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An assortment of monstrous abilities
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<blockquote data-quote="Fieari" data-source="post: 1978201" data-attributes="member: 16221"><p>I'm trying to make a nice new epic monster, the likes of which have not been seen before, and there are a few abilities on it that I'd like critiques on. The Pillar of Fire, for example, seems a little wordy, but I don't really want to trim its functionality down too much. The Run-by Attack feat might need some work (I'd love to make it available to my players, but it needs prerequisits... some steep ones, I think). I'm also curious what you guys think of "Armor Piercing" and the Fire/Light Heal abilities... Shift Circle would make a neat new spell too, for that matter.</p><p></p><p>In general, this is less a monster thread, and more an ability thread. But at the same time, I'm curious what CR you'd put this beast at.... (Flavor text and battle tactics omitted for the time being)</p><p></p><p></p><p></p><p>[code][size=4][b]Khaagas Naladak[/b][/size]</p><p>[i]Medium Construct (Extraplanar)[/i]</p><p></p><p>[b]HD:[/b] 54d10+20 (290 hp)</p><p>[b]Init:[/b] +3</p><p>[b]Speed:[/b] 120ft (24 squares), climb 125ft, swim 125ft</p><p>[b]AC:[/b] 40 (+10 dex, +20 natural), touch 20, flatfooted 30</p><p>[b]BAB:[/b] +40</p><p>[b]Grapple:[/b]+47</p><p>[b]Attack:[/b] Sharp Keen Claw +47 (2d6+3 18-20/x3), Sharp Keen Tail +47 (2d8+7 18-20/x3) (Tail counts as a two-handed weapon for purposes of power attack, and has a reach of 10')</p><p>[b]FullAtk:[/b]Claw x2 +47 (2d6+3/18-20/x3), Tail Slice +42 (2d8+7/18-20/x3)</p><p>[b]Special Attacks:[/b]</p><p> Pillar of Fire, Shift Circle, Armor Piercing, Heart Seeking</p><p>[b]Special Qualities:[/b]</p><p> Construct Traits, DR 10/Shadowsteel, darkvision 60', low-light vision, blindsense, immunity to magic, fire-heal 1, light-heal 1, fire hiding, safe fall, name vulnerability, head vulnerability</p><p>[b]Saves:[/b] Fort +18, Ref +28, Will +19</p><p>[b]Abilties:[/b]</p><p> Str 24 (+7)</p><p> Dex 30 (+10)</p><p> Con --</p><p> Int --</p><p> Wis 12 (+1)</p><p> Cha 7 (-2)</p><p>[b]Skills:[/b] Hide +10, Move Silently +10, Listen -10, Spot +1, Jump +400 (+404 running start)</p><p>[b]Feats:[/b] Run, Run-by Attack, Improved Critical (Claws), Improved Critical (Tail), Power Attack[/code]</p><p></p><p><strong>Run-by Attack (Feat):</strong> When performing a full round action that includes movement, such as a charge or run, Khaagas Naladak gains an additional standard action that may be used at any point in the middle of the movement.</p><p></p><p><strong>Pillar of Fire (Sp):</strong> As a full round action, Khaagas Naladak can create a collumn of red light 10' wide that stretches to the sky and is visible for miles. Within this pillar, intense magical flames burst from the ground hot enough to vaporize steel at the center. Things not utterly destroyed by heat will be thrown up into the air. Anything within this 10' range must make a DC 20 reflex save or take fire damage, by the following chart.</p><p></p><p>[code][b]Failed Damage </p><p>By Taken[/b]</p><p>===================================================</p><p><5 1d6 fire, and must make a DC10 blanace check or fall prone</p><p><10 5d6 fire, and is thrown 10' up into the air</p><p><15 50d6 fire, and is thrown 20' up into the air</p><p><20 500d6 fire, and is thrown 30' up into the air</p><p>>20 1000d6 fire, and is thrown 50' up into the air[/code]</p><p>The squares effected by this pillar will now catch fire, whether or not there is any flammable material to burn (this includes normally fire retardant substances like water). This fire burns high, deals 1d6 fire damage to anything standing in it, and provides half cover for medium sized creatures. Each round thereafter, every 5' square of flame able to do so will spawn an additional 5' patch of flame in any one non-flaming adjacent area (which can be straight up, for example, with regards to trees or cliffs). This fire is magical in nature and cannot be extinguished by normal means. However, any spell, even another fire spell, cast at the flames will extinguish them.