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<blockquote data-quote="frankthedm" data-source="post: 4593572" data-attributes="member: 1164"><p><a href="http://img249.imageshack.us/img249/651/moonbeastcl1.jpg" target="_blank">[imagel]http://img249.imageshack.us/img249/651/moonbeastcl1.th.jpg[/imagel]</a> <strong>Dungeon magazine #83</strong> <u>Deep Freeze</u> by Cameron Widen has stats for the Farranth, who look a LOT like Lovecraftian Moon beasts. </p><p></p><p><em><a href="http://en.wikipedia.org/wiki/Moon_beast" target="_blank">Moon-beast - Wikipedia, the free encyclopedia</a></em></p><p><em></em></p><p><em>The moon-beasts sail black galleys between the moon and the Dreamlands, trading rubies for slaves and gold at the port of Dylath-Leen. When there, they employ the Men of Leng, disguised in turbans, as their go-betweens and stay hidden below deck, lest the merchants of Dylath-Leen learn the terrible secret of whom they are dealing.</em></p><p></p><p>Only thing was the Faranth had several odd issues or missing parts to their stat blocks. Also, they were kinda meaty along with being <u>dangerously</u> smart for a CR2. but this was the time ogres were CR2 as well.</p><p> </p><p> I've just done an update to 3.5 for them, filling in the missing parts and denoting what is bonus, along with trying to make their "grab" attack unique rather than just assume their tentacle attack was missing it's damage amount and was a normal improved grab attack.</p><p> [sblock=Faranth]</p><p> <strong>Size/Type: </strong> Large (long) aberration</p><p> <strong> Hit Dice: </strong> 4d8+8 (25 hp)</p><p> <strong> Initiative: </strong> +4</p><p> <strong> Speed: </strong> 20 ft. (4 squares), climb 20ft. Swim 10 ft.</p><p> <strong> Armor Class: </strong> 14 (+5 natural, -1 size), touch 12, flat-footed 14</p><p> <strong> Base Attack/Grapple: </strong> +3/+10</p><p> <strong> Attack: </strong> Tentacle +6 melee touch (Damage: grab) or Claw +4 melee (1d6+3) or Long spear +6 melee (2d6+4 x3)</p><p> <strong> Full Attack: </strong> Tentacle +6 melee touch (Damage: grab) and 2 Claws +4 melee (1d6+3) or Long spear +6 melee (2d6+4 x3) and Tentacle +4 melee touch (Damage: grab).</p><p> <strong> Space/Reach: </strong> 10 ft./5 ft.</p><p> <strong> Special Attacks: </strong> Faranth Grab</p><p> <strong> Special Qualities: </strong> Darkvision 60’ Unfathomable Perception</p><p> <strong> Saves: </strong> Fort +3, Ref +1, Will +8</p><p> <strong> Abilities: </strong> Str 16, Dex 10 Con 15, Int 20, Wis 15, Cha 10</p><p> <strong> Skills: </strong> Climb +11*, Craft(any) +8, Hide +5, Know (Engineering)+12, Know (Any) +9, Listen +11, move silently +7, Search +8, Sense motive +6, Spot +11, swim +11*. </p><p> <strong> Feats: </strong> Multiattack (1HD) Power attack (4HD), Alertness(b), Improved initiative(b), Iron will(B).</p><p> <strong> Environment: </strong> Black seas of infinity</p><p> <strong> Organization: </strong>Solitary, Pair, Company[5-8] or galley crew [7-12] and 10-20 Tieflings {men of Leng]</p><p> <strong> Challenge Rating: </strong> 3</p><p> <strong> Treasure: </strong> Standard (typically Rubies, Gold and slaves)</p><p> <strong> Alignment: </strong> Usually Lawful evil</p><p> <strong> Advancement: </strong> 5-10 HD Large, 11-18 huge</p><p> </p><p> Great purplish black slippery things with writhing vitals just beneath their skin. Though ever undulating, its principal shape is that of a sort of decapitated frog with a mass of long red tentacles vomited out from the neck hole as if bloody innards.</p><p> </p><p> <strong>Combat</strong></p><p> These aberrations, while not traditionally humanoid, are proficient with simple weapons and can wield them normally.