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Devil May Cry d20 (Dante, Son of Sparda added)
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<blockquote data-quote="RAGNAROKISCOMING2007" data-source="post: 3683160" data-attributes="member: 50701"><p><strong><span style="color: red">added 8/6/07</span></strong></p><p></p><p><strong>Auromancer(medium outsider, chaotic, evil)</strong></p><p><strong>HD:</strong> 6d8 + 6 (54hp)</p><p><strong>Initiative:</strong> +4</p><p><strong>Speed:</strong> 30ft.(cannot run)</p><p><strong>AC: </strong> 21(4 + Dex, +7 natural) touch 14, flat-footed 17</p><p><strong>BAB/ Grapple: </strong>+6/+5</p><p><strong>Attack: </strong> staff + 5 melee (1d4+1) </p><p><strong>Full attack:</strong> staff + 5 melee (1d4+1)</p><p><strong>Space/reach:</strong>5 ft./5ft.</p><p><strong>Special attacks:</strong> Ice spikes</p><p><strong>Special qualities:</strong> darkvision 60ft., SR16, teleport</p><p><strong>Saves:</strong> Fort + 8, Ref + 5, Will + 7 </p><p><strong>Abilities:</strong> Str 8, Dex 19, Con 13, Int 20, Wis 21, Cha 18</p><p><strong>Skills:</strong> Bluff +9, Concentration +9, Escape Artist +8, Knowledge(arcana) +8, Listen +, Move Silently +5, Spellcraft +8, </p><p><strong>Feats:</strong> Combat casting, Dodge, Mobility</p><p><strong>Environment:</strong> Hell</p><p><strong>Organization:</strong> group(5-10 Auromancer) or (3 Auromancer, 3 Brontomancer, and 3 Pyromancer)</p><p><strong>CR:</strong> 5</p><p><strong>Treasure:</strong> nothing</p><p><strong>Alignment:</strong> Chaotic Evil</p><p><strong>Advancement:</strong> 7-15HD(medium) </p><p><strong>Level adjustment:</strong> –</p><p></p><p><em>A hooded figure appears before you. It raises its staff and launches spikes of ice at you.</em></p><p></p><p>Auromancers are evil demonic magicians. They specialize in ice magic.</p><p></p><p>They stand 6ft. tall and weigh 50 pounds.</p><p></p><p><strong>Combat:</strong>The auromancer, like all mancers, tend to use their spell and teleport away from the first sign of danger.</p><p></p><p><strong>Ice spikes(Su):</strong> Auromancers can launch spikes of ice from their staff, which follows the closest target, dealing 8d6 points of cold damage. Reflex save DC(17) halves damage. They must wait 1d4 rounds before using it again.</p><p></p><p><strong>Skills:</strong>Auromancers receive a + 4 conditional bonus when using their Ice Spikes ability.</p><p></p><p><strong>Teleport(Ex):</strong>Auromancers can <em>teleport </em> as if they were a 13th level caster.</p><p></p><p><strong>Brontomancer(medium outsider, chaotic, evil)</strong></p><p><strong>HD:</strong> 6d8 + 6 (54hp)</p><p><strong>Initiative:</strong> +4</p><p><strong>Speed:</strong> 30ft.(cannot run)</p><p><strong>AC: </strong> 21(4 + Dex, +7 natural) touch 14, flat-footed 17</p><p><strong>BAB/ Grapple: </strong>+6/+5</p><p><strong>Attack: </strong> staff + 5 melee (1d4+1) </p><p><strong>Full attack:</strong> staff + 5 melee (1d4+1)</p><p><strong>Space/reach:</strong>5 ft./5ft.</p><p><strong>Special attacks:</strong> Lightning Bolt</p><p><strong>Special qualities:</strong> darkvision 60ft., SR16, teleport</p><p><strong>Saves:</strong> Fort + 8, Ref + 5, Will + 7 </p><p><strong>Abilities:</strong> Str 8, Dex 19, Con 13, Int 20, Wis 21, Cha 18</p><p><strong>Skills:</strong> Bluff +9, Concentration +9, Escape Artist +8, Knowledge(arcana) +8, Listen +, Move Silently +5, Spellcraft +8, </p><p><strong>Feats:</strong> Combat casting, Dodge, Mobility</p><p><strong>Environment:</strong> Hell</p><p><strong>Organization:</strong> group(5-10 Brontomancer) or (3 Auromancer, 3 Brontomancer, and 3 Pyromancer)</p><p><strong>CR:</strong> 5</p><p><strong>Treasure:</strong> nothing</p><p><strong>Alignment:</strong> Chaotic Evil</p><p><strong>Advancement:</strong> 7-15HD(medium)</p><p><strong>Level adjustment:</strong> –</p><p></p><p><em>A hooded figure appears before you. It raises its staff and brings down a bolt of lightning upon you.</em></p><p></p><p>Brontomancers are evil demonic magicians. They specialize in lightning magic.