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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: 9455072" data-attributes="member: 6915329"><p>The closest that the <em>Planestrider’s Journal </em>has to a plane of pure chaos seems to be Inphasmada, where thoughts take physical form and the landscape changes depending on the viewer, and only exists while viewed. This reminds me a great deal of the Nightmare Lands of Ravenloft, but minus the poorly-done First Australians. Inphasmada has no native creatures (because nothing exists there unless viewed by something else), but I don’t think that should be the case. If anything, the native creatures would view <em>themselves</em>, and therefore exist. I think, therefore I am.</p><p></p><p>It suddenly occurs to me that many of the planes in PSJ would work really well in a <em>Troika! </em>game as new Spheres.</p><p></p><p>Anyway, here’s the <strong>anarchic creature</strong>. Whether you use Inphasmada or Limbo, or you want weird critters for the Dreaming, or you simply have a need for a cHa<em>0</em>$ critter, here you go. The template originally came from either the Manual of the Planes or the Planar Handbook (likely it was from one originally and then got reprinted in the other). It is <em>not</em> a particularly interesting or evocative template, sadly. (The axiomatic creature template is almost as dull, but at least it has hive mind telepathy.) I’m going to try to spice it up as much as I can without making it horribly complicated.</p><p></p><p>Also, for some unknown reason, the original template had a +5 level adjustment. This was a bone of contention according to some of the posts I saw on various forums.</p><p></p><p><strong><span style="font-size: 22px"><span style="color: rgb(41, 105, 176)">Anarchic Creature (Template)</span></span></strong></p><p>Source: <em>Manual of the Planes; </em>Designers:<em> Jeff Grubb, Bruce R. Cordell, David Noonan</em></p><p></p><p>Anarchic creatures are those that come from planes of pure chaos. Although they may superficially resemble the creatures of the Waking world, their forms and minds shift with the winds, sometimes radically. Some anarchic creatures were born on these chaos planes to entire species of anarchic creatures—although it should be noted that “species” is a very loose term to use to a creature of chaos. But sometimes, creatures who spend too much time on such a plane, or are strongly affected with chaotic magics, are transformed into an anarchic creature. Thus, they can be found nearly anywhere.</p><p></p><p>--</p><p></p><p>“Anarchic” is a template that can be added to any corporeal aberration, beast, dragon, fey, giant, humanoid, monstrosity, ooze, or plant that does not have the Lawful alignment. It retains all of the statistics of the base creature except as noted below:</p><p></p><p><strong><em>Type.</em></strong> If the base creature is a beast, it becomes a monstrosity.</p><p></p><p><strong><em>Attributes.</em></strong> If the anarchic creature’s Intelligence is 1 or 2, it becomes 3 (-4)</p><p></p><p><strong><em>Resistances.</em></strong> The anarchic creature has resistance to acid, cold, fire, lightning, and thunder damage.</p><p></p><p><strong><em>Immunities.</em></strong> The anarchic creature is immune to the paralyzed and petrified conditions.</p><p></p><p><strong><em>Senses.</em></strong> The anarchic creature has darkvision to 60 feet.</p><p></p><p><strong><em>Always Changing.</em></strong> The anarchic creature’s form is ever-shifting, causing attack rolls against it to have disadvantage. If it is hit by an attack, tis trait is disrupted until the end of its next turn. If a spell or effect would cause the anarchic creature’s shape to change, it can use a bonus action to revert back to its true form. Finally, it has advantage on saving throws made to escape the grappled and restrained conditions.</p><p></p><p><strong><em>Chaotic.</em></strong> The anarchic creature radiates an aura of Chaos.</p><p></p><p><strong><em>Regeneration.</em></strong> The anarchic creature regains 5 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>Multiattack.</em></strong> If the base creature has Multiattack, the anarchic creature may substitute Shifting Surroundings for any of its attacks.</p><p></p><p><strong><em>Action: Incomprehensible (Gaze, When Bloodied).