Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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
5e Updates: Monstrous Compendium
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="dave2008" data-source="post: 8094936" data-attributes="member: 83242"><p><strong><span style="font-size: 22px">Genius Loci</span></strong></p><p><em>Gargantuan ooze, unaligned</em></p><p>[ATTACH=full]126637[/ATTACH]</p><p><strong>Armor Class </strong>13 (natural armor)</p><p><strong>Hit Points </strong>925 (50d20 + 400; bloodied 462)</p><p><strong>Speed </strong>5 ft., burrow 5 ft., climb 5 ft.</p><p>[ATTACH=full]126638[/ATTACH]</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>28 (+9)</td><td>13 (+1)</td><td>29 (+8)</td><td>1 (-5)</td><td>16 (+3)</td><td>19 (+4)</td></tr></table><p>[ATTACH=full]126639[/ATTACH]</p><p><strong>Savings Throws </strong>Str +18, Dex +10, Con +17, Wis +12</p><p><strong>Skills </strong>Athletics +18, Nature +13, Stealth +19</p><p><strong>Damage Resistances</strong> cold, fire, force, thunder; bludgeoning, piercing, and slashing that is rare or lesser magical or nonmagical</p><p><strong>Damage Immunities </strong>poison, psychic</p><p><strong>Condition Immunities </strong>blinded, charmed, deafened, exhaustion, frightened, paralysis, poisoned, prone, stunned</p><p><strong>Senses </strong>blindsight 300 ft. (blind beyond this radius), passive Perception 13</p><p><strong>Languages </strong>--</p><p><strong>Challenge </strong>29 (135,000 XP) <strong>Proficiency Bonus</strong> +9</p><p>[ATTACH=full]126640[/ATTACH]</p><p><strong><em>Amorphous. </em></strong>The genius loci can move through a space as narrow as 6-inches wide without squeezing. Additionally, they treat critical hits as regular hits.</p><p></p><p><strong><em>Colossal</em></strong>. The genius loci envelopes an area up to 5,000 feet by 5,000 feet. Other creatures can enter its area while it is motionless, refer to False Appearance, or use the <em>climb onto a bigger creature </em>rules in the DMG to enter its space once it is active.</p><p></p><p><strong><em>False Appearance. </em></strong>While the genius loci remains motionless, it is indistinguishable from a normal section of landscape: a mountain side, rolling hills, a field, a deep cavern, etc. It can even emulate simple structures like a rubble wall or hut. This ability is so precise that plants and animals can grow and live normally on the genius loci as if it were a part of the natural environment.</p><p></p><p>A creature entering the space of the genius loci who makes a DC 27 Nature check realizes something is amiss, though it is unsure of the reason for this feeling. When the genius loci moves or attacks, its true nature and size become apparent.</p><p></p><p><strong><em>Limited Magic Immunity. </em></strong>The genius loci is immune to cantrips and divination magic of 7th level or below. Additionally, it has advantage on saving throws against spells and magical effects of 7th level or lower.</p><p></p><p><strong><em>Mindless. </em></strong>The genius loci only mimics intelligence through the control of its thrall, it has none of its own. It is immune to charms, mind control effects, and attempts to detect its thoughts or ascertain its emotions.</p><p></p><p><strong><em>Immutable Form. </em></strong>The genius loci is immune to any spell effect that would alter its form.</p><p></p><p><strong><em>Magic Weapons.</em></strong> The genius loci’s weapon attacks are considered uncommon magical weapons for overcoming resistances.</p><p></p><p><strong><em>Spider Climb.</em></strong> The genius loci can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p><p></p><p><strong><em>Thrall.</em></strong> The genius loci typically has one thrall that occupies its simulated landscape. The thrall acts on its own initiative and will defend the genius loci to the best of its ability until it dies or is forcibly moved outside the range of its telepathic link with the genius loci. Refer to Enslave. For the purposes of the genius loci presented here, use the gladiator’s stat block (MM pg 346) for the thrall.</p><p></p><p><strong><em>Unstoppable (3/Short Rest).</em></strong> The genius loci can use a reaction at the end of its turn to remove up to two condition or effects it is suffering; or it can use a legendary action to remove one condition or effects it is suffering.</p><p></p><p><strong><u>ACTIONS </u></strong> </p><p><strong><em>Multiattack.</em></strong> The genius loci can use its Enslave. It then makes six pseudopod attacks.</p><p></p><p><strong><em>Pseudopod.</em></strong> <em>Melee Weapon Attack:</em> +18 to hit, reach 20 ft., one target. <em>Hit:</em> 26 (5d6 + 9) bludgeoning damage and if the target is Large or smaller it must make a DC 25 Strength saving throw or be grappled.