E6 SRD - community project

File: Monsters E-F

Status: Proofread & edited

Comment:

Cut:
Formian myrmarch - Uncommon high level spells. A likely candidate for being reworked and added in at a latter stage.

Modified:
Earth elementals - Remove reference to Move earth

Note:
Formian taskmaster - I didn't inline the spell Dominate Monster as I think it should be put in the TypesSubtypesAbilities file with the other Monster spells.
 

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File: Monsters G

Status: Proofread & edited

Comment:

Cut:
Genie, djinni
Genie, efreeti - Need a lot of reworking to fit in their spellcasting and wishes
Giant, elder stone

Modified:
Ghost - Changed Malevolence to include all the necessary info from Magic Jar
Gibbering mouther - Changed Confusion reference to the confused condition
Golem - Cut all references to golem creation, as the CLs and spells were way beyond e6

Note:
Genie (heading) - All genies have Plane Shift, another good spell to include as a monster spell
 

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File: Monsters H-I

Status: Proofread & edited

Comment:
Cut:
Hag Covey - This is something I'd like to see come back at a later phase, because it's oozing with flavour, but for now its also oozing with high level spells.
Inevitables - Too many spells once again

Modified:
Hag, sea - Removed reference to dispel evil
Homunculus - Changes construction requirement from Arcane Eye to Clairaudience/Clairvoyance

Note:
I left the templates alone for now. I think we'll have to decide how to handle them later on, as they (along with many monster races) quickly go beyond the power level of e6. I think they'll need a lot of reworking to find their place in the system.
 

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The general dragon info has references to dragons older than adult, larger than Huge, and/or with a flight speed greater than 200 feet. None of the E6 dragons have any of these. Should these references be removed, or left in to make room for DM creativity?

I started to say leave them in, but that gets really tough; what else could be left in for DM creativity. DMs know where these rules came from. If they want "more", they know where to go. Take out the references is my final suggestion.
 

Hey, macrochelys, nice to see you back.
Cut:
Chaos beast - Its main ability, Corporeal Instability, can only be countered by spells beyond e6
Yeah, I'd initially ripped out chaos beast for that reason, too. But restoration actually does fix CI, iirc, and that's an E6 baseline feat. With the relatively low save DC15, I think chaos beast could probably be left in. But I'm fine with it, either way.

Also, on templates - I agree, we definitely need to think about templates. Afaict, at a minimum the (celestial, infernal) HD progressions need to be re-ordered to remain within E6-land. I'd suggest ripping them out entirely, but they're referred to in other places (eg summons, improved familiar, etc), and they are imho a really nice alternative for advancing power of mundane E6 beasties.

Basically, I feel they ought to stay in the game, but I'm at a loss what to do with them to keep them in.
 
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I started to say leave them in, but that gets really tough; what else could be left in for DM creativity. DMs know where these rules came from. If they want "more", they know where to go. Take out the references is my final suggestion.
This is a good point. Leaving in something for "creativity" in one place makes one wonder why it's not left in in others.

I'm revising my previous suggestion a bit:
-in the individual color dragon entries, change the max age referred to read either "young adult, adult, and older" or "adult and older" (as is applicable);
-truncate the size v damage tables and flight tables to the relevant values (Huge, and 200ft, or whatever);
-chop the age table back to adult, but collapse all the ages beyond adult into the adult category.
- make sure there's a reference to the term "great wyrm" as the term naming the most ancient of all dragons. Just for the sake of iconicness.

I can implement the changes later today, or someone else can take a whack at resolving it in a different way.
 

A few other things:

Monsters that cast spells as 7th+ level casters - Have we decided for sure how to deal with this? Options that have been floated are:

1. reduce spell slots & spells known to 6th level, but keep effective caster level at 7th
2. change 4th level spells into select SLAs
3. limit 4th level slots to metamagics, give a bonus metamagic feat. (and exclude domain spells)
4. cut the monsters entirely

I'm inclined to go with option 3 (or just cut them). Any other opinions?
 
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file: Monsters K-L

file: Monsters K-L

status: awaiting proofread

comments:
cut -
-leonal
-lich
-kraken

modified -
-lammasu (kept 7th-level caster: gave bonus metamagic feat, and limited 4th-lev spells to metamagic; still open to changing this)
-lillend (inline hallucinatory terrain)
-lycanthropes (removed refs to higher levels cures for lycanthropy)
 

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file: Monsters M-N

file: Monsters M-N

status: awaiting proofread

comments:
cut -
-naga, guardian
-night hag
-nightmare

modified -
- nymph (kept as Drd7, but limited 4th-lev spell to metamagic; and gave a bonus metamagic feat; and slightly mod'd "typical" spells prepared)
- minotaur (remove ref to maze spell)
- mummy (remove ref to break enchantment)
- naga, dark/spirit/water (kept Sor7, with note that they have extra slots; no mechanical changes)
 

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