Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
2nd-level Monster Conversions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="the Jester" data-source="post: 4297378" data-attributes="member: 1210"><p><span style="font-size: 18px"><strong>ELEMENTAL WEIRDS</strong></span></p><p> </p><p>Elemental weirds are serpentine creatures composed of their element. The more intelligent ones tend to be prophets, but the smaller, savage weirds are simple predators. A weird is bound to its elemental pool. </p><p></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong>SAVAGE WATER WEIRD--- Level 2 Lurker</strong></span></p><p><em>A savage water weird appears as a serpent in a pool, fountain or other body of water. It attempts to drag targets into its pool and drown them.</em></p><p>Small elemental animate (water)--- XP 125</p><p>---</p><p>Initiative +2; Senses Perception +3; tremorsense 4</p><p>HP 33; Bloodied 16 (but see Water Form)</p><p>AC 16; Fortitude 16; Reflex 14; Will 14</p><p>Resist fire 10, weapons 5</p><p>Speed swim 8</p><p>---</p><p><strong>[Melee basic] Serpent’s Grab</strong> (standard; at will): Reach 3; +5 vs. Fortitude; 2d6+3 damage and target is grabbed (until escape).</p><p></p><p><strong>[Melee] Pull of the Waters</strong> (minor; at will): Only when the water weird has a target grabbed; +5 vs. Fortitude; the target is pulled 1 square towards the pool. If it is pulled into the pool, the water weird may attempt to use it Drown ability.</p><p></p><p><strong>[Melee] Drown</strong> (standard; at will): Only when the water weird has grabbed a target that is in its pool of water; +5 vs. Fortitude; Hit: target loses one healing surge, is immobilized underwater and must hold its breath (see DMG 159); if it has no remaining healing surges it loses hit points equal to its level; Miss: the target is immobilized underwater and must hold its breath.</p><p></p><p><strong>Water Form</strong> (minor action; at will): A water weird can vanish into its pool of water, becoming part of the fluid contained within. While in this state, it gains regeneration 3 and can take no actions, except to end its Water Form ability as a free action. </p><p></p><p><strong>Threatening Reach:</strong> The water weird may make opportunity attacks against any creature within its reach (3 squares). </p><p>---</p><p>Alignment unaligned; Languages Primordial</p><p>Skills Athletics +10</p><p>Str 18; Dex 13; Wis 14</p><p>Con 15; Int 4; Cha 12</p><p></p><p></p><p><span style="font-size: 12px"><strong>WATER WEIRD PROPHET--- Level 15 Controller</strong></span></p><p><em>Water weird prophets usually have prophecies relating to healing, hope or recovery. They offer new options to those seeking a better way. A water weird appears as a translucent blue female figure, or- when enraged- as a mighty serpent of water.</em></p><p>Medium elemental animate (water)--- XP 1200</p><p>---</p><p>Initiative +8; Senses Perception +14, tremorsense 10</p><p>Elemental Command (water) aura 10; at the start of the water weird prophet’s turn, attack all elementals with the water keyword: +17 vs. Will; Hit: the target is dominated until it leaves the aura. </p><p>HP 148; Bloodied 74</p><p>AC 29; Fortitude 27; Reflex 26; Will 29</p><p>Speed swim 10</p><p>---</p><p><strong>[Melee basic] Water Strike</strong> (standard; at will) <strong>Water:</strong> Reach 2; +20 vs. AC; 1d12+6 damage and target is dazed until the end of its next turn.</p><p></p><p><strong>[Area] Tidal Blast</strong> (standard; recharge 6) <strong>Water:</strong> Burst 4 within 10; +14 vs. Fortitude; 4d8+6 damage and target is pushed 3 squares away from the origin of the burst; Miss: half damage and target is pushed 1 square away from the origin of the burst.</p><p></p><p><strong>[Ranged] Prophetic Gaze</strong> (minor; recharge 6) <strong>Psychic:</strong> Range 10; +16 vs. Will; 5d6+3 psychic damage and the weird chooses the target’s next standard action.</p><p></p><p><strong>Water Form</strong> (minor action; at will): A water weird can vanish into its pool of water, becoming part of the fluid contained within. While in this state, it gains regeneration 3 and can take no actions, except to end its Water Form ability as a free action. </p><p>---</p><p>Alignment unaligned; Languages Primordial</p><p>Skills Arcana +16</p><p>Str 20; Dex 13; Wis 25</p><p>Con 20; Int 18; Cha 19</p></blockquote><p></p>
