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Fiends of Numer: All fiend thread
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<blockquote data-quote="G'baal" data-source="post: 464379" data-attributes="member: 7753"><p>The Telal - Psionic fiends that use their great powers of telepathy to spy on others minds.</p><p></p><p>The Telal (Numer'ri)</p><p>Medium sized Outsider (lawful, evil)</p><p>Hit Dice: 20d8+80 (294 hp)</p><p>Initiative: +9 (+5 Dex, +4 Improved intiative)</p><p>Speed: 40ft.</p><p>AC: +41 (+5 Dex, +22 Natural, +4 Inertial armor)</p><p>Attacks: 2 claws +25 melee, bite +22 melee; or tail +25 melee</p><p>Damage: claw 1d4+5, bite 1d6+2, tail 2d4+5 and poison</p><p>Face/Reach: 5ft. by 5ft./5ft.</p><p>Special attacks: Psionics, Spell-like abilities, Poison, Summon Numer'ri</p><p>Special Qualities: Damage Reduction 35/+4, SR 30, Numer'ri Qualities, Regeneration 10, Greater Telepathy, Shapechange</p><p>Saves: Fort +16, Ref +17, Will +21</p><p>Abilities: Str 14, Dex 20, Con 18, Int 25, Wis 28, Cha 30</p><p>Skills: Bluff +30, Diplomacy +30, Sense motive +29, Hide +25, Move silently +25, Gather information +30, Innuendo +27, Concentration +24, Intimidate +30, Search +27, Spot +29, Listen +29, Forgery +27, Disable device +27, Balance +25</p><p>Feats: Improved initiative, Psychoanalyst, Psychic inquisitor, Mental adversary, Inertial armor, Psionic focus (Telepathy)</p><p></p><p>Climate/Terrain: Any land or underground</p><p>Organization: Solitary, pair, cell (2-5), group (6-12); or army (13-20)</p><p>Challenge rating: 20</p><p>Treasure: Standard</p><p>Alignment: Always Lawful Evil</p><p>Advancement: By character class</p><p></p><p>The Telal are a cowardly psionic fiend who prefers to run than do battle. The Telal are not effective combatants but are employed by the fiend armies as spies. The Telal are often sent about in different guises to gather information that is relative to the fiends. In their natural form, Telal look like blue colored humaniods with the head of a beetle bearing curved horns and large clawed hands and feet. The Telal are particularily scrawny for fiends. Their might is not in brawn but rather in their great psionic abilities that far surpass that of other fiends.</p><p></p><p>COMBAT </p><p></p><p>The Telal fear combatand avoid it at all costs as they are weak and cowardly when attacked up close. If they have to fight they prefer fighting from a distance, using their powers to harm their enemies. In melee, they attack with what ever they can as they attempt to get out of range.</p><p></p><p>Psionics (Sp: At will - Daze, Telempathic projection, Sense link, Conceal thoughts, Charm person, Spider climb, Combat prescience, Detect thoughts, Inflict pain, Suggestion, Clairvoyance/ Clairaudience, Knock, False sensory input, Fate link</p><p>Nondetection, Crisis of breath, Ubiquitous vision, Mindwipe, Tailor memory, Amplified invisibility, Aura sight, Natural armor, Metafaculty, Mind probe, True seeing, Precognition, Mindblank, Foresight, Hypercognition, Teleport without error, Improved telekinesis, Aura alteration, Mass suggestion, Sheild of prudence 10/day - Ultrablast 3/day - Thrall</p><p>The base save is DC 20+power level (add +2 for telepathic powers)</p><p></p><p>Spell-like abilities (Sp: At will - Mislead, Veil, Mindfog, Greater dispelling, Insanity, Hold person, Darkness, Hypnotism, Sleep</p><p>The base save is DC 20+spell level</p><p></p><p>Poison (Ex): The poison is from the barbs on the tail of the Telal. The initial save is DC 16 or suffer 1d2 Constitution damage. The second save if failed results in 1 permanent Constitution drain and unconsciousness.</p><p></p><p>Summon Numer'ri (Su): 1/day the Telal may attempt to summon another Telal with a 50% chance of success. The Telal may also instead summon 1d4 Eyridan (Septiem) with a 75% chance of success.</p><p></p><p>Numer'ri Qualities (Ex): Telal are immune to poison, disease, and fire. They also have cold, electricity, and acid resistance 20. They can speak any language.