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Dog Moon's Creatures [Updated 10-05-13]
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<blockquote data-quote="Dog Moon" data-source="post: 3115260" data-attributes="member: 23023"><p><strong>Terra, Part 3</strong></p><p></p><p>How this creature came to be, not even Terra fully understands. While she wanted something to protect her tree, all she could create were animated animals. However, it seemed that the ground itself reacted to her desires and the evil within the land rose with the ground into a vaguely humanoid shape.</p><p></p><p>This Elemental has no name and in fact, Terra never speaks with it or really even thinks about it. It serves its purpose and only if it didn't would she have something to say to or about it. It hides in the ground, waiting for intruders, of which there are very few. Although intelligent, the Elemental does not have much of a personality. If it can even speak, Terra has no idea.</p><p></p><p>Okay, I think the only thing I did differently was not reduce the Elemental's stats as the Necromental says I'm supposed to do. I wanted an at least Average Intelligent creature instead of a virtually mindless creature [Went better with this idea, I think]. And I don't know if the Fast Healing of the Evolved Undead is technically supposed to stack with its original Fast Healing, but since there are a few Undead with that ability, I thought Evolved Undead should. Note: I used stuff from Libris Mortis, but I don't think you technically need the book cause I've detailed most of what it gets from the book. Also, the area the Elemental is supposed to protect is the Blighted Area which has enough bodies in it it could probably be considered as a crude graveyard.</p><p></p><p><span style="color: DeepSkyBlue">Evolved Necromental Earth Elemental, Elder Tomb Warden 3</span></p><p><span style="color: DeepSkyBlue">Size/Type:</span> Huge Elemental (Augmented, Earth, Extraplanar)</p><p><span style="color: DeepSkyBlue">Hit Dice:</span> 27d12 (246 hp)</p><p><span style="color: DeepSkyBlue">Initiative:</span> -1</p><p><span style="color: DeepSkyBlue">Speed:</span> 30 ft. (6 squares)</p><p><span style="color: DeepSkyBlue">Armor Class:</span> 25 (-2 size, -1 Dex, +18 natural), touch 7, flat-footed 25</p><p></p><p><span style="color: DeepSkyBlue">Base Attack/Grapple:</span> +21/+41</p><p><span style="color: DeepSkyBlue">Attack:</span> Slam +31 melee (2d10+12/19-20)</p><p><span style="color: DeepSkyBlue">Full Attack:</span> 2 slams +31 melee (2d10+12/19-20)</p><p><span style="color: DeepSkyBlue">Space/Reach:</span> 15 ft./15 ft.</p><p><span style="color: DeepSkyBlue">Special Attacks:</span> Create Spawn, Earth mastery, Energy drain, push</p><p><span style="color: DeepSkyBlue">Special Qualities:</span> Damage reduction 10/-, earth glide, darkvision 60 ft., elemental traits, fast healing 6, Power of the Dead, Positive Energy Resistance 10, Tomb Sense, Turn Immunity</p><p></p><p><span style="color: DeepSkyBlue">Saves:</span> Fort +17, Ref +8, Will +11</p><p><span style="color: DeepSkyBlue">Abilities:</span> Str 35, Dex 8, Con -, Int 10, Wis 11, Cha 14</p><p></p><p><span style="color: DeepSkyBlue">Skills:</span> Listen +30, Sense Motive +4, Spot +30</p><p></p><p><span style="color: DeepSkyBlue">Feats:</span> Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Improved Toughness, Iron Will, Positive Energy Resistance, Power Attack</p><p></p><p><span style="color: DeepSkyBlue">Environment:</span> Elemental Plane of Earth</p><p><span style="color: DeepSkyBlue">Organization:</span> Solitary</p><p><span style="color: DeepSkyBlue">Challenge Rating:</span> 17</p><p><span style="color: DeepSkyBlue">Treasure:</span> None</p><p><span style="color: DeepSkyBlue">Alignment:</span> Usually neutral</p><p><span style="color: DeepSkyBlue">Advancement:</span> 25-48 HD (Huge)</p><p><span style="color: DeepSkyBlue">Level Adjustment:</span> —</p><p></p><p><span style="color: DeepSkyBlue">Create Spawn (Su):</span> An elemental slain by a necromental's energy drain attack rises as a necromental 1d4 days after death.