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Ghoma, The Impure
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<blockquote data-quote="Beefermatic" data-source="post: 8773938" data-attributes="member: 6670757"><p><strong><span style="font-size: 22px">Ghoma Stinger, CR 9</span></strong></p><p></p><p></p><p><span style="font-size: 18px"><em>A manta ray like being made of cooling lava flies gracefully overhead. Streamer like tentacles trail behind it at the tips of it’s wings, and a long tail ending in a cruel glowing stinger follows in it’s wake</em></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>XP</strong>: 6,400</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> +10, <strong>Senses:</strong> Perception +19, Darkvision 120, Blindsense 30 ft</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>: 9d10, +54 Con (104 hp)</span></p><p><span style="font-size: 18px"><strong>AC:</strong> 28 ( +6 Dex, +1 Dodge, +12 Natural, -1 Size) Touch: 16, Flat Footed: 21 </span></p><p><span style="font-size: 18px"><strong>Fort </strong>+12,<strong> Ref</strong> +13, <strong>Will</strong> +9</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Defensive Abilities:</strong> Damage Reduction 10/Magic and Good, Spell Resistance 19, Immune: Critical Hits, Stunning, Precision Based Damage, Death by Massive Damage, Fire, Cold, Resist: Acid: 10, Electricity 20, Fast Healing 5</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>10 ft, 100ft Fly (Good)</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"><u>Full attack</u>: <em>2 Tentacles</em> (+15/+15 melee) and <em>Bite</em> (+15 Melee) and <em>Sting</em> (+17 Melee) or <em>Stinger</em> (+17 Ranged)</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><em>2 tentacles</em> 1d6+6 Slashing +2d6 Fire x2 Crit, (+15/+15 Melee 15 ft reach) </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><em>Bite</em> 1d10+6 Piercing +2d6 Fire x2 Crit (+15 Melee)</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><em>Sting</em> 1d10+6 Piercing +2 Magic +2d6 Fire x3 Crit +Poison (+17 Melee 20 ft reach)</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>Stinger</em> 1d10+6 Piercing +2 Magic +Poison x3 Crit (+17 Ranged) 120ft range</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Special Attacks:</strong> Heat 2d6, Terrifying Appearance, Raging Blood, Sonic Blast, Grab, Spell Like abilities, Summon Ghoma, Magic Stinger, Lesser Ghomic Cloud</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> 22 +6 </span></p><p><span style="font-size: 18px"><strong>Dex</strong> 22 +6</span></p><p><span style="font-size: 18px"><strong>Con</strong> 21 +5 </span></p><p><span style="font-size: 18px"><strong>Int </strong>11 +0</span></p><p><span style="font-size: 18px"><strong>Wis</strong> 14 +2 </span></p><p><span style="font-size: 18px"><strong>Cha</strong> 15 +2</span></p><p><span style="font-size: 18px"><strong>Base attack</strong>+9;<strong> CMB</strong> +19; <strong>CMD</strong> 35</span></p><p><span style="font-size: 18px"><strong>Feats:</strong> Hover, Dodge, Improved Initiative, Improved Grapple, Flyby Attack, Intimidating Prowess (b), Skill Focus Perception</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Skills:</strong> Fly +26, Intimidate +25, Perception +19, Sense Motive +14, Swim +18</span></p><p><span style="font-size: 18px">Racial: +8 Fly, +4 Perception, +6 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, Greater 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, Sky</span></p><p><span style="font-size: 18px"><strong>Organization:</strong> Solitary, Pair, 1d4+2 Wave, 3d4+3 Flight, 6d4+6 Murder</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Treasure: </strong>Magic Stinger (+2 Poisoned Spear)</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> Stingers have a palpable aura of fear and panic, this causes humanoid foes to become shaken when looking upon the Stinger from 120 feet or closer. Humanoid foes of less than 2 HD must must make a DC 17 Will Save or be Panicked for 9 minutes, Humanoids of 2 HD or more are instead Shaken for 9 minutes. A successful save reduces the effect to the Spooked status. Ghoma (excluding the Stinger themselves) 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, the DC is Cha based)</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 2d6 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 Stinger inflicts also deals this damage, this is a Con based save.