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A Leveled Up Bestiary
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<blockquote data-quote="Faolyn" data-source="post: 8685080" data-attributes="member: 6915329"><p>Back!</p><p></p><p>The <strong>gem vars</strong>—which <em>so </em>needs a hyphen in my mind—is technically a construct, but it seems to straddle the line between construct and elemental. Since I already have several other constructs, I went with elemental. I have a fondness for gemstone-based creatures. A later issue of Dragon (which I had read long before this issue) has a bunch and they kind of looked like living viruses to me, which made the Officially Cool in my book. But the only other “mineral elemental” I can think of is the tsnng from Planescape in 2e.</p><p></p><p>The original writeup also had an interesting feature: their AC went from -7 (!) for diamond gem vars to a mere 1 for ruby gem vars. Even though the type of gemstone used to make one doesn’t matter anywhere else and a ruby is only one less on the Mohs scale than a diamond is. For such a huge difference in AC, I’d expect the scale to be more Diamond to Pyrite.</p><p></p><p>The gem vars are also fun because they’re like three feet tall and can heft a greataxe like an seven-foot orc.</p><p></p><p>However, I’m going to take this moment to vent about the way 1e monsters are written up. Its damage is listed as “1-10 (or by weapon), without any indication of what the “1-10” is <em>for</em>. This comes up a <em>lot </em>in these old entries. There’s a great deal of information on how to make a gem vars and what spells are needed, but nothing as to what this non-weapon attack is like. For those of you who played 1e or 2e, was this info useful for you? Did you as players make a lot of constructs? It never came up in any of the 2e games I played.</p><p></p><p>[ATTACH=full]252899[/ATTACH]</p><p></p><p><span style="color: rgb(65, 168, 95)"><span style="font-size: 22px"><strong>Gem Vars</strong></span></span></p><p>Dragon’s Bestiary, Dragon Magazine #56</p><p>Created by Michael C. Reed</p><p></p><p>Gem vars resemble small, angular humans made entirely out of gemstone; they stand anywhere from two to four feet tall. They lack ears and hair, and their small eyes glow brightly in the dark. Each is a brilliant, translucent, jewel-tone color. They wear little in the way of clothing besides hooded cloaks, but most carry a weapon of some sort: battleaxes and bastard swords are common, usually honed to razor-sharpness. Despite their small size, gem vars carry large weapons with ease.</p><p></p><p><strong><em>Elementals Constructs.</em></strong> Gem vars have an unusual way of reproducing: they literally build their offspring by magically altering a large gemstone and then imbuing the new creation with an elemental spirit. The new gem vars is then completely loyal to its parents. Some mortal wizards have discovered ways to create their own gem vars, and these offspring are equally as loyal to them.</p><p></p><p>Unlike many elementals and most constructs, gem vars need to eat. They usually eat coal and clear stones such as quartz. While they can eat more expensive gems, they refuse to, seeing it as a waste of a beautiful resource.</p><p></p><p><strong><em>Sell-Swords.</em></strong> Should a gem vars’ parent or creator die, they usually seek out others of their kind and band together, forming a new family. But whether they join with other gem vars or they remain alone, more often than not, they will seek out a new employer. They demand competitive rates, paid in gemstones, and are not too picky about who they work for.</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With an Arcana check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Gem vars are elemental creatures made of gemstones. Despite their small size, they are outstandingly strong. When a gem vars dies, it breaks apart into gemstones.</p><p></p><p><strong>DC 15.