</p><p></p><p><span style="color: DeepSkyBlue">Energy Drain (Su):</span> Living creatures hit by a necromental's natural weapon attack gains one negative level. A necromental can use its energy drain ability once per round, regardless of the number of natural weapon attacks the necromental possesses. The save DC to remove the negative level 24 hours later is 10 + 1/2 the necromental's HD. When a necromental bestows a negative level on a victim, it gains 5 temporary hit points (10 on a critical hit). These temporary hit points last for up to 1 hour.</p><p></p><p><span style="color: DeepSkyBlue">Power o the Dead (Su):</span> While it is within the tomb, graveyard, or similar resting palce it protects, a 3rd-level tomb warden can call upon the spirits of the dead to gain insight from them. This ability requires only a free action to activate, and grants the tomb warden an insight bonus on attack rolls, damage rolls, and saving throws equal to its Charisma modifier (minimum +1). A tomb warden can use this ability once per day, and its effects last for 10 mins.</p><p></p><p><span style="color: DeepSkyBlue">Spell-Like Ability:</span> 1/day - Unholy Blight. Caster level 27.</p><p></p><p><span style="color: DeepSkyBlue">Tomb Sense (Su):</span> While it is within the tomb, graveyard, or similar resting place it protects, a tomb warden of 2nd level or higher automatically knows the precise location of all intruders within that tomb. This ability is similar to blindsense, except that it functions without regard to line of effect and its effect extends to every portion of the tomb.</p><p></p><p><span style="color: DeepSkyBlue">Turn Immunity (Ex):</span> As long as it is within the tomb, graveyard, or similar resting place that it protects, a tomb warden is immune to turning or rebuking attempts. It can still be bolstered as normal.</p><p></p><p><span style="color: DarkRed">Earth Elemental: Monster Manual</span></p><p><span style="color: DarkRed">Evolved Undead Template: Libris Mortis</span></p><p><span style="color: DarkRed">Necromental Template: Libris Mortis</span></p><p><span style="color: DarkRed">Tomb Warden PrC: Libris Mortis</span></p></blockquote><p></p>
[QUOTE="Dog Moon, post: 3115260, member: 23023"] [b]Terra, Part 3[/b] How this creature came to be, not even Terra fully understands. While she wanted something to protect her tree, all she could create were animated animals. However, it seemed that the ground itself reacted to her desires and the evil within the land rose with the ground into a vaguely humanoid shape. This Elemental has no name and in fact, Terra never speaks with it or really even thinks about it. It serves its purpose and only if it didn't would she have something to say to or about it. It hides in the ground, waiting for intruders, of which there are very few. Although intelligent, the Elemental does not have much of a personality. If it can even speak, Terra has no idea. Okay, I think the only thing I did differently was not reduce the Elemental's stats as the Necromental says I'm supposed to do. I wanted an at least Average Intelligent creature instead of a virtually mindless creature [Went better with this idea, I think]. And I don't know if the Fast Healing of the Evolved Undead is technically supposed to stack with its original Fast Healing, but since there are a few Undead with that ability, I thought Evolved Undead should. Note: I used stuff from Libris Mortis, but I don't think you technically need the book cause I've detailed most of what it gets from the book. Also, the area the Elemental is supposed to protect is the