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[Aid requested] Dreams and nightmares incarnate
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<blockquote data-quote="RangerWickett" data-source="post: 1343924" data-attributes="member: 63"><p><span style="font-size: 12px"><strong>Indomitability</strong></span></p><p></p><p><strong>Greater Incarnation</strong></p><p><strong>Large Incarnation</strong></p><p></p><p><strong>Hit Dice:</strong> 16d12+400 (504 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 40 ft.</p><p><strong>Armor Class:</strong> 21 (–1 size, +10 natural, +2 deflection*) Loses deflection bonus if forced into physical form.</p><p><strong>Base Attack/Grapple:</strong> +8/+20</p><p><strong>Attack:</strong> Gore +15 melee (1d12+12), crit 19-20/x2</p><p><strong>Full Attack:</strong> Two gores +15/+10 melee (1d12+12), crit 19-20/x2</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks:</strong> Burn</p><p><strong>Special Qualities:</strong> Damage reduction 10/dead animal parts or wood, darkvision 60 ft., flaming body, SR 28, indomitable, incarnation traits.</p><p><strong>Saves:</strong> Fort +5, Ref +5, Will +8</p><p><strong>Abilities:</strong> Str 27, Dex 10, Con -, Int 7, Wis 6, Cha 14</p><p><strong>Skills:</strong> Unimportant</p><p><strong>Feats:</strong> Power Attack, Improved Overrun, Improved Bull Rush, Improved Critical (gore)</p><p><strong>Challenge Rating:</strong> 14</p><p><strong>Treasure:</strong> Essence</p><p><strong>Alignment:</strong> Lawful Evil</p><p></p><p>Indomitability was one of the first incarnations to strive to reach the surface, but when it emerged, it found itself in a raging forest fire. Possessing the body of a dead stag, Indomitability explored the forest and tried to leave, but was trapped by a group of fey who believed the spirit was responsible for the forest's death. Unable to be killed or controlled, Indomitability was instead trapped in its stag body and pinned to the bottom of a lake with a great wooden sword. To keep it from escaping, the fey remained in their flaming forest and sang an eternal magic song to keep the dream spirit in its physical form. Unable to escape, Indomitability's essence was absorbed into the flaming forest, causing the trees and brush to never die. The fire forest burns eternal, so long as Indomitability remains trapped.</p><p></p><p>In its physical or manifested form, Indomitability resembles a giant stag whose flesh crackles with fire, but which never truly burns away. Its eyes blaze with flames, and when it speaks, its voice fills one's mind with the greatest resentment for being trapped.</p><p></p><p><strong>Combat</strong></p><p>Indomitability fights by possessing any sort of inanimate body, though its strength is greatest in the flesh of the recently dead. These bodies are almost impossible to destroy, so Indomitability can simple outlast most foes.</p><p></p><p><strong>Incarnation Traits:</strong> In their normal form, incarnations are incorporeal, and indeed have no physical form at all, so they cannot be harmed, and though they are limited to their normal movement rate, they are non-localized phenomena. Area of effect abilities can affect them, but they cannot be targeted.</p><p></p><p>Incarnations are immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. They are not subject to critical hit, subdual damage, ability damage, ability drain, or energy drain. They have no Constitution score and thus are immune to any effect requiring a Fortitude save (unless it affects objects).</p><p></p><p><strong>Animate Form (Su):</strong> An incarnation may, once per day, enter an inanimate object that has some form of eyes, such as a statue or dead body. Even if the eyes are no longer present, such as with a skeleton, the incarnation may still animate it. Entering an object in this way takes one minute, during which time the incarnation has all the vulnerabilities of a physical body, but only its telepathic and particular incarnation powers. Lesser incarnations can only enter objects of small size or less. Moderate incarnations can enter medium or large objects. Greater incarnations can enter only objects that are large or huge. Nightmare incarnations can animate objects anywhere between small and gargantuan size.