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<blockquote data-quote="Voadam" data-source="post: 4037327" data-attributes="member: 2209"><p><strong>Enkhidus</strong></p><p></p><p>Forlorn </p><p>Medium Outsider (Extraplanar) Hit Dice: 10d8+40 (85 hp) Initiative: +7 (+3 Dex, +4 Improved Initiative) Speed: 40 ft. (8 squares), fly 90 ft. (good) </p><p>AC: 27 (+3 Dex, +14 natural), touch 13, flatfooted 24 </p><p>Base Attack/Grapple: +10/+15 Attack: Bastard sword +15 melee (1d10+7/1920) or claw +15 melee (1d6+5) </p><p>Full Attack: Bastard sword +15/+10 melee (1d10+7/1920) and tail +10 melee touch (dismiss); or 2 claws +15 melee (1d6+5) and tail +10 melee touch (dismiss)</p><p>Space/Reach: 5 ft./5 ft. </p><p>Special Attacks: Aura of doubt, dismiss, spelllike abilities </p><p>Special Qualities: Damage reduction 10/magic, darkvision 60 ft., dispel, lowlight vision, immunity to acid, cold, disease, fire, petrification, and poison, resistance to electricity 10, spell resistance 25 </p><p>Saves: Fort +11, Ref +10, Will +11 </p><p>Abilities: Str 20, Dex 17, Con 19, Int 18, Wis 15, Cha 21 Skills: Balance +13, Bluff +16, Concentration +14, Diplomacy +20, Disguise +16, Escape Artist +13, Hide +13, Intimidate +17, Knowledge (the planes) +17, Listen +12, Move Silently +13, Search +14, Sense Motive +12, Spot +12, Swim +15 </p><p>Feats: Dodge, Flyby Attack, Improved Initiative, Iron Will Environment: Any Outer Plane Organization: Solitary Challenge Rating: 12 Treasure: Standard Alignment: Usually neutral Advancement: 11-16 HD (Medium); 17-24 HD (Large) </p><p></p><p>The solitary forlorn is the rare offspring of a celestial and a demon or a devil. It hails from the Outer Planes, however it has no plane to call its own. Forlorns spend their lives wandering the planes, searching vainly for a home, a cause, or something to belong to. However, due to their nature, they seem to never find whatever it is they seek. Forlorns are mistrusted by all other outsiders, and are rarely welcome in any Outer Plane. Many forlorn attempt to disguise themselves as one aspect of their nature or another, or as a mortal in order to survive. Forlorn are difficult to describe, as each one has a different mixture of divine and infernal features. A typical forlorn looks like a beautiful finefeatured human, with feathered bat wings, claws, and scaly armor partially covering much of their slender body. Forlorns always have a barbed tail with magical properties. While a forlorn has no interest in taking sides, it often acts to keep the balance of the planes. Frequently this means repelling invaders from where they don’t belong as well as sometimes helping out the underdog. Despite its efforts to help, a forlorn is generally not liked, even by those it protects. The nature of a forlorn seems to make most creatures feel uneasy around it, and forlorns generally cannot keep friends or companions around for long. The forlorn is typically the child of the fallen, although its wanderlust causes it to leave its parents at an early age. A forlorn typically speaks Infernal or Abyssal, as well as Celestial, Common, and one other language. Combat A forlorn has little interest in killing, but is motivated to send creatures back to their rightful places. If attacked, it defends itself to the best of its ability. If attacking, it uses its spells and powers to stop fights, to scare off invaders, and to dispel unnatural conditions. In melee, the forlorn attacks with its tail and sword, or its tail and claws if unarmed. A forlorn’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. </p><p></p><p>Aura of Doubt (Su): Any creature within 30 feet who sees the forlorn must succeed on a DC 20 Will save or become overcome with doubt in itself and in everything it believes in, forgetting its own alignment and abandoning its causes. Those affected stop what they are doing and become introspective and pensive, acting as if dazed. The effect lasts as long as the creatures remain in the area, and for 1d4+1 rounds after leaving the presence of the forlorn. This is a mindaffecting compulsion effect. The save DC is Charisma based. The forlorn can dismiss or create this aura as a standard action. </p><p></p><p>Dismiss (Su): If the tail of a forlorn strikes an extraplanar creature with the evil, good, lawful, or chaotic subtypes, the creature must succeed on a DC 20 Will save or be returned to its home plane. The save DC is Charismabased. </p><p></p><p>SpellLike Abilities: At will—detect chaos, detect evil, detect good, detect law, detect magic, fear (DC 19), remove fear; 3/day—confusion (DC 19), harm (DC 21), heal, wall of force; 1/day—bestow curse (DC 19), remove curse. Caster level 10th. The save DCs are Charismabased. Dispel Magic (Su): A forlorn can create a dispel magic effect (caster level 10th) from its tail at will. </p><p></p><p>Campaign The forlorn is an enigmatic creature, and can most easily be used as a mysterious reoccurring character. The forlorn may show up and save a group of adventurers at one point, and at another it may act to prevent them from achieving their goal. A forlorn makes an excellent double agent, working for both sides so that neither gains any ground for their cause. It is also possible that a forlorn shows up to help the characters when their world is invaded by creatures of the Outer Planes or to direct the party to foil the mission of an ash maiden.maiden should not be easy either; she should have loyal guards and henchmen ready at all times to defend her person. She is ruthless and persistent, not above seducing a man or two to make things go her way.</p></blockquote><p></p>
