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Denizens of the Dungeon Dimensions!
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<blockquote data-quote="Bloodstone de Troll" data-source="post: 243707" data-attributes="member: 3538"><p>These things were always favorites of mine. As they were immune to magic, yet they needed to "define" themselves and survive. A definate equalizer to a magic rich world.</p><p></p><p>Denizens (Template)</p><p>there were far worse things than Evil. All the demons in Hell would torture your very soul, but that was precisely because they valued souls very highly; Evil would always try to steal the universe, but at least it considered the universe worth stealing. But the grey world behind those empty eyes would trample and destroy without even according its victims the dignity of hatred. It wouldn't even notice them.</p><p> -The Light Fantastic by Terry Pratchett</p><p></p><p>The denizens of the dungeon dimensions are a ramshackle collection of loathsome entities that occupy the gulfs between the worlds (in D&D this would seem to be the Astral Plane). These creatures seem to lack any true “reality” of their own. As such, these creatures are like magical sponges, seeking forever to drink a reality, defined by a living will. These creatures base their forms on material beings without truly understanding the bodies they wear. Thus they appear as a ramshackle collection of animal body parts, and less recognizeable features. </p><p>“Denizens” is a template to be used with an Abberration, Animal, Vermin, or Beast that will from now on be known as the base creature. The Denizen version of the creature bears little resemblance to the creature that it is trying to duplicate, but the overall effect is adequate to mimick its bodily ability. The creatures type is changed to Outsider, and gains the following modifications.</p><p>Hit Dice: The creatures Hit dice are changed to d8’s.</p><p>Initiative: as base creature</p><p>Speed: as base creature, </p><p>AC: as base creature</p><p>Attacks: as base creature</p><p>Damage: as base creature</p><p>Face/Reach: as base creature</p><p>Special attacks: In addition to the base creatures physical (non-magical) attacks, a Denizens posess the following:</p><p>Manifest Tentacles (Su): Denizens can manifest 1d4 tentacles (+1 per denizen hit dice) once every four rounds as a free action. These tentacles are identicle to Evards Black Tenticles save that they only sprout from the creatures body, and remain until destroyed or dispelled by the denizen itself. </p><p>Posession (Su): When denizens detect a spellcaster of great power, they will seek to “challenge” the caster. This can only be attempted when the mage is alone and sleeping but can happen any time that a mage is “outside” of his or her body. The Mage must succeed in a Will save (DC 14+1 per defending caster level) or come under the effects of a Charm effect of unlimited duration. A truly frightening aspect is that the denizen can attempt to posess its target from its home plane. This is considered a move-equivalent action by the creature. Posession of a spellcaster allows the denizen full access to the mages spells and spell energy to “feed” through its Absorption power of to be cast on the mages home plane. A mage thus ensorcelled cannot memorize new spells while under this control.</p><p>Special Qualities: These repulsive and pathetic creatures loose any special powers of the mimicked creature but posess a number of other dangerouse and strange abilities.</p><p>Magic Absorption (Ex): A Denizens acts as a magnet, drawing spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed either at the creature, or a magical effect or item in the creatures posession. The denizen then nullifies the spell’s effect and stores its potential to increase its Hit Dice at a cost of one hit die per 8 spell levels. Absorption requires no action on the part of the creature, though spending levels is a move equivalent action. Every time a denizen doubles its current hit dice it increases in size by one category, gaining all of the bonuses that includes. A Denizen can store an amount of spell levels equal to its current Constitution score. While dwelling on the mortal plane Denizens must “eat” magic in this way to survive, thus they must posess at least one “unspent” spell level per current hit die or they will become fragile (see below) as though they were on their home plane.</p><p>Spell Immunity (Ex): The Denizens are completely immune to all arcane spells and spell-like effects; divine magic on the other hand, affects them normally. Any attempt at Telepathic communication with a Denizen results in an attempted posession as a free action by the creature.</p><p>Immunities (Ex): Denizens are completely immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease.</p><p>Spell-like abilities (Sp): Denizens have the following abilities, all cast as a Sorceror of 17th level: 3/per day; Alarm, Mage Hand, Obscuring Mist, Ghost Sound, Scry, At will; Cause fear, Clairstentience/clairvoyence, Detect Magic, Misdirection, Charm Person. If a denizen has posessed a mage, it may cast Plane Shift once per day cast by the denizen as a 17th level Sorceror. These powers can only be manifested in the material world if the denizen has taken posession of a hapless spellcaster, or has entered through a magical portal.</p><p>Fragile (Ex): If confronted within their own realm with physical non-magical attacks, a denizen must succeed in a Reflex save (DC 15+1 per monsters Hit Dice) or collapse into a heap of body parts, effectively slain. </p><p>Saves: as base creature</p><p>Abilities: Str +4, Con +8, Int +14, Wis +6, Cha +10</p><p>Skills: Concentration, Knowledge (planes, and planes), Scry, Search, Spellcraft, and Spot.</p><p>Feats: As base creature plus Combat Casting.</p><p>Climate/Terrain: Any</p><p>Organization: None</p><p>Challenge Rating: As base creature +9</p><p>Treasure: NA</p><p>Alignment: Always Neutral Evil</p><p>Advancement: By base creature Hit Dice (see absorption above).</p></blockquote><p></p>
