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[Rogue's Gallery] Paths of Legend: Paths of Madness
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<blockquote data-quote="Ambrus" data-source="post: 4737698" data-attributes="member: 17691"><p><img src="http://img24.imageshack.us/img24/6198/fadingshadow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>6th level Shadow</p><p>NE Medium undead (<a href="http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype" target="_blank">incorporeal</a>)</p><p><strong>Init</strong> +5; <strong>Senses</strong> darkvision 60 ft.; Listen +11, Spot +11</p><p><strong>Languages</strong> Common, Thayan</p><p><span style="color: DarkSlateBlue">–––––––––––––––––––––––––</span></p><p><strong>AC</strong> 18, touch 18, flat-footed 13</p><p><strong>hp</strong> 25 (3d12 HD)</p><p><strong>Immune</strong> <a href="http://www.d20srd.org/srd/typesSubtypes.htm#undeadType" target="_blank">undead traits</a></p><p><strong>Fort</strong> +1, <strong>Ref</strong> +6, <strong>Will</strong> +6</p><p><span style="color: DarkSlateBlue">–––––––––––––––––––––––––</span></p><p><strong>Spd</strong> Fly 40 ft. (good)</p><p><strong>Melee</strong> incorporeal touch +5 (1d4 Str)</p><p><strong>Base Atk</strong> +1; <strong>Grp </strong>+1</p><p><strong>Special Atk</strong> create spawn*</p><p><span style="color: DarkSlateBlue">–––––––––––––––––––––––––</span></p><p><strong>Abilities</strong> Str –, Dex 20, Con –, Int 12, Wis 16, Chr 16</p><p><strong>SQ</strong></p><p><strong>Feats</strong> Ghostly Grasp**, Necrotic Reserve***</p><p><strong>Skills</strong> Hide +11 <span style="font-size: 9px">(+4 racial bonus on hide checks in areas of shadowy</span></p><p><span style="font-size: 9px">illumination and -4 penalty in brightly lit areas.)</span>, Knowledge (local) +2,</p><p>Knowledge (religion) +2, Listen +11, Search +11, Spot +11,</p><p>Sleight of Hand +6</p><p><span style="color: DarkSlateBlue">–––––––––––––––––––––––––</span></p><p><strong>Experience</strong> 15,000</p><p><span style="color: DarkSlateBlue">–––––––––––––––––––––––––</span></p><p>[sblock=Background]A prison guard with a split lip and spitting blood had brought the shackled prisoner down the stairs into the subterranean prison wing known, unsurprisingly, as "the dungeon". If the guard was injured, his charge was a bloody mess. The wretch's hair was matted with blood, his right eye ugly and swollen shut. He struggled to drag his left leg while desperately clutching his sore ribs with both arms. The pitiless guard kept the prisoner moving ahead of him with threats and generous thrusts of his truncheon to the small of the man's back. The prisoner continued to beg pathetically the whole time in spite of the guard's pitiless demeanor; a nearly incomprehensible litany of mumbled apologies, desperate explanations and senseless blubbering.</p><p></p><p>The hardened criminals of the dungeon, both human and otherwise, laughed and taunted the pair through cell doors as they made their way down the corridor. Word spread quickly that the man was a petty thief who'd senselessly thrown away the possibility of an early release on a foolish escape attempt in which his current escort had been injured. The predictable result was a harsh beating, a much more serious criminal charge and relocation to the dungeon. Instead of opening a cell door, the guard stopped at an iron grate in the floor and fished out a set of keys from his belt. In a few moments, it was unlocked, the grate propped open and a darkened hole loomed ominously before the prisoner. Under better circumstances a wooden ladder would have been lowered into the hole to allow access, but the spiteful guardsman turned and unceremoniously pushed the prisoner in. Still blubbering his sob story the man was caught unprepared and was quickly swallowed up by the darkness with little more than a gasp and a resounding crack of bone as he hit the oubliette floor ten feet below. Nothing but the jeers of the other inmates and the squeal of rusted hinges could be heard as the guard closed and locked the oubliette grating and walked away.