[QUOTE="Voadam, post: 4037327, member: 2209"] [b]Enkhidus[/b] Forlorn Medium Outsider (Extraplanar) Hit Dice: 10d8+40 (85 hp) Initiative: +7 (+3 Dex, +4 Improved Initiative) Speed: 40 ft. (8 squares), fly 90 ft. (good) AC: 27 (+3 Dex, +14 natural), touch 13, flatfooted 24 Base Attack/Grapple: +10/+15 Attack: Bastard sword +15 melee (1d10+7/1920) or claw +15 melee (1d6+5) Full Attack: Bastard sword +15/+10 melee (1d10+7/1920) and tail +10 melee touch (dismiss); or 2 claws +15 melee (1d6+5) and tail +10 melee touch (dismiss) Space/Reach: 5 ft./5 ft. Special Attacks: Aura of doubt, dismiss, spelllike abilities Special Qualities: Damage reduction 10/magic, darkvision 60 ft., dispel, lowlight vision, immunity to acid, cold, disease, fire, petrification, and poison, resistance to electricity 10, spell resistance 25 Saves: Fort +11, Ref +10, Will +11 Abilities: Str 20, Dex 17, Con 19, Int 18, Wis 15, Cha 21 Skills: Balance +13, Bluff +16, Concentration +14, Diplomacy +20, Disguise +16, Escape Artist +13, Hide +13, Intimidate +17, Knowledge (the planes) +17, Listen +12, Move Silently +13, Search +14, Sense Motive +12, Spot +12, Swim +15 Feats: Dodge, Flyby Attack, Improved Initiative, Iron Will Environment: Any Outer Plane Organization: Solitary Challenge Rating: 12 Treasure: Standard Alignment: Usually neutral Advancement: 11-16 HD (Medium); 17-24 HD (Large) The solitary forlorn is the rare offspring of a celestial and a demon or a devil. It hails from the Outer Planes, however it has no plane to call its own. Forlorns spend their lives wandering the planes, searching vainly for a home, a cause, or something to belong to. However, due to their nature, they seem to never find whatever it is they seek. Forlorns are mistrusted by all other outsiders, and are rarely welcome in any Outer Plane. Many forlorn attempt to disguise themselves as one aspect of their nature or another, or as a mortal in order to survive. Forlorn are difficult to describe, as each one has a different mixture of divine and infernal features. A typical forlorn looks like a beautiful finefeatured human, with feathered bat wings, claws, and scaly armor partially covering much of their slender body. Forlorns always have a barbed tail with magical properties. While a forlorn has no interest in taking sides, it often acts to keep the balance of the planes. Frequently this means repelling invaders from where they don’t belong as well as sometimes helping out the underdog. Despite its efforts to help, a forlorn is generally not liked, even by those it protects. The nature of a forlorn seems to make most creatures feel uneasy around it, and forlorns generally cannot keep friends or companions around for long. The forlorn is typically the child of the fallen, although its wanderlust causes it to leave its parents at an early age. A forlorn typically speaks Infernal or Abyssal, as well as Celestial, Common, and one other language. Combat A forlorn has little interest in killing, but is motivated to send creatures back to their rightful places. If attacked, it defends itself to the best of its ability. If attacking, it uses its spells and powers to stop fights, to scare off invaders, and to dispel unnatural conditions. In melee, the forlorn attacks with its tail and sword, or its tail and claws if unarmed. A forlorn’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Aura of Doubt (Su): Any creature within 30 feet who sees the forlorn must succeed on a DC 20 Will save or become overcome with doubt in itself and in everything it believes in, forgetting its own alignment and abandoning its causes. Those affected stop what they are doing and become introspective and pensive, acting as if dazed. The effect lasts as long as the creatures remain in the area, and for 1d4+1 rounds after leaving the presence of the forlorn. This is a mindaffecting compulsion effect. The save DC is Charisma based. The forlorn can dismiss or create this aura as a standard action. Dismiss (Su): If the tail of a forlorn strikes an extraplanar creature with the evil, good, lawful, or chaotic subtypes, the creature must succeed on a DC 20 Will save or be returned to its home plane. The save DC is Charismabased. SpellLike Abilities: At will—detect chaos, detect evil, detect good, detect law, detect magic, fear (DC 19), remove fear; 3/day—confusion (DC 19), harm (DC 21), heal, wall of force; 1/day—bestow curse (DC 19), remove curse. Caster level 10th. The save DCs are Charismabased. Dispel Magic (Su): A forlorn can create a dispel magic effect (caster level 10th) from its tail at will. Campaign The forlorn is an enigmatic creature, and can most easily be used as a mysterious reoccurring character. The forlorn may show up and save a group of adventurers at one point, and at another it may act to prevent them from achieving their goal. A forlorn makes an excellent double agent, working for both sides so that neither gains any ground for their cause. It is also possible that a forlorn shows up to help the characters when their world is invaded by creatures of the Outer Planes or to direct the party to foil the mission of an ash maiden.maiden should not be easy either; she should have loyal guards and henchmen ready at all times to defend her person. She is ruthless and persistent, not above seducing a man or two to make things go her way. [/QUOTE]
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