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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: 9464840" data-attributes="member: 6915329"><p>RealmsHelp has a bunch of different shadow creature templates (the first of which is the dark creature—I didn’t forget how to alphabetize!), but there’s a shadow creature template in <em>Planestrider’s Journal</em>, and I didn’t want to step on any toes. Skipping those, we reach the <strong>entropic creature</strong>—a creature from the Negative Energy plane. In Level Up, they could be useful as creatures from the Bleak Gate or from the elemental planes of Death, or even from the Plane of Space.</p><p></p><p>The original template changed the base creature into an outsider. In LU, I think it might qualify as a fiend, even if they’re not necessarily “born evil”. There’s almost no actual info on them beyond few sentences, so I’m not sure what role they play in the Negative Plane beyond random encounter. Since that plane is the embodiment of death, I’ll try to lean into it with this template.</p><p></p><p>Unusually, there doesn’t seem to be a Positive Energy creature—usually, D&D tries to create versions of the same creature for all its planes.</p><p></p><p><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px"><strong>Entropic Creature (Template)</strong></span></span></p><p>Source: <em>Planar Handbook, Tome of Magic; </em>Designers:<em> Bruce R. Cordell, Gwendolyn F.M. Kestrel</em></p><p></p><p>The Plane of Death is the font of negative energy that creates and feeds the undead creatures that plague the worlds. The Plane of Space is a place of nothing that has been compressed and transformed into pure force. Although it might not seem likely, there are native life forces, the domain of life called entropic creatures.</p><p></p><p>Entropic creatures are colored in black and dark, muted colors, although their eyes, teeth, and claws tend to be bone-white and thus stand out against the darkness of their homelands. The strange background energies of the planes they come from tend to make them cruel, since they have to consume the life and energy of others in order to live, and indeed makes them the antithesis of life.</p><p></p><p>--</p><p></p><p>“Entropic” is a template that can be placed on any corporeal creature other than a construct.</p><p></p><p><strong><em>Type.</em></strong> If the base creature was an undead, it remains an undead. Otherwise, it becomes an aberration (base creature type).</p><p></p><p><strong><em>Attributes.</em></strong> If the entropic creature’s Intelligence is 1 or 2, it becomes 3 (-4). Its Charisma increases by 2.</p><p></p><p><strong><em>Resistances.</em></strong> The entropic creature has resistance to radiant damage.</p><p></p><p><strong><em>Immunities.</em></strong> The entropic creature is immune to necrotic damage.</p><p></p><p><strong><em>Senses.</em></strong> The entropic creature has darkvision to 60 feet. If it already has darkvision, it increases by 60 feet.</p><p></p><p><strong><em>Alignment.</em></strong> The entropic creature cannot have the Good alignment.</p><p></p><p><strong><em>Bonus Action: Deathly Aura.</em></strong> The entropic creature emits an aura of deathly energy until the end of its next turn. Any creature that is not an undead that starts its turn within 10 feet of the entropic creature or hits it with a melee attack while within 10 feet of it is slowed until the end of its next turn and must make a Constitution saving throw (DC = 8 + the entropic creature’s PB + the entropic creature’s Constitution modifier) or take 1 level of fatigue. This level is removed after a short or long rest.</p><p></p><p>A creature that dies from this rises as either a shadow or a specter (50% chance of either) 1d4 rounds later.</p><p></p><p><strong><em>Bonus Action: Extinguish Light.</em></strong> The entropic creature targets a source of light within 30 feet and extinguishes it. The light must be from a mundane source or created by a spell cast with a spell slot of a level depending on the entropic creature’s CR:</p><p></p><p>CR 4 or lower: 1st-level</p><p>CR 5 – 16: 2nd-level</p><p>CR 17 – 22: 4th-level</p><p>CR 23 or higher: 6th-level</p><p></p><p><strong><em>Action: Null (Recharge 5-6).