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A Few Good Fiends (MMII conversions, updated 9/16: added chain golem!)
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<blockquote data-quote="demiurge1138" data-source="post: 2455013" data-attributes="member: 7451"><p>Another high-level undead conversion. Like the last one, I reduced the Hit Dice to bring it to the CR it was given in the MM2. Since there are banshees in the Tome of Horrors (groaning spirits, indeed), I renamed the MM2's high-powered banshee to allow both to exist.</p><p></p><p><strong>Dread Banshee</strong></p><p><strong>Medium Undead (Incorporeal)</strong></p><p><strong>Hit Dice:</strong> 19d12 plus 152 (275 hp)</p><p><strong>Initiative:</strong> +11</p><p><strong>Speed:</strong> Fly 80ft (16 squares) (good)</p><p><strong>Armor Class:</strong> 25 (+7 Dex, +8 deflection), touch 25, flat-footed 18</p><p><strong>Base Attack/Grapple:</strong> +9/-</p><p><strong>Attack:</strong> Incorporeal touch +16 melee touch (2d6, 19-20x2 plus 1d6 Cha drain)</p><p><strong>Full Attack:</strong> Incorporeal touch +16 melee touch (2d6, 19-20x2 plus 1d6 Cha drain)</p><p><strong>Space/Reach:</strong> 5ft/5ft</p><p><strong>Special Attacks:</strong> Charisma drain, horrific appearance, wail</p><p><strong>Special Qualities:</strong> Darkvision 60ft, detect living, incorporeal, SR 27, stunt plants, undead, unholy toughness, unnatural aura</p><p><strong>Saves: </strong> Fort +6, Ref +13, Will +15</p><p><strong>Abilities:</strong> Str - , Dex 24, Con - , Int 16, Wis 19, Cha 26</p><p><strong>Skills:</strong> Hide +29, Intimidate +30, Knowledge (religion) +25, Listen +28, Search +25, Spot +28, Tumble +29</p><p><strong>Feats: </strong> Alertness, Combat Reflexes, Dodge, Improved Critical (incorporeal touch), Improved Initiative, Mobility, Spring Attack</p><p><strong>Environment:</strong> Any land and underground</p><p><strong>Organization:</strong> Solitary or brood (1 plus 1-4 groaning spirits)</p><p><strong>Challenge Rating: </strong> 17</p><p><strong>Treasure: </strong> Double standard</p><p><strong>Alignment:</strong> Usually neutral evil</p><p><strong>Advancement:</strong> 20-38 HD (Medium)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>The spirit before you appears as a lovely elf maiden, her transparent features twisted by sorrow and rage.</em></p><p></p><p>Legend tells of the banshees, groaning spirits of wicked elven women doomed forever to spread death in their wake. The dread banshees are the eldest and most powerful of this breed of undead, granted extra powers by the forces of darkness for their longstanding hatred of all living things.</p><p></p><p>Dread banshees usually maintain a territory a mile in diameter. This blasted heath can sustain no healthy plant life, and most animals either quickly flee or are slain out of malice by the dread banshee. The banshees have no desire to interact with mortals except by killing them, and usually remain sequestered in their domains, occasionally accompanied by a retinue of lesser banshees. Still, some families are known to bear an awful curse; every generation is doomed to die by the wail of the banshee. No distance can separate one of those so cursed and the banshee, for when the time comes for him to die, the banshee will be on his doorstep.</p><p></p><p>Dread banshees speak Common, Elven, and one other language, usually one native to the area they haunt.</p><p></p><p><strong>Combat</strong></p><p>Dread banshees prefer to open combat with their terrible wail; most creatures are slain outright. Those surviving are the targets of the banshee’s Charisma-draining touch. The banshee prefers hit-and-run tactics, making use of the Spring Attack feat to duck in and out of errant boulders, withered trees, and any other available cover. </p><p></p><p><strong>Charisma drain (Su):</strong> Living creatures struck by a dread banshee’s incorporeal touch attack must make a Fortitude save (DC 27) or take 1d6 points of permanent Charisma drain. The save DC is Charisma based. On each such successful attack, the dread banshee gains 5 temporary hit points.</p><p></p><p><strong>Horrific Appearance (Su):</strong> Any living creature within 60ft that views a dread banshee must succeed on a Fortitude save (DC 27) or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same dread banshee’s horrific appearance for 24 hours. The save DC is Charisma based.</p><p></p><p><strong>Wail (Su): </strong> A banshee can emit a horrible wail, killing all who hear it. This sonic effect affects all living creatures within a 40-foot radius. Creatures must succeed on a DC 27 Fortitude save or die. A banshee must wait 1d4 rounds before wailing again, and can only wail three times per day. The save DC is Charisma based.</p><p></p><p><strong>Detect Living (Su):</strong> Three times per day, a dread banshee may detect the presence and location of all living creatures within a half-mile radius as a full-round action. This functions as the spell <em>commune with nature</em>, but only for the purpose of sensing living creatures.</p><p></p><p><strong>Stunt Plants (Su):</strong> Once per day, a dread banshee may generate a <em>diminish plants </em> (stunt growth only) effect, affecting a half-mile radius as a standard action.