</p><p></p><p>There was some debate amongst the other prisoners over the next day whether the man had even survived the fall seeing as how nothing could be heard from his hole. The question was answered in the wee hours of the morning when the man's moans and then screams of anguish echoed throughout the dungeon. Any pity the prisoners might have felt for the wretch was quickly eroded by his nearly constant cries of pain and more calls for mercy. Angry shouts for him to shut up went unheeded. A few of the more callous inmates dumped the contents of their chamberpots into the corridor so that their waste might drain down into the oubliette and so deliver a more poignant incentive to its occupant to be quiet.</p><p></p><p>For days, the badly injured prisoner continued to weep in pain while repeatedly muttering a woman's name; something like <em>Amberline</em>. No one knew, or much cared, whether it was the man's lover, wife, mother, sister or daughter, but the wretch seemed more concerned for her well being than his own. Eventually, much to the gratitude of prisoners and guards alike, the man lost the ability to speak and only moaned occasionally. In time, even that sound diminished to nothing. The last anyone in the dungeon heard of the man was two days later when a guardsmen dumped a bucket of drinking water into the oubliette. Some sputtering and weak slurping followed for a few minutes and then, once again, silence. It seemed that the wretch had finally met his end; alone, in the dark, with no one to remember his name, except perhaps for the woman to whom he'd called in his last moments.[/sblock]</p><p>[sblock=*]<span style="color: DarkSlateBlue"><strong>Shadow Spawn</strong></span></p><p>CE Medium undead (<a href="http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype" target="_blank">incorporeal</a>)</p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 60 ft.; Listen +11, Spot +11</p><p><span style="color: DarkSlateBlue">–––––––––––––––––––––––––</span></p><p><strong>AC</strong> 13, touch 13, flat-footed 11</p><p><strong>hp</strong> 19 (3d12 HD)</p><p><strong>Immune</strong> <a href="http://www.d20srd.org/srd/typesSubtypes.htm#undeadType" target="_blank">undead traits</a></p><p><strong>Fort</strong> +1, <strong>Ref</strong> +3, <strong>Will</strong> +4</p><p><span style="color: DarkSlateBlue">–––––––––––––––––––––––––</span></p><p><strong>Spd</strong> Fly 40 ft. (good)</p><p><strong>Melee</strong> incorporeal touch +3 (1d4 Str)</p><p><strong>Base Atk</strong> +1; <strong>Grp </strong>–</p><p><strong>Special Atk</strong> create spawn</p><p><span style="color: DarkSlateBlue">–––––––––––––––––––––––––</span></p><p><strong>Abilities</strong> Str –, Dex 14, Con –, Int 6, Wis 12, Chr 13</p><p><strong>Feats</strong> Alertness, Dodge</p><p><strong>Skills</strong> Hide +8 <span style="font-size: 9px">(+4 racial bonus on hide checks in areas of shadowy</span></p><p><span style="font-size: 9px">illumination and -4 penalty in brightly lit areas.)</span>, Listen +8, Search +2,</p><p>Spot +8, [/sblock][sblock=**]<span style="font-family: 'Book Antiqua'"><span style="color: DarkSlateBlue"><strong><span style="font-size: 12px">GHOSTLY GRASP</span></strong> [MONSTROUS]</span></span></p><p>You can handle corporeal objects even while incorporeal.</p><p> <strong>Prerequisites:</strong> Cha 15, incorporeal subtype.</p><p> <strong>Benefits:</strong> You can wear, wield, and otherwise use corporeal</p><p>items as thought you were not incorporeal.</p><p> <strong>Special:</strong> Without this feat, an incorporeal creature can only</p><p>wear or wield items that have the ghost touch special ability.[/sblock][sblock=***]<span style="font-family: 'Book Antiqua'"><span style="color: DarkSlateBlue"><strong><span style="font-size: 12px">NECROTIC RESERVE</span></strong> [MONSTROUS]</span></span></p><p>You are not immediately destroyed when your hit points fall</p><p>to 0 or lower.</p><p> <strong>Prerequisites:</strong> Cha 13, supernatural ability to drain or</p><p>damage an ability score or drain energy.</p><p> <strong>Benefits:</strong> Each day that you slake your hunger by draining or</p><p>damaging a living creature's ability score, or draining a living</p><p>creature's life force, you gain a necrotic reserve. On days when</p><p>you have created a reserve, you are weakened but not destroyed</p><p>when you are dealt enough damage to reduce your hit points to</p><p>0 or lower.