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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: 3699837" data-attributes="member: 2795"><p><strong>Return to the Tomb of Horrors Favorites</strong></p><p></p><p><span style="color: lime">Awhile ago, I converted a few RttToH monsters.</span></p><p></p><p>[sblock=Bone weird; CR 9]</p><p>CE Huge undead (extraplanar)</p><p><strong>Init</strong> +7; <strong>Senses</strong> darkvision 60 ft., Listen +16, Spot +16</p><p><strong>Languages</strong> Bone weirds do not speak, but they understand Abyssal and Common.</p><p>-----</p><p><strong>AC</strong> 21 (-2 size, +3 Dex, +10 natural), touch 11, flat-footed 18</p><p><strong>hp</strong> 78 (12 HD); <strong>DR</strong> 5/bludgeoning and magic</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> +4, <strong>Ref</strong> +7, <strong>Will</strong> +9; magic immunity</p><p>-----</p><p><strong>Spd</strong> 20 ft. (4 squares), climb 20 ft.</p><p><strong>Melee</strong> slam +11 (1d8+10 plus bone subsumption)</p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Base Atk</strong> +6; <strong>Grp</strong> +21</p><p><strong>Atk Options</strong> Awesome Blow, bone subsumption, bony heap, Combat Reflexes (4 AoO/round), Improved Bullrush, Power Attack</p><p><strong>Special Actions</strong> rejuvenation</p><p>-----</p><p><strong>Abilities</strong> Str 25, Dex 17, Con --, Int 12, Wis 12, Cha 14</p><p><strong>Skills</strong> Climb +30, Hide +10, Listen +16, Spot +16, Swim +22</p><p><strong>Feats</strong> Awesome Blow, Combat Reflexes, Improved Bullrush, Improved Initiative, Power Attack</p><p><strong>Environment</strong> Any</p><p><strong>Organization</strong> Solitary or group (2-5)</p><p><strong>Treasure</strong> None</p><p><strong>Advancement</strong> 13-24 HD (Huge); 25-36 HD (Gargantuan)</p><p>-----</p><p><strong>Bone Subsumption (Su):</strong> The bite of a bone weird warps and destroys bone integrity. Anyone struck by a bone weird's bite must make a DC 18 Fortitude save or suffer an additional 4d4 points of damage as his bones twist, rearrange, and diminish. He also suffers 1d4 points of ability drain to Strength and Dexterity. Hit point loss and ability drain from bone subsumption are difficult to heal. Normal healing is of no avail. The various <em>cure wounds</em> spells, <em>lesser restoration, restoration</em>, and <em>greater restoration</em> are of no use. <em>Regeneration</em> not only straightens and rebuilds damaged bones (restoring 1 point of drained ability per two caster levels), but also heals hit point damage caused by bone subsumption. More powerful magics, such as <em>limited wish</em> or <em>miracle</em>, can undo bone subsumption.</p><p></p><p><strong>Bony Heap (Su):</strong> A bone weird spends most of its time in stasis within its bony heap. When a bone weird becomes active (such as when attacking), its bony heap churns and grinds. A bone weird's bony heap can be no larger than 7000 cubic feet (although it can be smaller), and several bone weirds may share a single bony heap. Creatures caught in the bony heap (for example, after having been bull rushed into it by a bone weird) are immediately subjected to a grapple attack (as if attacked by the bone weird itself). The bony heap inflicts 2d6 points of piercing and crushing damage with a successful grapple check. If the victim wins the grapple check, he can move at one-half speed. If this movement is sufficient to escape the bony heap, the victim has freed himself. The bony heap's attack does not affect the bone weird's attacks in any way. No matter how many bone weirds share a bony heap, the heap is allowed only one grapple check per victim per round.</p><p></p><p><strong>Magic Immunity (Ex):</strong> A bone weird is immune to any spell or spell-like ability that allows spell resistance unless that spell or spell-like specifically affects undead (such as <em>searing light</em>) or extraplanar creatures (such as <em>banishment</em>). Spells that fit these two categories affect bone weirds as normal.