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<blockquote data-quote="demiurge1138" data-source="post: 2476633" data-attributes="member: 7451"><p>Next up is the gravecrawler, an undead I always wanted to use in a plot somehow but never quite figured out how to do it. I like them. I did (briefly) considered making them deathless, then decided it wasn't worth it. Not all undead are evil! Remember this!</p><p></p><p><strong>Gravecrawler</strong></p><p><strong>Small Undead (Earth)</strong></p><p><strong>Hit Dice: </strong> 18d12 plus 108 (225 hp)</p><p><strong>Initiative:</strong> +9</p><p><strong>Speed: </strong> 20ft (6 squares), burrow 30ft</p><p><strong>Armor Class:</strong> 30 (+1 size, +5 Dex, +8 natural, +6 deflection), touch 22, flat-footed 25</p><p><strong>Base Attack/Grapple:</strong> +9/+6</p><p><strong>Attack:</strong> Bite +15 melee (1d6+1 plus 1d8 Constitution drain)</p><p><strong>Full Attack:</strong> Bite +15 melee (1d6+1 plus draining bite)</p><p><strong>Space/Reach:</strong> 5ft/5ft</p><p><strong>Special Attacks: </strong> Calcifying aura, draining bite</p><p><strong>Special Qualities:</strong> Blindsight 60ft, burrow, DR 10/bludgeoning, speak with dead, spiritual grace, spiritual toughness, SR 30, tremorsense 200ft, turn resistance +2, undead</p><p><strong>Saves: </strong> Fort +12, Ref +17, Will +21</p><p><strong>Abilities:</strong> Str 13, Dex 20, Con - , Int 26, Wis 19, Cha 22</p><p><strong>Skills:</strong> Balance +7, Bluff +27, Diplomacy +31, Escape Artist +26, Gather Information +8, Hide +30, Intimidate +29, Knowledge (geography, history, local, religion) +29, Move Silently +26, Sense Motive +25, Tumble +26</p><p><strong>Feats:</strong> Combat Expertise, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse</p><p><strong>Environment: </strong> Any land or underground</p><p><strong>Organization: </strong> Solitary or pair</p><p><strong>Challenge Rating:</strong> 16</p><p><strong>Treasure:</strong> Double standard</p><p><strong>Alignment:</strong> Usually neutral</p><p><strong>Advancement:</strong> 19-54 HD (Medium)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>A fat white worm sits in front of you, about as long as a halfling is tall. Its face is eerily like that of a human except its teeth are needle sharp and it has no eyes in its face, only two indentations where they should be.</em></p><p></p><p>Also called ancestor worms, gravecrawlers are the spirits of the venerated dead, animated as a clot of earth to ward over sacred tombs and grave sites. Unlike most undead, they are not evil, merely concerned with protecting their graveyards. In their communion with the dead they protect, they collect untold amounts of knowledge, which they are willing to share for the proper sacrifices and blessings. Because of this, they are usually treated with great respect, although at a distance, for their very presence turns flesh into stone.</p><p></p><p>The demesne of a gravecrawler is easily recognized for the pristine condition of the graves or tombs there, as well as the occasional statue formed from an unfortunate grave robber. Necromancers and flesh-eating undead despise them and try to drive away or destroy them, as the bones and corpses interred in their domains turn to stone as well, unfit for either animation or consumption.</p><p></p><p>Gravecrawlers speak all languages. Although they are blind, they can sense creatures by vibrations in the air and ground. The average gravecrawler is three feet long and weighs 70 pounds.</p><p></p><p><strong>Combat</strong></p><p>Gravecrawlers are not skilled at fighting, and try to avoid battle whenever possible. They would rather talk than fight, but if hostilities ensue, will retreat underground, to allow their calcifying aura to work while putting itself out of harm’s way. If cornered, they will bite with their sharp teeth, but this is generally a last resort.</p><p></p><p><strong>Calcifying Aura (Su):</strong> The presence of a gravecrawler quickly ossifies bone and flesh. This effect is an aura with a 30ft radius centered on the gravecrawler. Any living thing within this area must make a Fortitude save (DC 25) or take 1d4 points of Constitution damage as parts of its body turn to stone. Undead within this area must make a Will save (DC 25) or take 1d4 points of Charisma damage as they slowly turn to stone. Any creature reduced to 0 Constitution or Charisma is turned into an inert stone statue, and a stone to flesh spell must be cast on the remains before they can be brought back to life or animated as undead. The save DC is Charisma based. </p><p></p><p>A gravecrawler can raise or lower its calcifying aura as a standard action, but rarely do so, preferring to maintain their distance from those seeking out their aid.</p><p></p><p><strong>Draining Bite (Su): </strong> The bite of a gravecrawler has similar effects as its aura, only far more rapid and deadly. Any living creature bitten by a gravecrawler must make a Fortitude save (DC 25) or take 1d8 points of permanent Constitution drain. An undead creature must make a Will save (DC 25) or take 1d8 points of permanent Charisma drain. A creature brought to 0 Constitution or Charisma, as noted above, becomes a stone statue. The save DC is Charisma based.</p><p></p><p><strong>Burrow (Ex): </strong> A gravecrawler can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A <em>move earth</em> spell cast on an area containing a burrowing gravecrawler flings it back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.</p><p></p><p><strong>Speak with Dead (Sp):</strong> A gravecrawler can use <em>speak with dead</em>, as the spell (caster level 18th), at will, except that it can speak with the remains of creatures calcified by its aura and the corpse can be of any age.