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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: 4601530" data-attributes="member: 2795"><p><strong>Three Nifty Foes</strong></p><p></p><p><span style="color: limegreen">I decided to take a break from converting <em>Fiend Folio</em> monsters. Here're some nifty foes. With the advanced elite crysmal, I upped its manifester level even though this move isn't justified by simply adding HD. I bumped its CR as a result. The gravetouched ghoul and umbral creature templates come from <em>Libris Mortis</em>. I could see using the undead nymph below as a BBEG lairing at the heart of a corrupted forest. Perhaps the umbral pseudodragon could serve as her "animal" companion.</span></p><p></p><p>[sblock=Advanced Elite Crysmal; CR 9]</p><p>LE Large Elemental (Earth, Psionic)</p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 60 ft., Listen +9, Spot +17</p><p><strong>Language</strong> Terran (but does not speak)</p><p>-----</p><p><strong>AC</strong> 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19</p><p><strong>hp</strong> 153 (18 HD); <strong>DR</strong> 5/bludgeoning</p><p><strong>Immune</strong> cold, critical hits, fire, flanking, paralysis, poison, <em>sleep</em>, stunning</p><p><strong>Resist</strong> electricity 15</p><p><strong>Fort</strong> +15, <strong>Ref</strong> +10, <strong>Will</strong> +7</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares), burrow 20 ft.</p><p><strong>Melee</strong> sting +19 (1d8+10), or</p><p><strong>Melee</strong> (Power Attack) sting +6 (1d8+23)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Base Atk</strong> +13; <strong>Grp</strong> +24</p><p><strong>Atk Options</strong> Power Attack, Psionic Fist (+2d6 damage), Stand Still</p><p><strong>Psi-Like Abilities</strong> (ML 14th)<strong>:</strong></p><p>At will - <em>control object, control sound, detect psionics, empty mind*</em> (+8 Will saves), <em>mind thrust*</em> (1410, Will DC 21)</p><p>3/day - <em>psionic dimension door*</em> (move action)</p><p>Saves are Charisma-based. *Includes augmentation for manifester level.</p><p>-----</p><p><strong>Abilities</strong> Str 24, Dex 15, Con 18, Int 10, Wis 13, Cha 19</p><p><strong>Feats</strong> Alertness, Lightning Reflexes, Narrow Mind, Power Attack, Psionic Fist, Psionic Meditation, Stand Still</p><p><strong>Skills</strong> Appraise +13, Climb +13, Concentration +11 (+15 to become psionically focused), Jump +12, Listen +9, Spot +17</p><p>-----</p><p><strong>Skills:</strong> +8 racial bonus to Appraise and Spot checks.</p><p>[/sblock]</p><p></p><p>[sblock=Gravetouched Ghoul Advanced Elite Nymph; CR 10]</p><p>CE Medium Undead (Augmented Fey)</p><p><strong>Init</strong> +4; <strong>Senses</strong> darkvision 60 ft., low-light vision, Listen +15, Spot +20</p><p><strong>Languages</strong> Common, Sylvan</p><p>-----</p><p><strong>AC</strong> 24 (+4 Dex, +8 deflection, +2 natural), touch 22, flat-footed 20; Dodge</p><p><strong>hp</strong> 78 (12 HD); <strong>DR</strong> 10/cold iron; <strong>Turn Resistance</strong> +2</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-affecting effects, nonlethal damage, paralysis, poison, <em>sleep</em>, stunning</p><p><strong>Fort</strong> +12, <strong>Ref</strong> +20, <strong>Will</strong> +23</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares), swim 20 ft.