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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: 4161498" data-attributes="member: 2795"><p><strong>Hfuhruhurr, the Brain in a Jar</strong></p><p></p><p><span style="color: limegreen">I modified <u>Liber Mortis</u>'s <em>brain in a jar</em> to make it conform with the psionics rules. This particular brain in a jar also has five levels of wilder plus two guardians: a gargoyle death's chosen and a special type of shield guardian.</span></p><p></p><p>[sblock=Hfuhruhurr; CR 10</p><p>Advanced brain in a jar wilder 5]</p><p>NE Tiny undead (psionic)</p><p><strong>Init</strong> +3; <strong>Senses</strong> blindsight 60 ft., darkvision 60 ft., Listen +21, Spot +21</p><p><strong>Languages</strong> A brain in a jar can speak telepathically to any creature within 100 ft. that has a language.</p><p>-----</p><p><strong>AC</strong> 16 (+2 size, +3 Dex, +1 deflection), touch 16, flat-footed 13; elude touch +7</p><p><strong>hp</strong> 78 (12 HD); <strong>turn resistance</strong> +8</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>Resist</strong> postive energy 10</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +6, <strong>Will</strong> +15</p><p>-----</p><p><strong>Speed</strong> Fly 30 ft. (6 squares) (good)</p><p><strong>Space</strong> 1 ft.; <strong>Reach</strong> --</p><p><strong>Base Atk</strong> --; <strong>Grp</strong> --</p><p><strong>Atk Options</strong> mind thrust, rebuke undead (10/day) (+2 on turning checks), surging euphoria, wild surge +2</p><p><strong>Powers Known</strong> (42 pp; ML 5th)<strong>:</strong></p><p>2nd (3 pp) - <em>demoralize</em> (Will DC 19) (A)</p><p>1st (1 pp) - <em>astral construct</em> (A), <em>force screen</em> (A), <em>mental disruption</em> (Will DC 18) (A)</p><p><em>N.B.</em> A power with the (A) notation can be augmented. Hfuhruhurr has lots of power points, so it enjoys augmenting its powers.</p><p><strong>Psi-Like Abilities</strong> (ML 10th)<strong>:</strong></p><p>3/day - <em>psionic suggestion</em> (Will DC 18) (up to four targets within 15 ft. of each other), <em>telekinetic maneuver</em> (+16 check)</p><p>1/day - <em>psionic dominate</em> (Will DC 22) (up to two humanoid targets within 15 ft. of each other)</p><p><strong>N.B.</strong> All psi-like abilities include augmentation for manifester level.</p><p>-----</p><p><strong>Abilities</strong> Str --, Dex 16 (14), Con --, Int 19, Wis 18 (16), Cha 24</p><p><strong>SQ</strong> madness, psychic enervation</p><p><strong>Feats</strong> Alertness, Expanded Knowledge, Improved Turn Resistance, Iron Will, Positive Energy Resistance</p><p><strong>Skills</strong> Bluff +22, Concentration +10, Diplomacy +23, Intimidate +9, Knowledge (history) +17, Knowledge (psionics) +20, Knowledge (religion) +17, Listen +21, Psicraft +17, Sense Motive +14, Spot +21</p><p><strong>Possessions</strong> <em>deep red sphere ioun stone</em> (+2 Dex), <em>incandescent blue ioun stone</em> (+2 Wis), crystal guardian amulet</p><p>-----</p><p><strong>Elude Touch (Ex):</strong> A wilder’s intuition supersedes his intellect, alerting his to danger from touch attacks (including rays). He gains a bonus to Armor Class against all touch attacks equal to his Charisma bonus (+7 for this brain in a jar); however, his touch AC can never exceed his Armor Class against normal attacks. </p><p></p><p><strong>Madness (Su):</strong> Any one targeting a brain in a jar with a thought detection, mind control, or any sort of telepathic or psionic ability that makes direct contact with its tortured mind takes 1d4 points of Wisdom damage.</p><p></p><p><strong>Mind Thrust (Su):</strong> As a standard action, assaults the thought pathways of one creature, inflicting 2d10 points of damage (Will DC 23 negates).</p><p></p><p><strong>Psychic Enervation (Ex):</strong> Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of his effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge. A wilder who is overcome by psychic enervation is dazed until the end of his next turn and loses a number of power points equal to his wilder level. </p><p></p><p><strong>Surging Euphoria (Ex):</strong> Starting at 4th level, when a wilder uses his wild surge ability, he gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of his wild surge. If a wilder is overcome by psychic enervation following his wild surge, he does not gain the morale bonus for this use of his wild surge ability.