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<blockquote data-quote="Quickleaf" data-source="post: 6466175" data-attributes="member: 20323"><p><span style="color: DarkOrange"><span style="font-size: 15px">Smiling Jack</span></span></p><p><em>Medium aberration (shapechanger), chaotic evil</em></p><p>AC 17 (natural armor)</p><p>HP 190 (24d8+72)</p><p>Speed 30 ft, swim 40 ft</p><p>Str 14 (+2) Dex 16 (+3) Con 16 (+3) Int 16 (+3) Wis 14 (+2) Cha 22 (+6)</p><p>Saving Throws Wisdom +7, Charisma +11</p><p>Skills arcana +8, deception +11, insight +7, intimidation +11, nature +8, perception +7, performance +11, persuasion +11, stealth +13</p><p>Tools (+5) dice, painter's supplies, playing cards, puzzle-boxes</p><p>Damage Resistances acid, poison, necrotic, psychic</p><p>Damage Immunities cold</p><p>Condition Immunities charmed</p><p>Feats actor, skilled</p><p>Senses darkvision 120-ft (see fine in magical darkness), passive perception 17</p><p>Languages speak all languages, telepathy 90-ft</p><p>Challenge 13 (XP 10,000); Morkoth Warlock (Great Old One) 15</p><p></p><p>ROLEPLAYING</p><p>Bond. Dagon's Puzzle-Box. Among the many treasures that sunk with La Gloriosa was a puzzle-box which has the power to open gateways to forgotten Abyssal realms; Smiling Jack hopes to recover this puzzle-box in order to free his fellow imprisoned morkoth.</p><p>Ideal. Destruction. Like his master, Smiling Jack longs for the primordial days of old, when the land was bare of life and everything lived in the sea, subject to its will. (Evil)</p><p>Flaw. Smiling Jack delights in luring victims into a trap from which they cannot escape, whether physically, socially, or morally; even when he has the upper hand, he prefers a convoluted trap to an assured victory.</p><p>Personality Trait. Smiling Jack is extremely affable and can find humor in any situation. He also enjoys the latest fashions, no matter how garish, and has a fondness for fine scarves and offbeat art.</p><p></p><p>FORTUNES</p><p>Magic Trinkets (Rod of the Depths*), Secrets of the Deep (overhear telepathic conversations), Beastie Bait (Kraken), Obsession (watching people drown)</p><p></p><p>ELDRITCH INVOCATIONS</p><p>Abyssal Blast*, Agonizing Blast, Devil's Sight, Master of Myriad Forms, Master of the Tides*, Minions of Chaos, Voice of the Chain Master</p><p></p><p>TRAITS</p><p>Actor. Smiling Jack has advantage on Deception and Performance checks to pass himself off as another person, and he can mimic the speech of another person after listening to them for 1 minute.</p><p>Amphibious. Smiling Jack can breath both air and water.</p><p>Familiar. Smiling Jack has a crab familiar, which he can communicate telepathically with, perceive thru its senses, and speak thru as if it was one of his thrills.</p><p>Magic Resistance. Smiling Jack has advantage on his saving throws against spells.</p><p>Master of Myriad Forms. Smiling Jack can change his appearance as an action, as per alter self. Maintaining his new appearance does not require concentration. Whatever form he assumes it will always have an obscene creepy smile. His true form is a morkoth, which he reverts to if killed or subjected to moonbeam.</p><p>Innate Spellcasting. Smiling Jack casts the following spells (save DC 18, spell attack +11) without material components.</p><p>At-will: hypnotic pattern (see below), magic mouth</p><p>Once per day: blackwater tide*, glibness, mass suggestion</p><p>Rod of the Depths. The rod has 6 charges which it regains at the start of a new day. Smiling Jack can use it to cast control water (6 charges), to induce drowning in a creature (3 charges), to cause ocean water within 300 feet to become to exceptionally clear or murky (2 charges), or cast alter self (aquatic adaptation only) on others by touch (1 charge).</p><p>Spellcasting. Smiling Jack casts spells as a 15th level warlock (save DC 18, spell attack +11). He has 3 spell slots of 5th level, and regains his spell slots after a short rest.