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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
A Few Good Fiends (MMII conversions, updated 9/16: added chain golem!)
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="demiurge1138" data-source="post: 2438551" data-attributes="member: 7451"><p>Alright, another day, another fiend. This is a conversion to 3.5 of the marrash. Enjoy!</p><p></p><p><strong>Marrash</strong></p><p><strong>Medium Outsider (Evil, Extraplanar, Lawful)</strong></p><p><strong>Hit Dice: </strong> 7d8+28 (59 hp)</p><p><strong>Initiative:</strong> +5</p><p><strong>Speed: </strong> 30ft (6 squares), fly 70ft (good)</p><p><strong>Armor Class:</strong> 21 (+5 Dex, +6 natural), touch 15, flat-footed 16</p><p><strong>Base Attack/Grapple: </strong> +7/+10</p><p><strong>Attack: </strong> Claw +10 melee (1d4+3) or <em>+1 mighty composite longbow</em> (+3 Str bonus) +13 ranged (1d8+4, 20x3, plus disease)</p><p><strong>Full Attack: </strong> 2 claws +10 melee (1d4+3) and bite +5 melee (1d6+1) or<em> +1 mighty composite longbow </em> (+3 Str bonus) +13/+13/+8 ranged (1d8+4, 20x3, plus disease)</p><p><strong>Space/Reach: </strong> 5ft/5ft</p><p><strong>Special Attacks: </strong> Disease, taklif arrow, twin talon bowfire</p><p><strong>Special Qualities:</strong> Darkvision 60ft, improved protection from arrows, scent</p><p><strong>Saves: </strong> Fort +9, Ref +10, Will +7</p><p><strong>Abilities: </strong> Str 17, Dex 20, Con 18, Int 10, Wis 14, Cha 8</p><p><strong>Skills: </strong> Balance +7, Bluff +9, Diplomacy +1, Disguise -1 (+1 acting), Hide +15, Intimidate +9, Jump +5, Listen +12, Move Silently +15, Search +10, Spot +12, Tumble +15</p><p><strong>Feats:</strong> Point Blank Shot, Precise Shot, Weapon Focus (bow)</p><p><strong>Environment: </strong> Nine Hells of Baator</p><p><strong>Organization: </strong> Solitary, pair or flight (3-6)</p><p><strong>Challenge Rating:</strong> 6</p><p><strong>Treasure: </strong> Standard, plus <em>+1 mighty composite longbow </em> (+3 Str bonus)</p><p><strong>Alignment:</strong> Always lawful evil</p><p><strong>Advancement:</strong> 8-14 HD (Medium), 15-21 HD (Large)</p><p><strong>Level Adjustment:</strong> +6</p><p></p><p><em>You see a creature much like a winged gnoll, its feathered wings spread wide. It clutches in its birdlike feet an immense longbow, and a quiver of arrows is strapped to its back.</em></p><p></p><p>Marrashi are plague-bearing outsiders, bringing death to all on feathered shafts. They make their living as mercenaries, hiring themselves out to any planar or prime willing to pay their hefty fees. They deal with mortal spellcasters with disdain, respecting a show of strength far more than arcane might, and a marrash will conspire against its summoner if bound to the Material Plane.</p><p></p><p>Marrashi are one of the few creatures native to the Nine Hells not completely in servitude to the baatezu, in part because of the desolate mire where they live. Marrashi are native to Minaurous, the third layer of Baator, and they stay in the ruined cities outside devilish control. They skirmish with baatezu patrols with fervor, especially hating the erinyes, which have a similar role in the baatezu hierarchy, but will gladly work for the baatezu if properly compensated in gold, goods, and the flesh of mortals.</p><p></p><p>A marrash stands about 5 feet tall, has a 10 foot wingspan, and weighs about 150 pounds. They speak Infernal.</p><p></p><p><strong>Combat</strong></p><p>Marrashi attack in waves, hovering out of melee reach and peppering their foes with disease-tainted arrows. If forced into melee combat, they attack with talons and fangs, but prefer to retreat to another safe firing position. They prefer to use their taklif arrows on their employer, betraying them if the wages are unsatisfactory (or if summoned by a spellcaster).</p><p></p><p><strong>Disease (Ex):</strong> Marrash fever is a cruel disease, sapping the health and vitality of its victims slowly, leaving them first invalid, then dead. Any creature struck with a marrash arrow must make a Fortitude save (DC 17) or contract marrash fever. The incubation period is 1d3 days, and the damage is 1d3 points of Dexterity damage and 1d3 points of Constitution damage. Every day after the first the victim fails a save, it must make a second saving throw (DC 17) or take an additional point of Dexterity drain and Constitution drain. The save DC is Constitution based.</p><p></p><p><strong><em>Taklif Arrow </em> (Su):</strong> Every marrash carries one taklif arrow, the method that they use to propagate the species. Any creature struck with this arrow must make a Fortitude save (DC 17), or contract marrash fever, as described above. On the second day of infection, the victim instead dies if it fails the Fortitude save, and rises as a marrash 1d6 days later. The save DC is Constitution based.</p><p></p><p>Raise dead, reincarnate, resurrection, and similar spells cannot bring to life a creature slain by a taklif arrow. Even such powerful magic as wish and miracle only has a 50% chance of succeeding. Creatures brought back with a wish or miracle do not turn into marrash after 1d6 days.