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<blockquote data-quote="Cleon" data-source="post: 9036488" data-attributes="member: 57383"><p><strong><span style="font-size: 26px">Derro Chaos Savant</span></strong></p><p><em>Small humanoid (derro), chaotic evil</em></p><p><strong>Armor Class</strong> 16 (<em>armor of the insane</em>)</p><p><strong>Hit Points</strong> 99 (18d6 + 36)</p><p><strong>Speed</strong> 30 ft.</p><p></p><table style='width: 100%'><tr><th><p style="text-align: center">STR</p> </th><th><p style="text-align: center">DEX</p> </th><th><p style="text-align: center">CON</p> </th><th><p style="text-align: center">INT</p> </th><th><p style="text-align: center">WIS</p> </th><th><p style="text-align: center">CHA</p> </th></tr><tr><td><p style="text-align: center">9 (–1)</p> </td><td><p style="text-align: center">15 (+2)</p> </td><td><p style="text-align: center">14 (+2)</p> </td><td><p style="text-align: center">16 (+3)</p> </td><td><p style="text-align: center">7 (–2)</p> </td><td><p style="text-align: center">18 (+4)</p> </td></tr></table><p></p><p><strong>Saving Throws</strong> WIS +4 (due to <em>mad insight</em>)</p><p><strong>Skills</strong> Arcana +9, Perception +3 (due to <em>mad insight</em>), Stealth +5</p><p><strong>Senses</strong> Darkvision 120 ft., passive Perception 13</p><p><strong>Languages</strong> Dwarvish, Undercommon</p><p><strong>Challenge</strong> 6 (2,300 XP) <strong>Proficiency Bonus</strong> +3</p><p></p><p><em><strong>Armor of the Insane.</strong></em> The derro chaos savant's AC can't be less than 16, regardless of what kind of armor it is wearing.</p><p></p><p><em><strong>Mad Insight.</strong></em> The derro chaos savant can use its Charisma modifier for Wisdom saving throws (giving it a WIS +4 save) and its Intelligence modifier for Perception skill checks (giving it Perception +3) if that's better than using its Wisdom modifier.</p><p></p><p><em><strong>Magic Resistance.</strong></em> The derro has advantage on saving throws against spells and other magical effects.</p><p></p><p><em><strong>Innate Spellcasting.</strong></em> The chaos savant's spellcasting ability is Charisma (spell save DC 15). The chaos savant can innately cast the following spells, requiring only verbal components:</p><ul> <li data-xf-list-type="ul">At will: <em>comprehend languages</em>, <em>identify</em> (ritual spellcasting only}, <em>mage hand</em>, <em>message</em>, <em>prestidigitation</em></li> <li data-xf-list-type="ul">2/day each: <em>invisibility</em>, <em>sleep</em>, <em>spider climb</em></li> <li data-xf-list-type="ul">1/day each: <em>dimension door</em>, <em>slow</em></li> </ul><p><em><strong>Sunlight Sensitivity.</strong></em> While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p><p></p><p><span style="font-size: 22px">Actions</span></p><p></p><p><em><strong>Multiattack.</strong></em> The chaos savant makes three attacks using any combination of chaos staff, bolt of chaos and mind scourge.</p><p></p><p><em><strong>Chaos Staff.</strong> Melee Spell Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 3 (1d6) bludgeoning damage plus 10 (3d6) damage of a random type (roll d4: 1=necrotic, 2=poison, 3=cold, 4=lightning) and the target must make a DC 15 Charisma saving throw. If they fail, the target has disadvantage on Intelligence and Wisdom ability checks and Attack Rolls until the start of the chaos savant's next turn.</p><p></p><p><em><strong>Bolt of Chaos.</strong> Ranged Spell Attack:</em> +7 to hit, range 120 ft., one target. <em>Hit:</em> 14 (4d6) damage of a random type (roll d4: 1=necrotic, 2=poison, 3=cold, 4=lightning) and the target must make a DC 15 Constitution saving throw. If they fail, the target suffers a special effect that depends on the bolt's damage type:</p><ul> <li data-xf-list-type="ul"><em>Necrotic Damage:</em> Target can't regain hit points until the start of the chaos savant's next turn.