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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: 9420027" data-attributes="member: 6915329"><p>Sorry about yesterday; I completely forgot what day it was.</p><p></p><p>I’m not a big fan of the Forgotten Realms and am know very little of its lore. I am aware that they keep killing off and resurrecting gods willy-nilly (or at least with every edition change). This next monster, the <strong>glamer</strong>, was created out of the incorporeal remains of Leira, goddess of illusions. As such, they are whimsical, capricious beings who have mastered the art of illusion.</p><p></p><p>I’m choosing to use them, but genericized away from the Realms-specific deity. Their 3e listing puts them as outsiders who happen to be able to speak both Celestial and Sylvan, so it’s really a toss-up as to whether they should be considered celestials or fey (I think I’ll go with both), but considering they’re divinely-infused wisps of fog, aberration and elemental are also possibilities. If you prefer a different creature type, you have plenty of options.</p><p></p><p>The original writeup for this creature basically gave it every illusion spell in the book. I’ve cut that number down considerably. Like, do you really need <em>invisibility </em>and <em>improved invisibility</em> and <em>invisibility sphere</em> and <em>mass invisibility</em>? (Yes, I know they were all slightly different, but <em>still</em>.) Also, the original creature had no attack spells, but I gave the glamer a 1/day <em>weird</em>, so they’re not completely defenseless.</p><p></p><p>[ATTACH=full]374648[/ATTACH]</p><p></p><p><span style="font-size: 22px"><span style="color: rgb(41, 105, 176)"><strong>Glamer</strong></span></span></p><p>The Bestiary, Dragon Magazine #299</p><p>Creature by Thomas Costa; art by Mike May</p><p></p><p>It is said that the true form of a glamer resembles that of a large will-o’-wisp, but with a smudged and shifting form, but few have seen it, as these creatures are always cloaked in illusion. They often appear in the form of fey or other sylvan creatures—but often like to switch it up by appearing as a humanoid, animal, or monster. These shapes are completely illusory, but these illusions, as well as every other illusion they make, are startingly realistic and only an attempt to touch one reveals its true nature—and not always then, either.</p><p></p><p>For reasons they refuse to share, glamers are always found either alone or in groups of three. Should a group of three lose a member, the two remaining glamers immediately split up.</p><p></p><p><strong><em>Divine Creations.</em></strong> Glamers are figments of the imagination from a deity of illusions and mysteries. Understandably, little is known about this deity, as it hides behind deceit, phantasms, and riddles, to the point that some glamers have claimed that they imagined their creator into existence at the same time it imagined them.</p><p></p><p>The glamers themselves have little to say on the subject other than to be smug that this roundabout origin story gives most people headaches.</p><p></p><p><strong><em>Capricious and Cryptic.</em></strong> Glamers are beings of whimsy, deceit, and riddles. They never tell the entire truth or an entire lie unless they really need to. They also rarely say a single sentence when they can say a paragraph with footnotes. Even other fey find their loquaciousness irritating at time, but they grudgingly admit that even the best fey illusions pale before those of the glamers. Some fey lords employ glamers for this ability.</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 or Religion check, the characters can learn the following:</p><p></p><p><strong>DC 15.</strong> Glamers are able to cast incredibly realistic and long-lasting illusions. Their true form is unknown and they may not even be truly real in a way that other creatures understand.</p><p></p><p><strong>DC 20.</strong> A glamer is harmed when it is targeted by a spell from the negation school.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Glamer Encounters</span></span></strong></p><p><strong>Challenge Rating 3-4</strong> glamer</p><p></p><p><strong>Challenge Rating 5-10</strong> Three glamers</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Signs</span></span></strong></p><p>1. An area under the effect of a <em>hallucinatory terrain </em>or <em>mirage arcane</em> spell, made to look like a different type of terrain.</p><p>2. An area under the effect of one of the above spells, made to look like fantastical terrain.</p><p>3. A random item that pings as magical due to being targeted by an <em>arcanist’s magic aura</em> spell.</p><p>4. A <em>programmed illusion </em>that springs into existence and speaks a riddle.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Behavior</span></span></strong></p><p>1. Creating obviously-illusory artwork, designed purely for aesthetics. It is interested in the party’s opinion.