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<blockquote data-quote="dante58701" data-source="post: 3417933" data-attributes="member: 40336"><p>I just couldn't resist. LeShay need something to "off" them. Though I didn't see any reason to meander too far off the beaten path.</p><p></p><p>Dark LeShay</p><p>Medium Fey</p><p>Hit Dice: 50d6+650 (825 hp)</p><p>Initiative: +21 (+17 Dex, +4 Improved Initiative)</p><p>Speed: 40 ft.</p><p>Armor Class: 45 (+17 Dex, +6 insight, +12 natural armor), touch 33, flat-footed 22</p><p>Base Attack/Grapple: +25/+30</p><p>Attack: +17 everdancing keen brilliant energy bastard sword of sharpness +60 melee (1d10+22 plus sharpness/17-20/x2)</p><p>Full Attack: 2 +17 everdancing keen brilliant energy bastard swords or sharpness +60/+55/+50/+45 melee (1d10+22 plus sharpness/17-20/x2)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Gaze, spell-like abilities, dark leShay weapons</p><p>Special Qualities: Damage reduction 25/cold iron and epic, dark elf traits, fast healing 25, immunities, spell resistance 60, stonecunning, two-weapon mastery</p><p>Saves: Fort +29, Ref +44, Will +35</p><p>Abilities: Str 21, Dex 45, Con 37, Int 35, Wis 23, Cha 49</p><p>Skills: Bluff +72, Concentration +66, Climb +16, Diplomacy +78, Disguise +72, Escape Artist +70, Gather Information +25, Hide +70, Intimidate +67, Jump +5, Knowledge (local, nature) +60, Listen +59, Move Silently +70, Search +61, Speak Language (any five), Spot +59</p><p>Feats: Blind-Fight, Cleave, Dodge, Combat Expertise, Improved Critical (dark leShay weapon), Improved Initiative, Iron Will, Mobility, Power Attack, Quick Draw, Spring Attack, Weapon Finesse, Weapon Focus (dark leShay weapon), Whirlwind Attack</p><p>Epic Feats: Blinding Speed, Polyglot, Spell Stowaway (heal)</p><p>Climate/Terrain: Any underground</p><p>Organization: Solitary</p><p>Challenge Rating: 30</p><p>Treasure: Standard</p><p>Alignment: Any evil</p><p>Advancement: By character class.</p><p>Level Adjustment: +3</p><p></p><p>As drow are to humans, so are dark leShay to the drow (but more so): a race immortal, enigmatic, and exceptionally powerful.</p><p></p><p>Dark leShay look like tall, thin, drow. Some affect a particular color or style, while others change their outfits from moment to moment. All are deeply concerned with etiquette, decorum, and receiving the respect they feel due; failure to meet their standards of politeness, or simply crossing one of their whims, can often be fatal.</p><p></p><p>Dark leShay never die from age or disease; they perish only if killed. Dark leShay are the dark half or mere remnant of a once-great race whose origins are lost to history. They claim to predate the current multiverse and refer darkly to some catastrophe that not only wiped out most of their people but changed time so that their era never existed, even in the remotest past. Attempting to undo the catastrophe would apparently result in another disaster even more terrible, so the decimated survivors—less than gods but more than mortals—for the most part merely attempt to amuse them selves and stave off ennui as they work out their individual destinies.</p><p></p><p>Dark leShay have great facility at languages (as per the Polyglot epic feat) and can speak any language within seconds of hearing it spoken for the first time, right down to the most courtly or impressive accent thereof.</p><p></p><p>Dark leShay are 5 1/2 -6 1/2 feet tall and weight 140-220 pounds.</p><p></p><p>Combat</p><p></p><p>Dark leShay rarely initiate combat, since they prefer to react rather than act. Although, their vast experience makes them shrewd judges of others’ capabilities and skilled tacticians. Their gaze ability, in addition to their terrible weapons, make them feared opponents.</p><p></p><p>Dark leShay are also quick to utilize their spell-like abilities to prep for combat, or flee from it. No dark leShay hesitates to run away from a fight that is going against him or her, only to return to the fray when the odds are more favorable, possibly years or even decades later.</p><p></p><p>A dark leShay’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</p><p></p><p>Dark Elf Traits: Immune to magic sleep spells and effects; +2 racial bonus on Will saves against enchantment spells or effects; darkvision 120 ft. (this replaces the lowlight vision of a typical leShay); entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; spell resistance 10 + character level; +2 racial bonus on Will saves against spells or spell-like abilities; spell-like abilities (1/day—dancing lights, darkness, and faerie fire as though cast by a sorcerer of the dark leShay’s character level); light blindness (blinded for 1 round by abrupt exposure to bright light, –1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light); Martial Weapon Proficiency (rapier, shortsword); Exotic Weapon Proficiency (hand crossbow); +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).