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A Leveled-Up Bestiary: Volume Two
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<blockquote data-quote="Faolyn" data-source="post: 9326239" data-attributes="member: 6915329"><p>We’re moving on from Dragon Magazine proper to the Dragon Magazine <em>Annuals</em>—the first one, at any rate (the other AD&D annuals don’t have monsters I want to convert). So for the 1996’s annual, we have the <strong>elghonn</strong>. The elghonn is listed as a unique entity, and one greatly feared in the Underdark, but it’s given no history or motivation beyond hunting things, nor any sort of identity that could be discovered, should it be defeated by the PCs. There’s nothing that suggests it’s a unique creature <em>other </em>than the Organization section in its statblock. Which is a shame, considering that the second Ravenloft <em>Monstrous Compendium Appendix</em>—the one filled with unique beings, each with a rich history and plot hooks galore—had been released three years earlier. I know this article wasn’t written by anyone who worked on that MCA, and this writer may never have even seen it, but I should have hoped that, as a unique creature, it would have been given at least a bit more to it.</p><p></p><p>Well, what this means is that I’m turning it into a species. I mean, if D&D could turn all sorts of unique mythical creatures into species, then so can I, right?</p><p></p><p>When I make monsters and NPCs for my own game, I usually give them abilities from whatever class or archetype they’re “supposed” to be. I strongly suggest that if you use an elghonn, you make it your own by giving it some cool assassin maneuvers.</p><p></p><p>With this entry, we bid a fond farewell to AD&D—starting with the next entry, we’re moving into 3rd edition. Hello monster types, attributes and skills, and nicely-organized statblocks, goodbye habitat/society and ecology sections.</p><p></p><p>[ATTACH=full]359728[/ATTACH]</p><p></p><p><span style="font-size: 22px"><span style="color: rgb(41, 105, 176)"><strong>Elghonn</strong></span></span></p><p>The Dragon’s Bestiary, Dragon Magazine Annual #1</p><p>Creature by Keith Strohm; art by James Holloway</p><p></p><p>The word <em>elghonn</em> means “death” in a dialect of the Undercommon language, and that’s what these creatures leave in their wake. They are fiends of the hunt, seemingly existing only to track down, capture, or slay other creatures, both for their own purposes and for hire. Even among fiends, they are extremely rare, and it’s even rarer that there’s more than one on any given Prime Material world at a time.</p><p></p><p>Elghonn are humanoid shapes draped in heavy cloaks that trail off into shadows; all that is visible under the shadow of their hoods is a pair of glowing red eyes. Should an elghonn's hood be removed, the eyes are the only thing a mortal viewer will be able to remember afterwards—should they live to tell the tale, that is. To those who can see them and not have their minds blank out in terror, an elghonn is a conglomeration of mouths filled with gnawing teeth and rasping tongues, set in a body made of raw musculature.</p><p></p><p><strong><em>Hunters of the Damned. </em></strong>Archfiends and gods have the knowledge needed to summon an elghonn and the force of will needed to command it to track down prey on their behalf. However, elgonn have been known to simply show up when someone has eluded all other hunters for long enough. They only hunt two types of beings: those beings who are wanted by a truly evil master, and those beings who themselves are truly evil. They never stoop to hunting mere outlaws, but they may show up if a cruel dragon or tyrannical overlord is terrorizing a countryside.</p><p></p><p>This leads some people to think that elghonns are in fact good beings. Nothing could be further from the truth, however. While on the hunt, they gladly murder anyone who comes near—the closer they are to meeting their prey, the more bodies they leave behind. And should anyone come to thank them for killing the dragon or overlord, the elghonn will kill them as well.</p><p></p><p>If an elghonn kills a creature with a bounty on its head, it will show up to claim the bounty. What it wants or does with the reward is unknown.