</p><p> A weakened undead acting on the strength of its necrotic</p><p>reserve may take a single move action or standard action each</p><p>round (but not both, nor can it take full-round actions). It moves</p><p>at half speed. Taking move actions doesn't risk further injury,</p><p>but performing any standard action (or any other action the DM</p><p>deems strenuous, including some free actions such as casting a</p><p>quickened spell) immediately expends the necrotic reserve.</p><p>Unless the action increased the weakened undead's hit points,</p><p>it is destroyed. A weakened undead acting on the strength of its</p><p>necrotic reserve is also destroyed if it is dealt additional damage</p><p>after the attack that first weakened it.</p><p> An undead may only rely on a necrotic reserve up to once per</p><p>day, even if it engages in additional feeding following its successful</p><p>return to positive hit points.</p><p> <strong>Normal:</strong> Undead reduced to 0 hit points or lower are immediately</p><p>destroyed.[/sblock]</p></blockquote><p></p>
[QUOTE="Ambrus, post: 4737698, member: 17691"] [IMG]http://img24.imageshack.us/img24/6198/fadingshadow.gif[/IMG] 6th level Shadow NE Medium undead ([URL="http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype"]incorporeal[/URL]) [B]Init[/B] +5; [B]Senses[/B] darkvision 60 ft.; Listen +11, Spot +11 [B]Languages[/B] Common, Thayan [COLOR=DarkSlateBlue]–––––––––––––––––––––––––[/COLOR] [B]AC[/B] 18, touch 18, flat-footed 13 [B]hp[/B] 25 (3d12 HD) [B]Immune[/B] [URL="http://www.d20srd.org/srd/typesSubtypes.htm#undeadType"]undead traits[/URL] [B]Fort[/B] +1, [B]Ref[/B] +6, [B]Will[/B] +6 [COLOR=DarkSlateBlue]–––––––––––––––––––––––––[/COLOR] [B]Spd[/B] Fly 40 ft. (good) [B]Melee[/B] incorporeal touch +5 (1d4 Str) [B]Base Atk[/B] +1; [B]Grp [/B]+1 [B]Special Atk[/B] create spawn* [COLOR=DarkSlateBlue]–––––––––––––––––––––––––[/COLOR] [B]Abilities[/B] Str –, Dex 20, Con –, Int 12, Wis 16, Chr 16 [B]SQ[/B] [B]Feats[/B] Ghostly Grasp**, Necrotic Reserve*** [B]Skills[/B] Hide +11 [SIZE=1](+4 racial bonus on hide checks in areas of shadowy illumination and -4 penalty in brightly lit areas.)[/SIZE], Knowledge (local) +2, Knowledge (religion) +2, Listen +11, Search +11, Spot +11, Sleight of Hand +6 [COLOR=DarkSlateBlue]–––––––––––––––––––––––––[/COLOR] [B]Experience[/B] 15,000 [COLOR=DarkSlateBlue]–––––––––––––––––––––––––[/COLOR] [sblock=Background]A prison guard with a split lip and spitting blood had brought the shackled prisoner down the stairs into the subterranean prison wing known, unsurprisingly, as "the dungeon". If the guard was injured, his charge was a bloody mess. The wretch's hair was matted with blood, his right eye ugly and swollen shut. He struggled to drag his left leg while desperately clutching his sore ribs with both arms. The pitiless guard kept the prisoner moving ahead of him with threats and generous thrusts of his truncheon to the small of the man's back. The prisoner continued to beg pathetically the whole time in spite of the guard's pitiless demeanor; a nearly incomprehensible litany of mumbled apologies, desperate explanations and senseless blubbering. The hardened criminals of the dungeon, both human and otherwise, laughed and taunted the pair through cell doors as they made their way down the corridor. Word spread quickly that the man was a petty thief who'd senselessly thrown away the possibility of an early release on a foolish escape attempt in which his current escort had been injured. The predictable result was a harsh beating, a much more serious criminal charge and relocation to the dungeon. Instead of opening a cell door, the guard stopped at an iron grate in the floor and fished out a set of keys from his belt. In a few moments, it was unlocked, the grate propped open and a darkened hole loomed ominously before the prisoner. Under better circumstances a wooden ladder would have been lowered into the hole to allow access, but the spiteful guardsman turned and unceremoniously pushed the prisoner in. Still blubbering his sob story the man was caught unprepared and was quickly swallowed up by the darkness with little more than a gasp and a resounding crack of bone as he hit the oubliette floor ten feet below. Nothing but the jeers of the other inmates and the squeal of rusted hinges could be heard as the guard closed and locked the oubliette grating and walked away. There was some debate amongst the other prisoners over the next day whether the man had even survived the fall seeing as how nothing could be heard from his hole. The