</p><p></p><p>Gaze (Su): All creatures within 30 feet who meet the gaze of a dark leShay become affected as if by charm monster. A Will save (DC 53) negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. A dark leShay can also actively gaze as an attack action by choosing a target within range, who must then attempt a saving throw. LeShay are immune to their own gaze. The DC is Charisma-based.</p><p></p><p>Immunities (Ex): Dark leShay are immune to aging, aging attacks and effects, disease, and poison.</p><p></p><p>LeShay Weapons (Su): Each dark leShay carries two personal melee weapons that he or she manifests from his or her own life essence. The weapon can change form as he or she desires, typically appearing as a bastard sword (one in each hand). When not in combat, the weapons simply do not exist, but dark leShay can “draw” their weapons from nowhere as a free action. Dark leShay weapons are considered light weapons for a dark leShay, regardless of their size.</p><p></p><p>Spell-Like Abilities: At will—alter self, detect thoughts, displacement, freedom, greater dispel magic, greater invisibility, greater teleport, heal, knock, spell turning, stone shape, water breathing. Caster level 50th; save DC 28 + spell level. The DCs are Charisma-based.</p><p></p><p>Stonecunning (Ex): This ability grants a dark leShay a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dark leShay who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dark leShay can use the Search skill to find stonework traps as a rogue can. A dark leShay can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dark leShay have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.</p><p></p><p>Two-Weapon Mastery (Ex): A dark leShay fights with a dark leShay weapon in each hand. Because these weapons are extensions of its own body, the dark leShay does not take an attack or damage penalty for attacking with two weapons. This ability essentially replicates the Two-Weapon Mastery feat (as well as all prerequisite feats), although it only applies to dark leShay weapons.</p></blockquote><p></p>
[QUOTE="dante58701, post: 3417933, member: 40336"] I just couldn't resist. LeShay need something to "off" them. Though I didn't see any reason to meander too far off the beaten path. Dark LeShay Medium Fey Hit Dice: 50d6+650 (825 hp) Initiative: +21 (+17 Dex, +4 Improved Initiative) Speed: 40 ft. Armor Class: 45 (+17 Dex, +6 insight, +12 natural armor), touch 33, flat-footed 22 Base Attack/Grapple: +25/+30 Attack: +17 everdancing keen brilliant energy bastard sword of sharpness +60 melee (1d10+22 plus sharpness/17-20/x2) Full Attack: 2 +17 everdancing keen brilliant energy bastard swords or sharpness +60/+55/+50/+45 melee (1d10+22 plus sharpness/17-20/x2) Space/Reach: 5 ft./5 ft. Special Attacks: Gaze, spell-like abilities, dark leShay weapons Special Qualities: Damage reduction 25/cold iron and epic, dark elf traits, fast healing 25, immunities, spell resistance 60, stonecunning, two-weapon mastery Saves: Fort +29, Ref +44, Will +35 Abilities: Str 21, Dex 45, Con 37, Int 35, Wis 23, Cha 49 Skills: Bluff +72, Concentration +66, Climb +16, Diplomacy +78, Disguise +72, Escape Artist +70, Gather Information +25, Hide +70, Intimidate +67, Jump +5, Knowledge (local, nature) +60, Listen +59, Move Silently +70, Search +61, Speak Language (any five), Spot +59 Feats: Blind-Fight, Cleave, Dodge, Combat Expertise, Improved Critical (dark leShay weapon), Improved Initiative, Iron Will, Mobility, Power Attack, Quick Draw, Spring Attack, Weapon Finesse, Weapon Focus (dark leShay weapon), Whirlwind Attack Epic Feats: Blinding Speed, Polyglot, Spell Stowaway (heal) Climate/Terrain: Any underground Organization: Solitary Challenge Rating: 30 Treasure: Standard Alignment: Any evil Advancement: By character class. Level Adjustment: +3 As drow are to humans, so are dark leShay to the drow (but more so): a race immortal, enigmatic, and exceptionally powerful. Dark leShay look like tall, thin, drow. Some affect a particular color or style, while others change their outfits from moment to moment. All are deeply concerned with etiquette, decorum, and receiving the respect they feel