[QUOTE="Bloodstone de Troll, post: 243707, member: 3538"] These things were always favorites of mine. As they were immune to magic, yet they needed to "define" themselves and survive. A definate equalizer to a magic rich world. Denizens (Template) there were far worse things than Evil. All the demons in Hell would torture your very soul, but that was precisely because they valued souls very highly; Evil would always try to steal the universe, but at least it considered the universe worth stealing. But the grey world behind those empty eyes would trample and destroy without even according its victims the dignity of hatred. It wouldn't even notice them. -The Light Fantastic by Terry Pratchett The denizens of the dungeon dimensions are a ramshackle collection of loathsome entities that occupy the gulfs between the worlds (in D&D this would seem to be the Astral Plane). These creatures seem to lack any true “reality” of their own. As such, these creatures are like magical sponges, seeking forever to drink a reality, defined by a living will. These creatures base their forms on material beings without truly understanding the bodies they wear. Thus they appear as a ramshackle collection of animal body parts, and less recognizeable features. “Denizens” is a template to be used with an Abberration, Animal, Vermin, or Beast that will from now on be known as the base creature. The Denizen version of the creature bears little resemblance to the creature that it is trying to duplicate, but the overall effect is adequate to mimick its bodily ability. The creatures type is changed to Outsider, and gains the following modifications. Hit Dice: The creatures Hit dice are changed to d8’s. Initiative: as base creature Speed: as base creature, AC: as base creature Attacks: as base creature Damage: as base creature Face/Reach: as base creature Special attacks: In addition to the base creatures physical (non-magical) attacks, a Denizens posess the following: Manifest Tentacles (Su): Denizens can manifest 1d4 tentacles (+1 per denizen hit dice) once every four rounds as a free action. These tentacles are identicle to Evards Black Tenticles save that they only sprout from the creatures body, and remain until destroyed or dispelled by the denizen itself. Posession (Su): When denizens detect a spellcaster of great power, they will seek to “challenge” the caster. This can only be attempted when the mage is alone and sleeping but can happen any time that a mage is “outside” of his or her body. The Mage must succeed in a Will save (DC 14+1 per defending caster level) or come under the effects of a Charm effect of unlimited duration. A truly frightening aspect is that the denizen can attempt to posess its target from its home plane. This is considered a move-equivalent action by the creature. Posession of a spellcaster allows the denizen full access to the mages spells and spell energy to “feed” through its Absorption power of to be cast on the mages home plane. A mage thus ensorcelled cannot memorize new spells while under this control. Special Qualities: These repulsive and pathetic creatures loose any special powers of the mimicked creature but posess a number of other dangerouse and strange abilities. Magic Absorption (Ex): A Denizens acts as a magnet, drawing spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed either at the creature, or a magical effect or item in the creatures posession. The denizen then nullifies the spell’s effect and stores its potential to increase its Hit Dice at a cost of one hit die per 8 spell levels. Absorption requires no action on the part of the creature, though spending levels is a move equivalent action. Every time a denizen doubles its current hit dice it increases in size by one category, gaining all of the bonuses that includes. A Denizen can store an amount of spell levels equal to its current Constitution score. While dwelling on the mortal plane Denizens must “eat” magic in this way to survive, thus they must posess at least one “unspent” spell level per current hit die or they will become fragile (see below) as though they were on their home plane. Spell Immunity (Ex): The Denizens are completely immune to all arcane spells and spell-like effects; divine magic on the other hand, affects them normally. Any attempt at Telepathic communication with a Denizen results in an attempted posession as a free action by the creature. Immunities (Ex): Denizens are completely immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Spell-like abilities (Sp): Denizens have the following abilities, all cast as a Sorceror of 17th level: 3/per day; Alarm, Mage Hand, Obscuring Mist, Ghost Sound, Scry, At will; Cause fear, Clairstentience/clairvoyence, Detect Magic, Misdirection, Charm Person. If a denizen has posessed a mage, it may cast Plane Shift once per day cast by the denizen as a 17th level Sorceror. These powers can only be manifested in the material world if the denizen has taken posession of a hapless spellcaster, or has entered through a magical portal. Fragile (Ex): If confronted within their own realm with physical non-magical attacks, a denizen must succeed in a Reflex save (DC 15+1 per monsters Hit Dice) or collapse into a heap of body parts, effectively slain. Saves: as base creature Abilities: Str +4, Con +8, Int +14, Wis +6, Cha +10 Skills: Concentration, Knowledge (planes, and planes), Scry, Search, Spellcraft, and Spot. Feats: As base creature plus Combat Casting. Climate/Terrain: Any Organization: None Challenge Rating: As base creature +9 Treasure: NA Alignment: Always Neutral Evil Advancement: By base creature Hit Dice (see absorption above). [/QUOTE]
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