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<blockquote data-quote="the Jester" data-source="post: 5519231" data-attributes="member: 1210"><p><strong><u><span style="font-size: 15px">MIMIC</span></u></strong></p><p></p><p><strong><span style="font-size: 12px">Mimic</span></strong></p><p>Medium beast 2nd level brute/4th level controller</p><p>Hit Dice: 2d10+2d8+15 (35 hp); AC: 16</p><p>Resist 10 acid</p><p>Melee: +3; Fort: 21</p><p>Ranged: +0; Reflex: 11</p><p>Spell: +0; Will: 14</p><p></p><p>Perceptions - </p><p>Initiative +0 (see also surprise!); Speed 15'</p><p>Languages 50% chance of Common </p><p></p><p>Str 18, Int 4, Wis 13, Dex 3, Con 15, Cha 10</p><p></p><p><strong>TRAITS</strong></p><p><em>Mimic:</em> A mimic gains a +4 bonus to AC and Fortitude. It can change its shape to that of an inanimate object (stereotypically a chest). When mimicing an object, it requires a Wisdom check on 5d6 to realize a mimic's true nature.</p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p><em>Surprise!:</em> When a creature touches a mimic without being aware of its nature, the creature becomes stuck to the mimic and immobilized (save ends on a 17+) and the mimic makes two bash attacks against it as a free action. </p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Bash:</em> +3 vs. AC; 1d6 damage. If the target is stuck to the mimic, the mimic gets a +4 bonus to the attack roll.</p><p></p><p><strong>MINOR ACTIONS</strong></p><p><em>Sticky Bits:</em> +3 vs. Reflex; the target is stuck to the mimic and immoblized (save ends on a 17+).</p><p></p><p></p><p><strong><u><span style="font-size: 15px">OGRE</span></u></strong></p><p></p><p><strong><span style="font-size: 12px">Ogre</span></strong></p><p>Large humanoid 4th level brute (ogre)</p><p>Hit Dice: 4d10+46 (68 hp); AC: 14</p><p>Melee: +2; Fort: 21</p><p>Ranged: +0; Reflex: 13</p><p>Spell: +0; Will: 12</p><p></p><p>Perceptions: Darkvision </p><p>Initiative -1; Speed 25'</p><p>Languages Orcish, Giant</p><p></p><p>Str 19, Int 5, Wis 8, Dex 9, Con 18, Cha 7</p><p></p><p><strong>TRAITS</strong></p><p><em>Ogrish Might:</em> Ogres receive a +4 bonus to melee damage and AC but have a -1 penalty to initiative.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Large club:</em> +3 vs. AC; 2d4+4 damage.</p><p></p><p>Skill Bonuses +4 to skill checks involving athletics or endurance</p><p>Equipment large club, thick hides</p><p></p><p><strong><span style="font-size: 12px">Ogre Berserker</span></strong></p><p>Large humanoid 4th level brute/1st level berserker (humanoid. ogre)</p><p>Hit Dice: 4d10+46 (68 hp); AC: 14</p><p>Melee: +2; Fort: 20</p><p>Ranged: +0; Reflex: 13</p><p>Spell: +0; Will: 12</p><p></p><p>Perceptions: Darkvision</p><p>Initiative -1; Speed 25'</p><p>Languages Orcish, Giant</p><p></p><p>Str 19, Int 5, Wis 8, Dex 9, Con 18, Cha 7</p><p></p><p><strong>TRAITS</strong></p><p><em>Ogrish Might:</em> Ogres receive a +4 bonus to melee damage and AC.</p><p><em>Rage Stance:</em> Must be wounded. The ogre gains 18 temporary hit points and grants combat advantage. On each turn, it must attack an enemy; if it cannot, it must double move towards the closest visible enemy. Cannot end this stance if an enemy is in sight. If no enemy is in sight at the end of the ogre beserker's turn, it may make a save (10+) to end the stance. On a 5 or lower, on its next turn it instead attacks or charges the nearest creature. </p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Large club:</em> +3 vs. AC (reach 2); 2d4+4 damage.