</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 and clashing electricity, 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 1d4 points of electricity damage, and risks catching on fire. This save is Con based</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Sonic Blast (Ex): </strong>Stingers can release a blast of sonic energy in an 80ft cone, a 160 ft line or a ranged touch attack with a long range, All enemies caught within the blast must make a DC 20 Fort Save or take 5d4 Sonic damage and be deafened for 9 rounds, a successful save negates the deafening effect and reduces the damage by half. Any foe hit by the ranged touch attack version of this ability takes full damage and is deafened for 9 rounds without a save allowed. This ability may be used once every 1d4+1 rounds. The DC is Con based.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong> Magic Stinger (Su): </strong>Ghoma Stingers have a magic stinger at the end of their long tails which are always treated as +2 magic weapons. This deals additional enchantment damage and is treated as evil and magic for purposes of breaking damage reduction. If destroyed the stinger can be harvested and can be shaped into blades, knives, arrows etc, or can be used as is as a spear.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">This Stinger is always coated in a deadly poison that saps strength and paralyzes foes. Any foe reduced to 0 strength immediately begins suffocating as their lungs are effectively paralyzed.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong> <em>Ghoma’s Sting</em></strong><em>—</em>injury; <em>save</em> DC 20; <em>frequency</em> 1/round for 6 rounds; <em>effect</em> 1d4 Str and Paralysis for 1d6+5 rds.; <em>cure</em> 2 consecutive saves.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">This stinger can be fired once per round as a standard action, once fired, the stinger turns to stone and both it’s poison and magic only persist for that round (The poison still works normally and lasts it’s proper time but the stone stinger becomes inert)</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Lesser Ghomic Cloud (Su): </strong>A black cloud like haze follows Ghoma Stingers wherever they fly. This effect is mainly seen high above thousands of feet in the sky and initially simply looks like a minor haze over the sky, looking perhaps like the effects of smoke in the atmosphere from a forest fire, however, as more and more Stingers congregate (10 or more) the localized area above them becomes tainted with thick black clouds with occasional red bolts of lightning, that rain a weak blood like acid down upon the ground below. This kills all plant life and taints water supplies and rivers causing mass loss of wildlife and sickness, this causes the disease <em>Firegut, </em>and deals 1 point of acid damage to any being drinking the tainted water or who remain in the area for more than 1 day.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong> <em>Firegut</em></strong></span></p><p><span style="font-size: 18px"> Though less extreme than true dysentery, this disease is characterized by occasional vomiting of burning bile. It is extremely tenacious.</span></p><p><span style="font-size: 18px"><strong> Type</strong> disease, ingested or injury; <strong>Save</strong> Fort DC 20</span></p><p><span style="font-size: 18px"><strong> Onset</strong> 1 day; <strong>Frequency</strong> 1/day</span></p><p><span style="font-size: 18px"><strong> Effect</strong> target is staggered; <strong>Cure</strong> 3 consecutive saves</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><em>Summon Ghoma:</em> The Ghoma Stinger can attempt to summon 2d3 Howlers + 1 Howler Alpha, or 1 Stinger 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 9</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>At Will:</u> Spark, Orb of Fire, Burning Hands, Hydraulic Push, Jolt, Drench, Windwall, Fog Cloud, Gust