</em></strong> The entropic creature either makes a ranged attack roll at a creature within 60 feet or a melee attack roll at a creature within its reach (chosen by the Narrator when making the creature). The attack deals necrotic damage depending on its CR. The creature’s hit point maximum is reduced by an amount equal to the damage taken, and the entropic creature regains hit points equal to half that amount. This reduction lasts until the creature finishes a long rest. The target dies if its hit point maximum is reduced to 0.</p><p></p><p>If the target is undead or another creature with this template, it takes no damage and instead regains that many hit points.</p><p></p><p>CR 4 or lower: 10 (3d6)</p><p>CR 5 – 16: 21 (6d6)</p><p>CR 17 – 22: 36 (8d8)</p><p>CR 23 or higher: 55 (10d10)</p><p></p><p><strong><em>Reaction: Snuff Out Life.</em></strong> The entropic creature targets a creature within 30 feet that is casting a spell from the healing school and makes a Charisma ability check opposed by the caster’s spellcasting ability. On a success, the spell fails and the spell slot is lost.</p><p></p><p><strong><em>Bonus Action: Spectral.</em></strong> Until the end of its next turn, the entropic creature becomes incorporeal and 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>Necrotic Absorption.</strong></em> When the entropic creature is subjected to necrotic damage, it instead regains hit points equal to the necrotic damage dealt.</p><p></p><p><strong><em>Turn Resistance.</em></strong> If the entropic creature is undead, it has advantage on saving throws against being turned.</p><p></p><p><strong><em>Unhealing.</em></strong> If subjected to a spell from the healing school, it instead takes damage equal to the number of hit points it would have healed.</p><p></p><p>--</p><p></p><p>The following uses a cloaker as the base creature.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Entropic Cloaker</span></span></strong></p><p><strong>Large aberration; Challenge 8 (2,900 XP)</strong></p><p><strong>AC</strong> 13</p><p><strong>HP</strong> 97 (13d10+26; bloodied 48)</p><p><strong>Speed</strong> 10 ft., fly 50 ft.</p><p></p><p><strong>STR</strong> 18 (+4) <strong>DEX</strong> 16 (+3) <strong>CON</strong> 14 (+2)</p><p><strong>INT</strong> 12 (+1) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 14 (+2)</p><p></p><p><strong>Proficiency</strong> +3; <strong>Maneuver DC</strong> 15</p><p><strong>Saving Throws</strong> Wis +4</p><p><strong>Skills</strong> Stealth +6 (+1d4)</p><p><strong>Damage Resistances</strong> radiant; bludgeoning</p><p><strong>Damage Immunities</strong> necrotic</p><p><strong>Condition Immunities</strong> charmed, frightening</p><p><strong>Senses</strong> 120 ft., passive Perception 11</p><p><strong>Languages</strong> Deep Speech, Undercommon</p><p></p><p><strong><em>False Appearance.</em></strong> When motionless, the entropic cloaker is indistinguishable from a black cloak or similar cloth or leather article.</p><p></p><p><strong><em>Light Sensitivity.</em></strong> The entropic cloaker has disadvantage on attack rolls and Perception checks while in bright light.</p><p></p><p><em><strong>Necrotic Absorption.</strong></em> When the entropic cloaker is subjected to necrotic damage, it instead regains hit points equal to the necrotic damage dealt.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Bite.</em></strong><em> Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one creature. <em>Hit:</em> 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 15). If the entropic cloaker has advantage against the target, the entropic cloaker attaches to the target’s head, and the target is blinded and suffocating. Until this grapple ends, the entropic cloaker automatically hits the grappled creature with this attack. When the entropic cloaker is dealt damage while grappling, it takes half the damage (rounded down) and the other half is dealt to the grappled target. The entropic cloaker can have only one creature grappled at once.</p><p></p><p><strong><em>Tail.</em></strong><em> Melee Weapon Attack:</em> +7 to hit, reach 10 ft., one creature. <em>Hit:</em> 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage, and the creature makes a DC 13 Constitution saving throw. On a failure, it is poisoned until the end of the entropic cloaker’s next turn.</p><p></p><p><strong><em>Moan.