully disbelieves in the nightmare (as per <em>phantasmal killer</em>), she avoids the effect but then awakens.</p><p></p><p><span style="font-size: 12px"><strong>N</strong></span><strong>IGHTMARE RAT:</strong> AC 7; MV 15; HD 1; hp 8; THAC0 19; #AT 1; Dmg 1d3; SA Poisonous bite; SZ T (2’ long); ML unsteady (7); Int semi (2); AL NE; XP 35.</p><p></p><p><span style="font-size: 15px"><strong><em>Homebrew Conversion</em></strong></span></p><p></p><p><span style="color: #0000FF"><strong><span style="font-size: 15px">Nightmare Rat</span></strong></span></p><p><span style="color: #0000FF">Small Magical Beast</span></p><p><span style="color: #0000FF"><strong>Hit Dice:</strong> 1d10+2 (7 hp)</span></p><p><span style="color: #0000FF"><strong>Initiative:</strong> +3</span></p><p><span style="color: #0000FF"><strong>Speed:</strong> 40 ft. (8 squares), climb 20 ft.</span></p><p><span style="color: #0000FF"><strong>Armor Class:</strong> 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12</span></p><p><span style="color: #0000FF"><strong>Base Attack/Grapple:</strong> +1/–4</span></p><p><span style="color: #0000FF"><strong>Attack:</strong> Bite +5 melee (1d4–1 plus nightmare venom)</span></p><p><span style="color: #0000FF"><strong>Full Attack:</strong> Bite +5 melee (1d4–1 plus nightmare venom)</span></p><p><span style="color: #0000FF"><strong>Space/Reach:</strong> 5 ft./5 ft.</span></p><p><span style="color: #0000FF"><strong>Special Attacks:</strong> Nightmare venom</span></p><p><span style="color: #0000FF"><strong>Special Qualities:</strong> Dire, low-light vision, scent</span></p><p><span style="color: #0000FF"><strong>Saves:</strong> Fort +4, Ref +5, Will +4</span></p><p><span style="color: #0000FF"><strong>Abilities:</strong> Str 8, Dex 17, Con 14, Int 3, Wis 15, Cha 18</span></p><p><span style="color: #0000FF"><strong>Skills:</strong> Climb +11, Hide +8, Intimidate +8, Listen +5, Move Silently +4, Spot +5, Swim +11</span></p><p><span style="color: #0000FF"><strong>Feats:</strong> Alertness, Weapon Finesse<strong>ᴮ</strong></span></p><p><span style="color: #0000FF"><strong>Climate/Terrain:</strong> Astral Plane</span></p><p><span style="color: #0000FF"><strong>Organization:</strong> Solitary</span></p><p><span style="color: #0000FF"><strong>Challenge Rating:</strong> 1</span></p><p><span style="color: #0000FF"><strong>Treasure:</strong> None</span></p><p><span style="color: #0000FF"><strong>Alignment:</strong> Usually neutral evil</span></p><p><span style="color: #0000FF"><strong>Advancement:</strong> 2-3 HD (Small); 4-6 HD (Medium)</span></p><p><span style="color: #0000FF"><strong>Level Adjustment:</strong> —</span></p><p><span style="color: #0000FF"></span></p><p><span style="color: #0000FF"><em>Description</em></span></p><p><span style="color: #0000FF"></span></p><p><span style="color: #0000FF">Background???</span></p><p><span style="color: #0000FF"></span></p><p><span style="color: #0000FF">An average-sized nightmare rat is over 2 feet long and weighs about 10 pounds, but they can grow up to 4 feet long and more than 50 pounds.</span></p><p><span style="color: #0000FF"></span></p><p><span style="color: #0000FF"><strong>COMBAT</strong></span></p><p><span style="color: #0000FF">Tactics???</span></p><p><span style="color: #0000FF"></span></p><p><span style="color: #0000FF"><strong>Dire (Ex):</strong> A nightmare rat has all good saves.</span></p><p><span style="color: #0000FF"></span></p><p><span style="color: #0000FF"><strong>Nightmare Venom (Ex):</strong> Any creature bitten by a nightmare rat is infected with a horrifying “mental poison”. If the victim succeeds at a DC 16 Fortitude save they shrug off the poison and are merely shaken for 1 round. If they fail the Fort check, the victim starts suffering horrible hallucinations drawn from their own personal nightmares. These images are so terrifying the victim must succeed at a DC 16 Will save or be convinced that they’ve been killed by phantasmal horrors, which results in them falling unconscious for 1d6 rounds. The experience is so traumatic that a creature that believed it was “killed” by nightmare venom suffers a –1 morale penalty to all their actions for the next 24 hours.</span></p><p><span style="color: #0000FF"></span></p><p><span style="color: #0000FF">So convinced is the victim that they have died, that if they were using <em>astral projection</em> or a similar spirit-travel ability, their astral body will return to the physical body.</span></p><p><span style="color: #0000FF"></span></p><p><span style="color: #0000FF">Nightmare Venom is a mind-affecting fear effect. It is not a poison, so countermeasures against poison are useless against it. A <em>remove fear</em> spell grants a +4 morale bonus on saves against nightmare venom and will suppress the morale penalty its trauma causes, but only for the duration of the <em>remove fear</em>.</span></p><p><span style="color: #0000FF"></span></p><p><span style="color: #0000FF">The save DCs are Charisma-based and include a +2 racial bonus.