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Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
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<blockquote data-quote="Faolyn" data-source="post: 9232112" data-attributes="member: 6915329"><p>As promised, here’s the first of my second group of converted monsters. Happy New Years! I'm going to try for a new monster every 2-3 days. I have a bunch prepped already, but I don't want to go too fast and get burned out.</p><p></p><p>This is the <strong>tymher-haid</strong>, a creature that exemplifies why “swarm” is such a useful way to do groups of monsters. An individual tymher-haid is a tiny, glowing spark of an undead that, in 2e, has 1 hit point and does a whopping 1/10th of a point in damage. And they travel in swarms of up to 100 individuals. The description says to take the number of tymher-haids appearing and divide by 10 to determine their monster level, so a swarm of 56 of them counts as a 5 HD monster, has 56 hp, and inflicts 5 damage. But each physical attack made against <em>them </em>appears to only affects one tymher-haid at a time, and a cleric turning them or a splash of holy water only affects 2d6 of them. And they’re immune to poison, psionics, and fire, so that lets out a bunch of common area spells. I imagine that an actual combat against these things was a terrible slog.</p><p></p><p>Fortunately, in these modern times, we have swarms.</p><p></p><p>(It also makes me think that “battlefield” or “graveyard” should be an official Terrain type.)</p><p></p><p>[ATTACH=full]342271[/ATTACH]</p><p></p><p><span style="font-size: 22px"><span style="color: rgb(41, 105, 176)"><strong>Tymher-Haid (Ghost Swarm)</strong></span></span></p><p>Dragon’s Bestiary, Dragon Magazine #186</p><p>Creature by Spike Y. Jones; art by Scott Rosema</p><p></p><p>Many an evil overlord has employed or press-ganged an army of mooks, thugs, and minions to do their bidding. And many a righteous warrior has slain them <em>en masse</em>, then left their bodies on the battlefield for the ravens and ghouls. These minions, filled with anger over their servitude towards a thankless master in life and the poor treatment of their bodies in death, often rise as undead, scores of beings who have joined into a single, spectral entity. If a battle was large enough, multiple swarms may rise, working together in eerie tandem.</p><p></p><p><strong><em>Beautiful Deadliness. </em></strong>An individual tymher-haid resembles a colorful, gossamer firefly, and they are never found alone—they travel in great, multihued swarms that swoop and twirl in dazzling displays, and they make a sound like a finger on the rim of a wine glass when they move. It’s difficult to see a swarm of them without being enchanted by their beauty… and for many people, that enchantment is literal, causing them to stand helplessly while the swarm descends to sting them to death.</p><p></p><p><strong><em>Rage-Filled. </em></strong>The tymher-haid knows nothing but anger. It views all living beings as its enemies, unable to tell the difference between the people who caused its death and everything else. It will attack anything alive and moving without preference. To the swarm, a hapless woodland animal is as much as a target as a strapping adventurer. The land where a tymher-haid has risen can easily become devoid of animal life.</p><p></p><p>Fortunately, tymher-haids are susceptible to water, even ordinary water. Most swarms are destroyed by rainstorms than by adventurers or clerics.</p><p></p><p><strong><em>Climate/Terrain: </em></strong>any climate; any land.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Legends and Lore</span></span></strong></p><p>With an Arcana or Religion check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> The tymher-haid, also called a ghost swarm, is a spectral undead made of the souls of many individuals slain at once.</p><p></p><p><strong>DC 15.</strong> Made of ghostly fire, the ghost swarm is incredibly vulnerable to water.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Tymher-Haid Encounters</span></span></strong></p><p><strong>CR 0-2</strong> 1 tymher-haid</p><p></p><p><strong>CR 3-4</strong> 1d4+1 tymher-haids</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Signs</span></span></strong></p><p>1. A recent battlefield, covered in corpses left to rot.</p><p>2. The land is eerily devoid of living beings.</p><p>3. The corpse of an animal or humanoid, covered in hundreds of tiny burn marks.</p><p>4. A delicate, high-pitched humming noise.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Behavior</span></span></strong></p><p>1-2. Attacks on sight.