</p><p></p><p><strong>Rejuvenation (Su):</strong> A bone weird reduced to 0 hit points is not destroyed. Instead, it collapses into hundreds of separate bones, and its essence retreats into the bony heap. The bone weird arises anew with full hit points after 1d4 hours. The only ways to permanently destroy a bone weird are with a sufficiently powerful turn undead check or to reduce it to 0 hit points via magic that specifically affects undead.</p><p></p><p><strong>Skills:</strong> A bone weird gains a +8 racial bonus on Climb checks, and can take 10 on a Climb check even when rushed and threatened. A bone weird gains a +8 racial bonus on Hide checks when within its bony heap.[/sblock]</p><p>[sblock=Moilian heart; CR 1]</p><p>NE Diminutive undead (extraplanar)</p><p><strong>Init</strong> -5; <strong>Senses</strong> sense life 20 ft.</p><p>-----</p><p><strong>AC</strong> 11 (+4 size, -5 Dex, +2 natural), touch 9, flat-footed 11</p><p><strong>hp</strong> 3 (19 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>Weakness</strong> helpless</p><p><strong>Fort</strong> +1, <strong>Ref</strong> -4, <strong>Will</strong> +3</p><p>-----</p><p><strong>Spd</strong> 0 ft.</p><p><strong>Space</strong> 1 ft.; <strong>Reach</strong> 0 ft.</p><p><strong>Base Atk</strong> +1; <strong>Grp</strong> --</p><p><strong>Atk Options</strong> create spawn, frost, life drain</p><p><strong>Special Actions</strong> stasis</p><p>-----</p><p><strong>Abilities</strong> Str 1; Dex 0; Con --; Int --; Wis 10, Cha 14</p><p><strong>Environment</strong> Extraplanar city of Moil</p><p><strong>Organization</strong> Solitary</p><p><strong>Treasure</strong> None</p><p><strong>Advancement</strong> 4-9 HD (Diminutive)</p><p>-----</p><p><strong>Create Spawn (Su):</strong> Any living creature killed by a Moilian heart's life drain rises again as zombie in 1d4 rounds. This zombie's first act is to rip open its chest cavity (inflicting no damage) and then place the nearest Moilian heart within the exposed space. A zombie created by a Moilian heart can detect Moilian hearts within 120 feet as a free action. 1d4 rounds after a Moilian heart is within such a zombie, the two creatures irrevocably merge into a Moilian zombie.</p><p></p><p><strong>Frost (Su):</strong> Once per round as a standard action, a Moilian heart can unleash a powerful emanation of magical cold. This inflicts 1d6 points of cold damage and 1d6 points of divine power damage. A DC 13 Fortitude save halves both types of damage. The save DC is Charisma-based.</p><p></p><p><strong>Life Drain (Su):</strong> Each round on the Moilian heart's turn, all living creatures within a 20-foot-radius emanation are subject to life drain, suffering 1d6 points of damage with no saving throw. <em>Death ward</em> or a similar effect blocks life drain. A Moilian heart gains temporary hit points equal to the total damage inflicted by life drain, but its hit points can never be greater than 12 points per hit die. Life drain is a free action.</p><p></p><p><strong>Helpless:</strong> A Moilian heart cannot move. Melee attacks enjoy a +4 bonus against it (equivalent to attacking a prone target).</p><p></p><p><strong>Stasis (Su):</strong> If deprived of a living creature to supply it with life force, a Moilian heart's beat slows and eventually ceases. It beats for as many days as it has hit points. The monster then enters a period of stasis. When a living creature comes within 20 feet of a Moilian heart, its life drain ability kicks in, and it once again begins to pulse with unholy life. There is no limit to how long a Moilian heart can remain in stasis.[/sblock]</p><p>[sblock=Moilian zombie template]</p><p>A Moilian zombie is a created by applying the zombie template with a few changes.</p><p></p><p><strong>Special Attacks:</strong> A Moilian zombie retains none of the special attacks of the base creature. It gains the Frost and Life Drain abilities of a Moilian heart.</p><p></p><p><strong>Special Qualities:</strong> A Moilian zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. It is not limited to single actions like a normal zombie. It has the Stasis special quality of a Moilian heart.</p><p></p><p><strong>Ability Scores:</strong> A Moilian zombie’s Strength increases by +2, its Dexterity decreases by 2, and it has no Constitution score. Its Intelligence is 5, its Wisdom changes to 10, and its Charisma changes to 14.