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Ghoma, The Impure
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<blockquote data-quote="Beefermatic" data-source="post: 8768940" data-attributes="member: 6670757"><p><strong><span style="font-size: 22px">Ghoma Howler Alpha, CR 7</span></strong></p><p></p><p><span style="font-size: 18px"><em>A massive gorilla made of made of lava steps out from the pack of howlers towering above his kin. A stiff white mane surrounds it’s neck, chest and upper back, a mark of authority. It snarls and with a roar the other howlers leap to attack you. </em></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>XP</strong>: 3,200</span></p><p><span style="font-size: 18px"><strong>NE</strong> Large Outsider (Evil, Native, Qlippoth, Elemental, Ghoma) </span></p><p><span style="font-size: 18px"><strong>Init</strong> +7, <strong>Senses:</strong> Perception +13 (+21 vs scent based checks), Darkvision 60, Scent </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>Defense</u></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Hit Dice</strong>: 7d10, +42 Con, +7 Toughness (89 hp)</span></p><p><span style="font-size: 18px"><strong>AC:</strong> 24 ( +3 Dex, +12 Natural, -1 Size) Touch: 12, Flat Footed: 21 </span></p><p><span style="font-size: 18px"><strong>Fort </strong>+11,<strong> Ref</strong> +8, <strong>Will</strong> +6</span></p><p><span style="font-size: 18px"><strong>Defensive Abilities:</strong> Damage Reduction 10/Magic and Good, Spell Resistance 17, Immune: Critical Hits, Stunning, Precision Based Damage, Death by Massive Damage, Fire, Cold, Resist: Acid: 10, Electricity 10, Fast Healing 3</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>Offense</u></span></p><p><span style="font-size: 18px"><strong>Speed </strong>60ft, Climb 30ft</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Melee: </strong></span></p><p><span style="font-size: 18px"><em>2 Claws</em> 1d10+7 Bludgeoning +1d6 Fire x2 Crit, (+14/+14 Melee) and <em>Bite</em> 1d8+7 Piercing +1d6 Fire x2 Crit (+14 Melee)</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Ranged: </strong></span></p><p><span style="font-size: 18px"><em>Quills</em> 1d4+7 Piercing +1d4 Sharpness +1 bleed x3 Crit (+10 Ranged) 60ft range</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Special Attacks:</strong> Heat 1d6, Terrifying Appearance, Raging Blood, Howl, Grab, Leap, Spell Like abilities, Summon Ghoma, Mane of Quills, Command Howlers</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>Statistics</u></span></p><p><span style="font-size: 18px"><strong>Str</strong> 25 +7 </span></p><p><span style="font-size: 18px"><strong>Dex</strong> 16 +3</span></p><p><span style="font-size: 18px"><strong>Con</strong> 22 +6 </span></p><p><span style="font-size: 18px"><strong>Int </strong>5 -2 </span></p><p><span style="font-size: 18px"><strong>Wis</strong> 13 +1 </span></p><p><span style="font-size: 18px"><strong>Cha</strong> 14 +2</span></p><p><span style="font-size: 18px"><strong>Base attack</strong>+7;<strong> CMB</strong> +13; <strong>CMD</strong> 24</span></p><p><span style="font-size: 18px"><strong>Feats:</strong> Toughness, Dodge, Improved Initiative, Improved Grapple, Mighty Blow, Intimidating Prowess (b)</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Skills:</strong> Acrobatics +13, Climb +25, Intimidate +19, Perception +13, Sense Motive +11</span></p><p><span style="font-size: 18px">Racial: +8 Climb, +2 Perception, +2 Intimidate</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Languages:</strong> Abyssal,Telepathy 100 feet </span></p><p><span style="font-size: 18px"><strong>Special Qualities:</strong> Ghoma Traits, Elemental Traits, Olippoth Traits, Keen Senses</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>Ecology</u></span></p><p><span style="font-size: 18px"><strong>Environment:</strong> Subterranian, any land</span></p><p><span style="font-size: 18px"><strong>Organization:</strong> Solitary, Pair, or with Howlers: 1 Alpha+ 1d4+2 Howlers (Group), 1d4+1 Alphas +3d4+3 Howlers (Troop), 2d4+2 Alphas + 6d4+6 Howlers (Tribe), or 3d4+3 Alphas and 5d10+25 Howlers (Invasion)</span></p><p><span style="font-size: 18px"><strong>Treasure: </strong>None</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong><u>Special Abilities:</u></strong></span></p><p><span style="font-size: 18px"><strong></strong></span></p><p><span style="font-size: 18px"><strong>Ghoma Traits (Ex): </strong>The Ghoma count as Elementals and Qlippoth gaining the benefits of both subtypes simultaneously. (This grants Immunity to Cold, Fire, Mind Influencing Effects, Poison, Bleed, Paralysis, Sleep, Stunning, Critical Hits, Flanking, Precision Based effects (Like Sneak attack) and they do not need to breathe, eat