Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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, OSR, & D&D Variants
*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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Creature Catalog 3.5 Overhaul Project
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="BOZ" data-source="post: 1724206" data-attributes="member: 1241"><p>OK updating jabberwocky one last time; have a look if you like.</p><p></p><p>and here is our next victim! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>BAT, Azmyth</p><p>Small Magical Beast</p><p>Hit Dice: 2d10+2 (13 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 10 ft, fly 60 ft (perfect)</p><p>AC: 18 (+1 size, +2 Dex, +5 natural)</p><p>Attacks: Bite +4 melee, tail stab –1 melee</p><p>Damage: Bite 1d4-1, tail stab 1d4-1</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Spell-like abilities, shocking grasp</p><p>Special Qualities: Telepathy, darkvision 90 ft</p><p>Saves: Fort +4, Ref +5, Will +1</p><p>Abilities: Str 7, Dex 15, Con 12, Int 13, Wis 13, Cha 12</p><p>Skills: Hide +11, Intuit Direction +6, Listen +8, Move Silently +7, Search +4, Spot +8</p><p>Feats: Alertness, Weapon Finesse (bite, tail)</p><p></p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Usually chaotic neutral</p><p>Advancement: 3-6 HD (Medium-size)</p><p></p><p>The azmyth is a solitary wanderer that lives off of flowers, plants and insects. They often form partnerships with humanoids for mutual benefit, though they do not serve as familiars (at least not of their own accord).</p><p> </p><p> An azmyth appears as a small bat with a 3-foot wingspan, crested head and bearded chin. They have white, pupiless eyes, and leathery gray or green skin.</p><p></p><p>COMBAT </p><p>The azmyth attacks by biting its foe and stinging with its needle-sharp tail. It can combine its shocking grasp ability with its bite or tail stab.</p><p> </p><p> Spell-Like Abilities: 3/day—detect thoughts; 1/day— invisibility (self only) and silence. These abilities are as the spells cast by a 6th-level sorcerer (save DC 11 + spell level).</p><p> </p><p> Shocking Grasp (Su): Twice per day an azmyth can deliver a shocking grasp by contact. This attack deals 1d8+2 points of electrical damage. It is otherwise similar to the spell of the same name.</p><p> </p><p> Telepathy (Su): Azmyths can communicate telepathically with any creature within 60 feet that has a language.</p><p></p><p>The Azmyth first appeared in the Forgotten Realms MC Appendix (TSR).</p><p> </p><p>***</p><p></p><p>definitely needs a cohort LA!</p><p></p><p>Here are the original versions of the azmyth (all four of them!). there may not be many differences between them, but I am posting them all because they are short. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Dragon #90:</p><p></p><p>AZMYTH</p><p>FREQUENCY: Rare</p><p>NO. APPEARING: 1</p><p>ARMOR CLASS: 2</p><p>MOVE: 3"/24“ (MC: A)</p><p>HIT DICE: 2</p><p>% IN LAIR: Nil</p><p>NO. OF ATTACKS: 2</p><p>DAMAGE/ATTACK: 1/1-2</p><p>SPECIAL ATTACKS: Spell use</p><p>SPECIAL DEFENSES: Spell use</p><p>MAGIC RESISTANCE: 40%</p><p>INTELLIGENCE: High</p><p>ALIGNMENT: Chaotic neutral</p><p>SIZE: S (3’ wingspan)</p><p>PSIONIC ABILITY: Nil</p><p>Attack/Defense Modes: Nil</p><p></p><p>Azmyths are rare, strange bats that live on flowers, small plants, and insects. They are solitary wanderers (although they do have favorite haunts to which they often return), but often form partnerships with (larger) beings of other races (such as elves and humans) for mutual benefit, sometimes establishing loyal friendships with them.</p><p>Azmyths have telepathy out to a 6" range, but can only communicate in this way with others of their kind. They emit squeaks when alarmed or enraged, and endearing, liquid chuckles when delighted or amused. They have 90’ infravision. </p><p>The jaws of an azmyth do 1 point of damage per bite. In a fight, one will bite and also stab with its needle-sharp tail (1-2 points of damage), but the creatures prefer to avoid direct conflict and employ their spell-like powers from afar.