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The Explicatae Incompositae - Being A Bestairy of the Sometime Lords of Chaos
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<blockquote data-quote="Celebrim" data-source="post: 3341042" data-attributes="member: 4937"><p><strong>Part the Fourteenth, Werajt, Lord of Confusion</strong></p><p></p><p><span style="font-size: 15px"><strong>Werajt, Lord of Confusion</strong></span><strong></strong></p><p><strong>Unique Large Outsider (Chaotic, Extraplanar)</strong></p><p><strong>Hit Dice:</strong> 35d8 + 490 (770 hp)</p><p><strong>Initiative:</strong> +10</p><p><strong>Speed:</strong> 80’ </p><p><strong>AC:</strong> 43 (-1 size, +6 Dex, +6 deflection, +22 natural armor) touch 21, flatfooted 37 </p><p><strong>Base Attack/Grapple:</strong> +27/+44</p><p><strong>Attack:</strong> Claw +39 melee (2d8+13) </p><p><strong>Full Attack:</strong> 3 claws +39 melee (2d8+13), 2 kicks +37 melee (2d6+6), 1 slam +37 melee (1d12+6), bite +37 melee (2d8+6)</p><p><strong>Space/Reach:</strong> 5’/10’ ft</p><p><strong>Special Attacks:</strong> Aura of confusion, spell-like abilities, summon aid, touch of madness</p><p><strong>Special Qualities:</strong> Bewildered, bewildering form, fast healing 20, damage reduction 30/epic and lawful, dark vision (infinite), immune to ability drain, energy drain, mind effecting spells, polymorph, and petrification, immune to sonic, resistance acid 20, cold 20, electricity 20, and fire 20, spell resistance 33</p><p><strong>Saves:</strong> Fort +37, Ref +25, Will +23</p><p><strong>Abilities:</strong> Str 36, Dex 22, Con 38, Int 22, Wis 18, Chr 23</p><p><strong>Skills:</strong> Bluff +44, Climb +51, Concentration +52, Disguise +44, Escape Artist +44, Jump +51, Hide +44, Intimidate +44, Innuendo +44, Listen +41, Move Silently +44, Search +44, Spot +41, Tumble +49</p><p><strong>Feats:</strong> Combat reflexes, combat expertise, defensive opportunist, dodge, epic fortitude, frightful presence, improved initiative, improved overrun, karmic strike, mobility, multiattack, power attack </p><p><strong>Environment:</strong> Limbo</p><p><strong>Organization: </strong> Solitary </p><p><strong>Challenge Rating:</strong> 25</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Chaotic neutral</p><p></p><p>Werajt is in many ways a piteous creature, utterly befuddled and bewildered by the universe and even often its own body. Of course, its one understandable goal seems to be to share and spread this confusion to others, so this may check the sympathy which we may have for the creature.</p><p></p><p>In appearance, Werajt is almost indescribable. Perhaps it would suffice to say that he seems a ball of disparate limbs with arms and legs sticking out in every direction higgly-piggly. But to this picture of confusion we must add a riot of color and that the entire surface of this ball of waving extremities is covered with eyes of various sizes, ears, mouths, and other sorts of things which one would not expect to find on a creatures extremities.</p><p></p><p>Werajt’s behavior is equally inexplicable. He staggers (and sometimes rolls) about as if not entirely certain what to do with his own haphazardly constructed body. He never says anything which is intelligible or appropriate, but instead makes utterly nonsensical replies to any query that are punctuated by hoots, beeps, and honks from his various mouths. He spends his days fighting with and destroying harmless inanimate objects, running in terror from tiny things like small beetles, trying to start up conversations with flowers and streams, and otherwise apparently trying and failing to make sense of the world around him. Rumor has it that Werajt possesses an uncanny knowledge of the future, but his utility as an oracle is called into question by the fact that his oracles, if that is what they are, are so cryptic and embedded in nonsense that no one is ever certain that they’ve been given one or what it might mean.</p><p></p><p><span style="font-size: 15px">Combat</span></p><p>Werajt is more likely to initiate combat with a tree than with any actual foe, but despite the bedlam and the fact he’ll probably never understand why he was attacked, he is capable of protecting himself. Werajt likes to fight on the defensive, and to fill a battle field with fog, illusions and other obstacles until his confusion effect renders his foes a greater threat to each other than to Werajt. At this point, he’s likely to simply move on.