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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: 4154040" data-attributes="member: 2795"><p><strong>Tenebrous Templars, Continued</strong></p><p></p><p><span style="color: limegreen">Here's the last member of the Tenebrous Templars.</span></p><p></p><p>[sblock=Yohanhdi; CR 10</p><p>Hooded pupil human cleric 3/wizard 3/true necromancer 3]</p><p>NE Medium humanoid</p><p><strong>Init</strong> +5; <strong>Senses</strong> Listen +7, Spot +7</p><p><strong>Languages</strong> Abyssal, Common, Infernal</p><p>-----</p><p><strong>AC</strong> AC 13 (+1 Dex, +2 natural), touch 11, flat-footed 12</p><p><strong>hp</strong> 49 (9 HD)</p><p><strong>Resist</strong> cold 5</p><p><strong>Fort</strong> +7, <strong>Ref</strong> +6, <strong>Will</strong> +12</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> claw +4 (1d6), or</p><p><strong>Ranged Touch</strong> <em>wand of acid arrow</em> +5 (2d4 acid for two rounds, range 520 ft.), or</p><p><strong>Ranged Touch</strong> <em>ray of exhaustion</em> +5 (exhausted for 5 minutes, Fort DC 17 reduces effect to fatigued; range 45 ft.)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +4; <strong>Grp</strong> +4</p><p><strong>Atk Options</strong> death touch (1/day), drink blood, rebuke undead (8/day as 6th-level cleric with a +2 bonus on turning checks)</p><p><strong>Cleric Spells Prepared</strong> (CL 5th, or CL 6th for necromancy)<strong>:</strong></p><p>3rd (2+1/day) - <em>animate dead</em>* (N/E), <em>dispel magic, summon undead III</em> (E)</p><p>2nd (3+1/day) - <em>blade of pain and fear</em> (Will partial 15), <em>cure moderate wounds, desecrate</em>* (E), <em>silence</em></p><p>1st (4+1/day) - <em>cause fear</em>* (Will 14), <em>cure light wounds</em> (x2), <em>detect good, entropic shield</em></p><p>0 (5/day) - <em>detect magic, guidance, light, resistance</em> (x2)</p><p>* Domain spell. <strong>Domains</strong> Death, Undeath. <strong>N.B.</strong> E = Evil spell. N = Necromancy spell.</p><p><strong>Wizard Spells Prepared</strong> (CL 5th, or CL 6th for necromancy)<strong>:</strong></p><p>3rd (2/day) - <em>haste, ray of exhaustion</em> (N) (Fort partial 17)</p><p>2nd (3/day) - <em>cat's grace, false life</em> (N), <em>magic missile</em> (Fell Weaken)</p><p>1st (4/day) - <em>acid splash</em> (Fell Weaken) (x2), <em>mage armor, shield</em></p><p>0 (4/day) - <em>daze</em> (Will 13), <em>mage hand, message</em> (x2), <em>touch of fatigue</em> (Fort 14) (N)</p><p><strong>Spell-Like Ability</strong><strong>:</strong></p><p>1/day - <em>clutch of orcus</em> (CL 11th) (Fort 14), <em>create undead</em> (CL 10th)</p><p>-----</p><p><strong>Abilities</strong> Str 10, Dex 12, Con 14, Int 16, Wis 16, Cha 12</p><p><strong>SQ</strong> necromantic prowess, <em>spider climb</em></p><p><strong>Feats</strong> Alertness (B), Corpsecrafter, Deadly Chill, Extra Turning (B), Fell Weaken, Improved Initiative (B), Lightning Reflexes (B), Nimble Bones, Scribe Scroll (B), Spell Focus (necromancy) (B)</p><p><strong>Skills</strong> Concentration +14, Decipher Script +8, Diplomacy +9, Hide +3, Knowledge (arcana) +15, Knowledge (religion) +15, Listen +7, Move Silently +3, Search +5, Spellcraft +17, Spot +7</p><p><strong>Possessions</strong> arcane scroll (<em>scorching ray</em> (Fell Weaken), <em>slow</em>) (CL 5th), <em>minor circlet of blasting, potion of shield of faith +4</em>, <em>skeletal hand</em> undead graft, <em>wand of acid arrow</em> (50 charges), plus 670 gp</p><p>-----</p><p><strong><em>Clutch of Orcus</em> (Sp):</strong> A magical force grips the subject's heart or similar vital organ to a range of 210 feet. The humanoid victim reacts as if having a heart attack. It is paralyzed and takes 1d3 points of damage per round. Concentration is required to maintain the spell each round. A DC 14 Fortitude save negates. A conscious victim is allowed a new save each round to end the spell.