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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 3682744" data-attributes="member: 2795"><p><strong>The Deep Mother</strong></p><p></p><p><span style="color: lime">The Deep Mother was the BBEG in a recent adventure I ran. She laired in a watery, disease-infested, filth-strewn series of caves. Therein she engaged in unholy rites to Incabulos in efforts to breed plague-carrying fiendish skum. The PCs defeated her minions and drove her off, but only after losing two party members.</span></p><p></p><p>[sblock=Deep Mother; CR 9</p><p>Advanced aboleth]</p><p>LE Huge aberration (aquatic)</p><p><strong>Init</strong> +1; <strong>Senses</strong> darkvision 60 ft., Listen +20, Spot +20</p><p><strong>Languages</strong> Aboleth, Aquan, Common, Undercommon</p><p>-----</p><p><strong>AC</strong> 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15; Combat Expertise</p><p><strong>hp</strong> 152 (16 HD)</p><p><strong>Fort</strong> +10, <strong>Ref</strong> +6, <strong>Will</strong> +16</p><p>-----</p><p><strong>Speed</strong> 10 ft. (2 squares), swim 60 ft.</p><p><strong>Melee</strong> 4 tentacles +18 (1d6+8 plus slime)</p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Base Atk</strong> +12; <strong>Grp</strong> +28</p><p><strong>Atk Options</strong> enslave (Will 22), Improved Disarm (+18 + 4 per size difference), Improved Trip (+20 Str check), mucus cloud, slime (Fort 23)</p><p><strong>Psi-Like Abilities (CL 16th):</strong></p><p>At will - <em>hypnotic pattern</em> (DC 16), <em>illusory wall</em> (DC 18), <em>mirage arcana</em> (DC 19), <em>persistent image</em> (DC 19), <em>programmed image</em> (DC 20), <em>project image</em> (DC 21), <em>veil</em> (DC 20)</p><p>-----</p><p><strong>Abilities</strong> Str 26, Dex 12, Con 20, Int 15, Wis 18, Cha 18</p><p><strong>Feats</strong> Alertness, Combat Casting, Combat Expertise, Improved Disarm, Improved Trip, Iron Will</p><p><strong>Skills</strong> Bluff +9, Concentration +15, Diplomacy +8, Disguise +4*, Intimidate +6, Knowledge (the planes) +10, Knowledge (religion) +10, Listen +20, Sense Motive +9, Spot +20, Swim +8 (*Add +2 when in Disguise and acting in character.)</p><p>-----</p><p><strong>Enslave (Su):</strong> Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 22 Will save or be affected as though by a <em>dominate person</em> spell (caster level 16th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.</p><p></p><p><strong>Mucus Cloud (Ex):</strong> An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 23 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.</p><p></p><p><strong>Slime (Ex):</strong> A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 23 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.</p><p></p><p>A <em>remove disease</em> spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a <em>heal</em> or <em>mass heal</em> spell can reverse the affliction.</p><p></p><p><strong>Skills:</strong> An aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.[/sblock]</p><p></p><p><span style="color: lime">The Deep Mother was served by various skum, including a skum cleric of Incabulos:</span></p><p></p><p>[sblock=Skum; CR 6</p><p>Cleric 4]</p><p>CE Medium aberration (aquatic)</p><p><strong>Init</strong> +1; <strong>Senses</strong> darkvision 60 ft., Listen +8, Spot +8</p><p><strong>Languages</strong> Aquan, Common</p><p>-----</p><p><strong>AC</strong> 13 (+1 Dex, +2 natural), touch 11, flat-footed 12</p><p><strong>hp</strong> 39 (6 HD)</p><p><strong>Immune</strong> disease</p><p><strong>Fort</strong> +6, <strong>Ref</strong> +4, <strong>Will</strong> +10</p><p>-----</p><p><strong>Speed</strong> 20 ft. (4 squares), swim 40 ft.</p><p><strong>Melee</strong> bite +7 (2d6+3) and 2 claws +5 (1d4+1), or</p><p><strong>Melee Touch</strong> <em>inflict serious wounds</em> +7 (3d8+5, Will half 14), <em>inflict moderate wounds</em> +7 (2d8+4, Will half 15), or <em>inflict light wounds</em> +7 (1d8+4, Will half 14)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +4; <strong>Grp</strong> +7</p><p><strong>Atk Options</strong> rake +5 melee (1d6+1), smite (+4 attack roll and damage)</p><p><strong>Combat Gear</strong> divine scroll (<em>inflict serious wounds</em> [Will half 14], CL 5th), <em>wand of cure moderate wounds</em> (12 charges), <em>potion of barkskin +2, potion of greater magic fang +2, potion of mage armor</em> (x3)</p><p><strong>Cleric Spells Prepared (CL 4th):</strong></p><p>2nd - <em>bear's endurance, resist energy, silence, shatter*</em> (Will 15)</p><p>1st - <em>bless, cure light wounds</em> (x2), <em>divine favor, inflict light wounds</em>* (Will 14 half)</p><p>0 - <em>detect magic, guidance</em> (x2), <em>resistance</em> (x2)</p><p>* Domain spell. <strong>Domains:</strong> Destruction, Pestilence.