</p><p></p><p><strong>Volatile Mind (Ex):</strong> A wilder’s temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent. </p><p></p><p>The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply a wasted power point. The wilder’s volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points. </p><p></p><p>As a standard action, a wilder can choose to lower this effect for 1 round.</p><p></p><p><strong>Wild Surge (Su):</strong> A wilder can let his passion and emotion rise to the surface in a wild surge when he manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm himself by the reckless use of his power (see Psychic Enervation above).</p><p></p><p>A wilder can choose to invoke a wild surge whenever he manifests a power. When he does so, he gains up to a +1 to his manifester level with that manifestation of the power. The manifester level boost gives his the ability to augment his powers to a higher degree than he otherwise could; however, he pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge. Level-dependent power effects are also improved, depending on the power a wilder manifests with his wild surge. This improvement in manifester level does not grant his any other benefits (psicrystal abilities do not advance, he does not gain higher-level class abilities, and so on). </p><p></p><p>In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder’s power point reserve.[/sblock]</p><p>[sblock=Crystal Guardian; CR 8]</p><p>N Large construct</p><p><strong>Init</strong> +0; <strong>Senses</strong> darkvision 60 ft., low-light vision, Listen +0, Spot +0</p><p><strong>Languages</strong> Shield guardians cannot speak, but they understand commands given in any language, including those delivered via telepathy.</p><p>-----</p><p><strong>AC</strong> 24 (-1 size, +15 natural), touch 9, flat-footed 24</p><p><strong>hp</strong> 112 (15 HD); <strong>fast healing</strong> 5</p><p><strong>Construct Traits</strong> Immune to ability damage, ability drain, critical hits, death effects, death from massive damage, disease, effects requiring a Fortitude save (unless the effect also works on objects or is harmless), energy drain, exhaustion, fatigue, all mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, <em>sleep</em> effects, stunning</p><p><strong>Fort</strong> +5, <strong>Ref</strong> +5, <strong>Will</strong> +5</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> 2 slams +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> +21</p><p><strong>Atk Options</strong> power storing</p><p>-----</p><p><strong>Abilities</strong> Str 22, Dex 10, Con --, Int --, Wis 10, Cha 1</p><p><strong>SQ</strong> find master, guard, <em>share pain</em></p><p>-----</p><p><strong>Find Master (Su):</strong> As long as a crystal guardian and its amulet are on the same plane, the crystal guardian can find the amulet wearer (or just the amulet, if it is removed after the guardian is called).</p><p></p><p><strong>Guard (Ex):</strong> If ordered to do so, a crystal guardian moves swiftly to defend the wearer of its amulet, blocking blows and disrupting foes. All attacks against the amulet wearer take a -2 penalty when the crystal guardian is adjacent to its master. When Hfuhruhurr rides in the specially designed seat between the crystal guardian's shoulders, Hfuhruhurr enjoys a +4 cover bonus to AC.</p><p></p><p><strong>Power Storing (Psi):</strong> A crystal guardian can store one power of 4th level or lower that is manifested into it by another creature. It “manifests” this spell when commanded to do so or when a predefined situation arises. Once this power is used, the crystal guardian can store another power (or the same power again).</p><p></p><p><strong><em>Share Pain</em> (Psi):</strong> The wearer of a crystal guardian’s amulet can activate this defensive ability if within 100 feet of the crystal guardian. Just as the power of the same name, this ability transfers to the crystal guardian half the damage that would be dealt to the amulet wearer.