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<blockquote data-quote="The Vorpal Tribble" data-source="post: 2047735" data-attributes="member: 9755"><p>Here is a critter I came up with a good long time ago but never got around to finishing. I'm not very familiar with magic, so if a bit off with that just let me know <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>---</p><p></p><p><span style="font-family: 'Book Antiqua'"><span style="color: #003300"><span style="font-size: 15px"><strong>Wicker</strong></span></span></span></p><p></p><p><em>The brush rustles and a humanoid figure rises from the ground. A beautifully shined and gleaming skeleton held together by masterfully woven grass, hemp, and vine strides forward...</em></p><p></p><p></p><p>Type: Medium Monstrous Humanoid (good)</p><p></p><p>Hit Dice: 10d8</p><p>Initiative: +2</p><p>Speed: 40 ft. </p><p>AC: 16 (+2 dex, +4 natural)</p><p>BAB/Grapple: +10/+11</p><p>Attack: +13 deity favored weapon </p><p>Full attack: +13 deity favored weapon(s) </p><p>Special Attacks: Deity's Weapon, Holy Wrath, Spell-like abilities</p><p>Special Qualities: Blindsense, Godspeed, Undead Traits</p><p>Saves: Fort +3, Ref +11, Will +13</p><p>Abilities: Str 12, Dex 14, Con -, Int 10, Wis 22, Cha 20</p><p>Skills: Intimidate +18, Knowledge (Religion) +13, Listen +12, Jump +7, Tumble +8, Spot +12</p><p>Feats: Combat Reflexes, Lightening Reflexes, Weapon Finesse</p><p>________________________</p><p>Environment: Any land</p><p>Organization: Solitary</p><p>CR: 8</p><p>Alignment: Any Good</p><p>Treasure: -</p><p>Advancement: -</p><p></p><p></p><p>Wickers are holy beings, brought to life by a divine spell cast by good. They are alike skeletons and zombies in doing their creator's bidding without fear or hesitation, but only because that commanding them has been deemed worthy and deeply good. More guardians than servants, a wicker does what it is told, but is not limited to the commands. A wicker must have its form destroyed before it will allow harm to its summoner. They will occasionally give advice based on past life experiences. </p><p></p><p></p><p><span style="font-size: 12px"><strong>COMBAT: </strong></span></p><p>Wickers proficient in the weapon of their deity and will battle evil or those threatening their creator to the utmost of their abilities. </p><p></p><p><strong>Deity's Weapon (Ex):</strong></p><p>A Wicker is proficient in the weapon of its deity during life and gains a +2 attack bonus when using this weapon above all others. </p><p></p><p><strong>Godspeed (Su):</strong></p><p>A Wicker can grow forth a giant pair of glowing wings that can only be seen by those of the same faith as the Wicker. This allows it a flying speed of 30 feet with average maneuverability. To all those not of the faith it appears that the Wicker is merely levitating. These wings are insubstantial, allowing flight even through cramped spaces. The light these wings give illuminates an area of 60 feet, but only to the Wicker and those of his faith.</p><p></p><p><strong>Holy Wrath (Su):</strong></p><p>A Wicker reduced to minus hit points does not die, but flies into a frenzy. It gains a +4 to strength and dexterity and recieves a +2 bonus to natural AC and all attack and damage rolls. Once reduced to -10 HP the Wicker is destroyed. </p><p></p><p><strong>Spell-like abilities</strong>: At will (continuous) - Align Weapon (good), Consecrate, Detect evil, Magic Circle Against Evil, Speak With Plants.</p><p></p><p>1/day Death Ward, Hallow</p><p></p><p>These abilities are cast as a 10th level mage. Wickers also use telepathy to communicate and be understood by any creature within 60 feet. </p><p></p><p><strong>Skills:</strong></p><p>Wickers recieve a +6 bonus to Listen, Jump, Tumble, and Spot checks. </p><p></p><p>--</p><p></p><p></p><p><span style="font-size: 12px"><strong>Making a Wicker:</strong></span></p><p></p><p>A wicker's bones are scrubbed and cleaned and purified for beautification with an ammount of holy water totalling 800 gold. The skeleton is held together by long grasses and vines that grow within Hallowed areas. The grass is thickly woven between the bones and into the look of clothing; cloak, boot and glove. The skull is generally covered by a hemp hood to hide its features. Preparing the Wicker in this fashion requires a Craft (Weaving) check of DC 16. </p><p></p><p>You must place a large piece of cut and polished amber worth 5000 gp into the ribcage of each corpse you wish to animate. The magic of the spell causes the amber to crack and spread over the bones like a very thin skin. The spells must be nearly completed before dawn, for the light of the first rays of the sun will cause the transformation to begin.</p><p></p><p>The vegetation used in its construction will remain living as long as it is animated, with blooms opening up in area of holiness or wilting slightly in area of evil or near those of evil alignment. The skeleton itself glows very dimly with its own holy light.</p><p></p><p>A wicker may be made from any mostly complete skeleton, (though requiring the skull), of a human or any other humanoid that died with honor and with a good alignment, most commonly from the remains of holy low-level warriors such as paladins, or good druids.</p><p></p><p>Consecrate, Entangle, Reincarnate, druid or cleric caster must have a combined level of 12; Price — (never sold); Cost 5,800 gp</p></blockquote><p></p>