</p><p></p><p>Leaving the object likewise takes a minute, and has the same restrictions. Additionally, the incarnation cannot leave an object if the 'eyes' of the object cannot open. If the containing vessel is destroyed (e.g., if the incarnation is reduced to 0 hp while in such a form, or the form is disintegrated, etc.), the incarnation itself is forced back into its nonmanifested form. The incarnation is unable to take any actions, and unless somehow it is healed in the next ten rounds, it is slain and cannot be raised from the dead.</p><p></p><p>Certain magical effects can force an incarnation to manifest and then become fully solid, as if it were in an animated body. When so affected, an incarnation can be truly killed.</p><p></p><p><strong>Telepathy (Su):</strong> Incarnations can communicate telepathically with any creature within 100 feet that has a language.</p><p></p><p><strong>Manifest (Su):</strong> Incarnations may manifest, becoming visible with an incorporeal physical form. They can strike with their natural bodies and use all their abilities as if they were solid, but they gain all the defensive benefits of being incorporeal. Because of the semi-real nature of the incarnations, while manifested they do have a Strength score, and use it to modify their attacks normally. While manifested, incarnations gain a deflection bonus to AC equal to their Charisma modifier, or at least +1.</p><p></p><p>Additionally, all incarnations have some form of damage reduction, and any item that bypasses an incarnation's damage reduction can harm its manifested form just as if it were a ghost touch weapon. </p><p></p><p><strong>Burn (Su):</strong> Any creature struck by Indomitability's gore attack takes +2d6 points of fire damage.</p><p></p><p><strong>Flaming Body (Su):</strong> The body of Indomitability is wreathed in flame. Anyone grappling it takes 6d6 points of fire damage each round.</p><p></p><p><strong>Indomitable (Su):</strong> Indomitability cannot be affected by any mind-influencing effects, such as charms or dominations. It also cannot fail Fortitude saves, even those that can also affect objects, so it cannot be coup de graced, disintegrated, or checked by strong winds.</p><p></p><p>Indomitability receives 400 bonus hit points to reflect its superior tenacity. Creatures that are affected by Indomitability's essence (detailed below) do not gain these bonus hit points.</p><p></p><p><strong>Essence (Su):</strong> Any creature that subdues Indomitability so that it cannot fight gains a piece of Indomitability's essence, and can, once per day, gain the effects of the Indomitable ability above, lasting for ten minutes. Any creature that kills Indomitability, or is within 20 ft. of Indomitability when it dies, takes 8d6 points of Wisdom damage (Will DC 20 negates). A creature that survives this gains the Indomitable ability permanently.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1343924, member: 63"] [size=3][b]Indomitability[/b][/size] [b]Greater Incarnation Large Incarnation[/b] [b]Hit Dice:[/b] 16d12+400 (504 hp) [b]Initiative:[/b] +0 [b]Speed:[/b] 40 ft. [b]Armor Class:[/b] 21 (–1 size, +10 natural, +2 deflection*) Loses deflection bonus if forced into physical form. [b]Base Attack/Grapple:[/b] +8/+20 [b]Attack:[/b] Gore +15 melee (1d12+12), crit 19-20/x2 [b]Full Attack:[/b] Two gores +15/+10 melee (1d12+12), crit 19-20/x2 [b]Space/Reach:[/b] 10 ft./10 ft. [b]Special Attacks:[/b] Burn [b]Special Qualities:[/b] Damage reduction 10/dead animal parts or wood, darkvision 60 ft., flaming body, SR 28, indomitable, incarnation traits. [b]Saves:[/b] Fort +5, Ref +5, Will +8 [b]Abilities:[/b] Str 27, Dex 10, Con -, Int 7, Wis 6, Cha 14 [b]Skills:[/b] Unimportant [b]Feats:[/b] Power Attack, Improved Overrun, Improved Bull Rush, Improved Critical (gore) [b]Challenge Rating:[/b] 14 [b]Treasure:[/b] Essence [b]Alignment:[/b] Lawful Evil Indomitability was one of the first incarnations to strive to reach the surface, but when it emerged, it found itself in a raging forest fire. Possessing the body of a dead stag, Indomitability explored the forest and tried to leave, but was trapped by a group of fey who believed the spirit was responsible for the forest's death. Unable to be killed or controlled, Indomitability was instead trapped in its stag body and pinned to the bottom of a lake with a great wooden sword. To keep it from escaping, the fey remained in their flaming forest and sang an eternal magic song to keep the dream spirit in its physical form. Unable to escape, Indomitability's essence was absorbed into the flaming forest, causing the trees and brush to never die. The fire forest burns eternal, so long as Indomitability remains trapped. In its physical or manifested form, Indomitability