</p><p> </p><p> <strong></strong></p><p><strong>Faranth Grab (Ex):</strong> If a faranth hits with its tentacles, it rolls an opposed grapple check as if it had successfully initiated a grapple attempt. If the Faranth wins the opposed grapple check, it can conduct the grapple normally, or it can dash the victim against the ground or other hard surface, dealing 2d6+3 damage as an immediate action. This ends the grapple prematurely and places the victim in a space adjacent to the faranth of the faranth's choosing. No AoOs are incurred by this victim's change of placement.</p><p> </p><p> <strong>Unfathomable Perception (Ex): </strong>These eyeless creatures perceive their surround in some manner mortals do not fully grasp. They cannot be blinded but otherwise are vulnerable to effects that work on sight, such as figments, glamors and patterns. This perception also grants them Alertness and Improved initiative as bonus feats</p><p> </p><p> Skills * faranth have a +2 racial bonus on Hide checks.</p><p> </p><p> A Faranth has a +8 racial bonus on any Swim or climb check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim or climb check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [/sblock] [sblock=Mature Faranth]</p><p><strong>Size/Type: </strong> Large (long) aberration</p><p><strong> Hit Dice: </strong> 8d8+24 (60 hp)</p><p><strong> Initiative: </strong> +4</p><p><strong> Speed: </strong> 20 ft. (4 squares), climb 20ft. Swim 10 ft.</p><p><strong> Armor Class: </strong> 14 (+5 natural, -1 size), touch 12, flat-footed 14</p><p><strong> Base Attack/Grapple: </strong> +6/+13</p><p><strong> Attack: </strong> Tentacle +9 melee touch (Damage: grab) or Claw +7 melee (1d6+3) or Long spear +9 melee (2d6+4 x3)</p><p><strong> Full Attack: </strong> Tentacle +9 melee touch (Damage: grab) and 2 Claws +7 melee (1d6+3) or Long spear +9/+4 melee (2d6+4 x3) and Tentacle +7 melee touch (Damage: grab).</p><p><strong> Space/Reach: </strong> 10 ft./5 ft.</p><p><strong> Special Attacks: </strong> Faranth Grab</p><p><strong> Special Qualities: </strong> Darkvision 60’, Unfathomable Perception</p><p><strong> Saves: </strong> Fort +5, Ref +2, Will +10</p><p><strong> Abilities: </strong> Str 16, Dex 10 Con 16, Int 20, Wis 15, Cha 10</p><p><strong> Skills: </strong> Climb +15*, Craft(any) +8, Hide +9, Know (Engineering)+16, Know (Any) +9, Listen +15, move silently +11, Search +13, Sense motive +6, Spot +15, swim +11*. </p><p><strong> Feats: </strong> Multiattack (1HD) Power attack (4HD), Alertness(b), Improved initiative(b), Iron will(B).</p><p><strong> Environment: </strong> Black seas of infinity</p><p><strong> Organization: </strong>Solitary, Pair, Company[5-8] or galley crew [7-12] and 10-20 Tieflings {men of Leng]</p><p><strong> Challenge Rating: </strong> 4</p><p><strong> Treasure: </strong> Standard (typically Rubies, Gold and slaves)</p><p><strong> Alignment: </strong> Usually Lawful evil</p><p><strong> Advancement: </strong> 5-10 HD Large, 11-18 huge</p><p></p><p>Great purplish black slippery things with writhing vitals just beneath their skin. Though ever undulating, its principal shape is that of a sort of decapitated frog with a mass of long red tentacles vomited out from the neck hole as if bloody innards.</p><p></p><p><strong>Combat</strong></p><p>These aberrations, while not traditionally humanoid, are proficient with simple weapons and can wield them normally.</p><p></p><p><strong>Faranth Grab (Ex):</strong> If a faranth hits with its tentacles, it rolls an opposed grapple check as if it had successfully initiated a grapple attempt. If the Faranth wins the opposed grapple check, it can conduct the grapple normally, or it can dash the victim against the ground or other hard surface, dealing 2d6+3 damage as an immediate action. This ends the grapple prematurely and places the victim in a space adjacent to the faranth of the faranth's choosing. No AoOs are incurred by this victim's change of placement.</p><p></p><p><strong>Unfathomable Perception (Ex): </strong>These eyeless creatures perceive their surround in some manner mortals do not fully grasp. They cannot be blinded but otherwise are vulnerable to effects that work on sight, such as figments, glamors and patterns. This perception also grants them Alertness and Improved initiative as bonus feats</p><p></p><p>Skills: Faranth have a +2 racial bonus on Hide checks.</p><p></p><p>Feats: Faranth have Iron will as a bonus feat.</p><p></p><p>A Faranth has a +8 racial bonus on any Swim or climb check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim or climb check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [/sblock]</p></blockquote><p></p>
