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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: 9275523" data-attributes="member: 6915329"><p>And now, another horse-like creature from the Outer Planes: the <strong>sohmien</strong>. Between nightmares, pegasi and unicorns, sohmien, the wind steeds from my first volume of monsters, the equar from earlier, and the other horse-like creatures from the Planescape books, and whatever monsters we’ll encounter later on, you will never, <em>ever</em>, run out of extraplanar ungulates. Sohmien are notable for being evil creatures who seem to hate other evil creatures, <em>especially</em> nightmares. Unlike the first two creatures, I actually found some interesting <a href="https://www.artstation.com/artwork/oOa41J" target="_blank">art</a> of the sohmien, not just screengrabs. As a trade-off, I didn't really find any clearer screengrabs, so I'm using the image from the article.</p><p></p><p>I’ve also realized that all of the monsters from this article were given the Morale of Fearless (19-20), and I have to assume that this is because the game’s AI didn’t give these creatures many options other than attack.</p><p></p><p>[ATTACH=full]348473[/ATTACH]</p><p></p><p><span style="color: rgb(41, 105, 176)"><span style="font-size: 22px"><strong>Sohmien</strong></span></span></p><p>Dragon’s Bestiary, Dragon Magazine #262</p><p>Creature by Chris Avellone; art by Eric Campanella</p><p></p><p>Nightmares, it is said, are created out of a tortured and corrupted pegasus. But should a nightmare in turn be destroyed by a traitorous rider while in Hell, the Abyss, or the Bleak Gate, then where its blood spilled, sohmien will pull themselves from the ground and ride forth. Perhaps they remember when they were a pegasus, because while they loathe fiends, they save their greatest hatred for nightmares.</p><p></p><p><strong><em>Bone-Spiked Beasts. </em></strong>Sohmien vaguely resemble horses, in the sense that they have four limbs that end in plate-sized hooves. Their leathery hides are ashen, and they have large, dead-fish eyes, and they lack tails. They have long, forward-facing bone-iron spikes erupting from their necks and shoulders. They can fire the two largest spikes long distances and they make a horrible whistling noise when they fly through the air, then shriek when they embed themselves in a target’s body.</p><p></p><p>The sohmien is constantly surrounded by a thin mist; the longer it stays in one spot, the thicker the mist grows. When it runs, the mist fills with the sound of agonized wails.</p><p></p><p><strong><em>Revengeful Traitors. </em></strong>Sohmien will allow themselves to be ridden, but only by those who seek vengeance against someone, and only within the confines of the lower planes—they will not travel to another plane. They will aid their rider in killing the creature, but will never make the killing blow—that is for the rider to perform. Once their rider achieves their revenge, the sohmien will abandon them, no matter where they are. The legends say that if their riders die from this abandonment, or refuse to kill their target for any reason, they or their body vanishes, and their voice join the wails that follow it.</p><p></p><p>Sohmien are inherently treacherous beings, however. Should their rider’s target swear revenge against the rider, the sohmien will immediately turn against the rider. They only care about vengeance, not about who wants it or why.</p><p></p><p><strong><em>Climate/Terrain: </em></strong>Abyss, Hell, The Bleak Gate</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Legends and Lore</span></span></strong></p><p>With an Arcana check, the characters can learn the following:</p><p></p><p><strong>DC 15.</strong> Creatures of vengeance, sohmien are created out of the blood of a nightmare killed by its rider.</p><p></p><p><strong>DC 20.</strong> Sohmien only allow themselves to be ridden by those seeking revenge on someone. There are rumors of magic items and spells that will tame a sohmien, allowing it to be used as a steed any time.