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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
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<blockquote data-quote="Faolyn" data-source="post: 9447683" data-attributes="member: 6915329"><p>OK, now that I have templates down pat, I’m going to go back and do a few of the ones I passed by from earlier issues.</p><p></p><p>A question for all of you. Over on <a href="https://www.realmshelps.net/monsters/templates/index.shtml" target="_blank">RealmsHelp.net</a> there’s a <em>ton </em>of templates from various sources. Should I do them as well?</p><p></p><p>The important thing to remember about templates in 5e and Level Up is that they’re still supposed to be run “out of the book,” which means that none of them seem to have adjustments to their AC, any adjustments to their stats is done as a blanket number (like “Strength becomes 16,” not “Strength +4), and it never seems to affect their CR. This is slightly annoying, IMO, since it doesn’t allow for the nuance that 3x templates gave. For the most part, I’m going to try to stick to the “out of the book”-style template, but sometimes I may deviate. Particularly when it comes to undead or similar templates, where a creature became “enhanced” in some way. Regardless, be careful of CR, especially for templates placed on lower-level creatures.</p><p></p><p>Anyway, right now I’m heading back to issue #287 and the Dream Element creature. While the Dreaming in Level Up is the faerie land, not a more typical “plane of dreams,” the Dreamborn (from GPG and Captain Cobalt’s Codicil) are a thing. So why not have more dream critters around?</p><p></p><p><span style="color: rgb(41, 105, 176)"><span style="font-size: 22px"><strong>Dream Elemental (Template)</strong></span></span></p><p>Dreamlands: Variant Planes of Dreams, Dragon Magazine #287</p><p>Creature by Jeff Grub</p><p></p><p>“Dream elemental” is a template that can be placed on any aberration, beast giant, humanoid, monstrosity, or plant. It retains all of the statistics of the base creature except as noted below.</p><p></p><p><strong><em>Type.</em></strong> The dream elemental’s type changes to elemental (fey). It loses any other tags it had.</p><p></p><p><strong><em>Attributes.</em></strong> If the dream elemental’s Intelligence, Wisdom, or Charisma were lower than 10, they become 10.</p><p></p><p><strong><em>Senses.</em></strong> The dream elemental has darkvision to 60 feet. If it already had darkvision, its range increases by 60 feet.</p><p></p><p><strong><em>Resistances.</em></strong> The dream elemental has resistance to acid, cold, fire, lightning, and thunder damage.</p><p></p><p><strong><em>Immunities.</em></strong> The dream elemental is immune to poison damage and the poisoned condition, and to damage from nonmagical weapons. It is also immune to the paralyzed, stunned, and unconscious conditions, and to fatigue.</p><p></p><p><em><strong>Languages.</strong></em> The dream elemental knows Sylvan.</p><p></p><p><strong><em>Altered Damage.</em></strong> All damage inflicted by the dream elemental’s weapons, spells, and unarmed attacks is psychic damage. If a creature is reduced to 0 hit points by a dream elemental’s attacks, it instead is stable but unconscious (and suffers from terrible nightmares) until it regains full hit points, at which point it takes 1d4 levels of strife.</p><p></p><p><strong><em>Elemental Nature.</em></strong> The dream elemental doesn’t require air, sleep, or sustenance.</p><p></p><p><strong><em>Incorporeal.</em></strong> The dream elemental can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object.</p><p></p><p><em><strong>Innate Spellcasting (At Will).</strong></em> The dream elemental can cast <em>minor illusion </em>without the need for material components and can create both a sound and an image at the same time. It uses Charisma as its spellcasting attribute.