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
Community
General Tabletop Discussion
*TTRPGs General
Old School Nefarium - Road to Adventure Link (1/20/16)
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="Mark Chance" data-source="post: 3693823" data-attributes="member: 2795"><p><strong>Deadly Critters</strong></p><p></p><p><span style="color: lime">These monsters were separate "random" encounters in a wilderness adventure. Our extremely anal-retentive player was very annoyed that the monstrous undead centipedes had poisonous bites. I guess monstrous undead centipedes with poisonous bites were unrealistic.</span></p><p></p><p>[sblock=Advanced shocker lizards; CR 2 (x9)]</p><p>Small magical beast</p><p><strong>Init</strong> +6; <strong>Senses</strong> darkvision 60 ft., electricity sense, low-light vision, Listen +5, Spot +5</p><p>-----</p><p><strong>AC</strong> 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14</p><p><strong>hp</strong> 26 (4 HD)</p><p><strong>Immune</strong> electricity</p><p><strong>Fort</strong> +4, <strong>Ref</strong> +5, <strong>Will</strong> +1</p><p>-----</p><p><strong>Spd</strong> 40 ft. (8 squares), climb 20 ft., swim 20 ft.</p><p><strong>Melee</strong> bite +7 (1d4)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +4; <strong>Grp</strong> +0</p><p><strong>Atk Options</strong> lethal shock, stunning shock</p><p>-----</p><p><strong>Abilities</strong> Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6</p><p><strong>Skills</strong> Climb +11, Hide +11, Jump +7, Listen +5, Spot +5, Swim +10</p><p><strong>Feats</strong> Improved Initiative, Weapon Finesse</p><p>-----</p><p><strong>Electricity Sense (Ex):</strong> Shocker lizards automatically detect any electrical discharges within 100 feet.</p><p></p><p><strong>Lethal Shock (Su):</strong> Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half.</p><p></p><p><strong>Stunning Shock (Su):</strong> Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 13 half). The save DC is Constitution-based.</p><p></p><p><strong>Skills:</strong> A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A shocker lizard 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=Monstrous undead centipedes; CR 3 (x4)]</p><p>NE Huge undead</p><p><strong>Init</strong> +3; <strong>Senses</strong> darkvision 60 ft., Listen +1, Spot +1</p><p>-----</p><p><strong>AC</strong> 20 (-2 size, +2 Dex, +10 natural), touch 10, flat-footed 18</p><p><strong>hp</strong> 39 (6 HD)</p><p><strong>Immune</strong> ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, <em>sleep</em>, stunning</p><p><strong>Fort</strong> +2, <strong>Ref</strong> +5, <strong>Will</strong> +6</p><p>-----</p><p><strong>Spd</strong> 40 ft. (8 squares), climb 40 ft.</p><p><strong>Melee</strong> bite +5 (2d6+6 plus poison and energy drain)</p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Base Atk</strong> +3; <strong>Grp</strong> +15</p><p><strong>Atk Options</strong> energy drain, poison</p><p>-----</p><p><strong>Abilities</strong> Str 19, Dex 17, Con --, Int 3, Wis 12, Cha 6</p><p><strong>Skills</strong> Climb +12, Hide +3, Move Silently +11, Spot +5</p><p>-----</p><p><strong>Energy Drain (Su):</strong> Living creatures hit by a monstrous undead centipede's slam attack gain one negative level. The DC is 11 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the monstrous undead centipede gains 5 temporary hit points.</p><p></p><p><strong>Poison (Ex):</strong> A monstrous undead centipede has a poisonous bite, Fortitude save DC 11 to negate, inflicts 1d6 Dex initial and secondary damage. The save DC is Charisma-based.</p><p></p><p><strong>Skills:</strong> Monstrous undead centipedes can take 10 on Climb checks, even if threatened or distracted.[/sblock]</p><p>[sblock=Advanced ethereal filcher; CR 11</p><p>Rogue 7]</p><p>Large aberration</p><p><strong>Init</strong> +9; <strong>Senses</strong> darkvision 60 ft., Listen +14, Spot +14</p><p><strong>Languages</strong> Ethereal filchers do not speak. It understands Common.</p><p>-----</p><p><strong>AC</strong> 21 (-1 size, +5 Dex, +5 natural, +2 deflection), touch 16, flat-footed 16; trap sense +2, uncanny dodge</p><p><strong>hp</strong> 105 (15 HD)</p><p><strong>Fort</strong> +8, <strong>Ref</strong> +13, <strong>Will</strong> +9; evasion, trap sense +2</p><p>-----</p><p><strong>Spd</strong> 40 ft. (8 squares); <em>ethereal jaunt</em></p><p><strong>Melee</strong> bite +16 (1d8+6)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Base Atk</strong> +11; <strong>Grp</strong> +20</p><p><strong>Atk Options</strong> sneak attack +4d6</p><p><strong>Combat Gear</strong> <em>potion of cure light wounds, oil of darkness, potion of mage armor</em></p><p><strong>Special Actions</strong> <em>detect magic</em>, trapfinding</p><p>-----</p><p><strong>Abilities</strong> Str 20, Dex 21, Con 17, Int 10, Wis 12, Cha 8</p><p><strong>Skills</strong> Bluff +12, Climb +12, Hide +14, Intimidate +3*, Listen +14, Move Silently +18, Open Lock +12, Sleight of Hand +26, Spot +14, Use Rope +7* (untrained)</p><p><strong>Feats</strong> Deft Hands, Dodge, Improved Initiative, Improved Natural Attack (bite), Persuasive, Stealthy</p><p><strong>Possessions</strong> combat gear, plus <em>amulet of mighty fists +1, ring of protection +2</em></p><p><strong>Other Treasure</strong> arcane scroll (<em>enlarge person, jump</em>; CL 1st), <em>+1 nunchaku</em></p><p>-----</p><p><strong>Detect Magic (Su):</strong> Ethereal filchers can <em>detect magic</em> as the spell (caster level 5th) at will.