</p><p></p><p>Skill Bonuses +4 to skill checks involving athletics or endurance</p><p>Equipment large club, thick hides</p><p></p><p><strong><u><span style="font-size: 15px">OOZE</span></u></strong></p><p></p><p><strong><span style="font-size: 12px">Gray Ooze</span></strong></p><p>Medium ooze 3rd level brute</p><p>Hit Dice: 3d10+20 (36 hp); AC: 10</p><p>Resist 10 acid, 10 piercing, 10 poison, 5 slashing (see also corrosive fluids)</p><p>Melee: +2; Fort: 18</p><p>Ranged: +0; Reflex: 11</p><p>Spell: +0; Will: 12</p><p></p><p>Perceptions Tremorsense 100' (blind) </p><p>Initiative -1; Speed 30', climb 20'</p><p>Languages - </p><p></p><p>Str 16, Int 1, Wis 7, Dex 4, Con 15, Cha 1</p><p></p><p><strong>TRAITS</strong></p><p><em>Ooze:</em> An ooze cannot be flanked or knocked prone but has a -1 penalty to initiative.</p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p><em>Corrosive Fluids:</em> Trigger: A weapon or natural weapon hits the ooze. Effect: The ooze makes the following attack against the wielder of the weapon: +2 vs. Reflex; Hit: The weapon is destroyed. If it was a natural weapon, the creature instead takes 1d6 acid damage.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Caustic Pseudopod:</em> +2 vs. Reflex; 1d6 acid damage.</p><p></p><p></p><p><strong><span style="font-size: 12px">Green Slime</span></strong></p><p>Medium ooze 4th level controller (plant)</p><p>Hit Dice: 2d8+4 (13 hp); AC: 10</p><p>Immunity bludgeoning, force, piercing, slashing (see also slimy doom)</p><p>Vulnerability fire 5, radiant 5</p><p>Melee: +2; Fort: 16</p><p>Ranged: +0; Reflex: 10</p><p>Spell: +0; Will: 13</p><p></p><p>Perceptions: Tremorsense 60' (blind) </p><p>Initiative -1; Speed 10' </p><p>Languages - </p><p></p><p>Str 1, Int 1, Wis 10, Dex 1, Con 13, Cha 1</p><p></p><p><strong>TRAITS</strong></p><p><em>Ooze:</em> An ooze cannot be flanked or knocked prone but has a -1 penalty to initiative.</p><p><em>Slimy:</em> A slime cannot be maneuvered, pushed or pulled. It is almost impossible to notice before it acts, gaining surprise unless an enemy makes a Wisdom check on 5d6 to perceive it.</p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p><em>Slimy Doom:</em> Trigger: An enemy touches the slime, including hitting it with a melee attack. Effect: The creature touching the slime takes ongoing 5 acid damage (save ends on a 14+). If the target takes fire damage, this ongoing damage ends.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Drip:</em> The green slime must be undetected on the ceiling above the target. +6 vs. Reflex; on a hit, the green slime moves into the target's square and the target takes 2d6 acid damage and is immobilized and takes ongoing 5 acid damage (save ends both on a 14+). As long as the target is taking this ongoing damage, the green slime is stuck to it and shares its space, moving with the target. If the target takes fire damage, the ongoing damage ends and the green slime shifts to the nearest unoccupied square..</p><p><em>Slimy Touch: </em>+2 vs. Reflex; 1d6 acid damage plus ongoing 5 acid damage (save ends on a 14+). If the target takes fire damage, this ongoing damage ends.</p><p></p><p></p><p></p><p><strong><span style="font-size: 12px">Gelatinous Cube</span></strong></p><p>Large ooze 6th level controller</p><p>Hit Dice: 3d8+6 (19 hp); AC: 10</p><p>Resist bludgeoning 10, piercing 10, slashing 10</p><p>Melee: +3; Fort: 19</p><p>Ranged: +0; Reflex: 10</p><p>Spell: +0; Will: 13</p><p></p><p>Perceptions Tremorsense 100' (blind) </p><p>Initiative -1; Speed 20'</p><p>Languages - </p><p></p><p>Str 20, Int 1, Wis 10, Dex 1, Con 18, Cha 3</p><p></p><p><strong>TRAITS</strong></p><p><em>Ooze:</em> An ooze cannot be flanked or knocked prone but has a -1 penalty to initiative.