</p><p><strong>Spell-Like Abilities:</strong> At will – Alter self, chaos hammer (DC 20), cloak of chaos (DC 24), control weather, deeper darkness (widened), detect law, detect magic, dispel law (DC 21), divination, false vision, fly, greater magic fang, insanity (DC 21), invisibility, magic circle against law, mirror image, misdirection, mislead, modify memory (DC 20), obscuring mist (widened), persistent image, see invisibility, veil, word of chaos (DC 27); 3/day acid fog (widened), limited wish, maze, mind fog (DC 21), power word (any); Caster level 25th. The save DC’s are Charisma based</p><p><strong>Aura of Confusion (Su):</strong> Any intelligent being within 120’ of Werajt must make a will save (DC 33) or suffer from <em>confusion</em> (as the spell). All knowledge checks made within this area suffer from a -13 insight penalty. Finally, all arcane spells cast within this area or at a target within this area except by Werajt have an additional 10% chance of spell failure. </p><p><strong>Bewildered (Ex):</strong> Werajt automatically fails sense motive checks.</p><p><strong>Bewildering Form (Ex):</strong> Werajt cannot be flanked, and is 50% likely to avoid additional damage from a critical hit. Because he’s neither quite upside down or right side up (or anything else), Werajt cannot be knocked or fall prone and Werajt gets a +5 racial bonus on all tumble checks.</p><p><strong>Change Shape (Su):</strong> Werajt can assume any humanoid form as a standard action. In humanoid form, Werajt cannot use his natural weapons. Werajt may remain in this form until he chooses to assume a new one. The change in form may not be dispelled, but the Slaad Lord will revert to his natural form if killed. Even a true seeing spell does not reveal Werajt’s natural form, only that Werajt is a disguised shapechanger.</p><p><strong>Summon Aid (Sp):</strong> Three times per day Werajt may attempt to summon 3d6 red slaad with a 90% chance of success or 2d8 blue slaad with an 80% chance of success, or 1-6 green slaad with a 75% chance of success. Treat this as ability as a 9th level spell. Once per day, Werajt may summon 2d6 gibbering mouthers of the largest size (12HD). Treat this ability as a 9th level spell.</p><p><strong>Touch of Insanity (Su):</strong> By touch, Werajt inflicts <em>insanity</em> on his victims as the spell (Will save DC 33 to avoid).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3341042, member: 4937"] [b]Part the Fourteenth, Werajt, Lord of Confusion[/b] [SIZE=4][B]Werajt, Lord of Confusion[/B][/SIZE][B] Unique Large Outsider (Chaotic, Extraplanar)[/B] [B]Hit Dice:[/B] 35d8 + 490 (770 hp) [B]Initiative:[/B] +10 [B]Speed:[/B] 80’ [B]AC:[/B] 43 (-1 size, +6 Dex, +6 deflection, +22 natural armor) touch 21, flatfooted 37 [B]Base Attack/Grapple:[/B] +27/+44 [B]Attack:[/B] Claw +39 melee (2d8+13) [B]Full Attack:[/B] 3 claws +39 melee (2d8+13), 2 kicks +37 melee (2d6+6), 1 slam +37 melee (1d12+6), bite +37 melee (2d8+6) [B]Space/Reach:[/B] 5’/10’ ft [B]Special Attacks:[/B] Aura of confusion, spell-like abilities, summon aid, touch of madness [B]Special Qualities:[/B] Bewildered, bewildering form, fast healing 20, damage reduction 30/epic and lawful, dark vision (infinite), immune to ability drain, energy drain, mind effecting spells, polymorph, and petrification, immune to sonic, resistance acid 20, cold 20, electricity 20, and fire 20, spell resistance 33 [B]Saves:[/B] Fort +37, Ref +25, Will +23 [B]Abilities:[/B] Str 36, Dex 22, Con 38, Int 22, Wis 18, Chr 23 [B]Skills:[/B] Bluff +44, Climb +51, Concentration +52, Disguise +44, Escape Artist +44, Jump +51, Hide +44, Intimidate +44, Innuendo +44, Listen +41, Move Silently +44, Search +44, Spot +41, Tumble +49 [B]Feats:[/B] Combat reflexes, combat expertise, defensive opportunist, dodge, epic fortitude, frightful presence, improved initiative, improved overrun, karmic strike, mobility, multiattack, power attack [B]Environment:[/B] Limbo [B]Organization: [/B] Solitary [B]Challenge Rating:[/B] 25 [B]Treasure:[/B] None [B]Alignment:[/B] Chaotic neutral Werajt is in many ways a piteous creature, utterly befuddled and bewildered by the universe and even often its