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<blockquote data-quote="Faolyn" data-source="post: 8710584" data-attributes="member: 6915329"><p>The next creature is the <strong>glasspane horror</strong>, designed to be treasure guards and are definitely different from the typical guardian née golem. They’re another shapeshifter, and IMO the “horror” in their name is well-earned—one of their forms is a <em>cloud of glitter!</em> Narrators, you know what to do with this information!</p><p></p><p>[ATTACH=full]255717[/ATTACH]</p><p><span style="font-size: 15px">Artist: David C. Sutherland III</span></p><p></p><p><span style="font-size: 22px"><strong><span style="color: rgb(65, 168, 95)">Glasspane Horror</span></strong></span></p><p>Creature Catalog, Dragon Magazine #89</p><p>Created by Rosemary and Don Webb</p><p></p><p>These shapechanging elementals are rarely seen in their true form, because their true form is a transparent pane of glass-like crystal, utterly indistinguishable from normal glass. They have two other forms. The first is a giant humanoid, well over twice a typical human’s height, made of dazzling, multicolored crystalline shards, and the other is a fast-moving cloud of glittering mica flakes. They spend as much time in these latter forms as they do resting in their true form.</p><p></p><p><strong><em>Not So Horrible.</em></strong> Despite their name, glasspane horrors aren’t evil or cruel, nor do they have any particular dislike of non-elemental creatures. The horror in their name comes from their utter inconspicuousness. Treasure-stealers expect mimics and living statues. They don’t expect the window to come alive and attack.</p><p></p><p><strong><em>Elemental Mercenaries. </em></strong>Glasspane horrors are much sought after guards and sentries, as they are very patient, highly observant, and loyal to their employers. They pride themselves on being unbribable, but are not stupidly loyal. A horror in danger of being killed will retreat and warn its employer. However, one whose employer is slain will seek revenge. Horrors don’t come cheap, though, and they demand gemstones—their primary food source—as payment for their work.</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> Glasspane horrors are a strange form of elemental. In their natural form, they are indistinguishable from a pane of glass.</p><p></p><p><strong>DC 20.</strong> Glasspane horrors have a reflective body, and force, lightning, radiant, and prismatic magic bounce right off them and reflect back at the caster.</p><p></p><p><strong><span style="font-size: 18px">Monster Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> Caverns, Laboratory, Plane of Earth, Settlement, Tomb</p><p></p><p><strong>CR 5-10</strong> Glasspane horror; glasspane horror horror with 2d4 guards; glasspane horror with 2 hound guardians.</p><p><strong><em>Treasure:</em></strong> 90 pp, 750 gp, 1,750 sp, 7 citrines (50 gp each), porcelain statue of an eagle (bulky, worth 150 gp), surreal landscape painting (worth 250 gp), <em>spell scroll of spare the dying, potions of mind reading </em>and <em>water breathing, blue bag of tricks, </em>Small <em>+3 padded cloth </em>armor.</p><p></p><p><strong>CR 11-16</strong> 2 glasspane horrors; glasspane horror with 2 guard squads</p><p><strong><em>Treasure:</em></strong> 800 pp, 1,500 gp, 2 garnets (100 gp each), peridot (500 gp), triptych icon of an elven god made of gold, jade, and rare woods (2,500 gp), <em>blade of the Sanguine Knot, bronze griffin, dimensional shackles, ever-shifting map, prismatic gown </em></p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1-2. A trail of glitter</p><p>3. the thud of heavy footsteps; with a DC 15 Insight or Perception check, the creature is walking on a patrol route.</p><p>4. Shimmering, gem-toned lights reflecting off of walls in the distance.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1-3 Disguised as a pane of glass, just watching.</p><p>4. Having a telepathic conversation with a fellow guard.</p><p>5. Negotiating a pay raise with its employer.</p><p>6. In humanoid form, tasting gems to find out which will be the best to eat.