</p><p>3. Attacking an animal; will attack the adventurers once the animal is dead.</p><p>4. Attacking a straggler from the same battle that created the tymher-haid.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Tymher-Haid Swarm</span></span></strong></p><p><strong>Medium swarm of Tiny undead; Challenge 1 (200 XP)</strong></p><p><strong>AC</strong> 15</p><p><strong>HP</strong> 22 (5d8; bloodied 11)</p><p><strong>Speed</strong> 0 ft., fly 40 ft. (hover)</p><p></p><p><strong>STR</strong> 3 (-4) <strong>DEX</strong> 20 (+5) <strong>CON</strong> 10 (+0)</p><p><strong>INT</strong> 4 (-3) <strong>WIS</strong> 8 (-1) <strong>CHA</strong> 6 (-2)</p><p></p><p><strong>Proficiency</strong> +2; <strong>Maneuver DC</strong> 15</p><p><strong>Damage Resistances</strong> cold, lightning, psychic, thunder; bludgeoning, piercing, slashing</p><p><strong>Damage Immunities</strong> fire, necrotic, poison</p><p><strong>Condition Immunities</strong> blinded, charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</p><p><strong>Senses</strong> blindsight 60 ft. (blind beyond this radius), passive Perception 9</p><p><strong>Languages</strong> —</p><p></p><p><strong><em>Swarm. </em></strong>The swarm can occupy another creature’s space and move through any opening large enough for a Tiny creature. It can’t gain hit points or temporary hit points.</p><p></p><p><strong><em>Turn Resistance. </em></strong>The swarm has advantage on saving throws against being turned.</p><p></p><p><strong><em>Undead Nature. </em></strong>The swarm doesn’t require air, sustenance, or sleep.</p><p></p><p><strong><em>Water Weakness. </em></strong>The swarm takes 4 (1d8) acid damage if it enters or starts its turn in a body of water, is splashed with at water, and each time it ends its turn in falling rain. They take double damage if splashed with holy water.</p><p></p><p><strong><u><span style="font-size: 18px">Actions</span></u></strong></p><p><strong><em>Sting. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit: </em>12 (2d6+5) fire damage, or 8 (1d6+5) fire damage if the swarm is bloodied.</p><p></p><p><strong><em>Enchanting Sparkle (1/day). </em></strong>The swarm swirls in a colorful, enchanting pattern. Each creature within 30 feet of the swarm that can see it must make a DC 10 Wisdom saving throw or be charmed for 1 minute. While charmed, a creature is incapacitated and its Speed is reduced to 0. The creature may make a new saving throw each time it takes damage or when another creature uses an action to shake it out of its daze.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Combat</span></span></strong></p><p>Tymher-haids simply attack anything living, with no regard to tactics—they’re simply too filled with rage. They attack a single target until its dead, then focus on another one, even if there are multiple swarms present.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9232112, member: 6915329"] As promised, here’s the first of my second group of converted monsters. Happy New Years! I'm going to try for a new monster every 2-3 days. I have a bunch prepped already, but I don't want to go too fast and get burned out. This is the [B]tymher-haid[/B], a creature that exemplifies why “swarm” is such a useful way to do groups of monsters. An individual tymher-haid is a tiny, glowing spark of an undead that, in 2e, has 1 hit point and does a whopping 1/10th of a point in damage. And they travel in swarms of up to 100 individuals. The description says to take the number of tymher-haids appearing and divide by 10 to determine their monster level, so a swarm of 56 of them counts as a 5 HD monster, has 56 hp, and inflicts 5 damage. But each physical attack made against [I]them [/I]appears to only affects one tymher-haid at a time, and a cleric turning them or a splash of holy water only affects 2d6 of them. And they’re immune to poison, psionics, and fire, so that lets out a bunch of common area spells. I imagine that an actual combat against these things was a terrible slog. Fortunately, in these modern times, we have swarms. (It also makes me think that “battlefield” or “graveyard” should be an official Terrain type.) [ATTACH type="full"]342271[/ATTACH] [SIZE=6][COLOR=rgb(41, 105, 176)][B]Tymher-Haid (Ghost Swarm)[/B][/COLOR][/SIZE] Dragon’s Bestiary, Dragon Magazine #186 Creature by Spike Y. Jones; art by Scott Rosema Many an evil overlord has employed or press-ganged an army of mooks, thugs, and minions to do their bidding. And many a righteous warrior has slain them [I]en masse[/I], then left their bodies on the battlefield for the ravens and ghouls. These minions, filled with anger over their servitude towards a thankless master in life and the poor treatment