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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: 5758208" data-attributes="member: 2795"><p><strong>The Maskek</strong></p><p></p><p>The following monster was featured as part of my most recent <a href="http://spesmagna.com/products/quid-novi" target="_blank"><em>Quid Novi?</em></a>, another part of which can be found at <a href="http://spesmagna.com/archives/694" target="_blank">this link</a>.</p><p></p><p><span style="color: limegreen">Wrapped from head to toe in ancient strips of moldering linen, this humanoid moves with a shuffling gait. Its wrappings drip with a foul-smelling liquid.</span></p><p></p><p>[sblock=Maskek]</p><p><strong>CR</strong> 10; <strong>XP</strong> 9,600</p><p>CE Medium undead (augmented undead, vapor)</p><p><strong>Init</strong> +5; <strong>Senses</strong> darkvision 60 ft.; Perception +23</p><p><strong>Aura</strong> desecration and despair (30 ft., paralyzed for 1d4 rounds, Will DC 19 negates)</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 23, touch 11, flat-footed 22 (+1 Dex, +12 natural)</p><p><strong>hp</strong> 104 (11d8+55); fast healing 2</p><p><strong>Fort</strong> +8; <strong>Ref</strong> +5; <strong>Will</strong> +11</p><p><strong>Defensive Abilities</strong> channel resistance +4, <strong>DR</strong> 10/magic and 5/--; <strong>Immune</strong> undead traits; <strong>Resist</strong> fire 10</p><p><strong>Weaknesses</strong> cold susceptibility</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 20 ft., marsh move</p><p><strong>Melee</strong> slam +14 (1d6+8 plus bog rot), or</p><p><strong>Melee</strong> slam +11 (1d6+17 plus bog rot) (Power Attack)</p><p><strong>Special Attacks</strong> command undead, create spawn</p><p><strong>Spell-Like Abilities</strong> (CL 11th, concentration +15)</p><p>1/day - <em>darkness, fear</em> (DC 19), <em>summon undead</em></p><p></p><p>TACTICS</p><p>A maskek is a fearsome combatant. It prefers to attack by surprise, using its aura and fear spell-like ability to disrupt enemy ranks. It ignores those who flee because of the fear in favor of using Power Attack and Great Cleave against paralyzed targets. It uses summon undead to target divine casters, ensuring that summoned bog mummies appear within its aura when possible. If combat goes against a maskek, it relies on marsh move and vaporous form to retreat long enough to heal via fast healing.</p><p></p><p>STATISTICS</p><p><strong>Str</strong> 21, <strong>Dex</strong> 12, <strong>Con</strong> —, <strong>Int</strong> 10, <strong>Wis</strong> 16, <strong>Cha</strong> 19</p><p><strong>Base Atk</strong> +8; <strong>CMB</strong> +15; <strong>CMD</strong> 25</p><p><strong>Feats</strong> Cleave, Great Cleave, Improved Initiative, Power Attack, Skill Focus (Perception), Toughness</p><p><strong>Skills</strong> Intimidate +18, Perception +23, Sense Motive +17, Stealth +15 (+23 in areas of smoke, fog, mist, or vapor); <strong>Racial Modifiers</strong> +8 Stealth in areas of smoke, fog, mist, or vapor</p><p><strong>Languages</strong> Common, undead telepathy</p><p><strong>SQ</strong> death throes, vaporous form</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Aura of Desecration and Despair (Su):</strong> A maskek constantly projects an aura in a 30-foot radius that functions as a permanent <em>desecrate</em> spell. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Undead within the area (including the maskek) gain a +1 profane bonus to attack rolls, damage rolls, and saves. (This bonus is added to the stat block above.) Summoned or created undead that appear in the area gain +1 hit points per HD.</p><p></p><p>Furthermore, all creatures within a 30-feet radius that see a maskek must make a DC 19 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same maskek’s despair ability for one day. This is a paralysis and a mind-affecting fear effect. The save DC is Charisma-based.</p><p></p><p><strong>Bog Rot (Su):</strong> Supernatural disease - slam; <em>save</em> Fort DC 19; <em>onset</em> 1 day; <em>frequency</em> 1 day; <em>effect</em> 1d6 Str, Dex, Con, or Cha (determine randomly using 1d4); <em>cure</em> --.</p><p></p><p>Creatures afflicted with bog rot do not heal naturally and gain only one-half benefit from magical healing until the disease is cured. Unlike normal diseases, bog rot continues until the victim reaches Constitution 0 (and dies) or receives a <em>remove disease</em> spell or similar magic. The save DC is Charisma-based.