</li> <li data-xf-list-type="ul"><em>Poison Damage:</em> Target is poisoned until the start of the chaos savant's next turn.</li> <li data-xf-list-type="ul"><em>Cold Damage:</em> Target's speed is reduced by 10 feet until the start of the chaos savant's next turn.</li> <li data-xf-list-type="ul"><em>Lightning Damage:</em> Target can't take reactions until the start of the target's next turn.</li> </ul><p><em><strong>Mind Scourge.</strong></em> The chaos savant targets one creature within 60 feet, who takes 10 (3d6) psychic damage and must make a DC 15 Intelligence saving throw. If the save fails, then at the start of the target's next turn it must choose between taking an additional 10 (3d6) psychic damage or being stunned until the end of that turn.</p><p></p><p><em><strong>Window to Madness (Recharge 5-6).</strong></em> The chaos savant targets one creature within 60 feet. The targeted creature must succeed at a DC 15 Wisdom or Charisma saving throw (target's choice) or take 10 (3d6) psychic damage and become crazed for 1 minute. All other creatures within 10 feet of the creature targeted by <em>Window to Madness</em> must succeed at a DC 15 Wisdom or Charisma saving throw (creature's choice) or take 5 (1d10) psychic damage and be crazed until the end of their next turn. Derro are immune to psychic damage caused by <em>Window to Madness</em> but can become crazed.</p><p> A crazed creature has disadvantage on any ability check to interact socially with creatures who are not crazed or insane (such as derro).</p><p> The crazed target must make a DC 15 Wisdom or Charisma saving throw (target's choice) at the start of each turn, ending the effect on itself on a success. If the save fails, the target must choose whether to take 5 (1d10) psychic damage or become <em>Dancing Mad</em> (see below) until the start of its next turn. If the target fails the saving throw by 5 or more, it takes 5 (1d10) psychic damage and is <em>Dancing Mad</em> that turn.</p><p></p><p><strong><span style="font-size: 18px">N</span>EW<span style="font-size: 18px"> C</span>ONDITION<span style="font-size: 18px">: D</span>ANCING<span style="font-size: 18px"> M</span>AD</strong></p><p>A dancing mad creature must move one-third of its movement (minimum 5 feet) in a random direction at the end of each of its turns. If the random direction is blocked by an obstacle, the creature changes direction to randomly use up its remaining dancing movement. The creature will only remain in place if there is nowhere for it to randomly dance into. Dancing movement counts against the creature's normal movement allowance (i.e. its Speed does not increase by one third). The random movement avoids hazards the creature is aware of, such as cliffs or traps: the creature is insane, not stupid!</p><p></p><p><span style="font-size: 22px">Bonus Actions</span></p><p></p><p><em><strong>Dance of Madness.</strong></em> The chaos savant targets a creature within 130 feet that is crazed by one of its <em>Madness</em> attacks. Each creature in a 10-foot-radius sphere centered on that target must succeed at a DC 15 Wisdom or Charisma saving throw (creature's choice) or take 5 (1d10) psychic damage and become crazed and dancing mad (see above) until the start of its next turn. Derro are immune to psychic damage caused by <em>Dance of Madness</em>.</p><p></p><p><em><strong>Strength of Madness (Recharge 4-6).</strong></em> Until the end of the chaos savant's turn, the savant gains advantage on melee attack rolls and its melee weapons do an additional 4 (1d8) damage if they hit.</p><p></p><p></p><p><strong><span style="font-size: 22px">Description</span></strong></p><p></p><p>A chaos savant is a derro with a deep insight into arcane magic, the occult, chaos, madness and the Far Realm. They understand secrets no rational mind would care to know. A chaos savant dresses and acts bizarrely even by the eccentric standards of the derro. Each chaos savant always carries an arcane implement fitted with strange contraptions of their own design called a <em>Chaos Staff</em>. This device most often resemble a staff, rod or cudgel, but may be crafted into almost any shape that is easily portable and sturdy enough to be swung as a weapon.