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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: 2485526" data-attributes="member: 7451"><p>This is the last of my undead conversions. It's also my longest, thanks to the whirlwind ability. I went back to the source for this conversion, and pulled out some details I liked from the old Planescape MC's sword spirit, of which the 3e ragewind is a conversion of. Enjoy!</p><p></p><p><strong>Ragewind</strong></p><p><strong>Large Undead (Extraplanar)</strong></p><p><strong>Hit Dice:</strong> 22d12 plus 132 (275 hp)</p><p><strong>Initiative: </strong> +9</p><p><strong>Speed: </strong> Fly 120ft (perfect)</p><p><strong>Armor Class:</strong> 31 (-1 size, +8 Dex, +8 natural, +6 deflection), touch 23, flat-footed 23</p><p><strong>Base Attack/Grapple:</strong> +11/+31</p><p><strong>Attack:</strong> <em>+3 longsword </em> +29 melee (1d8+13, 19-20x2)</p><p><strong>Full Attack:</strong> 6<em>+3 longswords </em> +29/+24/+19 melee (1d8+13, 19-20x2)</p><p><strong>Space/Reach: </strong> 10ft/10ft</p><p><strong>Special Attacks:</strong> Bladestorm, create spawn, feed, whirlwind</p><p><strong>Special Qualities:</strong> Darkvision 60ft, deflect arrows, DR 15/good and silver, invisibility, see invisibility, SR 30, superior multiweapon fighting, undead, unholy grace, unholy power, unholy toughness, weapon proficiency</p><p><strong>Saves:</strong> Fort +15, Ref +21, Will +23</p><p><strong>Abilities:</strong> Str 30, Dex 26, Con -, Int 13, Wis 17, Cha 23</p><p><strong>Skills: </strong> Balance +10, Jump +18, Listen +28, Move Silently +33, Search +26, Spot +28, Tumble +33</p><p><strong>Feats: </strong> Blind-fight, Cleave, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Disarm, Improved Initiative, Power Attack</p><p><strong>Environment: </strong> Infernal Battlefields of Acheron</p><p><strong>Organization: </strong> Solitary</p><p><strong>Challenge Rating:</strong> 19</p><p><strong>Treasure:</strong> None, plus 6 <em>+3 longswords</em></p><p><strong>Alignment:</strong> Always lawful evil</p><p><strong>Advancement: </strong> 23-44 HD (Large), 45-66 HD (Huge)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>You see an immense whirlwind of dust, rust, and flakes of metal. Suspended within it are six sharp longswords, which gleam as if in eagerness as the whirlwind bears down upon you.</em></p><p></p><p>The undead known as ragewinds are formed from the souls of brave soldiers who died in pointless battles, cursing the cause they died for. These spirits gravitate towards the battle plane of Acheron, and aggregate together to form a ferocious undead spirit. Normally invisible, if their domains are disturbed they coalesce into a fierce whirlwind of blades. The true form of a ragewind is concealed by its invisibility and its whirlwind; if a cutter uses see invisibility or true seeing on the ragewind, they will see a hideous, vaguely humanoid form, dozens of faces and arms protruding at all angles, thrashing horribly. </p><p></p><p>Ragewinds hate all living things, tearing apart their bodies, feeding on their souls and raising them as morghs to guard their territory and spread carnage. If they get the chance, they will gladly escape to the Material Plane to spread their anger.</p><p></p><p>Ragewinds can speak Common and Infernal with many shrieking voices, but rarely choose to communicate.</p><p></p><p><strong>Combat</strong></p><p>A ragewind prefers to open combat with a bladestorm, then concentrates its attacks on one opponent. It loves to disarm foes and turn their weapons against them. If it slays an opponent, it will stop to feed. If badly outclassed, they turn invisible and attempt to flee.</p><p></p><p>The ragewind above uses six <em>+3 longswords</em> in combat; the DM can arm a ragewind with whatever weapons he deems appropriate. A ragewind’s natural attacks, and any weapons wielded by the ragewind, are considered to be evil aligned for the purposes of damage reduction.</p><p></p><p><strong>Bladestorm (Su): </strong> Three times per day, a ragewind can expand to fill a 20ft radius spread as a standard action, filling the entire space with its whirling form and whirling weapons. All creatures within the area must make a Reflex save (DC 31 half) or take 20d6 points of slashing, piercing and bludgeoning damage. Immediately after this attack, the ragewind reverts to its normal shape. Once a ragewind has used its bladestorm attack, it must wait 1d4 rounds before using it again. A ragewind cannot use a bladestorm attack while in whirlwind form. The save DC is Strength based.</p><p></p><p><strong>Create Spawn (Su):</strong> Any creature fed upon by a ragewind rises 1 day later as a lawful evil morgh. Although it is not under the ragewind’s control, the morgh respects the ragewind and treats it like an ally.