</p><p>Azmyths can know alignment three times per day; become invisible (self only) once per day, such invisibility lasting 6 rounds or until the azmyth physically attacks another creature, whichever occurs sooner; cause silence, 15’ radius, centered on themselves, once per day; and twice per day employ a form of shocking grasp in which any direct physical contact with another creature (including bites or tail stabs) can, at the azmyth’s option, transmit 7-14 (1d8+6) points of electrical damage, as well as any physical damage done by the attack.</p><p>Azmyths have been known to accompany creatures for their entire lives, and then accompany the creatures’ offspring. The lifespan and mating details of azmyths are unknown. They are not “familiars,” as magic-users understand the term, but closer to a druid’s “woodland companions”; no direct control can be exercised over an azmyth except by magic or psionics.</p><p></p><p></p><p>Drow of the Underdark:</p><p></p><p>Azmyth</p><p>CLIMATE/TERRAIN: Any temperate/any</p><p>FREQUENCY: Rare</p><p>ORGANIZATION: Solitary</p><p>ACTIVITY CYCLE: Any</p><p>DIET: Omnivore</p><p>INTELLIGENCE: High (13-14)</p><p>TREASURE: Nil</p><p>ALIGNMENT: Chaotic neutral</p><p>NO. APPEARING: 1</p><p>ARMOR CLASS: 2</p><p>MOVEMENT: 3, F1 24 (A)</p><p>HIT DICE: 2</p><p>THAC0: 19</p><p>NO. OF ATTACKS: 2</p><p>DAMAGE/ATTACK: 1/1-2</p><p>SPECIAL ATTACKS: Magic use</p><p>SPECIAL DEFENSES: Magic use</p><p>MAGIC RESISTANCE: 40%</p><p>SIZE: S (3í wingspan, length up to 4í)</p><p>MORALE: Elite (14)</p><p>X.P. VALUE: 650</p><p></p><p>Azmyths live on flowers, small plants, and insects. They are solitary wanderers, though they do have “favorite haunts” to which they often return. They often form partnerships with humanoids for mutual benefit, sometimes forming loyal friendships with such beings. Azmyths have been known to accompany creatures for their entire lives, and then accompany the creatures’ offspring. The lifespan and mating details of azmyths are presently unknown. They are not familiars as wizards understand the term; no direct control can be exercised over one except by spells.</p><p>Azymths have crested heads and bearded chins, white, pupilless eyes, and leathery gray, mauve, or emerald green skin. They emit shrill squeaks of alarm or rage, and endearing, liquid chuckles of delight or amusement. They communicate by 60’-range telepathy, and have 90’-range infravision. They can know alignment thrice per day, become invisible (self only, for 6 rounds or less; ending when the azymth makes any successful attack) once per day, and create silence 15í radius, centered on themselves, once a day.</p><p>In combat, azmyths bite (1 hp damage) and stab with their powerful needle-sharp tails (1-2 points). Twice per day, an azmyth can unleash a shocking grasp attack, transmitting 1d8+6 points of electrical damage through any direct physical contact with another creature. This attack can be combined with a physical attack for cumulative damage.</p><p></p><p></p><p>MC11:</p><p></p><p>Azmyth</p><p>CLIMATE/TERRAIN: Any temperate/any</p><p>FREQUENCY: Rare</p><p>ORGANIZATION: Solitary</p><p>ACTIVITY CYCLE: Any</p><p>DIET: Omnivore</p><p>INTELLIGENCE: High (13-14)</p><p>TREASURE: Nil</p><p>ALIGNMENT: Chaotic neutral</p><p>NO. APPEARING: 1</p><p>ARMOR CLASS: 2</p><p>MOVEMENT: 3, Fl 24 (A)</p><p>HIT DICE: 2</p><p>THAC0: 19</p><p>NO. OF ATTACKS: 2</p><p>DAMAGE/ATTACK: 1/1-2</p><p>SPECIAL ATTACKS: Magic use</p><p>SPECIAL DEFENSES: Magic use</p><p>MAGIC RESISTANCE: 40%</p><p>SIZE: S (3' wingspan, length up to 4í)</p><p>MORALE: Elite (14)</p><p>XP VALUE: 650</p><p></p><p>Azmyths live on flowers, small plants, and insects. They are solitary wanderers, though they do have “favorite haunts” to which they often return. They often form partnerships with humanoids for mutual benefit, sometimes forming loyal friendships with such beings. Azmyths have been known to accompany creatures for their entire lives, and then accompany the creatures’ offspring. The lifespan and mating details of azmyths are presently unknown. They are not familiars as wizards understand the term; no direct control can be exercised over one except by spells.