[QUOTE="frankthedm, post: 4593572, member: 1164"] [URL="http://img249.imageshack.us/img249/651/moonbeastcl1.jpg"][imagel]http://img249.imageshack.us/img249/651/moonbeastcl1.th.jpg[/imagel][/URL] [B]Dungeon magazine #83[/B] [U]Deep Freeze[/U] by Cameron Widen has stats for the Farranth, who look a LOT like Lovecraftian Moon beasts. [I][URL="http://en.wikipedia.org/wiki/Moon_beast"]Moon-beast - Wikipedia, the free encyclopedia[/URL] The moon-beasts sail black galleys between the moon and the Dreamlands, trading rubies for slaves and gold at the port of Dylath-Leen. When there, they employ the Men of Leng, disguised in turbans, as their go-betweens and stay hidden below deck, lest the merchants of Dylath-Leen learn the terrible secret of whom they are dealing.[/I] Only thing was the Faranth had several odd issues or missing parts to their stat blocks. Also, they were kinda meaty along with being [U]dangerously[/U] smart for a CR2. but this was the time ogres were CR2 as well. I've just done an update to 3.5 for them, filling in the missing parts and denoting what is bonus, along with trying to make their "grab" attack unique rather than just assume their tentacle attack was missing it's damage amount and was a normal improved grab attack. [sblock=Faranth] [B]Size/Type: [/B] Large (long) aberration [B] Hit Dice: [/B] 4d8+8 (25 hp) [B] Initiative: [/B] +4 [B] Speed: [/B] 20 ft. (4 squares), climb 20ft. Swim 10 ft. [B] Armor Class: [/B] 14 (+5 natural, -1 size), touch 12, flat-footed 14 [B] Base Attack/Grapple: [/B] +3/+10 [B] Attack: [/B] Tentacle +6 melee touch (Damage: grab) or Claw +4 melee (1d6+3) or Long spear +6 melee (2d6+4 x3) [B] Full Attack: [/B] Tentacle +6 melee touch (Damage: grab) and 2 Claws +4 melee (1d6+3) or Long spear +6 melee (2d6+4 x3) and Tentacle +4 melee touch (Damage: grab). [B] Space/Reach: [/B] 10 ft./5 ft. [B] Special Attacks: [/B] Faranth Grab [B] Special Qualities: [/B] Darkvision 60’ Unfathomable Perception [B] Saves: [/B] Fort +3, Ref +1, Will +8 [B] Abilities: [/B] Str 16, Dex 10 Con 15, Int 20, Wis 15, Cha 10 [B] Skills: [/B] Climb +11*, Craft(any) +8, Hide +5, Know (Engineering)+12, Know (Any) +9, Listen +11, move silently +7, Search +8, Sense motive +6, Spot +11, swim +11*. [B] Feats: [/B] Multiattack (1HD) Power attack (4HD), Alertness(b), Improved initiative(b), Iron will(B). [B] Environment: [/B] Black seas of infinity [B] Organization: [/B]Solitary, Pair, Company[5-8] or galley crew [7-12] and 10-20 Tieflings {men of Leng] [B] Challenge Rating: [/B] 3 [B] Treasure: [/B] Standard (typically Rubies, Gold and slaves) [B] Alignment: [/B] Usually Lawful evil [B] Advancement: [/B] 5-10 HD Large, 11-18 huge Great purplish black slippery things with writhing vitals just beneath their skin. Though ever undulating, its principal shape is that of a sort of decapitated frog with a mass of long red tentacles vomited out from the neck hole as if bloody innards. [B]Combat[/B] These aberrations, while not traditionally humanoid, are proficient with simple weapons and can wield them normally. [B] Faranth Grab (Ex):[/B] If a faranth hits with its tentacles, it rolls an opposed grapple check as if it had successfully initiated a grapple attempt. If the Faranth wins the opposed grapple check, it can conduct the grapple normally, or it can dash