</p><p></p><p><strong>Feed (Su): </strong> When a ragewind slays an opponent, it can feed on the soul as a standard action. Feeding destroys the victim’s soul and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a <em>wish, miracle,</em> or <em>true resurrection </em> spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.</p><p></p><p>A ragewind that feeds on a soul gains a +2 bonus to Str and 10 temporary hit points. These last for 1 hour, and the benefit from multiple feedings stacks.</p><p></p><p><strong>Whirlwind (Su): </strong> A ragewind can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 10 rounds. In this form, the ragewind can move through the air or along a surface at its fly speed.</p><p></p><p>The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 40 feet tall. The ragewind controls the exact height, but it must be at least 10 feet.</p><p></p><p>The ragewind’s movement while in whirlwind form does not provoke attacks of opportunity, even if it enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the ragewind moves into or through the creature’s space.</p><p></p><p>An affected creature must succeed on a Reflex save (DC 31) when it comes into contact with the whirlwind or take 4d6 points of damage. It must also succeed on a second Reflex save (DC 31) or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based. Creatures trapped in the whirlwind cannot move except to go where the ragewind carries them or to escape the whirlwind.</p><p></p><p>Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The ragewind can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.</p><p></p><p>The ragewind can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. </p><p></p><p>If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.</p><p></p><p>A ragewind in whirlwind form cannot make weapon attacks and does not threaten the area around it.</p><p></p><p><strong>Deflect Arrows (Ex):</strong> Three times per round, a ragewind may deflect an attack from a ranged weapon made against it as an immediate action, negating the attack.</p><p></p><p><strong>Invisibility (Su): </strong> At will, a ragewind may repress its whirlwind as a move action and become invisible, as per the spell (caster level 20th). It may remain invisible indefinitely.</p><p></p><p><strong>See Invisibility (Su):</strong> A ragewind can always see invisible creatures as if it were under the effects of a <em>see invisibility</em> spell (caster level 20th).</p><p></p><p><strong>Superior Multiweapon Fighting (Ex):</strong> A ragewind fights with six weapons at a time. The ragewind does not take a penalty on attack or damage rolls for attacking with multiple weapons.</p><p></p><p><strong>Unholy Grace (Su): </strong> A ragewind 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>Unholy Power (Su): </strong> A ragewind 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 ragewind 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: 2485526, member: 7451"] This is the last of my undead conversions. It's also my longest, thanks to the whirlwind ability. I went back to the source for this conversion, and pulled out some details I liked from the old Planescape MC's sword spirit, of which the 3e ragewind is a conversion of. Enjoy! [B]Ragewind Large Undead (Extraplanar)[/B] [B]Hit Dice:[/B] 22d12 plus 132 (275 hp) [B]Initiative: [/B] +9 [B]Speed: [/B] Fly 120ft (perfect) [B]Armor Class:[/B] 31 (-1 size, +8 Dex, +8 natural, +6 deflection), touch 23, flat-footed 23 [B]Base Attack/Grapple:[/B] +11/+31 [B]Attack:[/B] [I]+3 longsword [/I] +29 melee (1d8+13, 19-20x2) [B]Full Attack:[/B] 6[I]+3 longswords [/I] +29/+24/+19 melee (1d8+13, 19-20x2) [B]Space/Reach: [/B] 10ft/10ft [B]Special Attacks:[/B] Bladestorm, create spawn, feed, whirlwind [B]Special Qualities:[/B] Darkvision 60ft, deflect arrows, DR 15/good and silver, invisibility, see invisibility, SR 30, superior multiweapon fighting, undead, unholy grace, unholy power, unholy toughness, weapon proficiency [B]Saves:[/B] Fort +15, Ref +21, Will +23 [B]Abilities:[/B] Str 30, Dex 26, Con -, Int 13, Wis 17, Cha 23 [B]Skills: [/B] Balance +10, Jump +18, Listen +28, Move Silently +33, Search +26, Spot +28, Tumble +33 [B]Feats: [/B] Blind-fight, Cleave, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Disarm, Improved Initiative, Power Attack [B]Environment: [/B] Infernal Battlefields of Acheron [B]Organization: [/B] Solitary [B]Challenge Rating:[/B] 19 [B]Treasure:[/B] None, plus 6 [I]+3 longswords[/I] [B]Alignment:[/B] Always lawful evil [B]Advancement: [/B] 23-44 HD (Large), 45-66 HD (Huge) [B]Level Adjustment:[/B] - [I]You see an immense whirlwind of dust, rust, and flakes of metal. Suspended within it are six sharp longswords, which gleam as if in eagerness as the whirlwind bears down upon you.