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Connor's Sorta Low CR Monster Thread- To be updated... eventually...
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<blockquote data-quote="ConnorSB" data-source="post: 1596045" data-attributes="member: 14273"><p>Ok, so its been like a month. And I just cant bring myself to finish the Cursed Rogue. I keep telling myself to, and I keep putting it off, and realisticly, I dont think I'll ever quite finish. So I'm just gonna post his half-done stats as is. Which is a littlebit of a letdown for myself and a definite letdown for John.</p><p></p><p>I just... its so terribly difficult to work with highlevel monsters. You change one number, and suddenly there are a million different things that need to be changed- DCs, HPs, attacks, damage, spells, etc. Its just too darn daunting. I'll leave it to Blackdirge, and stick with low level monsters.</p><p></p><p>The Cursed Rogue, Damned Lich Fighter 20</p><p>Medium Undead (Evil)</p><p>Hit Points: 20d12</p><p>Init: +</p><p>Speed: 30 ft.</p><p>AC: (+7 Natural</p><p>Base/Grapple: +20/+28</p><p>Standard attack: Long Claw +26 (1d8+6 + unholy touch + corrupting venom + paralysis) OR</p><p>Short Claws +26 (1d4+3 + unholy touch + corrupting venom + paralysis) OR</p><p>Deathdealers +28(1d10+10 + 1d6 Flaming + 2d6 unholy (against good)+ unholy touch + paralysis) OR</p><p>Lifetakers +26/+21/+16/+11 (1d10+11 + unholy touch + paralysis)</p><p></p><p>Full attack: </p><p>2 Long Claws +24 (1d8+6 + unholy touch + corrupting venom + paralysis) OR</p><p>2 Deathdealers +28(1d10+10 + 1d6 Flaming + 2d6 unholy (against good)+ unholy touch + paralysis)</p><p>Bite +19(1d6+3 + unholy touch + paralysis)</p><p>2 Short Claws +19(1d4+3 + unholy touch + corrupting venom + paralysis) OR </p><p>2 Lifetakers +24/+19/+14/+9 (1d10+8 + unholy touch + paralysis)</p><p></p><p>Special Abilities: Long Claws (Ex), Corrupting Venom (Ex),Howl of the Damned (Su), Unholy Touch(Su)DC 25, Fear Aura (Su) DC 25, Paralyzing Touch(Su) DC 25</p><p></p><p>Special Qualities: Aura of Damnation (Su) DC 25, Proof Against Aging, Spell-Like Abilities, Turn Resistance (Ex), DR 15/Bludgoning and Magic, Undead Immunities (Ex), Darkvision 60 ft. </p><p></p><p>Saves: Fort +12, Ref +9, Will +11 </p><p>Abilities: Str 22, Dex 17, Con -, Int 19, Wis 20, Cha 20</p><p>Skills: MAX 23, CC 11.5, +8 to Hide, Listen, MS, Search, Sense Motive, Spot</p><p>Feats: 11 Bonus Feats, 7 Regular</p><p>Gear: Greater Cloak of Arachnida, 2 Deathdealers (+4 Unholy Flaming Burst Bastard Swords), 2 Lifetakers (+5 Vorpal Scimitars)</p><p></p><p>Long Claws (Ex):</p><p>The Cursed Rogue has two long, segmented claws sprouting from his back. These claws end in what could be called hands, and can hold weapons. When used as natural weapons, they are each primary weapons, and deal regular damage, the unholy touch ability, the paralyzing touch ability, and the corrupting venom ability. When used to hold either a weapon (either or both claws), The Cursed Rogue can channel both the unholy touch and the paralyzing touch through his weapon, but not the corrupting venom. Unfortunately, weapons in these long claws are treated as an extension of natural weapons, and do not gain their full attack progression. </p><p></p><p>Due to the length of these long claws, each claw can be treated as threatening either from the Cursed Rogue’s combat square, or from any unoccupied square within five feet of his square (the eight directly around him). The long claws may both attack from the same unoccupied square, if he wishes. They do in fact “attack” from those squares, allowing the Cursed Rogue a semblance of reach. That is, he can strike an enemy two squares away by attacking with his claws from the square in between himself and his enemy.