</p><p></p><p><strong>Skills:</strong> A Moilian zombie retains the base creature's skills, adjusted for its new ability scores.</p><p></p><p><strong>Feats:</strong> A Moilian zombie retains the base creature's feats. It gains Toughness and Improved Toughness as bonus feats (the latter even if the Moilian zombie doesn't meet the prerequisites).</p><p></p><p><strong>Challenge Rating:</strong> A Moilian zombie's challenge rating depends on its HD.</p><p></p><p>[code]</p><p>HD CR</p><p>1 1</p><p>2 2</p><p>4+ As zombie plus 2[/code][/sblock]</p><p>[sblock=Negative fundamental swarm; CR 3]</p><p>NE Diminutive elemental (evil, extraplanar, swarm)</p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 60 ft., lifesight 100 ft., Listen +9, Spot +4</p><p>-----</p><p><strong>AC</strong> 16 (+4 size, +2 Dex), touch 12, flat-footed 14</p><p><strong>hp</strong> 9 (2 HD); <strong>DR</strong> 5/magic; <strong>half damage</strong> piercing and slashing weapons</p><p><strong>Immune</strong> cold, critical hits, flanking, paralysis, poison, <em>sleep</em>, stunning</p><p><strong>Weakness</strong> helpless</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +2, <strong>Will</strong> +2</p><p>-----</p><p><strong>Spd</strong> 5 ft. (1 square), fly 45 ft. (good)</p><p><strong>Melee</strong> swarm (1d6 plus energy drain)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 0 ft.</p><p><strong>Base Atk</strong> +1; <strong>Grp</strong> --</p><p><strong>Atk Options</strong> distraction, energy drain</p><p><strong>Special Actions</strong> stasis</p><p>-----</p><p><strong>Abilities</strong> Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 14</p><p><strong>Skills</strong> Listen +9, Spot +4</p><p><strong>Feats</strong> Alertness</p><p><strong>Environment</strong> Negative Energy Plane</p><p><strong>Organization</strong> Solitary</p><p><strong>Treasure</strong> None</p><p><strong>Advancement</strong> --</p><p>-----</p><p><strong>Distraction (Ex):</strong> Any living creature that begins its turn with a negative fundamental swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Charisma-based.</p><p></p><p><strong>Energy Drain (Su):</strong> Each living creature caught in a negative fundamental swarm gains one negative level. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the swarm gains 5 temporary hit points (but no more than 5 temporary hit points in a single round).</p><p></p><p><strong>DR 5/Magic (Su):</strong> If attacked with a slashing or piercing weapon, reduce that weapon's damage by 50% before applying DR.</p><p></p><p><strong>Lifesight (Su):</strong> A negative fundamental swarm can detect living creatures within 100 feet. <em>Invisibility, darkness</em>, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its lifesight ability.[/sblock]</p><p>[sblock=The Vestige; CR 15]</p><p>NE Gargantuan undead (evil, extraplanar, gaseous)</p><p><strong>Init</strong> +1; <strong>Senses</strong> darkvision 60 ft., lifesight 500 ft., Listen +0, Spot +0</p><p><strong>Languages</strong> Although the Vestige continuously speaks with hundreds of voices in dozens of languages, it is actually incapable of communicating.</p><p>-----</p><p><strong>AC</strong> 10 (-4 size, +1 deflection, +3 profane), touch 10, flat-footed 10</p><p><strong>hp</strong> 130 (20 HD); <strong>DR</strong> 10/magic; <strong>turn resistance</strong> +10</p><p><strong>Immune</strong> ability damage (Str, Dex, Con), ability drain, cold, 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>Resist</strong> electricity 10, fire 10</p><p><strong>Vulnerable</strong> <em>protection from evil</em></p><p><strong>SR</strong> 30</p><p><strong>Fort</strong> +6, <strong>Ref</strong> +7, <strong>Will</strong> +12</p><p>-----</p><p><strong>Spd</strong> fly 10 ft. (good) (2 squares)</p><p><strong>Melee Touch</strong> 12 misty tendrils +6 (2d6 acid plus 1d4 Int damage)</p><p><strong>Space</strong> 20 ft.; <strong>Reach</strong> 20 ft.