</p><p></p><p><strong>Cold Susceptibility (Ex):</strong> A cold-based effect or attack freezes the maskek’s form causing it to function as if affected by a slow spell. The effects last for 3 rounds. This only affects a vapor creature in vaporous form (see below). No matter what its current form, a maskek takes half again as much damage (+50%) from cold attacks, regardless of whether a saving throw is allowed or if the save is a success or failure.</p><p></p><p><strong>Command Undead (Su):</strong> A maskek can command or rebuke bog mummies as an 11th-level cleric with the Command Undead feat.</p><p></p><p><strong>Create Spawn (Su):</strong> Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days unless a <em>remove disease</em> is cast (within one day after death) or the creature is brought back to life (<em>raise dead</em> is ineffective, but <em>resurrection</em> or <em>true resurrection</em> works). Spawn are under the command of the maskek that created them and remain enslaved until their death. They do not possess any of the abilities they had in life.</p><p></p><p><strong>Death Throes (Ex):</strong> When a maskek is slain, its body bursts and releases a nauseating cloud of grayish-green vapor that fills a 10-foot radius. This acts as a <em>stinking cloud</em> spell (caster level 5th). Affected creatures must make a successful Fortitude save (DC 19) or be nauseated as long as they remain within the cloud and for 1d4+1 rounds after they leave. A creature that makes its save but remains in the cloud must continue to save each round. The save DC is Charisma-based.</p><p></p><p><strong>Fast Healing (Ex):</strong> A maskek heals 2 points of damage per round so long as it has at least 1 hit point and is touching a body of water or if in a body of mist, smoke, steam, or fog.</p><p></p><p><strong>Marsh Move (Ex):</strong> Maskeks can move at their normal movement speed through mud, marshes, and swamps with no penalty.</p><p> </p><p><strong>Summon Undead (Sp):</strong> Once per day, a maskek can summon 16 HD worth of bog mummies, no one of which can have more than 11 HD.</p><p></p><p><strong>Vaporous Form (Su):</strong> As a free action, a maskek can assume a gaseous form for up to one hour each day. The time does not need to be continuous, so long as the vapor creature doesn’t exceed the one hour per day limit. This ability is otherwise identical to the <em>gaseous form</em> spell (caster level 5th).</p><p></p><p>ECOLOGY</p><p><strong>Environment</strong> any noncold marsh</p><p><strong>Organization</strong> solitary or troupe (maskek plus 1-4 bog mummies)</p><p><strong>Treasure</strong> standard</p><p></p><p>Among bog mummies, the maskek reigns. A maskek typically claims a hunk of bog as its territory, and it savagely guards its domain against trespassers.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 5758208, member: 2795"] [b]The Maskek[/b] The following monster was featured as part of my most recent [url=http://spesmagna.com/products/quid-novi][i]Quid Novi?[/i][/url], another part of which can be found at [url=http://spesmagna.com/archives/694]this link[/url]. [color=limegreen]Wrapped from head to toe in ancient strips of moldering linen, this humanoid moves with a shuffling gait. Its wrappings drip with a foul-smelling liquid.[/color] [sblock=Maskek] [b]CR[/b] 10; [b]XP[/b] 9,600 CE Medium undead (augmented undead, vapor) [b]Init[/b] +5; [b]Senses[/b] darkvision 60 ft.; Perception +23 [b]Aura[/b] desecration and despair (30 ft., paralyzed for 1d4 rounds, Will DC 19 negates) DEFENSE [b]AC[/b] 23, touch 11, flat-footed 22 (+1 Dex, +12 natural) [b]hp[/b] 104 (11d8+55); fast healing 2 [b]Fort[/b] +8; [b]Ref[/b] +5; [b]Will[/b] +11 [b]Defensive Abilities[/b] channel resistance +4, [b]DR[/b] 10/magic and 5/--; [b]Immune[/b] undead traits; [b]Resist[/b] fire 10 [b]Weaknesses[/b] cold susceptibility OFFENSE [b]Speed[/b] 20 ft., marsh move [b]Melee[/b] slam +14 (1d6+8 plus bog rot), or [b]Melee[/b] slam +11 (1d6+17 plus bog rot) (Power Attack) [b]Special Attacks[/b] command undead, create spawn [b]Spell-Like Abilities[/b] (CL 11th, concentration +15) 1/day - [i]darkness, fear[/i] (DC 19), [i]summon undead[/i] TACTICS A maskek is a fearsome combatant. It prefers to attack by surprise, using its aura and fear spell-like ability to disrupt enemy ranks. It ignores those who flee because of the fear in favor of using Power Attack and Great Cleave against paralyzed targets. It uses summon undead to target divine casters, ensuring that summoned bog mummies appear within its aura when