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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: 3684575" data-attributes="member: 2795"><p><strong>Covey of Hags</strong></p><p></p><p><span style="color: lime">I've always liked hags in D&D. Here's a covey of hags designed to function in a network of flooded sea caves. For added challenge, guard the covey with 1d8 merrow and 1d4 aquatic hill giants. For the aquatic hill giants, just add the aquatic subtype, a 40 ft. swim speed, and Swim +7 to the skill list. No need to change the CR.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">BTW, I cheated a bit on the annis. She shouldn't be able to meet the prereq for Improved Swimming with just her annis HD. I don't think a 1 rank nudge unbalances her build.</span></p><p></p><p>[sblock=Brynhildr; CR 10</p><p>Annis sharklord 4]</p><p>NE Large monstrous humanoid</p><p><strong>Init</strong> +0; <strong>Senses</strong> darkvision 60 ft., low-light vision, Listen +13, Spot +13</p><p><strong>Languages</strong> Common, Giant</p><p>-----</p><p><strong>AC</strong> 19 (-1 size, +10 natural), touch 9, flat-footed 19; <strong>DR</strong> 2/bludgeoning</p><p><strong>hp</strong> 75 (11 HD)</p><p><strong>SR</strong> 19</p><p><strong>Fort</strong> +8, <strong>Ref</strong> +9, <strong>Will</strong> +9</p><p>-----</p><p><strong>Spd</strong> 40 ft. (8 squares)</p><p><strong>Melee</strong> 2 claws +18 (1d6+8) and bite +13 (1d6+4), or</p><p><strong>Melee bite</strong> +18 (2d6+8) and 2 claws +13 (1d6+4) (with wild aspect)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Base Atk</strong> +11; <strong>Grp</strong> +23</p><p><strong>Atk Options</strong> improved grab, Power Attack, rake (1d6+8), rend (2d6+12), wild aspect 1/day</p><p><strong>Special Actions</strong> animal bond, wild empathy +8 (+12 to influence sharks)</p><p><strong>Spell-Like Abilities:</strong></p><p>At will - <em>detect animals</em> (sharks only) (CL 4th)</p><p>3/day - <em>disguise self, fog cloud</em> (CL 8th)</p><p>1/day - <em>speak with animals</em> (sharks only) (CL 4th)</p><p>-----</p><p><strong>Abilities</strong> Str 26, Dex 10, Con 14, Int 17, Wis 16, Cha 14</p><p><strong>SQ</strong> first totem</p><p><strong>Skills</strong> Bluff +8, Climb +12, Diplomacy +4, Disguise +8 (+10 when acting in character), Handle Animal +10 (+14 with sharks), Hide +2, Intimidate +10, Jump +16, Knowledge (nature) +9, Listen +13, Ride +2, Spot +13, Survival +3 (+5 in aboveground natural environments), Swim +18</p><p><strong>Feats</strong> Alertness, Blind-Fight, Improved Swimming, Power Attack</p><p>-----</p><p><strong>Improved Grab (Ex):</strong> To use this ability, an annis must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.</p><p></p><p><strong>Improved Swimming:</strong> Swim 20 ft. as a move action.</p><p></p><p><strong>Rake (Ex):</strong> Attack bonus +18 melee, damage 1d6+8. An annis can attack a grappled foe with both claws at no penalty.</p><p></p><p><strong>Rend (Ex):</strong> An annis that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+12 points of damage.</p><p></p><p><strong>Wild Aspect (Su):</strong> For 4 minutes, grants primary shark bite attack and the ability to breathe water.[/sblock]</p><p>[sblock=Hildr; CR 10</p><p>Sea hag shugenja 6]</p><p>NE Medium monstrous humanoid (aquatic)</p><p><strong>Init</strong> +0; <strong>Senses</strong> darkvision 60 ft., Listen +8, Spot +8</p><p><strong>Languages</strong> Common, Giant</p><p>-----</p><p><strong>AC</strong> 13 (+3 natural), touch 10, flat-footed 13</p><p><strong>hp</strong> 64 (9 HD)</p><p><strong>SR</strong> 14</p><p><strong>Fort</strong> +8, <strong>Ref</strong> +5, <strong>Will</strong> +10</p><p>-----</p><p><strong>Spd</strong> 30 ft. (6 squares), swim 40 ft.</p><p><strong>Melee</strong> 2 claws +12 (1d4+6)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +6; <strong>Grp</strong> +12</p><p><strong>Atk Options</strong> evil eye, horrific appearance</p><p><strong>Spell-Like Ability (CL 6th):</strong></p><p>At will - <em>sense elements</em></p><p><strong>Shugenja Spells Known (CL 6th, water focus):</strong></p><p>3rd (4/day) - <em>cure serious wounds*, dispel magic, water walk</em></p><p>2nd (6/day) - <em>augury*, barkskin, locate object</em></p><p>1st (8/day) - <em>bless, cure light wounds*, disguise self, obscuring mist, shield of faith</em></p><p>0 (6/day) - <em>create water, cure minor wounds*, daze</em> (Will 15), <em>detect magic, detect poison, guidance, read magic, resistance</em></p><p>* Order of the Gentle Rain spell.