or sleep. They also gain resistance 10 to Acid and Electricity)</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Terrifying Appearance (Su):</strong> Howler Alphas have a palpable aura of fear and authority, this causes humanoid foes to become shaken when looking upon the Alpha from 30 feet or closer. Humanoid foes must make a DC 13 Will Save or be Shaken for 7 minutes. A successful save reduces the effect to the Spooked status. Ghoma Howlers (excluding the Alpha themselves and other Alphas) gain a +2 Circumstance Bonus on the DCs of any Fear effect they produce. This is a Mind Influencing Fear Effect. (this ability replaces a base Qlippoth’s Horrific Appearance ability)</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Heat (Ex): </strong>The bodies of the Ghoma produce palpable heat capable of burning any foe or object that touches them. This deals 1d6 points of fire damage to any being the ghoma touches or who grapple with or inflict any unarmed attack on the ghoma. Any being affected by this ability must make a DC 20 Reflex Save or risk catching fire once per round they remain in contact, any unarmed attack the howler inflicts also deals this damage.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Raging Blood (Ex): </strong>Any successful melee attack upon the ghoma unleashes a spray of molten lava, a successful DC 20 Reflex save negates this damage. This affects all enemies in a 5 ft cone. Any being who fails the save takes 1d4 points of fire damage and risks catching on fire.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Howl (Ex): </strong>Ghoma Howlers can howl in a 60ft radius spread centered on the Ghoma causing a panic inducing fear. All enemies of 4th level or lower must make a DC 20 Will Save or be Terrified for 7 minutes fleeing at top speed away from the ghoma. Any being of over 4 HD or making a successful saving throw instead are shaken for 7 rounds. Beings of over 4 HD who make their save are instead Spooked for 7 rounds.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Leap (Ex): </strong>Ghoma Howlers can leap great distances being able to leap a distance equal to their base movement speed and can attack and move in the same motion allowing them to leap, attack, and end their round at the end of their leap distance.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Mane of Quills (Ex):</strong> Alpha Howlers have a mane of molecularly sharp selenite crystal quills growing from their necks, chests and backs. These quills break off when grappled or when the alpha takes damage from any unarmed melee attack dealing 1d4 piercing damage and 1 point of bleed damage. The base damage, not the bleed continues 1/ round dealing 1d4 precision based damage per round for 7 rounds or until the needles have been removed (DC 15 Heal Check or 1 point of magic healing) These quills can also be fired at enemies as a ranged attack with a x3 crit. 1d6 quills may be fired in this way per round but only 1 quill per opponent.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Command Howlers (Su</strong>): Alphas absolutely dominate their lesser cousins. All Ghoma Howlers (excluding Alphas) are treated as <em>Dominated</em> (as per Dominate Monster) by the Alpha while within 30ft of the Alpha. The Howler can then as a free action 1/ round command the Howlers to follow any specific action the Alpha wishes followed.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><em>Summon Ghoma:</em> The Ghoma Howler can attempt to summon 1d3+1 Howlers with a 70% chance of success 1/day</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><em><u>Spell Like Abilities:</u></em> DC 20, CL 7</span></p><p><span style="font-size: 18px"><u>At Will:</u> Spark, Orb of Fire, Burning Hands, Ant Haul</span></p><p><span style="font-size: 18px"><u>3/day:</u> Cause Fear, Jump, Expeditious Retreat, Bulls Strength, Scorching Ray</span></p><p><span style="font-size: 18px"><u>1/day:</u> Shatter, Fireball</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">(Orb of fire works exactly like Acid Orb but deals fire instead of acid damage)</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Keen Senses (Ex):</strong> Ghoma gain a +2 the Perception Checks</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Grab (Ex): </strong>Ghoma can attempt a grapple check after every unarmed attack without provoking an attack of opportunity, and may grapple a foe while not being considered grappled themselves at a -20 penalty.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Scent (Ex):</strong> The keen senses of the Ghoma grant them the ability to track a foes location by smell alone. This allows them to sense an opponent at 30 feet away (modified by wind) and grants them a +8 bonus on scent based perception checks.