</em></strong> Each non-aberration creature within 60 feet that can hear its moan makes a DC 13 Wisdom saving throw. On a failure, it is frightened until the end of the entropic cloaker’s next turn. When a creature succeeds on this saving throw, it becomes immune to the entropic cloaker’s moan for 24 hours.</p><p></p><p><strong><em>Null (Recharge 5-6).</em></strong> <em>Ranged Weapon Attack:</em> +6 to hit, one target. <em>Hit: </em>10 (3d6) necrotic damage. The creature’s hit point maximum is reduced by an amount equal to the damage taken, and the entropic cloaker regains hit points equal to half that amount. This reduction lasts until the creature finishes a long rest. The target dies if its hit point maximum is reduced to 0.</p><p></p><p>If the target is undead or another creature with this template, it takes no damage and instead regains that many hit points.</p><p></p><p><strong><em>Phantasms (1/Day).</em></strong> The entropic cloaker magically creates flickering illusions of itself in its space. Attacks on it have disadvantage. This effect ends after 1 minute, when the entropic cloaker enters an area of bright light, or when it successfully grapples a creature.</p><p></p><p><strong><em>Unhealing.</em></strong> If subjected to a spell from the healing school, the entropic cloaker instead takes damage equal to the number of hit points it would have healed.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Deathly Aura.</em></strong> The entropic cloaker emits an aura of deathly energy until the end of its next turn. Any creature that is not an undead that starts its turn within 10 feet of the entropic cloaker or hits it with a melee attack while within 10 feet of it is slowed until the end of its next turn and must make a DC 14 Constitution saving throw or take 1 level of fatigue. This level is removed after a short or long rest.</p><p></p><p>A creature that dies from this rises as either a shadow or a specter (50% chance of either) 1d4 rounds later.</p><p></p><p><strong><em>Extinguish Light.</em></strong> The entropic cloaker targets a source of light within 30 feet and extinguishes it. The light must be from a mundane source or created by a spell cast with a spell slot of 1st-level or lower.</p><p></p><p><strong><em>Spectral.</em></strong> Until the end of its next turn, the entropic cloaker becomes incorporeal and can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Angry Moan.</em> </strong>When the entropic cloaker takes damage, it uses Moan.</p><p></p><p><strong><em>Reactive Tail.</em> </strong>When hit or missed with a melee attack, the entropic cloaker makes a tail attack against the attacker.</p><p></p><p><strong><em>Snuff Out Life.</em></strong> The entropic cloaker targets a creature within 30 feet that is casting a spell from the healing school and makes a Charisma ability check opposed by the caster’s spellcasting ability. On a success, the spell fails and the spell slot is lost.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9464840, member: 6915329"] RealmsHelp has a bunch of different shadow creature templates (the first of which is the dark creature—I didn’t forget how to alphabetize!), but there’s a shadow creature template in [I]Planestrider’s Journal[/I], and I didn’t want to step on any toes. Skipping those, we reach the [B]entropic creature[/B]—a creature from the Negative Energy plane. In Level Up, they could be useful as creatures from the Bleak Gate or from the elemental planes of Death, or even from the Plane of Space. The original template changed the base creature into an outsider. In LU, I think it might qualify as a fiend, even if they’re not necessarily “born evil”. There’s almost no actual info on them beyond few sentences, so I’m not sure what role they play in the Negative Plane beyond random encounter. Since that plane is the embodiment of death, I’ll try to lean into it with this template. Unusually, there doesn’t seem to be a Positive Energy creature—usually, D&D tries to create versions of the same creature for all its planes. [COLOR=rgb(41, 105, 176)][SIZE=7][B]Entropic Creature (Template)[/B][/SIZE][/COLOR] Source: [I]Planar Handbook, Tome of Magic; [/I]Designers:[I] Bruce R. Cordell, Gwendolyn F.M. Kestrel[/I] The Plane of Death is the font of negative energy that creates and feeds the undead creatures that plague the worlds. The Plane of Space is a place of nothing that has been compressed and transformed into pure force. Although it might not seem likely, there are native life forces, the domain of life called entropic creatures. Entropic creatures are colored in black and dark, muted colors, although their eyes, teeth, and claws tend to be bone-white and thus stand out against the darkness of their homelands. The strange background energies of the planes they come from tend to make them cruel, since they have to consume the life and energy of others in order to live, and indeed makes them the antithesis of life. -- “Entropic” is a template that can be placed on any corporeal creature other than a construct. [B][I]Type.