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Sohmien Encounters</span></span></strong></p><p><strong>Challenge Rating 1-2</strong> sohmien</p><p></p><p><strong>Challenge Rating 3-4</strong> sohmien and spy; sohmien and berserker</p><p><strong><em>Treasure:</em></strong> 200 sp, 5,000 cp, map of a distant land (75 gp), <em>spirit lantern</em></p><p></p><p><strong>Challenge Rating 5-10</strong> 3-5 sohmien; 1-2 sohmien and 1-2 wights; sohmien and blackguard, cambion, or champion warrior</p><p><strong><em>Treasure:</em></strong> 800 gp, 5 bloodstones (50 gp each), poisoner’s kit, shadow elf poison, <em>osseus warhammer, spell scrolls of conjure aberration, infernal weapon, </em>and <em>wall of flesh</em></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 shrieking, whistling sound, followed by the sounds of pain</p><p>2. Large hoofprints</p><p>3. With a DC 13 Perception check, a shed spike. It evaporates into mist after a day or two</p><p>4. Humanoids or animals that have been trampled to death</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Behavior</span></span></strong></p><p>1. In battle with a nightmare.</p><p>2. Galloping and trampling everything that is in its path</p><p>3. Attacking a minor fiend; will attack the characters next, whether they help or not</p><p>4. With rider, seeking a specific creature</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Sohmien</span></span></strong></p><p><strong>Large fiend; Challenge 2 (450 XP)</strong></p><p><strong>AC</strong> 14 (natural armor)</p><p><strong>HP</strong> 51 (6d10+18; bloodied 25)</p><p><strong>Speed</strong> 50 ft.</p><p></p><p><strong>STR</strong> 18 (+4) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 16 (+3)</p><p><strong>INT</strong> 4 (-3) <strong>WIS</strong> 14 (+2) <strong>CHA</strong> 7 (-2)</p><p></p><p><strong>Proficiency</strong> +2; <strong>Maneuver DC</strong> 14</p><p><strong>Skills</strong> Perception +4</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 14</p><p><strong>Damage Immunities</strong> cold, fire</p><p><strong>Languages</strong> —</p><p></p><p><strong><em>Concealing Mist. </em></strong>The sohmien is surrounded by mists to a 10-foot radius. If it doesn’t move on its turn, the mists provide half-cover.</p><p></p><p><strong><em>Evil. </em></strong>The sohmien radiates an evil aura.</p><p></p><p><strong><em>Fiendish Nature. </em></strong>The sohmien doesn’t require air, sustenance, or sleep.</p><p></p><p><strong><em>Iron Spikes. </em></strong>The sohmien’s spike attacks do double damage to fiends.</p><p></p><p><strong><u><span style="font-size: 18px">Actions</span></u></strong></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit: </em>11 (2d6+4) piercing damage</p><p></p><p><strong><em>Spikes. </em></strong><em>Melee or Ranged Weapon Attack:</em> +6 to hit, reach 5 ft. or range 30 ft., one target. <em>Hit: </em>8 (1d8+4) piercing damage. The sohmien can throw up to 2 spikes, and then can’t throw another one until it completes a long rest. If the sohmien scores a critical hit, it rolls the damage dice three times instead of twice.</p><p></p><p>If a spike is thrown and hits a creature, it buries itself into the target’s flesh, doing 3 (1d6) ongoing piercing damage. A creature can use an action to make a DC 13 Medicine check to remove a spike.</p><p></p><p><strong><em>Trample. </em></strong>The sohmien moves up to its speed in a straight line. It can move through the spaces of Medium and smaller creatures. Each of these creatures must make a DC 14 Dexterity saving throw or take 9 (2d4+4) bludgeoning damage.</p><p></p><p><strong><em>Fearful Bay. </em></strong>The sohmien emits a scream and all creatures within 90 feet who can hear it must make a DC 10 Wisdom saving throw or be frightened of the sohmien until the end of its next turn.