</p><p></p><p><strong><em>Quiet Movement.</em></strong> The dream elemental has advantage on Stealth checks.</p><p></p><p><strong><em>Varied Fey.</em></strong> At the Narrator’s discretion, the dream elemental also has one or two of the Dreamborn gifts printed in <em>Gate Pass Gazette</em> #4 or <em>Captain Cobalt’s Codicil</em>.</p><p></p><p>--</p><p></p><p>The following uses a merfolk as the base creature.</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(41, 105, 176)">Dream Merfolk</span></span></strong></p><p><strong>Medium elemental (fey); Challenge 1/8 (25 XP)</strong></p><p><strong></strong></p><p><strong>AC</strong> 11</p><p><strong>HP</strong> 11 (2d8+2; bloodied 5)</p><p><strong>Speed</strong> 10 ft., fly 30 ft. (10-foot ceiling), swim 40 ft.</p><p></p><p><strong>STR</strong> 10 (+0) <strong>DEX</strong> 12 (+1) <strong>CON</strong> 12 (+1)</p><p><strong>INT</strong> 10 (+0) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 10 (+0)</p><p></p><p><strong>Proficiency</strong> +2; <strong>Maneuver DC</strong> 11</p><p><strong>Skills</strong> Perception +2</p><p><strong>Damage Resistances</strong> acid, cold, fire, lightning, thunder</p><p><strong>Damage Immunities</strong> poison; damage from nonmagical weapons</p><p><strong>Condition Immunities</strong> fatigue, paralyzed, poisoned, stunned, unconscious</p><p><strong>Senses</strong> darkvision 90 ft., passive Perception 12</p><p><strong>Languages</strong> Aquan, Common, Sylvan</p><p></p><p><strong><em>Incorporeal.</em></strong> The dream merfolk can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object.</p><p></p><p><em><strong>Innate Spellcasting (At Will).</strong></em> The dream elemental can cast <em>minor illusion </em>without the need for material components and can create both a sound and an image at the same time. Its spellcasting attribute is Charisma (spell save DC 10).</p><p></p><p><strong><em>Quiet Movement.</em></strong> The dream merfolk has advantage on Stealth checks.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Trident. </em></strong><em>Melee or Ranged Weapon Attack:</em> +2 to hit, reach 5 ft. or range 20/60, one target. <em>Hit: </em>4 (1d8) psychic damage if used with two hands to make a melee attack, or 3 (1d6) psychic damage if thrown. If this damage reduces a target to 0 hit points, the creature is stable but unconscious (and suffers from terrible nightmares) until it regains full hit points, at which point it takes 1d4 levels of strife.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9447683, member: 6915329"] OK, now that I have templates down pat, I’m going to go back and do a few of the ones I passed by from earlier issues. A question for all of you. Over on [URL='https://www.realmshelps.net/monsters/templates/index.shtml']RealmsHelp.net[/URL] there’s a [I]ton [/I]of templates from various sources. Should I do them as well? The important thing to remember about templates in 5e and Level Up is that they’re still supposed to be run “out of the book,” which means that none of them seem to have adjustments to their AC, any adjustments to their stats is done as a blanket number (like “Strength becomes 16,” not “Strength +4), and it never seems to affect their CR. This is slightly annoying, IMO, since it doesn’t allow for the nuance that 3x templates gave. For the most part, I’m going to try to stick to the “out of the book”-style template, but sometimes I may deviate. Particularly when it comes to undead or similar templates, where a creature became “enhanced” in some way. Regardless, be careful of CR, especially for templates placed on lower-level creatures. Anyway, right now I’m heading back to issue #287 and the Dream Element creature. While the Dreaming in Level Up is the faerie land, not a more typical “plane of dreams,” the Dreamborn (from GPG and Captain Cobalt’s Codicil) are a thing. So why not have more dream critters around? [COLOR=rgb(41, 105, 176)][SIZE=6][B]Dream Elemental (Template)[/B][/SIZE][/COLOR] Dreamlands: Variant Planes of Dreams, Dragon Magazine #287 Creature by Jeff Grub “Dream elemental” is a template that can be placed on any aberration, beast giant, humanoid, monstrosity, or plant. It retains all of the statistics of the base creature except as noted below. [B][I]Type.