</p><p>2. Telepathically posing a riddle to the party while invisible and surrounded by illusory threats.</p><p>3. Appears to the party under an illusory guise, acting in an erratic manner.</p><p>4. Creating multiple illusions in order to yank the party back and forth to amuse itself.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Names</span></span></strong></p><p>Glamer names are aspects of the name of the dead god that spawned them—shortened or diminutive versions of the name, anagrams, names with the same etymological root, and so forth.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Glamer</span></span></strong></p><p><strong>Medium celestial (fey); Challenge 3 (700 XP)</strong></p><p><strong>AC</strong> 21</p><p><strong>HP</strong> 35 (10d8-10; bloodied 17)</p><p><strong>Speed</strong> 0 ft., fly 120 ft. (hover)</p><p></p><p><strong>STR</strong> 2 (-4) <strong>DEX</strong> 23 (+6) <strong>CON</strong> 9 (-1)</p><p><strong>INT</strong> 14 (+2) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 21 (+5)</p><p></p><p><strong>Proficiency</strong> +2; <strong>Maneuver DC</strong> 16</p><p><strong>Saving Throws</strong> Dex +9, Int +4, Cha +7</p><p><strong>Skills</strong> Arcana +4 (illusions +1d8), Deception +7 (+1d6), Insight +3 (+1d6), Perception +3, Persuasion +7, Religion +4, Stealth +8</p><p><strong>Damage Vulnerabilities</strong> necrotic</p><p><strong>Senses</strong> passive Perception 13</p><p><strong>Languages</strong> Common, Celestial, Sylvan, telepathy 120 ft.</p><p></p><p><strong><em>Chaotic.</em></strong> The glamer radiates an aura of Chaos.</p><p></p><p><strong><em>Illumination.</em></strong> The glamer sheds light in a 30-foot radius.</p><p></p><p><strong><em>Immortal Nature.</em></strong> A glamer doesn’t require air, sustenance, or sleep.</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> The glamer’s spellcasting trait is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no only Seen components:</p><p>At will: <em>detect magic, disguise self </em>(can appear as any Small, Medium, or Large creature), <em>flex, invisibility</em>, <em>mage hand, major image, minor illusion</em></p><p>3/day each: <em>arcanist’s magic aura, color spray, hallucinatory terrain, hypnotic pattern, seeming</em></p><p>1/day each: <em>creation, mirage arcane, misdirection, programmed illusion, weird</em></p><p></p><p><strong><em>Inscrutable.</em></strong> The glamer is immune to divination and to any effect that would sense its emotions or read its thoughts. Insight checks made to determine the glamer’s intentions or whether it is lying are made with disadvantage.</p><p></p><p><strong><em>Insubstantial.</em></strong> The glamer can’t pick up or move objects or creatures. It can move through creatures and objects, taking 5 (1d10) force damage if it ends its turn inside an object.</p><p></p><p><strong><em>Limited Magic Immunity.</em></strong> The glamer automatically succeeds on saving throws against spells from the illusion school. It has advantage on saving throws against all other spells and other magical effects, except for spells from the negation school, against which it makes saving throws at disadvantage.</p><p></p><p><strong><em>Master of Illusions.</em></strong> When the glamer casts an illusion spell with a duration of 1 minute or longer, the duration is doubled. The glamer’s illusions can’t be seen through with visual inspection. Instead, a creature must attempt to touch an illusion and make a DC 15 Insight check to determine the illusion’s true nature.</p><p></p><p>Additionally, they can cast a spell with a range of Self or Touch at any creature within 20 feet, and the range of all other spells is doubled.</p><p></p><p><strong><em>Negation Weakness.</em></strong> If the glamer is targeted by a spell from the negation school, it takes (4) 1d8 necrotic damage per slot level with which the spell was cast.</p><p></p><p><strong><em>Protective Aura.</em></strong> The glamer’s AC includes its Charisma bonus.</p><p></p><p><strong><em>Regeneration.</em></strong> The glamer regains 5 hit points at the start of its turn. If the glamer is targeted by a spell from the negation school or takes necrotic damage, this trait doesn’t function on its next turn. The glamer dies only if it starts its turn with 0 hit points and doesn’t regenerate.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Color Spray (1st-Level; VSM).</em></strong> Dazzling multicolored light blinds 12d10 hit points worth of creatures in a 15-foot cone.</p><p></p><p><strong><em>Hypnotic Pattern (3rd-Level; S, Concentration).</em></strong> A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Alter Illumination.</em></strong> The glamer can alter the radius of its glow (shedding bright light in a 5- to 30-foot radius and dim light for the same number of feet beyond that radius), change the color of its glow, or extinguish its glow (making it invisible).