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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
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: 2470342" data-attributes="member: 7451"><p>Like the deathbringer, the effigy had the dual disadvantage of poorly designed and bland. It was so poorly designed, in fact, that Sean K. Reynolds devoted an entire column on his website ranting about how it was an example of the difficulties of adjucating high-level play. I think that's a bit harsh, but it didn't stop me from adding some abilities while removing Hit Dice. I also changed the name a bit, as "effigy" is a perfectly ordinary word without monstrous connotations. What do you think?</p><p></p><p><strong>Burning Effigy</strong></p><p><strong>Medium Undead (Fire, Incorporeal)</strong></p><p><strong>Hit Dice: </strong> 18d12 plus 144 (261 hp)</p><p><strong>Initiative:</strong> +12</p><p><strong>Speed: </strong> Fly 60ft (perfect)</p><p><strong>Armor Class:</strong> 26 (+8 Dex, +8 deflection), touch 26, flat-footed 18</p><p><strong>Base Attack/Grapple:</strong> +9/-</p><p><strong>Attack: </strong> Incorporeal touch +17 melee (2d6 plus 4d6 fire plus energy drain) or burning ray +17 ranged touch (18d6 fire)</p><p><strong>Full Attack: </strong> Incorporeal touch +17 melee (2d6 plus 4d6 plus energy drain) or burning ray +17 ranged touch (18d6 fire)</p><p><strong>Space/Reach: </strong> 5ft/5ft</p><p><strong>Special Attacks:</strong> Burning ray, energy drain, inhabit</p><p><strong>Special Qualities:</strong> Charnel aura, incorporeal, immune to fire, SR 28, turn resistance +2, unholy toughness, vulnerability to cold</p><p><strong>Saves: </strong> Fort +6, Ref +16, Will +18</p><p><strong>Abilities: </strong> Str -, Dex 27, Con -, Int 19, Wis 20, Cha 26</p><p><strong>Skills:</strong> Hide +29, Intimidate +29, Knowledge (architecture and engineering) +25, Listen +26, Search +25, Sense Motive +26, Spot +26, Tumble +29</p><p><strong>Feats: </strong> Ability Focus (inhabit), Combat Expertise, Improved Initiative, Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot</p><p><strong>Environment:</strong> Any land and underground</p><p><strong>Organization: </strong> Solitary</p><p><strong>Challenge Rating:</strong> 18</p><p><strong>Treasure: </strong> None</p><p><strong>Alignment:</strong> Always chaotic evil</p><p><strong>Advancement:</strong> 19-36 HD (Medium), 37-54 HD (Large)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>The stink of burning flesh and a cloud of smoke surround this creature, a human shaped sheet of flame with a gruesome leer and glowing white eyes.</em></p><p></p><p>The tortured spirits of arsonists, pyromaniacs, and other evil souls who used fire to kill, the undead known (with a gruesome sense of humor rare among sages) as the burning effigies exist only to spread the torment of flames, destroying buildings and people alike. Envious of the living, they inhabit their victims and ride around in their bodies until the fires of the effigy consume them.</p><p></p><p>Burning effigies are solitary creatures, despising their own kind as much as the rest of existence does. They do speak Common in voices of crackling flame, but speak only in insults and threats.</p><p></p><p><strong>Combat</strong></p><p>A burning effigy prefers to attempt to inhabit a creature as soon as it enters combat, but if it is thwarted, it uses its burning ray to incinerate spellcasters and other creatures it knows to have a strong will before trying to inhabit again.</p><p></p><p><strong>Burning Ray (Su): </strong> Three times per day, a burning effigy can fire a ray of flame up to 100ft with no range increment. Creatures struck by this ray take 18d6 points of fire damage and must make a Reflex save (DC 27) or catch on fire (see pages 303-304 of the <em>Dungeon Master’s Guide</em>). The save DC is Charisma based.</p><p></p><p><strong>Energy Drain (Su): </strong> Living creatures hit by a burning effigy’s incorporeal touch attack gain 2 negative levels. The save DC to remove a negative level is 27. The save DC is Charisma based. For each such negative level bestowed, the burning effigy gains 5 temporary hit points.