of their bodies in death, often rise as undead, scores of beings who have joined into a single, spectral entity. If a battle was large enough, multiple swarms may rise, working together in eerie tandem. [B][I]Beautiful Deadliness. [/I][/B]An individual tymher-haid resembles a colorful, gossamer firefly, and they are never found alone—they travel in great, multihued swarms that swoop and twirl in dazzling displays, and they make a sound like a finger on the rim of a wine glass when they move. It’s difficult to see a swarm of them without being enchanted by their beauty… and for many people, that enchantment is literal, causing them to stand helplessly while the swarm descends to sting them to death. [B][I]Rage-Filled. [/I][/B]The tymher-haid knows nothing but anger. It views all living beings as its enemies, unable to tell the difference between the people who caused its death and everything else. It will attack anything alive and moving without preference. To the swarm, a hapless woodland animal is as much as a target as a strapping adventurer. The land where a tymher-haid has risen can easily become devoid of animal life. Fortunately, tymher-haids are susceptible to water, even ordinary water. Most swarms are destroyed by rainstorms than by adventurers or clerics. [B][I]Climate/Terrain: [/I][/B]any climate; any land. [B][SIZE=5][COLOR=rgb(41, 105, 176)]Legends and Lore[/COLOR][/SIZE][/B] With an Arcana or Religion check, the characters can learn the following: [B]DC 10.[/B] The tymher-haid, also called a ghost swarm, is a spectral undead made of the souls of many individuals slain at once. [B]DC 15.[/B] Made of ghostly fire, the ghost swarm is incredibly vulnerable to water. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Tymher-Haid Encounters[/SIZE][/COLOR] CR 0-2[/B] 1 tymher-haid [B]CR 3-4[/B] 1d4+1 tymher-haids [B][COLOR=rgb(41, 105, 176)][SIZE=5]Signs[/SIZE][/COLOR][/B] 1. A recent battlefield, covered in corpses left to rot. 2. The land is eerily devoid of living beings. 3. The corpse of an animal or humanoid, covered in hundreds of tiny burn marks. 4. A delicate, high-pitched humming noise. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Behavior[/SIZE][/COLOR][/B] 1-2. Attacks on sight. 3. Attacking an animal; will attack the adventurers once the animal is dead. 4. Attacking a straggler from the same battle that created the tymher-haid. [B][COLOR=rgb(41, 105, 176)][SIZE=7]Tymher-Haid Swarm[/SIZE][/COLOR] Medium swarm of Tiny undead; Challenge 1 (200 XP) AC[/B] 15 [B]HP[/B] 22 (5d8; bloodied 11) [B]Speed[/B] 0 ft., fly 40 ft. (hover) [B]STR[/B] 3 (-4) [B]DEX[/B] 20 (+5) [B]CON[/B] 10 (+0) [B]INT[/B] 4 (-3) [B]WIS[/B] 8 (-1) [B]CHA[/B] 6 (-2) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 15 [B]Damage Resistances[/B] cold, lightning, psychic, thunder; bludgeoning, piercing, slashing [B]Damage Immunities[/B] fire, necrotic, poison [B]Condition Immunities[/B] blinded, charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained [B]Senses[/B] blindsight 60 ft. (blind beyond this radius), passive Perception 9 [B]Languages[/B] — [B][I]Swarm. [/I][/B]The swarm can occupy another creature’s space and move through any opening large enough for a Tiny creature. It can’t gain hit points or temporary hit points. [B][I]Turn Resistance. [/I][/B]The swarm has advantage on saving throws against being turned. [B][I]Undead Nature. [/I][/B]The swarm doesn’t require air, sustenance, or sleep. [B][I]Water Weakness. [/I][/B]The swarm takes 4 (1d8) acid damage if it enters or starts its turn in a body of water, is splashed with at water, and each time it ends its turn in falling rain. They take double damage if splashed with holy water. [B][U][SIZE=5]Actions[/SIZE][/U] [I]Sting. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 5 ft., one target. [I]Hit: [/I]12 (2d6+5) fire damage, or 8 (1d6+5) fire damage if the swarm is bloodied. [B][I]Enchanting Sparkle (1/day). [/I][/B]The swarm swirls in a colorful, enchanting pattern. Each creature within 30 feet of the swarm that can see it must make a DC 10 Wisdom saving throw or be charmed for 1 minute. While charmed, a creature is incapacitated and its Speed is reduced to 0. The creature may make a new saving throw each time it takes damage or when another creature uses an action to shake it out of its daze. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Combat[/SIZE][/COLOR][/B] Tymher-haids simply attack anything living, with no regard to tactics—they’re simply too filled with rage. They attack a single target until its dead, then focus on another one, even if there are multiple swarms present. [/QUOTE]
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