</p><p></p><p><strong><em>Cantrip.</em></strong> The glamer casts <em>minor illusion </em>or <em>mage hand</em>.</p><p></p><p><strong><em>Nimble Escape.</em></strong> The glamer takes the Disengage or Hide action.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Combat</span></span></strong></p><p>Glamers don’t fight unless truly cornered, at which point they will cast <em>weird </em>and escape in the confusion.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9420027, member: 6915329"] Sorry about yesterday; I completely forgot what day it was. I’m not a big fan of the Forgotten Realms and am know very little of its lore. I am aware that they keep killing off and resurrecting gods willy-nilly (or at least with every edition change). This next monster, the [B]glamer[/B], was created out of the incorporeal remains of Leira, goddess of illusions. As such, they are whimsical, capricious beings who have mastered the art of illusion. I’m choosing to use them, but genericized away from the Realms-specific deity. Their 3e listing puts them as outsiders who happen to be able to speak both Celestial and Sylvan, so it’s really a toss-up as to whether they should be considered celestials or fey (I think I’ll go with both), but considering they’re divinely-infused wisps of fog, aberration and elemental are also possibilities. If you prefer a different creature type, you have plenty of options. The original writeup for this creature basically gave it every illusion spell in the book. I’ve cut that number down considerably. Like, do you really need [I]invisibility [/I]and [I]improved invisibility[/I] and [I]invisibility sphere[/I] and [I]mass invisibility[/I]? (Yes, I know they were all slightly different, but [I]still[/I].) Also, the original creature had no attack spells, but I gave the glamer a 1/day [I]weird[/I], so they’re not completely defenseless. [ATTACH type="full" alt="1722446071686.png"]374648[/ATTACH] [SIZE=6][COLOR=rgb(41, 105, 176)][B]Glamer[/B][/COLOR][/SIZE] The Bestiary, Dragon Magazine #299 Creature by Thomas Costa; art by Mike May It is said that the true form of a glamer resembles that of a large will-o’-wisp, but with a smudged and shifting form, but few have seen it, as these creatures are always cloaked in illusion. They often appear in the form of fey or other sylvan creatures—but often like to switch it up by appearing as a humanoid, animal, or monster. These shapes are completely illusory, but these illusions, as well as every other illusion they make, are startingly realistic and only an attempt to touch one reveals its true nature—and not always then, either. For reasons they refuse to share, glamers are always found either alone or in groups of three. Should a group of three lose a member, the two remaining glamers immediately split up. [B][I]Divine Creations.[/I][/B] Glamers are figments of the imagination from a deity of illusions and mysteries. Understandably, little is known about this deity, as it hides behind deceit, phantasms, and riddles, to the point that some glamers have claimed that they imagined their creator into existence at the same time it imagined them. The glamers themselves have little to say on the subject other than to be smug that this roundabout origin story gives most people headaches. [B][I]Capricious and Cryptic.[/I][/B] Glamers are beings of whimsy, deceit, and riddles. They never tell the entire truth or an entire lie unless they really need to. They also rarely say a single sentence when they can say a paragraph with footnotes. Even other fey find their loquaciousness irritating at time, but they grudgingly admit that even the best fey illusions pale before those of the glamers. Some fey lords employ glamers for this ability. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Legends and Lore[/SIZE][/COLOR][/B] With an Arcana or Religion check, the characters can learn the following: [B]DC 15.[/B] Glamers are able to cast incredibly realistic and long-lasting illusions. Their true form is unknown and they may not even be truly real in a way that other creatures understand. [B]DC 20.[/B] A glamer is harmed when it is targeted by a spell from the negation school. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Glamer Encounters[/SIZE][/COLOR] Challenge Rating 3-4[/B] glamer [B]Challenge Rating 5-10[/B] Three glamers [B][COLOR=rgb(41, 105, 176)][SIZE=5]Signs[/SIZE][/COLOR][/B] 1. An area under the effect of a [I]hallucinatory terrain [/I]or [I]mirage arcane[/I] spell, made to look like a different type of terrain. 2. An area under the effect of one of the above spells, made to look like fantastical terrain. 3. A random item that pings as magical due to being targeted by an [I]arcanist’s magic aura[/I] spell. 