the victim against the ground or other hard surface, dealing 2d6+3 damage as an immediate action. This ends the grapple prematurely and places the victim in a space adjacent to the faranth of the faranth's choosing. No AoOs are incurred by this victim's change of placement. [B]Unfathomable Perception (Ex): [/B]These eyeless creatures perceive their surround in some manner mortals do not fully grasp. They cannot be blinded but otherwise are vulnerable to effects that work on sight, such as figments, glamors and patterns. This perception also grants them Alertness and Improved initiative as bonus feats Skills * faranth have a +2 racial bonus on Hide checks. A Faranth has a +8 racial bonus on any Swim or climb check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim or climb check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [/sblock] [sblock=Mature Faranth] [B]Size/Type: [/B] Large (long) aberration [B] Hit Dice: [/B] 8d8+24 (60 hp) [B] Initiative: [/B] +4 [B] Speed: [/B] 20 ft. (4 squares), climb 20ft. Swim 10 ft. [B] Armor Class: [/B] 14 (+5 natural, -1 size), touch 12, flat-footed 14 [B] Base Attack/Grapple: [/B] +6/+13 [B] Attack: [/B] Tentacle +9 melee touch (Damage: grab) or Claw +7 melee (1d6+3) or Long spear +9 melee (2d6+4 x3) [B] Full Attack: [/B] Tentacle +9 melee touch (Damage: grab) and 2 Claws +7 melee (1d6+3) or Long spear +9/+4 melee (2d6+4 x3) and Tentacle +7 melee touch (Damage: grab). [B] Space/Reach: [/B] 10 ft./5 ft. [B] Special Attacks: [/B] Faranth Grab [B] Special Qualities: [/B] Darkvision 60’, Unfathomable Perception [B] Saves: [/B] Fort +5, Ref +2, Will +10 [B] Abilities: [/B] Str 16, Dex 10 Con 16, Int 20, Wis 15, Cha 10 [B] Skills: [/B] Climb +15*, Craft(any) +8, Hide +9, Know (Engineering)+16, Know (Any) +9, Listen +15, move silently +11, Search +13, Sense motive +6, Spot +15, swim +11*. [B] Feats: [/B] Multiattack (1HD) Power attack (4HD), Alertness(b), Improved initiative(b), Iron will(B). [B] Environment: [/B] Black seas of infinity [B] Organization: [/B]Solitary, Pair, Company[5-8] or galley crew [7-12] and 10-20 Tieflings {men of Leng] [B] Challenge Rating: [/B] 4 [B] Treasure: [/B] Standard (typically Rubies, Gold and slaves) [B] Alignment: [/B] Usually Lawful evil [B] Advancement: [/B] 5-10 HD Large, 11-18 huge Great purplish black slippery things with writhing vitals just beneath their skin. Though ever undulating, its principal shape is that of a sort of decapitated frog with a mass of long red tentacles vomited out from the neck hole as if bloody innards. [B]Combat[/B] These aberrations, while not traditionally humanoid, are proficient with simple weapons and can wield them normally. [B]Faranth Grab (Ex):[/B] If a faranth hits with its tentacles, it rolls an opposed grapple check as if it had successfully initiated a grapple attempt. If the Faranth wins the opposed grapple check, it can conduct the grapple normally, or it can dash the victim against the ground or other hard surface, dealing 2d6+3 damage as an immediate action. This ends the grapple prematurely and places the victim in a space adjacent to the faranth of the faranth's choosing. No AoOs are incurred by this victim's change of placement. [B]Unfathomable Perception (Ex): [/B]These eyeless creatures perceive their surround in some manner mortals do not fully grasp. They cannot be blinded but otherwise are vulnerable to effects that work on sight, such as figments, glamors and patterns. This perception also grants them Alertness and Improved initiative as bonus feats Skills: Faranth have a +2 racial bonus on Hide checks. Feats: Faranth have Iron will as a bonus feat. A Faranth has a +8 racial bonus on any Swim or climb check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim or climb check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [/sblock] [/QUOTE]
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