due; failure to meet their standards of politeness, or simply crossing one of their whims, can often be fatal. Dark leShay never die from age or disease; they perish only if killed. Dark leShay are the dark half or mere remnant of a once-great race whose origins are lost to history. They claim to predate the current multiverse and refer darkly to some catastrophe that not only wiped out most of their people but changed time so that their era never existed, even in the remotest past. Attempting to undo the catastrophe would apparently result in another disaster even more terrible, so the decimated survivors—less than gods but more than mortals—for the most part merely attempt to amuse them selves and stave off ennui as they work out their individual destinies. Dark leShay have great facility at languages (as per the Polyglot epic feat) and can speak any language within seconds of hearing it spoken for the first time, right down to the most courtly or impressive accent thereof. Dark leShay are 5 1/2 -6 1/2 feet tall and weight 140-220 pounds. Combat Dark leShay rarely initiate combat, since they prefer to react rather than act. Although, their vast experience makes them shrewd judges of others’ capabilities and skilled tacticians. Their gaze ability, in addition to their terrible weapons, make them feared opponents. Dark leShay are also quick to utilize their spell-like abilities to prep for combat, or flee from it. No dark leShay hesitates to run away from a fight that is going against him or her, only to return to the fray when the odds are more favorable, possibly years or even decades later. A dark leShay’s natural weapons are treated as epic for the purpose of overcoming damage reduction. Dark Elf Traits: Immune to magic sleep spells and effects; +2 racial bonus on Will saves against enchantment spells or effects; darkvision 120 ft. (this replaces the lowlight vision of a typical leShay); entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; spell resistance 10 + character level; +2 racial bonus on Will saves against spells or spell-like abilities; spell-like abilities (1/day—dancing lights, darkness, and faerie fire as though cast by a sorcerer of the dark leShay’s character level); light blindness (blinded for 1 round by abrupt exposure to bright light, –1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light); Martial Weapon Proficiency (rapier, shortsword); Exotic Weapon Proficiency (hand crossbow); +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above). Gaze (Su): All creatures within 30 feet who meet the gaze of a dark leShay become affected as if by charm monster. A Will save (DC 53) negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. A dark leShay can also actively gaze as an attack action by choosing a target within range, who must then attempt a saving throw. LeShay are immune to their own gaze. The DC is Charisma-based. Immunities (Ex): Dark leShay are immune to aging, aging attacks and effects, disease, and poison. LeShay Weapons (Su): Each dark leShay carries two personal melee weapons that he or she manifests from his or her own life essence. The weapon can change form as he or she desires, typically appearing as a bastard sword (one in each hand). When not in combat, the weapons simply do not exist, but dark leShay can “draw” their weapons from nowhere as a free action. Dark leShay weapons are considered light weapons for a dark leShay, regardless of their size. Spell-Like Abilities: At will—alter self, detect thoughts, displacement, freedom, greater dispel magic, greater invisibility, greater teleport, heal, knock, spell turning, stone shape, water breathing. Caster level 50th; save DC 28 + spell level. The DCs are Charisma-based. Stonecunning (Ex): This ability grants a dark leShay a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dark leShay who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dark leShay can use the Search skill to find stonework traps as a rogue can. A dark leShay can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dark leShay have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. Two-Weapon Mastery (Ex): A dark leShay fights with a dark leShay weapon in each hand. Because these weapons are extensions of its own body, the dark leShay does not take an attack or damage penalty for attacking with two weapons. This ability essentially replicates the Two-Weapon Mastery feat (as well as all prerequisite feats), although it only applies to dark leShay weapons. [/QUOTE]
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