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<blockquote data-quote="demiurge1138" data-source="post: 2468405" data-attributes="member: 7451"><p>Because Pants asked for it and I hadn't actually written up any for a while, I give to you, the deathbringer! These guys suffered from being both poorly designed and bland in the original, so I tried to give them some flavor and a few new abilities. Comments are always appreciated.</p><p></p><p><strong>Deathbringer</strong></p><p><strong>Large Undead </strong> </p><p><strong>Hit Dice: </strong> 21d12 plus 105 (241 hp)</p><p><strong>Initiative:</strong> +5</p><p><strong>Speed: </strong> 40ft (8 squares), 60 ft unarmored</p><p><strong>Armor Class:</strong> 34 (-1 size, +1 Dex, +16 natural, +8 masterwork plate mail), touch 10, flat-footed 33</p><p><strong>Base Attack/Grapple:</strong> +10/+33</p><p><strong>Attack: </strong> Masterwork large flail +30 melee (2d6+14 plus disease) or slam +28 melee (1d8+14)</p><p><strong>Full Attack: </strong> 2 masterwork large flails +30/+25 melee (2d6+14 plus disease) or 2 slams +28 melee (1d8+14)</p><p><strong>Space/Reach:</strong> 10ft/10ft</p><p><strong>Special Attacks:</strong> Disease, negative burst, rebuke undead 8/day, spell-like abilities, trample 4d8+21</p><p><strong>Special Qualities: </strong> Blindsight 200ft, DR 15/silver, SR 30, superior two-weapon fighting, unholy power, unholy toughness</p><p><strong>Saves:</strong> Fort +7, Ref +8, Will +14</p><p><strong>Abilities: </strong> Str 38, Dex 13, Con -, Int 17, Wis 14, Cha 20</p><p><strong>Skills:</strong> Climb +37 (+43 unarmored), Intimidate +29, Jump +41 (+45 unarmored), Knowledge (history) +27, Listen +26, Sense Motive +26, Swim +31 (+43 unarmored)</p><p><strong>Feats: </strong> Cleave, Combat Expertise, Combat Reflexes, Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Weapon Focus (flail)</p><p><strong>Environment:</strong> Any land</p><p><strong>Organization: </strong> Solitary or warband (1 plus 2-4 morghs, 4-12 wights, and 10-20 ghouls) </p><p><strong>Challenge Rating: </strong> 17</p><p><strong>Treasure: </strong> Standard, plus masterwork full plate and 2 masterwork large flails</p><p><strong>Alignment:</strong> Usually neutral evil</p><p><strong>Advancement: </strong> 22-42 HD (Large), 43-63 HD (Huge)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>This figure resembles an armored human corpse, although it is far too tall to be a normal man. Its ears have been cut off and its eyes sewn shut, but it still seems to be able to see the armies of undead surrounding it. It bellows hoarsely as it rushes towards you, drawing two huge flails made of bone as it does so.</em></p><p></p><p>The monstrous creatures known as deathbringers are supposedly created from the corpses of particularly cruel generals. In life, these military commanders poisoned wells, spread plague and authorized assassinations, terror campaigns and butchered innocents, and for their punishment must walk the world until destroyed by their own lust for violence. The evil energies involved in their creation have warped them into phenomenally strong monsters, eyes forever closed so they can never truly face the suffering left in their wake.</p><p></p><p>Deathbringers are surrounded by a palpable aura of wickedness, and other sentient undead are drawn to them, even if not controlled by the deathbringer’s power. Deathbringers still consider themselves generals, and still bear grudges against the descendents and countries of their killers.</p><p></p><p><strong>Combat</strong></p><p>Deathbringers relish combat, crushing heads with their bone flails. They are smart enough to disarm and trip opponents before killing them. If injured, they use their negative pulse to simultaneously heal themselves and damage their foes.</p><p></p><p><strong>Disease (Su):</strong> The bone flails of a deathbringer carry the hideous disease bonerot, which causes its victims to decompose from the inside out. Flail, save DC 25, incubation 1 minute, damage 1d6 Str, 1d6 Dex, 1d6 Con. The save DC is Charisma based.</p><p></p><p>Unlike normal diseases, bonerot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Bonerot is not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with bonerot must succeed on a DC 25 caster level check, or the spell has no effect on the afflicted character.</p><p></p><p>To eliminate bonerot, the curse must first be broken with <em>break enchantment </em> or <em>remove curse</em> (requiring a DC 25 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the bonerot can be magically cured as any normal disease.</p><p></p><p><strong>Negative Burst (Su): </strong> A deathbringer can release a burst of negative energy at a range of up to 100 feet. The burst has a 20ft radius and deals 10d8 points of negative energy damage (Will DC 25 half). Being negative energy, this burst heals undead creatures. The deathbringer can only use this ability once every 1d4 rounds. The save DC is Charisma based.</p><p></p><p><strong>Rebuke Undead (Su): </strong> A deathbringer can rebuke, command or bolster undead as if it were a 21th level cleric. </p><p></p><p><strong>Spell-like Abilities:</strong> At will - <em>greater dispelling </em> (1d20+20), <em>ray of exhaustion </em> (DC 18); 1/day – <em>create undead, energy drain </em> (DC 24). Caster level 20th. The save DC is Charisma based.</p><p></p><p><strong>Trample (Ex): </strong> Reflex half DC 34. The save DC is Strength based.</p><p></p><p><strong>Superior Two-Weapon Fighting (Ex): </strong> A deathbringer fights with a flail in each hand. The deathbringer does not take a penalty on attack or damage rolls for attacking with two weapons.