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<blockquote data-quote="the Jester" data-source="post: 4475609" data-attributes="member: 1210"><p>Here at last is the last of those gargoyles...</p><p></p><p><strong><span style="font-size: 15px">TEAR--- CR 29</span></strong></p><p>Elite bile gargoyle survivor 5/granite shadow 10/cancer mage 9</p><p>CE medium monstrous humanoid (earth)</p><p><strong>Init </strong>+3; <strong>Senses</strong> darkvision 60’; Listen +24, Spot +24</p><p><strong>Languages</strong> Giant, Terran</p><p> </p><p><strong>AC</strong> 41 (+3 dex, +1 dodge, +13 natural, +9 armor, +5 deflection), touch 19, flat-footed 37; gloves of blocking 3/day; improved uncanny dodge, Mobility, uncanny dodge</p><p><strong>Hit Dice</strong> 14d8 + 14d6 + 168 (280 hp);<strong> DR</strong> 10/magic and 5/-</p><p><strong>Immune</strong> acid, electricity, pain, petrification, poison, sleep, stunning</p><p><strong>Fort</strong> +26, <strong>Ref </strong>+24 plus improved evasion, <strong>Will</strong> +22 plus cancerous companion; agonized existence</p><p><strong>Weakness</strong> cure disease</p><p> </p><p><strong>Speed</strong> 40 ft. (8 squares), fly 60 ft. (12 squares), burrow 20 ft. (4 squares)</p><p><strong>Melee </strong>2 claws +29 (1d4+10) and bite +26 (1d6+6) and gore +26 (1d6+6)</p><p><strong>Ranged</strong> shortbow +26/21/16 (1d6+5/x3 plus 1d6 frost)</p><p><strong>Base Atk</strong> +18; <strong>Grp</strong> +25 (+27 offensive)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft. </p><p><strong>Atk Options</strong> infected wound 9/day, sneak attack +3d6, stone wall strike +5d4</p><p><strong>Combat Gear</strong> 2 beads of force</p><p><strong>Special Actions</strong> breath weapon, children of the night, viral agent, viral ally</p><p><strong>Spell-like Abilities</strong> (CL 9): 9/day- contagion (DC 22), insect plague, poison (DC 21)</p><p> </p><p><strong>Str</strong> 26, <strong>Dex </strong>17, <strong>Con</strong> 22,<strong> Int</strong> 10, <strong>Wis</strong> 24, <strong>Cha</strong> 6</p><p><strong>SQ</strong> cancerous companion, disease host, freeze, tatterdemalion</p><p><strong>Feats</strong> Ability Focus (contagion), Combat Reflexes, Dodge, Great Fortitude, Lockstep, Mobility, Multiattack, Sidestep, Weapon Focus (claws)</p><p><strong>Epic Feats</strong> Great Strength</p><p><strong>Skills </strong>Heal +10, Hide +35 (+43 against a background of stone), Knowledge (nature) +2, Listen +24, Move Silently +18, Spot +24</p><p><strong>Possessions </strong>hat of wisdom +6, ring of protection +5, gloves of blocking, +5 tatterdemalion armor of electricity immunity and natural armor +5 (cannot be used by a non-cancer mage), triangle of light, +3 shortbow of speed, +3 frost arrows (22)</p><p> </p><p><strong>Breath Weapon (Su):</strong> A bile gargoyle can spit a gob of bile up to 60’. This bile explodes in a 15’ burst, and all creatures caught within suffer 3d6 points of acid damage and 1d6 points of con damage. A successful Fort save, DC x, results in half acid damage and no con damage.</p><p> </p><p><strong>Children of the Night (Su):</strong> Even here, Tear can call forth a swarm of 2d6 small monstrous spiders, a pack of 4d8 dire rats or a bat swarm, 1/day as a standard action. These creatures arrive in 2d6 rounds, serving faithfully and understanding Tear’s telepathic commands for up to 90 minutes. </p><p> </p><p><strong>Infected Wound (Ex):</strong> On a successful melee attack, Tear can inflict an infectious taint upon her foe. The foe takes 1 point of constitution damage (Fort DC 26 negates) and must make a followup save one hour later or take a further 1d6 points of con damage.