Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Abomination of Diirinka? (merged)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Shade" data-source="post: 1193765" data-attributes="member: 287"><p>Here's what I came up with. When in doubt, I looked to the xorn for inspiration, since it seems to be base on a xorn.</p><p></p><p><strong>The Abomination of Diirinka</strong></p><p>Huge Outsider (Chaotic, Extraplanar, Evil)</p><p>Hit Dice: 20d8+120 (230 hp)</p><p>Initiative: +4</p><p>Speed: 30 ft. (6 squares), burrow 30 ft.</p><p>AC: 17 (–2 size, +19 natural) touch 0, flat-footed 0</p><p>Base Attack/Grapple: +20/+37</p><p>Attack: Bite +29 melee (4d8+9/19-20)</p><p>Full Attack: 3 bites +29 melee (4d8+9/19-20) and 3 claws +27 melee (1d6+4)</p><p>Space/Reach: 15 ft./15 ft.</p><p>Special Attacks: Energy drain, rend 4d8+13</p><p>Special Qualities: All-around vision, damage reduction 15/bludgeoning and good and magic, darkvision 60 ft., earth glide, immunity to acid, cold, electricity and poison, spell resistance 17, tremorsense 60 ft.</p><p>Saves: Fort +18, Ref +12, Will +14</p><p>Abilities: Str 29, Dex 10, Con 22, Int 10, Wis 11, Cha 10</p><p>Skills: Hide +15, Intimidate +23, Listen +25, Knowledge (dungeoneering) +23, Move Silently +23, Search +27, Spot +29, Survival +23 (+25 following tracks or underground) </p><p>Feats: Alertness, Cleave, Great Cleave, Improved Critical (bite), Improved Initiative, Iron Will, Multiattack, Power Attack </p><p>Environment: Underground (Pocket Dimension)</p><p>Organization: Solitary</p><p>Challenge Rating: 20</p><p>Treasure: None</p><p>Alignment: Always chaotic evil</p><p>Advancement: 21–40 HD (Huge); 41–60 HD (Gargantuan)</p><p>Level Adjustment: -</p><p></p><p>The Abomination is an otherworldly creature, loathsome to behold. It has an oblong body and stony flesh. The creature has three dead, white eyes spaced at equal intervals around its upper body. The eyes have neither lids nor pupils. Three double-jointed arms sprout from the top of the body. Each arm bears a taloned hand. Three smaller arms jut from the mid-body, one below each eye; each ends in a drooling mouth.</p><p></p><p>Swirling patterns of light and dark ripple along the Abomination’s skin. A close look reveals these patterns to be the images of dwarven faces writhing in torment.</p><p></p><p>Combat</p><p></p><p>The Abomination attacks with its six limbs; it can attack six different targets, but usually concentrates on only one or two. </p><p></p><p>Energy Drain (Su): Any living creature grappled by one of the Abomination's bite attacks must succeed at a Fortitude saving throw (DC 26) or gain one negative level. For each negative level bestowed, the Abomination heals 5 points of damage. If the amount of healing is more than the damage the creature has taken, it gains any excess as temporary hit points. </p><p></p><p>If the negative level has not been removed (with a spell such as <em>restoration</em>) before 24 hours have passed, the afflicted opponent must succeed on a Fortitude save (DC 26) to remove it. Failure means the opponent's level (or Hit Dice) is reduced by one.</p><p></p><p>Improved Grab (Ex): If the Abomination hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can use its energy drain attack on the same round. Thereafter, the Abomination has the option to conduct the grapple normally, or simply use a bite to hold the opponent (-20 penalty on grapple check, but the Abomination is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage and energy drain.</p><p></p><p>Rend (Ex): If a the Abomination hits a single target with two or more bite attacks, it latches onto the opponent's body and tears the flesh. This attack deals 4d8+13 points of damage.</p><p></p><p>All-Around Vision (Ex): The Abomination's symmetrically placed eyes allows it to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. The Abomination can't be flanked. </p><p></p><p>Earth Glide (Ex): The Abomination can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A <em>move earth</em> spell cast on an area containing the burrowing Abomination flings the Abomination back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.</p><p></p><p>Regeneration (Ex): The Abomination takes normal damage from good-aligned bludgeoning weapons, holy water, and from spells or effects with the good descriptor.</p></blockquote><p></p>