</strong> Gem vars frequently are employed by spellcasters as servitors. Those who are not employed frequently hire themselves out as mercenaries.</p><p></p><p><strong>DC 20.</strong> Gem vars are made out of gemstones with an elemental spirit bound inside. It is possible for a spellcaster to create a body out of gems and bind a spirit to it, thus making a servitor gem vars.</p><p></p><p><strong><span style="font-size: 18px">Gem Vars Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> Caverns, Desert, Forests, Hills, Laboratory, Plane of Earth, Settlement, Tundra</p><p></p><p><strong>CR 5-10</strong> gem vars; gem vars with earth elemental; gem vars with basilisk; gem vars with 8 guards.</p><p><strong><em>Treasure</em></strong> 500 gp, jeweled necklace (250 gp), 6 garnets (100 gp each), <em>ring of free action, midnight pearls</em></p><p><strong>CR 11-15</strong> 2-3 gem vars; 2 gem vars and hound guardian; gem vars with 2 guard squads</p><p></p><p><strong><em>Treasure </em></strong>80 pp, 1 chrysoberyl (100 gp), aquamarine (300 gp), 1 spinels (500 gp), 3 jeweled gold rings (150 gp each), a jeweled <em>shortsword +1</em>, <em>necklace of fireballs, cloak of protection.</em></p><p></p><p><strong>CR 16-20</strong> 3-4 gem vars; 2 gem vars with 2 solider squads; gem vars with divi.</p><p><strong><em>Treasure</em> </strong>600 gp, 110 pp, 2 amethysts (100 gp each), 3 topazes (500 gp each), 1 emerald (1,000 gp), set of ivory dice carved from opal (2,000 gp), ruby and gold pendant (750 gp), <em>elemental gem (earth).</em></p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1. A calling card, indicating that the gem vars is available for employment, and where they can be found.</p><p>2. A pile of gemstones (worth 10 gp each) and gem dust: a gem var’s body.</p><p>3. Small footprints near a recently-slain humanoid, one who looked well-off. The humanoid seems to have not been looted, but a DC 20 Investigation check will reveal indications that they once had jewelry that has been removed.</p><p>4. People discussing a mysterious small hooded figure who has been buying up gems.</p><p></p><p><strong><span style="font-size: 18px">Behavior When Employed</span></strong></p><p>1-2. Guarding their parent or creator; will warn off, then attack, any intruders.</p><p>3. Doing simple chores for their employer.</p><p>4. On break, eating coal and playing games with their fellows.</p><p>5-6. On a mission to find and capture (or kill) an enemy of their employer.</p><p></p><p><strong><span style="font-size: 18px">Behavior When Freelance</span></strong></p><p>1-3. Actively searching for a new employer; will approach the characters and ask them if want to hire the gem-vars.</p><p>4. Engaging in weapons practice.</p><p>5. Negotiating with the owners of a gem mine.</p><p>6. Hunting down someone who stole for them, preparing to show the thief no mercy.</p><p>7. Trying to steal jewelry.</p><p>8. Polishing and sorting their gem collection.</p><p></p><p><strong><span style="font-size: 18px">Names</span></strong></p><p>Crystal, Topaz, Aventurine, Tourmaline, Kyanite, Zircon</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Gem Vars</span></span></strong></p><p><strong>Small elemental (construct)</strong></p><p>Challenge 7 (2,900 XP)</p><p><strong>AC</strong> 18 (natural armor)</p><p><strong>HP</strong> 104 (16d6+48; bloodied 52)</p><p><strong>Speed</strong> 25 ft.</p><p></p><p><strong>STR</strong> 20 (+5) <strong>DEX</strong> 15 (+2) <strong>CON</strong> 16 (+3)</p><p><strong>INT</strong> 8 (-1) <strong>WIS</strong> 9 (-1) <strong>CHA</strong> 12 (+1)</p><p></p><p><strong>Proficiency</strong> +3</p><p><strong>Maneuver DC</strong> 16</p><p><strong>Skills</strong> Insight +2, Perception +2</p><p><strong>Damage Resistances</strong> thunder</p><p><strong>Damage Resistances</strong> bludgeoning from nonmagical, nonadamantine weapons</p><p><strong>Damage Immunities</strong> cold, fire, poison; piercing and slashing</p><p><strong>Condition Immunities</strong> charmed, fatigue, petrifaction, poisoned</p><p><strong>Senses</strong> darkvision 120 ft., tremorsense 30 ft., passive Perception 12</p><p><strong>Languages</strong> Terran, one of its creator’s languages</p><p><strong><em>Brute.