</p><p>Azymths have crested heads and bearded chins, white, pupilless eyes, and leathery gray, mauve, or emerald green skin. They emit shrill squeaks of alarm or rage, and endearing, liquid chuckles of delight or amusement. They communicate by 60’-range telepathy, and have 90’-range infravision. They can know alignment thrice per day, become invisible (self only, for 6 rounds or less; ending when the azymth makes any successful attack) once per day, and create silence 15’ radius, centered on themselves, once a day.</p><p>In combat, azmyths bite (1 hp damage) and stab with their powerful needle-sharp tails ( 1-2 points). Twice per day, an azmyth can unleash a shocking grasp attack, transmitting 1d8 + 6 points of electrical damage through any direct physical contact with another creature. This attack can be combined with a physical attack for cumulative damage.</p><p></p><p></p><p>Monstrous Manual:</p><p></p><p>Azmyth </p><p>Climate/Terrain: Any land</p><p>Frequency: Rare</p><p>Organization: Solitary</p><p>Activity Cycle: Any</p><p>Diet: Omnivore</p><p>Intelligence: High (13-14)</p><p>Treasure: Nil</p><p>Alignment: Chaotic neutral</p><p>No. Appearing: 1</p><p>Armor Class: 2</p><p>Movement: 3, Fl 24 (A)</p><p>Hit Dice: 2</p><p>THAC0: 19</p><p>No. of Attacks: 2</p><p>Damage/Attack: 1/1-2</p><p>Special Attacks: Magic use</p><p>Special Defenses: Magic use</p><p>Magic Resistance: 40%</p><p>Size: S (3')</p><p>Morale: Elite (14)</p><p>XP Value: 650</p><p></p><p>Azmyth Azmyths live on flowers, small plants, and insects. They are solitary wanderers, though they do have "favorite haunts" to which they return. They often form partnerships with humanoids for mutual benefit, sometimes forming loyal friendships in the process. Azmyths have been known to accompany creatures for their entire lives, and then accompany the creatures' offspring. The life span of azmyths are presently unknown but is believed to be over 100 years. They are not familiars as wizards understand the term; no direct control can be exercised over one, except by spells. Azmyths have crested heads and bearded chins, white, pupil-less eyes, and leathery gray, mauve, or emerald green skin. They emit shrill squeaks of alarm or rage, and endearing, liquid chuckles of delight or amusement. They communicate by telepathy that has a range of 60 feet, and have infravision to 90 feet. They can know alignment three times per day, become invisible (self only for six rounds or less, ending when the azmyth makes a successful attack) once per day, and create silence 15' radius, centered on themselves, once per day. In combat, the azmyth bites for 1 point of damage and stabs with its powerful needle-sharp tails for 1d2 points. Twice per day, an azmyth can unleash a shocking grasp attack, transmitting 1d8+6 points of electrical damage through any direct physical contact with another creature. This attack can be combined with a physical attack for cumulative damage.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1724206, member: 1241"] OK updating jabberwocky one last time; have a look if you like. and here is our next victim! :D BAT, Azmyth Small Magical Beast Hit Dice: 2d10+2 (13 hp) Initiative: +2 (Dex) Speed: 10 ft, fly 60 ft (perfect) AC: 18 (+1 size, +2 Dex, +5 natural) Attacks: Bite +4 melee, tail stab –1 melee Damage: Bite 1d4-1, tail stab 1d4-1 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Spell-like abilities, shocking grasp Special Qualities: Telepathy, darkvision 90 ft Saves: Fort +4, Ref +5, Will +1 Abilities: Str 7, Dex 15, Con 12, Int 13, Wis 13, Cha 12 Skills: Hide +11, Intuit Direction +6, Listen +8, Move Silently +7, Search +4, Spot +8 Feats: Alertness, Weapon Finesse (bite, tail) Climate/Terrain: Any land and underground Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Usually chaotic neutral Advancement: 3-6 HD (Medium-size) The azmyth is a solitary wanderer that lives off of flowers, plants and insects. They often form partnerships with humanoids for mutual benefit, though they do not serve as familiars (at least not of their own accord). An azmyth appears as a small bat with a 3-foot wingspan, crested head and bearded chin. They have white, pupiless eyes, and leathery gray or green skin. COMBAT The azmyth attacks by biting its foe and stinging with its needle-sharp tail. It can combine its shocking grasp ability with its bite or tail stab. Spell-Like Abilities: 3/day—detect thoughts; 1/day— invisibility (self only) and silence. These abilities are as the