</p><p>Cantrips: eldritch blast, friends, minor illusion, prestidigitation</p><p>Level 1 Spells Known: arms of hadar (6d6), dissonant whispers (7d6), find familiar (ritual), tasha's hideous laughter</p><p>Level 2 Spells Known: detect thoughts, hold person (4 targets), phantasmal force, suggestion</p><p>Level 3 Spells Known: fear, hunger of hadar (2d6/2d6), sending</p><p>Level 4 Spells Known: control water (once per long rest), hallucinatory terrain, evard's black tentacles (3d6)</p><p>Level 5 Spells Known: conjure elemental (caller from the deeps, once per long rest), dominate person</p><p>Thought Shield. Smiling Jack's thoughts cannot be read by telepathy or other means unless he allows it. Additionally, whenever a creature deals psychic damage to him, they take the same amount of damage that Smiling Jack does.</p><p></p><p>ACTIONS</p><p>Multiattack (morkoth form only). Smiling Jack makes a bite attack and 2 claw attacks.</p><p>Bite (morkoth form only). Melee weapon attack. Attack: +7 hit, range 5-ft, one target. Hit: 13 (2d10+2) piercing damage, and Smiling Jack may initiate a grapple with a Dexterity (Acrobatics) check. When the creature ends its turn grappled by Smiling Jack it takes this damage again automatically.</p><p>Claw (morkoth form only). Melee weapon attack. Attack: +8 hit, range 5-ft, one target. Hit: 6 (1d6+3) piercing damage.</p><p>Eldritch Blast. Ranged spell attack. Make three attacks. Attack: +11 hit, range 120-ft, one target. Hit: 10 (1d10+6) damage, and Jack chooses which type: cold, force, necrotic, or psychic. If he deals cold damage, the target's speed is reduced by 10 feet until the start of his next turn. If he deals force damage, the target suffers disadvantage on their Concentration check. If he deals necrotic damage, the target reduces their maximum hit points by the same amount until taking a long rest. If he deals psychic damage, the target cannot take any reactions until the start of his next turn.</p><p>Rod of the Depths (costs 3 charges). Smiling Jack points the rod at a creature he can see within 60 feet, and the creature must make a DC 18 Constitution saving throw. On a failed save, water gushes from the creature's mouth and it begin suffocating as if it had just run out of breath; the creature can survive for a number of rounds equal to their Constitution modifier (minimum 1 round). After this time it drops to 0 hit points and is dying. Maintaining this effect requires Smiling Jack's concentration until the target is reduced to 0 hit points.</p><p>Create Thrall. Smiling Jack touches an incapacitated humanoid or aquatic beast, and that creature is charmed until remove curse is cast on them or the charmed condition is removed from them. He may have up to 5 charmed thralls. Smiling Jack can communicate telepathically with his thralls, perceive thru their senses, and speak thru them with his own voice so long as they are on the same plane.</p><p></p><p>BONUS ACTIONS</p><p>Aquatic Agility. When underwater in his true form, Smiling Jack can use his bonus action to Dash or Disengage.</p><p>Hypnotic Pattern. Smiling Jack can cast hypnotic pattern as an at-will innate spell, though on land the pattern must originate from Smiling Jack. Additionally, he doesn't need to concentrate to maintain it.</p><p></p><p>LEGENDARY ACTIONS</p><p>Smiling Jack can take 3 legendary actions each round, choosing from the options below. Only one legendary action option can be used per turn and only during or after another creature’s turn. Smiling Jack regains spent legendary actions at the start of his turn.</p><p></p><p>Deadly Lure. Smiling Jack causes any creatures charmed by his hypnotic pattern to move at half their speed (rounded down) toward the pattern, oblivious to hazards en route.</p><p>Eldritch Blast. Smiling Jack uses eldritch blast.</p><p>Entropic Ward. When a creature attacks Smiling Jack, he can impose disadvantage on the attack. If it misses then Smiling Jack has advantage on his next attack against that creature.