[/I][/B] If the base creature was an undead, it remains an undead. Otherwise, it becomes an aberration (base creature type). [B][I]Attributes.[/I][/B] If the entropic creature’s Intelligence is 1 or 2, it becomes 3 (-4). Its Charisma increases by 2. [B][I]Resistances.[/I][/B] The entropic creature has resistance to radiant damage. [B][I]Immunities.[/I][/B] The entropic creature is immune to necrotic damage. [B][I]Senses.[/I][/B] The entropic creature has darkvision to 60 feet. If it already has darkvision, it increases by 60 feet. [B][I]Alignment.[/I][/B] The entropic creature cannot have the Good alignment. [B][I]Bonus Action: Deathly Aura.[/I][/B] The entropic creature emits an aura of deathly energy until the end of its next turn. Any creature that is not an undead that starts its turn within 10 feet of the entropic creature or hits it with a melee attack while within 10 feet of it is slowed until the end of its next turn and must make a Constitution saving throw (DC = 8 + the entropic creature’s PB + the entropic creature’s Constitution modifier) or take 1 level of fatigue. This level is removed after a short or long rest. A creature that dies from this rises as either a shadow or a specter (50% chance of either) 1d4 rounds later. [B][I]Bonus Action: Extinguish Light.[/I][/B] The entropic creature targets a source of light within 30 feet and extinguishes it. The light must be from a mundane source or created by a spell cast with a spell slot of a level depending on the entropic creature’s CR: CR 4 or lower: 1st-level CR 5 – 16: 2nd-level CR 17 – 22: 4th-level CR 23 or higher: 6th-level [B][I]Action: Null (Recharge 5-6).[/I][/B] The entropic creature either makes a ranged attack roll at a creature within 60 feet or a melee attack roll at a creature within its reach (chosen by the Narrator when making the creature). The attack deals necrotic damage depending on its CR. The creature’s hit point maximum is reduced by an amount equal to the damage taken, and the entropic creature regains hit points equal to half that amount. This reduction lasts until the creature finishes a long rest. The target dies if its hit point maximum is reduced to 0. If the target is undead or another creature with this template, it takes no damage and instead regains that many hit points. CR 4 or lower: 10 (3d6) CR 5 – 16: 21 (6d6) CR 17 – 22: 36 (8d8) CR 23 or higher: 55 (10d10) [B][I]Reaction: Snuff Out Life.[/I][/B] The entropic creature targets a creature within 30 feet that is casting a spell from the healing school and makes a Charisma ability check opposed by the caster’s spellcasting ability. On a success, the spell fails and the spell slot is lost. [B][I]Bonus Action: Spectral.[/I][/B] Until the end of its next turn, the entropic creature becomes incorporeal and can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. [I][B]Necrotic Absorption.[/B][/I] When the entropic creature is subjected to necrotic damage, it instead regains hit points equal to the necrotic damage dealt. [B][I]Turn Resistance.[/I][/B] If the entropic creature is undead, it has advantage on saving throws against being turned. [B][I]Unhealing.[/I][/B] If subjected to a spell from the healing school, it instead takes damage equal to the number of hit points it would have healed. -- The following uses a cloaker as the base creature. [B][COLOR=rgb(41, 105, 176)][SIZE=7]Entropic Cloaker[/SIZE][/COLOR] Large aberration; Challenge 8 (2,900 XP) AC[/B] 13 [B]HP[/B] 97 (13d10+26; bloodied 48) [B]Speed[/B] 10 ft., fly 50 ft. [B]STR[/B] 18 (+4) [B]DEX[/B] 16 (+3) [B]CON[/B] 14 (+2) [B]INT[/B] 12 (+1) [B]WIS[/B] 12 (+1) [B]CHA[/B] 14 (+2) [B]Proficiency[/B] +3; [B]Maneuver DC[/B] 15 [B]Saving Throws[/B] Wis +4 [B]Skills[/B] Stealth +6 (+1d4) [B]Damage Resistances[/B] radiant; bludgeoning [B]Damage Immunities[/B] necrotic [B]Condition Immunities[/B] charmed, frightening [B]Senses[/B] 120 ft., passive Perception 11 [B]Languages[/B] Deep Speech, Undercommon [B][I]False Appearance.