[/I][/B] The dream elemental’s type changes to elemental (fey). It loses any other tags it had. [B][I]Attributes.[/I][/B] If the dream elemental’s Intelligence, Wisdom, or Charisma were lower than 10, they become 10. [B][I]Senses.[/I][/B] The dream elemental has darkvision to 60 feet. If it already had darkvision, its range increases by 60 feet. [B][I]Resistances.[/I][/B] The dream elemental has resistance to acid, cold, fire, lightning, and thunder damage. [B][I]Immunities.[/I][/B] The dream elemental is immune to poison damage and the poisoned condition, and to damage from nonmagical weapons. It is also immune to the paralyzed, stunned, and unconscious conditions, and to fatigue. [I][B]Languages.[/B][/I] The dream elemental knows Sylvan. [B][I]Altered Damage.[/I][/B] All damage inflicted by the dream elemental’s weapons, spells, and unarmed attacks is psychic damage. If a creature is reduced to 0 hit points by a dream elemental’s attacks, it instead is stable but unconscious (and suffers from terrible nightmares) until it regains full hit points, at which point it takes 1d4 levels of strife. [B][I]Elemental Nature.[/I][/B] The dream elemental doesn’t require air, sleep, or sustenance. [B][I]Incorporeal.[/I][/B] The dream elemental can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. [I][B]Innate Spellcasting (At Will).[/B][/I] The dream elemental can cast [I]minor illusion [/I]without the need for material components and can create both a sound and an image at the same time. It uses Charisma as its spellcasting attribute. [B][I]Quiet Movement.[/I][/B] The dream elemental has advantage on Stealth checks. [B][I]Varied Fey.[/I][/B] At the Narrator’s discretion, the dream elemental also has one or two of the Dreamborn gifts printed in [I]Gate Pass Gazette[/I] #4 or [I]Captain Cobalt’s Codicil[/I]. -- The following uses a merfolk as the base creature. [B][SIZE=7][COLOR=rgb(41, 105, 176)]Dream Merfolk[/COLOR][/SIZE] Medium elemental (fey); Challenge 1/8 (25 XP) AC[/B] 11 [B]HP[/B] 11 (2d8+2; bloodied 5) [B]Speed[/B] 10 ft., fly 30 ft. (10-foot ceiling), swim 40 ft. [B]STR[/B] 10 (+0) [B]DEX[/B] 12 (+1) [B]CON[/B] 12 (+1) [B]INT[/B] 10 (+0) [B]WIS[/B] 10 (+0) [B]CHA[/B] 10 (+0) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 11 [B]Skills[/B] Perception +2 [B]Damage Resistances[/B] acid, cold, fire, lightning, thunder [B]Damage Immunities[/B] poison; damage from nonmagical weapons [B]Condition Immunities[/B] fatigue, paralyzed, poisoned, stunned, unconscious [B]Senses[/B] darkvision 90 ft., passive Perception 12 [B]Languages[/B] Aquan, Common, Sylvan [B][I]Incorporeal.[/I][/B] The dream merfolk can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. [I][B]Innate Spellcasting (At Will).[/B][/I] The dream elemental can cast [I]minor illusion [/I]without the need for material components and can create both a sound and an image at the same time. Its spellcasting attribute is Charisma (spell save DC 10). [B][I]Quiet Movement.[/I][/B] The dream merfolk has advantage on Stealth checks. [B][U]Actions[/U] [I]Trident. [/I][/B][I]Melee or Ranged Weapon Attack:[/I] +2 to hit, reach 5 ft. or range 20/60, one target. [I]Hit: [/I]4 (1d8) psychic damage if used with two hands to make a melee attack, or 3 (1d6) psychic damage if thrown. If this damage reduces a target to 0 hit points, the creature is stable but unconscious (and suffers from terrible nightmares) until it regains full hit points, at which point it takes 1d4 levels of strife. [/QUOTE]
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