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Telepathy (Su):</strong> All ghoma can express thoughts to other beings</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong><u>Combat:</u></strong></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Howlers Alphas are bigger, nastier and more powerful than their smaller cousins and act as leaders of groups of normal Howlers. Though strong compared to a Howler, they’re still not much more than blunt force instruments of chaos and mayhem.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Howler Alphas fight much like their smaller brethren, beginning combat by Howling, chasing down those who flee, grabbing, beating and tearing apart any foe so affected.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">If met by a foe who resists they use their massive fists and teeth to savage their foes to death. If confronted by powerful enemies, they command their howlers to full on attack the threat until the foe is thoroughly distracted and flanked and then make use of spells or quills or if possible wade into melee.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">If forced into a ranged battle they use their quills to return fire or use spell like abilities like fireball or scorching ray to attack far off foes.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">They never flee from combat unless entirely unable to attack and unlike the standard Howler, they use their spell like abilities readily and constantly, though preferentially still prefer melee.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">If utterly overwhelmed they will summon more ghoma to their aid.</span></p></blockquote><p></p>
[QUOTE="Beefermatic, post: 8768940, member: 6670757"] [B][SIZE=6]Ghoma Howler Alpha, CR 7[/SIZE][/B] [SIZE=5][I]A massive gorilla made of made of lava steps out from the pack of howlers towering above his kin. A stiff white mane surrounds it’s neck, chest and upper back, a mark of authority. It snarls and with a roar the other howlers leap to attack you. [/I] [B]XP[/B]: 3,200 [B]NE[/B] Large Outsider (Evil, Native, Qlippoth, Elemental, Ghoma) [B]Init[/B] +7, [B]Senses:[/B] Perception +13 (+21 vs scent based checks), Darkvision 60, Scent [U]Defense[/U] [B]Hit Dice[/B]: 7d10, +42 Con, +7 Toughness (89 hp) [B]AC:[/B] 24 ( +3 Dex, +12 Natural, -1 Size) Touch: 12, Flat Footed: 21 [B]Fort [/B]+11,[B] Ref[/B] +8, [B]Will[/B] +6 [B]Defensive Abilities:[/B] Damage Reduction 10/Magic and Good, Spell Resistance 17, Immune: Critical Hits, Stunning, Precision Based Damage, Death by Massive Damage, Fire, Cold, Resist: Acid: 10, Electricity 10, Fast Healing 3 [U]Offense[/U] [B]Speed [/B]60ft, Climb 30ft [B]Melee: [/B] [I]2 Claws[/I] 1d10+7 Bludgeoning +1d6 Fire x2 Crit, (+14/+14 Melee) and [I]Bite[/I] 1d8+7 Piercing +1d6 Fire x2 Crit (+14 Melee) [B]Ranged: [/B] [I]Quills[/I] 1d4+7 Piercing +1d4 Sharpness +1 bleed x3 Crit (+10 Ranged) 60ft range [B]Special Attacks:[/B] Heat 1d6, Terrifying Appearance, Raging Blood, Howl, Grab, Leap, Spell Like abilities, Summon Ghoma, Mane of Quills, Command Howlers [U]Statistics[/U] [B]Str[/B] 25 +7 [B]Dex[/B] 16 +3 [B]Con[/B] 22 +6 [B]Int [/B]5 -2 [B]Wis[/B] 13 +1 [B]Cha[/B] 14 +2 [B]Base attack[/B]+7;[B] CMB[/B] +13; [B]CMD[/B] 24 [B]Feats:[/B] Toughness, Dodge, Improved Initiative, Improved Grapple, Mighty Blow, Intimidating Prowess (b) [B]Skills:[/B] Acrobatics +13, Climb +25, Intimidate +19, Perception +13, Sense Motive +11 Racial: +8 Climb, +2 Perception, +2 Intimidate [B]Languages:[/B] Abyssal,Telepathy 100 feet [B]Special Qualities:[/B] Ghoma Traits, Elemental Traits, Olippoth Traits, Keen Senses [U]Ecology[/U] [B]Environment:[/B] Subterranian, any land [B]Organization:[/B] Solitary, Pair, or with Howlers: 1 Alpha+ 1d4+2 Howlers (Group), 1d4+1 Alphas +3d4+3 Howlers (Troop), 2d4+2 Alphas + 6d4+6 Howlers (Tribe), or 3d4+3 Alphas and 5d10+25 Howlers (Invasion) [B]Treasure: [/B]None [B][U]Special Abilities:[/U] Ghoma Traits (Ex): [/B]The Ghoma count as Elementals and Qlippoth gaining the benefits of both subtypes simultaneously. (This grants Immunity to Cold, Fire, Mind Influencing Effects, Poison, Bleed, Paralysis, Sleep, Stunning, Critical Hits, Flanking, Precision Based effects (Like Sneak attack) and they do not need to breathe, eat or sleep. They also gain resistance 10 to Acid and Electricity) [B]Terrifying Appearance (Su):[/B] Howler Alphas have a palpable aura of fear and authority, this causes humanoid foes to become shaken when looking upon the Alpha from 30 feet or closer. Humanoid foes must make a DC 13 Will Save or be Shaken for 7 minutes. A successful save reduces the effect to the Spooked status. Ghoma Howlers (excluding the Alpha themselves and other Alphas) gain a +2 