</p><p></p><p><strong><em>Pseudopod Whirlwind (Recharge 5-6).</em></strong> The genius loci makes a pseudopod attack against all creatures that are in its space.</p><p></p><p><strong><em>Enslave. </em></strong>The genius loci choses one creature within its space or within 60 feet of it. That creature must make a DC 25 Wisdom saving throw or be stunned. The creature must make an additional saving throw at the end of its next turn, becoming the permanent thrall of the genius loci on a failed save, or ending the effect on itself on a successful one. The genius loci has a telepathic link with the thrall within a 10 mile radius of the genius loci. While within the range of the telepathic link the thrall is charmed by the genius loci, this effect ignores immunity to the charmed condition, and will act in the best interest of the genius loci, defending it to the best of its abilities in necessary. A thrall will not willing leave the range off its link with the genius loci. If the thrall is forced to leave the range of the link, it can immediately make a saving throw with advantage. On a failure, the thrall continues to be charmed by the genius loci and cannot attempt another saving throw for 12 hours. On a success, the creature ends the effect on itself and is no longer the thrall of the genius loci.</p><p></p><p>The genius loci can only have on creature enslaved at a time.</p><p></p><p><strong><u>BONUS ACTIONS</u></strong></p><p><strong><em>Constrict. </em></strong>The genius loci makes a Pseudopod attack, with advantage, against all creatures it has grappled.</p><p></p><p><strong><u>LEGENDARY ACTIONS </u></strong> </p><p>The genius loci can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the genius loci has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The genius loci regains spent legendary actions at the start of its turn.</p><p></p><p><strong>Move.</strong> The genius loci moves its speed.</p><p><strong>Throw.</strong> One Large or smaller object or creature held or grappled by the genius loci is thrown up to 60 ft in a direction of its choosing. The target must make a DC 26 Dexterity saving throw or take 3 (1d6) bludgeoning damage for every 10 feet it was thrown and knocked prone on a failure, or half as much damage one a success. If the target is thrown at another creature, that creature must succeed on a DC 26 Dexterity saving throw or take the same damage and be knocked prone.</p><p><strong>Thrall (Costs 2 Actions).</strong> The thrall uses a reaction to move up to half its speed and make a melee attack. This attack uses the genius loci’s attack bonus (+18), unless the thrall’s is higher.</p><p><strong>Full Attack (Costs 3 Actions).</strong> The genius loci makes 4 pseudopod attacks.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8094936, member: 83242"] [B][SIZE=6]Genius Loci[/SIZE][/B] [I]Gargantuan ooze, unaligned[/I] [ATTACH type="full" alt="1600950435447.png"]126637[/ATTACH] [B]Armor Class [/B]13 (natural armor) [B]Hit Points [/B]925 (50d20 + 400; bloodied 462) [B]Speed [/B]5 ft., burrow 5 ft., climb 5 ft. [ATTACH type="full" alt="1600950436818.png"]126638[/ATTACH] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]28 (+9)[/TD] [TD]13 (+1)[/TD] [TD]29 (+8)[/TD] [TD]1 (-5)[/TD] [TD]16 (+3)[/TD] [TD]19 (+4)[/TD] [/TR] [/TABLE] [ATTACH type="full" alt="1600950437843.png"]126639[/ATTACH] [B]Savings Throws [/B]Str +18, Dex +10, Con +17, Wis +12 [B]Skills [/B]Athletics +18, Nature +13, Stealth +19 [B]Damage Resistances[/B] cold, fire, force, thunder; bludgeoning, piercing, and slashing that is rare or lesser magical or nonmagical [B]Damage Immunities [/B]poison, psychic [B]Condition Immunities [/B]blinded, charmed, deafened, exhaustion, frightened, paralysis, poisoned, prone, stunned [B]Senses [/B]blindsight 300 ft. (blind beyond this radius), passive Perception 13 [B]Languages [/B]-- [B]Challenge [/B]29 (135,000 XP) [B]Proficiency Bonus[/B] +9 [ATTACH type="full" alt="1600950439194.png"]126640[/ATTACH] [B][I]Amorphous. [/I][/B]The genius loci can move through a space as narrow as 6-inches wide without squeezing. Additionally, they treat critical hits as regular hits. [B][I]Colossal[/I][/B]. The genius loci envelopes an area up to 5,000 feet by 5,000 feet. Other creatures can enter its area while it is motionless, refer to False Appearance, or use the [I]climb onto a bigger creature [/I]rules in the DMG to enter its space once it is active. [B][I]False Appearance. [/I][/B]While the genius loci remains motionless, it is indistinguishable from a normal section of landscape: a mountain side, rolling hills, a field, a deep cavern, etc. It can even emulate simple structures like a rubble wall or hut. This ability is so precise that plants and animals