resembles a giant stag whose flesh crackles with fire, but which never truly burns away. Its eyes blaze with flames, and when it speaks, its voice fills one's mind with the greatest resentment for being trapped. [b]Combat[/b] Indomitability fights by possessing any sort of inanimate body, though its strength is greatest in the flesh of the recently dead. These bodies are almost impossible to destroy, so Indomitability can simple outlast most foes. [b]Incarnation Traits:[/b] In their normal form, incarnations are incorporeal, and indeed have no physical form at all, so they cannot be harmed, and though they are limited to their normal movement rate, they are non-localized phenomena. Area of effect abilities can affect them, but they cannot be targeted. Incarnations are immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. They are not subject to critical hit, subdual damage, ability damage, ability drain, or energy drain. They have no Constitution score and thus are immune to any effect requiring a Fortitude save (unless it affects objects). [b]Animate Form (Su):[/b] An incarnation may, once per day, enter an inanimate object that has some form of eyes, such as a statue or dead body. Even if the eyes are no longer present, such as with a skeleton, the incarnation may still animate it. Entering an object in this way takes one minute, during which time the incarnation has all the vulnerabilities of a physical body, but only its telepathic and particular incarnation powers. Lesser incarnations can only enter objects of small size or less. Moderate incarnations can enter medium or large objects. Greater incarnations can enter only objects that are large or huge. Nightmare incarnations can animate objects anywhere between small and gargantuan size. Leaving the object likewise takes a minute, and has the same restrictions. Additionally, the incarnation cannot leave an object if the 'eyes' of the object cannot open. If the containing vessel is destroyed (e.g., if the incarnation is reduced to 0 hp while in such a form, or the form is disintegrated, etc.), the incarnation itself is forced back into its nonmanifested form. The incarnation is unable to take any actions, and unless somehow it is healed in the next ten rounds, it is slain and cannot be raised from the dead. Certain magical effects can force an incarnation to manifest and then become fully solid, as if it were in an animated body. When so affected, an incarnation can be truly killed. [b]Telepathy (Su):[/b] Incarnations can communicate telepathically with any creature within 100 feet that has a language. [b]Manifest (Su):[/b] Incarnations may manifest, becoming visible with an incorporeal physical form. They can strike with their natural bodies and use all their abilities as if they were solid, but they gain all the defensive benefits of being incorporeal. Because of the semi-real nature of the incarnations, while manifested they do have a Strength score, and use it to modify their attacks normally. While manifested, incarnations gain a deflection bonus to AC equal to their Charisma modifier, or at least +1. Additionally, all incarnations have some form of damage reduction, and any item that bypasses an incarnation's damage reduction can harm its manifested form just as if it were a ghost touch weapon. [b]Burn (Su):[/b] Any creature struck by Indomitability's gore attack takes +2d6 points of fire damage. [b]Flaming Body (Su):[/b] The body of Indomitability is wreathed in flame. Anyone grappling it takes 6d6 points of fire damage each round. [b]Indomitable (Su):[/b] Indomitability cannot be affected by any mind-influencing effects, such as charms or dominations. It also cannot fail Fortitude saves, even those that can also affect objects, so it cannot be coup de graced, disintegrated, or checked by strong winds. Indomitability receives 400 bonus hit points to reflect its superior tenacity. Creatures that are affected by Indomitability's essence (detailed below) do not gain these bonus hit points. [b]Essence (Su):[/b] Any creature that subdues Indomitability so that it cannot fight gains a piece of Indomitability's essence, and can, once per day, gain the effects of the Indomitable ability above, lasting for ten minutes. Any creature that kills Indomitability, or is within 20 ft. of Indomitability when it dies, takes 8d6 points of Wisdom damage (Will DC 20 negates). A creature that survives this gains the Indomitable ability permanently. [/QUOTE]
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