[/I] The undead known as ragewinds are formed from the souls of brave soldiers who died in pointless battles, cursing the cause they died for. These spirits gravitate towards the battle plane of Acheron, and aggregate together to form a ferocious undead spirit. Normally invisible, if their domains are disturbed they coalesce into a fierce whirlwind of blades. The true form of a ragewind is concealed by its invisibility and its whirlwind; if a cutter uses see invisibility or true seeing on the ragewind, they will see a hideous, vaguely humanoid form, dozens of faces and arms protruding at all angles, thrashing horribly. Ragewinds hate all living things, tearing apart their bodies, feeding on their souls and raising them as morghs to guard their territory and spread carnage. If they get the chance, they will gladly escape to the Material Plane to spread their anger. Ragewinds can speak Common and Infernal with many shrieking voices, but rarely choose to communicate. [B]Combat[/B] A ragewind prefers to open combat with a bladestorm, then concentrates its attacks on one opponent. It loves to disarm foes and turn their weapons against them. If it slays an opponent, it will stop to feed. If badly outclassed, they turn invisible and attempt to flee. The ragewind above uses six [I]+3 longswords[/I] in combat; the DM can arm a ragewind with whatever weapons he deems appropriate. A ragewind’s natural attacks, and any weapons wielded by the ragewind, are considered to be evil aligned for the purposes of damage reduction. [B]Bladestorm (Su): [/B] Three times per day, a ragewind can expand to fill a 20ft radius spread as a standard action, filling the entire space with its whirling form and whirling weapons. All creatures within the area must make a Reflex save (DC 31 half) or take 20d6 points of slashing, piercing and bludgeoning damage. Immediately after this attack, the ragewind reverts to its normal shape. Once a ragewind has used its bladestorm attack, it must wait 1d4 rounds before using it again. A ragewind cannot use a bladestorm attack while in whirlwind form. The save DC is Strength based. [B]Create Spawn (Su):[/B] Any creature fed upon by a ragewind rises 1 day later as a lawful evil morgh. Although it is not under the ragewind’s control, the morgh respects the ragewind and treats it like an ally. [B]Feed (Su): [/B] When a ragewind slays an opponent, it can feed on the soul as a standard action. Feeding destroys the victim’s soul and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a [I]wish, miracle,[/I] or [I]true resurrection [/I] spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic. A ragewind that feeds on a soul gains a +2 bonus to Str and 10 temporary hit points. These last for 1 hour, and the benefit from multiple feedings stacks. [B]Whirlwind (Su): [/B] A ragewind can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 10 rounds. In this form, the ragewind can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 40 feet tall. The ragewind controls the exact height, but it must be at least 10 feet. The ragewind’s movement while in whirlwind form does not provoke attacks of opportunity, even if it enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the ragewind moves into or through the creature’s space. An affected creature must succeed on a Reflex save (DC 31) when it comes into contact with the whirlwind or take 4d6 points of damage. It must also succeed on a second Reflex save (DC 31) or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based. Creatures trapped in the whirlwind cannot move except to go where the ragewind carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The ragewind can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume. The ragewind can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. A ragewind in whirlwind form cannot make weapon attacks and does not threaten the area around it. [B]Deflect Arrows (Ex):[/B] Three times per round, a ragewind may deflect an attack from a ranged weapon made against it as an immediate action, negating the attack. [B]Invisibility (Su): [/B] At will, a ragewind may repress its whirlwind as a move action and become invisible, as per the spell (caster level 20th). It may remain invisible indefinitely. [B]See Invisibility (Su):[/B] A ragewind can always see invisible creatures as if it were under the effects of a [I]see invisibility[/I] spell (caster level 20th). [B]Superior Multiweapon Fighting (Ex):[/B] A ragewind fights with six weapons at a time. The ragewind does not take a penalty on attack or damage rolls for attacking with multiple weapons. [B]Unholy Grace (Su): [/B] A ragewind 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]Unholy Power (Su): [/B] A ragewind 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 ragewind gains bonus hit points equal to its Hit Dice x its Charisma modifier. Demiurge out. [/QUOTE]
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