</p><p></p><p>They stand 6ft. tall and weigh 50 pounds.</p><p></p><p><strong>Combat:</strong> The brontomaner, like all mancers, tend to use their spell and teleport away from the first sign of danger.</p><p></p><p><strong>Lightning Bolt(Su):</strong> Brontomancers can rain down lightning bolts upon their target if they are within 90ft. of it, dealing 10d6 points of electric damage. Reflex save DC(17) halves damage. They must wait 1d4 rounds before using it again.</p><p></p><p><strong>Skills:</strong> Brontomancers receive a + 4 conditional bonus when using their Lightning Bolt ability.</p><p></p><p><strong>Teleport(Ex):</strong> Brontomancers can <em>teleport </em> as if they were a 13th level caster.</p><p></p><p><strong>Pyromancer(medium outsider, chaotic, evil)</strong></p><p><strong>HD:</strong> 6d8 + 6 (54hp)</p><p><strong>Initiative:</strong> +4</p><p><strong>Speed:</strong> 30ft.(cannot run)</p><p><strong>AC: </strong> 21(4 + Dex, +7 natural) touch 14, flat-footed 17</p><p><strong>BAB/ Grapple: </strong>+6/+5</p><p><strong>Attack: </strong> staff + 5 melee (1d4+1) </p><p><strong>Full attack:</strong> staff + 5 melee (1d4+1)</p><p><strong>Space/reach:</strong>5 ft./5ft.</p><p><strong>Special attacks:</strong> Flamethrower</p><p><strong>Special qualities:</strong> darkvision 60ft., SR16, teleport</p><p><strong>Saves:</strong> Fort + 8, Ref + 5, Will + 7 </p><p><strong>Abilities:</strong> Str 8, Dex 19, Con 13, Int 20, Wis 21, Cha 18</p><p><strong>Skills:</strong> Bluff +9, Concentration +9, Escape Artist +8, Knowledge(arcana) +8, Listen +, Move Silently +5, Spellcraft +8, </p><p><strong>Feats:</strong> Combat casting, Dodge, Mobility</p><p><strong>Environment:</strong> Hell</p><p><strong>Organization:</strong> group(5-10 Pyromancer) or (3 Auromancer, 3 Brontomancer, and 3 Pyromancer)</p><p><strong>CR:</strong> 5</p><p><strong>Treasure:</strong> nothing</p><p><strong>Alignment:</strong> Chaotic Evil</p><p><strong>Advancement:</strong> 7-15HD(medium)</p><p><strong>Level adjustment:</strong> –</p><p></p><p><em>A hooded figure appears before you. It raises its staff and launches fire at you.</em></p><p></p><p>Pyromancers are evil demonic magicians. They specialize in fire magic.</p><p></p><p>They stand 6ft. tall and weigh 50 pounds.</p><p></p><p><strong>Combat:</strong> The pyromacer, like all mancers, tend to use their spell and teleport away from the first sign of danger.</p><p></p><p><strong>Flamethrower(Su):</strong> Pyromancers can shoot fire at anyone within 30ft., dealing 10d6 points of fire damage. Reflex save DC(17) halves damage. They must wait 1d4 rounds before using it again.</p><p></p><p><strong>Skills:</strong>Pyromancers receive a + 4 conditional bonus when using their Flamethrower ability.</p><p></p><p><strong>Teleport(Ex):</strong> Pyromancers can <em>teleport </em> as if they were a 13th level caster.</p></blockquote><p></p>
[QUOTE="RAGNAROKISCOMING2007, post: 3683160, member: 50701"] [b][color=red]added 8/6/07[/color][/b] [b]Auromancer(medium outsider, chaotic, evil)[/b] [b]HD:[/b] 6d8 + 6 (54hp) [b]Initiative:[/b] +4 [b]Speed:[/b] 30ft.(cannot run) [b]AC: [/b] 21(4 + Dex, +7 natural) touch 14, flat-footed 17 [b]BAB/ Grapple: [/b]+6/+5 [b]Attack: [/b] staff + 5 melee (1d4+1) [b]Full attack:[/b] staff + 5 melee (1d4+1) [b]Space/reach:[/b]5 ft./5ft. [b]Special attacks:[/b] Ice spikes [b]Special qualities:[/b] darkvision 60ft., SR16, teleport [b]Saves:[/b] Fort + 8, Ref + 5, Will + 7 [b]Abilities:[/b] Str 8, Dex 19, Con 13, Int 20, Wis 21, Cha 18 [b]Skills:[/b] Bluff +9, Concentration +9, Escape Artist +8, Knowledge(arcana) +8, Listen +, Move Silently +5, Spellcraft +8, [b]Feats:[/b] Combat casting, Dodge, Mobility [b]Environment:[/b] Hell [b]Organization:[/b] group(5-10 Auromancer) or (3 Auromancer, 3 Brontomancer, and 3 Pyromancer) [b]CR:[/b] 5 [b]Treasure:[/b] nothing [b]Alignment:[/b] Chaotic Evil [b]Advancement:[/b] 7-15HD(medium) [b]Level adjustment:[/b] – [i]A hooded figure appears before you. It raises its staff and launches spikes of ice at you.