</em></strong> A melee weapon deals one extra die of its damage when the gem vars hits with it (included in the attack).</p><p><strong><em>Crystalline Demise.</em></strong> If the gem vars dies, its body disintegrates into crystalline dust, leaving behind 2d10 gemstones, each valued at 25 gp or less, and the equipment the gem vars was wearing or carrying.</p><p><strong><em>Elemental Nature.</em></strong> The gem vars doesn’t need air or sleep.</p><p><strong><em>Magic Resistance.</em></strong> The gem vars has advantage on saving throws against spells and other magical effects.</p><p><strong><em>Sense Gems.</em></strong> The gem vars automatically detects the presence of gemstones within 30 feet.</p><p><strong><em>Shatter.</em></strong> If a bludgeoning weapon scores a critical hit against a gem vars, it inflicts one additional die of damage.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Battleaxe. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit: </em>14 (2d8+5) damage, or 15 (2d10+5) slashing damage when wielded in two hands.</p><p><strong><em>Fist. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit: </em>10 (2d4+5) bludgeoning damage.</p><p><strong><em>Javelin.</em></strong> <em>Melee or Ranged Weapon Attack:</em> +7 to hit, reach 5 ft. or range 30/120 ft., one target. <em>Hit:</em> 12 (2d6+5) piercing damage.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Wound Foe.</em></strong> The gem vars makes a melee attack with its battleaxe. On a hit, the target takes a wound that deals 5 (1d10) ongoing slashing damage. A creature can end the ongoing damage by using its action to staunch the wound or by giving the target magical healing.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>True Neutrality (Recharges After a Short or Long Rest).</em></strong> If the gem vars is targeted by a spell from the Chaos, Evil, Law, or Good school, it can use its reaction to automatically succeed on its saving throw.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>A gem vars will attack whomever they are told to by an employer or parent, unless doing so puts them in grave danger—unless they are being paid <em>very </em>well, they have no qualms about fleeing from an overwhelming fight. On their own, they will only attack if they have superiority in combat. They generally prefer to attack in formation and use flanking and the terrain to their benefit.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8685080, member: 6915329"] Back! The [B]gem vars[/B]—which [I]so [/I]needs a hyphen in my mind—is technically a construct, but it seems to straddle the line between construct and elemental. Since I already have several other constructs, I went with elemental. I have a fondness for gemstone-based creatures. A later issue of Dragon (which I had read long before this issue) has a bunch and they kind of looked like living viruses to me, which made the Officially Cool in my book. But the only other “mineral elemental” I can think of is the tsnng from Planescape in 2e. The original writeup also had an interesting feature: their AC went from -7 (!) for diamond gem vars to a mere 1 for ruby gem vars. Even though the type of gemstone used to make one doesn’t matter anywhere else and a ruby is only one less on the Mohs scale than a diamond is. For such a huge difference in AC, I’d expect the scale to be more Diamond to Pyrite. The gem vars are also fun because they’re like three feet tall and can heft a greataxe like an seven-foot orc. However, I’m going to take this moment to vent about the way 1e monsters are written up. Its damage is listed as “1-10 (or by weapon), without any indication of what the “1-10” is [I]for[/I]. This comes up a [I]lot [/I]in these