</p><p></p><p><strong>Unholy Power (Su): </strong> A deathbringer gains a profane bonus to attack rolls, grapple checks and Strength-based skill checks equal to its Charisma bonus. This bonus is already factored in above.</p><p></p><p><strong>Unholy Toughness (Ex):</strong> A deathbringer gains bonus hit points equal to its Hit Dice x its Charisma modifier.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 2468405, member: 7451"] Because Pants asked for it and I hadn't actually written up any for a while, I give to you, the deathbringer! These guys suffered from being both poorly designed and bland in the original, so I tried to give them some flavor and a few new abilities. Comments are always appreciated. [B]Deathbringer Large Undead [/B] [B]Hit Dice: [/B] 21d12 plus 105 (241 hp) [B]Initiative:[/B] +5 [B]Speed: [/B] 40ft (8 squares), 60 ft unarmored [B]Armor Class:[/B] 34 (-1 size, +1 Dex, +16 natural, +8 masterwork plate mail), touch 10, flat-footed 33 [B]Base Attack/Grapple:[/B] +10/+33 [B]Attack: [/B] Masterwork large flail +30 melee (2d6+14 plus disease) or slam +28 melee (1d8+14) [B]Full Attack: [/B] 2 masterwork large flails +30/+25 melee (2d6+14 plus disease) or 2 slams +28 melee (1d8+14) [B]Space/Reach:[/B] 10ft/10ft [B]Special Attacks:[/B] Disease, negative burst, rebuke undead 8/day, spell-like abilities, trample 4d8+21 [B]Special Qualities: [/B] Blindsight 200ft, DR 15/silver, SR 30, superior two-weapon fighting, unholy power, unholy toughness [B]Saves:[/B] Fort +7, Ref +8, Will +14 [B]Abilities: [/B] Str 38, Dex 13, Con -, Int 17, Wis 14, Cha 20 [B]Skills:[/B] Climb +37 (+43 unarmored), Intimidate +29, Jump +41 (+45 unarmored), Knowledge (history) +27, Listen +26, Sense Motive +26, Swim +31 (+43 unarmored) [B]Feats: [/B] Cleave, Combat Expertise, Combat Reflexes, Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Weapon Focus (flail) [B]Environment:[/B] Any land [B]Organization: [/B] Solitary or warband (1 plus 2-4 morghs, 4-12 wights, and 10-20 ghouls) [B]Challenge Rating: [/B] 17 [B]Treasure: [/B] Standard, plus masterwork full plate and 2 masterwork large flails [B]Alignment:[/B] Usually neutral evil [B]Advancement: [/B] 22-42 HD (Large), 43-63 HD (Huge) [B]Level Adjustment:[/B] - [I]This figure resembles an armored human corpse, although it is far too tall to be a normal man. Its ears have been cut off and its eyes sewn shut, but it still seems to be able to see the armies of undead surrounding it. It bellows hoarsely as it rushes towards you, drawing two huge flails made of bone as it does so.[/I] The monstrous creatures known as deathbringers are supposedly created from the corpses of particularly cruel generals. In life, these military commanders poisoned wells, spread plague and authorized assassinations, terror campaigns and butchered innocents, and for their punishment must walk the world until destroyed by their own lust for violence. The evil energies involved in their creation have warped them into phenomenally strong monsters, eyes forever closed so they can never truly face the suffering left in their wake. Deathbringers are surrounded by a palpable aura of wickedness, and other sentient undead are drawn to them, even if not controlled by the deathbringer’s power. Deathbringers still consider themselves generals, and still bear grudges against the descendents and countries of their killers. [B]Combat[/B] Deathbringers relish combat, crushing heads with their bone flails. They are smart enough to disarm and trip opponents before killing them. If injured, they use their negative pulse to simultaneously heal themselves and damage their foes. [B]Disease (Su):[/B] The bone flails of a deathbringer carry the hideous disease bonerot, which causes its victims to decompose from the inside out. Flail, save DC 25, incubation 1 minute, damage 1d6 Str, 1d6 Dex, 1d6 Con. The save DC is Charisma based. Unlike normal diseases, bonerot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Bonerot is not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with bonerot must succeed on a DC 25 caster level check, or the spell has no effect on the afflicted character. To eliminate bonerot, the curse must first be broken with [I]break enchantment [/I] or [I]remove curse[/I] (requiring a DC 25 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the bonerot can be magically cured as any normal disease. [B]Negative Burst (Su): [/B] A deathbringer can release a burst of negative energy at a range of up to 100 feet. The burst has a 20ft radius and deals 10d8 points of negative energy damage (Will DC 25 half). Being negative energy, this burst heals undead creatures. The deathbringer can only use this ability once every 1d4 rounds. The save DC is Charisma based. [B]Rebuke Undead (Su): [/B] A deathbringer can rebuke, command or bolster undead as if it were a 21th level cleric. [B]Spell-like Abilities:[/B] At will - [I]greater dispelling [/I] (1d20+20), [I]ray of exhaustion [/I] (DC 18); 1/day – [I]create undead, energy drain [/I] (DC 24). Caster level 20th. The save DC is Charisma based. [B]Trample (Ex): [/B] Reflex half DC 34. The save DC is Strength based. [B]Superior Two-Weapon Fighting (Ex): [/B] A deathbringer fights with a flail in each hand. The deathbringer does not take a penalty on attack or damage rolls for attacking with two weapons. [B]Unholy Power (Su): [/B] A deathbringer gains a profane bonus to attack rolls, grapple checks and Strength-based skill checks equal to its Charisma bonus. This bonus is already factored in above. [B]Unholy Toughness (Ex):[/B] A deathbringer gains bonus hit points equal to its Hit Dice x its Charisma modifier. Demiurge out. [/QUOTE]
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