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<blockquote data-quote="the Jester" data-source="post: 5508500" data-attributes="member: 1210"><p><strong><span style="font-size: 15px">BEHOLDER</span></strong></p><p></p><p><strong><span style="font-size: 12px">Beholder</span></strong></p><p>Medium beast 8th level spellcaster/3rd level brute</p><p>Hit Dice: 8d4+3d10+20 (56 hp); AC: 14 (see also all-around vision)</p><p>Melee: +1; Fort: 22 (see also all-around vision)</p><p>Ranged: +0; Reflex: 15 (see also all-around vision)</p><p>Spell: +6; Will: 21 (see also all-around vision)</p><p></p><p>Perceptions: All-around vision </p><p>Initiative +2; Speed fly 20'</p><p>Languages Common, Beholder, usually 4 others</p><p></p><p>Str 15, Int 18, Wis 23, Dex 7, Con 17, Cha 18</p><p></p><p><strong>TRAITS</strong></p><p><em>All-Around Vision:</em> A beholder cannnot be flanked.</p><p><em>Beholder:</em> A beholder gains a +4 bonus to all defenses and a +2 bonus to spell attacks and initiative.</p><p></p><p><strong>FULL ACTIONS</strong></p><p><em>Doom of the Beholder:</em> The beholder flies its speed and uses each of its eye ray attacks during this movement.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Bite:</em> +1 vs. AC; 2d4 damage.</p><p><em>Eye Rays:</em> The beholder fires up to three of the following eye ray attacks (these do not trigger opportunity attacks):</p><p> </p><p>-Charm Ray: Range 100'; +8 vs. Will. If the target is hit, it is charmed (save ends on a 15+). While charmed, the target treats the beholder as an ally and cannot attack it. If any of the target's allies attack the beholder, the target begins treating them as an enemy. While charmed, the target rolls initiative with the beholder. If a creature attacks the beholder, the target must attack that creature on its next turn.</p><p> </p><p>-Death Ray: Range 100'; +8 vs. Fortitude. If the target is hit, it takes 1d8 Constitution damage and ongoing 1d3 Constitution damage (save ends on a 15+).</p><p> </p><p>-Disintegration Ray: Range 100'; +8 vs. Fortitude; 1d10 damage, plus ongoing 10 damage (save ends on a 15+).</p><p> </p><p>-Fear Ray: Range 100'; +8 vs. Will. If the target is hit, it grants combat advantage and must use its move action to move further away from the beholder if it can see it (save ends on a 15+).</p><p></p><p>-Paralysis Ray: Range 100'; +8 vs. Will. If the target is hit, it is paralyzed (save ends on a 15+).</p><p> </p><p>-Petrifying Ray: Range 100'; +8 vs. Fortitude; 1d8 Dexterity damage, plus ongoing 1d6 Dexterty damage (save ends on a 15+). If the target's Dexterity is reduced to 0 by this effect, it turns to stone.</p><p> </p><p>-Sleep Ray: Range 100'; +8 vs. Will; the target falls unconscious and cannot awaken (save ends on a 15+).</p><p> </p><p>-Slowing Ray: Range 100'; +8 vs. Will; the target is slowed (save ends on a 15+).</p><p> </p><p>-Telekinesis Ray: Range 100'; +8 vs. Reflex; the beholder maneuvers the target 30'.</p><p> </p><p>-Wounding Ray: Range 100'; +8 vs. Reflex; 3d6 damage.</p><p></p><p><strong>MINOR ACTIONS</strong></p><p><em>Central Eye:</em> The beholder creates a close blast 5 that suppresses magic within it. Magic items do not function within the zone. In order to cast a spell or prayer within the zone, a creature must first make a spell attack against a DC of 20. The beholder cannot move after using this power until the next round. </p><p></p><p>Skill Bonuses +4 to checks involving intimidation or bullying</p><p></p><p><strong><span style="font-size: 15px">CARRION CRAWLER</span></strong></p><p></p><p><strong><span style="font-size: 12px">Carrion Crawler</span></strong></p><p>Large beast 5th level controller (aberration)</p><p>Hit Dice: 3d8+5 (18 hp); AC: 14</p><p>Melee: +3; Fort: 17</p><p>Ranged: +0; Reflex: 12</p><p>Spell: +0; Will: 13</p><p></p><p>Perceptions: Darkvision, scent</p><p>Initiative -1; Speed 20', climb 20' (spider climb)</p><p>Languages - </p><p></p><p>Str 16, Int 1, Wis 9, Dex 6, Con 16, Cha 6</p><p></p><p><strong>TRAITS</strong></p><p><em>Aberrant Body:</em> A carrion crawler gains a +4 bonus to AC. Critical hits on a carrion crawler are reduced in severity by 1d8.