can grow and live normally on the genius loci as if it were a part of the natural environment. A creature entering the space of the genius loci who makes a DC 27 Nature check realizes something is amiss, though it is unsure of the reason for this feeling. When the genius loci moves or attacks, its true nature and size become apparent. [B][I]Limited Magic Immunity. [/I][/B]The genius loci is immune to cantrips and divination magic of 7th level or below. Additionally, it has advantage on saving throws against spells and magical effects of 7th level or lower. [B][I]Mindless. [/I][/B]The genius loci only mimics intelligence through the control of its thrall, it has none of its own. It is immune to charms, mind control effects, and attempts to detect its thoughts or ascertain its emotions. [B][I]Immutable Form. [/I][/B]The genius loci is immune to any spell effect that would alter its form. [B][I]Magic Weapons.[/I][/B] The genius loci’s weapon attacks are considered uncommon magical weapons for overcoming resistances. [B][I]Spider Climb.[/I][/B] The genius loci can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. [B][I]Thrall.[/I][/B] The genius loci typically has one thrall that occupies its simulated landscape. The thrall acts on its own initiative and will defend the genius loci to the best of its ability until it dies or is forcibly moved outside the range of its telepathic link with the genius loci. Refer to Enslave. For the purposes of the genius loci presented here, use the gladiator’s stat block (MM pg 346) for the thrall. [B][I]Unstoppable (3/Short Rest).[/I][/B] The genius loci can use a reaction at the end of its turn to remove up to two condition or effects it is suffering; or it can use a legendary action to remove one condition or effects it is suffering. [B][U]ACTIONS [/U][/B] [B][I]Multiattack.[/I][/B] The genius loci can use its Enslave. It then makes six pseudopod attacks. [B][I]Pseudopod.[/I][/B] [I]Melee Weapon Attack:[/I] +18 to hit, reach 20 ft., one target. [I]Hit:[/I] 26 (5d6 + 9) bludgeoning damage and if the target is Large or smaller it must make a DC 25 Strength saving throw or be grappled. [B][I]Pseudopod Whirlwind (Recharge 5-6).[/I][/B] The genius loci makes a pseudopod attack against all creatures that are in its space. [B][I]Enslave. [/I][/B]The genius loci choses one creature within its space or within 60 feet of it. That creature must make a DC 25 Wisdom saving throw or be stunned. The creature must make an additional saving throw at the end of its next turn, becoming the permanent thrall of the genius loci on a failed save, or ending the effect on itself on a successful one. The genius loci has a telepathic link with the thrall within a 10 mile radius of the genius loci. While within the range of the telepathic link the thrall is charmed by the genius loci, this effect ignores immunity to the charmed condition, and will act in the best interest of the genius loci, defending it to the best of its abilities in necessary. A thrall will not willing leave the range off its link with the genius loci. If the thrall is forced to leave the range of the link, it can immediately make a saving throw with advantage. On a failure, the thrall continues to be charmed by the genius loci and cannot attempt another saving throw for 12 hours. On a success, the creature ends the effect on itself and is no longer the thrall of the genius loci. The genius loci can only have on creature enslaved at a time. [B][U]BONUS ACTIONS[/U] [I]Constrict. [/I][/B]The genius loci makes a Pseudopod attack, with advantage, against all creatures it has grappled. [B][U]LEGENDARY ACTIONS [/U][/B] The genius loci can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the genius loci has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The genius loci regains spent legendary actions at the start of its turn. [B]Move.[/B] The genius loci moves its speed. [B]Throw.[/B] One Large or smaller object or creature held or grappled by the genius loci is thrown up to 60 ft in a direction of its choosing. The target must make a DC 26 Dexterity saving throw or take 3 (1d6) bludgeoning damage for every 10 feet it was thrown and knocked prone on a failure, or half as much damage one a success. If the target is thrown at another creature, that creature must succeed on a DC 26 Dexterity saving throw or take the same damage and be knocked prone. [B]Thrall (Costs 2 Actions).[/B] The thrall uses a reaction to move up to half its speed and make a melee attack. This attack uses the genius loci’s attack bonus (+18), unless the thrall’s is higher. [B]Full Attack (Costs 3 Actions).[/B] The genius loci makes 4 pseudopod attacks. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Updates: Monstrous Compendium
Top