</p><p>Spell Reflection. When Smiling Jack successfully saves against a spell of 5th level or lower, he can redirect the spell back at its caster (and possibly his or her companions if it was an area effect spell). Spells he reflects function as if cast with a 5th level spell slot (save DC 18, spell attack +11). If dispel magic is successfully cast upon him, he cannot use Spell Reflection against spells of an equal or lower level to the spell slot used to cast dispel magic for 10 minutes.</p><p></p><p></p><p></p><p><img src="http://fc05.deviantart.net/fs12/f/2006/333/b/7/Morkoth_Attacks___Color_by_chriss2d.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>...backstory will go here...</p><p></p><p>[SBLOCK=New Spell: Blackwater Tide]</p><p><span style="color: DarkOrange"><span style="font-size: 15px">Blackwater Tide</span></span></p><p><em>7th-level necromancy</em></p><p>Casting Time: 1 action</p><p>Range: 300 feet</p><p>Components: V, S, M (bone or scale of a fish that dwells in the deep abyss of the ocean)</p><p>Duration: 12 hours</p><p></p><p>You summon forth the frigid black waters of the Abyss, wherein the rotting corpses of many poor souls fester in the Stygian depths, at a point within range. The blackwater expands at the rate of 100 feet per round in all directions until it covers a half-mile area (2,640 feet). Blackwater acts as magical darkness for creatures underwater, and immersed creatures cannot take bonus actions. </p><p></p><p>Any creature entering or starting their turn in the blackwater takes 3d6 cold damage. Any creature ending their turn in the blackwater takes 3d6 necrotic damage and their maximum hit points are reduced by an equal amount until they take a long rest. A creature may make a Constitution saving throw to take only half damage from either of these effects, but if they fail either save, they are weakened for as long as they're in contact with the blackwater and 1 hour thereafter; weakened creatures deal half damage with weapon attacks.</p><p></p><p>Additionally, creatures in the area of the blackwater - regardless of whether they're on a ship or immersed - must make a Wisdom saving throw or become frightened of it for the spell's duration.</p><p></p><p>You may end the spell as an action, the blackwater receding at 100 feet per round until it is gone.</p><p>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6466175, member: 20323"] [color=DarkOrange][size=4]Smiling Jack[/size][/color] [i]Medium aberration (shapechanger), chaotic evil[/i] AC 17 (natural armor) HP 190 (24d8+72) Speed 30 ft, swim 40 ft Str 14 (+2) Dex 16 (+3) Con 16 (+3) Int 16 (+3) Wis 14 (+2) Cha 22 (+6) Saving Throws Wisdom +7, Charisma +11 Skills arcana +8, deception +11, insight +7, intimidation +11, nature +8, perception +7, performance +11, persuasion +11, stealth +13 Tools (+5) dice, painter's supplies, playing cards, puzzle-boxes Damage Resistances acid, poison, necrotic, psychic Damage Immunities cold Condition Immunities charmed Feats actor, skilled Senses darkvision 120-ft (see fine in magical darkness), passive perception 17 Languages speak all languages, telepathy 90-ft Challenge 13 (XP 10,000); Morkoth Warlock (Great Old One) 15 ROLEPLAYING Bond. Dagon's Puzzle-Box. Among the many treasures that sunk with La Gloriosa was a puzzle-box which has the power to open gateways to forgotten Abyssal realms; Smiling Jack hopes to recover this puzzle-box in order to free his fellow imprisoned morkoth. Ideal. Destruction. Like his master, Smiling Jack longs for the primordial days of old, when the land was bare of life and everything lived in the sea, subject to its will. (Evil) Flaw. Smiling Jack delights in luring victims into a trap from which they cannot escape, whether physically, socially, or morally; even when he has the upper hand, he prefers a convoluted trap to an assured victory. Personality Trait. Smiling Jack is extremely affable and can find humor in any situation. He also enjoys the latest fashions, no matter