[QUOTE="the Jester, post: 4297378, member: 1210"] [SIZE=5][B]ELEMENTAL WEIRDS[/B][/SIZE] Elemental weirds are serpentine creatures composed of their element. The more intelligent ones tend to be prophets, but the smaller, savage weirds are simple predators. A weird is bound to its elemental pool. [SIZE=3] [B]SAVAGE WATER WEIRD--- Level 2 Lurker[/B][/SIZE] [I]A savage water weird appears as a serpent in a pool, fountain or other body of water. It attempts to drag targets into its pool and drown them.[/I] Small elemental animate (water)--- XP 125 --- Initiative +2; Senses Perception +3; tremorsense 4 HP 33; Bloodied 16 (but see Water Form) AC 16; Fortitude 16; Reflex 14; Will 14 Resist fire 10, weapons 5 Speed swim 8 --- [B][Melee basic] Serpent’s Grab[/B] (standard; at will): Reach 3; +5 vs. Fortitude; 2d6+3 damage and target is grabbed (until escape). [B][Melee] Pull of the Waters[/B] (minor; at will): Only when the water weird has a target grabbed; +5 vs. Fortitude; the target is pulled 1 square towards the pool. If it is pulled into the pool, the water weird may attempt to use it Drown ability. [B][Melee] Drown[/B] (standard; at will): Only when the water weird has grabbed a target that is in its pool of water; +5 vs. Fortitude; Hit: target loses one healing surge, is immobilized underwater and must hold its breath (see DMG 159); if it has no remaining healing surges it loses hit points equal to its level; Miss: the target is immobilized underwater and must hold its breath. [B]Water Form[/B] (minor action; at will): A water weird can vanish into its pool of water, becoming part of the fluid contained within. While in this state, it gains regeneration 3 and can take no actions, except to end its Water Form ability as a free action. [B]Threatening Reach:[/B] The water weird may make opportunity attacks against any creature within its reach (3 squares). --- Alignment unaligned; Languages Primordial Skills Athletics +10 Str 18; Dex 13; Wis 14 Con 15; Int 4; Cha 12 [SIZE=3][B]WATER WEIRD PROPHET--- Level 15 Controller[/B][/SIZE] [I]Water weird prophets usually have prophecies relating to healing, hope or recovery. They offer new options to those seeking a better way. A water weird appears as a translucent blue female figure, or- when enraged- as a mighty serpent of water.[/I] Medium elemental animate (water)--- XP 1200 --- Initiative +8; Senses Perception +14, tremorsense 10 Elemental Command (water) aura 10; at the start of the water weird prophet’s turn, attack all elementals with the water keyword: +17 vs. Will; Hit: the target is dominated until it leaves the aura. HP 148; Bloodied 74 AC 29; Fortitude 27; Reflex 26; Will 29 Speed swim 10 --- [B][Melee basic] Water Strike[/B] (standard; at will) [B]Water:[/B] Reach 2; +20 vs. AC; 1d12+6 damage and target is dazed until the end of its next turn. [B][Area] Tidal Blast[/B] (standard; recharge 6) [B]Water:[/B] Burst 4 within 10; +14 vs. Fortitude; 4d8+6 damage and target is pushed 3 squares away from the origin of the burst; Miss: half damage and target is pushed 1 square away from the origin of the burst. [B][Ranged] Prophetic Gaze[/B] (minor; recharge 6) [B]Psychic:[/B] Range 10; +16 vs. Will; 5d6+3 psychic damage and the weird chooses the target’s next standard action. [B]Water Form[/B] (minor action; at will): A water weird can vanish into its pool of water, becoming part of the fluid contained within. While in this state, it gains regeneration 3 and can take no actions, except to end its Water Form ability as a free action. --- Alignment unaligned; Languages Primordial Skills Arcana +16 Str 20; Dex 13; Wis 25 Con 20; Int 18; Cha 19 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
2nd-level Monster Conversions
Top