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[SS] Gelugon Build
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<blockquote data-quote="gfunk" data-source="post: 938864" data-attributes="member: 1813"><p>I am interested in playing a Gelugon (Ice Devil) in my new campaign. Since there is not a progression is Savage Species, I have created one using a 20 ECL. Critque and commentary are welcome!</p><p></p><p>NOTE: THE FORMATTING MAY BE MESSED UP SO I HAVE ATTACHED A WORD FILE TOO.</p><p></p><p>Racial Traits</p><p>• Starting Ability Score Adjustments: +2 Str, +2 Int</p><p>• Speed: Gelugon land speed is 40 feet</p><p>• Darkvision: Gelugons can see in the dark up to 60 feet. Gelugon darkvision functions in magical darkness as well as normal darkness.</p><p>• Immunties: Gelugon are immune to fire and poison.</p><p>• Automatic Languages: Celestial, Draconic, Infernal</p><p>• Favored Class: Gelugon</p><p></p><p>Class Skills</p><p>The gelugon’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Knowledge (any one, Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis)</p><p></p><p>Class Features</p><p>All of the following are class features of the gelugon monster class.</p><p> </p><p>Weapon and Armor Proficiency: Gelguons are proficient with all simple and martial weapons but not with armor or shields.</p><p> </p><p>Feats: A gelugon receives one feat at 1st level and additional ones at 3rd, 7th, and 15th level. After 20th level it gains feats normally according to its character level.</p><p> </p><p>See in Darkness (Su): A gelugon can see perfectly in darkness of any kind.</p><p> </p><p>Claws: A gelugon has tow claw attacks that are natural weapons dealing the indicated amount of damage plus Strength bonus.</p><p> </p><p>Bite: A gelugon obtains a bite attack at 3rd level dealing the indicated amount of damage plus ½ Strength bonus. Note that this is a secondary attack that suffers a -5 penalty when used with a full attack action.</p><p> </p><p>Tail: A gelugon obtains a tail attack at 11th level dealing the indicated amount of damage plus ½ Strength bonus. Note that this is a secondary attack that suffers a -5 penalty when used with a full attack action.</p><p> </p><p>Summon Baatezu (Sp): Once per day, a gelugon of 4th level may attempt to summon lemures. As the gelugon advances in level, more powerful creatures may be summoned but with a limited chance of success.</p><p> </p><p>Spell Resistance (Ex): A gelugon has spell resistance equal to 5 + class level.</p><p> </p><p>Lesser Gelugon powers: Beginning at 2nd level a gelugon can use the following spell-like abilities once per day: desecrate, detect good, and detect magic. At 5th level it can use them three times a day, and at 9th level it can use them at will. The gelugon’s caster level is equal to its Hit Dice from class levels plus one (save DC 10 + spell level + gelugon’s Cha modifier).</p><p> </p><p>Gelugon powers: Beginning at 10th level, a gelugon can use the following spell like abilities once per day: animate dead, charm monster, cone of cold, fly, magic circle against good, major image, polymorph self, and wall of ice. At 13th level it can use them three times a day, and at 16th level it can use them at will.</p><p> </p><p>Fear Aura (Su): Gelugons can radiate a fear aura as a free action of the indicated radius. Affected creatures must succeed at a Will save (DC 10 + ½ class HD + Cha modifier) or be affected as though by a fear spell cast by a sorcerer (caster level class HD + 1). A creature that successfully saves cannot be affected again by the same gelugon’s aura for one day. Other baatezu are immune to the aura.</p><p></p><p>Cold (Su): A hit from a gelugon’s tail or melee weapon induces numbing cold. The opponent must succeed at a Fortitude save (DC 10 + ¾ class HD + Cha modifier) or be affected as though by a slow spell for 1d6 rounds.