</p><p><strong>Melee</strong> dagger +10 (1d4+2) and bite +8 (1d6+1 plus disease and paralysis), or</p><p><strong>Melee</strong> bite +10 (1d6+2 plus disease and paralysis) and 2 claws +8 (1d4+1 plus paralysis)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +6; <strong>Grp</strong> +8</p><p><strong>Atk Options</strong> blinding beauty, disease, paralysis (Fort DC 24, 1d4+1 rounds), stunning glance</p><p><strong>Spell-Like Abilities</strong> (CL 7th)<strong>:</strong></p><p>1/day - <em>dimension door</em></p><p><strong>Druid Spells Prepared</strong> (6/6/5/4/2, save DC 17 + spell level; CL 7th)<strong>:</strong></p><p>4th - <em>air walk, spike stones</em> (Ref 21 partial)</p><p>3rd - <em>call lightning</em> (Ref 20 half), <em>greater magic fang, plant growth, poison</em> (Fort 20)</p><p>2nd - <em>barkskin, cat's grace, resist energy</em> (x2), <em>summon swarm</em></p><p>1st - <em>entangle, faerie fire, longstrider, magic stone, produce flame</em> (x2)</p><p>0 - <em>detect magic, flare</em> (x2), <em>guidance</em> (x2), <em>read magic</em></p><p>-----</p><p><strong>Abilities</strong> Str 14, Dex 18, Con --, Int 18, Wis 24, Cha 27</p><p><strong>SQ</strong> unearthly grace, wild empathy +28</p><p><strong>Feats</strong> Combat Casting, Contagious Paralysis, Dodge, Multiattack (B), Track, Weapon Finesse</p><p><strong>Skills</strong> Concentration +20, Diplomacy +22, Escape Artist +14, Handle Animal +20, Heal +15, Hide +15, Knowledge (nature) +10, Listen +15, Move Silently +15, Ride +16, Sense Motive +17, Spot +20, Survival +12 (+14 in aboveground natural environments), Swim +10, Use Rope +4 (+6 with bindings)</p><p>-----</p><p><strong>Blinding Beauty (Su):</strong> This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 24 Fortitude save or be blinded permanently as though by the <em>blindness</em> spell. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.</p><p></p><p><strong>Contagious Paralysis (Ex):</strong> Any creature paralyzed by the nymph can confer that paralysis to other creatures that touch it. Any creature touching a creature paralyzed by the nymph is immediately affected as if the nymph had delivered a paralyzing attack upon it (Fort DC 24 resists). If a creature successfull saves against her contagious paralysis, it can't be affected by it for 24 hours.</p><p></p><p><strong>Ghoul Fever (Su):</strong> Disease - bite, Fort DC 24, incubation period 1 day, damage 1d3 Con and 1d3 Dex.</p><p></p><p><strong>Paralysis (Ex):</strong> Elves have immunity to this paralysis.</p><p></p><p><strong>Stunning Glance (Su):</strong> As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 24 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.</p><p></p><p><strong>Unearthly Grace (Su):</strong> A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).</p><p></p><p><strong>Wild Empathy (Ex):</strong> This ability works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check. A nymph can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the nymph and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A nymph can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.</p><p></p><p><strong>Skills:</strong> A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.</p><p>[/sblock]</p><p></p><p>[sblock=Umbral Advanced Elite Pseudodragon; CR 5]</p><p>CE Tiny Undead (Augmented Dragon, Incorporeal)</p><p><strong>Init</strong> +6; <strong>Senses</strong> blindsense 60 ft., darkvision 60 ft., low-light vision, Listen +11, Spot +11</p><p><strong>Language</strong> Common and Sylvan (telepathically within 60 ft.)</p><p>-----</p><p><strong>AC</strong> 21 (+2 size, +6 Dex, +3 deflection), touch 21, flat-footed 15</p><p><strong>hp</strong> 26 (4 HD); <strong>Turn Resistance</strong> +2</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-affecting effects, nonlethal damage, paralysis, poison, <em>sleep</em>, stunning</p><p><strong>SR</strong> 19</p><p><strong>Fort</strong> +1, <strong>Ref</strong> +7, <strong>Will</strong> +8</p><p>-----</p><p><strong>Speed</strong> fly 40 ft. (8 squares) (perfect)</p><p><strong>Melee Touch</strong> touch +11 (1d3 Str damage)</p><p><strong>Space</strong> 2-1/2 ft.; <strong>Reach</strong> 0 ft. (5 ft. with tail)</p><p><strong>Base Atk</strong> +2; <strong>Grp</strong> --</p><p><strong>Atk Options</strong> create spawn</p><p>-----</p><p><strong>Abilities</strong> Str --, Dex 23, Con --, Int 8, Wis 18, Cha 16</p><p><strong>Feats</strong> Track, Weapon Finesse</p><p><strong>Skills</strong> Diplomacy +9, Hide +25 (+29 in forests or overgrown areas), Listen +11, Search +6, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks)</p><p>-----</p><p><strong>Blindsense (Ex) [60’]:</strong> A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.