</p><p>-----</p><p><strong>Abilities</strong> Str 22, Dex 10, Con 16, Int 10, Wis 14, Cha 20</p><p><strong>SQ</strong> amphibious</p><p><strong>Skills</strong> Concentration +9, Diplomacy +11, Hide +2, Knowledge (religion) +8, Listen +8, Spellcraft +6, Spot +8, Swim +6</p><p><strong>Feats</strong> Alertness, Great Fortitude, Brew Potion, Toughness</p><p>-----</p><p><strong>Amphibious (Ex):</strong> Although sea hags are aquatic, they can survive indefinitely on land.</p><p></p><p><strong>Evil Eye (Su):</strong> Three times per day, a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a DC 16 Will save or be dazed for three days, although <em>remove curse</em> or <em>dispel evil</em> can restore sanity sooner. In addition, an affected creature must succeed on a DC 16 Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag’s evil eye. The save DCs are Charisma-based.</p><p></p><p><strong>Horrific Appearance (Su):</strong> The sight of a sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 16 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag’s horrific appearance for 24 hours. The save DC is Charisma-based.</p><p></p><p><strong>Skills:</strong> A sea hag 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>[sblock=Sigrdrifa; CR 10</p><p>Green hag horizon walker 5]</p><p>CE Medium monstrous humanoid</p><p><strong>Init</strong> +1; <strong>Senses</strong> darkvision 120 ft., Listen +13, Spot +14</p><p><strong>Languages</strong> Common, Giant</p><p>-----</p><p><strong>AC</strong> 22 (+1 Dex, +11 natural), touch 11, flat-footed 21</p><p><strong>hp</strong> 105 (14 HD)</p><p><strong>SR</strong> 18</p><p><strong>Fort</strong> +10, <strong>Ref</strong> +8, <strong>Will</strong> +10</p><p>-----</p><p><strong>Spd</strong> 30 ft. (6 squares), swim 40 ft.</p><p><strong>Melee</strong> 2 claws +19 (1d4+5), or</p><p><strong>Melee Touch</strong> weakness touch +19 (2d4 Str damage, Fort DC 17)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +14; <strong>Grp</strong> +19</p><p><strong>Atk Options</strong> Blind-Fight, weakness, terrain mastery</p><p><strong>Special Actions</strong> Combat Casting</p><p><strong>Spell-Like Abilities (CL 9th):</strong></p><p>At will - <em>dancing lights, disguise self, ghost sound</em> (DC 13), <em>invisibility, pass without trace, tongues, water breathing</em></p><p>-----</p><p><strong>Abilities</strong> Str 20, Dex 12, Con 17, Int 12, Wis 16, Cha 16</p><p><strong>SQ</strong> mimicry</p><p><strong>Skills</strong> Balance +6, Climb +10, Concentration +11, Knowledge (geography) +9, Knowledge (nature) +3 (unskilled), Hide +14, Listen +13, Move Silently +10, Spot +14, Survival +8 (+10 to keep from getting lost or to avoid natural hazards)</p><p><strong>Feats</strong> Alertness, Blind-Fight, Combat Casting, Endurance, Track</p><p>-----</p><p><strong>Mimicry (Ex):</strong> A green hag can imitate the sounds of almost any animal found near its lair.</p><p></p><p><strong>Terrain Mastery:</strong> Grants +1 insight bonus on attack and damage rolls against aquatic, forest, hill, marsh, and underground creatures.</p><p></p><p><strong>Weakness (Su):</strong> A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 17 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.</p><p></p><p><strong>Skills:</strong> A green hag 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>[sblock=Covey Spell-Like Abilities] 3/day - <em>animate dead, bestow curse</em> (DC 17), <em>control weather, dream, forcecage, mind blank, mirage arcana</em> (DC 18), <em>polymorph, veil</em> (DC 19), <em>vision</em>. Caster level 9th. The save DCs are based on a Charisma score of 16. To use one of these abilities (which requires a full-round action), all three hags must be within 10 feet of one another, and all must participate. Once per month, a covey that does not have a hag eye can create one from a gem worth at least 20 gp.