</p><p></p><p>The magic in the flames will stop sustaining them at the stroke of noon, or midnight, whichever happens first. At this time, magic will no longer <em>automatically</em> extinguish the flames, but they may be put out via regular firefighting techniques at this point.</p><p></p><p>The same magic that sustains the fire will also sustain the structural integrity of whatever substance is currently being burned, such as a wooden building or tree.</p><p></p><p></p><p><strong>Shift Circle (Sp):</strong> As the spell "Teleportation Circle" except as follows: The destination must be another plane, the creation of the circle takes only 5 rounds, and it can only be used by Khaagas Naladak unless the person attempting to use the circle makes a DC30 spellcraft check to identify the circle, and then a DC30 Use Magic Device roll to activate it.</p><p></p><p><strong>Armor Peicing (Ex):</strong> While engaged in a grapple, Khaagas Naladak can execute a Coup de Grace as a standard action.</p><p></p><p><strong>Heart Seeking (Ex):</strong> With its claws, after confirming a critical hit on a natural 20 or a Coup de Grace, Khaagas's victim dies by removal of the heart. Targets without a heart, or those not effected by critical hits and Coup de Grace are immune to this effect.</p><p></p><p><strong>Fire Heal (Su):</strong> Fire and spells with the Fire descriptor which would normally inflict damage to Khaagas instead heal it up to one point per round. While it does not normally allow Khaagas to regrow lost limbs, if the severed limb is placed to the old stump while within fire, it will reattach instantly.</p><p></p><p><strong>Light Heal (Su):</strong> Light spells which would normally inflict damage to Khaagas instead heal it up to one point per round. While it does not normally allow Khaagas to regrow lost limbs, if the severed limb is placed to the old stump while bathed in normally damage inflicting light, it will reattach instantly.</p><p></p><p><strong>Fire Hiding (Ex):</strong> When in flames, Khaagas gains full concealment and gains +12 to its hide check.</p><p></p><p><strong>Immunity to Magic (Ex):</strong> Khaagas Naladak avoids the effects of spells and spell-like abilities that directly affect it. This works exactly like spell resistance, except that it cannot be overcome. Spells with the Fire and/or Light descriptors are not effected by this immunity,</p><p></p><p><strong>Dispeling Touch (Su):</strong> Khaagas's mere touch unravels magic. Any spell or spell-like ability that Khaagas touches, either voluntarily or involuntarily, has Dispel Magic cast on it, CL 24. If Khaagas touches or is touched by a summoned creature, that creature is effected by a Dismissal spell, CL 24. Spells with the Fire and/or Light descriptors are not effected by this immunity.</p><p></p><p><strong>Safe Fall (Ex):</strong> Khaagas treats any fall as if it were 200 feet shorter for the purposes of determining falling damage.</p><p></p><p><strong>Name Vulnerability (Ex):</strong> Khaagas Naladak's true name can be added to the verbal component of any spell. Doing so will allow the spell to bypass Khaagas's immunity to magic and dispelling touch. Furthermore, Khaagas Naladak may be summoned by a Gate spell in this manner, and upon being summoned must make a will save or be under the command of the summoner. Khaagas gains a +20 to its Listen skill against anyone who has knowledge of its name, even if that name is merely written down and in the possession of someone who has not read it.</p><p></p><p><strong>Head Vulnerability (Ex):</strong> As all constructs, Khaagas is immune to the normal effects of a critical hit. Unlike other constructs however, a confirmed critical from a bludgeoning weapon will stun Khaagas for 1d4 rounds. This critical hit deals no extra damage, but the stun still occurs if the damage reduction causes the attack to deal no damage at all. Khaagas is not killed by a vorpal weapon severing its head, however, on such an attack the vorpal weapon will deal normal critical damage and blind khaagas.</p></blockquote><p></p>