question was answered in the wee hours of the morning when the man's moans and then screams of anguish echoed throughout the dungeon. Any pity the prisoners might have felt for the wretch was quickly eroded by his nearly constant cries of pain and more calls for mercy. Angry shouts for him to shut up went unheeded. A few of the more callous inmates dumped the contents of their chamberpots into the corridor so that their waste might drain down into the oubliette and so deliver a more poignant incentive to its occupant to be quiet. For days, the badly injured prisoner continued to weep in pain while repeatedly muttering a woman's name; something like [I]Amberline[/I]. No one knew, or much cared, whether it was the man's lover, wife, mother, sister or daughter, but the wretch seemed more concerned for her well being than his own. Eventually, much to the gratitude of prisoners and guards alike, the man lost the ability to speak and only moaned occasionally. In time, even that sound diminished to nothing. The last anyone in the dungeon heard of the man was two days later when a guardsmen dumped a bucket of drinking water into the oubliette. Some sputtering and weak slurping followed for a few minutes and then, once again, silence. It seemed that the wretch had finally met his end; alone, in the dark, with no one to remember his name, except perhaps for the woman to whom he'd called in his last moments.[/sblock] [sblock=*][COLOR=DarkSlateBlue][B]Shadow Spawn[/B][/COLOR] CE Medium undead ([URL="http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype"]incorporeal[/URL]) [B]Init[/B] +2; [B]Senses[/B] darkvision 60 ft.; Listen +11, Spot +11 [COLOR=DarkSlateBlue]–––––––––––––––––––––––––[/COLOR] [B]AC[/B] 13, touch 13, flat-footed 11 [B]hp[/B] 19 (3d12 HD) [B]Immune[/B] [URL="http://www.d20srd.org/srd/typesSubtypes.htm#undeadType"]undead traits[/URL] [B]Fort[/B] +1, [B]Ref[/B] +3, [B]Will[/B] +4 [COLOR=DarkSlateBlue]–––––––––––––––––––––––––[/COLOR] [B]Spd[/B] Fly 40 ft. (good) [B]Melee[/B] incorporeal touch +3 (1d4 Str) [B]Base Atk[/B] +1; [B]Grp [/B]– [B]Special Atk[/B] create spawn [COLOR=DarkSlateBlue]–––––––––––––––––––––––––[/COLOR] [B]Abilities[/B] Str –, Dex 14, Con –, Int 6, Wis 12, Chr 13 [B]Feats[/B] Alertness, Dodge [B]Skills[/B] Hide +8 [SIZE=1](+4 racial bonus on hide checks in areas of shadowy illumination and -4 penalty in brightly lit areas.)[/SIZE], Listen +8, Search +2, Spot +8, [/sblock][sblock=**][FONT=Book Antiqua][COLOR=DarkSlateBlue][B][SIZE=3]GHOSTLY GRASP[/SIZE][/B] [MONSTROUS][/COLOR][/FONT] You can handle corporeal objects even while incorporeal. [B]Prerequisites:[/B] Cha 15, incorporeal subtype. [B]Benefits:[/B] You can wear, wield, and otherwise use corporeal items as thought you were not incorporeal. [B]Special:[/B] Without this feat, an incorporeal creature can only wear or wield items that have the ghost touch special ability.[/sblock][sblock=***][FONT=Book Antiqua][COLOR=DarkSlateBlue][B][SIZE=3]NECROTIC RESERVE[/SIZE][/B] [MONSTROUS][/COLOR][/FONT] You are not immediately destroyed when your hit points fall to 0 or lower. [B]Prerequisites:[/B] Cha 13, supernatural ability to drain or damage an ability score or drain energy. [B]Benefits:[/B] Each day that you slake your hunger by draining or damaging a living creature's ability score, or draining a living creature's life force, you gain a necrotic reserve. On days when you have created a reserve, you are weakened but not destroyed when you are dealt enough damage to reduce your hit points to 0 or lower. A weakened undead acting on the strength of its necrotic reserve may take a single move action or standard action each round (but not both, nor can it take full-round actions). It moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell) immediately expends the necrotic reserve. Unless the action increased the weakened undead's hit points, it is destroyed. A weakened undead acting on the strength of its necrotic reserve is also destroyed if it is dealt additional damage after the attack that first weakened it. An undead may only rely on a necrotic reserve up to once per day, even if it engages in additional feeding following its successful return to positive hit points. [B]Normal:[/B] Undead reduced to 0 hit points or lower are immediately destroyed.[/sblock] [/QUOTE]
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