</p><p><strong>Base Atk</strong> +10; <strong>Grp</strong> --</p><p><strong>Atk Options</strong> disturbing murmur, mind drain</p><p><strong>Special Actions</strong> rejuvenation</p><p>-----</p><p><strong>Abilities</strong> Str --, Dex 12, Con --, Int --, Wis 11, Cha 12</p><p><strong>Environment</strong> Extraplanar city of Moil</p><p><strong>Organization</strong> Solitary</p><p><strong>Treasure</strong> None</p><p><strong>Advancement</strong> --</p><p>-----</p><p><strong>Disturbing Murmur (Su):</strong> The Vestige murmurs, whispers, and moans with the voices of the damned citizens of Moil. This continuous noise is audible within a 100-foot-radius emanation, and not even deafness or a <em>silence</em> spell can stop it since the sounds are telepathic as well as physical. All within the emanation must make a DC 25 Will save each round or become shaken. A shaken creature who fails a Will save against this power becomes frightened. A frightened creature who fails a save against this power becomes panicked. This is a fear-based, mind-affecting effect. The save DC is Charisma-based, and includes a +4 racial bonus.</p><p></p><p><strong>Lifesight (Su):</strong> The Vestige can detect living creatures within 500 feet. <em>Invisibility, darkness</em>, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its lifesight ability.</p><p></p><p><strong>Mind Drain (Su):</strong> Any living creature reduced to 0 Intelligence by the Vestige's touch must make a DC 25 Will save or be irrevocably slain as its mind is absorbed by the Vestige. The only way to restore a mind drained creature to life is to use <em>true resurrection</em>, a carefully worded <em>wish</em> followed by <em>resurrection, or <em>miracle</em>. The save DC is Charisma-based, and includes a +4 racial bonus.</em></p><p><em></em></p><p><em><strong>Rejuvenation (Su):</strong> The Vestige can never be truly destroyed. So long as the cursed city of Moil exists, the Vestige exists. If reduced to 0 hit points, the Vestige dissipates, but it reforms at full hit points after 24 hours.</em></p><p><em></em></p><p><em><strong>Vulnerability to Protection from Evil (Ex):</strong> The Vestige's spell resistance cannot overcome a <em>magic circle against evil</em> or <em>protection from evil</em> spell in order to touch a warded creature. These two spells also block the Vestige's lifesight ability (although the Vestige may still see and hear the creature normally). <em>Protection from evil</em> and <em>magic circle against evil</em> also protect warded creatures from the Vestige's disturbing murmur.[/sblock]</em></p><p><em>[sblock=Winter-wight; CR 9]</em></p><p><em>CE Medium undead (cold, evil, extraplanar)</em></p><p><em><strong>Init</strong> +5; <strong>Senses</strong> darkvision 60 ft., Listen +7, Spot +7</em></p><p><em><strong>Language</strong> Abyssal</em></p><p><em>-----</em></p><p><em><strong>AC</strong> 20 (+1 Dex, +9 natural), touch 11, flat-footed 19</em></p><p><em><strong>hp</strong> 104 (16 HD); <strong>fast healing</strong> 5</em></p><p><em><strong>Immune</strong> ability damage (Str, Dex, Con), ability drain, cold, 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</em></p><p><em><strong>Vulnerable</strong> fire</em></p><p><em><strong>Fort</strong> +5, <strong>Ref</strong> +6, <strong>Will</strong> +11</em></p><p><em>-----</em></p><p><em><strong>Spd</strong> 30 ft. (6 squares)</em></p><p><em><strong>Melee Touch</strong> 2 claws +11 (2d4+2 plus blackfire/19-20)</em></p><p><em><strong>Space</strong> 20 ft.; <strong>Reach</strong> 20 ft.</em></p><p><em><strong>Base Atk</strong> +8; <strong>Grp</strong> +10</em></p><p><em><strong>Atk Options</strong> blackfire, keen claws</em></p><p><em><strong>Special Actions</strong> rejuvenation</em></p><p><em>-----</em></p><p><em><strong>Abilities</strong> Str 14, Dex 12, Con --, Int 9, Wis 13, Cha 16</em></p><p><em><strong>Skills</strong> Hide +8, Listen +7, Move Silently +13, Spot +7</em></p><p><em><strong>Feats</strong> Alertness, Blind-Fight, Eyes in the Back of Your Head, Improved Initiative, Power Critical (claws), Weapon Focus (claws)</em></p><p><em><strong>Environment</strong> Extraplanar city of Moil</em></p><p><em><strong>Organization</strong> Solitary</em></p><p><em><strong>Treasure</strong> None</em></p><p><em><strong>Advancement</strong> 17-32 HD (Medium); 33-48 HD (Large)</em></p><p><em>-----</em></p><p><em><strong>Blackfire (Su):</strong> Any living creature struck by a winter-wight's claws must make a DC 21 Fortitude save or be immolated with blackfire. The creature burns with blackfire for 1d4+2 rounds. Each round, the creature suffers 2 points of Constitution damage. Anyone reduced to 0 Constitution by blackfire can only be restored to life by <em>true resurrection</em>, a carefully worded <em>wish</em> followed by <em>resurrection</em>, or <em>miracle</em>.