old entries. There’s a great deal of information on how to make a gem vars and what spells are needed, but nothing as to what this non-weapon attack is like. For those of you who played 1e or 2e, was this info useful for you? Did you as players make a lot of constructs? It never came up in any of the 2e games I played. [ATTACH type="full"]252899[/ATTACH] [COLOR=rgb(65, 168, 95)][SIZE=6][B]Gem Vars[/B][/SIZE][/COLOR] Dragon’s Bestiary, Dragon Magazine #56 Created by Michael C. Reed Gem vars resemble small, angular humans made entirely out of gemstone; they stand anywhere from two to four feet tall. They lack ears and hair, and their small eyes glow brightly in the dark. Each is a brilliant, translucent, jewel-tone color. They wear little in the way of clothing besides hooded cloaks, but most carry a weapon of some sort: battleaxes and bastard swords are common, usually honed to razor-sharpness. Despite their small size, gem vars carry large weapons with ease. [B][I]Elementals Constructs.[/I][/B] Gem vars have an unusual way of reproducing: they literally build their offspring by magically altering a large gemstone and then imbuing the new creation with an elemental spirit. The new gem vars is then completely loyal to its parents. Some mortal wizards have discovered ways to create their own gem vars, and these offspring are equally as loyal to them. Unlike many elementals and most constructs, gem vars need to eat. They usually eat coal and clear stones such as quartz. While they can eat more expensive gems, they refuse to, seeing it as a waste of a beautiful resource. [B][I]Sell-Swords.[/I][/B] Should a gem vars’ parent or creator die, they usually seek out others of their kind and band together, forming a new family. But whether they join with other gem vars or they remain alone, more often than not, they will seek out a new employer. They demand competitive rates, paid in gemstones, and are not too picky about who they work for. [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana check, the characters can learn the following: [B]DC 10.[/B] Gem vars are elemental creatures made of gemstones. Despite their small size, they are outstandingly strong. When a gem vars dies, it breaks apart into gemstones. [B]DC 15.[/B] Gem vars frequently are employed by spellcasters as servitors. Those who are not employed frequently hire themselves out as mercenaries. [B]DC 20.[/B] Gem vars are made out of gemstones with an elemental spirit bound inside. It is possible for a spellcaster to create a body out of gems and bind a spirit to it, thus making a servitor gem vars. [B][SIZE=5]Gem Vars Encounters[/SIZE] [I]Terrain:[/I][/B][I] [/I]Caverns, Desert, Forests, Hills, Laboratory, Plane of Earth, Settlement, Tundra [B]CR 5-10[/B] gem vars; gem vars with earth elemental; gem vars with basilisk; gem vars with 8 guards. [B][I]Treasure[/I][/B][I] [/I]500 gp, jeweled necklace (250 gp), 6 garnets (100 gp each), [I]ring of free action, midnight pearls[/I] [B]CR 11-15[/B] 2-3 gem vars; 2 gem vars and hound guardian; gem vars with 2 guard squads [B][I]Treasure [/I][/B]80 pp, 1 chrysoberyl (100 gp), aquamarine (300 gp), 1 spinels (500 gp), 3 jeweled gold rings (150 gp each), a jeweled [I]shortsword +1[/I], [I]necklace of fireballs, cloak of protection.[/I] [B]CR 16-20[/B] 3-4 gem vars; 2 gem vars with 2 solider squads; gem vars with divi. [B][I]Treasure[/I] [/B]600 gp, 110 pp, 2 amethysts (100 gp each), 3 topazes (500 gp each), 1 emerald (1,000 gp), set of ivory dice carved from opal (2,000 gp), ruby and gold pendant (750 gp), [I]elemental gem (earth).[/I] [B][SIZE=5]Signs[/SIZE][/B] 1. A calling card, indicating that the gem vars is available for employment, and where they can be found. 2. A pile of gemstones (worth 10 gp each) and gem dust: a gem var’s body. 3. Small footprints near a recently-slain humanoid, one who looked well-off. The humanoid seems to have not been looted, but a DC 20 Investigation check will reveal indications that they once had jewelry that has been removed. 