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Level Up: Advanced 5th Edition (A5E)
A Leveled Up Bestiary
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<blockquote data-quote="Faolyn" data-source="post: 8704379" data-attributes="member: 6915329"><p>The second “neutral” familiar is the <strong>orrek</strong>, originally from the Concordant Opposition. They’re pretty common there, apparently. They also had a strange vulnerability to “greenstone,” defined as any green rock, such as an “inferior grade of jade.” Why, I have no idea. The idea of greenstone being a weakness to certain creatures is an interesting one, but it's not one that was ever used, except, perhaps, in Stephen Inniss' game. </p><p>The original entry gave the orrekkin some limited shapechanging abilities, but honestly, it feels out of place with them. They didn’t have a real theme going on with their abilities or their alternate forms, so I ditched the shapechanging and tried to make them a bit more streamlined. </p><p></p><p><span style="font-size: 22px"><strong><span style="color: rgb(65, 168, 95)">Orrek</span></strong></span></p><p>Familiars with a special use, Dragon Magazine #86</p><p>Created by Stephen Inniss</p><p></p><p>Orrek (plural: orrekin) looks like a slightly mole-like humanoid with a homely but friendly faces and squat, muscular bodies that are covered with short, soft metallic brown or black fur. Their hands are large and tipped in iron claws, and their eyes and teeth look like polished black stones. Orrekin have charming, no-nonsense personalities and soothing voices.</p><p></p><p><strong><em>Elements of Balance.</em></strong> Although they appear to be earth elementals, orrekin embody all of the elements to one degree or another: they can channel fire, swim through solid rock as if it were water, and can turn into air. They believe very strongly in the balance between elements and loathe the idea of any one element gaining superiority over another one. They also find ideological extremes, such as Law and Chaos, to be ridiculous and possibly even dangerous.</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 15.</strong> Even though they seem like earth elementals, orrekin actually embody all the elements: they can create fire, turn into air, and can move through rock like it were water.</p><p></p><p><strong>DC 20.</strong> Orrekin are rarely found on the elemental planes. Instead, they are most common burrowing in the primordial material that lies between planes.</p><p></p><p><strong><span style="font-size: 18px">Orrek Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> Caverns, Elemental Chaos, Mountains, Plane of Earth</p><p></p><p><strong>CR 1-2</strong> 1d4 orrekin; 2 orrekin and 1 mephit (any type)</p><p><strong><em>Treasure.</em></strong> 2 malachites (10 gp each), <em>potion of animal friendship, </em></p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1-2. Following intruders to see what they’re up to.</p><p>3. Lecturing an elemental for being unnecessarily destructive.</p><p>4. Waiting impassively, disguised as a statue.</p><p></p><p><strong><span style="font-size: 18px">Names</span></strong></p><p>Calthen, Itziar, Kalju, Piro, Senka, Zuerrl</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Orrek</span></span></strong></p><p><strong>Tiny elemental</strong></p><p>Challenge 1/2 (100 XP)</p><p><strong>AC</strong> 14 (natural armor)</p><p><strong>HP</strong> 18 (4d4+8; bloodied 9)</p><p><strong>Speed</strong> 30 ft., burrow 20 ft.</p><p></p><p><strong>STR</strong> 9 (-1) <strong>DEX</strong> 12 (+1) <strong>CON</strong> 14 (+2)</p><p><strong>INT</strong> 10 (+0) <strong>WIS</strong> 14 (+2) <strong>CHA</strong> 13 (+1)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 11</p><p><strong>Skills</strong> Perception +4, Stealth +3</p><p><strong>Damage Resistances</strong> acid, fire, poison; damage from nonmagical, non-stone weapons</p><p><strong>Condition Immunities</strong> petrified, poisoned</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 14</p><p><strong>Languages</strong> Common, Primordial, Terran</p><p><strong><em>Elemental Nature. </em></strong>The orrek doesn’t require air, sustenance, or sleep.</p><p><strong><em>Familiar.</em></strong> The orrek can communicate telepathically with its master while they are within 1 mile of each other. When the orrek is within 10 feet of its master, its master shares its Magic Resistance trait.</p><p><strong><em>Magic Resistance.</em></strong> The orrek has advantage on saving throws against spells and other magical effects.</p><p><strong><em>Spellcasting.</em></strong> The orrek’s spellcasting ability is Charisma (save DC 11, +3 to spell attacks). It can cast the following spells, without the need for material components:</p><p>At Will: <em>produce flame</em></p><p>1/Day Each: <em>gaseous form, gust</em></p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The orrek makes two attacks with its claws.</p><p><strong><em>Claw. </em></strong><em>Melee Weapon Attack:</em> +2 to hit, reach 5 ft., one target. <em>Hit: </em>4 (1d4+1) slashing damage.</p><p><strong><em>Tunneler.</em></strong> The orrek can burrow through nonmagical, unworked earth and stone. While doing so, the orrek can choose to not disturb the material it moves through.</p><p><strong><em>Stoneform.</em></strong> The orrek can magically transform into a Tiny stone statue (speed 0 ft.), made of any type of stone they wish. While in this form, it can’t take actions (other than to return to its true form) or manipulate objects, and it is immune to nonmagical damage from weapons. Its statistics are the same in each form except for its size and speed. Equipment it is carrying is not transformed. It reverts to its true form if it dies.