</em></p><p><em></em></p><p><em>Worse still, a creature burning with blackfire spits off sparks of blackfire. Any living creature within 5 feet of another living creature burning with blackfire must make a DC 21 Reflex save each round it remains within range. If the creature fails its Reflex save, it too is immolated by blackfire. Blackfire is a negative energy effect. The save DC is Charisma-based.</em></p><p><em></em></p><p><em><strong>Skills:</strong> Winter-wights have a +8 racial bonus on Move Silently checks.[/sblock]</em></p><p><em>[sblock=Gaseous Subtype]</em></p><p><em>A creature with the gaseous subtype is comprised of insubstantial mists. It has DR 10/magic and is immune to critical hits and poison. It flies with perfect maneuverability at a speed of 10 feet. Its form is completely shapeable. It can flow through small cracks and holes, and it suffers no combat penalties for squeezing. A gaseous creature can be affected by winds, and it cannot enter water or other liquids. It does not have a Strength score and so cannot manipulate or carry objects.[/sblock]</em></p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3699837, member: 2795"] [b]Return to the Tomb of Horrors Favorites[/b] [color=lime]Awhile ago, I converted a few RttToH monsters.[/color] [sblock=Bone weird; CR 9] CE Huge undead (extraplanar) [b]Init[/b] +7; [b]Senses[/b] darkvision 60 ft., Listen +16, Spot +16 [b]Languages[/b] Bone weirds do not speak, but they understand Abyssal and Common. ----- [b]AC[/b] 21 (-2 size, +3 Dex, +10 natural), touch 11, flat-footed 18 [b]hp[/b] 78 (12 HD); [b]DR[/b] 5/bludgeoning and magic [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] +4, [b]Ref[/b] +7, [b]Will[/b] +9; magic immunity ----- [b]Spd[/b] 20 ft. (4 squares), climb 20 ft. [b]Melee[/b] slam +11 (1d8+10 plus bone subsumption) [b]Space[/b] 15 ft.; [b]Reach[/b] 10 ft. [b]Base Atk[/b] +6; [b]Grp[/b] +21 [b]Atk Options[/b] Awesome Blow, bone subsumption, bony heap, Combat Reflexes (4 AoO/round), Improved Bullrush, Power Attack [b]Special Actions[/b] rejuvenation ----- [b]Abilities[/b] Str 25, Dex 17, Con --, Int 12, Wis 12, Cha 14 [b]Skills[/b] Climb +30, Hide +10, Listen +16, Spot +16, Swim +22 [b]Feats[/b] Awesome Blow, Combat Reflexes, Improved Bullrush, Improved Initiative, Power Attack [b]Environment[/b] Any [b]Organization[/b] Solitary or group (2-5) [b]Treasure[/b] None [b]Advancement[/b] 13-24 HD (Huge); 25-36 HD (Gargantuan) ----- [b]Bone Subsumption (Su):[/b] The bite of a bone weird warps and destroys bone integrity. Anyone struck by a bone weird's bite must make a DC 18 Fortitude save or suffer an additional 4d4 points of damage as his bones twist, rearrange, and diminish. He also suffers 1d4 points of ability drain to Strength and Dexterity. Hit point loss and ability drain from bone subsumption are difficult to heal. Normal healing is of no avail. The various [i]cure wounds[/i] spells, [i]lesser restoration, restoration[/i], and [i]greater restoration[/i] are of no use. [i]Regeneration[/i] not only straightens and rebuilds damaged bones (restoring 1 point of drained ability per two caster levels), but also heals hit point damage caused by bone subsumption. More powerful magics, such as [i]limited wish[/i] or [i]miracle[/i], can undo bone subsumption. [b]Bony Heap (Su):[/b] A bone weird spends most of its time in stasis within its bony heap. When a bone weird becomes active (such as when attacking), its bony heap churns and grinds. A bone weird's bony heap can be no larger than 7000 cubic feet (although it can be smaller), and several bone weirds may share a single bony heap. Creatures caught in the bony heap (for example, after having been bull rushed into it by a bone weird) are immediately subjected to a grapple attack (as if attacked by the bone weird