</em></strong> The anarchic creature targets a creature it can see within 60 feet. That creature must make a Wisdom saving throw (DC = 8 + the anarchic creature’s PB + the anarchic creature’s Charisma modifier) or take 1 level of strife.</p><p></p><p><strong><em>Bonus Action: Shifting Surroundings.</em></strong> The anarchic creature causes the area around it to wildly change in appearance, with distances, sizes, and textures both changing and becoming terribly distorted. Until the end of the anarchic creature’s next turn, the area is difficult terrain. A creature that starts its turn or enters it for the first time on its turn must make a Wisdom saving throw (DC = 8 + the anarchic creature’s PB + the anarchic creature’s Charisma modifier) or be rattled until the end of its next turn. The size of this area depends on the base creature’s CR:</p><p></p><p>CR 4 or lower: 10-foot radius</p><p>CR 5 – 16: 30-foot radius</p><p>CR 17 – 22: 60-foot radius</p><p>CR 23 or higher: 120-foot radius</p><p></p><p><strong><em>Smite Law: </em></strong>If the anarchic creature scores a critical success against a creature with the Lawful alignment with a melee weapon attack, it inflicts an additional two dice of damage.</p><p></p><p>--</p><p></p><p>The following uses a wallflower (grick variant) as the base creature</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Chaos Flower</span></span></strong></p><p><strong>Medium plant; Challenge 2 (200 XP)</strong></p><p><strong>AC</strong> 14 (natural armor)</p><p><strong>HP</strong> 33 (6d8+12; bloodied 16)</p><p><strong>Speed</strong> 20 ft., climb 20 ft.</p><p></p><p><strong>STR</strong> 14 (+2) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 14 (+2)</p><p><strong>INT</strong> 3 (-4) <strong>WIS</strong> 14 (+2) <strong>CHA</strong> 5 (-3)</p><p></p><p><strong>Proficiency</strong> +2; <strong>Maneuver DC</strong> 12</p><p><strong>Skills</strong> Stealth +4</p><p><strong>Damage Resistances</strong> acid, cold, fire, lightning, thunder; damage from nonmagical weapons</p><p><strong>Condition Immunities</strong> paralyzed, petrified</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 12</p><p><strong>Languages</strong> —</p><p></p><p><strong><em>Always Changing.</em></strong> The chaos flower’s form is ever-shifting, causing attack rolls against it to have disadvantage. If it is hit by an attack, tis trait is disrupted until the end of its next turn. If a spell or effect would cause the chaos flower’s shape to change, it can use a bonus action to revert back to its true form. Finally, it has advantage on saving throws made to escape the grappled and restrained conditions.</p><p></p><p><strong><em>Chaotic.</em></strong> The chaos flower radiates an aura of Chaos.</p><p></p><p><strong><em>Regeneration.</em></strong> The chaos flower regains 5 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>Luring Scent.</em></strong> When a beast, humanoid or fey creature begins its turn within 30 feet, the creature makes a DC 12 Constitution saving throw. On a failure, it moves as close as it can to the chaos flower and ends its turn. Creatures immune to being charmed are immune to this effect. A creature that succeeds on the saving throw is immune to the Luring Scent of all chaos flowers for 24 hours.</p><p></p><p><strong><em>Smite Law: </em></strong>If the chaos flower scores a critical success against a creature with the Lawful alignment with a melee weapon attack, it inflicts an additional two dice of damage.</p><p></p><p><strong><em>Spider Climb.</em></strong> The chaos flower can use its climb speed even on difficult surfaces and upside down on ceilings.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Tentacles.</em></strong><em> Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the chaos flower can’t attack a different target with its tentacles.</p><p></p><p><strong><em>Incomprehensible (Gaze, When Bloodied).</em></strong> The chaos flower targets a creature it can see within 60 feet. That creature must make a DC 7 saving throw or take 1 level of strife.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Beak.</em> </strong><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one creature grappled by the chaos flower. <em>Hit:</em> 9 (2d6 + 2) piercing damage.</p><p></p><p><strong><em>Shifting Surroundings.