</p><p><em>Transparent:</em> A gelatinous cube is almost impossible to spot before you know it is there. It requires a Wisdom check on 3d10 to notice the cube before contacting it (see engulf).</p><p></p><p><strong>FULL ACTIONS</strong></p><p><em>Engulf (recharges on an 11+):</em> The cube attacks up to two creatures that are medium or smaller: +3 vs. Reflex; 1d4 acid damage and the target is drawn into the cube and paralyzed (save ends on a 16+). The cube cannot hold more creatures than will fill its space. Each engulfed creature takes ongoing 5 acid damage until they escape the cube.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Touch:</em> +3 vs. Reflex; 1d4 acid damage.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5519231, member: 1210"] [B][U][SIZE="4"]MIMIC[/SIZE][/U][/B] [B][SIZE="3"]Mimic[/SIZE][/B] Medium beast 2nd level brute/4th level controller Hit Dice: 2d10+2d8+15 (35 hp); AC: 16 Resist 10 acid Melee: +3; Fort: 21 Ranged: +0; Reflex: 11 Spell: +0; Will: 14 Perceptions - Initiative +0 (see also surprise!); Speed 15' Languages 50% chance of Common Str 18, Int 4, Wis 13, Dex 3, Con 15, Cha 10 [B]TRAITS[/B] [I]Mimic:[/I] A mimic gains a +4 bonus to AC and Fortitude. It can change its shape to that of an inanimate object (stereotypically a chest). When mimicing an object, it requires a Wisdom check on 5d6 to realize a mimic's true nature. [B]TRIGGERED ACTIONS[/B] [I]Surprise!:[/I] When a creature touches a mimic without being aware of its nature, the creature becomes stuck to the mimic and immobilized (save ends on a 17+) and the mimic makes two bash attacks against it as a free action. [B]STANDARD ACTIONS[/B] [I]Bash:[/I] +3 vs. AC; 1d6 damage. If the target is stuck to the mimic, the mimic gets a +4 bonus to the attack roll. [B]MINOR ACTIONS[/B] [I]Sticky Bits:[/I] +3 vs. Reflex; the target is stuck to the mimic and immoblized (save ends on a 17+). [B][U][SIZE="4"]OGRE[/SIZE][/U][/B] [B][SIZE="3"]Ogre[/SIZE][/B] Large humanoid 4th level brute (ogre) Hit Dice: 4d10+46 (68 hp); AC: 14 Melee: +2; Fort: 21 Ranged: +0; Reflex: 13 Spell: +0; Will: 12 Perceptions: Darkvision Initiative -1; Speed 25' Languages Orcish, Giant Str 19, Int 5, Wis 8, Dex 9, Con 18, Cha 7 [B]TRAITS[/B] [I]Ogrish Might:[/I] Ogres receive a +4 bonus to melee damage and AC but have a -1 penalty to initiative. [B]STANDARD ACTIONS[/B] [I]Large club:[/I] +3 vs. AC; 2d4+4 damage. Skill Bonuses +4 to skill checks involving athletics or endurance Equipment large club, thick hides [B][SIZE="3"]Ogre Berserker[/SIZE][/B] Large humanoid 4th level brute/1st level berserker (humanoid. ogre) Hit Dice: 4d10+46 (68 hp); AC: 14 Melee: +2; Fort: 20 Ranged: +0; Reflex: 13 Spell: +0; Will: 12 Perceptions: Darkvision Initiative -1; Speed 25' Languages Orcish, Giant Str 19, Int 5, Wis 8, Dex 9, Con 18, Cha 7 [B]TRAITS[/B] [I]Ogrish Might:[/I] Ogres receive a +4 bonus to melee damage and AC. [I]Rage Stance:[/I] Must be wounded. The ogre gains 18 temporary hit points and grants combat advantage. On each turn, it must attack an enemy; if it cannot, it must double move towards the closest visible enemy. Cannot end this stance if an enemy is in sight. If no enemy is in sight at the end of the ogre beserker's turn, it may make a save (10+) to end the stance. On a 5 or lower, on its next turn it instead attacks or charges the nearest creature. [B]STANDARD ACTIONS[/B] [I]Large club:[/I] +3 vs. AC (reach 2); 2d4+4 damage. Skill Bonuses +4 to skill checks involving athletics or endurance Equipment large club, thick hides [B][U][SIZE="4"]OOZE[/SIZE][/U][/B] [B][SIZE="3"]Gray