how garish, and has a fondness for fine scarves and offbeat art. FORTUNES Magic Trinkets (Rod of the Depths*), Secrets of the Deep (overhear telepathic conversations), Beastie Bait (Kraken), Obsession (watching people drown) ELDRITCH INVOCATIONS Abyssal Blast*, Agonizing Blast, Devil's Sight, Master of Myriad Forms, Master of the Tides*, Minions of Chaos, Voice of the Chain Master TRAITS Actor. Smiling Jack has advantage on Deception and Performance checks to pass himself off as another person, and he can mimic the speech of another person after listening to them for 1 minute. Amphibious. Smiling Jack can breath both air and water. Familiar. Smiling Jack has a crab familiar, which he can communicate telepathically with, perceive thru its senses, and speak thru as if it was one of his thrills. Magic Resistance. Smiling Jack has advantage on his saving throws against spells. Master of Myriad Forms. Smiling Jack can change his appearance as an action, as per alter self. Maintaining his new appearance does not require concentration. Whatever form he assumes it will always have an obscene creepy smile. His true form is a morkoth, which he reverts to if killed or subjected to moonbeam. Innate Spellcasting. Smiling Jack casts the following spells (save DC 18, spell attack +11) without material components. At-will: hypnotic pattern (see below), magic mouth Once per day: blackwater tide*, glibness, mass suggestion Rod of the Depths. The rod has 6 charges which it regains at the start of a new day. Smiling Jack can use it to cast control water (6 charges), to induce drowning in a creature (3 charges), to cause ocean water within 300 feet to become to exceptionally clear or murky (2 charges), or cast alter self (aquatic adaptation only) on others by touch (1 charge). Spellcasting. Smiling Jack casts spells as a 15th level warlock (save DC 18, spell attack +11). He has 3 spell slots of 5th level, and regains his spell slots after a short rest. Cantrips: eldritch blast, friends, minor illusion, prestidigitation Level 1 Spells Known: arms of hadar (6d6), dissonant whispers (7d6), find familiar (ritual), tasha's hideous laughter Level 2 Spells Known: detect thoughts, hold person (4 targets), phantasmal force, suggestion Level 3 Spells Known: fear, hunger of hadar (2d6/2d6), sending Level 4 Spells Known: control water (once per long rest), hallucinatory terrain, evard's black tentacles (3d6) Level 5 Spells Known: conjure elemental (caller from the deeps, once per long rest), dominate person Thought Shield. Smiling Jack's thoughts cannot be read by telepathy or other means unless he allows it. Additionally, whenever a creature deals psychic damage to him, they take the same amount of damage that Smiling Jack does. ACTIONS Multiattack (morkoth form only). Smiling Jack makes a bite attack and 2 claw attacks. Bite (morkoth form only). Melee weapon attack. Attack: +7 hit, range 5-ft, one target. Hit: 13 (2d10+2) piercing damage, and Smiling Jack may initiate a grapple with a Dexterity (Acrobatics) check. When the creature ends its turn grappled by Smiling Jack it takes this damage again automatically. Claw (morkoth form only). Melee weapon attack. Attack: +8 hit, range 5-ft, one target. Hit: 6 (1d6+3) piercing damage. Eldritch Blast. Ranged spell attack. Make three attacks. Attack: +11 hit, range 120-ft, one target. Hit: 10 (1d10+6) damage, and Jack chooses which type: cold, force, necrotic, or psychic. If he deals cold damage, the target's speed is reduced by 10 feet until the start of his next turn. If he deals force damage, the target suffers disadvantage on their Concentration check. If he deals necrotic damage, the target reduces their maximum hit points by the same amount until taking a long rest. If he deals psychic damage, the target cannot take any reactions until the start of his next turn. Rod of the Depths (costs 3 charges). Smiling Jack points the rod at a creature he can see within 60 feet, and the creature must make a DC 18 