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<blockquote data-quote="Raven Crowking" data-source="post: 4942853" data-attributes="member: 18280"><p><strong><span style="font-size: 15px">Baloraz, the Seated One</span></strong></p><p></p><p><strong>Appearance: </strong> Baloraz appears as a seated humanoid creature, and would be nearly 80 feet tall if it stood. It’s body is manlike, and handsomely build, except its head, which is dominated by a gigantic lidless eye like that of a cat. Its leering face is transparent, showing bone and blobs of soft yellow fat beneath, as well as the pulsing ichor which feeds its massive brain. Slime drools from between its pointed teeth, but only its eye moves, free to perceive within its trapped body. Baloraz can speak via telepathy to any it can see; its voice oozes into the mind like a high-pitched whisper.</p><p></p><p><strong>Initiative:</strong> +15</p><p></p><p><strong>Speed:</strong> 0 ft (80 ft if released)</p><p></p><p><strong>Attacks:</strong> Baloraz can only use its penetrating gaze and telekinesis attacks, unless released:</p><p></p><p style="margin-left: 20px"><em><strong>Penetrating Gaze:</strong></em> As a gaze attack, with a 120 foot range, Baloraz may examine a character, peeling back skin and muscle to reveal inner organs, bones, and nerves. Essentially, the character is dissected by Baloraz’s gaze alone. When Baloraz performs this attack, its eye glows green, and the character affected is washed over with a sickly greenish-yellow light. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Any character attacked by Baloraz’s penetrating gaze is paralyzed, with no save, but is allowed a Will save at DC 25 to resist dissection. Dissection begins on the second round, and causes 1d6 permanent Strength, Dexterity, and Constitution damage per failed save, and once begun will not stop until the victim is dead or somehow escapes. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Because Baloraz will not change its focus during this attack, it is possible that other characters might drag the victim out of range.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong><em>Telekinesis:</em></strong> Even being dragged away may not save a victim, for Baloraz can use its gaze to perform telekinesis at will, and any point within Baloraz’s chamber is easily within its range. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Baloraz can move an object of up to 750 lbs at a rate of 20 feet per round (Will DC 25 negates), or violently thrust an object with its gaze up to 300 feet, causing 5d6 damage if a solid object is struck (Will DC 25 negates). </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When Baloraz uses this power, its eye glows with a pale blue light, and the object or character affected is bathed in greenish-blue light, as though from light passing through water.</p><p></p><p><strong>Defenses:</strong> Baloraz is immune to all spells and attacks, except as noted below. All attacks, physical or magical, seem to be unable to penetrate its skin.</p><p></p><p><strong>Weaknesses:</strong> Baloraz has the following weaknesses:</p><p></p><p style="margin-left: 20px"><strong><em>Trapped:</em></strong> At the moment, Baloraz is trapped in its seat in the Prison of Baloraz. If Baloraz were released, it would grow in power.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em><strong>Holy Power:</strong></em> A character able to channel Holy Power, such as with the turn undead ability, can attempt to banish Baloraz. The DC to succeed in such an attempt is 35, and success banishes Baloraz to the Far Pit. Baloraz may then be summoned back to the Middle World, however, for it will have escaped its prison.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong><em>Daylight:</em></strong> Daylight is anathema to Baloraz; even within the confines of a <em>daylight</em> spell it can use none of its powers. If exposed to daylight for three rounds, Baloraz is banished back to the Far Pit (if already free of its prison) or is forced to hibernate for 1d6 years (if still imprisoned).</p><p></p><p><strong>Worshippers:</strong> Those who choose to pay homage to Baloraz include those whose desire for knowledge is not bounded by ethical concerns, and those who wish to dominate others no matter what the cost. Although it is not immediately obvious when one begins, worshipping Baloraz always ends in insanity. Baloraz’s followers gain the following benefits based on their total level of Hit Dice. It does not grant access to domains.