[QUOTE="Fieari, post: 1978201, member: 16221"] I'm trying to make a nice new epic monster, the likes of which have not been seen before, and there are a few abilities on it that I'd like critiques on. The Pillar of Fire, for example, seems a little wordy, but I don't really want to trim its functionality down too much. The Run-by Attack feat might need some work (I'd love to make it available to my players, but it needs prerequisits... some steep ones, I think). I'm also curious what you guys think of "Armor Piercing" and the Fire/Light Heal abilities... Shift Circle would make a neat new spell too, for that matter. In general, this is less a monster thread, and more an ability thread. But at the same time, I'm curious what CR you'd put this beast at.... (Flavor text and battle tactics omitted for the time being) [code][size=4][b]Khaagas Naladak[/b][/size] [i]Medium Construct (Extraplanar)[/i] [b]HD:[/b] 54d10+20 (290 hp) [b]Init:[/b] +3 [b]Speed:[/b] 120ft (24 squares), climb 125ft, swim 125ft [b]AC:[/b] 40 (+10 dex, +20 natural), touch 20, flatfooted 30 [b]BAB:[/b] +40 [b]Grapple:[/b]+47 [b]Attack:[/b] Sharp Keen Claw +47 (2d6+3 18-20/x3), Sharp Keen Tail +47 (2d8+7 18-20/x3) (Tail counts as a two-handed weapon for purposes of power attack, and has a reach of 10') [b]FullAtk:[/b]Claw x2 +47 (2d6+3/18-20/x3), Tail Slice +42 (2d8+7/18-20/x3) [b]Special Attacks:[/b] Pillar of Fire, Shift Circle, Armor Piercing, Heart Seeking [b]Special Qualities:[/b] Construct Traits, DR 10/Shadowsteel, darkvision 60', low-light vision, blindsense, immunity to magic, fire-heal 1, light-heal 1, fire hiding, safe fall, name vulnerability, head vulnerability [b]Saves:[/b] Fort +18, Ref +28, Will +19 [b]Abilties:[/b] Str 24 (+7) Dex 30 (+10) Con -- Int -- Wis 12 (+1) Cha 7 (-2) [b]Skills:[/b] Hide +10, Move Silently +10, Listen -10, Spot +1, Jump +400 (+404 running start) [b]Feats:[/b] Run, Run-by Attack, Improved Critical (Claws), Improved Critical (Tail), Power Attack[/code] [b]Run-by Attack (Feat):[/b] When performing a full round action that includes movement, such as a charge or run, Khaagas Naladak gains an additional standard action that may be used at any point in the middle of the movement. [b]Pillar of Fire (Sp):[/b] As a full round action, Khaagas Naladak can create a collumn of red light 10' wide that stretches to the sky and is visible for miles. Within this pillar, intense magical flames burst from the ground hot enough to vaporize steel at the center. Things not utterly destroyed by heat will be thrown up into the air. Anything within this 10' range must make a DC 20 reflex save or take fire damage, by the following chart. [code][b]Failed Damage By Taken[/b] =================================================== <5 1d6 fire, and must make a DC10 blanace check or fall prone <10 5d6 fire, and is thrown 10' up into the air <15 50d6 fire, and is thrown 20' up into the air <20 500d6 fire, and is thrown 30' up into the air >20 1000d6 fire, and is thrown 50' up into the air[/code] The squares effected by this pillar will now catch fire, whether or not there is any flammable material to burn (this includes normally fire retardant substances like water). This fire burns high, deals 1d6 fire damage to anything standing in it, and provides half cover for medium sized creatures. Each round thereafter, every 5' square of flame able to do so will spawn an additional 5' patch of flame in any one non-flaming adjacent area (which can be straight up, for example, with regards to trees or cliffs). This fire is magical in nature and cannot be