</p><p></p><p><strong><em>Hunters of the Dark. </em></strong>Elghonn are almost never found on the surface—they even stay underground when in the Abyss or Hell, except on those layers shrouded in darkness. Legends say that elghonns are cursed by the gods of the sky and of heavenly bodies, and are doomed should one of those gods see them above ground. Elghonns simply respond to those legends by slaying the one who said them.</p><p></p><p><strong><em>Climate/Terrain: </em></strong>any climate; Abyss, Bleak Gate, cavern, dungeon, Hell, Underland</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 check, the characters can learn the following:</p><p></p><p><strong>DC 15.</strong> Elghonn are fiendish bounty hunters. They invariably choose what prey they track and will not allow anyone to hire them. They are immune to nonmagical damage, although magical weapons harm them. They can see through even magical darkness.</p><p></p><p><strong>DC 20.</strong> These fiends coat their weapons with virulent poisons, and their jagged swords sap the strength from their victims.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Elghonn Encounters</span></span></strong></p><p><strong>Challenge Rating 11-15</strong></p><p><strong><em>Treasure:</em></strong> 650 gp, 7,000 sp, vial of gold dust (250 gp), fine gold chain hung with gilded teeth (250 gp), <em>salamander cloak, </em>2 <em>potions of superior healing, scroll of teleportation</em></p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Signs</span></span></strong></p><p>1. A group of corpses, all with a rictus of terrified pain on their faces; with a DC 15 Investigation check, they’ve all be slain by the same blade</p><p>2. A single corpse, horribly tortured and pinned to a wall with crossbow bolts</p><p>3. The sound of hissing and gnashing teeth</p><p>4. Shadows hanging in the air like mist.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Behavior</span></span></strong></p><p>1. Tracking prey; will attack on sight</p><p>2. Hiding in shadows, sizing up the the characters</p><p>3. Torturing its target before killing it</p><p>4. Approaches the party and demands to know if they have seen its current target; will attack if given any resistance</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Elghonn</span></span></strong></p><p><strong>Legendary medium fiend; Challenge 13 (8,400 XP)</strong></p><p><strong>AC</strong> 18 (full plate)</p><p><strong>HP</strong> 178 (21d8+84; bloodied 89)</p><p><strong>Speed</strong> 50 ft.</p><p></p><p><strong>STR</strong> 19 (+4) <strong>DEX</strong> 16 (+3) <strong>CON</strong> 19 (+4)</p><p><strong>INT</strong> 16 (+3) <strong>WIS</strong> 15 (+2) <strong>CHA</strong> 18 (+4)</p><p></p><p><strong>Proficiency</strong> +5; <strong>Maneuver DC</strong> 17</p><p><strong>Saving Throws</strong> Str +9, Dex +8, Wis +7, Cha +9</p><p><strong>Skills</strong> Insight +7, Intimidation +9 (+1d6), Investigation +8, Perception +7, Stealth +9 (+1d6), Sleight of Hand +9</p><p><strong>Damage Immunities</strong> poison; damage from nonmagical weapons</p><p><strong>Condition Immunities</strong> poisoned</p><p><strong>Senses</strong> darkvision 120 ft., passive</p><p><strong>Languages</strong> Abyssal, Infernal, Undercommon, telepathy 120 ft.</p><p></p><p><strong><em>Deadly Poison. </em></strong>As part of making an attack, the elghonn can apply a debilitating poison to their weapons (included below on the crossbow action). The elghonn carries 3 doses of this poison. A single dose can coat two melee weapons or up to 10 pieces of ammunition.</p><p></p><p><strong><em>Evil. </em></strong>The elghonn radiates an Evil aura.</p><p></p><p><strong><em>Legendary Resistance (3/day). </em></strong>If the elghonn fails a saving throw, it can choose to succeed instead. When it does so, it wards itself with its blade. Until the end of its next turn, it can only attack twice with its Biting Blade.</p><p></p><p><strong><em>Magic Resistance. </em></strong>The elghonn has advantage on saving throws against spells and other magical effects.</p><p></p><p><strong><em>Piercing Darkvision. </em></strong>The elghonn’s darkvision penetrates magical darkness.