</p><p></p><p><strong>Hit Dice/Level = Ability</strong> </p><p><em><strong>1-5 = Paralyzing Gaze:</strong></em> Once per day, the worshipper’s gaze acts as a <em>hold person</em> spell at a range of 100 feet, plus 10 feet per hit die/level. The effect can be negated by a Will save (DC is 10 plus ½ the cultist’s Hit Dice/level plus cultist’s Intelligence bonus).</p><p></p><p><strong><em>6-10 = Peeling Back the Layers:</em></strong> Once per day, as a ranged touch attack at a distance of up to 10 feet, the cultist can begin to dissect a victim, inflicting 5d6 damage. A Will save (DC as above) reduces this damage to half. The cultist also gains a quirk (as per insanity rules in <em><strong>Darkness & Dread</strong></em>).</p><p></p><p><strong><em>11-15 = Telekinetic Gaze:</em></strong> Once per day, the cultist can use telekinesis as a gaze attack, as though her caster level were equal to ½ her Hit Dice/level, rounded up. This ability is a free action, and does not provoke an attack of opportunity. The Will save to resist is determined as above. The cultist gains another quirk, and a disorder.</p><p></p><p><em><strong>16-20 = Gaze of Power:</strong></em> The cultist gains a +2 bonus to Intelligence, as his sight grows. In addition, the cultist gains true seeing as a continually operating power, and gains a +4 insight bonus to all scrying attempts.</p><p></p><p></p><p><strong><em><span style="font-size: 12px">The Scions of Baloraz</span></em></strong></p><p></p><p>Nothic-like Abomination: medium-sized aberration; CR 3; HD 5d8+20; hp 42; Init +5; Spd 30 ft; AC 15, flat-footed 14, touch 11; Atk claw +9 melee (1d4+4) or 2 claws +9 melee (1d4+4 each); SA flesh-rotting gaze (30 ft range, Will DC 16 negates, 1d6 dam); SQ alien psychology (immune to mind-influencing, enchantment, and fear effects), bizarre physiology (immune to critical hits, cannot be flanked, cannot suffer sneak attacks, immune to disease, poison, stunning, sleep, and death effects), see invisible (constant), darkvision 120 ft; AL n/a; SV Fort +9, Ref +6, Will +7; Str 18, Dex 12, Con 19, Int 9, Wis 13, Cha 8. Feats: Improved Initiative, Iron Will. Skills: Spot +13.</p><p></p><p>Strengths:</p><p></p><p>1. Disturbing Aura: the scion’s opponents suffer a –2 penalty on all Will saves while within 60 feet of it.</p><p></p><p>2. Durable: the scion gains DR 5 against slashing weapons.</p><p></p><p>Weaknesses:</p><p></p><p>1. Energy Weakness: the scion takes double damage from cold.</p><p></p><p>2. Fear: The scion is afraid of cold. When exposed to it, it must make a Will save at DC 15 or become shaken.</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4942853, member: 18280"] [B][SIZE="4"]Baloraz, the Seated One[/SIZE][/B] [B]Appearance: [/B] Baloraz appears as a seated humanoid creature, and would be nearly 80 feet tall if it stood. It’s body is manlike, and handsomely build, except its head, which is dominated by a gigantic lidless eye like that of a cat. Its leering face is transparent, showing bone and blobs of soft yellow fat beneath, as well as the pulsing ichor which feeds its massive brain. Slime drools from between its pointed teeth, but only its eye moves, free to perceive within its trapped body. Baloraz can speak via telepathy to any it can see; its voice oozes into the mind like a high-pitched whisper. [B]Initiative:[/B] +15 [B]Speed:[/B] 0 ft (80 ft if released) [B]Attacks:[/B] Baloraz can only use its penetrating gaze and telekinesis attacks, unless released: [indent][I][B]Penetrating Gaze:[/B][/I] As a gaze attack, with a 120 foot range, Baloraz may examine a character, peeling back skin and muscle to reveal inner organs, bones, and nerves. Essentially, the character is dissected by Baloraz’s gaze alone. When Baloraz performs this attack, its eye glows green, and the character affected is washed over with a sickly greenish-yellow light. Any character attacked by Baloraz’s penetrating gaze is paralyzed, with no save, but is allowed a Will save at DC 25 to resist dissection. Dissection begins on the second round, and causes 1d6 permanent Strength, Dexterity, and Constitution damage per failed save, and once begun will not stop until the victim is dead or somehow escapes. Because Baloraz will not change its focus during this attack, it is possible that other characters might drag the victim out of range. [B][I]Telekinesis:[/I][/B] Even being dragged away may not save a victim, for Baloraz can use its gaze to perform telekinesis at will, and any point within Baloraz’s chamber is easily within its range. Baloraz can move an object of up to 750 lbs at a rate of 20 feet per round (Will DC 25 negates), or violently thrust an object with its gaze up to 300 feet, causing 5d6 damage if a solid object is struck (Will DC 25 negates). When Baloraz uses this power, its eye glows with a pale blue light, and the object or character affected is bathed in greenish-blue light, as though from light passing through water.