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<blockquote data-quote="The Vorpal Tribble" data-source="post: 2039306" data-attributes="member: 9755"><p><span style="color: #003300"><strong><span style="font-size: 15px"><span style="font-family: 'Book Antiqua'">Scents of Earth</span></span></strong></span></p><p></p><p><em>The forest ahead is devoid of all growth, with rotten trees broken in half amidst a ground covered in the decaying remains. Leaves and wood and root and dirt combine into a spongy mass of mulch... one that suddenly trembles and flows towards you...</em></p><p></p><p>Type: Huge Undead (earth)</p><p></p><p>Hit Dice: 16d12+3</p><p>Initiative: -1</p><p>Speed: 40 ft.</p><p>AC: 19 (-2 size, -1 dex, +12 natural)</p><p>BAB/Grapple: +8/+25</p><p>Attack: Slam +13 melee (2d6+9)</p><p>Full attack: Slam +13 melee (2d6+9)</p><p>Special Attacks: Improved Grab, Quake (Type 1), Spell-like Abilities, Swallow Whole</p><p>Special Qualities: Blindsense, Earth Subtype, Unhallowed</p><p>Saves: Fort +5, Ref +4, Will +5</p><p>Abilities: Str 29, Dex 8, Con -, Int -, Wis 1, Cha 1</p><p>Skills: -</p><p>Feats: Toughness</p><p>________________________</p><p>Environment: Any forest or swamp</p><p>Organization: Solitary</p><p>CR: 9-10</p><p>Alignment: Always neutral</p><p>Treasure: Half-standard goods and objects</p><p>Advancement: - </p><p></p><p><span style="color: #006600">-=-=-=-=-</span></p><p></p><p>Type: Gargantuan Undead (earth)</p><p></p><p>Hit Dice: 30d12+3</p><p>Initiative: -1</p><p>Speed: 60 ft.</p><p>AC: 23 (-4 size, -1 dex, +18 natural)</p><p>BAB/Grapple: +15/+38</p><p>Attack: Slam +22 melee (2d8+11)</p><p>Full attack: Slam +22 melee (2d8+11)</p><p>Special Attacks: Improved Grab, Quake (Type 2), Spell-like Abilities, Swallow Whole</p><p>Special Qualities: Blindsense, Earth Subtype, Unhallowed</p><p>Saves: Fort +9, Ref +9, Will +12</p><p>Abilities: Str 33, Dex 8, Con -, Int -, Wis 1, Cha 1</p><p>Skills: -</p><p>Feats: Toughness</p><p>________________________</p><p>Environment: Any forest or swamp</p><p>Organization: Solitary</p><p>CR: 15-16</p><p>Alignment: Always neutral</p><p>Treasure: Standard goods and objects</p><p>Advancement: -</p><p></p><p><span style="color: #006600">-=-=-=-=-</span></p><p></p><p>Type: Colossal Undead (earth)</p><p></p><p>Hit Dice: 42d12+3</p><p>Initiative: -1</p><p>Speed: 120 ft.</p><p>AC: 25 (-8 size, -1 dex, +24 natural)</p><p>BAB/Grapple: +21/+50</p><p>Attack: Slam +26 melee (4d6+13)</p><p>Full attack: Slam +26 melee (4d6+13)</p><p>Special Attacks: Improved Grab, Engulf, Quake (Type 3), Spell-like Abilities</p><p>Special Qualities: Blindsense, Earth Subtype, Unhallowed</p><p>Saves: Fort +13, Ref +13, Will +18</p><p>Abilities: Str 37, Dex 8, Con -, Int -, Wis 1, Cha 1</p><p>Skills: -</p><p>Feats: Toughness</p><p>________________________</p><p>Environment: Any forest or swamp</p><p>Organization: Solitary</p><p>CR: 19-20</p><p>Alignment: Always neutral</p><p>Treasure: Double standard goods and objects</p><p>Advancement: -</p><p></p><p><span style="color: #006600">-=-=-=-=-</span></p><p></p><p>Scents of Earth are the remains of horribly unhallowed ground, that through exposure to spells or effects dealing with negative energy, have died and the remains animated. </p><p>Iy appear merely as heavily mulched ground, containing the remains of once thriving growth. Nothing, not even fungus or insects appear to be able to live amidst it. A dense fog normally obscures much of the area about the beast. As well a very heavy, foul mustiness of spoiled earth hangs about the creature, giving it its name. </p><p></p><p></p><p><strong><span style="font-size: 12px">Combat:</span></strong></p><p></p><p>Scents of earth remain quiet until anything living comes near, upon which it will blanket the area in even denser fog and shake the ground, attempting to dump its prey to the ground. This makes it easier for it to move forward and cover over the unfortunate victim. </p><p></p><p></p><p><strong>Engulf (Ex): </strong></p><p>Scents of Earth can simply engulf a creature its size or smaller as a standard action. It cannot make a slam attack during a round in which it engulfs. Scents of Earth merely have to move over its opponents, affecting as many as it can cover. Those who do not attempt attacks of opportunity must succeed on a DC 20 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the beast moves forward. Engulfed creatures are subjected to 4d6 points of crushing damage per round and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.</p><p></p><p><strong>Improved Grab (Ex):</strong></p><p>To use this ability, Scents of Earth must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Engulf.</p><p></p><p><strong>Quake (Ex):</strong></p><p>Scents of Earth can grip tightly the land about it and shake powerfully for 1d12 rounds, causing all creatures to make a reflex save or fall prone and take 1d4 damage. Every round a new reflex save may be made to stand. </p><p></p><p>Scents of Earth may move every round it quakes. </p><p></p><p>Quake Type 1 = DC 16 reflex save, 40 foot radius, 1d4 non-lethal damage</p><p>Quake Type 2 = DC 22 reflex save, 60 foot radius, 1d8 non-lethal damage</p><p>Quake Type 3 = DC 30 reflex save, 120 foot radius, 2d8 non-lethal damage</p><p></p><p><strong>Spell-like abilities:</strong> </p><p>At will - Hold Animal, Fog Cloud, Soften Earth and Stone, Warp Wood. 1/day - Unhallow </p><p></p><p><strong>Unhallowed (Su):</strong></p><p>Scents of Earth are considered Unhallowed as the spell, as is any land in a five-foot radius of the creature.</p></blockquote><p></p>