4. People discussing a mysterious small hooded figure who has been buying up gems. [B][SIZE=5]Behavior When Employed[/SIZE][/B] 1-2. Guarding their parent or creator; will warn off, then attack, any intruders. 3. Doing simple chores for their employer. 4. On break, eating coal and playing games with their fellows. 5-6. On a mission to find and capture (or kill) an enemy of their employer. [B][SIZE=5]Behavior When Freelance[/SIZE][/B] 1-3. Actively searching for a new employer; will approach the characters and ask them if want to hire the gem-vars. 4. Engaging in weapons practice. 5. Negotiating with the owners of a gem mine. 6. Hunting down someone who stole for them, preparing to show the thief no mercy. 7. Trying to steal jewelry. 8. Polishing and sorting their gem collection. [B][SIZE=5]Names[/SIZE][/B] Crystal, Topaz, Aventurine, Tourmaline, Kyanite, Zircon [B][COLOR=rgb(65, 168, 95)][SIZE=7]Gem Vars[/SIZE][/COLOR] Small elemental (construct)[/B] Challenge 7 (2,900 XP) [B]AC[/B] 18 (natural armor) [B]HP[/B] 104 (16d6+48; bloodied 52) [B]Speed[/B] 25 ft. [B]STR[/B] 20 (+5) [B]DEX[/B] 15 (+2) [B]CON[/B] 16 (+3) [B]INT[/B] 8 (-1) [B]WIS[/B] 9 (-1) [B]CHA[/B] 12 (+1) [B]Proficiency[/B] +3 [B]Maneuver DC[/B] 16 [B]Skills[/B] Insight +2, Perception +2 [B]Damage Resistances[/B] thunder [B]Damage Resistances[/B] bludgeoning from nonmagical, nonadamantine weapons [B]Damage Immunities[/B] cold, fire, poison; piercing and slashing [B]Condition Immunities[/B] charmed, fatigue, petrifaction, poisoned [B]Senses[/B] darkvision 120 ft., tremorsense 30 ft., passive Perception 12 [B]Languages[/B] Terran, one of its creator’s languages [B][I]Brute.[/I][/B] A melee weapon deals one extra die of its damage when the gem vars hits with it (included in the attack). [B][I]Crystalline Demise.[/I][/B] If the gem vars dies, its body disintegrates into crystalline dust, leaving behind 2d10 gemstones, each valued at 25 gp or less, and the equipment the gem vars was wearing or carrying. [B][I]Elemental Nature.[/I][/B] The gem vars doesn’t need air or sleep. [B][I]Magic Resistance.[/I][/B] The gem vars has advantage on saving throws against spells and other magical effects. [B][I]Sense Gems.[/I][/B] The gem vars automatically detects the presence of gemstones within 30 feet. [B][I]Shatter.[/I][/B] If a bludgeoning weapon scores a critical hit against a gem vars, it inflicts one additional die of damage. [B][U]Actions[/U] [I]Battleaxe. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 5 ft., one target. [I]Hit: [/I]14 (2d8+5) damage, or 15 (2d10+5) slashing damage when wielded in two hands. [B][I]Fist. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 5 ft., one target. [I]Hit: [/I]10 (2d4+5) bludgeoning damage. [B][I]Javelin.[/I][/B] [I]Melee or Ranged Weapon Attack:[/I] +7 to hit, reach 5 ft. or range 30/120 ft., one target. [I]Hit:[/I] 12 (2d6+5) piercing damage. [B][U]Bonus Actions[/U] [I]Wound Foe.[/I][/B] The gem vars makes a melee attack with its battleaxe. On a hit, the target takes a wound that deals 5 (1d10) ongoing slashing damage. A creature can end the ongoing damage by using its action to staunch the wound or by giving the target magical healing. [B][U]Reactions[/U] [I]True Neutrality (Recharges After a Short or Long Rest).[/I][/B] If the gem vars is targeted by a spell from the Chaos, Evil, Law, or Good school, it can use its reaction to automatically succeed on its saving throw. [B][SIZE=5]Combat[/SIZE][/B] A gem vars will attack whomever they are told to by an employer or parent, unless doing so puts them in grave danger—unless they are being paid [I]very [/I]well, they have no qualms about fleeing from an overwhelming fight. On their own, they will only attack if they have superiority in combat. They generally prefer to attack in formation and use flanking and the terrain to their benefit. [/QUOTE]
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