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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: 8705732" data-attributes="member: 6915329"><p>The last of the special familiars is the <strong>quark</strong>, from Limbo. I’m guessing they were named that because Limbo is a plane of primal nature and quarks are a fundamental particles of all matter. If so, a clever use of a name!</p><p></p><p><span style="color: rgb(65, 168, 95)"><span style="font-size: 22px"><strong>Quark</strong></span></span></p><p>Familiars with a special use, Dragon Magazine #86</p><p>Created by Stephen Inniss</p><p></p><p>In their native form, quarks look like sculptures made from twisted wires of solid mercury, with a silvery dandelion puff of hair and shimmering, multicolored butterfly wings that change pattern and color over time. They are consummate shapechangers, though, and are rarely found in any one form for very long.</p><p></p><p><strong><em>Creatures of Chaos and Whimsy. </em></strong>Born of the primordial soup from which reality is made, they embody change. They hate rules, although they don't necessarily go out of their way to automatically break them, either--that would be too predictable! Quarks prefer not to fight, but when they do must, they do so by firing off a tiny sliver of their body’s basal material. This doesn’t harm them—they seem to generate these slivers whenever they need to and have an unlimited supply of them.</p><p></p><p><strong><em>One of a Kind. </em></strong>Perhaps because of, or despite of, their chaotic nature, quarks are strangely solipsistic. When two quarks meet, one of two things happen. The most common is that they simply ignore each other—they don’t even seem to be able to recognize that they are the same type of creature, and each views the other as a strange but uninteresting creature. As a result, they form no bonds among their kind, nor do they need to, because the Elemental Chaos spawns new quarks and consumes old ones at random.</p><p></p><p><strong><em>From Several, One. </em></strong>The other possibility is the rarer one: the two quarks get an overwhelming <em>need </em>to merge with each other. The result is a bright flash of (harmless) light which, when it fades, reveals an entire new creature. The creature can be anything at all, although they are only rarely become a supernatural being such as a fiend or fey, and are never undead. This new being has most of the raw knowledge that their past lives accrued, but only the vaguest of memories and emotions associated with those memories.</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> Quarks are from the Elemental Chaos and represent no one element but rather, a conglomeration of all of them.</p><p></p><p><strong>DC 20.</strong> Quarks shapechange as easily as other creatures breathe. However, all of their forms share a flaw: a bit of silvery color such as a streak in the fur or feathers when in animal form or a single silver leaf when in plant form. A DC 14 Perception check can spot this bit of coloration.</p><p></p><p><strong><span style="font-size: 18px">Quark Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> Astral Plane, Elemental Chaos, Ethereal Plane</p><p></p><p><strong>CR 0-1</strong> 1 quark.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1. Painting a mural; it’s a riot of colors with no theme or shapes.</p><p>2. Pretending to be a rock.</p><p>3. Freeing an animal caught in a trap and then destroying the trap.</p><p>4. Rapidly changing shape between a dozen different animal forms.</p><p></p><p><strong><span style="font-size: 18px">Names</span></strong></p><p>Abden, Dekan, Drefan, Kyrys, Huyana, Tvor</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Quark</span></span></strong></p><p><strong>Tiny elemental</strong></p><p>Challenge 1/4 (50 XP)</p><p><strong>AC</strong> 13 (natural armor)</p><p><strong>HP</strong> 7 (2d4+2)</p><p><strong>Speed</strong> 20 ft., fly 30 ft.</p><p></p><p><strong>STR</strong> 5 (-3) <strong>DEX</strong> 15 (+2) <strong>CON</strong> 12 (+1)</p><p><strong>INT</strong> 11 (+0) <strong>WIS</strong> 9 (-1) <strong>CHA</strong> 14 (+2)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 12</p><p><strong>Skills</strong> Perception +1 (<em>+1d4</em>)</p><p><strong>Damage Resistances</strong> acid, fire, poison, damage from nonmagical weapons</p><p><strong>Condition Immunities</strong> charmed, grappled, restrained, poisoned</p><p><strong>Senses</strong> darkvision 60 ft., tremorsense 10 ft., passive Perception 14</p><p><strong>Languages</strong> Common, Primordial</p><p><strong><em>Chaotic. </em></strong>The quark radiates an aura of Chaos.</p><p><strong><em>Familiar.</em></strong> The quark can communicate telepathically with its master while they are within 1 mile of each other. When the quark is within 10 feet of its master, its master shares its Magic Resistance trait.</p><p><strong><em>Immortal Nature.</em></strong> A quark doesn’t require air, sustenance, or sleep.</p><p><strong><em>Magic Resistance.</em></strong> The quark has advantage on saving throws against spells and other magical effects.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Silver Sliver. </em></strong><em>Ranged Weapon Attack:</em> +4 to hit, range 15 ft., one target. <em>Hit: </em>4 (1d4+2) piercing damage.</p><p><strong><em>Confusion (1/Day).</em></strong> The quark targets a creature it can see within 30 feet. The target must make a DC 12 Wisdom saving throw, becoming confused for 1 minute on a failure. The target may repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p><strong><em>Flawed Shapeshift.</em></strong> The quark magically changes its form into any Tiny or Small beast, an awakened shrub (size Small, speed 20 ft.), or a Tiny cloud of fog (speed 0 ft., fly 30 ft.), puddle of water (speed 5 ft., swim 30 ft.), or a rock (speed 0 ft.). In beast form, it takes the movement types of the form it has adopted. In fog, water, or rock form, it can’t manipulate objects or take actions other than to return to its true form, and it is immune to nonmagical damage from weapons. In fog and water form, it can pass through a space as narrow as 1 inch without squeezing. 