[QUOTE="The Vorpal Tribble, post: 2039306, member: 9755"] [color=#003300][B][SIZE=4][FONT=Book Antiqua]Scents of Earth[/FONT][/SIZE][/B][/color] [I]The forest ahead is devoid of all growth, with rotten trees broken in half amidst a ground covered in the decaying remains. Leaves and wood and root and dirt combine into a spongy mass of mulch... one that suddenly trembles and flows towards you...[/I] Type: Huge Undead (earth) Hit Dice: 16d12+3 Initiative: -1 Speed: 40 ft. AC: 19 (-2 size, -1 dex, +12 natural) BAB/Grapple: +8/+25 Attack: Slam +13 melee (2d6+9) Full attack: Slam +13 melee (2d6+9) Special Attacks: Improved Grab, Quake (Type 1), Spell-like Abilities, Swallow Whole Special Qualities: Blindsense, Earth Subtype, Unhallowed Saves: Fort +5, Ref +4, Will +5 Abilities: Str 29, Dex 8, Con -, Int -, Wis 1, Cha 1 Skills: - Feats: Toughness ________________________ Environment: Any forest or swamp Organization: Solitary CR: 9-10 Alignment: Always neutral Treasure: Half-standard goods and objects Advancement: - [color=#006600]-=-=-=-=-[/color] Type: Gargantuan Undead (earth) Hit Dice: 30d12+3 Initiative: -1 Speed: 60 ft. AC: 23 (-4 size, -1 dex, +18 natural) BAB/Grapple: +15/+38 Attack: Slam +22 melee (2d8+11) Full attack: Slam +22 melee (2d8+11) Special Attacks: Improved Grab, Quake (Type 2), Spell-like Abilities, Swallow Whole Special Qualities: Blindsense, Earth Subtype, Unhallowed Saves: Fort +9, Ref +9, Will +12 Abilities: Str 33, Dex 8, Con -, Int -, Wis 1, Cha 1 Skills: - Feats: Toughness ________________________ Environment: Any forest or swamp Organization: Solitary CR: 15-16 Alignment: Always neutral Treasure: Standard goods and objects Advancement: - [color=#006600]-=-=-=-=-[/color] Type: Colossal Undead (earth) Hit Dice: 42d12+3 Initiative: -1 Speed: 120 ft. AC: 25 (-8 size, -1 dex, +24 natural) BAB/Grapple: +21/+50 Attack: Slam +26 melee (4d6+13) Full attack: Slam +26 melee (4d6+13) Special Attacks: Improved Grab, Engulf, Quake (Type 3), Spell-like Abilities Special Qualities: Blindsense, Earth Subtype, Unhallowed Saves: Fort +13, Ref +13, Will +18 Abilities: Str 37, Dex 8, Con -, Int -, Wis 1, Cha 1 Skills: - Feats: Toughness ________________________ Environment: Any forest or swamp Organization: Solitary CR: 19-20 Alignment: Always neutral Treasure: Double standard goods and objects Advancement: - [color=#006600]-=-=-=-=-[/color] Scents of Earth are the remains of horribly unhallowed ground, that through exposure to spells or effects dealing with negative energy, have died and the remains animated. Iy appear merely as heavily mulched ground, containing the remains of once thriving growth. Nothing, not even fungus or insects appear to be able to live amidst it. A dense fog normally obscures much of the area about the beast. As well a very heavy, foul mustiness of spoiled earth hangs about the creature, giving it its name. [B][SIZE=3]Combat:[/SIZE][/B] Scents of earth remain quiet until anything living comes near, upon which it will blanket the area in even denser fog and shake the ground, attempting to dump its prey to the ground. This makes it easier for it to move forward and cover over the unfortunate victim. [b]Engulf (Ex): [/b] Scents of Earth can simply engulf a creature its size or smaller as a standard action. It cannot make a slam attack during a round in which it engulfs. Scents of Earth merely have to move over its opponents, affecting as many as it can cover. Those who do not attempt attacks of opportunity must succeed on a DC 20 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the beast moves forward. Engulfed creatures are subjected to 4d6 points of crushing damage per round and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus. [b]Improved Grab (Ex):[/b] To use this ability, Scents of Earth must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Engulf. [b]Quake (Ex):[/b] Scents of Earth can grip tightly the land about it and shake powerfully for 1d12 rounds, causing all creatures to make a reflex save or fall prone and take 1d4 damage. Every round a new reflex save may be made to stand. Scents of Earth may move every round it quakes. Quake Type 1 = DC 16 reflex save, 40 foot radius, 1d4 non-lethal damage Quake Type 2 = DC 22 reflex save, 60 foot radius, 1d8 non-lethal damage Quake Type 3 = DC 30 reflex save, 120 foot radius, 2d8 non-lethal damage [b]Spell-like abilities:[/b] At will - Hold Animal, Fog Cloud, Soften Earth and Stone, Warp Wood. 1/day - Unhallow [b]Unhallowed (Su):[/b] Scents of Earth are considered Unhallowed as the spell, as is any land in a five-foot radius of the creature. [/QUOTE]
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