</p><p></p><p><strong>Create Spawn (Su):</strong> Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control its killer in 1d4 rounds.</p><p></p><p><strong>Telepathy (Su):</strong> Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.</p><p></p><p><strong>Skills:</strong> Pseudodragons have a chameleon-like ability that grants them a +4 racial bonus on Hide checks. In forests or overgrown areas, this bonus improves to +8.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 4601530, member: 2795"] [b]Three Nifty Foes[/b] [color=limegreen]I decided to take a break from converting [i]Fiend Folio[/i] monsters. Here're some nifty foes. With the advanced elite crysmal, I upped its manifester level even though this move isn't justified by simply adding HD. I bumped its CR as a result. The gravetouched ghoul and umbral creature templates come from [i]Libris Mortis[/i]. I could see using the undead nymph below as a BBEG lairing at the heart of a corrupted forest. Perhaps the umbral pseudodragon could serve as her "animal" companion.[/color] [sblock=Advanced Elite Crysmal; CR 9] LE Large Elemental (Earth, Psionic) [b]Init[/b] +2; [b]Senses[/b] darkvision 60 ft., Listen +9, Spot +17 [b]Language[/b] Terran (but does not speak) ----- [b]AC[/b] 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19 [b]hp[/b] 153 (18 HD); [b]DR[/b] 5/bludgeoning [b]Immune[/b] cold, critical hits, fire, flanking, paralysis, poison, [i]sleep[/i], stunning [b]Resist[/b] electricity 15 [b]Fort[/b] +15, [b]Ref[/b] +10, [b]Will[/b] +7 ----- [b]Speed[/b] 30 ft. (6 squares), burrow 20 ft. [b]Melee[/b] sting +19 (1d8+10), or [b]Melee[/b] (Power Attack) sting +6 (1d8+23) [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. [b]Base Atk[/b] +13; [b]Grp[/b] +24 [b]Atk Options[/b] Power Attack, Psionic Fist (+2d6 damage), Stand Still [b]Psi-Like Abilities[/b] (ML 14th)[b]:[/b] At will - [i]control object, control sound, detect psionics, empty mind*[/i] (+8 Will saves), [i]mind thrust*[/i] (1410, Will DC 21) 3/day - [i]psionic dimension door*[/i] (move action) Saves are Charisma-based. *Includes augmentation for manifester level. ----- [b]Abilities[/b] Str 24, Dex 15, Con 18, Int 10, Wis 13, Cha 19 [b]Feats[/b] Alertness, Lightning Reflexes, Narrow Mind, Power Attack, Psionic Fist, Psionic Meditation, Stand Still [b]Skills[/b] Appraise +13, Climb +13, Concentration +11 (+15 to become psionically focused), Jump +12, Listen +9, Spot +17 ----- [b]Skills:[/b] +8 racial bonus to Appraise and Spot checks. [/sblock] [sblock=Gravetouched Ghoul Advanced Elite Nymph; CR 10] CE Medium Undead (Augmented Fey) [b]Init[/b] +4; [b]Senses[/b] darkvision 60 ft., low-light vision, Listen +15, Spot +20 [b]Languages[/b] Common, Sylvan ----- [b]AC[/b] 24 (+4 Dex, +8 deflection, +2 natural), touch 22, flat-footed 20; Dodge [b]hp[/b] 78 (12 HD); [b]DR[/b] 10/cold iron; [b]Turn Resistance[/b] +2 [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-affecting effects, nonlethal damage, paralysis, poison, [i]sleep[/i], stunning [b]Fort[/b] +12, [b]Ref[/b] +20, [b]Will[/b] +23 ----- [b]Speed[/b] 30 ft. (6 squares), swim 20 ft. [b]Melee[/b] dagger +10 (1d4+2) and bite +8 (1d6+1 plus disease and paralysis), or [b]Melee[/b] bite +10 (1d6+2 plus disease and paralysis) and 2 claws +8 (1d4+1 plus paralysis) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +6; [b]Grp[/b] +8 [b]Atk Options[/b] blinding beauty, disease, paralysis (Fort DC 24, 1d4+1 rounds), stunning glance [b]Spell-Like Abilities[/b] (CL 7th)[b]:[/b] 1/day - [i]dimension door[/i] [b]Druid Spells Prepared[/b] (6/6/5/4/2, save DC 17 + spell level; CL 7th)[b]:[/b] 4th - [i]air walk, spike stones[/i] (Ref 21 partial) 3rd - [i]call lightning[/i] (Ref 20 half), [i]greater magic fang, plant growth, poison[/i] (Fort 20) 2nd - [i]barkskin, cat's grace, resist energy[/i] (x2), [i]summon swarm[/i] 1st - [i]entangle, faerie fire, longstrider, magic stone, produce flame[/i] (x2) 0 - [i]detect magic, flare[/i] (x2), [i]guidance[/i] (x2), [i]read magic[/i] ----- [b]Abilities[/b] Str 14, Dex 18, Con --, Int 18, Wis 24, Cha 27 [b]SQ[/b] unearthly grace, wild empathy +28 [b]Feats[/b] Combat Casting, Contagious Paralysis, Dodge, Multiattack (B), Track, Weapon Finesse [b]Skills[/b] Concentration +20, Diplomacy +22, Escape Artist +14, Handle Animal +20, Heal +15, Hide +15, Knowledge (nature) +10, Listen +15, Move Silently +15, Ride +16, Sense Motive +17, Spot +20, Survival +12 (+14 in aboveground natural environments), Swim +10, Use Rope +4 (+6 with bindings) ----- [b]Blinding Beauty (Su):[/b] This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 24 Fortitude save or be blinded permanently as though by the [i]blindness[/i] spell. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based. [b]Contagious Paralysis (Ex):[/b] Any creature paralyzed by the nymph can confer that paralysis to other creatures that touch it. Any creature touching a creature paralyzed by the nymph is immediately affected as if the nymph had delivered a paralyzing attack upon it (Fort DC 24 resists). If a creature successfull saves against her contagious paralysis, it can't be affected by it for 24 hours. [b]Ghoul Fever (Su):[/b] Disease - bite, Fort DC 24, incubation period 1 day, damage 1d3 Con and 1d3 Dex. [b]Paralysis (Ex):[/b] Elves have immunity to this paralysis. [b]Stunning Glance (Su):[/b] As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 24 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based. [b]Unearthly Grace (Su):[/b] A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses). [b]Wild Empathy (Ex):[/b] This ability works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check. A nymph can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the nymph and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A nymph can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check. [b]Skills:[/b] A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line. [/sblock] [sblock=Umbral Advanced Elite Pseudodragon; CR 5] CE Tiny Undead (Augmented Dragon, Incorporeal) [b]Init[/b] +6; [b]Senses[/b] blindsense 60 ft., darkvision 60 ft., low-light vision, Listen +11, Spot +11 [b]Language[/b] Common and Sylvan (telepathically within 60 ft.) ----- [b]AC[/b] 21 (+2 size, +6 Dex, +3 deflection), touch 21, flat-footed 15 [b]hp[/b] 26 (4 HD); [b]Turn Resistance[/b] +2 [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-affecting effects, nonlethal damage, paralysis, poison, [i]sleep[/i], stunning [b]SR[/b] 19 [b]Fort[/b] +1, [b]Ref[/b] +7, [b]Will[/b] +8 ----- [b]Speed[/b] fly 40 ft. (8 squares) (perfect) [b]Melee Touch[/b] touch +11 (1d3 Str damage) [b]Space[/b] 2-1/2 ft.; [b]Reach[/b] 0 ft. (5 ft. with tail) [b]Base Atk[/b] +2; [b]Grp[/b] -- [b]Atk Options[/b] create spawn ----- [b]Abilities[/b] Str --, Dex 23, Con --, Int 8, Wis 18, Cha 16 [b]Feats[/b] Track, Weapon Finesse [b]Skills[/b] Diplomacy +9, Hide +25 (+29 in forests or overgrown areas), Listen +11, Search +6, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks) ----- [b]Blindsense (Ex) [60’]:[/b] A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon. [b]Create Spawn (Su):[/b] Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control its killer in 1d4 rounds. [b]Telepathy (Su):[/b] Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet. [b]Skills:[/b] Pseudodragons have a chameleon-like ability that grants them a +4 racial bonus on Hide checks. In forests or overgrown areas, this bonus improves to +8. [/sblock] [/QUOTE]
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