</p><p> </p><p>Greater Gelugon Powers: Beginning at 15th level, a gelugon can use the spell-like abilities greater teleport and unholy aura once per day. At 18th level it may use them three times per day, and at 20th level it may use them at will.</p><p> </p><p>The Gelugon</p><p>Level HD BAB F/R/W Skill Points CR Special</p><p>1 1d8 +1 2/2/2 (8 + Int Mod) x 4 1 Feat, subtypes (lawful, evil), +3 natural armor, 2 claws 1d4, see in darkness</p><p>2 2d8 +2 3/3/3 8 + Int Mod 1 Lesser gelugon powers 1/day, +2 Dex, resistances (acid 5, cold 5)</p><p>3 3d8 +3 3/3/3 8 + Int Mod 2 Feat, telepathy 100 ft, claws 1d6, bite 1d4, +2 Wis</p><p>4 4d8 +4 4/4/4 8 + Int Mod 2 +5 natural armor, summon baatezu (2d4 lemures, 50%)</p><p>5 5d8 +5 4/4/4 8 + Int Mod 3 +2 Con, +2 Wis, Lesser gelugon powers 3/day</p><p>6 5d8 +5 5/5/5 -- 3 +2 Int, DR 5/+1 </p><p>7 6d8 +6/+1 5/5/5 8 + Int Mod 4 Feat, +2 Str, +7 natural armor, summon baatezu (2d6 lemures, 50%)</p><p>8 6d8 +6/+1 5/5/5 -- 5 +2 Wis, +2 Cha, regeneration 1, spell resistance, bite 2d4, fear aura (5 ft)</p><p>9 7d8 +7/+2 5/5/5 8 + Int Mod 6 +2 Int, resistances (acid 10, cold 10), lesser gelugon powers at will</p><p>10 7d8 +7/+2 5/5/5 -- 6 +2 Con, +9 natural armor, DR 10/+1, gelugon powers 1/day</p><p>11 8d8 +8/+3 6/6/6 8 + Int Mod 7 +2 Str, +2 Wis, summon baatezu (2d8 lemures, 50%), tail 1d4, fear aura (10 ft)</p><p>12 8d8 +8/+3 6/6/6 -- 8 +2 Int, regeneration 2, summon baatezu (1d3 osyluth, 35%), cold</p><p>13 9d8 +9/+4 6/6/6 8 + Int Mod 8 Large size, +11 natural armor, gelugon powers 3/day, tail 2d4 </p><p>14 9d8 +9/+4 7/7/7 -- 9 +2 Str, +2 Cha, DR 15/+1, summon baatezu (2d4 osyluth, 35%), </p><p>15 10d8 +10/+5 7/7/7 8 + Int Mod 9 Feat, +2 Con, +2 Wis, claw 1d8, greater gelugon powers 1/day</p><p>16 10d8 +10/+5 7/7/7 -- 10 +2 Int, +14 natural armor, regeneration 3, gelugon powers at will</p><p>17 11d8 +11/+6 7/7/7 8 + Int Mod 10 +2 Str, +2 Con, DR 15/+2 summon baatezu (1d6 hamatulas, 35%), </p><p>18 11d8 +11/+6 7/7/7 -- 11 +2 Wis, +2 Cha, greater gelugon powers 3/day, tail 3d4, regeneration 4</p><p>19 12d8 +12/+7/+2 8/8/8 8 + Int Mod 12 +2 Int, +18 natural armor, resistances (acid 20, cold 20), summon baatezu (gelugon, 20%)</p><p>20 12d8 +12/+7/+2 8/8/8 -- 13 +2 Str, regeneration 5, DR 20/+2, greater gelugon powers at will</p></blockquote><p></p>
[QUOTE="gfunk, post: 938864, member: 1813"] I am interested in playing a Gelugon (Ice Devil) in my new campaign. Since there is not a progression is Savage Species, I have created one using a 20 ECL. Critque and commentary are welcome! NOTE: THE FORMATTING MAY BE MESSED UP SO I HAVE ATTACHED A WORD FILE TOO. Racial Traits • Starting Ability Score Adjustments: +2 Str, +2 Int • Speed: Gelugon land speed is 40 feet • Darkvision: Gelugons can see in the dark up to 60 feet. Gelugon darkvision functions in magical darkness as well as normal darkness. • Immunties: Gelugon are immune to fire and poison. • Automatic Languages: Celestial, Draconic, Infernal • Favored Class: Gelugon Class Skills The gelugon’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Knowledge (any one, Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis) Class Features All of the following are class features of the gelugon monster class. Weapon and Armor Proficiency: Gelguons are proficient with all simple and martial weapons but not with armor or shields. Feats: A gelugon receives one feat at 1st level and additional ones at 3rd, 7th, and 15th level. After 20th level it gains feats normally according to its character level. See in Darkness (Su): A gelugon can see perfectly in darkness of any kind. Claws: A gelugon has tow claw attacks that are natural weapons dealing the indicated amount of damage plus Strength bonus. Bite: A gelugon obtains a bite attack at 3rd level dealing the indicated amount of damage plus ½ Strength bonus. Note that this is a secondary attack that suffers a -5 penalty when used with a full attack action. Tail: A gelugon obtains a tail attack at 11th level dealing the