</em></strong> The chaos flower causes the area around it in a 10-foot radius to wildly change in appearance, with distances, sizes, and textures both changing and becoming terribly distorted. Until the end of the chaos flower’s next turn, the area is difficult terrain. A creature that starts its turn or enters it for the first time on its turn must make a DC 7 Wisdom saving throw or be rattled until the end of its next turn.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9455072, member: 6915329"] The closest that the [I]Planestrider’s Journal [/I]has to a plane of pure chaos seems to be Inphasmada, where thoughts take physical form and the landscape changes depending on the viewer, and only exists while viewed. This reminds me a great deal of the Nightmare Lands of Ravenloft, but minus the poorly-done First Australians. Inphasmada has no native creatures (because nothing exists there unless viewed by something else), but I don’t think that should be the case. If anything, the native creatures would view [I]themselves[/I], and therefore exist. I think, therefore I am. It suddenly occurs to me that many of the planes in PSJ would work really well in a [I]Troika! [/I]game as new Spheres. Anyway, here’s the [B]anarchic creature[/B]. Whether you use Inphasmada or Limbo, or you want weird critters for the Dreaming, or you simply have a need for a cHa[I]0[/I]$ critter, here you go. The template originally came from either the Manual of the Planes or the Planar Handbook (likely it was from one originally and then got reprinted in the other). It is [I]not[/I] a particularly interesting or evocative template, sadly. (The axiomatic creature template is almost as dull, but at least it has hive mind telepathy.) I’m going to try to spice it up as much as I can without making it horribly complicated. Also, for some unknown reason, the original template had a +5 level adjustment. This was a bone of contention according to some of the posts I saw on various forums. [B][SIZE=6][COLOR=rgb(41, 105, 176)]Anarchic Creature (Template)[/COLOR][/SIZE][/B] Source: [I]Manual of the Planes; [/I]Designers:[I] Jeff Grubb, Bruce R. Cordell, David Noonan[/I] Anarchic creatures are those that come from planes of pure chaos. Although they may superficially resemble the creatures of the Waking world, their forms and minds shift with the winds, sometimes radically. Some anarchic creatures were born on these chaos planes to entire species of anarchic creatures—although it should be noted that “species” is a very loose term to use to a creature of chaos. But sometimes, creatures who spend too much time on such a plane, or are strongly affected with chaotic magics, are transformed into an anarchic creature. Thus, they can be found nearly anywhere. -- “Anarchic” is a template that can be added to any corporeal aberration, beast, dragon, fey, giant, humanoid, monstrosity, ooze, or plant that does not have the Lawful alignment. It retains all of the statistics of the base creature except as noted below: [B][I]Type.[/I][/B] If the base creature is a beast, it becomes a monstrosity. [B][I]Attributes.[/I][/B] If the anarchic creature’s Intelligence is 1 or 2, it becomes 3 (-4) [B][I]Resistances.[/I][/B] The anarchic creature has resistance to acid, cold, fire, lightning, and thunder damage. [B][I]Immunities.[/I][/B] The anarchic creature is immune to the paralyzed and petrified conditions. [B][I]Senses.[/I][/B] The anarchic creature has darkvision to 60 feet. [B][I]Always Changing.[/I][/B] The anarchic creature’s form is ever-shifting, causing attack rolls against it to have disadvantage. If it is hit by an attack, tis trait is disrupted until the end of its next turn. If a spell or effect would cause the anarchic creature’s shape to change, it can use a bonus action to revert back to its true form. Finally, it has advantage on saving throws made to escape the grappled and restrained conditions. [B][I]Chaotic.[/I][/B] The anarchic creature radiates an aura of Chaos. [B][I]Regeneration.[/I][/B] The anarchic creature regains 5 hit points at the beginning of each of its turns as long as it has at least 1 hit point. [B][I]Multiattack.[/I][/B] If the base creature has Multiattack, the anarchic creature may substitute Shifting Surroundings for any of its attacks. [B][I]Action: Incomprehensible (Gaze, When Bloodied).