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<blockquote data-quote="the Jester" data-source="post: 1402622" data-attributes="member: 1210"><p><strong>The Vestige of Moil</strong></p><p></p><p><strong>THE VESTIGE</strong></p><p>Advanced Paragon Caller In Darkness Variant</p><p>Gargantuan Undead (Incorporeal)</p><p><strong>Hit Dice:</strong> 26d12+312 (624 hp)</p><p><strong>Initiative:</strong> +9</p><p><strong>Speed:</strong> 90’, fly 120’ (good)</p><p><strong>Armor Class:</strong> 38 (-4 size, +9 dex, +7 deflection, +12 insight, +12 luck) plus incorporeal</p><p><strong>Base Attack/Grapple:</strong> +13/+61</p><p><strong>Attack:</strong> Incorporeal touch +40 melee (4d6+20 plus steal essence)</p><p><strong>Full Attack:</strong> 4 incorporeal touches +40 melee (4d6+20 plus steal essence)</p><p><strong>Space/Reach:</strong> 20’/20’</p><p><strong>Special Attacks:</strong> Engulf, psionics, spell-like abilities, steal essence</p><p><strong>Special Qualities:</strong> Daylight powerlessness, DR 15/epic, fast healing 20, incorporeal, resistance to cold 10 and fire 10, SR 37, turn resistance +2, undead traits, unnatural aura</p><p><strong>Saves:</strong> Fort +24, Ref +31, Will +34</p><p><strong>Abilities:</strong> Str -, Dex 29, Con -, Int 29, Wis 29, Cha 40</p><p><strong>Skills:</strong> Bluff +39, Concentration +24, Hide +32, Intimidate +44, Knowledge (arcana) +22 ½, Knowledge (local- Moil, psionics) +33, Listen +50, Psicraft +33, Search +48, Sense Motive +48, Spellcraft +33, Spot +50, Tumble +33 </p><p><strong>Feats:</strong> Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Great Fortitude, Improved Initiative, Improved Natural Weapon (touch), Mental Adversary, Quicken Spell-Like Ability (fear)</p><p><strong>Epic Feats:</strong> Epic Fortitude, Epic Reflexes </p><p><strong>Environment:</strong> Moil, the City that Waits</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 27</p><p><strong>Alignment:</strong> Neutral evil</p><p></p><p>Long ago, there was a city that worshiped Orcus, Demon Prince of the Undead. Orcus was a cruel and unforgiving master, but the people of his city were fervent in their devotion to him and were blessed with his favor. </p><p></p><p>Moil was the name of this city.</p><p></p><p>One day, a new god came in secret to some of Moil’s people. This god was almost the antithesis of Orcus; he was a god of the sun, of the light, of goodness. Surely once Orcus discovered the new followers of this god he would crush them utterly; but they worked in secret, converting others to hope in secret hallowed areas where the name of the Prince of the Undead had never been spoken. The following grew for several years before Orcus became aware of its existence, and then it was too late to crush it in one fell swoop. He destroyed those he found and set hunters loose to find the rest, but they made more converts, secret cells of light-followers. </p><p></p><p>The sun god’s following grew.</p><p></p><p>Eventually, they became powerful enough to oppose Orcus’ priests openly, and much street warfare ensued. In the end, the city of Moil turned from its dark god and cast down the powerful cleric who ruled the city (he was called the Wand, in honor of Orcus’ dread talisman of power).</p><p></p><p>And Orcus was wroth.</p><p></p><p>As the citizens of Moil slept the night after their victory over Orcus’ Wand, the demon prince laid a terrible curse upon it: that its citizens should sleep until they see the light of the sunrise.</p><p></p><p>Then, horrible in his rage and power, Orcus tore Moil from its native world of Ranais and pushed it to the very border of the Plane of Negative Energy. Much of the city broke away and tumbled into the Void as Moil balanced precariously above utter destruction.</p><p></p><p>“HERE YOU SHALL STAY!!” Orcus boomed, bluish flames burning all across his body in his wrath. “FOR HERE THERE <em>IS</em> NO SUNRISE!! YOU SHALL REMAIN AS A TESTAMENT TO THE WRATH OF ORCUS!!!”</p><p></p><p>And with that, Orcus left the City That Waits to its terrible fate.</p><p></p><p>The Moilians froze over. Negative energy seeped in to their forms, filling many of them with a terrible version of undeath, hungry for life force to feed upon. Worse still, their trapped, dreaming souls, unable to escape, were bound up by Orcus’ curse into a terrible, terrible thing- the Vestige.</p><p></p><p><strong>Combat</strong></p><p>The Vestige is a dangerous opponent. It can simply engulf its enemies, using its ability to use <em>fear</em> as a free action to divide any opponents it might have up. The Vestige is very nearly an unbeatable foe, except for the most powerful adventurers.</p><p></p><p><strong>Engulf (Ex):</strong> The vestige may simply flow over as many creatures as will fit within its body, exposing each to its steal essence ability.</p><p> </p><p><strong>Psionics (Sp):</strong> At will- clairaudience/clairvoyance, detect psionics, fatal attraction (DC 1d20+37), mass concussion, suggestion (DC 1d20+35); manifester level 48. Attack/Defense Modes: all/all.</p><p></p><p><strong>Spell-Like Abilities (Sp):</strong> at will- fear (DC 51); 3/day- greater dispelling, haste, see invisibility; caster level 15.</p><p> </p><p><strong>Steal Essence (Su):</strong> Any creature engulfed or touched by the Vestige must make a Will saving throw (DC 41) or suffer 1d6 points of Intelligence damage. A creature that is killed or has any of its mental attributes reduced to 0 by the Vestige is absorbed into the screaming mass of souls. The body remains behind, but the soul is lost. Only a wish or miracle (or the death of the Vestige) can free the soul to allow resurrection.</p><p></p><p><strong>Daylight Powerlessness (Ex):</strong> The vestige is utterly powerless in daylight or in the light of the wand of days. In sunlight the vestige can only take a single move or move-equivalent action each round.</p></blockquote><p></p>