</p><p> Derro savants are revered for their insights and advice and have a highly influential role in their society. While it typically takes half a century of study to become a savant, some youthful or middle-aged derro become chaos savants after a period of insane revelation.</p><p></p><p>(Inspired by the Derro Savant in 4th Edition's <em>Monster Manual 3</em> (2010).)</p></blockquote><p></p>
[QUOTE="Cleon, post: 9036488, member: 57383"] [B][SIZE=7]Derro Chaos Savant[/SIZE][/B] [I]Small humanoid (derro), chaotic evil[/I] [B]Armor Class[/B] 16 ([I]armor of the insane[/I]) [B]Hit Points[/B] 99 (18d6 + 36) [B]Speed[/B] 30 ft. [TABLE] [TR] [TH][CENTER]STR[/CENTER][/TH] [TH][CENTER]DEX[/CENTER][/TH] [TH][CENTER]CON[/CENTER][/TH] [TH][CENTER]INT[/CENTER][/TH] [TH][CENTER]WIS[/CENTER][/TH] [TH][CENTER]CHA[/CENTER][/TH] [/TR] [TR] [TD][CENTER]9 (–1)[/CENTER][/TD] [TD][CENTER]15 (+2)[/CENTER][/TD] [TD][CENTER]14 (+2)[/CENTER][/TD] [TD][CENTER]16 (+3)[/CENTER][/TD] [TD][CENTER]7 (–2)[/CENTER][/TD] [TD][CENTER]18 (+4)[/CENTER][/TD] [/TR] [/TABLE] [B]Saving Throws[/B] WIS +4 (due to [I]mad insight[/I]) [B]Skills[/B] Arcana +9, Perception +3 (due to [I]mad insight[/I]), Stealth +5 [B]Senses[/B] Darkvision 120 ft., passive Perception 13 [B]Languages[/B] Dwarvish, Undercommon [B]Challenge[/B] 6 (2,300 XP) [B]Proficiency Bonus[/B] +3 [I][B]Armor of the Insane.[/B][/I] The derro chaos savant's AC can't be less than 16, regardless of what kind of armor it is wearing. [I][B]Mad Insight.[/B][/I] The derro chaos savant can use its Charisma modifier for Wisdom saving throws (giving it a WIS +4 save) and its Intelligence modifier for Perception skill checks (giving it Perception +3) if that's better than using its Wisdom modifier. [I][B]Magic Resistance.[/B][/I] The derro has advantage on saving throws against spells and other magical effects. [I][B]Innate Spellcasting.[/B][/I] The chaos savant's spellcasting ability is Charisma (spell save DC 15). The chaos savant can innately cast the following spells, requiring only verbal components: [LIST] [*]At will: [I]comprehend languages[/I], [I]identify[/I] (ritual spellcasting only}, [I]mage hand[/I], [I]message[/I], [I]prestidigitation[/I] [*]2/day each: [I]invisibility[/I], [I]sleep[/I], [I]spider climb[/I] [*]1/day each: [I]dimension door[/I], [I]slow[/I] [/LIST] [I][B]Sunlight Sensitivity.[/B][/I] While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. [SIZE=6]Actions[/SIZE] [I][B]Multiattack.[/B][/I] The chaos savant makes three attacks using any combination of chaos staff, bolt of chaos and mind scourge. [I][B]Chaos Staff.[/B] Melee Spell Attack:[/I] +7 to hit, reach 5 ft., one target. [I]Hit:[/I] 3 (1d6) bludgeoning damage plus 10 (3d6) damage of a random type (roll d4: 1=necrotic, 2=poison, 3=cold, 4=lightning) and the target must make a DC 15 Charisma saving throw. If they fail, the target has disadvantage on Intelligence and Wisdom ability checks and Attack Rolls until the start of the chaos savant's next turn. [I][B]Bolt of Chaos.[/B] Ranged Spell Attack:[/I] +7 to hit, range 120 ft., one target. [I]Hit:[/I] 14 (4d6) damage of a random type (roll d4: 1=necrotic, 2=poison, 3=cold, 4=lightning) and the target must make a DC 15 Constitution saving throw. If they fail, the target suffers a special effect that depends on the bolt's damage type: [LIST] [*][I]Necrotic Damage:[/I] Target can't regain hit points until the start of the chaos savant's next turn. [*][I]Poison Damage:[/I] Target is poisoned until the start of the chaos savant's next turn. [*][I]Cold Damage:[/I] Target's speed is reduced by 10 feet until the start of the chaos savant's next turn. [*][I]Lightning Damage:[/I] Target can't take reactions until the start of the target's next turn. [/LIST] [I][B]Mind Scourge.