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Tentacle:</em> +3 vs. Fortitude; Hit: The target is paralyzed (save ends on a 14+).</p><p><em>Bite: </em>The target must be paralyzed; +3 vs. AC; 1d2 damage and the target takes a -2 penalty on saving throws until the end of the next round.</p><p></p><p><strong><span style="font-size: 15px">DEMON</span></strong></p><p></p><p><strong><span style="font-size: 12px">Manes</span></strong></p><p>Small humanoid 1st level brute </p><p>Hit Dice: 1d10+10 (15 hp); AC: 12</p><p>Immunity disease; Resist 10 poison</p><p>Melee: +1; Fort: 16</p><p>Ranged: +0; Reflex: 13</p><p>Spell: +0; Will: 11</p><p></p><p>Perceptions: Darkvision</p><p>Initiative +0; Speed 30' </p><p>Languages Abyssal</p><p></p><p>Str 13, Int 4, Wis 4, Dex 10, Con 15, Cha 4</p><p></p><p><strong>TRAITS</strong></p><p><em>Least Demon:</em> Least demons have a +2 bonus to AC.</p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p><em>Noisome Cloud:</em> Trigger (reaction): The manes dies. Effect: The manes' space becomes the center of a 15' diameter cloud of greenish vapor that lasts until the end of the next turn. The cloud blocks line of sight. Any creature that enters or starts its turn in the cloud takes 3 points of poison damage. </p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Claws: </em>+1 vs. AC; 1d3 damage.</p><p></p><p><strong><span style="font-size: 12px">Evistro (Carnage Demon)</span></strong></p><p>Medium humanoid 6th level brute </p><p>Hit Dice: 6d10+34 (67 hp); AC: 15</p><p>Melee: +3; Fort: 22</p><p>Ranged: +0; Reflex: 15</p><p>Spell: +0; Will: 14</p><p></p><p>Perceptions: Darkvision</p><p>Initiative +0; Speed 30'</p><p>Languages Abyssal</p><p></p><p>Str 18, Int 5, Wis 6, Dex 10, Con 14, Cha 6</p><p><strong></strong></p><p><strong>TRAITS</strong></p><p><em>Lesser Demon:</em> Lesser demons have a +5 bonus to AC and a +2 bonus to other defenses, as well as a +2 bonus on all attacks and saving throws.</p><p><em>Destructive Appetite:</em> If an evistro cannot attack an enemy on its turn, it must make a saving throw (succeeds on a 14+) or attack the nearest creature (if it can reach a creature at all).</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Claw:</em> +5 vs. AC; 1d6+2 damage. The evistro gains a +1 bonus to damage for each other demon adjacent to the target.</p><p></p><p><strong>MINOR ACTIONS</strong></p><p><em>Followup Claw (recharges on a 6+):</em> +5 vs. AC; 1d6+2 damage. The evistro gains a +1 bonus to damage for each other demon adjacent to the target.</p><p></p><p><strong><span style="font-size: 12px">Vrock</span></strong></p><p>Large humanoid 7th level brute/7th level skirmisher (keywords)</p><p>Hit Dice: 7d10+4d6+41 (93 hp); AC: 20</p><p>Immunity disease; Resist 10 poison</p><p>Damage Reduction 10/cold iron or good</p><p>Melee: +7; Fort: 29</p><p>Ranged: +0; Reflex: 23</p><p>Spell: +0; Will: 20</p><p></p><p>Perceptions: Darkvision</p><p>Initiative +1; Speed 30', fly 80'</p><p>Languages Abyssal, Common </p><p></p><p>Str 24, Int 7, Wis 15, Dex 14, Con 20, Cha 13</p><p></p><p><strong>TRAITS</strong></p><p><em>Greater Demon:</em> Greater demons have a +10 bonus to AC and a +5 bonus to other defenses, as well as a +4 bonus on all attacks and saving throws and a +1 bonus to initiative.</p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p><em>Foul Spores:</em> Trigger (reaction): The vrock becomes bloodied. Effect: The vrock makes an attack on each creature within 10': +4 vs. Fortitude; 2d4 Constituiton damage.