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<blockquote data-quote="Knightfall" data-source="post: 832949" data-attributes="member: 2012"><p><strong>Two More from Knightfall - Steampunk Spelljammer Creatures!</strong></p><p></p><p>Ok, here are a couple more creatures from me. These 'races' are a part of my Time of Ages campaign setting, which is part of my Spelljammer Gone Wild (steampunk spelljammer) cosmology.</p><p></p><p>These are a little long...</p><p></p><p><strong>Maronel</strong></p><p><em>Medium Humanoid (Goblinoid)</em></p><p></p><p>The maronel are race of high goblins that were bred to fight in the Dominance War. They are larger, tend to stand more erect and are considerably stronger than normal goblins. Their bodies are also evenly proportioned and they have a keen wit and are even-tempered. Maronel skin is always either a dark shade of red or dark brown. Maronel have a longer lifespan than regular goblins. Those that survive to old age can live to 60, even 70 years. Unlike regular goblins, maronel teach their young to keep themselves as clean as possible and show above average intelligence and loyalty. Facing well-armed maronels in a fight has been known to frighten even the most seasoned troops (even drow). Maronel have a complicated set of rituals in regards to disputes, based on honor and fights won.</p><p></p><p><em>Combat</em></p><p>Unless a group of maronels succeeds in an ambush (see below) they will fight with daggers and steamlocks, trying to flank opponents. If caught unaware (without weapons) they will pummel opponents with their bare fists and improvise with whatever is at hand. They are known for using unconventional tactics and are expert marksmen. Once in a fight, maronel will not retreat unless a ranking officer orders them to, fighting to the death if their leader goes down.</p><p></p><p>Ambush: Maronels that make a successful spot check and remain hidden from a group of characters can set up a complicated ambush in 1d4 rounds that uses the surrounding terrain to their best advantage. PCs that fail to spot this ambush (DC 20, -1 for every maronel above 15) are in big trouble as each maronel gains an Attack of Opportunity as if they had flanked the closest character. The number of opponents limits this and whether the PCs were ready for an ambush as they approached.</p><p></p><p><strong>Teres</strong></p><p><em>Large Monstrous Humanoid</em></p><p></p><p>The teres are the creation of Jaua Ae-rielun, a powerful temporal being that exists through all time and space and is linked to the world of Rielun. Magically shaped from a semi-intelligent race of lizards, the teres are large, intelligent reptiles with dark green skin and an appearance like that of lizard men. The main physical difference is the fin-like protrusion around the back of their necks, the fact that they stand more upright, and a smaller head with gentler features.</p><p></p><p><em>Combat</em></p><p>Teres avoid combat as a rule. Not because they aren’t capable warriors, but for the exact opposite reason. They believe that physical violence is the last resort of intelligent beings when confronted with adversity. When this happens they tend to use psionic abilities first and attack second. If forced into combat, a teres is a dangerous one-on-one foe in battle using Power Attack in conjunction with steam-powered melee weapons or Improved Unarmed Strike.</p><p></p><p>Camouflage (Sp): A teres that remains completely motionless is almost invisible in a wilderness setting. This is spell-like ability useable three times per day, which a teres activates by clearing it's mind and concentrating. The effect is that the teres becomes semi-transparent and blends into the background. Thus, a teres gains a +4 bonus to their Hide skill unless their opponent can detect invisible or ethereal foes.</p><p></p><p>Psionics: All teres have rank 1 in the Concentration skill, and automatically have the Combat Manifestation feat. Concentration is considered a cross-class skill when determining advancement, regardless of character class. Non-psionicist teres begin play with 3/4 their wisdom in power points, while teres psions add their wisdom modifier to their starting power points.</p><p></p><p>Tail Slap: A teres can forgo all other attacks in a round and attack an opponent with its tail for 2d8 points of damage (plus half its Strength score). The opponent must be behind the teres or the teres must turn towards the character. The attack is a move- equivalent action, as the teres must brace its legs in order for it be able to whip its body around and bring its tail to bear upon an opponent.</p><p></p><p><em>Teres Society</em></p><p>Teres travel throughout known space, as well as the Outer Planes, helping to preserve the Balance of the Four in the name of Jaua Ae-rielun. They are often found settling disputes between societies and helping druids and rangers to protect the Balance of the Four on those worlds being oppressed by the Kings' Senate. Every once in while they are found in the service of a deity such as Ptah or Celestian. However, most teres don't usually worship specific deities, as they tend to be fickle creatures that are more concerned about their own glory. Teres believe in the advancement of the spirit first but also understand the importance of a healthy body. After all, it is the physical that encases the spirit, which together allows the mind to expand and strengthen ones will. Most other races tend to think the teres can be a little too Zen at times. Regardless, most technologically aware worlds in the galaxy value the teres spirit and intelligence even if they don't understand their devotion to Jaua Ae-rielun. The teres greatest allies are the Guardians whose devotion to the Temporal Plane and the protection of Time are admired by the teres. They and the tigé are the main reason why Rielun does not associate with the Kings' Senate.