Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
Monster Revisions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="dante58701" data-source="post: 4223549" data-attributes="member: 40336"><p><strong>Insert Disclaimer Here</strong></p><p></p><p>This is the revised Star-Spawn.</p><p></p><p>I'm bringing it up to date before adding the integrated quasi-deity template.</p><p></p><p>Anyone have any pointers? Almost everything was directly converted over from The Call of Cthulhu web enhancement.</p><p></p><p>There were some obvious changes needed. All outsiders have spell resistance in the Krustian Universe, the 3.0 to 3.5 changes were implemented, I added Sorcerer instead of the free form spellcasting that was used in CoC (Sorcerer just fit the best), and I reworked it's feats to fit the critter's spellcasting a bit better. </p><p></p><p>I won't be adding the integrated quasi-deity template until I'm sure I have the base creature done correctly. I don't want to ruin such a wonderful horror.</p><p></p><p></p><p></p><p></p><p>Star-Spawn of Cthulhu </p><p>Huge Outsider (Aquatic, Chaotic, Evil, Native) </p><p>Hit Dice: 20d8+100 (200 hp) </p><p>Initiative: +4 (+4 Improved Initiative) </p><p>Speed: 60 ft., swim 60 ft. </p><p>Armor Class: 23 (+15 natural, -2 size), touch 8, flat-footed 23 </p><p>Attack/Grapple: +20/+39 </p><p>Attack: Tentacle rake +29 melee (2d6+9/19-20) or claw +29 melee (2d4+9) </p><p>Full Attack: 4 tentacle rakes +29 melee (2d6+9/19-20) and 2 claws +24 melee (2d6+9) </p><p>Space/Reach: 15 ft./20 ft. </p><p>Special Attacks: Improved grab, rotting constriction, spells </p><p>Special Qualities: Damage reduction 10/adamantine and magic, fast healing 10, sorcerer abilities, spell resistance 30 </p><p>Saves: Fort +17, Ref +12, Will +16 </p><p>Abilities: Str 32, Dex 10, Con 20, Int 21, Wis 19, Cha 10 </p><p>Skills: Concentration +19, Knowledge (Religion) +15, Listen +15, Search +14, Speak Language (any twenty), Spot +15</p><p>Feats: Blind-Fight, Combat Expertise, Eschew Materials, Improved Critical (tentacle), Improved Initiative, Quicken Spell, Silent Spell </p><p>Environment: Any aquatic </p><p>Organization: Solitary </p><p>Challenge Rating: 14 </p><p>Treasure: Standard </p><p>Alignment: Always chaotic evil</p><p>Advancement: 21-32 HD (Huge); 33-60 HD (Gargantuan)</p><p>Level Adjustment: +1</p><p>Sanity Loss: 1d6/1d20</p><p></p><p>They all lay in stone houses in their great city of R'lyeh, preserved by the spells of mighty Cthulhu for a glorious resurrection when the stars and the earth might once more be ready. . . .</p><p></p><p>-- H.P. Lovecraft, "The Call of Cthulhu"</p><p></p><p>A star-spawn is a 20-foot-tall anthropoid creature whose head is a mass of feelers and tentacles, above which two eyes as old and cold as an ice age glare at its foes. Its body is rubbery, yet scaled, and its hands and feet end in tremendous claws. Narrow wings hang like a shroud over a star-spawn's shoulders. Wings aren't used for flight, but are deployed for swimming, much as a manta swims.</p><p></p><p>Star-spawn are lesser, younger examples of the same race from which great Cthulhu himself sprang, though even the youngest is older than humanity. Many were trapped in R'lyeh when it sank, sealed up with their high priest Cthulhu, but some avoided imprisonment. Some still live in deep trenches beneath the ocean and other drowned locales (including a few human city sewers). Others dwell among the stars, such as the entities infesting the Lake of Hali near Aldebaran.</p><p></p><p>Star-spawn might be encountered by deep-sea explorers intent on raising (or at least searching) a sunken ship or submarine. Sometimes enclaves of deep ones are found near the lairs of star-spawn -- deep ones may even worship lone star-spawn.</p><p></p><p>Star-spawn are steeped in lore, and can speak the languages of most creatures who once walked the earth in the past, as well as many of the present Earth languages spoken by humans.</p><p>Combat</p><p></p><p>Star-spawn meet most challenges they face with tentacles and claws.</p><p></p><p>Improved Grab (Ex): If a star-spawn hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without allowing its opponent a free attack. The star spawn uses its tentacle to hold the opponent. Assuming the victim doesn't break free on its action, the star-spawn deals 2d8+11 points of damage or use rotting constriction (see below) each round.</p><p></p><p>Rotting Constriction (Ex): Once a star-spawn has held an opponent with improved grab, it can drain a living victim of 2d4 points of Strength per round.</p><p></p><p>Sorcerer Abilities (Ex): Star-spawn are powerful sorcerers and possess sorcerer abilities of a level equivalent to half their Hit Dice (rounded down). </p><p></p><p>- Metamagic Specialist (Ex): Star-spawn do not summon familiars, instead they are metamagic specialists. A star-spawn can apply metamagic feats that it knows to sorcerer spells without increasing the casting time. This benefit even lets them quicken their sorcerer spells with the Quicken Spell feat. A star-spawn can use this class feature 8 times per day (3 + their Intelligence modifier (minimum 1)). </p><p></p><p>- Spells: As 10th level Sorcerers (Caster Level 20th). The save DCs are Charisma-based.</p></blockquote><p></p>