</p><p></p><p><strong>FULL ACTIONS</strong></p><p><em>Dance of Ruin (recharges on a 17+):</em> The vrock shifts 5 squares, but not in a straight line. At the end of the round, it makes an attack on each enemy within 40': +4 vs. Reflex; 1d12+3 thunder and necrotic damage and the target is knocked prone. </p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Claw (poison):</em> +11 vs. AC; 2d6 damage plus ongoing 5 poison (save ends on a 10+).</p><p><em>Flyby Attack: </em>The vrock flies its speed and makes a claw attack at any point during that movement. It does not trigger opportunity attacks from the target of that attack for moving away from it following the attack.</p><p></p><p><strong>MINOR ACTIONS</strong></p><p><em>Bite (recharges on a 10+):</em> +11 vs. AC; 1d6 damage.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5508500, member: 1210"] [B][SIZE="4"]BEHOLDER[/SIZE][/B] [B][SIZE="3"]Beholder[/SIZE][/B] Medium beast 8th level spellcaster/3rd level brute Hit Dice: 8d4+3d10+20 (56 hp); AC: 14 (see also all-around vision) Melee: +1; Fort: 22 (see also all-around vision) Ranged: +0; Reflex: 15 (see also all-around vision) Spell: +6; Will: 21 (see also all-around vision) Perceptions: All-around vision Initiative +2; Speed fly 20' Languages Common, Beholder, usually 4 others Str 15, Int 18, Wis 23, Dex 7, Con 17, Cha 18 [B]TRAITS[/B] [I]All-Around Vision:[/I] A beholder cannnot be flanked. [I]Beholder:[/I] A beholder gains a +4 bonus to all defenses and a +2 bonus to spell attacks and initiative. [B]FULL ACTIONS[/B] [I]Doom of the Beholder:[/I] The beholder flies its speed and uses each of its eye ray attacks during this movement. [B]STANDARD ACTIONS[/B] [I]Bite:[/I] +1 vs. AC; 2d4 damage. [I]Eye Rays:[/I] The beholder fires up to three of the following eye ray attacks (these do not trigger opportunity attacks): -Charm Ray: Range 100'; +8 vs. Will. If the target is hit, it is charmed (save ends on a 15+). While charmed, the target treats the beholder as an ally and cannot attack it. If any of the target's allies attack the beholder, the target begins treating them as an enemy. While charmed, the target rolls initiative with the beholder. If a creature attacks the beholder, the target must attack that creature on its next turn. -Death Ray: Range 100'; +8 vs. Fortitude. If the target is hit, it takes 1d8 Constitution damage and ongoing 1d3 Constitution damage (save ends on a 15+). -Disintegration Ray: Range 100'; +8 vs. Fortitude; 1d10 damage, plus ongoing 10 damage (save ends on a 15+). -Fear Ray: Range 100'; +8 vs. Will. If the target is hit, it grants combat advantage and must use its move action to move further away from the beholder if it can see it (save ends on a 15+). -Paralysis Ray: Range 100'; +8 vs. Will. If the target is hit, it is paralyzed (save ends on a 15+). -Petrifying Ray: Range 100'; +8 vs. Fortitude; 1d8 Dexterity damage, plus ongoing 1d6 Dexterty damage (save ends on a 15+). If the target's Dexterity is reduced to 0 by this effect, it turns to stone. -Sleep Ray: Range 100'; +8 vs. Will; the target falls unconscious and cannot awaken (save ends on a 15+). -Slowing Ray: Range 100'; +8 vs. Will; the target is slowed (save ends on a 15+). -Telekinesis Ray: Range 100'; +8 vs. Reflex; the beholder maneuvers the target 30'. -Wounding Ray: Range 100'; +8 vs. Reflex; 3d6 damage. [B]MINOR ACTIONS[/B] [I]Central Eye:[/I] The beholder creates a close blast 5 that suppresses magic within it. Magic items do not function within the zone. In order to cast a spell or prayer within the zone, a creature must first make a spell attack against a DC of 20. The beholder cannot move after using this power until the next round. Skill Bonuses +4 to checks involving intimidation or bullying [B][SIZE="4"]CARRION CRAWLER[/SIZE][/B] [B][SIZE="3"]Carrion Crawler[/SIZE][/B] Large beast 5th level controller (aberration) Hit Dice: 3d8+5 (18 hp); AC: 14 Melee: +3; Fort: 17 Ranged: +0; Reflex: 12 Spell: +0; Will: 13 Perceptions: Darkvision, scent Initiative -1; Speed 20', climb 20' (spider climb) Languages - Str 16, Int 1, Wis 9, Dex 6, Con 16, Cha 6 [B]TRAITS[/B] [I]Aberrant Body:[/I] A carrion crawler gains a +4 bonus to AC. Critical hits on a carrion crawler are reduced in severity by 1d8. [B]STANDARD ACTIONS[/B] [I]Tentacle:[/I] +3 vs. Fortitude; Hit: The target is paralyzed (save ends on a 14+). [I]Bite: [/I]The target must be paralyzed; +3 vs. AC; 1d2 damage and the target takes a -2 penalty on saving throws until the end of the next round. [B][SIZE="4"]DEMON[/SIZE][/B] [B][SIZE="3"]Manes[/SIZE][/B] Small humanoid 1st level brute Hit Dice: 1d10+10 (15 hp); AC: 12 Immunity disease; Resist 10 poison Melee: +1; Fort: 16 Ranged: +0; Reflex: 13 Spell: +0; Will: 11 Perceptions: Darkvision Initiative +0; Speed 30' Languages Abyssal Str 13, Int 4, Wis 4, Dex 10, Con 15, Cha 4 [B]TRAITS[/B] [I]Least Demon:[/I] Least demons have a +2 bonus to AC. [B]TRIGGERED ACTIONS[/B] [I]Noisome Cloud:[/I] Trigger (reaction): The manes dies. Effect: The manes' space becomes the center of a 15' diameter cloud of greenish vapor that lasts until the end of the next turn. The cloud blocks line of sight. Any creature that enters or starts its turn in the cloud takes 3 points of poison damage. [B]STANDARD ACTIONS[/B] [I]Claws: [/I]+1 vs. AC; 1d3 damage. [B][SIZE="3"]Evistro (Carnage Demon)[/SIZE][/B] Medium humanoid 6th level brute Hit Dice: 6d10+34 (67 hp); AC: 15 Melee: +3; Fort: 22 Ranged: +0; Reflex: 15 Spell: +0; Will: 14 Perceptions: Darkvision Initiative +0; Speed 30' Languages Abyssal Str 18, Int 5, Wis 6, Dex 10, Con 14, Cha 6 [B] TRAITS[/B] [I]Lesser Demon:[/I] Lesser demons have a +5 bonus to AC and a +2 bonus to other defenses, as well as a +2 bonus on all attacks and saving throws. [I]Destructive Appetite:[/I] If an evistro cannot attack an enemy on its turn, it must make a saving throw (succeeds on a 14+) or attack the nearest creature (if it can reach a creature at all). [B]STANDARD ACTIONS[/B] [I]Claw:[/I] +5 vs. AC; 1d6+2 damage. The evistro gains a +1 bonus to damage for each other demon adjacent to the target. [B]MINOR ACTIONS[/B] [I]Followup Claw (recharges on a 6+):[/I] +5 vs. AC; 1d6+2 damage. The evistro gains a +1 bonus to damage for each other demon adjacent to the target. [B][SIZE="3"]Vrock[/SIZE][/B] Large humanoid 7th level brute/7th level skirmisher (keywords) Hit Dice: 7d10+4d6+41 (93 hp); AC: 20 Immunity disease; Resist 10 poison Damage Reduction 10/cold iron or good Melee: +7; Fort: 29 Ranged: +0; Reflex: 23 Spell: +0; Will: 20 Perceptions: Darkvision Initiative +1; Speed 30', fly 80' Languages Abyssal, Common Str 24, Int 7, Wis 15, Dex 14, Con 20, Cha 13 [B]TRAITS[/B] [I]Greater Demon:[/I] Greater demons have a +10 bonus to AC and a +5 bonus to other defenses, as well as a +4 bonus on all attacks and saving throws and a +1 bonus to initiative. [B]TRIGGERED ACTIONS[/B] [I]Foul Spores:[/I] Trigger (reaction): The vrock becomes bloodied. Effect: The vrock makes an attack on each creature within 10': +4 vs. Fortitude; 2d4 Constituiton damage. [B]FULL ACTIONS[/B] [I]Dance of Ruin (recharges on a 17+):[/I] The vrock shifts 5 squares, but not in a straight line. At the end of the round, it makes an attack on each enemy within 40': +4 vs. Reflex; 1d12+3 thunder and necrotic damage and the target is knocked prone. [B]STANDARD ACTIONS[/B] [I]Claw (poison):[/I] +11 vs. AC; 2d6 damage plus ongoing 5 poison (save ends on a 10+). [I]Flyby Attack: [/I]The vrock flies its speed and makes a claw attack at any point during that movement. It does not trigger opportunity attacks from the target of that attack for moving away from it following the attack. [B]MINOR ACTIONS[/B] [I]Bite (recharges on a 10+):[/I] +11 vs. AC; 1d6 damage. [/QUOTE]
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