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<blockquote data-quote="Faolyn" data-source="post: 8755741" data-attributes="member: 6915329"><p>The next article I’m working through is actually two articles put together. Charles Saunders wrote Out of Africa for #122, in which he detailed many creatures of various African mythologies and folklore. Roger Moore than statted out those monsters in an attached article called, uh, “Gaming the Dark Continent.” Sigh. His monster descriptions were really brief and also included whether the monster was capable of speech and tool-use, which is just kind of odd to me. I wonder if that was a thing that came up in his games a lot.</p><p></p><p>DM: As you enter the room, you see a <insert monster></p><p>Player: But can it use tools?</p><p>DM: I... I have no idea. The MM doesn't say.</p><p></p><p>Anyway, the monster I’m doing for this entry is the <strong>chemosit</strong> of the Nandi people of East Africa. The chemosit has sort of a dual identity. Historically speaking, it’s sort of a one-legged bird-demon thing with a glowing mouth and… nine buttocks. I swear, real-life mythical creatures are <em>so </em>much weirder than anything a game designer could come up with. Anyway, it’s also become cryptid (and taken the name Nandi bear) that was supposedly sighted in the 18th/early 19th century and that kind of looks like a cross between a hyena and Bigfoot. The article has the bird-demon version. Which, let’s face it, is cooler than a Bigfoot thing anyway. The text and art (by the esteemed Jennell Jaquays) even have the butts!</p><p></p><p>[ATTACH=full]259784[/ATTACH]</p><p><span style="font-size: 15px">art by Jennell Jaquays</span></p><p></p><p><span style="font-size: 22px"><strong><span style="color: rgb(65, 168, 95)">Demon, Chemosit</span></strong></span></p><p>Out of Africa, Dragon Magazine #122</p><p>Created by Charles R. Saunders and Roger Moore</p><p></p><p>Chemosits are minor demons of bizarre appearance. They resemble human-vulture hybrids and stand over seven feet tall. They have a single leg and feathered arms, not wings. They carry an iron spear, which is both weapon and cane for them. This spear has a wickedly barbed point and spreads disease. Perhaps strangest of all, their insides are filled with hellish light which spills out when their beaks are open. From a distance and at night, they often look like lanterns in the darkness.</p><p></p><p>They are often summoned by spellcasters as messengers or saboteurs. Greater demons often exploit their uncannily good vision, or use them as living lamps. On their own, a chemosit’s favorite thing to do is to sing merry songs in the night—and then eat up anyone who comes to investigate.</p><p></p><p><strong><span style="font-size: 18px">Chemosit Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> Abyss; any</p><p></p><p><strong><em>CR 3-4</em></strong> chemosit</p><p></p><p><strong><em>CR 5-10 </em></strong>1-2 chemosits, 1-2 chemosits and 1-2 giant hyenas</p><p><strong><em>Treasure:</em></strong> Iron and ruby necklace (500 gp), <em>cord of spirit stealing</em></p><p></p><p><strong><span style="font-size: 18px">Chemosit’s Spear</span></strong></p><p>At the Narrator’s discretion, the chemosit’s spear remains when the chemosit is killed or banished. This spear has the Heavy trait and inflicts 1d8 damage, or 1d10 damage if when wielded in two hands. On a critical hit, the target must make a DC 13 Constitution save or contract the disease as described in the chemosit’s Spear attack. However, if the wielder is not a fiend, then it must also make a Constitution save when that occurs or contract the disease as well. Resistance or immunity to disease does not protect a non-fiendish wielder unless the wielder is specifically resistant or immune to fiendish diseases. If the wielder has the Chaotic or Evil alignment and dies while diseased, its soul will become a chemosit.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Chemosit</span></span></strong></p><p><strong>Medium fiend (demon)</strong></p><p>Challenge 3 (750 XP)</p><p><strong>AC</strong> 14 (natural armor)</p><p><strong>HP</strong> 52 (8d8+16; bloodied 26)</p><p><strong>Speed</strong> 30 ft.