[QUOTE="dante58701, post: 4223549, member: 40336"] [b]Insert Disclaimer Here[/b] This is the revised Star-Spawn. I'm bringing it up to date before adding the integrated quasi-deity template. Anyone have any pointers? Almost everything was directly converted over from The Call of Cthulhu web enhancement. There were some obvious changes needed. All outsiders have spell resistance in the Krustian Universe, the 3.0 to 3.5 changes were implemented, I added Sorcerer instead of the free form spellcasting that was used in CoC (Sorcerer just fit the best), and I reworked it's feats to fit the critter's spellcasting a bit better. I won't be adding the integrated quasi-deity template until I'm sure I have the base creature done correctly. I don't want to ruin such a wonderful horror. Star-Spawn of Cthulhu Huge Outsider (Aquatic, Chaotic, Evil, Native) Hit Dice: 20d8+100 (200 hp) Initiative: +4 (+4 Improved Initiative) Speed: 60 ft., swim 60 ft. Armor Class: 23 (+15 natural, -2 size), touch 8, flat-footed 23 Attack/Grapple: +20/+39 Attack: Tentacle rake +29 melee (2d6+9/19-20) or claw +29 melee (2d4+9) Full Attack: 4 tentacle rakes +29 melee (2d6+9/19-20) and 2 claws +24 melee (2d6+9) Space/Reach: 15 ft./20 ft. Special Attacks: Improved grab, rotting constriction, spells Special Qualities: Damage reduction 10/adamantine and magic, fast healing 10, sorcerer abilities, spell resistance 30 Saves: Fort +17, Ref +12, Will +16 Abilities: Str 32, Dex 10, Con 20, Int 21, Wis 19, Cha 10 Skills: Concentration +19, Knowledge (Religion) +15, Listen +15, Search +14, Speak Language (any twenty), Spot +15 Feats: Blind-Fight, Combat Expertise, Eschew Materials, Improved Critical (tentacle), Improved Initiative, Quicken Spell, Silent Spell Environment: Any aquatic Organization: Solitary Challenge Rating: 14 Treasure: Standard Alignment: Always chaotic evil Advancement: 21-32 HD (Huge); 33-60 HD (Gargantuan) Level Adjustment: +1 Sanity Loss: 1d6/1d20 They all lay in stone houses in their great city of R'lyeh, preserved by the spells of mighty Cthulhu for a glorious resurrection when the stars and the earth might once more be ready. . . . -- H.P. Lovecraft, "The Call of Cthulhu" A star-spawn is a 20-foot-tall anthropoid creature whose head is a mass of feelers and tentacles, above which two eyes as old and cold as an ice age glare at its foes. Its body is rubbery, yet scaled, and its hands and feet end in tremendous claws. Narrow wings hang like a shroud over a star-spawn's shoulders. Wings aren't used for flight, but are deployed for swimming, much as a manta swims. Star-spawn are lesser, younger examples of the same race from which great Cthulhu himself sprang, though even the youngest is older than humanity. Many were trapped in R'lyeh when it sank, sealed up with their high priest Cthulhu, but some avoided imprisonment. Some still live in deep trenches beneath the ocean and other drowned locales (including a few human city sewers). Others dwell among the stars, such as the entities infesting the Lake of Hali near Aldebaran. Star-spawn might be encountered by deep-sea explorers intent on raising (or at least searching) a sunken ship or submarine. Sometimes enclaves of deep ones are found near the lairs of star-spawn -- deep ones may even worship lone star-spawn. Star-spawn are steeped in lore, and can speak the languages of most creatures who once walked the earth in the past, as well as many of the present Earth languages spoken by humans. Combat Star-spawn meet most challenges they face with tentacles and claws. Improved Grab (Ex): If a star-spawn hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without allowing its opponent a free attack. The star spawn uses its tentacle to hold the opponent. Assuming the victim doesn't break free on its action, the star-spawn deals 2d8+11 points of damage or use rotting constriction (see below) each round. Rotting Constriction (Ex): Once a star-spawn has held an opponent with improved grab, it can drain a living victim of 2d4 points of Strength per round. Sorcerer Abilities (Ex): Star-spawn are powerful sorcerers and possess sorcerer abilities of a level equivalent to half their Hit Dice (rounded down). - Metamagic Specialist (Ex): Star-spawn do not summon familiars, instead they are metamagic specialists. A star-spawn can apply metamagic feats that it knows to sorcerer spells without increasing the casting time. This benefit even lets them quicken their sorcerer spells with the Quicken Spell feat. A star-spawn can use this class feature 8 times per day (3 + their Intelligence modifier (minimum 1)). - Spells: As 10th level Sorcerers (Caster Level 20th). The save DCs are Charisma-based. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
Monster Revisions
Top