</p><p></p><p><strong>Twin Talon Bowfire (Ex):</strong> A flying marrash fires its bows using its feet, and their skill in this is such that they can fire more rapidly than any mortal archer. When airborne, a marrash acts as if it has the Rapid Shot feat at all times, except it does not take a penalty to its attack rolls.</p><p></p><p><strong>Improved Protection from Arrows (Su): </strong> Marrashi have damage reduction 15/good against ranged weapons.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 2438551, member: 7451"] Alright, another day, another fiend. This is a conversion to 3.5 of the marrash. Enjoy! [B]Marrash Medium Outsider (Evil, Extraplanar, Lawful)[/B] [B]Hit Dice: [/B] 7d8+28 (59 hp) [B]Initiative:[/B] +5 [B]Speed: [/B] 30ft (6 squares), fly 70ft (good) [B]Armor Class:[/B] 21 (+5 Dex, +6 natural), touch 15, flat-footed 16 [B]Base Attack/Grapple: [/B] +7/+10 [B]Attack: [/B] Claw +10 melee (1d4+3) or [I]+1 mighty composite longbow[/I] (+3 Str bonus) +13 ranged (1d8+4, 20x3, plus disease) [B]Full Attack: [/B] 2 claws +10 melee (1d4+3) and bite +5 melee (1d6+1) or[I] +1 mighty composite longbow [/I] (+3 Str bonus) +13/+13/+8 ranged (1d8+4, 20x3, plus disease) [B]Space/Reach: [/B] 5ft/5ft [B]Special Attacks: [/B] Disease, taklif arrow, twin talon bowfire [B]Special Qualities:[/B] Darkvision 60ft, improved protection from arrows, scent [B]Saves: [/B] Fort +9, Ref +10, Will +7 [B]Abilities: [/B] Str 17, Dex 20, Con 18, Int 10, Wis 14, Cha 8 [B]Skills: [/B] Balance +7, Bluff +9, Diplomacy +1, Disguise -1 (+1 acting), Hide +15, Intimidate +9, Jump +5, Listen +12, Move Silently +15, Search +10, Spot +12, Tumble +15 [B]Feats:[/B] Point Blank Shot, Precise Shot, Weapon Focus (bow) [B]Environment: [/B] Nine Hells of Baator [B]Organization: [/B] Solitary, pair or flight (3-6) [B]Challenge Rating:[/B] 6 [B]Treasure: [/B] Standard, plus [I]+1 mighty composite longbow [/I] (+3 Str bonus) [B]Alignment:[/B] Always lawful evil [B]Advancement:[/B] 8-14 HD (Medium), 15-21 HD (Large) [B]Level Adjustment:[/B] +6 [I]You see a creature much like a winged gnoll, its feathered wings spread wide. It clutches in its birdlike feet an immense longbow, and a quiver of arrows is strapped to its back.[/I] Marrashi are plague-bearing outsiders, bringing death to all on feathered shafts. They make their living as mercenaries, hiring themselves out to any planar or prime willing to pay their hefty fees. They deal with mortal spellcasters with disdain, respecting a show of strength far more than arcane might, and a marrash will conspire against its summoner if bound to the Material Plane. Marrashi are one of the few creatures native to the Nine Hells not completely in servitude to the baatezu, in part because of the desolate mire where they live. Marrashi are native to Minaurous, the third layer of Baator, and they stay in the ruined cities outside devilish control. They skirmish with baatezu patrols with fervor, especially hating the erinyes, which have a similar role in the baatezu hierarchy, but will gladly work for the baatezu if properly compensated in gold, goods, and the flesh of mortals. A marrash stands about 5 feet tall, has a 10 foot wingspan, and weighs about 150 pounds. They speak Infernal. [B]Combat[/B] Marrashi attack in waves, hovering out of melee reach and peppering their foes with disease-tainted arrows. If forced into melee combat, they attack with talons and fangs, but prefer to retreat to another safe firing position. They prefer to use their taklif arrows on their employer, betraying them if the wages are unsatisfactory (or if summoned by a spellcaster). [B]Disease (Ex):[/B] Marrash fever is a cruel disease, sapping the health and vitality of its victims slowly, leaving them first invalid, then dead. Any creature struck with a marrash arrow must make a Fortitude save (DC 17) or contract marrash fever. The incubation period is 1d3 days, and the damage is 1d3 points of Dexterity damage and 1d3 points of Constitution damage. Every day after the first the victim fails a save, it must make a second saving throw (DC 17) or take an additional point of Dexterity drain and Constitution drain. The save DC is Constitution based. [B][I]Taklif Arrow [/I] (Su):[/B] Every marrash carries one taklif arrow, the method that they use to propagate the species. Any creature struck with this arrow must make a Fortitude save (DC 17), or contract marrash fever, as described above. On the second day of infection, the victim instead dies if it fails the Fortitude save, and rises as a marrash 1d6 days later. The save DC is Constitution based. Raise dead, reincarnate, resurrection, and similar spells cannot bring to life a creature slain by a taklif arrow. Even such powerful magic as wish and miracle only has a 50% chance of succeeding. Creatures brought back with a wish or miracle do not turn into marrash after 1d6 days. [B]Twin Talon Bowfire (Ex):[/B] A flying marrash fires its bows using its feet, and their skill in this is such that they can fire more rapidly than any mortal archer. When airborne, a marrash acts as if it has the Rapid Shot feat at all times, except it does not take a penalty to its attack rolls. [B]Improved Protection from Arrows (Su): [/B] Marrashi have damage reduction 15/good against ranged weapons. Demiurge out. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
A Few Good Fiends (MMII conversions, updated 9/16: added chain golem!)
Top