</p><p></p><p><strong>Spiritual Grace (Su):</strong> A gravecrawler receives a bonus to all saving throws and a deflection bonus to Armor Class equal to its Charisma modifier (already factored into the statistics shown above).</p><p></p><p><strong>Spiritual Toughness (Ex):</strong> A gravecrawler 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: 2476633, member: 7451"] Next up is the gravecrawler, an undead I always wanted to use in a plot somehow but never quite figured out how to do it. I like them. I did (briefly) considered making them deathless, then decided it wasn't worth it. Not all undead are evil! Remember this! [B]Gravecrawler Small Undead (Earth)[/B] [B]Hit Dice: [/B] 18d12 plus 108 (225 hp) [B]Initiative:[/B] +9 [B]Speed: [/B] 20ft (6 squares), burrow 30ft [B]Armor Class:[/B] 30 (+1 size, +5 Dex, +8 natural, +6 deflection), touch 22, flat-footed 25 [B]Base Attack/Grapple:[/B] +9/+6 [B]Attack:[/B] Bite +15 melee (1d6+1 plus 1d8 Constitution drain) [B]Full Attack:[/B] Bite +15 melee (1d6+1 plus draining bite) [B]Space/Reach:[/B] 5ft/5ft [B]Special Attacks: [/B] Calcifying aura, draining bite [B]Special Qualities:[/B] Blindsight 60ft, burrow, DR 10/bludgeoning, speak with dead, spiritual grace, spiritual toughness, SR 30, tremorsense 200ft, turn resistance +2, undead [B]Saves: [/B] Fort +12, Ref +17, Will +21 [B]Abilities:[/B] Str 13, Dex 20, Con - , Int 26, Wis 19, Cha 22 [B]Skills:[/B] Balance +7, Bluff +27, Diplomacy +31, Escape Artist +26, Gather Information +8, Hide +30, Intimidate +29, Knowledge (geography, history, local, religion) +29, Move Silently +26, Sense Motive +25, Tumble +26 [B]Feats:[/B] Combat Expertise, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse [B]Environment: [/B] Any land or underground [B]Organization: [/B] Solitary or pair [B]Challenge Rating:[/B] 16 [B]Treasure:[/B] Double standard [B]Alignment:[/B] Usually neutral [B]Advancement:[/B] 19-54 HD (Medium) [B]Level Adjustment:[/B] - [I]A fat white worm sits in front of you, about as long as a halfling is tall. Its face is eerily like that of a human except its teeth are needle sharp and it has no eyes in its face, only two indentations where they should be.[/I] Also called ancestor worms, gravecrawlers are the spirits of the venerated dead, animated as a clot of earth to ward over sacred tombs and grave sites. Unlike most undead, they are not evil, merely concerned with protecting their graveyards. In their communion with the dead they protect, they collect untold amounts of knowledge, which they are willing to share for the proper sacrifices and blessings. Because of this, they are usually treated with great respect, although at a distance, for their very presence turns flesh into stone. The demesne of a gravecrawler is easily recognized for the pristine condition of the graves or tombs there, as well as the occasional statue formed from an unfortunate grave robber. Necromancers and flesh-eating undead despise them and try to drive away or destroy them, as the bones and corpses interred in their domains turn to stone as well, unfit for either animation or consumption. Gravecrawlers speak all languages. Although they are blind, they can sense creatures by vibrations in the air and ground. The average gravecrawler is three feet long and weighs 70 pounds. [B]Combat[/B] Gravecrawlers are not skilled at fighting, and try to avoid battle whenever possible. They would rather talk than fight, but if hostilities ensue, will retreat underground, to allow their calcifying aura to work while putting itself out of harm’s way. If cornered, they will bite with their sharp teeth, but this is generally a last resort. [B]Calcifying Aura (Su):[/B] The presence of a gravecrawler quickly ossifies bone and flesh. This effect is an aura with a 30ft radius centered on the gravecrawler. Any living thing within this area must make a Fortitude save (DC 25) or take 1d4 points of Constitution damage as parts of its body turn to stone. Undead within this area must make a Will save (DC 25) or take 1d4 points of Charisma damage as they slowly turn to stone. Any creature reduced to 0 Constitution or Charisma is turned into an inert stone statue, and a stone to flesh spell must be cast on the remains before they can be brought back to life or animated as undead. The save DC is Charisma based. A gravecrawler can raise or lower its calcifying aura as a standard action, but rarely do so, preferring to maintain their distance from those seeking out their aid. [B]Draining Bite (Su): [/B] The bite of a gravecrawler has similar effects as its aura, only far more rapid and deadly. Any living creature bitten by a gravecrawler must make a Fortitude save (DC 25) or take 1d8 points of permanent Constitution drain. An undead creature must make a Will save (DC 25) or take 1d8 points of permanent Charisma drain. A creature brought to 0 Constitution or Charisma, as noted above, becomes a stone statue. The save DC is Charisma based. [B]Burrow (Ex): [/B] A gravecrawler can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A [I]move earth[/I] spell cast on an area containing a burrowing gravecrawler flings it back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. [B]Speak with Dead (Sp):[/B] A gravecrawler can use [I]speak with dead[/I], as the spell (caster level 18th), at will, except that it can speak with the remains of creatures calcified by its aura and the corpse can be of any age. [B]Spiritual Grace (Su):[/B] A gravecrawler receives a bonus to all saving throws and a deflection bonus to Armor Class equal to its Charisma modifier (already factored into the statistics shown above). [B]Spiritual Toughness (Ex):[/B] A gravecrawler receives bonus hit points equal to its Charisma bonus x its Hit Dice. Demiurge out. [/QUOTE]
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