</p><p>[/sblock]</p><p>[sblock=Marmaros; CR 8</p><p>Gargoyle fighter 1/death's chosen 3]</p><p>CE Medium monstrous humanoid (earth)</p><p><strong>Init</strong> +3; <strong>Senses</strong> darkvision 60 ft., Listen +7, Spot +7</p><p><strong>Languages</strong> Common, Terrran</p><p>-----</p><p><strong>AC</strong> 17 (+3 Dex, +4 natural), touch 13, flat-footed 14</p><p><strong>hp</strong> 67 (8 HD); <strong>DR</strong> 10/magic</p><p><strong>Fort</strong> +9 (+13 against disease), <strong>Ref</strong> +8, <strong>Will</strong> +6 (+8 if within 60 feet of its master)</p><p>-----</p><p><strong>Speed</strong> 40 ft. (8 squares), fly 60 ft. (average)</p><p><strong>Melee</strong> 2 claws +12 (1d4+3) and bite +9 (1d8+1) and gore +9 (1d6+1)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +8; <strong>Grp</strong> +11</p><p><strong>Atk Options</strong> bravery of the chosen</p><p>-----</p><p><strong>Abilities</strong> Str 16, Dex 16, Con 16, Int 10, Wis 13, Cha 11</p><p><strong>SQ</strong> freeze</p><p><strong>Feats</strong> Endurance (B), Improved Natural Attack (bite), Multiattack, Toughness, Weapon Focus (bite) (B)</p><p><strong>Skills</strong> Hide +5 (+13 when concealed against a background of stone), Knowledge (religion) +1, Listen +7, Spot +7</p><p><strong>Possessions</strong> <em>brooch of Imog</em></p><p>-----</p><p><strong>Freeze (Ex):</strong> A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.</p><p></p><p><strong>Bravery of the Chosen (Ex):</strong> When within 30 ft. of Hfuhruhurr, Marmaros gains a +1 morale bonus on melee attack rolls and melee damage rolls. If Hfuhruhurr has been reduced to half or less its full normal hit points, this bonus increases to +2. The bonus disappears if Hfuhruhurr is destroyed.</p><p></p><p><strong>Shield of the Master (Ex):</strong> Whenever Hfuhruhurr uses an extraordinary, supernatural, or spell-like ability, it can choose (as a free action) to exempt Marmaros from its effects.</p><p></p><p><strong>Unnatural Aura (Su):</strong> Wild and domesticated animals can sense Marmaros's presence out to a distance of 30 ft. The animals do not willingly approach nearer than that and become panicked if forced to do so. They remain panicked as long as they are within distance.</p><p></p><p><strong>Vigor of the Chosen (Ex):</strong> Marmaros needs only 2 hours sleep each night.</p><p></p><p><strong>Skills:</strong> Gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.</p><p></p><p><strong><em>Brooch of Imog</em>:</strong> Once per day this magical brooch enables its wearer to activate a <em>lesser globe of invulnerability</em>. The <em>lesser globe</em> lasts for 7 rounds.</p><p><span style="color: black">...</span>Moderate abjuration; CL 7th; Craft Wondrous Item, <em>lesser globe of invulnerability</em>; Price 10,800 gp.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 4161498, member: 2795"] [b]Hfuhruhurr, the Brain in a Jar[/b] [color=limegreen]I modified [u]Liber Mortis[/u]'s [i]brain in a jar[/i] to make it conform with the psionics rules. This particular brain in a jar also has five levels of wilder plus two guardians: a gargoyle death's chosen and a special type of shield guardian.[/color] [sblock=Hfuhruhurr; CR 10 Advanced brain in a jar wilder 5] NE Tiny undead (psionic) [b]Init[/b] +3; [b]Senses[/b] blindsight 60 ft., darkvision 60 ft., Listen +21, Spot +21 [b]Languages[/b] A brain in a jar can speak telepathically to any creature within 100 ft. that has a language. ----- [b]AC[/b] 16 (+2 size, +3 Dex, +1 deflection), touch 16, flat-footed 13; elude touch +7 [b]hp[/b] 78 (12 HD); [b]turn resistance[/b] +8 [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]Resist[/b] postive energy 10 [b]Fort[/b] +3, [b]Ref[/b] +6, [b]Will[/b] +15 ----- [b]Speed[/b] Fly 30 ft. (6 squares) (good) [b]Space[/b] 1 ft.; [b]Reach[/b] -- [b]Base Atk[/b] --; [b]Grp[/b] -- [b]Atk Options[/b] mind thrust, rebuke undead (10/day) (+2 on turning checks), surging euphoria, wild surge +2 [b]Powers Known[/b] (42 pp; ML 5th)[b]:[/b] 2nd (3 pp) - [i]demoralize[/i] (Will DC 19) (A) 1st (1 pp) - [i]astral construct[/i] (A), [i]force screen[/i] (A), [i]mental disruption[/i] (Will DC 18) (A) [i]N.B.