</p><p></p><p>This also allows him to “flank” an enemy with his long claws, granting each a +2 bonus if they attack from both sides.</p><p></p><p>Corrupting Venom (Ex): To be added... eventually.</p><p>Howl of the Damned (Su):To be added... eventually.</p><p>Unholy Touch(Su)DC 25:To be added... eventually.</p><p>Fear Aura (Su) DC 25:To be added... eventually.</p><p>Paralyzing Touch(Su) DC 25:To be added... eventually.</p><p>Aura of Damnation (Su) DC 25:To be added... eventually.</p><p>Proof Against Aging:To be added... eventually.</p><p>Spell-Like Abilities:To be added... eventually.</p><p>Turn Resistance (Ex):To be added... eventually.</p><p></p><p>Undead Immunities (Ex): Cold, Electricity, Polymorph (Can willingly fail saves), Mind-affecting effects, Poison, Sleep, Paralysis, Stunning, Disease, Death Effects. Not Subject to Critical Hits, Nonlethal Damage, Ability Drain, or Energy Drain. Immune to Physical Stat (Str, Dex, Con) damage, as well as fatigue and exhaustion effects. Immune to effects that require Fortitude saves (unless they also affect objects or are harmless). Uses Cha mod for Concentration checks. Does not suffer death from massive damage (but still takes damage). Destroyed if reduced to 0 HP.</p><p></p><p></p><p>Equipment:</p><p>(Soon to be Greater) Cloak of Arachnida: This black garment gives the wearer the ability to climb as if a spider climb spell had been placed upon him or her. In addition, the cloak grants the wearer immunity to entrapment by web spells or webs of any sort-the wearer can actually move in webs at half his or her normal speed.</p><p>Once per day, the wearer of this cloak can cast web. The wearer also gains a +2 luck bonus to all Fortitude saves against poison from spiders.</p><p>Caster Level: 6th; Prerequisites: Craft Wondrous Item, spider climb, web; Market Price: 6,000 gp; Weight: 1 lb.</p><p>MORE OTHER STUFF... To be added... eventually.</p><p></p><p>NOTE: The Damned Template explains some of the Cursed Rogue's special attacks, Like Corrupting Venom and Howl of the Damned. So check it out at Monte Cook's site if you want to, you know, use this bad boy.</p></blockquote><p></p>
[QUOTE="ConnorSB, post: 1596045, member: 14273"] Ok, so its been like a month. And I just cant bring myself to finish the Cursed Rogue. I keep telling myself to, and I keep putting it off, and realisticly, I dont think I'll ever quite finish. So I'm just gonna post his half-done stats as is. Which is a littlebit of a letdown for myself and a definite letdown for John. I just... its so terribly difficult to work with highlevel monsters. You change one number, and suddenly there are a million different things that need to be changed- DCs, HPs, attacks, damage, spells, etc. Its just too darn daunting. I'll leave it to Blackdirge, and stick with low level monsters. The Cursed Rogue, Damned Lich Fighter 20 Medium Undead (Evil) Hit Points: 20d12 Init: + Speed: 30 ft. AC: (+7 Natural Base/Grapple: +20/+28 Standard attack: Long Claw +26 (1d8+6 + unholy touch + corrupting venom + paralysis) OR Short Claws +26 (1d4+3 + unholy touch + corrupting venom + paralysis) OR Deathdealers +28(1d10+10 + 1d6 Flaming + 2d6 unholy (against good)+ unholy touch + paralysis) OR Lifetakers +26/+21/+16/+11 (1d10+11 + unholy touch + paralysis) Full attack: 2 Long Claws +24 (1d8+6 + unholy touch + corrupting venom + paralysis) OR 2 Deathdealers +28(1d10+10 + 1d6 Flaming + 2d6 unholy (against good)+ unholy touch + paralysis) Bite +19(1d6+3 + unholy touch + paralysis) 2 Short Claws +19(1d4+3 + unholy touch + corrupting venom + paralysis) OR 2 Lifetakers +24/+19/+14/+9 (1d10+8 + unholy touch + paralysis) Special Abilities: Long Claws (Ex), Corrupting Venom (Ex),Howl of the Damned (Su), Unholy Touch(Su)DC 25, Fear