</p><p></p><p><strong><em>Regeneration. </em></strong>The elghonn regains 10 hit points at the beginning of each of its turns as long as it has at least 1 hit point.</p><p></p><p><strong><em>Shadow Stalker. </em></strong>The elghonn has advantage on Stealth checks made in dim light or darkness.</p><p></p><p><strong><u><span style="font-size: 18px">Actions</span></u></strong></p><p><strong><em>Multiattack.</em></strong> The elghonn makes four biting blade attacks</p><p></p><p><strong><em>Biting Blade. </em></strong><em>Melee Weapon Attack:</em> +9 to hit, reach 5 ft., one target. <em>Hit: </em>9 (1d10+4) slashing damage plus 11 (2d10) necrotic damage, and the target must make a DC 16 Constitution saving throw or take one level of fatigue. The creature cannot be brought below the 6th level of fatigue from this attack. This level of fatigue goes away after the creature completes a short or long rest.</p><p></p><p><strong><em>Heavy Crossbow. </em></strong><em>Ranged Weapon Attack:</em> +8 to hit, rage 100/400 ft., one target. <em>Hit: </em>8 (1d10+3) piercing damage plus 18 (4d8) poison damage and the target is poisoned for one minute, and while poisoned, takes 9 (2d8) ongoing poison damage.</p><p></p><p><strong><u><span style="font-size: 18px">Reactions</span></u></strong></p><p><strong><em>Parry. </em></strong>If the elghonn is wielding its biting blade and can see its attacker, it adds 4 to its AC against one attack that would hit it.</p><p></p><p><strong><u><span style="font-size: 18px">Legendary Actions</span></u></strong></p><p>The elghonn can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.</p><p></p><p><strong><em>Move In Darkness. </em></strong>The elghonn takes the Hide action and moves up to half its speed.</p><p></p><p><strong><em>Channel Darkness. </em></strong>A 10-foot-radius area of magical negative energy surrounds the elghonn until the beginning of its next turn, spreading around corners. Creatures in the area can’t regain hit points.</p><p></p><p><strong><em>Create Darkness (Costs 2 Actions). </em></strong>The elghonn creates a 20-foot-radius sphere of magical darkness originating from a point it can see within 60 feet. Darkvision can’t penetrate this darkness. The darkness lasts for 1 minute or until the elghonn uses this action again.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Combat</span></span></strong></p><p>Elghonn enjoy inflicting their targets with fatigue or ongoing poison damage, letting them go, and then tracking them in order to revel in the fear and pain they cause. Once they have done caught up with their prey they wade into battle and fight in melee combat. They only retreat if near death, or if bloodied and in combat with creatures that it is not actually tracking.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9326239, member: 6915329"] We’re moving on from Dragon Magazine proper to the Dragon Magazine [I]Annuals[/I]—the first one, at any rate (the other AD&D annuals don’t have monsters I want to convert). So for the 1996’s annual, we have the [B]elghonn[/B]. The elghonn is listed as a unique entity, and one greatly feared in the Underdark, but it’s given no history or motivation beyond hunting things, nor any sort of identity that could be discovered, should it be defeated by the PCs. There’s nothing that suggests it’s a unique creature [I]other [/I]than the Organization section in its statblock. Which is a shame, considering that the second Ravenloft [I]Monstrous Compendium Appendix[/I]—the one filled with unique beings, each with a rich history and plot hooks galore—had been released three years earlier. I know this article wasn’t written by anyone who worked on that MCA, and this writer may never have even seen it, but I should have hoped that, as a unique creature, it would have been given at least a bit more to it. Well, what this means is that I’m turning it into a species. I mean, if D&D could turn all sorts of unique mythical creatures into species, then so can I, right? When I make monsters and NPCs for my own game, I usually give them abilities from whatever class or archetype they’re “supposed” to be. I strongly suggest that if you use an elghonn, you make it your own by giving it some cool assassin