itself). The bony heap inflicts 2d6 points of piercing and crushing damage with a successful grapple check. If the victim wins the grapple check, he can move at one-half speed. If this movement is sufficient to escape the bony heap, the victim has freed himself. The bony heap's attack does not affect the bone weird's attacks in any way. No matter how many bone weirds share a bony heap, the heap is allowed only one grapple check per victim per round. [b]Magic Immunity (Ex):[/b] A bone weird is immune to any spell or spell-like ability that allows spell resistance unless that spell or spell-like specifically affects undead (such as [i]searing light[/i]) or extraplanar creatures (such as [i]banishment[/i]). Spells that fit these two categories affect bone weirds as normal. [b]Rejuvenation (Su):[/b] A bone weird reduced to 0 hit points is not destroyed. Instead, it collapses into hundreds of separate bones, and its essence retreats into the bony heap. The bone weird arises anew with full hit points after 1d4 hours. The only ways to permanently destroy a bone weird are with a sufficiently powerful turn undead check or to reduce it to 0 hit points via magic that specifically affects undead. [b]Skills:[/b] A bone weird gains a +8 racial bonus on Climb checks, and can take 10 on a Climb check even when rushed and threatened. A bone weird gains a +8 racial bonus on Hide checks when within its bony heap.[/sblock] [sblock=Moilian heart; CR 1] NE Diminutive undead (extraplanar) [b]Init[/b] -5; [b]Senses[/b] sense life 20 ft. ----- [b]AC[/b] 11 (+4 size, -5 Dex, +2 natural), touch 9, flat-footed 11 [b]hp[/b] 3 (19 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]Weakness[/b] helpless [b]Fort[/b] +1, [b]Ref[/b] -4, [b]Will[/b] +3 ----- [b]Spd[/b] 0 ft. [b]Space[/b] 1 ft.; [b]Reach[/b] 0 ft. [b]Base Atk[/b] +1; [b]Grp[/b] -- [b]Atk Options[/b] create spawn, frost, life drain [b]Special Actions[/b] stasis ----- [b]Abilities[/b] Str 1; Dex 0; Con --; Int --; Wis 10, Cha 14 [b]Environment[/b] Extraplanar city of Moil [b]Organization[/b] Solitary [b]Treasure[/b] None [b]Advancement[/b] 4-9 HD (Diminutive) ----- [b]Create Spawn (Su):[/b] Any living creature killed by a Moilian heart's life drain rises again as zombie in 1d4 rounds. This zombie's first act is to rip open its chest cavity (inflicting no damage) and then place the nearest Moilian heart within the exposed space. A zombie created by a Moilian heart can detect Moilian hearts within 120 feet as a free action. 1d4 rounds after a Moilian heart is within such a zombie, the two creatures irrevocably merge into a Moilian zombie. [b]Frost (Su):[/b] Once per round as a standard action, a Moilian heart can unleash a powerful emanation of magical cold. This inflicts 1d6 points of cold damage and 1d6 points of divine power damage. A DC 13 Fortitude save halves both types of damage. The save DC is Charisma-based. [b]Life Drain (Su):[/b] Each round on the Moilian heart's turn, all living creatures within a 20-foot-radius emanation are subject to life drain, suffering 1d6 points of damage with no saving throw. [i]Death ward[/i] or a similar effect blocks life drain. A Moilian heart gains temporary hit points equal to the total damage inflicted by life drain, but its hit points can never be greater than 12 points per hit die. Life drain is a free action. [b]Helpless:[/b] A Moilian heart cannot move. Melee attacks enjoy a +4 bonus against it (equivalent to attacking a prone target). [b]Stasis (Su):[/b] If deprived of a living creature to supply it with life force, a Moilian heart's beat slows and eventually ceases. It beats for as many days as it has hit points. The monster then enters a period of stasis. When a living creature comes within 20 feet of a Moilian heart, its life drain ability kicks in, and it once again begins to pulse with unholy life. There is no limit to how long a Moilian heart can remain in stasis.