</p><p></p><p><strong><span style="font-size: 18px">Names</span></strong></p><p>Aanye, Aligoq, Kass, Manyah, Saghkar</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Glasspane Horror</span></span></strong></p><p><strong>Large elemental (shapechanger)</strong></p><p>Challenge 8 (3,900 XP)</p><p><strong>AC</strong> 17 (natural armor)</p><p><strong>HP</strong> 126 (12d10+48; bloodied 113)</p><p><strong>Speed</strong> 0 ft. (true form), 40 ft. (humanoid form), 0 ft., fly 90 ft. (in sand cloud form)</p><p></p><p><strong>STR</strong> 16 (+3) <strong>DEX</strong> 15 (+2) <strong>CON</strong> 19 (+4)</p><p><strong>INT</strong> 9 (-1) <strong>WIS</strong> 14 (+2) <strong>CHA</strong> 17 (+3)</p><p></p><p><strong>Proficiency</strong> +3</p><p><strong>Maneuver DC</strong> +14</p><p><strong>Skills</strong> Perception +4 (<em>+1d4</em>)</p><p><strong>Saves</strong> Con +7</p><p><strong>Damage Resistances</strong> bludgeoning, piercing, and slashing from nonmagical weapons</p><p><strong>Damage Immunities</strong> force, lightning, poison, radiant</p><p><strong>Condition Immunities</strong> blinded, fatigue, paralyzed, petrified, poisoned, strife, unconscious</p><p><strong>Senses</strong> blindsight 120 ft. (blind beyond this radius, true form and sand cloud form only), darkvision 60 ft. (humanoid form only), passive Perception 17</p><p><strong>Languages</strong> telepathy 60 ft.</p><p><strong><em>Elemental Nature.</em></strong> An elemental doesn’t require air, sustenance, or sleep.</p><p><strong><em>False Appearance (True Form Only).</em></strong> While the horror remains motionless, it is indistinguishable from a large pane of glass.</p><p><strong><em>Glittering Cloud (Sand Cloud Form Only).</em></strong> The horror can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing, but can’t move through water.</p><p><strong><em>Reflective.</em></strong> If the horror is targeted by a spell that inflicts force, lightning, or radiant damage, roll a d6. On a 1-5, the horror is unaffected. On a 6, the horror is unaffected, but the effect is reflected back at the caster turning the caster into the target. In addition, the horror is immune to spells from the prismatic school.</p><p><strong><em>Transparent.</em></strong> Perception checks that rely on sight made to locate the horror are made at disadvantage.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack (Humanoid Form Only).</em></strong> The horror makes two fist attacks. Alternatively, it makes one Fist attack and uses its Dazzling Light.</p><p><strong><em>Fist. </em></strong><em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit: </em>17 (3d8+3) bludgeoning damage.</p><p><strong><em>Crystalbrittle (Humanoid Form Only; 3/Day).</em></strong> The horror touches a creature wearing nonmagical metal armor or a nonmagical metal shield. That creature must make a DC 14 Dexterity saving throw. On a failure, the armor is turned into a fragile crystalline substance. The next time the target takes damage, the armor breaks and is destroyed.</p><p><strong><em>Dazzling Light (Humanoid Form Only).</em></strong> The horror flexes its crystal skin and brilliant shimmers of light dazzle those nearby. Each creature within 10 feet must make a DC 15 Constitution saving throw or have disadvantage on the next attack roll or saving throw they make before the start of their next turn. This ability doesn’t work in darkness. A creature immune to being blinded isn’t affected.</p><p><strong><em>Slicing Whirlwind (Cloud Form Only).</em></strong> <em>Melee Weapon Attack:</em> +5 to hit, reach 0 ft., one target in the horror’s space. <em>Hit: </em>14 (4d6) slashing damage, and the target must make a DC 15 Constitution saving throw or be blinded until the end of its next turn.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Consume Gem.</em></strong> The horror crushes and absorbs one gemstone that is holding. For every 50 gold the gemstone is worth, the horror gains 1d6+4 hit points. For 1 minute afterwards, its Transparent trait doesn’t work.</p><p><strong><em>Shapeshift.</em></strong> The horror magically changes its form into a Large humanoid made of crystal or a cloud of glittering sand, or back into its true form, which is a Large pane of transparent crystal that is 10 feet on a side and 1 inch thick. Its statistics are the same in each form. 