of Wind, Whispering Wind</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>3/day:</u> Expeditious Retreat, Fireball, Aqueous Orb, Lightning Bolt, Call Lightning, Shout</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>1/day:</u> Shatter, Dispel Magic, Call Lightning Storm, Control Winds</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>Greater Keen Senses (Ex):</strong> Ghoma Stingers gain a +4 to Perception Checks</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Grab (Ex): </strong>Ghoma Stingers 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>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>Hover:</strong> Ghoma Stingers can hover in place with a fly check</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Flyby Attack:</strong> Ghoma Stingers may move, attack, and move again so as long as it is not more than their movement speed and done in flight</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Blindsense (Ex):</strong> Ghoma Stingers can feel subtle air vibrations around them allowing them to be aware of the presence, general size, and position of any being within 30 feet of them.</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">Ghoma Stingers are the first truly powerful ghoma, a large step up from the Howlers, these manta ray like entities work as command and control units watching a situation from above and commanding howlers and lesser Qlippoth and Ghoma from above. They speak to and command from a distance to other Ghoma with the use of Whispering Wind and if near them inaudible whispering can generally be heard, if somehow intercepted this whispering is always in the Ghoma’s native Abyssal.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Large and foreboding, these beings float in gracefully and in small groups and will generally unleash hurricane force winds upon any settlement or humanoid encampment to sow chaos and open up vulnerabilities. They’ll allow their Howlers to further this effect and will launch blasts of sonic damage or fire their stingers down upon high value targets. They make full use of their plethora of spell like abilities, speed and flight and will generally stay far out of reach of foes and lob fireballs, aqueous orbs, and call lightning bolts upon any foe who dare challenge them and will use windwalls to protect themselves from return fire. If enough stingers gather they’ll use their Lesser Ghomic Cloud ability to rain disease and acid upon everything for miles, killing the landscape and causing a localized Firegut epidemic.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">If drawn into melee they will grapple a foe with their long tentacles and attempt to sting them repeatedly, once their paralytic poison has taken effect they pull foes in and repeatedly bite them or fly high into the air and repeatedly drop them. They’ll repeatedly sting foes to keep the paralysis up and just kill foes at their leisure.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">If overwhelmed or grounded somehow, they call in additional Ghoma with their Summon Ghoma power, and attempt to use said Ghoma to free them or fight on their behalf as they attempt to gain distance. If cornered or unable to flee they fight to the death.</span></p></blockquote><p></p>
[QUOTE="Beefermatic, post: 8773938, member: 6670757"] [B][SIZE=6]Ghoma Stinger, CR 9[/SIZE][/B] [SIZE=5][I]A manta ray like being made of cooling lava flies gracefully overhead. Streamer like tentacles trail behind it at the tips of it’s wings, and a long tail ending in a cruel glowing stinger follows in it’s wake[/I] [B]XP[/B]: 6,400 [B]NE[/B] Large Outsider (Evil, Native, Qlippoth, Elemental, Ghoma) [B]Init[/B] +10, [B]Senses:[/B] Perception +19, Darkvision 120, Blindsense 30 ft [U]Defense[/U] [B]Hit Dice[/B]: 9d10, +54 Con (104 hp) [B]AC:[/B] 28 ( +6 Dex, +1 Dodge, +12 Natural, -1 Size) Touch: 16, Flat Footed: 21 [B]Fort [/B]+12,[B] Ref[/B] +13, [B]Will[/B] +9 [B]Defensive Abilities:[/B] Damage Reduction 10/Magic and Good, Spell Resistance 19, Immune: Critical Hits, Stunning, Precision Based Damage, Death by Massive Damage, Fire, Cold, Resist: Acid: 10, Electricity 20, Fast Healing 5 [U]Offense[/U] [B]Speed [/B]10 ft, 100ft Fly (Good) [B]Melee: [/B] [U]Full attack[/U]: [I]2 Tentacles[/I] (+15/+15 melee) and [I]Bite[/I] (+15 Melee) and [I]Sting[/I] (+17 Melee) or [I]Stinger[/I] (+17 Ranged) [I]2 tentacles[/I] 1d6+6 Slashing +2d6 Fire x2 Crit, (+15/+15 Melee 15 ft reach) [I]Bite[/I] 1d10+6 Piercing +2d6 Fire x2 Crit (+15 Melee) [I]Sting[/I] 1d10+6 Piercing +2 Magic +2d6 Fire x3 Crit +Poison (+17 Melee 20 ft reach) [B]Ranged: [/B] [I]Stinger[/I] 1d10+6 Piercing +2 Magic +Poison x3 Crit (+17 Ranged) 120ft range [B]Special Attacks:[/B] Heat 2d6, Terrifying Appearance, Raging Blood, Sonic Blast, Grab, Spell Like abilities, Summon Ghoma, Magic Stinger, Lesser Ghomic Cloud [U]Statistics[/U] [B]Str[/B] 22 +6 [B]Dex[/B] 22 +6 [B]Con[/B] 21 +5 [B]Int [/B]11 +0 [B]Wis[/B] 14 +2 [B]Cha[/B] 15 +2 [B]Base attack[/B]+9;[B] CMB[/B] +19; [B]CMD[/B] 35 [B]Feats:[/B] Hover, Dodge, Improved Initiative, Improved Grapple, Flyby Attack, Intimidating Prowess (b), Skill Focus Perception [B]Skills:[/B] Fly +26, Intimidate +25, Perception +19, Sense Motive +14, Swim +18 Racial: +8 Fly, +4 Perception, +6 Intimidate [B]Languages:[/B] Abyssal, Telepathy 100 feet [B]Special Qualities:[/B] Ghoma Traits, Elemental Traits, Olippoth Traits, Greater Keen Senses [U]Ecology[/U] [B]Environment:[/B] Subterranian, Sky [B]Organization:[/B] Solitary, Pair, 1d4+2 Wave, 3d4+3 Flight, 6d4+6 Murder [B]Treasure: [/B]Magic Stinger (+2 Poisoned Spear) [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] Stingers have a palpable aura of fear and panic, this causes humanoid foes to become shaken when looking upon the Stinger from 120 feet or closer. Humanoid foes of less than 2 HD must must make a DC 17 Will Save or be Panicked for 9 minutes, Humanoids of 2 HD or more are instead Shaken for 9 minutes. A successful save reduces the effect to the Spooked status. Ghoma (excluding the Stinger themselves) 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, the DC is Cha based) [B]Heat (Ex): [/B]The bodies of the Ghoma produce palpable heat capable of burning any foe or object that touches them. This deals 2d6 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 Stinger inflicts also deals this damage, this is a Con based save. [B]Raging Blood (Ex): [/B]Any successful melee attack upon the ghoma unleashes a spray of molten lava and clashing electricity, 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 1d4 points of electricity damage, and risks catching on fire. This save is Con based [B]Sonic Blast (Ex): [/B]Stingers can release a blast of sonic energy in an 80ft cone, a 160 ft line or a ranged touch attack with a long range, All enemies caught within the blast must make a DC 20 Fort Save or take 5d4 Sonic damage and be deafened for 9 rounds, a successful save negates the deafening effect and reduces the damage by half. Any foe hit by the ranged touch attack version of this ability takes full damage and is deafened for 9 rounds without a save allowed. This ability may be used once every 1d4+1 rounds. The DC is Con based. [B] Magic Stinger (Su): [/B]Ghoma Stingers have a magic stinger at the end of their long tails which are always treated as +2 magic weapons. This deals additional enchantment damage and is treated as evil and magic for purposes of breaking damage reduction. If destroyed the stinger can be harvested and can be shaped into blades, knives, arrows etc, or can be used as is as a spear. This Stinger is always coated in a deadly poison that saps strength and paralyzes foes. Any foe reduced to 0 strength immediately begins suffocating as their lungs are effectively paralyzed. [B] [I]Ghoma’s Sting[/I][/B][I]—[/I]injury; [I]save[/I] DC 20; [I]frequency[/I] 1/round for 6 rounds; [I]effect[/I] 1d4 Str and Paralysis for 1d6+5 rds.; [I]cure[/I] 2 consecutive saves. This stinger can be fired once per round as a standard action, once fired, the stinger turns to stone and both it’s poison and magic only persist for that round (The poison still works normally and lasts it’s proper time but the stone stinger becomes inert) [B]Lesser Ghomic Cloud (Su): [/B]A black cloud like haze follows Ghoma Stingers wherever they fly. This effect is mainly seen high