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Hooves. </em></strong><em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit: </em>9 (2d4+4) bludgeoning damage.</p><p></p><p><strong><em>Opportune Bite. </em></strong>The sohmien makes a bite attack against a creature it has hit in melee combat with a spike attack.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Combat</span></span></strong></p><p>Sohmien begin combat by baying and throwing spikes before moving into melee range, trampling other creatures as they do so. There, it uses its melee spikes and bites.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9275523, member: 6915329"] And now, another horse-like creature from the Outer Planes: the [B]sohmien[/B]. Between nightmares, pegasi and unicorns, sohmien, the wind steeds from my first volume of monsters, the equar from earlier, and the other horse-like creatures from the Planescape books, and whatever monsters we’ll encounter later on, you will never, [I]ever[/I], run out of extraplanar ungulates. Sohmien are notable for being evil creatures who seem to hate other evil creatures, [I]especially[/I] nightmares. Unlike the first two creatures, I actually found some interesting [URL='https://www.artstation.com/artwork/oOa41J']art[/URL] of the sohmien, not just screengrabs. As a trade-off, I didn't really find any clearer screengrabs, so I'm using the image from the article. I’ve also realized that all of the monsters from this article were given the Morale of Fearless (19-20), and I have to assume that this is because the game’s AI didn’t give these creatures many options other than attack. [ATTACH type="full"]348473[/ATTACH] [COLOR=rgb(41, 105, 176)][SIZE=6][B]Sohmien[/B][/SIZE][/COLOR] Dragon’s Bestiary, Dragon Magazine #262 Creature by Chris Avellone; art by Eric Campanella Nightmares, it is said, are created out of a tortured and corrupted pegasus. But should a nightmare in turn be destroyed by a traitorous rider while in Hell, the Abyss, or the Bleak Gate, then where its blood spilled, sohmien will pull themselves from the ground and ride forth. Perhaps they remember when they were a pegasus, because while they loathe fiends, they save their greatest hatred for nightmares. [B][I]Bone-Spiked Beasts. [/I][/B]Sohmien vaguely resemble horses, in the sense that they have four limbs that end in plate-sized hooves. Their leathery hides are ashen, and they have large, dead-fish eyes, and they lack tails. They have long, forward-facing bone-iron spikes erupting from their necks and shoulders. They can fire the two largest spikes long distances and they make a horrible whistling noise when they fly through the air, then shriek when they embed themselves in a target’s body. The sohmien is constantly surrounded by a thin mist; the longer it stays in one spot, the thicker the mist grows. When it runs, the mist fills with the sound of agonized wails. [B][I]Revengeful Traitors. [/I][/B]Sohmien will allow themselves to be ridden, but only by those who seek vengeance against someone, and only within the confines of the lower planes—they will not travel to another plane. They will aid their rider in killing the creature, but will never make the killing blow—that is for the rider to perform. Once their rider achieves their revenge, the sohmien will abandon them, no matter where they are. The legends say that if their riders die from this abandonment, or refuse to kill their target for any reason, they or their body vanishes, and their voice join the wails that follow it. Sohmien are inherently treacherous beings, however. Should their rider’s target swear revenge against the rider, the sohmien will immediately turn against the rider. They only care about vengeance, not about who wants it or why. [B][I]Climate/Terrain: [/I][/B]Abyss, Hell, The Bleak Gate [B][COLOR=rgb(41, 105, 176)][SIZE=5]Legends and Lore[/SIZE][/COLOR][/B] With an Arcana check, the characters can learn the following: [B]DC 15.[/B] Creatures of vengeance, sohmien are created out of the blood of a nightmare killed by its rider. [B]DC 20.