own body. Of course, its one understandable goal seems to be to share and spread this confusion to others, so this may check the sympathy which we may have for the creature. In appearance, Werajt is almost indescribable. Perhaps it would suffice to say that he seems a ball of disparate limbs with arms and legs sticking out in every direction higgly-piggly. But to this picture of confusion we must add a riot of color and that the entire surface of this ball of waving extremities is covered with eyes of various sizes, ears, mouths, and other sorts of things which one would not expect to find on a creatures extremities. Werajt’s behavior is equally inexplicable. He staggers (and sometimes rolls) about as if not entirely certain what to do with his own haphazardly constructed body. He never says anything which is intelligible or appropriate, but instead makes utterly nonsensical replies to any query that are punctuated by hoots, beeps, and honks from his various mouths. He spends his days fighting with and destroying harmless inanimate objects, running in terror from tiny things like small beetles, trying to start up conversations with flowers and streams, and otherwise apparently trying and failing to make sense of the world around him. Rumor has it that Werajt possesses an uncanny knowledge of the future, but his utility as an oracle is called into question by the fact that his oracles, if that is what they are, are so cryptic and embedded in nonsense that no one is ever certain that they’ve been given one or what it might mean. [SIZE=4]Combat[/SIZE] Werajt is more likely to initiate combat with a tree than with any actual foe, but despite the bedlam and the fact he’ll probably never understand why he was attacked, he is capable of protecting himself. Werajt likes to fight on the defensive, and to fill a battle field with fog, illusions and other obstacles until his confusion effect renders his foes a greater threat to each other than to Werajt. At this point, he’s likely to simply move on. [B]Spell-Like Abilities:[/B] At will – Alter self, chaos hammer (DC 20), cloak of chaos (DC 24), control weather, deeper darkness (widened), detect law, detect magic, dispel law (DC 21), divination, false vision, fly, greater magic fang, insanity (DC 21), invisibility, magic circle against law, mirror image, misdirection, mislead, modify memory (DC 20), obscuring mist (widened), persistent image, see invisibility, veil, word of chaos (DC 27); 3/day acid fog (widened), limited wish, maze, mind fog (DC 21), power word (any); Caster level 25th. The save DC’s are Charisma based [B]Aura of Confusion (Su):[/B] Any intelligent being within 120’ of Werajt must make a will save (DC 33) or suffer from [I]confusion[/I] (as the spell). All knowledge checks made within this area suffer from a -13 insight penalty. Finally, all arcane spells cast within this area or at a target within this area except by Werajt have an additional 10% chance of spell failure. [B]Bewildered (Ex):[/B] Werajt automatically fails sense motive checks. [B]Bewildering Form (Ex):[/B] Werajt cannot be flanked, and is 50% likely to avoid additional damage from a critical hit. Because he’s neither quite upside down or right side up (or anything else), Werajt cannot be knocked or fall prone and Werajt gets a +5 racial bonus on all tumble checks. [B]Change Shape (Su):[/B] Werajt can assume any humanoid form as a standard action. In humanoid form, Werajt cannot use his natural weapons. Werajt may remain in this form until he chooses to assume a new one. The change in form may not be dispelled, but the Slaad Lord will revert to his natural form if killed. Even a true seeing spell does not reveal Werajt’s natural form, only that Werajt is a disguised shapechanger. [B]Summon Aid (Sp):[/B] Three times per day Werajt may attempt to summon 3d6 red slaad with a 90% chance of success or 2d8 blue slaad with an 80% chance of success, or 1-6 green slaad with a 75% chance of success. Treat this as ability as a 9th level spell. Once per day, Werajt may summon 2d6 gibbering mouthers of the largest size (12HD). Treat this ability as a 9th level spell. [B]Touch of Insanity (Su):[/B] By touch, Werajt inflicts [I]insanity[/I] on his victims as the spell (Will save DC 33 to avoid). [/QUOTE]
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