[/indent] [B]Defenses:[/B] Baloraz is immune to all spells and attacks, except as noted below. All attacks, physical or magical, seem to be unable to penetrate its skin. [B]Weaknesses:[/B] Baloraz has the following weaknesses: [indent][B][I]Trapped:[/I][/B] At the moment, Baloraz is trapped in its seat in the Prison of Baloraz. If Baloraz were released, it would grow in power. [I][B]Holy Power:[/B][/I] A character able to channel Holy Power, such as with the turn undead ability, can attempt to banish Baloraz. The DC to succeed in such an attempt is 35, and success banishes Baloraz to the Far Pit. Baloraz may then be summoned back to the Middle World, however, for it will have escaped its prison. [B][I]Daylight:[/I][/B] Daylight is anathema to Baloraz; even within the confines of a [I]daylight[/I] spell it can use none of its powers. If exposed to daylight for three rounds, Baloraz is banished back to the Far Pit (if already free of its prison) or is forced to hibernate for 1d6 years (if still imprisoned).[/indent] [B]Worshippers:[/B] Those who choose to pay homage to Baloraz include those whose desire for knowledge is not bounded by ethical concerns, and those who wish to dominate others no matter what the cost. Although it is not immediately obvious when one begins, worshipping Baloraz always ends in insanity. Baloraz’s followers gain the following benefits based on their total level of Hit Dice. It does not grant access to domains. [B]Hit Dice/Level = Ability[/B] [i][b]1-5 = Paralyzing Gaze:[/b][/i][b][/b] Once per day, the worshipper’s gaze acts as a [I]hold person[/I] spell at a range of 100 feet, plus 10 feet per hit die/level. The effect can be negated by a Will save (DC is 10 plus ½ the cultist’s Hit Dice/level plus cultist’s Intelligence bonus). [B][I]6-10 = Peeling Back the Layers:[/I][/B] Once per day, as a ranged touch attack at a distance of up to 10 feet, the cultist can begin to dissect a victim, inflicting 5d6 damage. A Will save (DC as above) reduces this damage to half. The cultist also gains a quirk (as per insanity rules in [I][B]Darkness & Dread[/B][/I]). [B][I]11-15 = Telekinetic Gaze:[/I][/B] Once per day, the cultist can use telekinesis as a gaze attack, as though her caster level were equal to ½ her Hit Dice/level, rounded up. This ability is a free action, and does not provoke an attack of opportunity. The Will save to resist is determined as above. The cultist gains another quirk, and a disorder. [I][B]16-20 = Gaze of Power:[/B][/I] The cultist gains a +2 bonus to Intelligence, as his sight grows. In addition, the cultist gains true seeing as a continually operating power, and gains a +4 insight bonus to all scrying attempts. [B][I][SIZE="3"]The Scions of Baloraz[/SIZE][/I][/B] Nothic-like Abomination: medium-sized aberration; CR 3; HD 5d8+20; hp 42; Init +5; Spd 30 ft; AC 15, flat-footed 14, touch 11; Atk claw +9 melee (1d4+4) or 2 claws +9 melee (1d4+4 each); SA flesh-rotting gaze (30 ft range, Will DC 16 negates, 1d6 dam); SQ alien psychology (immune to mind-influencing, enchantment, and fear effects), bizarre physiology (immune to critical hits, cannot be flanked, cannot suffer sneak attacks, immune to disease, poison, stunning, sleep, and death effects), see invisible (constant), darkvision 120 ft; AL n/a; SV Fort +9, Ref +6, Will +7; Str 18, Dex 12, Con 19, Int 9, Wis 13, Cha 8. Feats: Improved Initiative, Iron Will. Skills: Spot +13. Strengths: 1. Disturbing Aura: the scion’s opponents suffer a –2 penalty on all Will saves while within 60 feet of it. 2. Durable: the scion gains DR 5 against slashing weapons. Weaknesses: 1. Energy Weakness: the scion takes double damage from cold. 2. Fear: The scion is afraid of cold. When exposed to it, it must make a Will save at DC 15 or become shaken. [/QUOTE]
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