</p><p> </p><p><strong>Stone Wall Strike (Ex): </strong>If Tear hits an enemy with a melee attack when the enemy is directly between the granite shadow and a stone wall, she deals an extra 5d4 points of damage. In order for her to get this bonus damage, the closest path from her to a stone wall must pass through the enemy.</p><p> </p><p><strong>Agonized Existence (Ex): </strong>Because her bile-ridden form leaves her in perpetual pain, Tear is immune to effects based on pain. If she falls subject to any enchantment effect or morale penalty, it automatically shakes off the effect in only 1d4 rounds.</p><p></p><p><strong>Cancerous Companion (Ex):</strong> Tear carries a large, sentient tumor, and can communicate with it telepathically. The tumor has an intelligence of 13 (making it smarter than Tear herself!), blindsight to 30’, can use a spell or spell-like ability of Tear’s 3/day as a standard action (requiring no action on Tear’s part), mind-affecting effects have a 50% chance of affecting the companion rather than Tear herself and can form a 1’ tendril of flesh capable of making touch attacks (including Tear’s spell-like abilities).</p><p> </p><p><strong>Disease Host (Ex):</strong> Other than cosmetic effects, diseases have no effect on Tear. However, she is a host and carrier for every disease that she encounters. </p><p> </p><p><strong>Earth Glide (Ex):</strong> Tear can pass through earth and stone at will, moving at her burrow speed without leaving any sign of its passage. </p><p> </p><p><strong>Viral Agent (Su):</strong> By bestowing a point of her intelligence upon a disease in her body, Tear can make it sentient. She can then communicate telepathically with it as long as it is within 9 miles. The disease will tell Tear what its host experiences. Tear regains such used int points one day after the disease dies.</p><p> </p><p><strong>Viral Ally (Su):</strong> By imbuing a disease with 3 points of her intelligence, Tear can make a viral ally. An enemy infected by the disease is subject to its control, as surely as if it were under the influence of a dominate person spell. Tear regains such spent intelligence one day after the viral ally dies. </p><p> </p><p><strong>Vulnerability to Cure Disease (Ex): </strong>A cure disease spell cast upon Tear inflicts 1d6 points of damage per caster level (though a Fort save negates this). Furthermore, her cancerous companion goes dormant for 1d10 days.</p></blockquote><p></p>
[QUOTE="the Jester, post: 4475609, member: 1210"] Here at last is the last of those gargoyles... [B][SIZE="4"]TEAR--- CR 29[/SIZE][/B] Elite bile gargoyle survivor 5/granite shadow 10/cancer mage 9 CE medium monstrous humanoid (earth) [B]Init [/B]+3; [B]Senses[/B] darkvision 60’; Listen +24, Spot +24 [B]Languages[/B] Giant, Terran [B]AC[/B] 41 (+3 dex, +1 dodge, +13 natural, +9 armor, +5 deflection), touch 19, flat-footed 37; gloves of blocking 3/day; improved uncanny dodge, Mobility, uncanny dodge [B]Hit Dice[/B] 14d8 + 14d6 + 168 (280 hp);[B] DR[/B] 10/magic and 5/- [B]Immune[/B] acid, electricity, pain, petrification, poison, sleep, stunning [B]Fort[/B] +26, [B]Ref [/B]+24 plus improved evasion, [B]Will[/B] +22 plus cancerous companion; agonized existence [B]Weakness[/B] cure disease [B]Speed[/B] 40 ft. (8 squares), fly 60 ft. (12 squares), burrow 20 ft. (4 squares) [B]Melee [/B]2 claws +29 (1d4+10) and bite +26 (1d6+6) and gore +26 (1d6+6) [B]Ranged[/B] shortbow +26/21/16 (1d6+5/x3 plus 1d6 frost) [B]Base Atk[/B] +18; [B]Grp[/B] +25 (+27 offensive) [B]Space[/B] 5 ft.; [B]Reach[/B] 5 ft. [B]Atk Options[/B] infected wound 9/day, sneak attack +3d6, stone wall strike +5d4 [B]Combat Gear[/B] 2 beads of force [B]Special Actions[/B] breath weapon, children of the night, viral agent, viral ally [B]Spell-like Abilities[/B] (CL 9): 9/day- contagion (DC 22), insect plague, poison (DC 21) [B]Str[/B] 26, [B]Dex [/B]17, [B]Con[/B] 22,[B] Int[/B] 10, [B]Wis[/B] 