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<blockquote data-quote="Crinos" data-source="post: 2994524" data-attributes="member: 8577"><p>Right, that first one was a homebrew obviously, sorry for not pointing it out. </p><p></p><p>Here's the next one, another homebrew. </p><p></p><p>Phantasmo</p><p>Large Outsider (Good, Extraplanar)</p><p>Hit Dice: 8d8+32 (68 HP)</p><p>Initiative: +3 (+3 Dex)</p><p>Speed: 40 ft</p><p>Armor Class: 22 (+10 natural, +3 dex,-1 size), touch 12, flat footed 19.</p><p>BAB/Grapple: +8/+17</p><p> Attack: Bite +12 (1d8+5)</p><p>Full Attack: bite +12 (1d8+5) and 2 claws +7 (1d6+5)</p><p>Space/Reach: 10ft/10ft</p><p>Special Attacks: Fear, spell like abilities</p><p>Special Qualities: Damage reduction 10/evil, Special Invisibility </p><p>Saves: Fort +10 Ref +9 Will +13</p><p>Abilities: Str: 21, Dex 16, Con 19, Int 19, Wis 20, Cha 22 </p><p>Skills: climb +16, Concentration +15, Gather information +17, Heal +18, Hide +14, Knowledge (The planes) +15, Listen +16, Move silently +14, Perform +17, Profession (Child rearing) +16, search +15, spot +16</p><p>Feats: Iron Will, Power attack, Self sufficient.</p><p>Environment: Blessed fields of Elysium</p><p>Organization: solitary</p><p>Challenge Rating: 8</p><p>Treasure: none</p><p>Alignment: Always Neutral Good</p><p>Advancement: 9-12 (Large) 13-24 (Huge)</p><p>Level Adjustment: ??? </p><p></p><p></p><p>The creature before you resembles a huge plush toy in the shape of a large monster, it borders between being cute and fearsome, with beady black eyes which reflect a deep kindness and compassiom. </p><p></p><p>Phantasmo's are outsiders from the blessed fields of Elysium who are charged with the protection of children, who are sent to the prime material plane in order to protect the very young. </p><p></p><p>Phantasmo are huge creatures that resemble stuffed toy versions of monsters. Mostly dragons and ogre-like creatures, though other kinds are common as well. However most people beyond the child they are charged with protecting never see them, as they have the power to become invisible at will. </p><p></p><p>When a Phantasmo is dispatched to the Prime Material, it is for the purpose of protecting a particular child. The reason for protecting the child varies depending on the situation; Some children are the relatives of famous heroes who may become the targets of their relatives enemies, some children might grow up to become heroes themselves, or sometimes the Phantasmos are sent to protect the children of evil doers to attempt to steer them away from their parents dark path. </p><p></p><p>Whatever their reason, the Phantasmos always go about their mission with the same MO. Using their invisibility, they make contact with their child, then stealthily shadow them, protecting them from harm, teaching them the difference between right and wrong, and generally playing with them. The Phantasmos' one weakness is the child they protect is perfectly capable of seeing them. fortunately, most grownups dont take seriously their childrens claims of being followed by a giant stuffed animal, usually assuming it to be an imaginary friend. Phantasmos generally depart once their ward grows into teenhood and become capable of defending themselves. Most children only have dim memories of the Phantasmo in adulthood, if at all. </p><p></p><p>Phantasmos speak Common, Celestial, and generally pick up whatever language their child speaks, they also have telepathy with a 100 foot range.</p><p></p><p>Combat: The Phantasmo is a kind and gentle soul, usually not wont for combat, but if its child is in danger it can be a terrifying opponent. The soft doll like hands of the Phantasmo conceal wicked claws, and its teeth are sharp enough to bite through steel. However Phantasmo are well aware of the emotional damage witnessing combat can wreak on a child, so they tend to avoid fighting unless its absolutly unavoidable, instead using its spell-like abilities to attempt to escape danger or protect the child instead of fighting. A Phantasmo's natural weapons are considered good aligned weapons for the purposes of bypassing damage reduction. </p><p></p><p>Special Invisibility (Su): A phantasmo continually effected by a special type of invisibility which prevents it from being seen or heard by anyone around it. This invisibiltiy also causes anyone who would walk into it to subsconciously step to the side and move around without realizing it (Will save DC 20 to realize that something is amiss, save is charisma based.). The only person who can see the Phantasmo in this state is the child the Phantasmo is currently protecting. The Phantasmo is still visible to beings who can naturally see invisible beings, and can be detected through magics that allow the seeing of invisible beings. The Phantasmo can suppress his invisibility as a free action, and reactivate is as a move based action. </p><p></p><p>Fear (Su): Although children and good aligned beings have nothing to fear from the Phantasmo, but evil creatures, especially those who would do harm to the Phantasmo's child, find them absolutly terrifying. Evil creatures who gaze upon a Phantasmo must make a will save (DC 20) to avoid fleeing in terror for 1d4 rounds. Those who make their saves are immune to the Phantasmo's fear effect for one day. The DC for this save is charisma based. </p><p></p><p></p><p>Spell-like abilities(Sp): At will: Calm emotions (DC 18), Status(DC 18), Magic circle against evil (DC 19) Sleep (DC 17), Major image (DC 19). 3/day: Modify memory (DC 20), Animate objects, break enchantment, Globe of Invulnerability, 1/day: Holy Word (DC: 23), Holy Aura, Banishment (DC 23), Caster level 10, all save DC's are charisma based. A Phantasmo will generally use their spells primarily to defend the safety of their child before themselves, and if combat ends messily, use their modify memory ability to erase the memory of the fight from the childs memory.</p></blockquote><p></p>