[QUOTE="the Jester, post: 1402622, member: 1210"] [b]The Vestige of Moil[/b] [b]THE VESTIGE[/b] Advanced Paragon Caller In Darkness Variant Gargantuan Undead (Incorporeal) [b]Hit Dice:[/b] 26d12+312 (624 hp) [b]Initiative:[/b] +9 [b]Speed:[/b] 90’, fly 120’ (good) [b]Armor Class:[/b] 38 (-4 size, +9 dex, +7 deflection, +12 insight, +12 luck) plus incorporeal [b]Base Attack/Grapple:[/b] +13/+61 [b]Attack:[/b] Incorporeal touch +40 melee (4d6+20 plus steal essence) [b]Full Attack:[/b] 4 incorporeal touches +40 melee (4d6+20 plus steal essence) [b]Space/Reach:[/b] 20’/20’ [b]Special Attacks:[/b] Engulf, psionics, spell-like abilities, steal essence [b]Special Qualities:[/b] Daylight powerlessness, DR 15/epic, fast healing 20, incorporeal, resistance to cold 10 and fire 10, SR 37, turn resistance +2, undead traits, unnatural aura [b]Saves:[/b] Fort +24, Ref +31, Will +34 [b]Abilities:[/b] Str -, Dex 29, Con -, Int 29, Wis 29, Cha 40 [b]Skills:[/b] Bluff +39, Concentration +24, Hide +32, Intimidate +44, Knowledge (arcana) +22 ½, Knowledge (local- Moil, psionics) +33, Listen +50, Psicraft +33, Search +48, Sense Motive +48, Spellcraft +33, Spot +50, Tumble +33 [b]Feats:[/b] Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Great Fortitude, Improved Initiative, Improved Natural Weapon (touch), Mental Adversary, Quicken Spell-Like Ability (fear) [b]Epic Feats:[/b] Epic Fortitude, Epic Reflexes [b]Environment:[/b] Moil, the City that Waits [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 27 [b]Alignment:[/b] Neutral evil Long ago, there was a city that worshiped Orcus, Demon Prince of the Undead. Orcus was a cruel and unforgiving master, but the people of his city were fervent in their devotion to him and were blessed with his favor. Moil was the name of this city. One day, a new god came in secret to some of Moil’s people. This god was almost the antithesis of Orcus; he was a god of the sun, of the light, of goodness. Surely once Orcus discovered the new followers of this god he would crush them utterly; but they worked in secret, converting others to hope in secret hallowed areas where the name of the Prince of the Undead had never been spoken. The following grew for several years before Orcus became aware of its existence, and then it was too late to crush it in one fell swoop. He destroyed those he found and set hunters loose to find the rest, but they made more converts, secret cells of light-followers. The sun god’s following grew. Eventually, they became powerful enough to oppose Orcus’ priests openly, and much street warfare ensued. In the end, the city of Moil turned from its dark god and cast down the powerful cleric who ruled the city (he was called the Wand, in honor of Orcus’ dread talisman of power). And Orcus was wroth. As the citizens of Moil slept the night after their victory over Orcus’ Wand, the demon prince laid a terrible curse upon it: that its citizens should sleep until they see the light of the sunrise. Then, horrible in his rage and power, Orcus tore Moil from its native world of Ranais and pushed it to the very border of the Plane of Negative Energy. Much of the city broke away and tumbled into the Void as Moil balanced precariously above utter destruction. “HERE YOU SHALL STAY!!” Orcus boomed, bluish flames burning all across his body in his wrath. “FOR HERE THERE [I]IS[/I] NO SUNRISE!! YOU SHALL REMAIN AS A TESTAMENT TO THE WRATH OF ORCUS!!!” And with that, Orcus left the City That Waits to its terrible fate. The Moilians froze over. Negative energy seeped in to their forms, filling many of them with a terrible version of undeath, hungry for life force to feed upon. Worse still, their trapped, dreaming souls, unable to escape, were bound up by Orcus’ curse into a terrible, terrible thing- the Vestige. [b]Combat[/b] The Vestige is a dangerous opponent. It can simply engulf its enemies, using its ability to use [i]fear[/i] as a free action to divide any opponents it might have up. The Vestige is very nearly an unbeatable foe, except for the most powerful adventurers. [b]Engulf (Ex):[/b] The vestige may simply flow over as many creatures as will fit within its body, exposing each to its steal essence ability. [b]Psionics (Sp):[/b] At will- clairaudience/clairvoyance, detect psionics, fatal attraction (DC 1d20+37), mass concussion, suggestion (DC 1d20+35); manifester level 48. Attack/Defense Modes: all/all. [b]Spell-Like Abilities (Sp):[/b] at will- fear (DC 51); 3/day- greater dispelling, haste, see invisibility; caster level 15. [b]Steal Essence (Su):[/b] Any creature engulfed or touched by the Vestige must make a Will saving throw (DC 41) or suffer 1d6 points of Intelligence damage. A creature that is killed or has any of its mental attributes reduced to 0 by the Vestige is absorbed into the screaming mass of souls. The body remains behind, but the soul is lost. Only a wish or miracle (or the death of the Vestige) can free the soul to allow resurrection. [b]Daylight Powerlessness (Ex):[/b] The vestige is utterly powerless in daylight or in the light of the wand of days. In sunlight the vestige can only take a single move or move-equivalent action each round. [/QUOTE]
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