</p><p>-----</p><p><strong>Abilities</strong> Str 16, Dex 12, Con 14, Int 13, Wis 16, Cha 10</p><p><strong>SQ</strong> amphibious</p><p><strong>Feats</strong> Alertness, Lightning Reflexes, Multiattack</p><p><strong>Skills</strong> Concentration +8, Hide +4, Knowledge (religion) +7, Listen +8, Move Silently +4, Spot +8, Swim +6</p><p><strong>Possessions</strong> combat gear, plus necklace set with two small pearls and bits of coral (95 gp), 4 pp, 60 gp</p><p>-----</p><p><strong>Skills:</strong> Skum have a +4 racial bonus on Hide, Listen, and Spot checks underwater. A skum has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3682744, member: 2795"] [b]The Deep Mother[/b] [color=lime]The Deep Mother was the BBEG in a recent adventure I ran. She laired in a watery, disease-infested, filth-strewn series of caves. Therein she engaged in unholy rites to Incabulos in efforts to breed plague-carrying fiendish skum. The PCs defeated her minions and drove her off, but only after losing two party members.[/color] [sblock=Deep Mother; CR 9 Advanced aboleth] LE Huge aberration (aquatic) [b]Init[/b] +1; [b]Senses[/b] darkvision 60 ft., Listen +20, Spot +20 [b]Languages[/b] Aboleth, Aquan, Common, Undercommon ----- [b]AC[/b] 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15; Combat Expertise [b]hp[/b] 152 (16 HD) [b]Fort[/b] +10, [b]Ref[/b] +6, [b]Will[/b] +16 ----- [b]Speed[/b] 10 ft. (2 squares), swim 60 ft. [b]Melee[/b] 4 tentacles +18 (1d6+8 plus slime) [b]Space[/b] 15 ft.; [b]Reach[/b] 10 ft. [b]Base Atk[/b] +12; [b]Grp[/b] +28 [b]Atk Options[/b] enslave (Will 22), Improved Disarm (+18 + 4 per size difference), Improved Trip (+20 Str check), mucus cloud, slime (Fort 23) [b]Psi-Like Abilities (CL 16th):[/b] At will - [i]hypnotic pattern[/i] (DC 16), [i]illusory wall[/i] (DC 18), [i]mirage arcana[/i] (DC 19), [i]persistent image[/i] (DC 19), [i]programmed image[/i] (DC 20), [i]project image[/i] (DC 21), [i]veil[/i] (DC 20) ----- [b]Abilities[/b] Str 26, Dex 12, Con 20, Int 15, Wis 18, Cha 18 [b]Feats[/b] Alertness, Combat Casting, Combat Expertise, Improved Disarm, Improved Trip, Iron Will [b]Skills[/b] Bluff +9, Concentration +15, Diplomacy +8, Disguise +4*, Intimidate +6, Knowledge (the planes) +10, Knowledge (religion) +10, Listen +20, Sense Motive +9, Spot +20, Swim +8 (*Add +2 when in Disguise and acting in character.) ----- [b]Enslave (Su):[/b] Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 22 Will save or be affected as though by a [i]dominate person[/i] spell (caster level 16th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based. [b]Mucus Cloud (Ex):[/b] An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 23 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based. [b]Slime (Ex):[/b] A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 23 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based. A [i]remove disease[/i] spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a [i]heal[/i] or [i]mass heal[/i] spell can reverse the affliction. [b]Skills:[/b] An aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.[/sblock] [color=lime]The Deep Mother was served by various skum, including a skum cleric of Incabulos:[/color] [sblock=Skum; CR 6 Cleric 4] CE Medium aberration (aquatic) [b]Init[/b] +1; [b]Senses[/b] darkvision 60 ft., Listen +8, Spot +8 [b]Languages[/b] Aquan, Common ----- [b]AC[/b] 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 [b]hp[/b] 39 (6 HD) [b]Immune[/b] disease [b]Fort[/b] +6, [b]Ref[/b] +4, [b]Will[/b] +10 ----- [b]Speed[/b] 20 ft. (4 squares), swim 40 ft. [b]Melee[/b] bite +7 (2d6+3) and 2 claws +5 (1d4+1), or [b]Melee Touch[/b] [i]inflict serious wounds[/i] +7 (3d8+5, Will half 14), [i]inflict moderate wounds[/i] +7 (2d8+4, Will half 15), or [i]inflict light wounds[/i] +7 (1d8+4, Will half 14) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +4; [b]Grp[/b] +7 [b]Atk Options[/b] rake +5 melee (1d6+1), smite (+4 attack roll and damage) [b]Combat Gear[/b] divine scroll ([i]inflict serious wounds[/i] [Will half 14], CL 5th), [i]wand of cure moderate wounds[/i] (12 charges), [i]potion of barkskin +2, potion of greater magic fang +2, potion of mage armor[/i] (x3) [b]Cleric Spells Prepared (CL 4th):[/b] 2nd - [i]bear's endurance, resist energy, silence, shatter*[/i] (Will 15) 1st - [i]bless, cure light wounds[/i] (x2), [i]divine favor, inflict light wounds[/i]* (Will 14 half) 0 - [i]detect magic, guidance[/i] (x2), [i]resistance[/i] (x2) * Domain spell. [b]Domains:[/b] Destruction, Pestilence. ----- [b]Abilities[/b] Str 16, Dex 12, Con 14, Int 13, Wis 16, Cha 10 [b]SQ[/b] amphibious [b]Feats[/b] Alertness, Lightning Reflexes, Multiattack [b]Skills[/b] Concentration +8, Hide +4, Knowledge (religion) +7, Listen +8, Move Silently +4, Spot +8, Swim +6 [b]Possessions[/b] combat gear, plus necklace set with two small pearls and bits of coral (95 gp), 4 pp, 60 gp ----- [b]Skills:[/b] Skum have a +4 racial bonus on Hide, Listen, and Spot checks underwater. A skum has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.[/sblock] [/QUOTE]
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