[/sblock] [sblock=Moilian zombie template] A Moilian zombie is a created by applying the zombie template with a few changes. [b]Special Attacks:[/b] A Moilian zombie retains none of the special attacks of the base creature. It gains the Frost and Life Drain abilities of a Moilian heart. [b]Special Qualities:[/b] A Moilian zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. It is not limited to single actions like a normal zombie. It has the Stasis special quality of a Moilian heart. [b]Ability Scores:[/b] A Moilian zombie’s Strength increases by +2, its Dexterity decreases by 2, and it has no Constitution score. Its Intelligence is 5, its Wisdom changes to 10, and its Charisma changes to 14. [b]Skills:[/b] A Moilian zombie retains the base creature's skills, adjusted for its new ability scores. [b]Feats:[/b] A Moilian zombie retains the base creature's feats. It gains Toughness and Improved Toughness as bonus feats (the latter even if the Moilian zombie doesn't meet the prerequisites). [b]Challenge Rating:[/b] A Moilian zombie's challenge rating depends on its HD. [code] HD CR 1 1 2 2 4+ As zombie plus 2[/code][/sblock] [sblock=Negative fundamental swarm; CR 3] NE Diminutive elemental (evil, extraplanar, swarm) [b]Init[/b] +2; [b]Senses[/b] darkvision 60 ft., lifesight 100 ft., Listen +9, Spot +4 ----- [b]AC[/b] 16 (+4 size, +2 Dex), touch 12, flat-footed 14 [b]hp[/b] 9 (2 HD); [b]DR[/b] 5/magic; [b]half damage[/b] piercing and slashing weapons [b]Immune[/b] cold, critical hits, flanking, paralysis, poison, [i]sleep[/i], stunning [b]Weakness[/b] helpless [b]Fort[/b] +3, [b]Ref[/b] +2, [b]Will[/b] +2 ----- [b]Spd[/b] 5 ft. (1 square), fly 45 ft. (good) [b]Melee[/b] swarm (1d6 plus energy drain) [b]Space[/b] 10 ft.; [b]Reach[/b] 0 ft. [b]Base Atk[/b] +1; [b]Grp[/b] -- [b]Atk Options[/b] distraction, energy drain [b]Special Actions[/b] stasis ----- [b]Abilities[/b] Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 14 [b]Skills[/b] Listen +9, Spot +4 [b]Feats[/b] Alertness [b]Environment[/b] Negative Energy Plane [b]Organization[/b] Solitary [b]Treasure[/b] None [b]Advancement[/b] -- ----- [b]Distraction (Ex):[/b] Any living creature that begins its turn with a negative fundamental swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Charisma-based. [b]Energy Drain (Su):[/b] Each living creature caught in a negative fundamental swarm gains one negative level. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the swarm gains 5 temporary hit points (but no more than 5 temporary hit points in a single round). [b]DR 5/Magic (Su):[/b] If attacked with a slashing or piercing weapon, reduce that weapon's damage by 50% before applying DR. [b]Lifesight (Su):[/b] A negative fundamental swarm can detect living creatures within 100 feet. [i]Invisibility, darkness[/i], and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its lifesight ability.[/sblock] [sblock=The Vestige; CR 15] NE Gargantuan undead (evil, extraplanar, gaseous) [b]Init[/b] +1; [b]Senses[/b] darkvision 60 ft., lifesight 500 ft., Listen +0, Spot +0 [b]Languages[/b] Although the Vestige continuously speaks with hundreds of voices in dozens of languages, it is actually incapable of communicating. ----- [b]AC[/b] 10 (-4 size, +1 deflection, +3 profane), touch 10, flat-footed 10 [b]hp[/b] 130 (20 HD); [b]DR[/b] 10/magic; [b]turn resistance[/b] +10 [b]Immune[/b] ability damage (Str, Dex, Con), ability drain, cold, 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]Resist[/b] electricity 10, fire 10 [b]Vulnerable[/b] [i]protection from evil[/i] [b]SR[/b] 30 [b]Fort[/b] +6, [b]Ref[/b] +7, [b]Will[/b] +12 ----- [b]Spd[/b] fly 10 ft. (good) (2 squares) [b]Melee Touch[/b] 12 misty tendrils +6 (2d6 acid plus 1d4 Int damage) [b]Space[/b] 20 ft.; [b]Reach[/b] 20 ft. [b]Base Atk[/b] +10; [b]Grp[/b] -- [b]Atk Options[/b] disturbing murmur, mind drain [b]Special Actions[/b] rejuvenation ----- [b]Abilities[/b] Str --, Dex 12, Con --, Int --, Wis 11, Cha 12 [b]Environment[/b] Extraplanar city of Moil [b]Organization[/b] Solitary [b]Treasure[/b] None [b]Advancement[/b] -- ----- [b]Disturbing Murmur (Su):[/b] The Vestige murmurs, whispers, and moans with the voices of the damned citizens of Moil. This continuous noise is audible within a 100-foot-radius emanation, and not even deafness or a [i]silence[/i] spell can stop it since the sounds are telepathic as well as physical. All within the emanation must make a DC 25 Will save each round or become shaken. A