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>Generally non-combatative, an orrek prefers to strike, then quickly tunnel through the ground and pop up behind their target. They are careful fighters, though, and will retreat if injured. If fighting against targets who aren’t using magical weapons, they will turn into stoneform until they feel that they can sneak away.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8704379, member: 6915329"] The second “neutral” familiar is the [B]orrek[/B], originally from the Concordant Opposition. They’re pretty common there, apparently. They also had a strange vulnerability to “greenstone,” defined as any green rock, such as an “inferior grade of jade.” Why, I have no idea. The idea of greenstone being a weakness to certain creatures is an interesting one, but it's not one that was ever used, except, perhaps, in Stephen Inniss' game. The original entry gave the orrekkin some limited shapechanging abilities, but honestly, it feels out of place with them. They didn’t have a real theme going on with their abilities or their alternate forms, so I ditched the shapechanging and tried to make them a bit more streamlined. [SIZE=6][B][COLOR=rgb(65, 168, 95)]Orrek[/COLOR][/B][/SIZE] Familiars with a special use, Dragon Magazine #86 Created by Stephen Inniss Orrek (plural: orrekin) looks like a slightly mole-like humanoid with a homely but friendly faces and squat, muscular bodies that are covered with short, soft metallic brown or black fur. Their hands are large and tipped in iron claws, and their eyes and teeth look like polished black stones. Orrekin have charming, no-nonsense personalities and soothing voices. [B][I]Elements of Balance.[/I][/B] Although they appear to be earth elementals, orrekin embody all of the elements to one degree or another: they can channel fire, swim through solid rock as if it were water, and can turn into air. They believe very strongly in the balance between elements and loathe the idea of any one element gaining superiority over another one. They also find ideological extremes, such as Law and Chaos, to be ridiculous and possibly even dangerous. [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana check, the characters can learn the following: [B]DC 15.[/B] Even though they seem like earth elementals, orrekin actually embody all the elements: they can create fire, turn into air, and can move through rock like it were water. [B]DC 20.[/B] Orrekin are rarely found on the elemental planes. Instead, they are most common burrowing in the primordial material that lies between planes. [B][SIZE=5]Orrek Encounters[/SIZE] [I]Terrain:[/I][/B] Caverns, Elemental Chaos, Mountains, Plane of Earth [B]CR 1-2[/B] 1d4 orrekin; 2 orrekin and 1 mephit (any type) [B][I]Treasure.[/I][/B] 2 malachites (10 gp each), [I]potion of animal friendship, [/I] [B][SIZE=5]Behavior[/SIZE][/B] 1-2. Following intruders to see what they’re up to. 3. Lecturing an elemental for being unnecessarily destructive. 4. Waiting impassively, disguised as a statue. [B][SIZE=5]Names[/SIZE][/B] Calthen, Itziar, Kalju, Piro, Senka, Zuerrl [B][COLOR=rgb(65, 168, 95)][SIZE=7]Orrek[/SIZE][/COLOR] Tiny elemental[/B] Challenge 1/2 (100 XP) [B]AC[/B] 14 (natural armor) [B]HP[/B] 18 (4d4+8; bloodied 9) [B]Speed[/B] 30 ft., burrow 20 ft. [B]STR[/B] 9 (-1) [B]DEX[/B] 12 (+1) [B]CON[/B] 14 (+2) [B]INT[/B] 10 (+0) [B]WIS[/B] 14 (+2) [B]CHA[/B] 13 (+1) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 11 [B]Skills[/B] Perception +4, Stealth +3 [B]Damage Resistances[/B] acid, fire, poison; damage from nonmagical, non-stone weapons [B]Condition Immunities[/B] petrified, poisoned [B]Senses[/B] darkvision 60 ft., passive Perception 14 [B]Languages[/B] Common, Primordial, Terran [B][I]Elemental Nature. [/I][/B]The orrek doesn’t require air, sustenance, or sleep. [B][I]Familiar.[/I][/B] The orrek can communicate telepathically with its master while they are within 1 mile of each other. When the orrek is within 10 feet of its master, its master shares its Magic Resistance trait. [B][I]Magic Resistance.[/I][/B] The orrek has advantage on saving throws against spells and other magical effects. [B][I]Spellcasting.[/I][/B] The orrek’s spellcasting ability is Charisma (save DC 11, +3 to spell attacks). It can cast the following spells, without the need for material components: At Will: [I]produce flame[/I] 1/Day Each: [I]gaseous form, gust[/I] [B][U]Actions[/U] [I]Multiattack.[/I][/B] The orrek makes two attacks with its claws. [B][I]Claw. [/I][/B][I]Melee Weapon Attack:[/I] +2 to hit, reach 5 ft., one target. [I]Hit: [/I]4 (1d4+1) slashing damage. [B][I]Tunneler.[/I][/B] The orrek can burrow through nonmagical, unworked earth and stone. While doing so, the orrek can choose to not disturb the material it moves through. [B][I]Stoneform.[/I][/B] The orrek can magically transform into a Tiny stone statue (speed 0 ft.), made of any type of stone they wish. While in this form, it can’t take actions (other than to return to its true form) or manipulate objects, and it is immune to nonmagical damage from weapons. Its statistics are the same in each form except for its size and speed. Equipment it is carrying is not transformed. It reverts to its true form if it dies. [B][SIZE=5]Combat[/SIZE][/B] Generally non-combatative, an orrek prefers to strike, then quickly tunnel through the ground and pop up behind their target. They are careful fighters, though, and will retreat if injured. If fighting against targets who aren’t using magical weapons, they will turn into stoneform until they feel that they can sneak away. [/QUOTE]
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