</span></p><p><span style="color: #0000FF"></span></p><p><span style="color: #0000FF"><strong>Skills:</strong> Nightmare rats have a +4 racial bonus on Intimidate checks and a +8 racial bonus on Swim checks. Nightmare rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.</span></p><p><span style="color: #0000FF"></span></p><p><span style="color: #0000FF">Nightmare rats use their Dexterity modifier for Climb and Swim checks.</span></p><p></p><p><em>Originally appeared in Tales From the Infinite Staircase (1998) in Tale 6: The Dream Well</em>.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6190626, member: 57383"] [b]Nightmare Rat Homebrew[/b] [SIZE=4][B][I]Original Stats[/I][/B][/SIZE] Like in the previous two dreams, a small hole in the wall can be found if the dreamer searches. This hole, about a foot in diameter, is near one corner of the room. Unlike the other holes, however, this one presents a danger, for a giant rat—particularly nasty and demonic in appearance—lives in the hole and lunges at anyone coming near. If the character puts her hand into the hole, the rat automatically bites the PC. If she merely comes close to the hole but remains near, the rat leaps out for a single attack (automatic surprise) and then retreats back into the hole. The bite of this rat carries with a terrible sort of “mental poison.” If the victim fails a saving throw vs. poison after suffering a bite from the rat, the dreamer is suddenly presented with an image from one of her own personal nightmares. This should be treated as a [I]phantasmal killer[/I] spell. If the dreamer dies as a result of the nightmare, she awakens in a cold sweat. The shock of dying, even in her dream, shakes the character to the point that any die roll she makes for the next day is modified against her favor by –1. If the character successfully disbelieves in the nightmare (as per [I]phantasmal killer[/I]), she avoids the effect but then awakens. [SIZE=3][B]N[/B][/SIZE][B]IGHTMARE RAT:[/B] AC 7; MV 15; HD 1; hp 8; THAC0 19; #AT 1; Dmg 1d3; SA Poisonous bite; SZ T (2’ long); ML unsteady (7); Int semi (2); AL NE; XP 35. [SIZE=4][B][I]Homebrew Conversion[/I][/B][/SIZE] [COLOR=#0000FF][B][SIZE=4]Nightmare Rat[/SIZE][/B] Small Magical Beast [B]Hit Dice:[/B] 1d10+2 (7 hp) [B]Initiative:[/B] +3 [B]Speed:[/B] 40 ft. (8 squares), climb 20 ft. [B]Armor Class:[/B] 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 [B]Base Attack/Grapple:[/B] +1/–4 [B]Attack:[/B] Bite +5 melee (1d4–1 plus nightmare venom) [B]Full Attack:[/B] Bite +5 melee (1d4–1 plus nightmare venom) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Nightmare venom [B]Special Qualities:[/B] Dire, low-light vision, scent [B]Saves:[/B] Fort +4, Ref +5, Will +4 [B]Abilities:[/B] Str 8, Dex 17, Con 14, Int 3, Wis 15, Cha 18 [B]Skills:[/B] Climb +11, Hide +8, Intimidate +8, Listen +5, Move Silently +4, Spot +5, Swim +11 [B]Feats:[/B] Alertness, Weapon Finesse[B]ᴮ[/B] [B]Climate/Terrain:[/B] Astral Plane [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 1 [B]Treasure:[/B] None [B]Alignment:[/B] Usually neutral evil [B]Advancement:[/B] 2-3 HD (Small); 4-6 HD (Medium) [B]Level Adjustment:[/B] — [I]Description[/I] Background??? An average-sized nightmare rat is over 2 feet long and weighs about 10 pounds, but they can grow up to 4 feet long and more than 50 pounds. [B]COMBAT[/B] Tactics??? [B]Dire (Ex):[/B] A nightmare rat has all good saves. [B]Nightmare Venom (Ex):[/B] Any creature bitten by a nightmare rat is infected with a horrifying “mental poison”. If the victim succeeds at a DC 16 Fortitude save they shrug off the poison and are merely shaken for 1 round. If they fail the Fort check, the victim starts suffering horrible hallucinations drawn from their own personal nightmares. These images are so terrifying the victim must succeed at a DC 16 Will save or be convinced that they’ve been killed by phantasmal horrors, which results in them falling unconscious for 1d6 rounds. The experience is so traumatic that a creature that believed it was “killed” by nightmare venom suffers a –1 morale penalty to all their actions for the next 24 hours. So convinced is the victim that they have died, that if they were using [I]astral projection[/I] or a similar spirit-travel ability, their astral body will return to the physical body. Nightmare Venom is a mind-affecting fear effect. It is not a poison, so countermeasures against poison are useless against it. A [I]remove fear[/I] spell grants a +4 morale bonus on saves against nightmare venom and will suppress the morale penalty its trauma causes, but only for the duration of the [I]remove fear[/I]. The save DCs are Charisma-based and include a +2 racial bonus. [B]Skills:[/B] Nightmare rats have a +4 racial bonus on Intimidate checks and a +8 racial bonus on Swim checks. Nightmare rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Nightmare rats use their Dexterity modifier for Climb and Swim checks.[/COLOR] [I]Originally appeared in Tales From the Infinite Staircase (1998) in Tale 6: The Dream Well[/I]. [/QUOTE]
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