[/B] Sohmien only allow themselves to be ridden by those seeking revenge on someone. There are rumors of magic items and spells that will tame a sohmien, allowing it to be used as a steed any time. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Sohmien Encounters[/SIZE][/COLOR] Challenge Rating 1-2[/B] sohmien [B]Challenge Rating 3-4[/B] sohmien and spy; sohmien and berserker [B][I]Treasure:[/I][/B] 200 sp, 5,000 cp, map of a distant land (75 gp), [I]spirit lantern[/I] [B]Challenge Rating 5-10[/B] 3-5 sohmien; 1-2 sohmien and 1-2 wights; sohmien and blackguard, cambion, or champion warrior [B][I]Treasure:[/I][/B] 800 gp, 5 bloodstones (50 gp each), poisoner’s kit, shadow elf poison, [I]osseus warhammer, spell scrolls of conjure aberration, infernal weapon, [/I]and [I]wall of flesh[/I] [B][COLOR=rgb(41, 105, 176)][SIZE=5]Signs[/SIZE][/COLOR][/B] 1. A shrieking, whistling sound, followed by the sounds of pain 2. Large hoofprints 3. With a DC 13 Perception check, a shed spike. It evaporates into mist after a day or two 4. Humanoids or animals that have been trampled to death [B][COLOR=rgb(41, 105, 176)][SIZE=5]Behavior[/SIZE][/COLOR][/B] 1. In battle with a nightmare. 2. Galloping and trampling everything that is in its path 3. Attacking a minor fiend; will attack the characters next, whether they help or not 4. With rider, seeking a specific creature [B][COLOR=rgb(41, 105, 176)][SIZE=7]Sohmien[/SIZE][/COLOR] Large fiend; Challenge 2 (450 XP) AC[/B] 14 (natural armor) [B]HP[/B] 51 (6d10+18; bloodied 25) [B]Speed[/B] 50 ft. [B]STR[/B] 18 (+4) [B]DEX[/B] 14 (+2) [B]CON[/B] 16 (+3) [B]INT[/B] 4 (-3) [B]WIS[/B] 14 (+2) [B]CHA[/B] 7 (-2) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 14 [B]Skills[/B] Perception +4 [B]Senses[/B] darkvision 60 ft., passive Perception 14 [B]Damage Immunities[/B] cold, fire [B]Languages[/B] — [B][I]Concealing Mist. [/I][/B]The sohmien is surrounded by mists to a 10-foot radius. If it doesn’t move on its turn, the mists provide half-cover. [B][I]Evil. [/I][/B]The sohmien radiates an evil aura. [B][I]Fiendish Nature. [/I][/B]The sohmien doesn’t require air, sustenance, or sleep. [B][I]Iron Spikes. [/I][/B]The sohmien’s spike attacks do double damage to fiends. [B][U][SIZE=5]Actions[/SIZE][/U] [I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +6 to hit, reach 5 ft., one target. [I]Hit: [/I]11 (2d6+4) piercing damage [B][I]Spikes. [/I][/B][I]Melee or Ranged Weapon Attack:[/I] +6 to hit, reach 5 ft. or range 30 ft., one target. [I]Hit: [/I]8 (1d8+4) piercing damage. The sohmien can throw up to 2 spikes, and then can’t throw another one until it completes a long rest. If the sohmien scores a critical hit, it rolls the damage dice three times instead of twice. If a spike is thrown and hits a creature, it buries itself into the target’s flesh, doing 3 (1d6) ongoing piercing damage. A creature can use an action to make a DC 13 Medicine check to remove a spike. [B][I]Trample. [/I][/B]The sohmien moves up to its speed in a straight line. It can move through the spaces of Medium and smaller creatures. Each of these creatures must make a DC 14 Dexterity saving throw or take 9 (2d4+4) bludgeoning damage. [B][I]Fearful Bay. [/I][/B]The sohmien emits a scream and all creatures within 90 feet who can hear it must make a DC 10 Wisdom saving throw or be frightened of the sohmien until the end of its next turn. [B][U]Bonus Actions[/U] [I]Hooves. [/I][/B][I]Melee Weapon Attack:[/I] +6 to hit, reach 5 ft., one target. [I]Hit: [/I]9 (2d4+4) bludgeoning damage. [B][I]Opportune Bite. [/I][/B]The sohmien makes a bite attack against a creature it has hit in melee combat with a spike attack. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Combat[/SIZE][/COLOR][/B] Sohmien begin combat by baying and throwing spikes before moving into melee range, trampling other creatures as they do so. There, it uses its melee spikes and bites. [/QUOTE]
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