</p><p></p><p>Hag Eye: A hag eye is a magic gem created by a covey. It appears to be nothing more than a semiprecious stone, but a gem of seeing or other such effect reveals it as a disembodied eye. Often, a hag eye is worn as a ring, brooch, or other adornment. Any of the three hags who created the hag eye can see through it whenever they wish, so long as it is on the same plane of existence as the hag. A hag eye has hardness 5 and 10 hit points.</p><p></p><p>Destroying a hag eye deals 1d10 points of damage to each member of the covey and causes the one who sustained the greatest damage to be blinded for 24 hours.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3684575, member: 2795"] [b]Covey of Hags[/b] [color=lime]I've always liked hags in D&D. Here's a covey of hags designed to function in a network of flooded sea caves. For added challenge, guard the covey with 1d8 merrow and 1d4 aquatic hill giants. For the aquatic hill giants, just add the aquatic subtype, a 40 ft. swim speed, and Swim +7 to the skill list. No need to change the CR. BTW, I cheated a bit on the annis. She shouldn't be able to meet the prereq for Improved Swimming with just her annis HD. I don't think a 1 rank nudge unbalances her build.[/color] [sblock=Brynhildr; CR 10 Annis sharklord 4] NE Large monstrous humanoid [b]Init[/b] +0; [b]Senses[/b] darkvision 60 ft., low-light vision, Listen +13, Spot +13 [b]Languages[/b] Common, Giant ----- [b]AC[/b] 19 (-1 size, +10 natural), touch 9, flat-footed 19; [b]DR[/b] 2/bludgeoning [b]hp[/b] 75 (11 HD) [b]SR[/b] 19 [b]Fort[/b] +8, [b]Ref[/b] +9, [b]Will[/b] +9 ----- [b]Spd[/b] 40 ft. (8 squares) [b]Melee[/b] 2 claws +18 (1d6+8) and bite +13 (1d6+4), or [b]Melee bite[/b] +18 (2d6+8) and 2 claws +13 (1d6+4) (with wild aspect) [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. [b]Base Atk[/b] +11; [b]Grp[/b] +23 [b]Atk Options[/b] improved grab, Power Attack, rake (1d6+8), rend (2d6+12), wild aspect 1/day [b]Special Actions[/b] animal bond, wild empathy +8 (+12 to influence sharks) [b]Spell-Like Abilities:[/b] At will - [i]detect animals[/i] (sharks only) (CL 4th) 3/day - [i]disguise self, fog cloud[/i] (CL 8th) 1/day - [i]speak with animals[/i] (sharks only) (CL 4th) ----- [b]Abilities[/b] Str 26, Dex 10, Con 14, Int 17, Wis 16, Cha 14 [b]SQ[/b] first totem [b]Skills[/b] Bluff +8, Climb +12, Diplomacy +4, Disguise +8 (+10 when acting in character), Handle Animal +10 (+14 with sharks), Hide +2, Intimidate +10, Jump +16, Knowledge (nature) +9, Listen +13, Ride +2, Spot +13, Survival +3 (+5 in aboveground natural environments), Swim +18 [b]Feats[/b] Alertness, Blind-Fight, Improved Swimming, Power Attack ----- [b]Improved Grab (Ex):[/b] To use this ability, an annis must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. [b]Improved Swimming:[/b] Swim 20 ft. as a move action. [b]Rake (Ex):[/b] Attack bonus +18 melee, damage 1d6+8. An annis can attack a grappled foe with both claws at no penalty. [b]Rend (Ex):[/b] An annis that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+12 points of damage. [b]Wild Aspect (Su):[/b] For 4 minutes, grants primary shark bite attack and the ability to breathe water.[/sblock] [sblock=Hildr; CR 10 Sea hag shugenja 6] NE Medium monstrous humanoid (aquatic) [b]Init[/b] +0; [b]Senses[/b] darkvision 60 ft., Listen +8, Spot +8 [b]Languages[/b] Common, Giant ----- [b]AC[/b] 13 (+3 natural), touch 10, flat-footed 13 [b]hp[/b] 64 (9 HD) [b]SR[/b] 14 [b]Fort[/b] +8, [b]Ref[/b] +5, [b]Will[/b] +10 ----- [b]Spd[/b] 30 ft. (6 squares), swim 40 ft. [b]Melee[/b] 2 claws +12 (1d4+6) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +6; [b]Grp[/b] +12 [b]Atk Options[/b] evil eye, horrific appearance [b]Spell-Like Ability (CL 6th):[/b] At will - [i]sense elements[/i] [b]Shugenja Spells Known (CL 6th, water focus):[/b] 3rd (4/day) - [i]cure serious wounds*, dispel magic, water walk[/i] 2nd (6/day) - [i]augury*, barkskin, locate object[/i] 1st (8/day) - [i]bless, cure light wounds*, disguise self, obscuring