</p><p></p><p><strong>STR</strong> 14 (+2) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 14 (+2)</p><p><strong>INT</strong> 7 (-2) <strong>WIS</strong> 11 (+0) <strong>CHA</strong> 12 (+1)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 12</p><p><strong>Skills</strong> Deception +3 (<em>+1d6 mimicry</em>), Perception +2, Perform +3</p><p><strong>Damage Resistances</strong> cold, fire, lightning</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> poisoned</p><p><strong>Senses</strong> truesight 60 ft., passive Perception 12</p><p><strong>Languages</strong> Abyssal, Common</p><p><strong><em>Chaotic Evil.</em></strong> The chemosit radiates a Chaotic and Evil aura.</p><p><strong><em>Glowing Gullet.</em></strong> When the chemosit’s beak is open, it sheds bright light in a 60-foot cone and dim light for an additional 60 feet.</p><p><strong><em>Great Leaps. </em></strong>The chemosit’s can jump up to 30 feet horizontally and 15 feet vertically without a running start.</p><p><strong><em>Keen Vision.</em></strong> The chemosit has advantage on Perception checks that rely on vision.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack. </em></strong>The chemosit makes one attack with its spear and one with its bite.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit: </em>5 (1d6+2) piercing damage plus 7 (2d6) radiant damage.</p><p><strong><em>Iron Spear. </em></strong><em>Melee or Ranged Weapon Attack:</em> +4 to hit, reach 10 ft. or range 20/60 ft., one target. <em>Hit: </em>6 (1d8+2) piercing damage, or 7 (1d10+2) piercing damage if wielded in two hands, and the target must make a DC 13 Constitution saving throw or contract a disease of the lungs. While diseased, is rattled and has disadvantage on Dexterity ability checks, Dexterity attack rolls, and Dexterity saving throws, and on checks made to avoid taking fatigue. The target must make a new saving throw at the end of each of its turns. After 3 failures, the target stops making saving throws and the disease lasts for 7 days. After three successes, the effect ends.</p><p><strong><em>Vaulting Leap.</em></strong> The chemosit jumps up to its Speed horizontally and half its Speed vertically without provoking opportunity attacks. If it’s within 5 feet of a creature at the end of this movement, it may make a melee spear attack against that creature with advantage.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>Chemosits rely on their Great Leaps and Vaulting Leap to move in and out of combat. It uses its Iron Spear on multiple targets in order to weaken them, then concentrates all the attacks on the opponents who seem the weakest. It fights until it feels too outmatched, then bounds away.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8755741, member: 6915329"] The next article I’m working through is actually two articles put together. Charles Saunders wrote Out of Africa for #122, in which he detailed many creatures of various African mythologies and folklore. Roger Moore than statted out those monsters in an attached article called, uh, “Gaming the Dark Continent.” Sigh. His monster descriptions were really brief and also included whether the monster was capable of speech and tool-use, which is just kind of odd to me. I wonder if that was a thing that came up in his games a lot. DM: As you enter the room, you see a <insert monster> Player: But can it use tools? DM: I... I have no idea. The MM doesn't say. Anyway, the monster I’m doing for this entry is the [B]chemosit[/B] of the Nandi people of East Africa. The chemosit has sort of a dual identity. Historically speaking, it’s sort of a one-legged bird-demon thing with a glowing mouth and… nine buttocks. I swear, real-life mythical creatures are [I]so [/I]much weirder than anything a game designer could come up with. Anyway, it’s also become cryptid (and taken the name Nandi bear) that was supposedly sighted in the 18th/early 19th century and that kind of looks like a cross between a hyena and Bigfoot. The article has the bird-demon version. Which, let’s face it, is cooler than a Bigfoot thing anyway. The text and art (by the esteemed Jennell Jaquays) even have the butts! [ATTACH type="full" alt="1661976589242.png"]259784[/ATTACH] [SIZE=4]art by Jennell Jaquays[/SIZE] [SIZE=6][B][COLOR=rgb(65, 168, 95)]Demon, Chemosit[/COLOR][/B][/SIZE] Out of Africa, Dragon Magazine #122 Created by Charles R. Saunders and Roger Moore Chemosits are minor demons of bizarre appearance. They resemble human-vulture hybrids and stand over