indicated amount of damage plus ½ Strength bonus. Note that this is a secondary attack that suffers a -5 penalty when used with a full attack action. Summon Baatezu (Sp): Once per day, a gelugon of 4th level may attempt to summon lemures. As the gelugon advances in level, more powerful creatures may be summoned but with a limited chance of success. Spell Resistance (Ex): A gelugon has spell resistance equal to 5 + class level. Lesser Gelugon powers: Beginning at 2nd level a gelugon can use the following spell-like abilities once per day: desecrate, detect good, and detect magic. At 5th level it can use them three times a day, and at 9th level it can use them at will. The gelugon’s caster level is equal to its Hit Dice from class levels plus one (save DC 10 + spell level + gelugon’s Cha modifier). Gelugon powers: Beginning at 10th level, a gelugon can use the following spell like abilities once per day: animate dead, charm monster, cone of cold, fly, magic circle against good, major image, polymorph self, and wall of ice. At 13th level it can use them three times a day, and at 16th level it can use them at will. Fear Aura (Su): Gelugons can radiate a fear aura as a free action of the indicated radius. Affected creatures must succeed at a Will save (DC 10 + ½ class HD + Cha modifier) or be affected as though by a fear spell cast by a sorcerer (caster level class HD + 1). A creature that successfully saves cannot be affected again by the same gelugon’s aura for one day. Other baatezu are immune to the aura. Cold (Su): A hit from a gelugon’s tail or melee weapon induces numbing cold. The opponent must succeed at a Fortitude save (DC 10 + ¾ class HD + Cha modifier) or be affected as though by a slow spell for 1d6 rounds. Greater Gelugon Powers: Beginning at 15th level, a gelugon can use the spell-like abilities greater teleport and unholy aura once per day. At 18th level it may use them three times per day, and at 20th level it may use them at will. The Gelugon Level HD BAB F/R/W Skill Points CR Special 1 1d8 +1 2/2/2 (8 + Int Mod) x 4 1 Feat, subtypes (lawful, evil), +3 natural armor, 2 claws 1d4, see in darkness 2 2d8 +2 3/3/3 8 + Int Mod 1 Lesser gelugon powers 1/day, +2 Dex, resistances (acid 5, cold 5) 3 3d8 +3 3/3/3 8 + Int Mod 2 Feat, telepathy 100 ft, claws 1d6, bite 1d4, +2 Wis 4 4d8 +4 4/4/4 8 + Int Mod 2 +5 natural armor, summon baatezu (2d4 lemures, 50%) 5 5d8 +5 4/4/4 8 + Int Mod 3 +2 Con, +2 Wis, Lesser gelugon powers 3/day 6 5d8 +5 5/5/5 -- 3 +2 Int, DR 5/+1 7 6d8 +6/+1 5/5/5 8 + Int Mod 4 Feat, +2 Str, +7 natural armor, summon baatezu (2d6 lemures, 50%) 8 6d8 +6/+1 5/5/5 -- 5 +2 Wis, +2 Cha, regeneration 1, spell resistance, bite 2d4, fear aura (5 ft) 9 7d8 +7/+2 5/5/5 8 + Int Mod 6 +2 Int, resistances (acid 10, cold 10), lesser gelugon powers at will 10 7d8 +7/+2 5/5/5 -- 6 +2 Con, +9 natural armor, DR 10/+1, gelugon powers 1/day 11 8d8 +8/+3 6/6/6 8 + Int Mod 7 +2 Str, +2 Wis, summon baatezu (2d8 lemures, 50%), tail 1d4, fear aura (10 ft) 12 8d8 +8/+3 6/6/6 -- 8 +2 Int, regeneration 2, summon baatezu (1d3 osyluth, 35%), cold 13 9d8 +9/+4 6/6/6 8 + Int Mod 8 Large size, +11 natural armor, gelugon powers 3/day, tail 2d4 14 9d8 +9/+4 7/7/7 -- 9 +2 Str, +2 Cha, DR 15/+1, summon baatezu (2d4 osyluth, 35%), 15 10d8 +10/+5 7/7/7 8 + Int Mod 9 Feat, +2 Con, +2 Wis, claw 1d8, greater gelugon powers 1/day 16 10d8 +10/+5 7/7/7 -- 10 +2 Int, +14 natural armor, regeneration 3, gelugon powers at will 17 11d8 +11/+6 7/7/7 8 + Int Mod 10 +2 Str, +2 Con, DR 15/+2 summon baatezu (1d6 hamatulas, 35%), 18 11d8 +11/+6 7/7/7 -- 11 +2 Wis, +2 Cha, greater gelugon powers 3/day, tail 3d4, regeneration 4 19 12d8 +12/+7/+2 8/8/8 8 + Int Mod 12 +2 Int, +18 natural armor, resistances (acid 20, cold 20), summon baatezu (gelugon, 20%) 20 12d8 +12/+7/+2 8/8/8 -- 13 +2 Str, regeneration 5, DR 20/+2, greater gelugon powers at will [/QUOTE]
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