above thousands of feet in the sky and initially simply looks like a minor haze over the sky, looking perhaps like the effects of smoke in the atmosphere from a forest fire, however, as more and more Stingers congregate (10 or more) the localized area above them becomes tainted with thick black clouds with occasional red bolts of lightning, that rain a weak blood like acid down upon the ground below. This kills all plant life and taints water supplies and rivers causing mass loss of wildlife and sickness, this causes the disease [I]Firegut, [/I]and deals 1 point of acid damage to any being drinking the tainted water or who remain in the area for more than 1 day. [B] [I]Firegut[/I][/B] Though less extreme than true dysentery, this disease is characterized by occasional vomiting of burning bile. It is extremely tenacious. [B] Type[/B] disease, ingested or injury; [B]Save[/B] Fort DC 20 [B] Onset[/B] 1 day; [B]Frequency[/B] 1/day [B] Effect[/B] target is staggered; [B]Cure[/B] 3 consecutive saves [I]Summon Ghoma:[/I] The Ghoma Stinger can attempt to summon 2d3 Howlers + 1 Howler Alpha, or 1 Stinger with a 70% chance of success 1/day [I][U]Spell Like Abilities:[/U][/I] DC 20, CL 9 [U]At Will:[/U] Spark, Orb of Fire, Burning Hands, Hydraulic Push, Jolt, Drench, Windwall, Fog Cloud, Gust of Wind, Whispering Wind [U]3/day:[/U] Expeditious Retreat, Fireball, Aqueous Orb, Lightning Bolt, Call Lightning, Shout [U]1/day:[/U] Shatter, Dispel Magic, Call Lightning Storm, Control Winds (Orb of fire works exactly like Acid Orb but deals fire instead of acid damage) [B]Greater Keen Senses (Ex):[/B] Ghoma Stingers gain a +4 to Perception Checks [B]Grab (Ex): [/B]Ghoma Stingers 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]Telepathy (Su):[/B] All ghoma can express thoughts to other beings [B]Hover:[/B] Ghoma Stingers can hover in place with a fly check [B]Flyby Attack:[/B] Ghoma Stingers may move, attack, and move again so as long as it is not more than their movement speed and done in flight [B]Blindsense (Ex):[/B] Ghoma Stingers can feel subtle air vibrations around them allowing them to be aware of the presence, general size, and position of any being within 30 feet of them. [B][U]Combat:[/U][/B] Ghoma Stingers are the first truly powerful ghoma, a large step up from the Howlers, these manta ray like entities work as command and control units watching a situation from above and commanding howlers and lesser Qlippoth and Ghoma from above. They speak to and command from a distance to other Ghoma with the use of Whispering Wind and if near them inaudible whispering can generally be heard, if somehow intercepted this whispering is always in the Ghoma’s native Abyssal. Large and foreboding, these beings float in gracefully and in small groups and will generally unleash hurricane force winds upon any settlement or humanoid encampment to sow chaos and open up vulnerabilities. They’ll allow their Howlers to further this effect and will launch blasts of sonic damage or fire their stingers down upon high value targets. They make full use of their plethora of spell like abilities, speed and flight and will generally stay far out of reach of foes and lob fireballs, aqueous orbs, and call lightning bolts upon any foe who dare challenge them and will use windwalls to protect themselves from return fire. If enough stingers gather they’ll use their Lesser Ghomic Cloud ability to rain disease and acid upon everything for miles, killing the landscape and causing a localized Firegut epidemic. If drawn into melee they will grapple a foe with their long tentacles and attempt to sting them repeatedly, once their paralytic poison has taken effect they pull foes in and repeatedly bite them or fly high into the air and repeatedly drop them. They’ll repeatedly sting foes to keep the paralysis up and just kill foes at their leisure. If overwhelmed or grounded somehow, they call in additional Ghoma with their Summon Ghoma power, and attempt to use said Ghoma to free them or fight on their behalf as they attempt to gain distance. If cornered or unable to flee they fight to the death.[/SIZE] [/QUOTE]
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