Constitution saving throw. On a failed save, water gushes from the creature's mouth and it begin suffocating as if it had just run out of breath; the creature can survive for a number of rounds equal to their Constitution modifier (minimum 1 round). After this time it drops to 0 hit points and is dying. Maintaining this effect requires Smiling Jack's concentration until the target is reduced to 0 hit points. Create Thrall. Smiling Jack touches an incapacitated humanoid or aquatic beast, and that creature is charmed until remove curse is cast on them or the charmed condition is removed from them. He may have up to 5 charmed thralls. Smiling Jack can communicate telepathically with his thralls, perceive thru their senses, and speak thru them with his own voice so long as they are on the same plane. BONUS ACTIONS Aquatic Agility. When underwater in his true form, Smiling Jack can use his bonus action to Dash or Disengage. Hypnotic Pattern. Smiling Jack can cast hypnotic pattern as an at-will innate spell, though on land the pattern must originate from Smiling Jack. Additionally, he doesn't need to concentrate to maintain it. LEGENDARY ACTIONS Smiling Jack can take 3 legendary actions each round, choosing from the options below. Only one legendary action option can be used per turn and only during or after another creature’s turn. Smiling Jack regains spent legendary actions at the start of his turn. Deadly Lure. Smiling Jack causes any creatures charmed by his hypnotic pattern to move at half their speed (rounded down) toward the pattern, oblivious to hazards en route. Eldritch Blast. Smiling Jack uses eldritch blast. Entropic Ward. When a creature attacks Smiling Jack, he can impose disadvantage on the attack. If it misses then Smiling Jack has advantage on his next attack against that creature. Spell Reflection. When Smiling Jack successfully saves against a spell of 5th level or lower, he can redirect the spell back at its caster (and possibly his or her companions if it was an area effect spell). Spells he reflects function as if cast with a 5th level spell slot (save DC 18, spell attack +11). If dispel magic is successfully cast upon him, he cannot use Spell Reflection against spells of an equal or lower level to the spell slot used to cast dispel magic for 10 minutes. [img]http://fc05.deviantart.net/fs12/f/2006/333/b/7/Morkoth_Attacks___Color_by_chriss2d.jpg[/img] ...backstory will go here... [SBLOCK=New Spell: Blackwater Tide] [color=DarkOrange][size=4]Blackwater Tide[/size][/color] [i]7th-level necromancy[/i] Casting Time: 1 action Range: 300 feet Components: V, S, M (bone or scale of a fish that dwells in the deep abyss of the ocean) Duration: 12 hours You summon forth the frigid black waters of the Abyss, wherein the rotting corpses of many poor souls fester in the Stygian depths, at a point within range. The blackwater expands at the rate of 100 feet per round in all directions until it covers a half-mile area (2,640 feet). Blackwater acts as magical darkness for creatures underwater, and immersed creatures cannot take bonus actions. Any creature entering or starting their turn in the blackwater takes 3d6 cold damage. Any creature ending their turn in the blackwater takes 3d6 necrotic damage and their maximum hit points are reduced by an equal amount until they take a long rest. A creature may make a Constitution saving throw to take only half damage from either of these effects, but if they fail either save, they are weakened for as long as they're in contact with the blackwater and 1 hour thereafter; weakened creatures deal half damage with weapon attacks. Additionally, creatures in the area of the blackwater - regardless of whether they're on a ship or immersed - must make a Wisdom saving throw or become frightened of it for the spell's duration. You may end the spell as an action, the blackwater receding at 100 feet per round until it is gone. [/SBLOCK] [/QUOTE]
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