[/I][/B] When motionless, the entropic cloaker is indistinguishable from a black cloak or similar cloth or leather article. [B][I]Light Sensitivity.[/I][/B] The entropic cloaker has disadvantage on attack rolls and Perception checks while in bright light. [I][B]Necrotic Absorption.[/B][/I] When the entropic cloaker is subjected to necrotic damage, it instead regains hit points equal to the necrotic damage dealt. [B][U]Actions[/U] [I]Bite.[/I][/B][I] Melee Weapon Attack:[/I] +7 to hit, reach 5 ft., one creature. [I]Hit:[/I] 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 15). If the entropic cloaker has advantage against the target, the entropic cloaker attaches to the target’s head, and the target is blinded and suffocating. Until this grapple ends, the entropic cloaker automatically hits the grappled creature with this attack. When the entropic cloaker is dealt damage while grappling, it takes half the damage (rounded down) and the other half is dealt to the grappled target. The entropic cloaker can have only one creature grappled at once. [B][I]Tail.[/I][/B][I] Melee Weapon Attack:[/I] +7 to hit, reach 10 ft., one creature. [I]Hit:[/I] 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage, and the creature makes a DC 13 Constitution saving throw. On a failure, it is poisoned until the end of the entropic cloaker’s next turn. [B][I]Moan.[/I][/B][I] [/I]Each non-aberration creature within 60 feet that can hear its moan makes a DC 13 Wisdom saving throw. On a failure, it is frightened until the end of the entropic cloaker’s next turn. When a creature succeeds on this saving throw, it becomes immune to the entropic cloaker’s moan for 24 hours. [B][I]Null (Recharge 5-6).[/I][/B] [I]Ranged Weapon Attack:[/I] +6 to hit, one target. [I]Hit: [/I]10 (3d6) necrotic damage. The creature’s hit point maximum is reduced by an amount equal to the damage taken, and the entropic cloaker regains hit points equal to half that amount. This reduction lasts until the creature finishes a long rest. The target dies if its hit point maximum is reduced to 0. If the target is undead or another creature with this template, it takes no damage and instead regains that many hit points. [B][I]Phantasms (1/Day).[/I][/B][I] [/I]The entropic cloaker magically creates flickering illusions of itself in its space. Attacks on it have disadvantage. This effect ends after 1 minute, when the entropic cloaker enters an area of bright light, or when it successfully grapples a creature. [B][I]Unhealing.[/I][/B] If subjected to a spell from the healing school, the entropic cloaker instead takes damage equal to the number of hit points it would have healed. [B][U]Bonus Actions[/U] [I]Deathly Aura.[/I][/B] The entropic cloaker emits an aura of deathly energy until the end of its next turn. Any creature that is not an undead that starts its turn within 10 feet of the entropic cloaker or hits it with a melee attack while within 10 feet of it is slowed until the end of its next turn and must make a DC 14 Constitution saving throw or take 1 level of fatigue. This level is removed after a short or long rest. A creature that dies from this rises as either a shadow or a specter (50% chance of either) 1d4 rounds later. [B][I]Extinguish Light.[/I][/B] The entropic cloaker targets a source of light within 30 feet and extinguishes it. The light must be from a mundane source or created by a spell cast with a spell slot of 1st-level or lower. [B][I]Spectral.[/I][/B] Until the end of its next turn, the entropic cloaker becomes incorporeal and can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. [B][U]Reactions[/U] [I]Angry Moan.[/I] [/B]When the entropic cloaker takes damage, it uses Moan. [B][I]Reactive Tail.[/I] [/B]When hit or missed with a melee attack, the entropic cloaker makes a tail attack against the attacker. [B][I]Snuff Out Life.[/I][/B] The entropic cloaker targets a creature within 30 feet that is casting a spell from the healing school and makes a Charisma ability check opposed by the caster’s spellcasting ability. On a success, the spell fails and the spell slot is lost. [/QUOTE]
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