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 832949, member: 2012"] [b]Two More from Knightfall - Steampunk Spelljammer Creatures![/b] Ok, here are a couple more creatures from me. These 'races' are a part of my Time of Ages campaign setting, which is part of my Spelljammer Gone Wild (steampunk spelljammer) cosmology. These are a little long... [b]Maronel[/b] [i]Medium Humanoid (Goblinoid)[/i] The maronel are race of high goblins that were bred to fight in the Dominance War. They are larger, tend to stand more erect and are considerably stronger than normal goblins. Their bodies are also evenly proportioned and they have a keen wit and are even-tempered. Maronel skin is always either a dark shade of red or dark brown. Maronel have a longer lifespan than regular goblins. Those that survive to old age can live to 60, even 70 years. Unlike regular goblins, maronel teach their young to keep themselves as clean as possible and show above average intelligence and loyalty. Facing well-armed maronels in a fight has been known to frighten even the most seasoned troops (even drow). Maronel have a complicated set of rituals in regards to disputes, based on honor and fights won. [i]Combat[/i] Unless a group of maronels succeeds in an ambush (see below) they will fight with daggers and steamlocks, trying to flank opponents. If caught unaware (without weapons) they will pummel opponents with their bare fists and improvise with whatever is at hand. They are known for using unconventional tactics and are expert marksmen. Once in a fight, maronel will not retreat unless a ranking officer orders them to, fighting to the death if their leader goes down. Ambush: Maronels that make a successful spot check and remain hidden from a group of characters can set up a complicated ambush in 1d4 rounds that uses the surrounding terrain to their best advantage. PCs that fail to spot this ambush (DC 20, -1 for every maronel above 15) are in big trouble as each maronel gains an Attack of Opportunity as if they had flanked the closest character. The number of opponents limits this and whether the PCs were ready for an ambush as they approached. [b]Teres[/b] [i]Large Monstrous Humanoid[/i] The teres are the creation of Jaua Ae-rielun, a powerful temporal being that exists through all time and space and is linked to the world of Rielun. Magically shaped from a semi-intelligent race of lizards, the teres are large, intelligent reptiles with dark green skin and an appearance like that of lizard men. The main physical difference is the fin-like protrusion around the back of their necks, the fact that they stand more upright, and a smaller head with gentler features. [i]Combat[/i] Teres avoid combat as a rule. Not because they aren’t capable warriors, but for the exact opposite reason. They believe that physical violence is the last resort of intelligent beings when confronted with adversity. When this happens they tend to use psionic abilities first and attack second. If forced into combat, a teres is a dangerous one-on-one foe in battle using Power Attack in conjunction with steam-powered melee weapons or Improved Unarmed Strike. Camouflage (Sp): A teres that remains completely motionless is almost invisible in a wilderness setting. This is spell-like ability useable three times per day, which a teres activates by clearing it's mind and concentrating. The effect is that the teres becomes semi-transparent and blends into the background. Thus, a teres gains a +4 bonus to their Hide skill unless their opponent can detect invisible or ethereal foes. Psionics: All teres have rank 1 in the Concentration skill, and automatically have the Combat Manifestation feat. Concentration is considered a cross-class skill when determining advancement, regardless of character class. Non-psionicist teres begin play with 3/4 their wisdom in power points, while teres psions add their wisdom modifier to their starting power points. Tail Slap: A teres can forgo all other attacks in a round and attack an opponent with its tail for 2d8 points of damage (plus half its Strength score). The opponent must be behind the teres or the teres must turn towards the character. The attack is a move- equivalent action, as the teres must brace its legs in order for it be able to whip its body around and bring its tail to bear upon an opponent. [i]Teres Society[/i] Teres travel throughout known space, as well as the Outer Planes, helping to preserve the Balance of the Four in the name of Jaua Ae-rielun. They are often found settling disputes between societies and helping druids and rangers to protect the Balance of the Four on those worlds being oppressed by the Kings' Senate. Every once in while they are found in the service of a deity such as Ptah or Celestian. However, most teres don't usually worship specific deities, as they tend to be fickle creatures that are more concerned about their own glory. Teres believe in the advancement of the spirit first but also understand the importance of a healthy body. After all, it is the physical that encases the spirit, which together allows the mind to expand and strengthen ones will. Most other races tend to think the teres can be a little too Zen at times. Regardless, most technologically aware worlds in the galaxy value the teres spirit and intelligence even if they don't understand their devotion to Jaua Ae-rielun. The teres greatest allies are the Guardians whose devotion to the Temporal Plane and the protection of Time are admired by the teres. They and the tigé are the main reason why Rielun does not associate with the Kings' Senate. [/QUOTE]
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