</p><p></p><p><strong>Inhabit (Su): </strong> When a burning effigy hits a humanoid, giant or monstrous humanoid opponent no more than two size categories larger than it is with an incorporeal touch attack, the opponent must make a Will save (DC 29) or be inhabited by the burning effigy. The save DC is Charisma based.</p><p></p><p>The effects of inhabitation are similar to the <em>magic jar </em> spell, except as noted here. The burning effigy gains control of its victim’s body, using the body’s physical ability scores but its own mental ability scores. Any melee attack made by the victim when inhabited by the burning effigy deals 4d6 points of fire damage in addition to normal damage.</p><p></p><p>An inhabiting effigy automatically deals its host 4d6 fire damage and 2 negative levels every round. The subject dies upon reaching -10 hit points or having negative levels equal to its Hit Dice, becoming a flaming corpse and ejecting the burning effigy into an adjacent square.</p><p></p><p>Each round after inhabitation occurs, the host may try to force out the burning effigy by making a DC 29 Will save. If the host successfully saves, it cannot be inhabited by this effigy for the next 24 hours. The save DC is Charisma based. In addition, the burning effigy may be ejected through the use of <em>dispel evil, banishment </em> and similar effects, although it can make a Will save to avoid being ejected and the victim does not gain immunity to being inhabited. If the effigy is turned while inhabiting a host, it leaves the host’s body to flee.</p><p></p><p><strong>Charnel Aura (Su): </strong> A burning effigy is perpetually surrounded by a haze of smoke and the smell of charred flesh. Any living creature within 5ft of the burning effigy must make a Fortitude save (DC 27) or be nauseated for 1d6 rounds. Creatures that save successfully are immune to the nauseating effect of this burning effigy’s charnel aura for 24 hours. The save DC is Charisma based.</p><p></p><p>In addition, the charnel aura gives the burning effigy concealment. Although a strong wind can dispel the charnel aura, the burning effigy can create a new one as a free action on its turn.</p><p></p><p><strong>Unholy Toughness (Ex): </strong> A burning effigy receives bonus hit points equal to its Charisma bonus x its Hit Dice.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 2470342, member: 7451"] Like the deathbringer, the effigy had the dual disadvantage of poorly designed and bland. It was so poorly designed, in fact, that Sean K. Reynolds devoted an entire column on his website ranting about how it was an example of the difficulties of adjucating high-level play. I think that's a bit harsh, but it didn't stop me from adding some abilities while removing Hit Dice. I also changed the name a bit, as "effigy" is a perfectly ordinary word without monstrous connotations. What do you think? [B]Burning Effigy Medium Undead (Fire, Incorporeal)[/B] [B]Hit Dice: [/B] 18d12 plus 144 (261 hp) [B]Initiative:[/B] +12 [B]Speed: [/B] Fly 60ft (perfect) [B]Armor Class:[/B] 26 (+8 Dex, +8 deflection), touch 26, flat-footed 18 [B]Base Attack/Grapple:[/B] +9/- [B]Attack: [/B] Incorporeal touch +17 melee (2d6 plus 4d6 fire plus energy drain) or burning ray +17 ranged touch (18d6 fire) [B]Full Attack: [/B] Incorporeal touch +17 melee (2d6 plus 4d6 plus energy drain) or burning ray +17 ranged touch (18d6 fire) [B]Space/Reach: [/B] 5ft/5ft [B]Special Attacks:[/B] Burning ray, energy drain, inhabit [B]Special Qualities:[/B] Charnel aura, incorporeal, immune to fire, SR 28, turn resistance +2, unholy toughness, vulnerability to cold [B]Saves: [/B] Fort +6, Ref +16, Will +18 [B]Abilities: [/B] Str -, Dex 27, Con -, Int 19, Wis 20, Cha 26 [B]Skills:[/B] Hide +29, Intimidate +29, Knowledge (architecture and engineering) +25, Listen +26, Search +25, Sense Motive +26, Spot +26, Tumble +29 [B]Feats: [/B] Ability Focus (inhabit), Combat Expertise, Improved Initiative, Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot [B]Environment:[/B] Any land and underground [B]Organization: [/B] Solitary [B]Challenge Rating:[/B] 18 [B]Treasure: [/B] None [B]Alignment:[/B] Always chaotic evil [B]Advancement:[/B] 19-36 HD (Medium), 37-54 HD (Large) [B]Level Adjustment:[/B] - [I]The stink of burning flesh and a cloud of smoke surround this creature, a human shaped sheet of flame with a gruesome leer and glowing white eyes.