Blighted Area which has enough bodies in it it could probably be considered as a crude graveyard. [Color=DeepSkyBlue]Evolved Necromental Earth Elemental, Elder Tomb Warden 3 Size/Type:[/Color] Huge Elemental (Augmented, Earth, Extraplanar) [Color=DeepSkyBlue]Hit Dice:[/Color] 27d12 (246 hp) [Color=DeepSkyBlue]Initiative:[/Color] -1 [Color=DeepSkyBlue]Speed:[/Color] 30 ft. (6 squares) [Color=DeepSkyBlue]Armor Class:[/Color] 25 (-2 size, -1 Dex, +18 natural), touch 7, flat-footed 25 [Color=DeepSkyBlue]Base Attack/Grapple:[/Color] +21/+41 [Color=DeepSkyBlue]Attack:[/Color] Slam +31 melee (2d10+12/19-20) [Color=DeepSkyBlue]Full Attack:[/Color] 2 slams +31 melee (2d10+12/19-20) [Color=DeepSkyBlue]Space/Reach:[/Color] 15 ft./15 ft. [Color=DeepSkyBlue]Special Attacks:[/Color] Create Spawn, Earth mastery, Energy drain, push [Color=DeepSkyBlue]Special Qualities:[/Color] Damage reduction 10/-, earth glide, darkvision 60 ft., elemental traits, fast healing 6, Power of the Dead, Positive Energy Resistance 10, Tomb Sense, Turn Immunity [Color=DeepSkyBlue]Saves:[/Color] Fort +17, Ref +8, Will +11 [Color=DeepSkyBlue]Abilities:[/Color] Str 35, Dex 8, Con -, Int 10, Wis 11, Cha 14 [Color=DeepSkyBlue]Skills:[/Color] Listen +30, Sense Motive +4, Spot +30 [Color=DeepSkyBlue]Feats:[/Color] Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Improved Toughness, Iron Will, Positive Energy Resistance, Power Attack [Color=DeepSkyBlue]Environment:[/Color] Elemental Plane of Earth [Color=DeepSkyBlue]Organization:[/Color] Solitary [Color=DeepSkyBlue]Challenge Rating:[/Color] 17 [Color=DeepSkyBlue]Treasure:[/Color] None [Color=DeepSkyBlue]Alignment:[/Color] Usually neutral [Color=DeepSkyBlue]Advancement:[/Color] 25-48 HD (Huge) [Color=DeepSkyBlue]Level Adjustment:[/Color] — [Color=DeepSkyBlue]Create Spawn (Su):[/Color] An elemental slain by a necromental's energy drain attack rises as a necromental 1d4 days after death. [Color=DeepSkyBlue]Energy Drain (Su):[/Color] Living creatures hit by a necromental's natural weapon attack gains one negative level. A necromental can use its energy drain ability once per round, regardless of the number of natural weapon attacks the necromental possesses. The save DC to remove the negative level 24 hours later is 10 + 1/2 the necromental's HD. When a necromental bestows a negative level on a victim, it gains 5 temporary hit points (10 on a critical hit). These temporary hit points last for up to 1 hour. [Color=DeepSkyBlue]Power o the Dead (Su):[/Color] While it is within the tomb, graveyard, or similar resting palce it protects, a 3rd-level tomb warden can call upon the spirits of the dead to gain insight from them. This ability requires only a free action to activate, and grants the tomb warden an insight bonus on attack rolls, damage rolls, and saving throws equal to its Charisma modifier (minimum +1). A tomb warden can use this ability once per day, and its effects last for 10 mins. [Color=DeepSkyBlue]Spell-Like Ability:[/Color] 1/day - Unholy Blight. Caster level 27. [Color=DeepSkyBlue]Tomb Sense (Su):[/Color] While it is within the tomb, graveyard, or similar resting place it protects, a tomb warden of 2nd level or higher automatically knows the precise location of all intruders within that tomb. This ability is similar to blindsense, except that it functions without regard to line of effect and its effect extends to every portion of the tomb. [Color=DeepSkyBlue]Turn Immunity (Ex):[/Color] As long as it is within the tomb, graveyard, or similar resting place that it protects, a tomb warden is immune to turning or rebuking attempts. It can still be bolstered as normal. [Color=DarkRed]Earth Elemental: Monster Manual Evolved Undead Template: Libris Mortis Necromental Template: Libris Mortis Tomb Warden PrC: Libris Mortis[/Color] [/QUOTE]
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