maneuvers. With this entry, we bid a fond farewell to AD&D—starting with the next entry, we’re moving into 3rd edition. Hello monster types, attributes and skills, and nicely-organized statblocks, goodbye habitat/society and ecology sections. [ATTACH type="full"]359728[/ATTACH] [SIZE=6][COLOR=rgb(41, 105, 176)][B]Elghonn[/B][/COLOR][/SIZE] The Dragon’s Bestiary, Dragon Magazine Annual #1 Creature by Keith Strohm; art by James Holloway The word [I]elghonn[/I] means “death” in a dialect of the Undercommon language, and that’s what these creatures leave in their wake. They are fiends of the hunt, seemingly existing only to track down, capture, or slay other creatures, both for their own purposes and for hire. Even among fiends, they are extremely rare, and it’s even rarer that there’s more than one on any given Prime Material world at a time. Elghonn are humanoid shapes draped in heavy cloaks that trail off into shadows; all that is visible under the shadow of their hoods is a pair of glowing red eyes. Should an elghonn's hood be removed, the eyes are the only thing a mortal viewer will be able to remember afterwards—should they live to tell the tale, that is. To those who can see them and not have their minds blank out in terror, an elghonn is a conglomeration of mouths filled with gnawing teeth and rasping tongues, set in a body made of raw musculature. [B][I]Hunters of the Damned. [/I][/B]Archfiends and gods have the knowledge needed to summon an elghonn and the force of will needed to command it to track down prey on their behalf. However, elgonn have been known to simply show up when someone has eluded all other hunters for long enough. They only hunt two types of beings: those beings who are wanted by a truly evil master, and those beings who themselves are truly evil. They never stoop to hunting mere outlaws, but they may show up if a cruel dragon or tyrannical overlord is terrorizing a countryside. This leads some people to think that elghonns are in fact good beings. Nothing could be further from the truth, however. While on the hunt, they gladly murder anyone who comes near—the closer they are to meeting their prey, the more bodies they leave behind. And should anyone come to thank them for killing the dragon or overlord, the elghonn will kill them as well. If an elghonn kills a creature with a bounty on its head, it will show up to claim the bounty. What it wants or does with the reward is unknown. [B][I]Hunters of the Dark. [/I][/B]Elghonn are almost never found on the surface—they even stay underground when in the Abyss or Hell, except on those layers shrouded in darkness. Legends say that elghonns are cursed by the gods of the sky and of heavenly bodies, and are doomed should one of those gods see them above ground. Elghonns simply respond to those legends by slaying the one who said them. [B][I]Climate/Terrain: [/I][/B]any climate; Abyss, Bleak Gate, cavern, dungeon, Hell, Underland [B][SIZE=5][COLOR=rgb(41, 105, 176)]Legends and Lore[/COLOR][/SIZE][/B] With an Arcana check, the characters can learn the following: [B]DC 15.[/B] Elghonn are fiendish bounty hunters. They invariably choose what prey they track and will not allow anyone to hire them. They are immune to nonmagical damage, although magical weapons harm them. They can see through even magical darkness. [B]DC 20.[/B] These fiends coat their weapons with virulent poisons, and their jagged swords sap the strength from their victims. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Elghonn Encounters[/SIZE][/COLOR] Challenge Rating 11-15 [I]Treasure:[/I][/B] 650 gp, 7,000 sp, vial of gold dust (250 gp), fine gold chain hung with gilded teeth (250 gp), [I]salamander cloak, [/I]2 [I]potions of superior healing, scroll of teleportation[/I] [B][SIZE=5][COLOR=rgb(41, 105, 176)]Signs[/COLOR][/SIZE][/B] 1. A group of corpses, all with a rictus of terrified pain on their faces; with a DC 15 Investigation check, they’ve all be slain by the same blade 2. A single corpse, horribly tortured and pinned to a wall with crossbow bolts 3. The sound of hissing and gnashing teeth 4. Shadows hanging in the air like mist. [COLOR=rgb(41, 105, 176)][SIZE=5][/SIZE][/COLOR] [B][COLOR=rgb(41, 105, 