[/I] The tortured spirits of arsonists, pyromaniacs, and other evil souls who used fire to kill, the undead known (with a gruesome sense of humor rare among sages) as the burning effigies exist only to spread the torment of flames, destroying buildings and people alike. Envious of the living, they inhabit their victims and ride around in their bodies until the fires of the effigy consume them. Burning effigies are solitary creatures, despising their own kind as much as the rest of existence does. They do speak Common in voices of crackling flame, but speak only in insults and threats. [B]Combat[/B] A burning effigy prefers to attempt to inhabit a creature as soon as it enters combat, but if it is thwarted, it uses its burning ray to incinerate spellcasters and other creatures it knows to have a strong will before trying to inhabit again. [B]Burning Ray (Su): [/B] Three times per day, a burning effigy can fire a ray of flame up to 100ft with no range increment. Creatures struck by this ray take 18d6 points of fire damage and must make a Reflex save (DC 27) or catch on fire (see pages 303-304 of the [I]Dungeon Master’s Guide[/I]). The save DC is Charisma based. [B]Energy Drain (Su): [/B] Living creatures hit by a burning effigy’s incorporeal touch attack gain 2 negative levels. The save DC to remove a negative level is 27. The save DC is Charisma based. For each such negative level bestowed, the burning effigy gains 5 temporary hit points. [B]Inhabit (Su): [/B] When a burning effigy hits a humanoid, giant or monstrous humanoid opponent no more than two size categories larger than it is with an incorporeal touch attack, the opponent must make a Will save (DC 29) or be inhabited by the burning effigy. The save DC is Charisma based. The effects of inhabitation are similar to the [I]magic jar [/I] spell, except as noted here. The burning effigy gains control of its victim’s body, using the body’s physical ability scores but its own mental ability scores. Any melee attack made by the victim when inhabited by the burning effigy deals 4d6 points of fire damage in addition to normal damage. An inhabiting effigy automatically deals its host 4d6 fire damage and 2 negative levels every round. The subject dies upon reaching -10 hit points or having negative levels equal to its Hit Dice, becoming a flaming corpse and ejecting the burning effigy into an adjacent square. Each round after inhabitation occurs, the host may try to force out the burning effigy by making a DC 29 Will save. If the host successfully saves, it cannot be inhabited by this effigy for the next 24 hours. The save DC is Charisma based. In addition, the burning effigy may be ejected through the use of [I]dispel evil, banishment [/I] and similar effects, although it can make a Will save to avoid being ejected and the victim does not gain immunity to being inhabited. If the effigy is turned while inhabiting a host, it leaves the host’s body to flee. [B]Charnel Aura (Su): [/B] A burning effigy is perpetually surrounded by a haze of smoke and the smell of charred flesh. Any living creature within 5ft of the burning effigy must make a Fortitude save (DC 27) or be nauseated for 1d6 rounds. Creatures that save successfully are immune to the nauseating effect of this burning effigy’s charnel aura for 24 hours. The save DC is Charisma based. In addition, the charnel aura gives the burning effigy concealment. Although a strong wind can dispel the charnel aura, the burning effigy can create a new one as a free action on its turn. [B]Unholy Toughness (Ex): [/B] A burning effigy receives bonus hit points equal to its Charisma bonus x its Hit Dice. 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