[/I][/B] The anarchic creature targets a creature it can see within 60 feet. That creature must make a Wisdom saving throw (DC = 8 + the anarchic creature’s PB + the anarchic creature’s Charisma modifier) or take 1 level of strife. [B][I]Bonus Action: Shifting Surroundings.[/I][/B] The anarchic creature causes the area around it to wildly change in appearance, with distances, sizes, and textures both changing and becoming terribly distorted. Until the end of the anarchic creature’s next turn, the area is difficult terrain. A creature that starts its turn or enters it for the first time on its turn must make a Wisdom saving throw (DC = 8 + the anarchic creature’s PB + the anarchic creature’s Charisma modifier) or be rattled until the end of its next turn. The size of this area depends on the base creature’s CR: CR 4 or lower: 10-foot radius CR 5 – 16: 30-foot radius CR 17 – 22: 60-foot radius CR 23 or higher: 120-foot radius [B][I]Smite Law: [/I][/B]If the anarchic creature scores a critical success against a creature with the Lawful alignment with a melee weapon attack, it inflicts an additional two dice of damage. -- The following uses a wallflower (grick variant) as the base creature [B][COLOR=rgb(41, 105, 176)][SIZE=7]Chaos Flower[/SIZE][/COLOR] Medium plant; Challenge 2 (200 XP) AC[/B] 14 (natural armor) [B]HP[/B] 33 (6d8+12; bloodied 16) [B]Speed[/B] 20 ft., climb 20 ft. [B]STR[/B] 14 (+2) [B]DEX[/B] 14 (+2) [B]CON[/B] 14 (+2) [B]INT[/B] 3 (-4) [B]WIS[/B] 14 (+2) [B]CHA[/B] 5 (-3) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 12 [B]Skills[/B] Stealth +4 [B]Damage Resistances[/B] acid, cold, fire, lightning, thunder; damage from nonmagical weapons [B]Condition Immunities[/B] paralyzed, petrified [B]Senses[/B] darkvision 60 ft., passive Perception 12 [B]Languages[/B] — [B][I]Always Changing.[/I][/B] The chaos flower’s form is ever-shifting, causing attack rolls against it to have disadvantage. If it is hit by an attack, tis trait is disrupted until the end of its next turn. If a spell or effect would cause the chaos flower’s shape to change, it can use a bonus action to revert back to its true form. Finally, it has advantage on saving throws made to escape the grappled and restrained conditions. [B][I]Chaotic.[/I][/B] The chaos flower radiates an aura of Chaos. [B][I]Regeneration.[/I][/B] The chaos flower regains 5 hit points at the beginning of each of its turns as long as it has at least 1 hit point. [B][I]Luring Scent.[/I][/B] When a beast, humanoid or fey creature begins its turn within 30 feet, the creature makes a DC 12 Constitution saving throw. On a failure, it moves as close as it can to the chaos flower and ends its turn. Creatures immune to being charmed are immune to this effect. A creature that succeeds on the saving throw is immune to the Luring Scent of all chaos flowers for 24 hours. [B][I]Smite Law: [/I][/B]If the chaos flower scores a critical success against a creature with the Lawful alignment with a melee weapon attack, it inflicts an additional two dice of damage. [B][I]Spider Climb.[/I][/B] The chaos flower can use its climb speed even on difficult surfaces and upside down on ceilings. [B][U]Actions[/U] [I]Tentacles.[/I][/B][I] Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit:[/I] 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the chaos flower can’t attack a different target with its tentacles. [B][I]Incomprehensible (Gaze, When Bloodied).[/I][/B] The chaos flower targets a creature it can see within 60 feet. That creature must make a DC 7 saving throw or take 1 level of strife. [B][U]Bonus Actions[/U] [I]Beak.[/I] [/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one creature grappled by the chaos flower. [I]Hit:[/I] 9 (2d6 + 2) piercing damage. [B][I]Shifting Surroundings.[/I][/B] The chaos flower causes the area around it in a 10-foot radius to wildly change in appearance, with distances, sizes, and textures both changing and becoming terribly distorted. Until the end of the chaos flower’s next turn, the area is difficult terrain. A creature that starts its turn or enters it for the first time on its turn must make a DC 7 Wisdom saving throw or be rattled until the end of its next turn. [/QUOTE]
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