[/B][/I] The chaos savant targets one creature within 60 feet, who takes 10 (3d6) psychic damage and must make a DC 15 Intelligence saving throw. If the save fails, then at the start of the target's next turn it must choose between taking an additional 10 (3d6) psychic damage or being stunned until the end of that turn. [I][B]Window to Madness (Recharge 5-6).[/B][/I] The chaos savant targets one creature within 60 feet. The targeted creature must succeed at a DC 15 Wisdom or Charisma saving throw (target's choice) or take 10 (3d6) psychic damage and become crazed for 1 minute. All other creatures within 10 feet of the creature targeted by [I]Window to Madness[/I] must succeed at a DC 15 Wisdom or Charisma saving throw (creature's choice) or take 5 (1d10) psychic damage and be crazed until the end of their next turn. Derro are immune to psychic damage caused by [I]Window to Madness[/I] but can become crazed. A crazed creature has disadvantage on any ability check to interact socially with creatures who are not crazed or insane (such as derro). The crazed target must make a DC 15 Wisdom or Charisma saving throw (target's choice) at the start of each turn, ending the effect on itself on a success. If the save fails, the target must choose whether to take 5 (1d10) psychic damage or become [I]Dancing Mad[/I] (see below) until the start of its next turn. If the target fails the saving throw by 5 or more, it takes 5 (1d10) psychic damage and is [I]Dancing Mad[/I] that turn. [B][SIZE=5]N[/SIZE]EW[SIZE=5] C[/SIZE]ONDITION[SIZE=5]: D[/SIZE]ANCING[SIZE=5] M[/SIZE]AD[/B] A dancing mad creature must move one-third of its movement (minimum 5 feet) in a random direction at the end of each of its turns. If the random direction is blocked by an obstacle, the creature changes direction to randomly use up its remaining dancing movement. The creature will only remain in place if there is nowhere for it to randomly dance into. Dancing movement counts against the creature's normal movement allowance (i.e. its Speed does not increase by one third). The random movement avoids hazards the creature is aware of, such as cliffs or traps: the creature is insane, not stupid! [SIZE=6]Bonus Actions[/SIZE] [I][B]Dance of Madness.[/B][/I] The chaos savant targets a creature within 130 feet that is crazed by one of its [I]Madness[/I] attacks. Each creature in a 10-foot-radius sphere centered on that target must succeed at a DC 15 Wisdom or Charisma saving throw (creature's choice) or take 5 (1d10) psychic damage and become crazed and dancing mad (see above) until the start of its next turn. Derro are immune to psychic damage caused by [I]Dance of Madness[/I]. [I][B]Strength of Madness (Recharge 4-6).[/B][/I] Until the end of the chaos savant's turn, the savant gains advantage on melee attack rolls and its melee weapons do an additional 4 (1d8) damage if they hit. [B][SIZE=6]Description[/SIZE][/B] A chaos savant is a derro with a deep insight into arcane magic, the occult, chaos, madness and the Far Realm. They understand secrets no rational mind would care to know. A chaos savant dresses and acts bizarrely even by the eccentric standards of the derro. Each chaos savant always carries an arcane implement fitted with strange contraptions of their own design called a [I]Chaos Staff[/I]. This device most often resemble a staff, rod or cudgel, but may be crafted into almost any shape that is easily portable and sturdy enough to be swung as a weapon. Derro savants are revered for their insights and advice and have a highly influential role in their society. While it typically takes half a century of study to become a savant, some youthful or middle-aged derro become chaos savants after a period of insane revelation. (Inspired by the Derro Savant in 4th Edition's [I]Monster Manual 3[/I] (2010).) [/QUOTE]
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