</p><p></p><p><strong>Corpsecrafter, Deadly Chill, and Nimblebones (Ex):</strong> Each undead Yohandi raises or creates with any necromancy spell gains a +4 enhancement bonus to Strength, gains a +2 hit points per Hit Die, deals an extra 1d6 points of cold damage with its natural weapons, gains a +4 bonus on initiative checks, and a gains a +10-foot increase to its base land speed.</p><p></p><p><strong>Drink Blood (Su):</strong> Once per day, Yohandi can suck blood from a living victim who has damage that is not yet healed. She does so by making a successful grapple check (or targeting a helpless foe). Against a pinned or helpless foe, she drinks blood, dealing 2 points of Constitution damage.</p><p></p><p><strong>Fell Weaken:</strong> Spells altered with this metamagic feat that damage a living foe also inflict a -4 Strength penalty for 1 minute on that foe. Strength penalties from multiple Fell Weaken spells do not stack.</p><p></p><p><strong>Necromantic Prowess (Ex):</strong> When rebuking undead, casting a necromancy spell, or using a spell-like ability that mimics a necromancy spell, Yohandi has a +1 bonus to effective caster level.</p><p></p><p><strong>Spider Climb (Su):</strong> Yohandi can <em>spider climb</em> at will.</p><p></p><p><strong>Skills:</strong> Hooded pupils have a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.[/sblock]</p><p>[sblock=Yohandi's Guard of Two Ettin Skeletons]</p><p>Created via <em>animate dead</em> and <em>desecrate</em></p><p>NE Large undead</p><p><strong>Init</strong> +8; <strong>Senses</strong> darkvision 60 ft.</p><p><strong>Languages</strong> Abyssal, Common, Infernal</p><p>-----</p><p><strong>AC</strong> AC 11 (-1 size, +2 natural), touch 9, flat-footed 11</p><p><strong>hp</strong> 95 (10 HD); <strong>DR</strong> 5/bludgeoning</p><p><strong>Undead Traits</strong> immune to ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, <em>sleep</em> effects, stunning</p><p><strong>Immune</strong> cold</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +3, <strong>Will</strong> +7</p><p>-----</p><p><strong>Speed</strong> 50 ft. (10 squares)</p><p><strong>Melee</strong> 2 claws +12 (1d6+8 plus 1d6 cold), or</p><p><strong>Ranged</strong> 2 javelins +4 (1d8+8)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Base Atk</strong> +5; <strong>Grp</strong> +17</p><p><strong>Atk Options</strong> superior two-weapon fighting</p><p>-----</p><p><strong>Abilities</strong> Str 27, Dex 10, Con —, Int —, Wis 10, Cha 1</p><p><strong>Feats</strong> Improved Initiative</p><p><strong>Possessions</strong> javelins (x4)[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 4154040, member: 2795"] [b]Tenebrous Templars, Continued[/b] [color=limegreen]Here's the last member of the Tenebrous Templars.[/color] [sblock=Yohanhdi; CR 10 Hooded pupil human cleric 3/wizard 3/true necromancer 3] NE Medium humanoid [b]Init[/b] +5; [b]Senses[/b] Listen +7, Spot +7 [b]Languages[/b] Abyssal, Common, Infernal ----- [b]AC[/b] AC 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 [b]hp[/b] 49 (9 HD) [b]Resist[/b] cold 5 [b]Fort[/b] +7, [b]Ref[/b] +6, [b]Will[/b] +12 ----- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] claw +4 (1d6), or [b]Ranged Touch[/b] [i]wand of acid arrow[/i] +5 (2d4 acid for two rounds, range 520 ft.), or [b]Ranged Touch[/b] [i]ray of exhaustion[/i] +5 (exhausted for 5 minutes, Fort DC 17 reduces effect to fatigued; range 45 ft.) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +4; [b]Grp[/b] +4 [b]Atk Options[/b] death touch (1/day), drink blood, rebuke undead (8/day as 6th-level cleric with a +2 bonus on turning checks) [b]Cleric Spells Prepared[/b] (CL 5th, or CL 6th for necromancy)[b]:[/b] 3rd (2+1/day) - [i]animate dead[/i]* (N/E), [i]dispel magic, summon undead III[/i] (E) 2nd (3+1/day) - [i]blade of pain and fear[/i] (Will partial 15), [i]cure moderate wounds, desecrate[/i]* (E), [i]silence[/i] 1st (4+1/day) - [i]cause fear[/i]* (Will 14), [i]cure light wounds[/i] (x2), [i]detect good, entropic shield[/i] 0 (5/day) - [i]detect magic, guidance, light, resistance[/i] (x2) * Domain spell. [b]Domains[/b] Death, Undeath. [b]N.B.