shaken creature who fails a Will save against this power becomes frightened. A frightened creature who fails a save against this power becomes panicked. This is a fear-based, mind-affecting effect. The save DC is Charisma-based, and includes a +4 racial bonus. [b]Lifesight (Su):[/b] The Vestige can detect living creatures within 500 feet. [i]Invisibility, darkness[/i], and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its lifesight ability. [b]Mind Drain (Su):[/b] Any living creature reduced to 0 Intelligence by the Vestige's touch must make a DC 25 Will save or be irrevocably slain as its mind is absorbed by the Vestige. The only way to restore a mind drained creature to life is to use [i]true resurrection[/i], a carefully worded [i]wish[/i] followed by [i]resurrection, or [i]miracle[/i]. The save DC is Charisma-based, and includes a +4 racial bonus. [b]Rejuvenation (Su):[/b] The Vestige can never be truly destroyed. So long as the cursed city of Moil exists, the Vestige exists. If reduced to 0 hit points, the Vestige dissipates, but it reforms at full hit points after 24 hours. [b]Vulnerability to Protection from Evil (Ex):[/b] The Vestige's spell resistance cannot overcome a [i]magic circle against evil[/i] or [i]protection from evil[/i] spell in order to touch a warded creature. These two spells also block the Vestige's lifesight ability (although the Vestige may still see and hear the creature normally). [i]Protection from evil[/i] and [i]magic circle against evil[/i] also protect warded creatures from the Vestige's disturbing murmur.[/sblock] [sblock=Winter-wight; CR 9] CE Medium undead (cold, evil, extraplanar) [b]Init[/b] +5; [b]Senses[/b] darkvision 60 ft., Listen +7, Spot +7 [b]Language[/b] Abyssal ----- [b]AC[/b] 20 (+1 Dex, +9 natural), touch 11, flat-footed 19 [b]hp[/b] 104 (16 HD); [b]fast healing[/b] 5 [b]Immune[/b] ability damage (Str, Dex, Con), ability drain, cold, 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]Vulnerable[/b] fire [b]Fort[/b] +5, [b]Ref[/b] +6, [b]Will[/b] +11 ----- [b]Spd[/b] 30 ft. (6 squares) [b]Melee Touch[/b] 2 claws +11 (2d4+2 plus blackfire/19-20) [b]Space[/b] 20 ft.; [b]Reach[/b] 20 ft. [b]Base Atk[/b] +8; [b]Grp[/b] +10 [b]Atk Options[/b] blackfire, keen claws [b]Special Actions[/b] rejuvenation ----- [b]Abilities[/b] Str 14, Dex 12, Con --, Int 9, Wis 13, Cha 16 [b]Skills[/b] Hide +8, Listen +7, Move Silently +13, Spot +7 [b]Feats[/b] Alertness, Blind-Fight, Eyes in the Back of Your Head, Improved Initiative, Power Critical (claws), Weapon Focus (claws) [b]Environment[/b] Extraplanar city of Moil [b]Organization[/b] Solitary [b]Treasure[/b] None [b]Advancement[/b] 17-32 HD (Medium); 33-48 HD (Large) ----- [b]Blackfire (Su):[/b] Any living creature struck by a winter-wight's claws must make a DC 21 Fortitude save or be immolated with blackfire. The creature burns with blackfire for 1d4+2 rounds. Each round, the creature suffers 2 points of Constitution damage. Anyone reduced to 0 Constitution by blackfire can only be restored to life by [i]true resurrection[/i], a carefully worded [i]wish[/i] followed by [i]resurrection[/i], or [i]miracle[/i]. Worse still, a creature burning with blackfire spits off sparks of blackfire. Any living creature within 5 feet of another living creature burning with blackfire must make a DC 21 Reflex save each round it remains within range. If the creature fails its Reflex save, it too is immolated by blackfire. Blackfire is a negative energy effect. The save DC is Charisma-based. [b]Skills:[/b] Winter-wights have a +8 racial bonus on Move Silently checks.[/sblock] [sblock=Gaseous Subtype] A creature with the gaseous subtype is comprised of insubstantial mists. It has DR 10/magic and is immune to critical hits and poison. It flies with perfect maneuverability at a speed of 10 feet. Its form is completely shapeable. It can flow through small cracks and holes, and it suffers no combat penalties for squeezing. A gaseous creature can be affected by winds, and it cannot enter water or other liquids. It does not have a Strength score and so cannot manipulate or carry objects.[/sblock][/i] [/QUOTE]
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