Ooze[/SIZE][/B] Medium ooze 3rd level brute Hit Dice: 3d10+20 (36 hp); AC: 10 Resist 10 acid, 10 piercing, 10 poison, 5 slashing (see also corrosive fluids) Melee: +2; Fort: 18 Ranged: +0; Reflex: 11 Spell: +0; Will: 12 Perceptions Tremorsense 100' (blind) Initiative -1; Speed 30', climb 20' Languages - Str 16, Int 1, Wis 7, Dex 4, Con 15, Cha 1 [B]TRAITS[/B] [I]Ooze:[/I] An ooze cannot be flanked or knocked prone but has a -1 penalty to initiative. [B]TRIGGERED ACTIONS[/B] [I]Corrosive Fluids:[/I] Trigger: A weapon or natural weapon hits the ooze. Effect: The ooze makes the following attack against the wielder of the weapon: +2 vs. Reflex; Hit: The weapon is destroyed. If it was a natural weapon, the creature instead takes 1d6 acid damage. [B]STANDARD ACTIONS[/B] [I]Caustic Pseudopod:[/I] +2 vs. Reflex; 1d6 acid damage. [B][SIZE="3"]Green Slime[/SIZE][/B] Medium ooze 4th level controller (plant) Hit Dice: 2d8+4 (13 hp); AC: 10 Immunity bludgeoning, force, piercing, slashing (see also slimy doom) Vulnerability fire 5, radiant 5 Melee: +2; Fort: 16 Ranged: +0; Reflex: 10 Spell: +0; Will: 13 Perceptions: Tremorsense 60' (blind) Initiative -1; Speed 10' Languages - Str 1, Int 1, Wis 10, Dex 1, Con 13, Cha 1 [B]TRAITS[/B] [I]Ooze:[/I] An ooze cannot be flanked or knocked prone but has a -1 penalty to initiative. [I]Slimy:[/I] A slime cannot be maneuvered, pushed or pulled. It is almost impossible to notice before it acts, gaining surprise unless an enemy makes a Wisdom check on 5d6 to perceive it. [B]TRIGGERED ACTIONS[/B] [I]Slimy Doom:[/I] Trigger: An enemy touches the slime, including hitting it with a melee attack. Effect: The creature touching the slime takes ongoing 5 acid damage (save ends on a 14+). If the target takes fire damage, this ongoing damage ends. [B]STANDARD ACTIONS[/B] [I]Drip:[/I] The green slime must be undetected on the ceiling above the target. +6 vs. Reflex; on a hit, the green slime moves into the target's square and the target takes 2d6 acid damage and is immobilized and takes ongoing 5 acid damage (save ends both on a 14+). As long as the target is taking this ongoing damage, the green slime is stuck to it and shares its space, moving with the target. If the target takes fire damage, the ongoing damage ends and the green slime shifts to the nearest unoccupied square.. [I]Slimy Touch: [/I]+2 vs. Reflex; 1d6 acid damage plus ongoing 5 acid damage (save ends on a 14+). If the target takes fire damage, this ongoing damage ends. [B][SIZE="3"]Gelatinous Cube[/SIZE][/B] Large ooze 6th level controller Hit Dice: 3d8+6 (19 hp); AC: 10 Resist bludgeoning 10, piercing 10, slashing 10 Melee: +3; Fort: 19 Ranged: +0; Reflex: 10 Spell: +0; Will: 13 Perceptions Tremorsense 100' (blind) Initiative -1; Speed 20' Languages - Str 20, Int 1, Wis 10, Dex 1, Con 18, Cha 3 [B]TRAITS[/B] [I]Ooze:[/I] An ooze cannot be flanked or knocked prone but has a -1 penalty to initiative. [I]Transparent:[/I] A gelatinous cube is almost impossible to spot before you know it is there. It requires a Wisdom check on 3d10 to notice the cube before contacting it (see engulf). [B]FULL ACTIONS[/B] [I]Engulf (recharges on an 11+):[/I] The cube attacks up to two creatures that are medium or smaller: +3 vs. Reflex; 1d4 acid damage and the target is drawn into the cube and paralyzed (save ends on a 16+). The cube cannot hold more creatures than will fill its space. Each engulfed creature takes ongoing 5 acid damage until they escape the cube. [B]STANDARD ACTIONS[/B] [I]Touch:[/I] +3 vs. Reflex; 1d4 acid damage. [/QUOTE]
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