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Dog Moon's Creatures [Updated 10-05-13]
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<blockquote data-quote="Dog Moon" data-source="post: 3915933" data-attributes="member: 23023"><p><strong>Dis'Troewe</strong></p><p></p><p>Okay, I've had this creature somewhere around 7/8th done for a long time, so I don't really remember where I came up with this idea, but I like annoying little abilities like the Aura this guy has on him. I glanced over everything, but because there's a several month gap between the original work and my updates, it's possible something isn't quite right with the stats or something.</p><p></p><p>Anyway. The Feelings Never Die was just an added little bit of interest I had whilst updating it. The creature just sounded like it should be one of those which are difficult to kill not so much by a blunt object, but like the sort of horrors in horror films where you think you've killed the evil, but later find out that it took control of an ally or some little part of it survived and has come back to ruin your life.</p><p></p><p>While this creature I think was originally intended to be a somewhat buff leader, I think whenever I picture this scene, it's always more of a horror-ish feel to it, like a dark area with barely seen skeleton moving in almost near silence except for the slight rattling of the bones, their eyes glinting with a strange pang of dark emotion, their mouths opened in a silent scream as they surge forward towards you. In the midst of this foul group shambles forward the leader, a larger skeleton with shards of bone jutting outwards, its eyes two beams of red within the darkness. As the heroes are fighting the horde, one of their allies lets out a blood-curtling scream as the larger skeleton points a long, narrow finger at him. Shivers run down the backs of the others and the ally, knowing something bad is about to happen but unable to control himself turns, his eyes wide in horror with a strange mixture of hidden desire/distruct, and swings his blade.</p><p></p><p>Aaaaand, I could probably go on, but I won't. I think you get the idea. I think I've painted an interesting creature and representation, but the problem is that in dnd, the skeletons are something to be easily hacked through and the boss just another big creature.</p><p></p><p><span style="color: DeepSkyBlue">Dis'Troewe</span></p><p><span style="color: DeepSkyBlue">Size/Type: Large Undead (Extraplanar)</span></p><p><span style="color: DeepSkyBlue">Hit Dice:</span> 12d12+36 (147 hp)</p><p><span style="color: DeepSkyBlue">Initiative: </span> +0</p><p><span style="color: DeepSkyBlue">Speed: </span> 30 ft</p><p><span style="color: DeepSkyBlue">Armor Class: </span> 24 (-1 size, +15 natural), touch 9, flat-footed 24</p><p><span style="color: DeepSkyBlue">Base Attack/Grapple: </span> +6/+19</p><p><span style="color: DeepSkyBlue">Attack: </span> Claw +14 melee (1d8+9/19-20)</p><p><span style="color: DeepSkyBlue">Full Attack: </span> 2 claws +14 melee (1d8+9/19-20)</p><p><span style="color: DeepSkyBlue">Space/Reach: </span> 10 ft./10 ft.</p><p><span style="color: DeepSkyBlue">Special Attacks: </span> Aura of Anger, Traitorous Feelings, Vicious Aura</p><p><span style="color: DeepSkyBlue">Special Qualities: </span> Bony Body, Darkvision 60 ft, DR 5/bludgeoning, undead traits, Unholy Toughness</p><p><span style="color: DeepSkyBlue">Saves: </span> Fort +4, Ref +4, Will +11</p><p><span style="color: DeepSkyBlue">Abilities: </span> Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17</p><p><span style="color: DeepSkyBlue">Skills: </span> Climb +15, Concentration +18, Diplomacy +18, Jump +15, Listen +18, Move Silently +15, Search +10, Sense Motive +16, Spot +18</p><p><span style="color: DeepSkyBlue">Feats: </span> Extend Rage, Combat Expertise, Improved Critical, Leadership</p><p><span style="color: DeepSkyBlue">Environment: </span> Any</p><p><span style="color: DeepSkyBlue">Organization: </span> See Below</p><p><span style="color: DeepSkyBlue">Challenge Rating: </span> 11</p><p><span style="color: DeepSkyBlue">Treasure: </span> None</p><p><span style="color: DeepSkyBlue">Alignment: </span> Always neutral evil</p><p><span style="color: DeepSkyBlue">Advancement: </span> 13-24 HD (Large); 25-36 HD (Huge)</p><p><span style="color: DeepSkyBlue">Level Adjustment: </span>—</p><p></p><p>A large, gangly undead made of bones, these Dis'Troewes rise above the minions surrounding them. While at a distance these thin creatures seem like they should move fast, the truth is that their bones have hardened and many have lengthened or have grown in odd directions, frequently making movement difficult for them; thus, their low maneuverability.</p><p></p><p>Dis'Troewe have learned that while having numerous weaker minions is certainly useful, they cannot always protect against the stronger opponents. This is why they have learned to make deals with those who study the Undead arts or those who worship them. These people are most frequently hidden within the ranks of the weaker minions to add another element of surprise to their combat. They tend to prefer Evil Clerics who can bolster their Undead Minions.