[/i] A power with the (A) notation can be augmented. Hfuhruhurr has lots of power points, so it enjoys augmenting its powers. [b]Psi-Like Abilities[/b] (ML 10th)[b]:[/b] 3/day - [i]psionic suggestion[/i] (Will DC 18) (up to four targets within 15 ft. of each other), [i]telekinetic maneuver[/i] (+16 check) 1/day - [i]psionic dominate[/i] (Will DC 22) (up to two humanoid targets within 15 ft. of each other) [b]N.B.[/b] All psi-like abilities include augmentation for manifester level. ----- [b]Abilities[/b] Str --, Dex 16 (14), Con --, Int 19, Wis 18 (16), Cha 24 [b]SQ[/b] madness, psychic enervation [b]Feats[/b] Alertness, Expanded Knowledge, Improved Turn Resistance, Iron Will, Positive Energy Resistance [b]Skills[/b] Bluff +22, Concentration +10, Diplomacy +23, Intimidate +9, Knowledge (history) +17, Knowledge (psionics) +20, Knowledge (religion) +17, Listen +21, Psicraft +17, Sense Motive +14, Spot +21 [b]Possessions[/b] [i]deep red sphere ioun stone[/i] (+2 Dex), [i]incandescent blue ioun stone[/i] (+2 Wis), crystal guardian amulet ----- [b]Elude Touch (Ex):[/b] A wilder’s intuition supersedes his intellect, alerting his to danger from touch attacks (including rays). He gains a bonus to Armor Class against all touch attacks equal to his Charisma bonus (+7 for this brain in a jar); however, his touch AC can never exceed his Armor Class against normal attacks. [b]Madness (Su):[/b] Any one targeting a brain in a jar with a thought detection, mind control, or any sort of telepathic or psionic ability that makes direct contact with its tortured mind takes 1d4 points of Wisdom damage. [b]Mind Thrust (Su):[/b] As a standard action, assaults the thought pathways of one creature, inflicting 2d10 points of damage (Will DC 23 negates). [b]Psychic Enervation (Ex):[/b] Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of his effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge. A wilder who is overcome by psychic enervation is dazed until the end of his next turn and loses a number of power points equal to his wilder level. [b]Surging Euphoria (Ex):[/b] Starting at 4th level, when a wilder uses his wild surge ability, he gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of his wild surge. If a wilder is overcome by psychic enervation following his wild surge, he does not gain the morale bonus for this use of his wild surge ability. [b]Volatile Mind (Ex):[/b] A wilder’s temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent. The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply a wasted power point. The wilder’s volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points. As a standard action, a wilder can choose to lower this effect for 1 round. [b]Wild Surge (Su):[/b] A wilder can let his passion and emotion rise to the surface in a wild surge when he manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm himself by the reckless use of his power (see Psychic Enervation above). A wilder can choose to invoke a wild surge whenever he manifests a power. When he does so, he gains up to a +1 to his manifester level with that manifestation of the power. The manifester level boost gives his the ability to augment his powers to a higher degree than he otherwise could; however, he pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge. Level-dependent power effects are also improved, depending on the power a wilder manifests with his wild surge. This improvement in manifester level does not grant his any other benefits (psicrystal abilities do not advance, he does not gain higher-level class abilities, and so on). In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder’s power point reserve.