[QUOTE="Crinos, post: 2994524, member: 8577"] Right, that first one was a homebrew obviously, sorry for not pointing it out. Here's the next one, another homebrew. Phantasmo Large Outsider (Good, Extraplanar) Hit Dice: 8d8+32 (68 HP) Initiative: +3 (+3 Dex) Speed: 40 ft Armor Class: 22 (+10 natural, +3 dex,-1 size), touch 12, flat footed 19. BAB/Grapple: +8/+17 Attack: Bite +12 (1d8+5) Full Attack: bite +12 (1d8+5) and 2 claws +7 (1d6+5) Space/Reach: 10ft/10ft Special Attacks: Fear, spell like abilities Special Qualities: Damage reduction 10/evil, Special Invisibility Saves: Fort +10 Ref +9 Will +13 Abilities: Str: 21, Dex 16, Con 19, Int 19, Wis 20, Cha 22 Skills: climb +16, Concentration +15, Gather information +17, Heal +18, Hide +14, Knowledge (The planes) +15, Listen +16, Move silently +14, Perform +17, Profession (Child rearing) +16, search +15, spot +16 Feats: Iron Will, Power attack, Self sufficient. Environment: Blessed fields of Elysium Organization: solitary Challenge Rating: 8 Treasure: none Alignment: Always Neutral Good Advancement: 9-12 (Large) 13-24 (Huge) Level Adjustment: ??? The creature before you resembles a huge plush toy in the shape of a large monster, it borders between being cute and fearsome, with beady black eyes which reflect a deep kindness and compassiom. Phantasmo's are outsiders from the blessed fields of Elysium who are charged with the protection of children, who are sent to the prime material plane in order to protect the very young. Phantasmo are huge creatures that resemble stuffed toy versions of monsters. Mostly dragons and ogre-like creatures, though other kinds are common as well. However most people beyond the child they are charged with protecting never see them, as they have the power to become invisible at will. When a Phantasmo is dispatched to the Prime Material, it is for the purpose of protecting a particular child. The reason for protecting the child varies depending on the situation; Some children are the relatives of famous heroes who may become the targets of their relatives enemies, some children might grow up to become heroes themselves, or sometimes the Phantasmos are sent to protect the children of evil doers to attempt to steer them away from their parents dark path. Whatever their reason, the Phantasmos always go about their mission with the same MO. Using their invisibility, they make contact with their child, then stealthily shadow them, protecting them from harm, teaching them the difference between right and wrong, and generally playing with them. The Phantasmos' one weakness is the child they protect is perfectly capable of seeing them. fortunately, most grownups dont take seriously their childrens claims of being followed by a giant stuffed animal, usually assuming it to be an imaginary friend. Phantasmos generally depart once their ward grows into teenhood and become capable of defending themselves. Most children only have dim memories of the Phantasmo in adulthood, if at all. Phantasmos speak Common, Celestial, and generally pick up whatever language their child speaks, they also have telepathy with a 100 foot range. Combat: The Phantasmo is a kind and gentle soul, usually not wont for combat, but if its child is in danger it can be a terrifying opponent. The soft doll like hands of the Phantasmo conceal wicked claws, and its teeth are sharp enough to bite through steel. However Phantasmo are well aware of the emotional damage witnessing combat can wreak on a child, so they tend to avoid fighting unless its absolutly unavoidable, instead using its spell-like abilities to attempt to escape danger or protect the child instead of fighting. A Phantasmo's natural weapons are considered good aligned weapons for the purposes of bypassing damage reduction. Special Invisibility (Su): A phantasmo continually effected by a special type of invisibility which prevents it from being seen or heard by anyone around it. This invisibiltiy also causes anyone who would walk into it to subsconciously step to the side and move around without realizing it (Will save DC 20 to realize that something is amiss, save is charisma based.). The only person who can see the Phantasmo in this state is the child the Phantasmo is currently protecting. The Phantasmo is still visible to beings who can naturally see invisible beings, and can be detected through magics that allow the seeing of invisible beings. The Phantasmo can suppress his invisibility as a free action, and reactivate is as a move based action. Fear (Su): Although children and good aligned beings have nothing to fear from the Phantasmo, but evil creatures, especially those who would do harm to the Phantasmo's child, find them absolutly terrifying. Evil creatures who gaze upon a Phantasmo must make a will save (DC 20) to avoid fleeing in terror for 1d4 rounds. Those who make their saves are immune to the Phantasmo's fear effect for one day. The DC for this save is charisma based. Spell-like abilities(Sp): At will: Calm emotions (DC 18), Status(DC 18), Magic circle against evil (DC 19) Sleep (DC 17), Major image (DC 19). 3/day: Modify memory (DC 20), Animate objects, break enchantment, Globe of Invulnerability, 1/day: Holy Word (DC: 23), Holy Aura, Banishment (DC 23), Caster level 10, all save DC's are charisma based. A Phantasmo will generally use their spells primarily to defend the safety of their child before themselves, and if combat ends messily, use their modify memory ability to erase the memory of the fight from the childs memory. [/QUOTE]
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