mist, shield of faith[/i] 0 (6/day) - [i]create water, cure minor wounds*, daze[/i] (Will 15), [i]detect magic, detect poison, guidance, read magic, resistance[/i] * Order of the Gentle Rain spell. ----- [b]Abilities[/b] Str 22, Dex 10, Con 16, Int 10, Wis 14, Cha 20 [b]SQ[/b] amphibious [b]Skills[/b] Concentration +9, Diplomacy +11, Hide +2, Knowledge (religion) +8, Listen +8, Spellcraft +6, Spot +8, Swim +6 [b]Feats[/b] Alertness, Great Fortitude, Brew Potion, Toughness ----- [b]Amphibious (Ex):[/b] Although sea hags are aquatic, they can survive indefinitely on land. [b]Evil Eye (Su):[/b] Three times per day, a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a DC 16 Will save or be dazed for three days, although [i]remove curse[/i] or [i]dispel evil[/i] can restore sanity sooner. In addition, an affected creature must succeed on a DC 16 Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag’s evil eye. The save DCs are Charisma-based. [b]Horrific Appearance (Su):[/b] The sight of a sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 16 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag’s horrific appearance for 24 hours. The save DC is Charisma-based. [b]Skills:[/b] A sea hag 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] [sblock=Sigrdrifa; CR 10 Green hag horizon walker 5] CE Medium monstrous humanoid [b]Init[/b] +1; [b]Senses[/b] darkvision 120 ft., Listen +13, Spot +14 [b]Languages[/b] Common, Giant ----- [b]AC[/b] 22 (+1 Dex, +11 natural), touch 11, flat-footed 21 [b]hp[/b] 105 (14 HD) [b]SR[/b] 18 [b]Fort[/b] +10, [b]Ref[/b] +8, [b]Will[/b] +10 ----- [b]Spd[/b] 30 ft. (6 squares), swim 40 ft. [b]Melee[/b] 2 claws +19 (1d4+5), or [b]Melee Touch[/b] weakness touch +19 (2d4 Str damage, Fort DC 17) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +14; [b]Grp[/b] +19 [b]Atk Options[/b] Blind-Fight, weakness, terrain mastery [b]Special Actions[/b] Combat Casting [b]Spell-Like Abilities (CL 9th):[/b] At will - [i]dancing lights, disguise self, ghost sound[/i] (DC 13), [i]invisibility, pass without trace, tongues, water breathing[/i] ----- [b]Abilities[/b] Str 20, Dex 12, Con 17, Int 12, Wis 16, Cha 16 [b]SQ[/b] mimicry [b]Skills[/b] Balance +6, Climb +10, Concentration +11, Knowledge (geography) +9, Knowledge (nature) +3 (unskilled), Hide +14, Listen +13, Move Silently +10, Spot +14, Survival +8 (+10 to keep from getting lost or to avoid natural hazards) [b]Feats[/b] Alertness, Blind-Fight, Combat Casting, Endurance, Track ----- [b]Mimicry (Ex):[/b] A green hag can imitate the sounds of almost any animal found near its lair. [b]Terrain Mastery:[/b] Grants +1 insight bonus on attack and damage rolls against aquatic, forest, hill, marsh, and underground creatures. [b]Weakness (Su):[/b] A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 17 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based. [b]Skills:[/b] A green hag 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] [sblock=Covey Spell-Like Abilities] 3/day - [i]animate dead, bestow curse[/i] (DC 17), [i]control weather, dream, forcecage, mind blank, mirage arcana[/i] (DC 18), [i]polymorph, veil[/i] (DC 19), [i]vision[/i]. Caster level 9th. The save DCs are based on a Charisma score of 16. To use one of these abilities (which requires a full-round action), all three hags must be within 10 feet of one another, and all must participate. Once per month, a covey that does not have a hag eye can create one from a gem worth at least 20 gp. Hag Eye: A hag eye is a magic gem created by a covey. It appears to be nothing more than a semiprecious stone, but a gem of seeing or other such effect reveals it as a disembodied eye. Often, a hag eye is worn as a ring, brooch, or other adornment. Any of the three hags who created the hag eye can see through it whenever they wish, so long as it is on the same plane of existence as the hag. A hag eye has hardness 5 and 10 hit points. Destroying a hag eye deals 1d10 points of damage to each member of the covey and causes the one who sustained the greatest damage to be blinded for 24 hours.[/sblock] [/QUOTE]
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