24, [B]Cha[/B] 6 [B]SQ[/B] cancerous companion, disease host, freeze, tatterdemalion [B]Feats[/B] Ability Focus (contagion), Combat Reflexes, Dodge, Great Fortitude, Lockstep, Mobility, Multiattack, Sidestep, Weapon Focus (claws) [B]Epic Feats[/B] Great Strength [B]Skills [/B]Heal +10, Hide +35 (+43 against a background of stone), Knowledge (nature) +2, Listen +24, Move Silently +18, Spot +24 [B]Possessions [/B]hat of wisdom +6, ring of protection +5, gloves of blocking, +5 tatterdemalion armor of electricity immunity and natural armor +5 (cannot be used by a non-cancer mage), triangle of light, +3 shortbow of speed, +3 frost arrows (22) [B]Breath Weapon (Su):[/B] A bile gargoyle can spit a gob of bile up to 60’. This bile explodes in a 15’ burst, and all creatures caught within suffer 3d6 points of acid damage and 1d6 points of con damage. A successful Fort save, DC x, results in half acid damage and no con damage. [B]Children of the Night (Su):[/B] Even here, Tear can call forth a swarm of 2d6 small monstrous spiders, a pack of 4d8 dire rats or a bat swarm, 1/day as a standard action. These creatures arrive in 2d6 rounds, serving faithfully and understanding Tear’s telepathic commands for up to 90 minutes. [B]Infected Wound (Ex):[/B] On a successful melee attack, Tear can inflict an infectious taint upon her foe. The foe takes 1 point of constitution damage (Fort DC 26 negates) and must make a followup save one hour later or take a further 1d6 points of con damage. [B]Stone Wall Strike (Ex): [/B]If Tear hits an enemy with a melee attack when the enemy is directly between the granite shadow and a stone wall, she deals an extra 5d4 points of damage. In order for her to get this bonus damage, the closest path from her to a stone wall must pass through the enemy. [B]Agonized Existence (Ex): [/B]Because her bile-ridden form leaves her in perpetual pain, Tear is immune to effects based on pain. If she falls subject to any enchantment effect or morale penalty, it automatically shakes off the effect in only 1d4 rounds. [B]Cancerous Companion (Ex):[/B] Tear carries a large, sentient tumor, and can communicate with it telepathically. The tumor has an intelligence of 13 (making it smarter than Tear herself!), blindsight to 30’, can use a spell or spell-like ability of Tear’s 3/day as a standard action (requiring no action on Tear’s part), mind-affecting effects have a 50% chance of affecting the companion rather than Tear herself and can form a 1’ tendril of flesh capable of making touch attacks (including Tear’s spell-like abilities). [B]Disease Host (Ex):[/B] Other than cosmetic effects, diseases have no effect on Tear. However, she is a host and carrier for every disease that she encounters. [B]Earth Glide (Ex):[/B] Tear can pass through earth and stone at will, moving at her burrow speed without leaving any sign of its passage. [B]Viral Agent (Su):[/B] By bestowing a point of her intelligence upon a disease in her body, Tear can make it sentient. She can then communicate telepathically with it as long as it is within 9 miles. The disease will tell Tear what its host experiences. Tear regains such used int points one day after the disease dies. [B]Viral Ally (Su):[/B] By imbuing a disease with 3 points of her intelligence, Tear can make a viral ally. An enemy infected by the disease is subject to its control, as surely as if it were under the influence of a dominate person spell. Tear regains such spent intelligence one day after the viral ally dies. [B]Vulnerability to Cure Disease (Ex): [/B]A cure disease spell cast upon Tear inflicts 1d6 points of damage per caster level (though a Fort save negates this). Furthermore, her cancerous companion goes dormant for 1d10 days. [/QUOTE]
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