Circumstance Bonus on the DCs of any Fear effect they produce. This is a Mind Influencing Fear Effect. (this ability replaces a base Qlippoth’s Horrific Appearance ability) [B]Heat (Ex): [/B]The bodies of the Ghoma produce palpable heat capable of burning any foe or object that touches them. This deals 1d6 points of fire damage to any being the ghoma touches or who grapple with or inflict any unarmed attack on the ghoma. Any being affected by this ability must make a DC 20 Reflex Save or risk catching fire once per round they remain in contact, any unarmed attack the howler inflicts also deals this damage. [B]Raging Blood (Ex): [/B]Any successful melee attack upon the ghoma unleashes a spray of molten lava, a successful DC 20 Reflex save negates this damage. This affects all enemies in a 5 ft cone. Any being who fails the save takes 1d4 points of fire damage and risks catching on fire. [B]Howl (Ex): [/B]Ghoma Howlers can howl in a 60ft radius spread centered on the Ghoma causing a panic inducing fear. All enemies of 4th level or lower must make a DC 20 Will Save or be Terrified for 7 minutes fleeing at top speed away from the ghoma. Any being of over 4 HD or making a successful saving throw instead are shaken for 7 rounds. Beings of over 4 HD who make their save are instead Spooked for 7 rounds. [B]Leap (Ex): [/B]Ghoma Howlers can leap great distances being able to leap a distance equal to their base movement speed and can attack and move in the same motion allowing them to leap, attack, and end their round at the end of their leap distance. [B]Mane of Quills (Ex):[/B] Alpha Howlers have a mane of molecularly sharp selenite crystal quills growing from their necks, chests and backs. These quills break off when grappled or when the alpha takes damage from any unarmed melee attack dealing 1d4 piercing damage and 1 point of bleed damage. The base damage, not the bleed continues 1/ round dealing 1d4 precision based damage per round for 7 rounds or until the needles have been removed (DC 15 Heal Check or 1 point of magic healing) These quills can also be fired at enemies as a ranged attack with a x3 crit. 1d6 quills may be fired in this way per round but only 1 quill per opponent. [B]Command Howlers (Su[/B]): Alphas absolutely dominate their lesser cousins. All Ghoma Howlers (excluding Alphas) are treated as [I]Dominated[/I] (as per Dominate Monster) by the Alpha while within 30ft of the Alpha. The Howler can then as a free action 1/ round command the Howlers to follow any specific action the Alpha wishes followed. [I]Summon Ghoma:[/I] The Ghoma Howler can attempt to summon 1d3+1 Howlers with a 70% chance of success 1/day [I][U]Spell Like Abilities:[/U][/I] DC 20, CL 7 [U]At Will:[/U] Spark, Orb of Fire, Burning Hands, Ant Haul [U]3/day:[/U] Cause Fear, Jump, Expeditious Retreat, Bulls Strength, Scorching Ray [U]1/day:[/U] Shatter, Fireball (Orb of fire works exactly like Acid Orb but deals fire instead of acid damage) [B]Keen Senses (Ex):[/B] Ghoma gain a +2 the Perception Checks [B]Grab (Ex): [/B]Ghoma can attempt a grapple check after every unarmed attack without provoking an attack of opportunity, and may grapple a foe while not being considered grappled themselves at a -20 penalty. [B]Scent (Ex):[/B] The keen senses of the Ghoma grant them the ability to track a foes location by smell alone. This allows them to sense an opponent at 30 feet away (modified by wind) and grants them a +8 bonus on scent based perception checks. [B]Telepathy (Su):[/B] All ghoma can express thoughts to other beings [B][U]Combat:[/U][/B] Howlers Alphas are bigger, nastier and more powerful than their smaller cousins and act as leaders of groups of normal Howlers. Though strong compared to a Howler, they’re still not much more than blunt force instruments of chaos and mayhem. Howler Alphas fight much like their smaller brethren, beginning combat by Howling, chasing down those who flee, grabbing, beating and tearing apart any foe so affected. If met by a foe who resists they use their massive fists and teeth to savage their foes to death. If confronted by powerful enemies, they command their howlers to full on attack the threat until the foe is thoroughly distracted and flanked and then make use of spells or quills or if possible wade into melee. If forced into a ranged battle they use their quills to return fire or use spell like abilities like fireball or scorching ray to attack far off foes. They never flee from combat unless entirely unable to attack and unlike the standard Howler, they use their spell like abilities readily and constantly, though preferentially still prefer melee. If utterly overwhelmed they will summon more ghoma to their aid.[/SIZE] [/QUOTE]
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