[QUOTE="Shade, post: 1193765, member: 287"] Here's what I came up with. When in doubt, I looked to the xorn for inspiration, since it seems to be base on a xorn. [B]The Abomination of Diirinka[/B] Huge Outsider (Chaotic, Extraplanar, Evil) Hit Dice: 20d8+120 (230 hp) Initiative: +4 Speed: 30 ft. (6 squares), burrow 30 ft. AC: 17 (–2 size, +19 natural) touch 0, flat-footed 0 Base Attack/Grapple: +20/+37 Attack: Bite +29 melee (4d8+9/19-20) Full Attack: 3 bites +29 melee (4d8+9/19-20) and 3 claws +27 melee (1d6+4) Space/Reach: 15 ft./15 ft. Special Attacks: Energy drain, rend 4d8+13 Special Qualities: All-around vision, damage reduction 15/bludgeoning and good and magic, darkvision 60 ft., earth glide, immunity to acid, cold, electricity and poison, spell resistance 17, tremorsense 60 ft. Saves: Fort +18, Ref +12, Will +14 Abilities: Str 29, Dex 10, Con 22, Int 10, Wis 11, Cha 10 Skills: Hide +15, Intimidate +23, Listen +25, Knowledge (dungeoneering) +23, Move Silently +23, Search +27, Spot +29, Survival +23 (+25 following tracks or underground) Feats: Alertness, Cleave, Great Cleave, Improved Critical (bite), Improved Initiative, Iron Will, Multiattack, Power Attack Environment: Underground (Pocket Dimension) Organization: Solitary Challenge Rating: 20 Treasure: None Alignment: Always chaotic evil Advancement: 21–40 HD (Huge); 41–60 HD (Gargantuan) Level Adjustment: - The Abomination is an otherworldly creature, loathsome to behold. It has an oblong body and stony flesh. The creature has three dead, white eyes spaced at equal intervals around its upper body. The eyes have neither lids nor pupils. Three double-jointed arms sprout from the top of the body. Each arm bears a taloned hand. Three smaller arms jut from the mid-body, one below each eye; each ends in a drooling mouth. Swirling patterns of light and dark ripple along the Abomination’s skin. A close look reveals these patterns to be the images of dwarven faces writhing in torment. Combat The Abomination attacks with its six limbs; it can attack six different targets, but usually concentrates on only one or two. Energy Drain (Su): Any living creature grappled by one of the Abomination's bite attacks must succeed at a Fortitude saving throw (DC 26) or gain one negative level. For each negative level bestowed, the Abomination heals 5 points of damage. If the amount of healing is more than the damage the creature has taken, it gains any excess as temporary hit points. If the negative level has not been removed (with a spell such as [I]restoration[/I]) before 24 hours have passed, the afflicted opponent must succeed on a Fortitude save (DC 26) to remove it. Failure means the opponent's level (or Hit Dice) is reduced by one. Improved Grab (Ex): If the Abomination hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can use its energy drain attack on the same round. Thereafter, the Abomination has the option to conduct the grapple normally, or simply use a bite to hold the opponent (-20 penalty on grapple check, but the Abomination is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage and energy drain. Rend (Ex): If a the Abomination hits a single target with two or more bite attacks, it latches onto the opponent's body and tears the flesh. This attack deals 4d8+13 points of damage. All-Around Vision (Ex): The Abomination's symmetrically placed eyes allows it to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. The Abomination can't be flanked. Earth Glide (Ex): The Abomination can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A [I]move earth[/I] spell cast on an area containing the burrowing Abomination flings the Abomination back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Regeneration (Ex): The Abomination takes normal damage from good-aligned bludgeoning weapons, holy water, and from spells or effects with the good descriptor. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Abomination of Diirinka? (merged)
Top