[/sblock] [sblock=Crystal Guardian; CR 8] N Large construct [b]Init[/b] +0; [b]Senses[/b] darkvision 60 ft., low-light vision, Listen +0, Spot +0 [b]Languages[/b] Shield guardians cannot speak, but they understand commands given in any language, including those delivered via telepathy. ----- [b]AC[/b] 24 (-1 size, +15 natural), touch 9, flat-footed 24 [b]hp[/b] 112 (15 HD); [b]fast healing[/b] 5 [b]Construct Traits[/b] Immune to ability damage, ability drain, critical hits, death effects, death from massive damage, disease, effects requiring a Fortitude save (unless the effect also works on objects or is harmless), energy drain, exhaustion, fatigue, all mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, [i]sleep[/i] effects, stunning [b]Fort[/b] +5, [b]Ref[/b] +5, [b]Will[/b] +5 ----- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] 2 slams +16 (1d8+6) [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. [b]Base Atk[/b] +11; [b]Grp[/b] +21 [b]Atk Options[/b] power storing ----- [b]Abilities[/b] Str 22, Dex 10, Con --, Int --, Wis 10, Cha 1 [b]SQ[/b] find master, guard, [i]share pain[/i] ----- [b]Find Master (Su):[/b] As long as a crystal guardian and its amulet are on the same plane, the crystal guardian can find the amulet wearer (or just the amulet, if it is removed after the guardian is called). [b]Guard (Ex):[/b] If ordered to do so, a crystal guardian moves swiftly to defend the wearer of its amulet, blocking blows and disrupting foes. All attacks against the amulet wearer take a -2 penalty when the crystal guardian is adjacent to its master. When Hfuhruhurr rides in the specially designed seat between the crystal guardian's shoulders, Hfuhruhurr enjoys a +4 cover bonus to AC. [b]Power Storing (Psi):[/b] A crystal guardian can store one power of 4th level or lower that is manifested into it by another creature. It “manifests” this spell when commanded to do so or when a predefined situation arises. Once this power is used, the crystal guardian can store another power (or the same power again). [b][i]Share Pain[/i] (Psi):[/b] The wearer of a crystal guardian’s amulet can activate this defensive ability if within 100 feet of the crystal guardian. Just as the power of the same name, this ability transfers to the crystal guardian half the damage that would be dealt to the amulet wearer. [/sblock] [sblock=Marmaros; CR 8 Gargoyle fighter 1/death's chosen 3] CE Medium monstrous humanoid (earth) [b]Init[/b] +3; [b]Senses[/b] darkvision 60 ft., Listen +7, Spot +7 [b]Languages[/b] Common, Terrran ----- [b]AC[/b] 17 (+3 Dex, +4 natural), touch 13, flat-footed 14 [b]hp[/b] 67 (8 HD); [b]DR[/b] 10/magic [b]Fort[/b] +9 (+13 against disease), [b]Ref[/b] +8, [b]Will[/b] +6 (+8 if within 60 feet of its master) ----- [b]Speed[/b] 40 ft. (8 squares), fly 60 ft. (average) [b]Melee[/b] 2 claws +12 (1d4+3) and bite +9 (1d8+1) and gore +9 (1d6+1) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +8; [b]Grp[/b] +11 [b]Atk Options[/b] bravery of the chosen ----- [b]Abilities[/b] Str 16, Dex 16, Con 16, Int 10, Wis 13, Cha 11 [b]SQ[/b] freeze [b]Feats[/b] Endurance (B), Improved Natural Attack (bite), Multiattack, Toughness, Weapon Focus (bite) (B) [b]Skills[/b] Hide +5 (+13 when concealed against a background of stone), Knowledge (religion) +1, Listen +7, Spot +7 [b]Possessions[/b] [i]brooch of Imog[/i] ----- [b]Freeze (Ex):[/b] A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive. [b]Bravery of the Chosen (Ex):[/b] When within 30 ft. of Hfuhruhurr, Marmaros gains a +1 morale bonus on melee attack rolls and melee damage rolls. If Hfuhruhurr has been reduced to half or less its full normal hit points, this bonus increases to +2. The bonus disappears if Hfuhruhurr is destroyed. [b]Shield of the Master (Ex):[/b] Whenever Hfuhruhurr uses an extraordinary, supernatural, or spell-like ability, it can choose (as a free action) to exempt Marmaros from its effects. [b]Unnatural Aura (Su):[/b] Wild and domesticated animals can sense Marmaros's presence out to a distance of 30 ft. The animals do not willingly approach nearer than that and become panicked if forced to do so. They remain panicked as long as they are within distance. [b]Vigor of the Chosen (Ex):[/b] Marmaros needs only 2 hours sleep each night. [b]Skills:[/b] Gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone. [b][i]Brooch of Imog[/i]:[/b] Once per day this magical brooch enables its wearer to activate a [i]lesser globe of invulnerability[/i]. The [i]lesser globe[/i] lasts for 7 rounds. [color=black]...[/color]Moderate abjuration; CL 7th; Craft Wondrous Item, [i]lesser globe of invulnerability[/i]; Price 10,800 gp.[/sblock] [/QUOTE]
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Old School Nefarium - Road to Adventure Link (1/20/16)
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