[/i] Auromancers are evil demonic magicians. They specialize in ice magic. They stand 6ft. tall and weigh 50 pounds. [b]Combat:[/b]The auromancer, like all mancers, tend to use their spell and teleport away from the first sign of danger. [b]Ice spikes(Su):[/b] Auromancers can launch spikes of ice from their staff, which follows the closest target, dealing 8d6 points of cold damage. Reflex save DC(17) halves damage. They must wait 1d4 rounds before using it again. [b]Skills:[/b]Auromancers receive a + 4 conditional bonus when using their Ice Spikes ability. [b]Teleport(Ex):[/b]Auromancers can [i]teleport [/i] as if they were a 13th level caster. [b]Brontomancer(medium outsider, chaotic, evil)[/b] [b]HD:[/b] 6d8 + 6 (54hp) [b]Initiative:[/b] +4 [b]Speed:[/b] 30ft.(cannot run) [b]AC: [/b] 21(4 + Dex, +7 natural) touch 14, flat-footed 17 [b]BAB/ Grapple: [/b]+6/+5 [b]Attack: [/b] staff + 5 melee (1d4+1) [b]Full attack:[/b] staff + 5 melee (1d4+1) [b]Space/reach:[/b]5 ft./5ft. [b]Special attacks:[/b] Lightning Bolt [b]Special qualities:[/b] darkvision 60ft., SR16, teleport [b]Saves:[/b] Fort + 8, Ref + 5, Will + 7 [b]Abilities:[/b] Str 8, Dex 19, Con 13, Int 20, Wis 21, Cha 18 [b]Skills:[/b] Bluff +9, Concentration +9, Escape Artist +8, Knowledge(arcana) +8, Listen +, Move Silently +5, Spellcraft +8, [b]Feats:[/b] Combat casting, Dodge, Mobility [b]Environment:[/b] Hell [b]Organization:[/b] group(5-10 Brontomancer) or (3 Auromancer, 3 Brontomancer, and 3 Pyromancer) [b]CR:[/b] 5 [b]Treasure:[/b] nothing [b]Alignment:[/b] Chaotic Evil [b]Advancement:[/b] 7-15HD(medium) [b]Level adjustment:[/b] – [i]A hooded figure appears before you. It raises its staff and brings down a bolt of lightning upon you.[/i] Brontomancers are evil demonic magicians. They specialize in lightning magic. They stand 6ft. tall and weigh 50 pounds. [b]Combat:[/b] The brontomaner, like all mancers, tend to use their spell and teleport away from the first sign of danger. [b]Lightning Bolt(Su):[/b] Brontomancers can rain down lightning bolts upon their target if they are within 90ft. of it, dealing 10d6 points of electric damage. Reflex save DC(17) halves damage. They must wait 1d4 rounds before using it again. [b]Skills:[/b] Brontomancers receive a + 4 conditional bonus when using their Lightning Bolt ability. [b]Teleport(Ex):[/b] Brontomancers can [i]teleport [/i] as if they were a 13th level caster. [b]Pyromancer(medium outsider, chaotic, evil)[/b] [b]HD:[/b] 6d8 + 6 (54hp) [b]Initiative:[/b] +4 [b]Speed:[/b] 30ft.(cannot run) [b]AC: [/b] 21(4 + Dex, +7 natural) touch 14, flat-footed 17 [b]BAB/ Grapple: [/b]+6/+5 [b]Attack: [/b] staff + 5 melee (1d4+1) [b]Full attack:[/b] staff + 5 melee (1d4+1) [b]Space/reach:[/b]5 ft./5ft. [b]Special attacks:[/b] Flamethrower [b]Special qualities:[/b] darkvision 60ft., SR16, teleport [b]Saves:[/b] Fort + 8, Ref + 5, Will + 7 [b]Abilities:[/b] Str 8, Dex 19, Con 13, Int 20, Wis 21, Cha 18 [b]Skills:[/b] Bluff +9, Concentration +9, Escape Artist +8, Knowledge(arcana) +8, Listen +, Move Silently +5, Spellcraft +8, [b]Feats:[/b] Combat casting, Dodge, Mobility [b]Environment:[/b] Hell [b]Organization:[/b] group(5-10 Pyromancer) or (3 Auromancer, 3 Brontomancer, and 3 Pyromancer) [b]CR:[/b] 5 [b]Treasure:[/b] nothing [b]Alignment:[/b] Chaotic Evil [b]Advancement:[/b] 7-15HD(medium) [b]Level adjustment:[/b] – [i]A hooded figure appears before you. It raises its staff and launches fire at you.[/i] Pyromancers are evil demonic magicians. They specialize in fire magic. They stand 6ft. tall and weigh 50 pounds. [b]Combat:[/b] The pyromacer, like all mancers, tend to use their spell and teleport away from the first sign of danger. [b]Flamethrower(Su):[/b] Pyromancers can shoot fire at anyone within 30ft., dealing 10d6 points of fire damage. Reflex save DC(17) halves damage. They must wait 1d4 rounds before using it again. [b]Skills:[/b]Pyromancers receive a + 4 conditional bonus when using their Flamethrower ability. [b]Teleport(Ex):[/b] Pyromancers can [i]teleport [/i] as if they were a 13th level caster. [/QUOTE]
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