</p><p></p><p><span style="color: DeepSkyBlue">COMBAT</span></p><p><span style="color: DeepSkyBlue">Aura of Anger (Su): </span>All creatures within 30 feet of the Dis'Troewemust make a Will save DC 19 or become Enraged, treated as the Rage ability. Creatures who are already affected by the Vicious Aura make the save at a -2 penalty to this save. This can be activated one time per day and lasts for a number of rounds equal to 3 + the Dis'Troewe's Cha modifier. All feats which affect Rage affect this ability of all effected.</p><p></p><p><span style="color: DeepSkyBlue">Bony Body (Ex): </span>Due to their oddly shaped bodies because of how their bones have 'grown', it is difficult to strike Dis'Troewe without weapons. Any creature striking a Dis'Troewe with a natural weapon takes 1d6 points of piercing damage.</p><p></p><p><span style="color: DeepSkyBlue">Feelings Never Die (Su): </span>Anger, rage and distrust live within all living creatures. When a Dis'Troewe is killed, it may make a Will save DC equal to 10 + the damage dealt to mentally launch a small piece of it's bony body with said feelings into a living creature within 60 feet. The Dis'Troewe makes an attack roll with a bonus of +1 for every 5 that it beat the DC of the save. If the attack succeeds, the target takes 1 point of damage and now has a piece of Dis'Troewe within it's body. Although nothing shows immediately, the power of the bone is hard at work. Each week, the target must make a DC 19 Will save or succumb to the following effects:</p><p>1st failure: Gain the Ability to enter a Rage.</p><p>2nd failure: Gain Bleeding Weapon</p><p>3rd failure: Gain Improved Critical</p><p>4th failure: Turn on allies</p><p>The following roll is made only if the target has successfully killed it's allies or eluded them if the attempt failed.</p><p>5th failure: The bones step out of the targets's body, instantly killing it, and creating an entirely new Dis'Troewe.</p><p>Three successive saves moves the process down one step.</p><p></p><p><span style="color: DeepSkyBlue">Traitorous Feelings (Sp): </span>As a standard action, the Dis'Troewe can target a creature within 60 feet to become turned around mentally. Those who they thought were friends are treated as enemies and vice versa. Those who are affected by an Aura receive a -2 penalty on this save. Those are are inflicted with both Auras take a -5 penalty on this save.</p><p></p><p><span style="color: DeepSkyBlue">Unholy Toughness</span></p><p></p><p><span style="color: DeepSkyBlue">Vicious Aura (Su): </span>All creatures within 30 feet of the Dis'Troewe must make a Will save DC 19 or become more dangerous, hitting opponents where it counts. Those affected gain the benefits of the Improved Critical feat with any weapon they wield. Also, the wounds caused by their attacks continue to bleed for one damage per round until stopped by natural healing or magical healing. While this is a mind-affecting ability, Undead are still affected by this Aura and those within 30 feet of the Dis'Troewe are considered to always be affected by this Aura.</p></blockquote><p></p>
[QUOTE="Dog Moon, post: 3915933, member: 23023"] [b]Dis'Troewe[/b] Okay, I've had this creature somewhere around 7/8th done for a long time, so I don't really remember where I came up with this idea, but I like annoying little abilities like the Aura this guy has on him. I glanced over everything, but because there's a several month gap between the original work and my updates, it's possible something isn't quite right with the stats or something. Anyway. The Feelings Never Die was just an added little bit of interest I had whilst updating it. The creature just sounded like it should be one of those which are difficult to kill not so much by a blunt object, but like the sort of horrors in horror films where you think you've killed the evil, but later find out that it took control of an ally or some little part of it survived and has come back to ruin your life. While this creature I think was originally intended to be a somewhat buff leader, I think whenever I picture this scene, it's always more of a horror-ish feel to it, like a dark area with barely seen skeleton moving in almost near silence except for the slight rattling of the bones, their eyes glinting with a strange pang of dark emotion, their mouths opened in a silent scream as they surge forward towards you. In the midst of this foul group shambles forward the leader, a larger skeleton with shards of bone jutting outwards, its eyes two beams of red within the darkness. As the heroes are fighting the horde, one of their allies lets out a blood-curtling scream as the larger skeleton points a long, narrow finger at him. Shivers run down the backs of the others and the ally, knowing something bad is about to happen but unable to control himself turns, his eyes wide in horror with a strange mixture of hidden desire/distruct, and swings his blade. Aaaaand, I could probably go on, but I won't. I think you get the idea. I think I've painted an interesting creature and representation, but the problem is that in dnd, the skeletons are something to be easily hacked through and the boss just another big creature. [COLOR=DeepSkyBlue]Dis'Troewe