</p><p></p><p>Regeneration 10 (Ex): The Telal can take 10 hit points of damage worth as subdual. This ability does not stack with the Telals damage reduction. Use either of them, which ever gives less damage. If the Telal loses a limb it will grow back in 3d6 minutes or will be instantaniously placed back on if the limb is held in place.</p><p></p><p>Greater Telepathy (Su): The Telal are reknowned for their great powers of telepathy. The Telal have telepathy and can speak with any creature at any distance...even across planes. The Telal may also have a number of conversations going on at the same time. This powerful connection with all other beings allows the Telal to manifest telepathic powers through the telepathic conncetion no matter where the being is. Some powerss that are used alot in this manner are Inflict pain, Detect thoughts (detects thoughts of the other being only), and Mind probe.</p><p></p><p>Shapechange (Ex): The Telal ahve mastered the psionic art of shapshifting and use it constantly to disguise themselves. The Telal may changes shape once every round as a free action and remain in this form indefinantley. They may revert back to their true forms as a free action.</p><p></p><p>The Telal as of the present: For the most part, the Telal are trapped within numer though there was a group of them that was a few armies of them that were trapped upon the world when the gates closed. The Telal armies met each other in secrecy and planned a way to survive yet be of some use. They split up into a numbr of cells and spread across the lands in many different disguises according to the places they were in. Some changed into animals while others changed into humans and bluffed there ways into high honors with the remaining peoples. The hidning Telals avoid people of high magic and psionic levels as they might be noticed for what they actually were...spying fiends. The left over Telal have spread all over the world in many different forms and are collecting information daily. The Telal are very hard to notice as they can take the form of anything...such as one that is disguised as a sentient sword. Anyways, if you want to go further with this...go ahead and let me know. Any toher fiends...post'em here.</p></blockquote><p></p>
[QUOTE="G'baal, post: 464379, member: 7753"] The Telal - Psionic fiends that use their great powers of telepathy to spy on others minds. The Telal (Numer'ri) Medium sized Outsider (lawful, evil) Hit Dice: 20d8+80 (294 hp) Initiative: +9 (+5 Dex, +4 Improved intiative) Speed: 40ft. AC: +41 (+5 Dex, +22 Natural, +4 Inertial armor) Attacks: 2 claws +25 melee, bite +22 melee; or tail +25 melee Damage: claw 1d4+5, bite 1d6+2, tail 2d4+5 and poison Face/Reach: 5ft. by 5ft./5ft. Special attacks: Psionics, Spell-like abilities, Poison, Summon Numer'ri Special Qualities: Damage Reduction 35/+4, SR 30, Numer'ri Qualities, Regeneration 10, Greater Telepathy, Shapechange Saves: Fort +16, Ref +17, Will +21 Abilities: Str 14, Dex 20, Con 18, Int 25, Wis 28, Cha 30 Skills: Bluff +30, Diplomacy +30, Sense motive +29, Hide +25, Move silently +25, Gather information +30, Innuendo +27, Concentration +24, Intimidate +30, Search +27, Spot +29, Listen +29, Forgery +27, Disable device +27, Balance +25 Feats: Improved initiative, Psychoanalyst, Psychic inquisitor, Mental adversary, Inertial armor, Psionic focus (Telepathy) Climate/Terrain: Any land or underground Organization: Solitary, pair, cell (2-5), group (6-12); or army (13-20) Challenge rating: 20 Treasure: Standard Alignment: Always Lawful Evil Advancement: By character class The Telal are a cowardly psionic fiend who prefers to run than do battle. The Telal are not effective combatants but are employed by the fiend armies as spies. The Telal are often sent about in different guises to gather information that is relative to the fiends. In their natural form, Telal look like blue colored humaniods with the head of a beetle bearing curved horns and large clawed hands and feet. The Telal are particularily scrawny for fiends. Their