spells cast by a 6th-level sorcerer (save DC 11 + spell level). Shocking Grasp (Su): Twice per day an azmyth can deliver a shocking grasp by contact. This attack deals 1d8+2 points of electrical damage. It is otherwise similar to the spell of the same name. Telepathy (Su): Azmyths can communicate telepathically with any creature within 60 feet that has a language. The Azmyth first appeared in the Forgotten Realms MC Appendix (TSR). *** definitely needs a cohort LA! Here are the original versions of the azmyth (all four of them!). there may not be many differences between them, but I am posting them all because they are short. ;) Dragon #90: AZMYTH FREQUENCY: Rare NO. APPEARING: 1 ARMOR CLASS: 2 MOVE: 3"/24“ (MC: A) HIT DICE: 2 % IN LAIR: Nil NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1/1-2 SPECIAL ATTACKS: Spell use SPECIAL DEFENSES: Spell use MAGIC RESISTANCE: 40% INTELLIGENCE: High ALIGNMENT: Chaotic neutral SIZE: S (3’ wingspan) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil Azmyths are rare, strange bats that live on flowers, small plants, and insects. They are solitary wanderers (although they do have favorite haunts to which they often return), but often form partnerships with (larger) beings of other races (such as elves and humans) for mutual benefit, sometimes establishing loyal friendships with them. Azmyths have telepathy out to a 6" range, but can only communicate in this way with others of their kind. They emit squeaks when alarmed or enraged, and endearing, liquid chuckles when delighted or amused. They have 90’ infravision. The jaws of an azmyth do 1 point of damage per bite. In a fight, one will bite and also stab with its needle-sharp tail (1-2 points of damage), but the creatures prefer to avoid direct conflict and employ their spell-like powers from afar. Azmyths can know alignment three times per day; become invisible (self only) once per day, such invisibility lasting 6 rounds or until the azmyth physically attacks another creature, whichever occurs sooner; cause silence, 15’ radius, centered on themselves, once per day; and twice per day employ a form of shocking grasp in which any direct physical contact with another creature (including bites or tail stabs) can, at the azmyth’s option, transmit 7-14 (1d8+6) points of electrical damage, as well as any physical damage done by the attack. Azmyths have been known to accompany creatures for their entire lives, and then accompany the creatures’ offspring. The lifespan and mating details of azmyths are unknown. They are not “familiars,” as magic-users understand the term, but closer to a druid’s “woodland companions”; no direct control can be exercised over an azmyth except by magic or psionics. Drow of the Underdark: Azmyth CLIMATE/TERRAIN: Any temperate/any FREQUENCY: Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Omnivore INTELLIGENCE: High (13-14) TREASURE: Nil ALIGNMENT: Chaotic neutral NO. APPEARING: 1 ARMOR CLASS: 2 MOVEMENT: 3, F1 24 (A) HIT DICE: 2 THAC0: 19 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1/1-2 SPECIAL ATTACKS: Magic use SPECIAL DEFENSES: Magic use MAGIC RESISTANCE: 40% SIZE: S (3í wingspan, length up to 4í) MORALE: Elite (14) X.P. VALUE: 650 Azmyths live on flowers, small plants, and insects. They are solitary wanderers, though they do have “favorite haunts” to which they often return. They often form partnerships with humanoids for mutual benefit, sometimes forming loyal friendships with such beings. Azmyths have been known to accompany creatures for their entire lives, and then accompany the creatures’ offspring. The lifespan and mating details of azmyths are presently unknown. They are not familiars as wizards understand the term; no direct control can be exercised over one except by spells. Azymths have crested heads and bearded chins, white, pupilless eyes, and leathery gray, mauve, or emerald green skin. They emit shrill squeaks of alarm or rage, and endearing, liquid chuckles of delight or amusement. They communicate by 60’-range telepathy, and have 90’-range infravision. They can know alignment thrice per day, become invisible (self only, for 6 rounds or less; ending when the azymth makes any successful attack) once per day, and create silence 15í radius, centered