176)][SIZE=5]Behavior[/SIZE][/COLOR][/B] 1. Tracking prey; will attack on sight 2. Hiding in shadows, sizing up the the characters 3. Torturing its target before killing it 4. Approaches the party and demands to know if they have seen its current target; will attack if given any resistance [B][COLOR=rgb(41, 105, 176)][SIZE=7]Elghonn[/SIZE][/COLOR] Legendary medium fiend; Challenge 13 (8,400 XP) AC[/B] 18 (full plate) [B]HP[/B] 178 (21d8+84; bloodied 89) [B]Speed[/B] 50 ft. [B]STR[/B] 19 (+4) [B]DEX[/B] 16 (+3) [B]CON[/B] 19 (+4) [B]INT[/B] 16 (+3) [B]WIS[/B] 15 (+2) [B]CHA[/B] 18 (+4) [B]Proficiency[/B] +5; [B]Maneuver DC[/B] 17 [B]Saving Throws[/B] Str +9, Dex +8, Wis +7, Cha +9 [B]Skills[/B] Insight +7, Intimidation +9 (+1d6), Investigation +8, Perception +7, Stealth +9 (+1d6), Sleight of Hand +9 [B]Damage Immunities[/B] poison; damage from nonmagical weapons [B]Condition Immunities[/B] poisoned [B]Senses[/B] darkvision 120 ft., passive [B]Languages[/B] Abyssal, Infernal, Undercommon, telepathy 120 ft. [B][I]Deadly Poison. [/I][/B]As part of making an attack, the elghonn can apply a debilitating poison to their weapons (included below on the crossbow action). The elghonn carries 3 doses of this poison. A single dose can coat two melee weapons or up to 10 pieces of ammunition. [B][I]Evil. [/I][/B]The elghonn radiates an Evil aura. [B][I]Legendary Resistance (3/day). [/I][/B]If the elghonn fails a saving throw, it can choose to succeed instead. When it does so, it wards itself with its blade. Until the end of its next turn, it can only attack twice with its Biting Blade. [B][I]Magic Resistance. [/I][/B]The elghonn has advantage on saving throws against spells and other magical effects. [B][I]Piercing Darkvision. [/I][/B]The elghonn’s darkvision penetrates magical darkness. [B][I]Regeneration. [/I][/B]The elghonn regains 10 hit points at the beginning of each of its turns as long as it has at least 1 hit point. [B][I]Shadow Stalker. [/I][/B]The elghonn has advantage on Stealth checks made in dim light or darkness. [B][U][SIZE=5]Actions[/SIZE][/U] [I]Multiattack.[/I][/B] The elghonn makes four biting blade attacks [B][I]Biting Blade. [/I][/B][I]Melee Weapon Attack:[/I] +9 to hit, reach 5 ft., one target. [I]Hit: [/I]9 (1d10+4) slashing damage plus 11 (2d10) necrotic damage, and the target must make a DC 16 Constitution saving throw or take one level of fatigue. The creature cannot be brought below the 6th level of fatigue from this attack. This level of fatigue goes away after the creature completes a short or long rest. [B][I]Heavy Crossbow. [/I][/B][I]Ranged Weapon Attack:[/I] +8 to hit, rage 100/400 ft., one target. [I]Hit: [/I]8 (1d10+3) piercing damage plus 18 (4d8) poison damage and the target is poisoned for one minute, and while poisoned, takes 9 (2d8) ongoing poison damage. [SIZE=5][/SIZE] [B][U][SIZE=5]Reactions[/SIZE][/U] [I]Parry. [/I][/B]If the elghonn is wielding its biting blade and can see its attacker, it adds 4 to its AC against one attack that would hit it. [B][U][SIZE=5]Legendary Actions[/SIZE][/U][/B] The elghonn can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn. [B][I]Move In Darkness. [/I][/B]The elghonn takes the Hide action and moves up to half its speed. [B][I]Channel Darkness. [/I][/B]A 10-foot-radius area of magical negative energy surrounds the elghonn until the beginning of its next turn, spreading around corners. Creatures in the area can’t regain hit points. [B][I]Create Darkness (Costs 2 Actions). [/I][/B]The elghonn creates a 20-foot-radius sphere of magical darkness originating from a point it can see within 60 feet. Darkvision can’t penetrate this darkness. The darkness lasts for 1 minute or until the elghonn uses this action again. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Combat[/SIZE][/COLOR][/B] Elghonn enjoy inflicting their targets with fatigue or ongoing poison damage, letting them go, and then tracking them in order to revel in the fear and pain they cause. Once they have done caught up with their prey they wade into battle and fight in melee combat. They only retreat if near death, or if bloodied and in combat with creatures that it is not actually tracking. [/QUOTE]
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