might is not in brawn but rather in their great psionic abilities that far surpass that of other fiends. COMBAT The Telal fear combatand avoid it at all costs as they are weak and cowardly when attacked up close. If they have to fight they prefer fighting from a distance, using their powers to harm their enemies. In melee, they attack with what ever they can as they attempt to get out of range. Psionics (Sp: At will - Daze, Telempathic projection, Sense link, Conceal thoughts, Charm person, Spider climb, Combat prescience, Detect thoughts, Inflict pain, Suggestion, Clairvoyance/ Clairaudience, Knock, False sensory input, Fate link Nondetection, Crisis of breath, Ubiquitous vision, Mindwipe, Tailor memory, Amplified invisibility, Aura sight, Natural armor, Metafaculty, Mind probe, True seeing, Precognition, Mindblank, Foresight, Hypercognition, Teleport without error, Improved telekinesis, Aura alteration, Mass suggestion, Sheild of prudence 10/day - Ultrablast 3/day - Thrall The base save is DC 20+power level (add +2 for telepathic powers) Spell-like abilities (Sp: At will - Mislead, Veil, Mindfog, Greater dispelling, Insanity, Hold person, Darkness, Hypnotism, Sleep The base save is DC 20+spell level Poison (Ex): The poison is from the barbs on the tail of the Telal. The initial save is DC 16 or suffer 1d2 Constitution damage. The second save if failed results in 1 permanent Constitution drain and unconsciousness. Summon Numer'ri (Su): 1/day the Telal may attempt to summon another Telal with a 50% chance of success. The Telal may also instead summon 1d4 Eyridan (Septiem) with a 75% chance of success. Numer'ri Qualities (Ex): Telal are immune to poison, disease, and fire. They also have cold, electricity, and acid resistance 20. They can speak any language. Regeneration 10 (Ex): The Telal can take 10 hit points of damage worth as subdual. This ability does not stack with the Telals damage reduction. Use either of them, which ever gives less damage. If the Telal loses a limb it will grow back in 3d6 minutes or will be instantaniously placed back on if the limb is held in place. Greater Telepathy (Su): The Telal are reknowned for their great powers of telepathy. The Telal have telepathy and can speak with any creature at any distance...even across planes. The Telal may also have a number of conversations going on at the same time. This powerful connection with all other beings allows the Telal to manifest telepathic powers through the telepathic conncetion no matter where the being is. Some powerss that are used alot in this manner are Inflict pain, Detect thoughts (detects thoughts of the other being only), and Mind probe. Shapechange (Ex): The Telal ahve mastered the psionic art of shapshifting and use it constantly to disguise themselves. The Telal may changes shape once every round as a free action and remain in this form indefinantley. They may revert back to their true forms as a free action. The Telal as of the present: For the most part, the Telal are trapped within numer though there was a group of them that was a few armies of them that were trapped upon the world when the gates closed. The Telal armies met each other in secrecy and planned a way to survive yet be of some use. They split up into a numbr of cells and spread across the lands in many different disguises according to the places they were in. Some changed into animals while others changed into humans and bluffed there ways into high honors with the remaining peoples. The hidning Telals avoid people of high magic and psionic levels as they might be noticed for what they actually were...spying fiends. The left over Telal have spread all over the world in many different forms and are collecting information daily. The Telal are very hard to notice as they can take the form of anything...such as one that is disguised as a sentient sword. Anyways, if you want to go further with this...go ahead and let me know. Any toher fiends...post'em here. [/QUOTE]
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