[QUOTE="The Vorpal Tribble, post: 2047735, member: 9755"] Here is a critter I came up with a good long time ago but never got around to finishing. I'm not very familiar with magic, so if a bit off with that just let me know :cool: --- [FONT=Book Antiqua][color=#003300][SIZE=4][B]Wicker[/B][/SIZE][/color][/FONT] [I]The brush rustles and a humanoid figure rises from the ground. A beautifully shined and gleaming skeleton held together by masterfully woven grass, hemp, and vine strides forward...[/I] Type: Medium Monstrous Humanoid (good) Hit Dice: 10d8 Initiative: +2 Speed: 40 ft. AC: 16 (+2 dex, +4 natural) BAB/Grapple: +10/+11 Attack: +13 deity favored weapon Full attack: +13 deity favored weapon(s) Special Attacks: Deity's Weapon, Holy Wrath, Spell-like abilities Special Qualities: Blindsense, Godspeed, Undead Traits Saves: Fort +3, Ref +11, Will +13 Abilities: Str 12, Dex 14, Con -, Int 10, Wis 22, Cha 20 Skills: Intimidate +18, Knowledge (Religion) +13, Listen +12, Jump +7, Tumble +8, Spot +12 Feats: Combat Reflexes, Lightening Reflexes, Weapon Finesse ________________________ Environment: Any land Organization: Solitary CR: 8 Alignment: Any Good Treasure: - Advancement: - Wickers are holy beings, brought to life by a divine spell cast by good. They are alike skeletons and zombies in doing their creator's bidding without fear or hesitation, but only because that commanding them has been deemed worthy and deeply good. More guardians than servants, a wicker does what it is told, but is not limited to the commands. A wicker must have its form destroyed before it will allow harm to its summoner. They will occasionally give advice based on past life experiences. [SIZE=3][B]COMBAT: [/B][/SIZE] Wickers proficient in the weapon of their deity and will battle evil or those threatening their creator to the utmost of their abilities. [B]Deity's Weapon (Ex):[/B] A Wicker is proficient in the weapon of its deity during life and gains a +2 attack bonus when using this weapon above all others. [b]Godspeed (Su):[/b] A Wicker can grow forth a giant pair of glowing wings that can only be seen by those of the same faith as the Wicker. This allows it a flying speed of 30 feet with average maneuverability. To all those not of the faith it appears that the Wicker is merely levitating. These wings are insubstantial, allowing flight even through cramped spaces. The light these wings give illuminates an area of 60 feet, but only to the Wicker and those of his faith. [b]Holy Wrath (Su):[/b] A Wicker reduced to minus hit points does not die, but flies into a frenzy. It gains a +4 to strength and dexterity and recieves a +2 bonus to natural AC and all attack and damage rolls. Once reduced to -10 HP the Wicker is destroyed. [b]Spell-like abilities[/b]: At will (continuous) - Align Weapon (good), Consecrate, Detect evil, Magic Circle Against Evil, Speak With Plants. 1/day Death Ward, Hallow These abilities are cast as a 10th level mage. Wickers also use telepathy to communicate and be understood by any creature within 60 feet. [b]Skills:[/b] Wickers recieve a +6 bonus to Listen, Jump, Tumble, and Spot checks. -- [SIZE=3][b]Making a Wicker:[/b][/SIZE] A wicker's bones are scrubbed and cleaned and purified for beautification with an ammount of holy water totalling 800 gold. The skeleton is held together by long grasses and vines that grow within Hallowed areas. The grass is thickly woven between the bones and into the look of clothing; cloak, boot and glove. The skull is generally covered by a hemp hood to hide its features. Preparing the Wicker in this fashion requires a Craft (Weaving) check of DC 16. You must place a large piece of cut and polished amber worth 5000 gp into the ribcage of each corpse you wish to animate. The magic of the spell causes the amber to crack and spread over the bones like a very thin skin. The spells must be nearly completed before dawn, for the light of the first rays of the sun will cause the transformation to begin. The vegetation used in its construction will remain living as long as it is animated, with blooms opening up in area of holiness or wilting slightly in area of evil or near those of evil alignment. The skeleton itself glows very dimly with its own holy light. A wicker may be made from any mostly complete skeleton, (though requiring the skull), of a human or any other humanoid that died with honor and with a good alignment, most commonly from the remains of holy low-level warriors such as paladins, or good druids. Consecrate, Entangle, Reincarnate, druid or cleric caster must have a combined level of 12; Price — (never sold); Cost 5,800 gp [/QUOTE]
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