possible. If combat goes against a maskek, it relies on marsh move and vaporous form to retreat long enough to heal via fast healing. STATISTICS [b]Str[/b] 21, [b]Dex[/b] 12, [b]Con[/b] —, [b]Int[/b] 10, [b]Wis[/b] 16, [b]Cha[/b] 19 [b]Base Atk[/b] +8; [b]CMB[/b] +15; [b]CMD[/b] 25 [b]Feats[/b] Cleave, Great Cleave, Improved Initiative, Power Attack, Skill Focus (Perception), Toughness [b]Skills[/b] Intimidate +18, Perception +23, Sense Motive +17, Stealth +15 (+23 in areas of smoke, fog, mist, or vapor); [b]Racial Modifiers[/b] +8 Stealth in areas of smoke, fog, mist, or vapor [b]Languages[/b] Common, undead telepathy [b]SQ[/b] death throes, vaporous form SPECIAL ABILITIES [b]Aura of Desecration and Despair (Su):[/b] A maskek constantly projects an aura in a 30-foot radius that functions as a permanent [i]desecrate[/i] spell. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Undead within the area (including the maskek) gain a +1 profane bonus to attack rolls, damage rolls, and saves. (This bonus is added to the stat block above.) Summoned or created undead that appear in the area gain +1 hit points per HD. Furthermore, all creatures within a 30-feet radius that see a maskek must make a DC 19 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same maskek’s despair ability for one day. This is a paralysis and a mind-affecting fear effect. The save DC is Charisma-based. [b]Bog Rot (Su):[/b] Supernatural disease - slam; [i]save[/i] Fort DC 19; [i]onset[/i] 1 day; [i]frequency[/i] 1 day; [i]effect[/i] 1d6 Str, Dex, Con, or Cha (determine randomly using 1d4); [i]cure[/i] --. Creatures afflicted with bog rot do not heal naturally and gain only one-half benefit from magical healing until the disease is cured. Unlike normal diseases, bog rot continues until the victim reaches Constitution 0 (and dies) or receives a [i]remove disease[/i] spell or similar magic. The save DC is Charisma-based. [b]Cold Susceptibility (Ex):[/b] A cold-based effect or attack freezes the maskek’s form causing it to function as if affected by a slow spell. The effects last for 3 rounds. This only affects a vapor creature in vaporous form (see below). No matter what its current form, a maskek takes half again as much damage (+50%) from cold attacks, regardless of whether a saving throw is allowed or if the save is a success or failure. [b]Command Undead (Su):[/b] A maskek can command or rebuke bog mummies as an 11th-level cleric with the Command Undead feat. [b]Create Spawn (Su):[/b] Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days unless a [i]remove disease[/i] is cast (within one day after death) or the creature is brought back to life ([i]raise dead[/i] is ineffective, but [i]resurrection[/i] or [i]true resurrection[/i] works). Spawn are under the command of the maskek that created them and remain enslaved until their death. They do not possess any of the abilities they had in life. [b]Death Throes (Ex):[/b] When a maskek is slain, its body bursts and releases a nauseating cloud of grayish-green vapor that fills a 10-foot radius. This acts as a [i]stinking cloud[/i] spell (caster level 5th). Affected creatures must make a successful Fortitude save (DC 19) or be nauseated as long as they remain within the cloud and for 1d4+1 rounds after they leave. A creature that makes its save but remains in the cloud must continue to save each round. The save DC is Charisma-based. [b]Fast Healing (Ex):[/b] A maskek heals 2 points of damage per round so long as it has at least 1 hit point and is touching a body of water or if in a body of mist, smoke, steam, or fog. [b]Marsh Move (Ex):[/b] Maskeks can move at their normal movement speed through mud, marshes, and swamps with no penalty. [b]Summon Undead (Sp):[/b] Once per day, a maskek can summon 16 HD worth of bog mummies, no one of which can have more than 11 HD. [b]Vaporous Form (Su):[/b] As a free action, a maskek can assume a gaseous form for up to one hour each day. The time does not need to be continuous, so long as the vapor creature doesn’t exceed the one hour per day limit. This ability is otherwise identical to the [i]gaseous form[/i] spell (caster level 5th). ECOLOGY [b]Environment[/b] any noncold marsh [b]Organization[/b] solitary or troupe (maskek plus 1-4 bog mummies) [b]Treasure[/b] standard Among bog mummies, the maskek reigns. A maskek typically claims a hunk of bog as its territory, and it savagely guards its domain against trespassers.[/sblock] [/QUOTE]
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