</p><p></p><p><strong>Unholy Toughness (Ex): </strong> A dread banshee receives bonus hit points equal to her Charisma bonus x her Hit Dice.</p><p></p><p><strong>Unnatural Aura (Su):</strong> Animals, whether wild or domesticated, can sense the unnatural presence of a dread banshee at a distance of 60 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. </p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 2455013, member: 7451"] Another high-level undead conversion. Like the last one, I reduced the Hit Dice to bring it to the CR it was given in the MM2. Since there are banshees in the Tome of Horrors (groaning spirits, indeed), I renamed the MM2's high-powered banshee to allow both to exist. [B]Dread Banshee Medium Undead (Incorporeal)[/B] [B]Hit Dice:[/B] 19d12 plus 152 (275 hp) [B]Initiative:[/B] +11 [B]Speed:[/B] Fly 80ft (16 squares) (good) [B]Armor Class:[/B] 25 (+7 Dex, +8 deflection), touch 25, flat-footed 18 [B]Base Attack/Grapple:[/B] +9/- [B]Attack:[/B] Incorporeal touch +16 melee touch (2d6, 19-20x2 plus 1d6 Cha drain) [B]Full Attack:[/B] Incorporeal touch +16 melee touch (2d6, 19-20x2 plus 1d6 Cha drain) [B]Space/Reach:[/B] 5ft/5ft [B]Special Attacks:[/B] Charisma drain, horrific appearance, wail [B]Special Qualities:[/B] Darkvision 60ft, detect living, incorporeal, SR 27, stunt plants, undead, unholy toughness, unnatural aura [B]Saves: [/B] Fort +6, Ref +13, Will +15 [B]Abilities:[/B] Str - , Dex 24, Con - , Int 16, Wis 19, Cha 26 [B]Skills:[/B] Hide +29, Intimidate +30, Knowledge (religion) +25, Listen +28, Search +25, Spot +28, Tumble +29 [B]Feats: [/B] Alertness, Combat Reflexes, Dodge, Improved Critical (incorporeal touch), Improved Initiative, Mobility, Spring Attack [B]Environment:[/B] Any land and underground [B]Organization:[/B] Solitary or brood (1 plus 1-4 groaning spirits) [B]Challenge Rating: [/B] 17 [B]Treasure: [/B] Double standard [B]Alignment:[/B] Usually neutral evil [B]Advancement:[/B] 20-38 HD (Medium) [B]Level Adjustment:[/B] - [I]The spirit before you appears as a lovely elf maiden, her transparent features twisted by sorrow and rage.[/I] Legend tells of the banshees, groaning spirits of wicked elven women doomed forever to spread death in their wake. The dread banshees are the eldest and most powerful of this breed of undead, granted extra powers by the forces of darkness for their longstanding hatred of all living things. Dread banshees usually maintain a territory a mile in diameter. This blasted heath can sustain no healthy plant life, and most animals either quickly flee or are slain out of malice by the dread banshee. The banshees have no desire to interact with mortals except by killing them, and usually remain sequestered in their domains, occasionally accompanied by a retinue of lesser banshees. Still, some families are known to bear an awful curse; every generation is doomed to die by the wail of the banshee. No distance can separate one of those so cursed and the banshee, for when the time comes for him to die, the banshee will be on his doorstep. Dread banshees speak Common, Elven, and one other language, usually one native to the area they haunt. [B]Combat[/B] Dread banshees prefer to open combat with their terrible wail; most creatures are slain outright. Those surviving are the targets of the banshee’s Charisma-draining touch. The banshee prefers hit-and-run tactics, making use of the Spring Attack feat to duck in and out of errant boulders, withered trees, and any other available cover. [B]Charisma drain (Su):[/B] Living creatures struck by a dread banshee’s incorporeal touch attack must make a Fortitude save (DC 27) or take 1d6 points of permanent Charisma drain. The save DC is Charisma based. On each such successful attack, the dread banshee gains 5 temporary hit points. [B]Horrific Appearance (Su):[/B] Any living creature within 60ft that views a dread banshee must succeed on a Fortitude save (DC 27) or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same dread banshee’s horrific appearance for 24 hours. The save DC is Charisma based. [B]Wail (Su): [/B] A banshee can emit a horrible wail, killing all who hear it. This sonic effect affects all living creatures within a 40-foot radius. Creatures must succeed on a DC 27 Fortitude save or die. A banshee must wait 1d4 rounds before wailing again, and can only wail three times per day. The save DC is Charisma based. [B]Detect Living (Su):[/B] Three times per day, a dread banshee may detect the presence and location of all living creatures within a half-mile radius as a full-round action. This functions as the spell [I]commune with nature[/I], but only for the purpose of sensing living creatures. [B]Stunt Plants (Su):[/B] Once per day, a dread banshee may generate a [I]diminish plants [/I] (stunt growth only) effect, affecting a half-mile radius as a standard action. [B]Unholy Toughness (Ex): [/B] A dread banshee receives bonus hit points equal to her Charisma bonus x her Hit Dice. [B]Unnatural Aura (Su):[/B] Animals, whether wild or domesticated, can sense the unnatural presence of a dread banshee at a distance of 60 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. Demiurge out. [/QUOTE]
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