4. A [I]programmed illusion [/I]that springs into existence and speaks a riddle. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Behavior[/SIZE][/COLOR][/B] 1. Creating obviously-illusory artwork, designed purely for aesthetics. It is interested in the party’s opinion. 2. Telepathically posing a riddle to the party while invisible and surrounded by illusory threats. 3. Appears to the party under an illusory guise, acting in an erratic manner. 4. Creating multiple illusions in order to yank the party back and forth to amuse itself. [B][SIZE=5][COLOR=rgb(41, 105, 176)]Names[/COLOR][/SIZE][/B] Glamer names are aspects of the name of the dead god that spawned them—shortened or diminutive versions of the name, anagrams, names with the same etymological root, and so forth. [B][COLOR=rgb(41, 105, 176)][SIZE=7]Glamer[/SIZE][/COLOR] Medium celestial (fey); Challenge 3 (700 XP) AC[/B] 21 [B]HP[/B] 35 (10d8-10; bloodied 17) [B]Speed[/B] 0 ft., fly 120 ft. (hover) [B]STR[/B] 2 (-4) [B]DEX[/B] 23 (+6) [B]CON[/B] 9 (-1) [B]INT[/B] 14 (+2) [B]WIS[/B] 12 (+1) [B]CHA[/B] 21 (+5) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 16 [B]Saving Throws[/B] Dex +9, Int +4, Cha +7 [B]Skills[/B] Arcana +4 (illusions +1d8), Deception +7 (+1d6), Insight +3 (+1d6), Perception +3, Persuasion +7, Religion +4, Stealth +8 [B]Damage Vulnerabilities[/B] necrotic [B]Senses[/B] passive Perception 13 [B]Languages[/B] Common, Celestial, Sylvan, telepathy 120 ft. [B][I]Chaotic.[/I][/B] The glamer radiates an aura of Chaos. [B][I]Illumination.[/I][/B] The glamer sheds light in a 30-foot radius. [B][I]Immortal Nature.[/I][/B] A glamer doesn’t require air, sustenance, or sleep. [B][I]Innate Spellcasting.[/I][/B] The glamer’s spellcasting trait is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no only Seen components: At will: [I]detect magic, disguise self [/I](can appear as any Small, Medium, or Large creature), [I]flex, invisibility[/I], [I]mage hand, major image, minor illusion[/I] 3/day each: [I]arcanist’s magic aura, color spray, hallucinatory terrain, hypnotic pattern, seeming[/I] 1/day each: [I]creation, mirage arcane, misdirection, programmed illusion, weird[/I] [B][I]Inscrutable.[/I][/B] The glamer is immune to divination and to any effect that would sense its emotions or read its thoughts. Insight checks made to determine the glamer’s intentions or whether it is lying are made with disadvantage. [B][I]Insubstantial.[/I][/B] The glamer can’t pick up or move objects or creatures. It can move through creatures and objects, taking 5 (1d10) force damage if it ends its turn inside an object. [B][I]Limited Magic Immunity.[/I][/B] The glamer automatically succeeds on saving throws against spells from the illusion school. It has advantage on saving throws against all other spells and other magical effects, except for spells from the negation school, against which it makes saving throws at disadvantage. [B][I]Master of Illusions.[/I][/B] When the glamer casts an illusion spell with a duration of 1 minute or longer, the duration is doubled. The glamer’s illusions can’t be seen through with visual inspection. Instead, a creature must attempt to touch an illusion and make a DC 15 Insight check to determine the illusion’s true nature. Additionally, they can cast a spell with a range of Self or Touch at any creature within 20 feet, and the range of all other spells is doubled. [B][I]Negation Weakness.[/I][/B] If the glamer is targeted by a spell from the negation school, it takes (4) 1d8 necrotic damage per slot level with which the spell was cast. [B][I]Protective Aura.[/I][/B] The glamer’s AC includes its Charisma bonus. [B][I]Regeneration.[/I][/B] The glamer regains 5 hit points at the start of its turn. If the glamer is targeted by a spell from the negation school or takes necrotic damage, this trait doesn’t function on its next turn. The glamer dies only if it starts its turn with 0 hit points and doesn’t regenerate. [B][U]Actions[/U] [I]Color Spray (1st-Level; VSM).[/I][/B] Dazzling multicolored light blinds 12d10 hit points worth of creatures in a 15-foot cone. [B][I]Hypnotic Pattern (3rd-Level; S, Concentration).[/I][/B] A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze. [B][U]Bonus Actions[/U] [I]Alter Illumination.[/I][/B] The glamer can alter the radius of its glow (shedding bright light in a 5- to 30-foot radius and dim light for the same number of feet beyond that radius), change the color of its glow, or extinguish its glow (making it invisible). [B][I]Cantrip.[/I][/B] The glamer casts [I]minor illusion [/I]or [I]mage hand[/I]. [B][I]Nimble Escape.[/I][/B] The glamer takes the Disengage or Hide action. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Combat[/SIZE][/COLOR][/B] Glamers don’t fight unless truly cornered, at which point they will cast [I]weird [/I]and escape in the confusion. [/QUOTE]
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