[/b] E = Evil spell. N = Necromancy spell. [b]Wizard Spells Prepared[/b] (CL 5th, or CL 6th for necromancy)[b]:[/b] 3rd (2/day) - [i]haste, ray of exhaustion[/i] (N) (Fort partial 17) 2nd (3/day) - [i]cat's grace, false life[/i] (N), [i]magic missile[/i] (Fell Weaken) 1st (4/day) - [i]acid splash[/i] (Fell Weaken) (x2), [i]mage armor, shield[/i] 0 (4/day) - [i]daze[/i] (Will 13), [i]mage hand, message[/i] (x2), [i]touch of fatigue[/i] (Fort 14) (N) [b]Spell-Like Ability[/b][b]:[/b] 1/day - [i]clutch of orcus[/i] (CL 11th) (Fort 14), [i]create undead[/i] (CL 10th) ----- [b]Abilities[/b] Str 10, Dex 12, Con 14, Int 16, Wis 16, Cha 12 [b]SQ[/b] necromantic prowess, [i]spider climb[/i] [b]Feats[/b] Alertness (B), Corpsecrafter, Deadly Chill, Extra Turning (B), Fell Weaken, Improved Initiative (B), Lightning Reflexes (B), Nimble Bones, Scribe Scroll (B), Spell Focus (necromancy) (B) [b]Skills[/b] Concentration +14, Decipher Script +8, Diplomacy +9, Hide +3, Knowledge (arcana) +15, Knowledge (religion) +15, Listen +7, Move Silently +3, Search +5, Spellcraft +17, Spot +7 [b]Possessions[/b] arcane scroll ([i]scorching ray[/i] (Fell Weaken), [i]slow[/i]) (CL 5th), [i]minor circlet of blasting, potion of shield of faith +4[/i], [i]skeletal hand[/i] undead graft, [i]wand of acid arrow[/i] (50 charges), plus 670 gp ----- [b][i]Clutch of Orcus[/i] (Sp):[/b] A magical force grips the subject's heart or similar vital organ to a range of 210 feet. The humanoid victim reacts as if having a heart attack. It is paralyzed and takes 1d3 points of damage per round. Concentration is required to maintain the spell each round. A DC 14 Fortitude save negates. A conscious victim is allowed a new save each round to end the spell. [b]Corpsecrafter, Deadly Chill, and Nimblebones (Ex):[/b] Each undead Yohandi raises or creates with any necromancy spell gains a +4 enhancement bonus to Strength, gains a +2 hit points per Hit Die, deals an extra 1d6 points of cold damage with its natural weapons, gains a +4 bonus on initiative checks, and a gains a +10-foot increase to its base land speed. [b]Drink Blood (Su):[/b] Once per day, Yohandi can suck blood from a living victim who has damage that is not yet healed. She does so by making a successful grapple check (or targeting a helpless foe). Against a pinned or helpless foe, she drinks blood, dealing 2 points of Constitution damage. [b]Fell Weaken:[/b] Spells altered with this metamagic feat that damage a living foe also inflict a -4 Strength penalty for 1 minute on that foe. Strength penalties from multiple Fell Weaken spells do not stack. [b]Necromantic Prowess (Ex):[/b] When rebuking undead, casting a necromancy spell, or using a spell-like ability that mimics a necromancy spell, Yohandi has a +1 bonus to effective caster level. [b]Spider Climb (Su):[/b] Yohandi can [i]spider climb[/i] at will. [b]Skills:[/b] Hooded pupils have a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.[/sblock] [sblock=Yohandi's Guard of Two Ettin Skeletons] Created via [i]animate dead[/i] and [i]desecrate[/i] NE Large undead [b]Init[/b] +8; [b]Senses[/b] darkvision 60 ft. [b]Languages[/b] Abyssal, Common, Infernal ----- [b]AC[/b] AC 11 (-1 size, +2 natural), touch 9, flat-footed 11 [b]hp[/b] 95 (10 HD); [b]DR[/b] 5/bludgeoning [b]Undead Traits[/b] immune to ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, [i]sleep[/i] effects, stunning [b]Immune[/b] cold [b]Fort[/b] +3, [b]Ref[/b] +3, [b]Will[/b] +7 ----- [b]Speed[/b] 50 ft. (10 squares) [b]Melee[/b] 2 claws +12 (1d6+8 plus 1d6 cold), or [b]Ranged[/b] 2 javelins +4 (1d8+8) [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. [b]Base Atk[/b] +5; [b]Grp[/b] +17 [b]Atk Options[/b] superior two-weapon fighting ----- [b]Abilities[/b] Str 27, Dex 10, Con —, Int —, Wis 10, Cha 1 [b]Feats[/b] Improved Initiative [b]Possessions[/b] javelins (x4)[/sblock] [/QUOTE]
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Old School Nefarium - Road to Adventure Link (1/20/16)
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