</p><p></p><p><strong>Ethereal Jaunt (Su):</strong> An ethereal filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the <em>ethereal jaunt</em> spell (caster level 15th).[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3693823, member: 2795"] [b]Deadly Critters[/b] [color=lime]These monsters were separate "random" encounters in a wilderness adventure. Our extremely anal-retentive player was very annoyed that the monstrous undead centipedes had poisonous bites. I guess monstrous undead centipedes with poisonous bites were unrealistic.[/color] [sblock=Advanced shocker lizards; CR 2 (x9)] Small magical beast [b]Init[/b] +6; [b]Senses[/b] darkvision 60 ft., electricity sense, low-light vision, Listen +5, Spot +5 ----- [b]AC[/b] 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14 [b]hp[/b] 26 (4 HD) [b]Immune[/b] electricity [b]Fort[/b] +4, [b]Ref[/b] +5, [b]Will[/b] +1 ----- [b]Spd[/b] 40 ft. (8 squares), climb 20 ft., swim 20 ft. [b]Melee[/b] bite +7 (1d4) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +4; [b]Grp[/b] +0 [b]Atk Options[/b] lethal shock, stunning shock ----- [b]Abilities[/b] Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6 [b]Skills[/b] Climb +11, Hide +11, Jump +7, Listen +5, Spot +5, Swim +10 [b]Feats[/b] Improved Initiative, Weapon Finesse ----- [b]Electricity Sense (Ex):[/b] Shocker lizards automatically detect any electrical discharges within 100 feet. [b]Lethal Shock (Su):[/b] Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half. [b]Stunning Shock (Su):[/b] Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 13 half). The save DC is Constitution-based. [b]Skills:[/b] A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A shocker lizard 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=Monstrous undead centipedes; CR 3 (x4)] NE Huge undead [b]Init[/b] +3; [b]Senses[/b] darkvision 60 ft., Listen +1, Spot +1 ----- [b]AC[/b] 20 (-2 size, +2 Dex, +10 natural), touch 10, flat-footed 18 [b]hp[/b] 39 (6 HD) [b]Immune[/b] ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, [i]sleep[/i], stunning [b]Fort[/b] +2, [b]Ref[/b] +5, [b]Will[/b] +6 ----- [b]Spd[/b] 40 ft. (8 squares), climb 40 ft. [b]Melee[/b] bite +5 (2d6+6 plus poison and energy drain) [b]Space[/b] 15 ft.; [b]Reach[/b] 10 ft. [b]Base Atk[/b] +3; [b]Grp[/b] +15 [b]Atk Options[/b] energy drain, poison ----- [b]Abilities[/b] Str 19, Dex 17, Con --, Int 3, Wis 12, Cha 6 [b]Skills[/b] Climb +12, Hide +3, Move Silently +11, Spot +5 ----- [b]Energy Drain (Su):[/b] Living creatures hit by a monstrous undead centipede's slam attack gain one negative level. The DC is 11 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the monstrous undead centipede gains 5 temporary hit points. [b]Poison (Ex):[/b] A monstrous undead centipede has a poisonous bite, Fortitude save DC 11 to negate, inflicts 1d6 Dex initial and secondary damage. The save DC is Charisma-based. [b]Skills:[/b] Monstrous undead centipedes can take 10 on Climb checks, even if threatened or distracted.[/sblock] [sblock=Advanced ethereal filcher; CR 11 Rogue 7] Large aberration [b]Init[/b] +9; [b]Senses[/b] darkvision 60 ft., Listen +14, Spot +14 [b]Languages[/b] Ethereal filchers do not speak. It understands Common. ----- [b]AC[/b] 21 (-1 size, +5 Dex, +5 natural, +2 deflection), touch 16, flat-footed 16; trap sense +2, uncanny dodge [b]hp[/b] 105 (15 HD) [b]Fort[/b] +8, [b]Ref[/b] +13, [b]Will[/b] +9; evasion, trap sense +2 ----- [b]Spd[/b] 40 ft. (8 squares); [i]ethereal jaunt[/i] [b]Melee[/b] bite +16 (1d8+6) [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. [b]Base Atk[/b] +11; [b]Grp[/b] +20 [b]Atk Options[/b] sneak attack +4d6 [b]Combat Gear[/b] [i]potion of cure light wounds, oil of darkness, potion of mage armor[/i] [b]Special Actions[/b] [i]detect magic[/i], trapfinding ----- [b]Abilities[/b] Str 20, Dex 21, Con 17, Int 10, Wis 12, Cha 8 [b]Skills[/b] Bluff +12, Climb +12, Hide +14, Intimidate +3*, Listen +14, Move Silently +18, Open Lock +12, Sleight of Hand +26, Spot +14, Use Rope +7* (untrained) [b]Feats[/b] Deft Hands, Dodge, Improved Initiative, Improved Natural Attack (bite), Persuasive, Stealthy [b]Possessions[/b] combat gear, plus [i]amulet of mighty fists +1, ring of protection +2[/i] [b]Other Treasure[/b] arcane scroll ([i]enlarge person, jump[/i]; CL 1st), [i]+1 nunchaku[/i] ----- [b]Detect Magic (Su):[/b] Ethereal filchers can [i]detect magic[/i] as the spell (caster level 5th) at will. [b]Ethereal Jaunt (Su):[/b] An ethereal filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the [i]ethereal jaunt[/i] spell (caster level 15th).[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Old School Nefarium - Road to Adventure Link (1/20/16)
Top