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>As chaotic in combat as they are in everything else, quarks prefer to run around, throwing silvers from a distance. They have no fear of death and will fight until slain, unless their master orders them to stop.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8705732, member: 6915329"] The last of the special familiars is the [B]quark[/B], from Limbo. I’m guessing they were named that because Limbo is a plane of primal nature and quarks are a fundamental particles of all matter. If so, a clever use of a name! [COLOR=rgb(65, 168, 95)][SIZE=6][B]Quark[/B][/SIZE][/COLOR] Familiars with a special use, Dragon Magazine #86 Created by Stephen Inniss In their native form, quarks look like sculptures made from twisted wires of solid mercury, with a silvery dandelion puff of hair and shimmering, multicolored butterfly wings that change pattern and color over time. They are consummate shapechangers, though, and are rarely found in any one form for very long. [B][I]Creatures of Chaos and Whimsy. [/I][/B]Born of the primordial soup from which reality is made, they embody change. They hate rules, although they don't necessarily go out of their way to automatically break them, either--that would be too predictable! Quarks prefer not to fight, but when they do must, they do so by firing off a tiny sliver of their body’s basal material. This doesn’t harm them—they seem to generate these slivers whenever they need to and have an unlimited supply of them. [B][I]One of a Kind. [/I][/B]Perhaps because of, or despite of, their chaotic nature, quarks are strangely solipsistic. When two quarks meet, one of two things happen. The most common is that they simply ignore each other—they don’t even seem to be able to recognize that they are the same type of creature, and each views the other as a strange but uninteresting creature. As a result, they form no bonds among their kind, nor do they need to, because the Elemental Chaos spawns new quarks and consumes old ones at random. [B][I]From Several, One. [/I][/B]The other possibility is the rarer one: the two quarks get an overwhelming [I]need [/I]to merge with each other. The result is a bright flash of (harmless) light which, when it fades, reveals an entire new creature. The creature can be anything at all, although they are only rarely become a supernatural being such as a fiend or fey, and are never undead. This new being has most of the raw knowledge that their past lives accrued, but only the vaguest of memories and emotions associated with those memories. [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana check, the characters can learn the following: [B]DC 15.[/B] Quarks are from the Elemental Chaos and represent no one element but rather, a conglomeration of all of them. [B]DC 20.[/B] Quarks shapechange as easily as other creatures breathe. However, all of their forms share a flaw: a bit of silvery color such as a streak in the fur or feathers when in animal form or a single silver leaf when in plant form. A DC 14 Perception check can spot this bit of coloration. [B][SIZE=5]Quark Encounters[/SIZE] [I]Terrain:[/I][/B] Astral Plane, Elemental Chaos, Ethereal Plane [B]CR 0-1[/B] 1 quark. [B][SIZE=5]Behavior[/SIZE][/B] 1. Painting a mural; it’s a riot of colors with no theme or shapes. 2. Pretending to be a rock. 3. Freeing an animal caught in a trap and then destroying the trap. 4. Rapidly changing shape between a dozen different animal forms. [B][SIZE=5]Names[/SIZE][/B] Abden, Dekan, Drefan, Kyrys, Huyana, Tvor [B][COLOR=rgb(65, 168, 95)][SIZE=7]Quark[/SIZE][/COLOR] Tiny elemental[/B] Challenge 1/4 (50 XP) [B]AC[/B] 13 (natural armor) [B]HP[/B] 7 (2d4+2) [B]Speed[/B] 20 ft., fly 30 ft. [B]STR[/B] 5 (-3) [B]DEX[/B] 15 (+2) [B]CON[/B] 12 (+1) [B]INT[/B] 11 (+0) [B]WIS[/B] 9 (-1) [B]CHA[/B] 14 (+2) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 12 [B]Skills[/B] Perception +1 ([I]+1d4[/I]) [B]Damage Resistances[/B] acid, fire, poison, damage from nonmagical weapons [B]Condition Immunities[/B] charmed, grappled, restrained, poisoned [B]Senses[/B] darkvision 60 ft., tremorsense 10 ft., passive Perception 14 [B]Languages[/B] Common, Primordial [B][I]Chaotic. [/I][/B]The quark radiates an aura of Chaos. [B][I]Familiar.[/I][/B] The quark can communicate telepathically with its master while they are within 1 mile of each other. When the quark is within 10 feet of its master, its master shares its Magic Resistance trait. [B][I]Immortal Nature.[/I][/B] A quark doesn’t require air, sustenance, or sleep. [B][I]Magic Resistance.[/I][/B] The quark has advantage on saving throws against spells and other magical effects. [B][U]Actions[/U] [I]Silver Sliver. [/I][/B][I]Ranged Weapon Attack:[/I] +4 to hit, range 15 ft., one target. [I]Hit: [/I]4 (1d4+2) piercing damage. [B][I]Confusion (1/Day).[/I][/B] The quark targets a creature it can see within 30 feet. The target must make a DC 12 Wisdom saving throw, becoming confused for 1 minute on a failure. The target may repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. [B][I]Flawed Shapeshift.[/I][/B] The quark magically changes its form into any Tiny or Small beast, an awakened shrub (size Small, speed 20 ft.), or a Tiny cloud of fog (speed 0 ft., fly 30 ft.), puddle of water (speed 5 ft., swim 30 ft.), or a rock (speed 0 ft.). In beast form, it takes the movement types of the form it has adopted. In fog, water, or rock form, it can’t manipulate objects or take actions other than to return to its true form, and it is immune to nonmagical damage from weapons. In fog and water form, it can pass through a space as narrow as 1 inch without squeezing. 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] As chaotic in combat as they are in everything else, quarks prefer to run around, throwing silvers from a distance. They have no fear of death and will fight until slain, unless their master orders them to stop. [/QUOTE]
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