extinguished by normal means. However, any spell, even another fire spell, cast at the flames will extinguish them. The magic in the flames will stop sustaining them at the stroke of noon, or midnight, whichever happens first. At this time, magic will no longer [i]automatically[/i] extinguish the flames, but they may be put out via regular firefighting techniques at this point. The same magic that sustains the fire will also sustain the structural integrity of whatever substance is currently being burned, such as a wooden building or tree. [b]Shift Circle (Sp):[/b] As the spell "Teleportation Circle" except as follows: The destination must be another plane, the creation of the circle takes only 5 rounds, and it can only be used by Khaagas Naladak unless the person attempting to use the circle makes a DC30 spellcraft check to identify the circle, and then a DC30 Use Magic Device roll to activate it. [b]Armor Peicing (Ex):[/b] While engaged in a grapple, Khaagas Naladak can execute a Coup de Grace as a standard action. [b]Heart Seeking (Ex):[/b] With its claws, after confirming a critical hit on a natural 20 or a Coup de Grace, Khaagas's victim dies by removal of the heart. Targets without a heart, or those not effected by critical hits and Coup de Grace are immune to this effect. [b]Fire Heal (Su):[/b] Fire and spells with the Fire descriptor which would normally inflict damage to Khaagas instead heal it up to one point per round. While it does not normally allow Khaagas to regrow lost limbs, if the severed limb is placed to the old stump while within fire, it will reattach instantly. [b]Light Heal (Su):[/b] Light spells which would normally inflict damage to Khaagas instead heal it up to one point per round. While it does not normally allow Khaagas to regrow lost limbs, if the severed limb is placed to the old stump while bathed in normally damage inflicting light, it will reattach instantly. [b]Fire Hiding (Ex):[/b] When in flames, Khaagas gains full concealment and gains +12 to its hide check. [b]Immunity to Magic (Ex):[/b] Khaagas Naladak avoids the effects of spells and spell-like abilities that directly affect it. This works exactly like spell resistance, except that it cannot be overcome. Spells with the Fire and/or Light descriptors are not effected by this immunity, [b]Dispeling Touch (Su):[/b] Khaagas's mere touch unravels magic. Any spell or spell-like ability that Khaagas touches, either voluntarily or involuntarily, has Dispel Magic cast on it, CL 24. If Khaagas touches or is touched by a summoned creature, that creature is effected by a Dismissal spell, CL 24. Spells with the Fire and/or Light descriptors are not effected by this immunity. [b]Safe Fall (Ex):[/b] Khaagas treats any fall as if it were 200 feet shorter for the purposes of determining falling damage. [b]Name Vulnerability (Ex):[/b] Khaagas Naladak's true name can be added to the verbal component of any spell. Doing so will allow the spell to bypass Khaagas's immunity to magic and dispelling touch. Furthermore, Khaagas Naladak may be summoned by a Gate spell in this manner, and upon being summoned must make a will save or be under the command of the summoner. Khaagas gains a +20 to its Listen skill against anyone who has knowledge of its name, even if that name is merely written down and in the possession of someone who has not read it. [b]Head Vulnerability (Ex):[/b] As all constructs, Khaagas is immune to the normal effects of a critical hit. Unlike other constructs however, a confirmed critical from a bludgeoning weapon will stun Khaagas for 1d4 rounds. This critical hit deals no extra damage, but the stun still occurs if the damage reduction causes the attack to deal no damage at all. Khaagas is not killed by a vorpal weapon severing its head, however, on such an attack the vorpal weapon will deal normal critical damage and blind khaagas. [/QUOTE]
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