Aura (Su) DC 25, Paralyzing Touch(Su) DC 25 Special Qualities: Aura of Damnation (Su) DC 25, Proof Against Aging, Spell-Like Abilities, Turn Resistance (Ex), DR 15/Bludgoning and Magic, Undead Immunities (Ex), Darkvision 60 ft. Saves: Fort +12, Ref +9, Will +11 Abilities: Str 22, Dex 17, Con -, Int 19, Wis 20, Cha 20 Skills: MAX 23, CC 11.5, +8 to Hide, Listen, MS, Search, Sense Motive, Spot Feats: 11 Bonus Feats, 7 Regular Gear: Greater Cloak of Arachnida, 2 Deathdealers (+4 Unholy Flaming Burst Bastard Swords), 2 Lifetakers (+5 Vorpal Scimitars) Long Claws (Ex): The Cursed Rogue has two long, segmented claws sprouting from his back. These claws end in what could be called hands, and can hold weapons. When used as natural weapons, they are each primary weapons, and deal regular damage, the unholy touch ability, the paralyzing touch ability, and the corrupting venom ability. When used to hold either a weapon (either or both claws), The Cursed Rogue can channel both the unholy touch and the paralyzing touch through his weapon, but not the corrupting venom. Unfortunately, weapons in these long claws are treated as an extension of natural weapons, and do not gain their full attack progression. Due to the length of these long claws, each claw can be treated as threatening either from the Cursed Rogue’s combat square, or from any unoccupied square within five feet of his square (the eight directly around him). The long claws may both attack from the same unoccupied square, if he wishes. They do in fact “attack” from those squares, allowing the Cursed Rogue a semblance of reach. That is, he can strike an enemy two squares away by attacking with his claws from the square in between himself and his enemy. This also allows him to “flank” an enemy with his long claws, granting each a +2 bonus if they attack from both sides. Corrupting Venom (Ex): To be added... eventually. Howl of the Damned (Su):To be added... eventually. Unholy Touch(Su)DC 25:To be added... eventually. Fear Aura (Su) DC 25:To be added... eventually. Paralyzing Touch(Su) DC 25:To be added... eventually. Aura of Damnation (Su) DC 25:To be added... eventually. Proof Against Aging:To be added... eventually. Spell-Like Abilities:To be added... eventually. Turn Resistance (Ex):To be added... eventually. Undead Immunities (Ex): Cold, Electricity, Polymorph (Can willingly fail saves), Mind-affecting effects, Poison, Sleep, Paralysis, Stunning, Disease, Death Effects. Not Subject to Critical Hits, Nonlethal Damage, Ability Drain, or Energy Drain. Immune to Physical Stat (Str, Dex, Con) damage, as well as fatigue and exhaustion effects. Immune to effects that require Fortitude saves (unless they also affect objects or are harmless). Uses Cha mod for Concentration checks. Does not suffer death from massive damage (but still takes damage). Destroyed if reduced to 0 HP. Equipment: (Soon to be Greater) Cloak of Arachnida: This black garment gives the wearer the ability to climb as if a spider climb spell had been placed upon him or her. In addition, the cloak grants the wearer immunity to entrapment by web spells or webs of any sort-the wearer can actually move in webs at half his or her normal speed. Once per day, the wearer of this cloak can cast web. The wearer also gains a +2 luck bonus to all Fortitude saves against poison from spiders. Caster Level: 6th; Prerequisites: Craft Wondrous Item, spider climb, web; Market Price: 6,000 gp; Weight: 1 lb. MORE OTHER STUFF... To be added... eventually. NOTE: The Damned Template explains some of the Cursed Rogue's special attacks, Like Corrupting Venom and Howl of the Damned. So check it out at Monte Cook's site if you want to, you know, use this bad boy. [/QUOTE]
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