seven feet tall. They have a single leg and feathered arms, not wings. They carry an iron spear, which is both weapon and cane for them. This spear has a wickedly barbed point and spreads disease. Perhaps strangest of all, their insides are filled with hellish light which spills out when their beaks are open. From a distance and at night, they often look like lanterns in the darkness. They are often summoned by spellcasters as messengers or saboteurs. Greater demons often exploit their uncannily good vision, or use them as living lamps. On their own, a chemosit’s favorite thing to do is to sing merry songs in the night—and then eat up anyone who comes to investigate. [B][SIZE=5]Chemosit Encounters[/SIZE] [I]Terrain:[/I][/B] Abyss; any [B][I]CR 3-4[/I][/B] chemosit [B][I]CR 5-10 [/I][/B]1-2 chemosits, 1-2 chemosits and 1-2 giant hyenas [B][I]Treasure:[/I][/B] Iron and ruby necklace (500 gp), [I]cord of spirit stealing[/I] [B][SIZE=5]Chemosit’s Spear[/SIZE][/B] At the Narrator’s discretion, the chemosit’s spear remains when the chemosit is killed or banished. This spear has the Heavy trait and inflicts 1d8 damage, or 1d10 damage if when wielded in two hands. On a critical hit, the target must make a DC 13 Constitution save or contract the disease as described in the chemosit’s Spear attack. However, if the wielder is not a fiend, then it must also make a Constitution save when that occurs or contract the disease as well. Resistance or immunity to disease does not protect a non-fiendish wielder unless the wielder is specifically resistant or immune to fiendish diseases. If the wielder has the Chaotic or Evil alignment and dies while diseased, its soul will become a chemosit. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Chemosit[/SIZE][/COLOR] Medium fiend (demon)[/B] Challenge 3 (750 XP) [B]AC[/B] 14 (natural armor) [B]HP[/B] 52 (8d8+16; bloodied 26) [B]Speed[/B] 30 ft. [B]STR[/B] 14 (+2) [B]DEX[/B] 10 (+0) [B]CON[/B] 14 (+2) [B]INT[/B] 7 (-2) [B]WIS[/B] 11 (+0) [B]CHA[/B] 12 (+1) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 12 [B]Skills[/B] Deception +3 ([I]+1d6 mimicry[/I]), Perception +2, Perform +3 [B]Damage Resistances[/B] cold, fire, lightning [B]Damage Immunities[/B] poison [B]Condition Immunities[/B] poisoned [B]Senses[/B] truesight 60 ft., passive Perception 12 [B]Languages[/B] Abyssal, Common [B][I]Chaotic Evil.[/I][/B] The chemosit radiates a Chaotic and Evil aura. [B][I]Glowing Gullet.[/I][/B] When the chemosit’s beak is open, it sheds bright light in a 60-foot cone and dim light for an additional 60 feet. [B][I]Great Leaps. [/I][/B]The chemosit’s can jump up to 30 feet horizontally and 15 feet vertically without a running start. [B][I]Keen Vision.[/I][/B] The chemosit has advantage on Perception checks that rely on vision. [B][U]Actions[/U] [I]Multiattack. [/I][/B]The chemosit makes one attack with its spear and one with its bite. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit: [/I]5 (1d6+2) piercing damage plus 7 (2d6) radiant damage. [B][I]Iron Spear. [/I][/B][I]Melee or Ranged Weapon Attack:[/I] +4 to hit, reach 10 ft. or range 20/60 ft., one target. [I]Hit: [/I]6 (1d8+2) piercing damage, or 7 (1d10+2) piercing damage if wielded in two hands, and the target must make a DC 13 Constitution saving throw or contract a disease of the lungs. While diseased, is rattled and has disadvantage on Dexterity ability checks, Dexterity attack rolls, and Dexterity saving throws, and on checks made to avoid taking fatigue. The target must make a new saving throw at the end of each of its turns. After 3 failures, the target stops making saving throws and the disease lasts for 7 days. After three successes, the effect ends. [B][I]Vaulting Leap.[/I][/B] The chemosit jumps up to its Speed horizontally and half its Speed vertically without provoking opportunity attacks. If it’s within 5 feet of a creature at the end of this movement, it may make a melee spear attack against that creature with advantage. [B][SIZE=5]Combat[/SIZE][/B] Chemosits rely on their Great Leaps and Vaulting Leap to move in and out of combat. It uses its Iron Spear on multiple targets in order to weaken them, then concentrates all the attacks on the opponents who seem the weakest. It fights until it feels too outmatched, then bounds away. [/QUOTE]
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