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>The glasspane horror begins combat in humanoid form, using Crystalbrittle on the most heavily-armored foe, then pummeling with their fists while calling for reinforcements. If bloodied, the horror with transform into cloud form and make at least one attack in that form before fleeing.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8710584, member: 6915329"] The next creature is the [B]glasspane horror[/B], designed to be treasure guards and are definitely different from the typical guardian née golem. They’re another shapeshifter, and IMO the “horror” in their name is well-earned—one of their forms is a [I]cloud of glitter![/I] Narrators, you know what to do with this information! [ATTACH type="full" alt="1659129696055.png"]255717[/ATTACH] [SIZE=4]Artist: David C. Sutherland III[/SIZE] [SIZE=6][B][COLOR=rgb(65, 168, 95)]Glasspane Horror[/COLOR][/B][/SIZE] Creature Catalog, Dragon Magazine #89 Created by Rosemary and Don Webb These shapechanging elementals are rarely seen in their true form, because their true form is a transparent pane of glass-like crystal, utterly indistinguishable from normal glass. They have two other forms. The first is a giant humanoid, well over twice a typical human’s height, made of dazzling, multicolored crystalline shards, and the other is a fast-moving cloud of glittering mica flakes. They spend as much time in these latter forms as they do resting in their true form. [B][I]Not So Horrible.[/I][/B] Despite their name, glasspane horrors aren’t evil or cruel, nor do they have any particular dislike of non-elemental creatures. The horror in their name comes from their utter inconspicuousness. Treasure-stealers expect mimics and living statues. They don’t expect the window to come alive and attack. [B][I]Elemental Mercenaries. [/I][/B]Glasspane horrors are much sought after guards and sentries, as they are very patient, highly observant, and loyal to their employers. They pride themselves on being unbribable, but are not stupidly loyal. A horror in danger of being killed will retreat and warn its employer. However, one whose employer is slain will seek revenge. Horrors don’t come cheap, though, and they demand gemstones—their primary food source—as payment for their work. [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana check, the characters can learn the following: [B]DC 15.[/B] Glasspane horrors are a strange form of elemental. In their natural form, they are indistinguishable from a pane of glass. [B]DC 20.[/B] Glasspane horrors have a reflective body, and force, lightning, radiant, and prismatic magic bounce right off them and reflect back at the caster. [B][SIZE=5]Monster Encounters[/SIZE] [I]Terrain:[/I][/B] Caverns, Laboratory, Plane of Earth, Settlement, Tomb [B]CR 5-10[/B] Glasspane horror; glasspane horror horror with 2d4 guards; glasspane horror with 2 hound guardians. [B][I]Treasure:[/I][/B] 90 pp, 750 gp, 1,750 sp, 7 citrines (50 gp each), porcelain statue of an eagle (bulky, worth 150 gp), surreal landscape painting (worth 250 gp), [I]spell scroll of spare the dying, potions of mind reading [/I]and [I]water breathing, blue bag of tricks, [/I]Small [I]+3 padded cloth [/I]armor. [B]CR 11-16[/B] 2 glasspane horrors; glasspane horror with 2 guard squads [B][I]Treasure:[/I][/B] 800 pp, 1,500 gp, 2 garnets (100 gp each), peridot (500 gp), triptych icon of an elven god made of gold, jade, and rare woods (2,500 gp), [I]blade of the Sanguine Knot, bronze griffin, dimensional shackles, ever-shifting map, prismatic gown [/I] [B][SIZE=5]Signs[/SIZE][/B] 1-2. A trail of glitter 3. the thud of heavy footsteps; with a DC 15 Insight or Perception check, the creature is walking on a patrol route. 4. Shimmering, gem-toned lights reflecting off of walls in the distance. [B][SIZE=5]Behavior[/SIZE][/B] 1-3 Disguised as a pane of glass, just watching. 4. Having a telepathic conversation with a fellow guard. 5. Negotiating a pay raise with its employer. 