on themselves, once a day. In combat, azmyths bite (1 hp damage) and stab with their powerful needle-sharp tails (1-2 points). Twice per day, an azmyth can unleash a shocking grasp attack, transmitting 1d8+6 points of electrical damage through any direct physical contact with another creature. This attack can be combined with a physical attack for cumulative damage. MC11: Azmyth CLIMATE/TERRAIN: Any temperate/any FREQUENCY: Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Omnivore INTELLIGENCE: High (13-14) TREASURE: Nil ALIGNMENT: Chaotic neutral NO. APPEARING: 1 ARMOR CLASS: 2 MOVEMENT: 3, Fl 24 (A) HIT DICE: 2 THAC0: 19 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1/1-2 SPECIAL ATTACKS: Magic use SPECIAL DEFENSES: Magic use MAGIC RESISTANCE: 40% SIZE: S (3' wingspan, length up to 4í) MORALE: Elite (14) XP VALUE: 650 Azmyths live on flowers, small plants, and insects. They are solitary wanderers, though they do have “favorite haunts” to which they often return. They often form partnerships with humanoids for mutual benefit, sometimes forming loyal friendships with such beings. Azmyths have been known to accompany creatures for their entire lives, and then accompany the creatures’ offspring. The lifespan and mating details of azmyths are presently unknown. They are not familiars as wizards understand the term; no direct control can be exercised over one except by spells. Azymths have crested heads and bearded chins, white, pupilless eyes, and leathery gray, mauve, or emerald green skin. They emit shrill squeaks of alarm or rage, and endearing, liquid chuckles of delight or amusement. They communicate by 60’-range telepathy, and have 90’-range infravision. They can know alignment thrice per day, become invisible (self only, for 6 rounds or less; ending when the azymth makes any successful attack) once per day, and create silence 15’ radius, centered on themselves, once a day. In combat, azmyths bite (1 hp damage) and stab with their powerful needle-sharp tails ( 1-2 points). Twice per day, an azmyth can unleash a shocking grasp attack, transmitting 1d8 + 6 points of electrical damage through any direct physical contact with another creature. This attack can be combined with a physical attack for cumulative damage. Monstrous Manual: Azmyth Climate/Terrain: Any land Frequency: Rare Organization: Solitary Activity Cycle: Any Diet: Omnivore Intelligence: High (13-14) Treasure: Nil Alignment: Chaotic neutral No. Appearing: 1 Armor Class: 2 Movement: 3, Fl 24 (A) Hit Dice: 2 THAC0: 19 No. of Attacks: 2 Damage/Attack: 1/1-2 Special Attacks: Magic use Special Defenses: Magic use Magic Resistance: 40% Size: S (3') Morale: Elite (14) XP Value: 650 Azmyth Azmyths live on flowers, small plants, and insects. They are solitary wanderers, though they do have "favorite haunts" to which they return. They often form partnerships with humanoids for mutual benefit, sometimes forming loyal friendships in the process. Azmyths have been known to accompany creatures for their entire lives, and then accompany the creatures' offspring. The life span of azmyths are presently unknown but is believed to be over 100 years. They are not familiars as wizards understand the term; no direct control can be exercised over one, except by spells. Azmyths have crested heads and bearded chins, white, pupil-less eyes, and leathery gray, mauve, or emerald green skin. They emit shrill squeaks of alarm or rage, and endearing, liquid chuckles of delight or amusement. They communicate by telepathy that has a range of 60 feet, and have infravision to 90 feet. They can know alignment three times per day, become invisible (self only for six rounds or less, ending when the azmyth makes a successful attack) once per day, and create silence 15' radius, centered on themselves, once per day. In combat, the azmyth bites for 1 point of damage and stabs with its powerful needle-sharp tails for 1d2 points. Twice per day, an azmyth can unleash a shocking grasp attack, transmitting 1d8+6 points of electrical damage through any direct physical contact with another creature. This attack can be combined with a physical attack for cumulative damage. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Creature Catalog 3.5 Overhaul Project
Top