Size/Type: Large Undead (Extraplanar) Hit Dice:[/COLOR] 12d12+36 (147 hp) [COLOR=DeepSkyBlue]Initiative: [/COLOR] +0 [COLOR=DeepSkyBlue]Speed: [/COLOR] 30 ft [COLOR=DeepSkyBlue]Armor Class: [/COLOR] 24 (-1 size, +15 natural), touch 9, flat-footed 24 [COLOR=DeepSkyBlue]Base Attack/Grapple: [/COLOR] +6/+19 [COLOR=DeepSkyBlue]Attack: [/COLOR] Claw +14 melee (1d8+9/19-20) [COLOR=DeepSkyBlue]Full Attack: [/COLOR] 2 claws +14 melee (1d8+9/19-20) [COLOR=DeepSkyBlue]Space/Reach: [/COLOR] 10 ft./10 ft. [COLOR=DeepSkyBlue]Special Attacks: [/COLOR] Aura of Anger, Traitorous Feelings, Vicious Aura [COLOR=DeepSkyBlue]Special Qualities: [/COLOR] Bony Body, Darkvision 60 ft, DR 5/bludgeoning, undead traits, Unholy Toughness [COLOR=DeepSkyBlue]Saves: [/COLOR] Fort +4, Ref +4, Will +11 [COLOR=DeepSkyBlue]Abilities: [/COLOR] Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17 [COLOR=DeepSkyBlue]Skills: [/COLOR] Climb +15, Concentration +18, Diplomacy +18, Jump +15, Listen +18, Move Silently +15, Search +10, Sense Motive +16, Spot +18 [COLOR=DeepSkyBlue]Feats: [/COLOR] Extend Rage, Combat Expertise, Improved Critical, Leadership [COLOR=DeepSkyBlue]Environment: [/COLOR] Any [COLOR=DeepSkyBlue]Organization: [/COLOR] See Below [COLOR=DeepSkyBlue]Challenge Rating: [/COLOR] 11 [COLOR=DeepSkyBlue]Treasure: [/COLOR] None [COLOR=DeepSkyBlue]Alignment: [/COLOR] Always neutral evil [COLOR=DeepSkyBlue]Advancement: [/COLOR] 13-24 HD (Large); 25-36 HD (Huge) [COLOR=DeepSkyBlue]Level Adjustment: [/COLOR]— A large, gangly undead made of bones, these Dis'Troewes rise above the minions surrounding them. While at a distance these thin creatures seem like they should move fast, the truth is that their bones have hardened and many have lengthened or have grown in odd directions, frequently making movement difficult for them; thus, their low maneuverability. Dis'Troewe have learned that while having numerous weaker minions is certainly useful, they cannot always protect against the stronger opponents. This is why they have learned to make deals with those who study the Undead arts or those who worship them. These people are most frequently hidden within the ranks of the weaker minions to add another element of surprise to their combat. They tend to prefer Evil Clerics who can bolster their Undead Minions. [COLOR=DeepSkyBlue]COMBAT Aura of Anger (Su): [/COLOR]All creatures within 30 feet of the Dis'Troewemust make a Will save DC 19 or become Enraged, treated as the Rage ability. Creatures who are already affected by the Vicious Aura make the save at a -2 penalty to this save. This can be activated one time per day and lasts for a number of rounds equal to 3 + the Dis'Troewe's Cha modifier. All feats which affect Rage affect this ability of all effected. [COLOR=DeepSkyBlue]Bony Body (Ex): [/COLOR]Due to their oddly shaped bodies because of how their bones have 'grown', it is difficult to strike Dis'Troewe without weapons. Any creature striking a Dis'Troewe with a natural weapon takes 1d6 points of piercing damage. [COLOR=DeepSkyBlue]Feelings Never Die (Su): [/COLOR]Anger, rage and distrust live within all living creatures. When a Dis'Troewe is killed, it may make a Will save DC equal to 10 + the damage dealt to mentally launch a small piece of it's bony body with said feelings into a living creature within 60 feet. The Dis'Troewe makes an attack roll with a bonus of +1 for every 5 that it beat the DC of the save. If the attack succeeds, the target takes 1 point of damage and now has a piece of Dis'Troewe within it's body. Although nothing shows immediately, the power of the bone is hard at work. Each week, the target must make a DC 19 Will save or succumb to the following effects: 1st failure: Gain the Ability to enter a Rage. 2nd failure: Gain Bleeding Weapon 3rd failure: Gain Improved Critical 4th failure: Turn on allies The following roll is made only if the target has successfully killed it's allies or eluded them if the attempt failed. 5th failure: The bones step out of the targets's body, instantly killing it, and creating an entirely new Dis'Troewe. Three successive saves moves the process down one step. [COLOR=DeepSkyBlue]Traitorous Feelings (Sp): [/COLOR]As a standard action, the Dis'Troewe can target a creature within 60 feet to become turned around mentally. Those who they thought were friends are treated as enemies and vice versa. Those who are affected by an Aura receive a -2 penalty on this save. Those are are inflicted with both Auras take a -5 penalty on this save. [COLOR=DeepSkyBlue]Unholy Toughness[/COLOR] [COLOR=DeepSkyBlue]Vicious Aura (Su): [/COLOR]All creatures within 30 feet of the Dis'Troewe must make a Will save DC 19 or become more dangerous, hitting opponents where it counts. Those affected gain the benefits of the Improved Critical feat with any weapon they wield. Also, the wounds caused by their attacks continue to bleed for one damage per round until stopped by natural healing or magical healing. While this is a mind-affecting ability, Undead are still affected by this Aura and those within 30 feet of the Dis'Troewe are considered to always be affected by this Aura. [/QUOTE]
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