6. In humanoid form, tasting gems to find out which will be the best to eat. [B][SIZE=5]Names[/SIZE][/B] Aanye, Aligoq, Kass, Manyah, Saghkar [B][COLOR=rgb(65, 168, 95)][SIZE=7]Glasspane Horror[/SIZE][/COLOR] Large elemental (shapechanger)[/B] Challenge 8 (3,900 XP) [B]AC[/B] 17 (natural armor) [B]HP[/B] 126 (12d10+48; bloodied 113) [B]Speed[/B] 0 ft. (true form), 40 ft. (humanoid form), 0 ft., fly 90 ft. (in sand cloud form) [B]STR[/B] 16 (+3) [B]DEX[/B] 15 (+2) [B]CON[/B] 19 (+4) [B]INT[/B] 9 (-1) [B]WIS[/B] 14 (+2) [B]CHA[/B] 17 (+3) [B]Proficiency[/B] +3 [B]Maneuver DC[/B] +14 [B]Skills[/B] Perception +4 ([I]+1d4[/I]) [B]Saves[/B] Con +7 [B]Damage Resistances[/B] bludgeoning, piercing, and slashing from nonmagical weapons [B]Damage Immunities[/B] force, lightning, poison, radiant [B]Condition Immunities[/B] blinded, fatigue, paralyzed, petrified, poisoned, strife, unconscious [B]Senses[/B] blindsight 120 ft. (blind beyond this radius, true form and sand cloud form only), darkvision 60 ft. (humanoid form only), passive Perception 17 [B]Languages[/B] telepathy 60 ft. [B][I]Elemental Nature.[/I][/B] An elemental doesn’t require air, sustenance, or sleep. [B][I]False Appearance (True Form Only).[/I][/B] While the horror remains motionless, it is indistinguishable from a large pane of glass. [B][I]Glittering Cloud (Sand Cloud Form Only).[/I][/B] The horror can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing, but can’t move through water. [B][I]Reflective.[/I][/B] If the horror is targeted by a spell that inflicts force, lightning, or radiant damage, roll a d6. On a 1-5, the horror is unaffected. On a 6, the horror is unaffected, but the effect is reflected back at the caster turning the caster into the target. In addition, the horror is immune to spells from the prismatic school. [B][I]Transparent.[/I][/B] Perception checks that rely on sight made to locate the horror are made at disadvantage. [B][U]Actions[/U] [I]Multiattack (Humanoid Form Only).[/I][/B] The horror makes two fist attacks. Alternatively, it makes one Fist attack and uses its Dazzling Light. [B][I]Fist. [/I][/B][I]Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit: [/I]17 (3d8+3) bludgeoning damage. [B][I]Crystalbrittle (Humanoid Form Only; 3/Day).[/I][/B] The horror touches a creature wearing nonmagical metal armor or a nonmagical metal shield. That creature must make a DC 14 Dexterity saving throw. On a failure, the armor is turned into a fragile crystalline substance. The next time the target takes damage, the armor breaks and is destroyed. [B][I]Dazzling Light (Humanoid Form Only).[/I][/B] The horror flexes its crystal skin and brilliant shimmers of light dazzle those nearby. Each creature within 10 feet must make a DC 15 Constitution saving throw or have disadvantage on the next attack roll or saving throw they make before the start of their next turn. This ability doesn’t work in darkness. A creature immune to being blinded isn’t affected. [B][I]Slicing Whirlwind (Cloud Form Only).[/I][/B] [I]Melee Weapon Attack:[/I] +5 to hit, reach 0 ft., one target in the horror’s space. [I]Hit: [/I]14 (4d6) slashing damage, and the target must make a DC 15 Constitution saving throw or be blinded until the end of its next turn. [B][U]Bonus Actions[/U] [I]Consume Gem.[/I][/B] The horror crushes and absorbs one gemstone that is holding. For every 50 gold the gemstone is worth, the horror gains 1d6+4 hit points. For 1 minute afterwards, its Transparent trait doesn’t work. [B][I]Shapeshift.[/I][/B] The horror magically changes its form into a Large humanoid made of crystal or a cloud of glittering sand, or back into its true form, which is a Large pane of transparent crystal that is 10 feet on a side and 1 inch thick. Its statistics are the same in each form. Equipment it is carrying is not transformed. It reverts to its true form if it dies. [B][SIZE=5]Combat[/SIZE][/B] The glasspane horror begins combat in humanoid form, using Crystalbrittle on the most heavily-armored foe, then pummeling with their fists while calling for reinforcements. If bloodied, the horror with transform into cloud form and make at least one attack in that form before fleeing. [/QUOTE]
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