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<blockquote data-quote="fnork de sporg" data-source="post: 1542584" data-attributes="member: 4713"><p>OK, here is the revised second draft of the dismemberites, now known as the slightly less goofy sounding Dismembered Ones. What do you think of them now? Better? Anything still need to be worked on?</p><p> </p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Dismembered Ones</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Medium Undead</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Hit Dice 12d12 (78 hp)</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Initiative:+11 (7 Dex, 4 Improved Initiative) </span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Speed: Flying 60 feet (Perfect)</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Armor Class:17 (+7 Dex)</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">BAB: 6</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Attacks: 1 Bite +13, 4 Slams +11, 1 Torso Bash +11</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Damage: Bite 1d6+4 piercing, Slams 1d6+2 bludgeoning, Torso Bash 2d8+2 bludgeoning</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Space/Reach: 5 x 5 / 15 ft</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Special Attacks: Dismember, Improved Grab, Constrict, Augmented Critical, Create Spawn</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Special Qualities: Dismembered Dodge, Reach, Hard to Track, Undead Qualities</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Attributes: Str 18, Dex 25, Con -, Int 8, Wis 14, Cha 10</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Saves: Fort , Ref +11, Wil +10</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Skills: Spot +17, Listen +17, Move Silent +29, </span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Feats: Improved Initiative, Dodge, Mobility, Weapon Finesse, Multiattack</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Alignment: Usually Chaotic Evil</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">CR: 10</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Dismembered Ones are a gruesome form of undead made up of a number of flying severed body parts. Nothing makes their warped evil undead hearts happier than gnawing off the limbs of their still living victims.</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Most Dismembered Ones were born from the mutilated remains of murder victims, their rise fueled by a need for vengeance. Their severed body parts magically float through the air at high speeds without visible support, spinning around each other in an almost tornado like formation. Often they will hunt down and destroy their murderers and then either go on a mad pointless killing spree or seek out opponents powerful enough to vanquish the Dismembered Ones and end its suffering. However certain evil clerics also create Dismembered Ones through certain dark rituals using them as guards or more frequently as very effective thieves.</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">COMBAT</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Dismembered Ones often attack in groups, flying through the air in search of victims then descending from the night sky to surrounding their prey like a vile morbid storm. Left to their own devices most Dismembered Ones develop an overwhelming hatred of living creatures and will fight without a care for self preservation. Most wild groups of Dismembered Ones will divide the prey amongst themselves, each worrying away at their own personal victim. However close nit groups of Dismembered Ones, especially those who knew each other in life, may exhibit more effective tactics, such as ganging up on individuals and identifying the stronger combatants and taking them down first. Still, it is only when under the command of an evil cleric that most Dismembered One's will make good use of their natural stealthyness.</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Dismember (Ex): When a Dismembered Ones scores a successful critical hit on an opponent with its bite attack it will gnaw through one of their limbs, severing it from the main torso. Roll a d4 to randomly determine the severed limb, 1 left arm, 2 right arm, 3 right leg, 4 left leg, rerolling limbs that are already gone or the DM may simply choose. If all of the opponents limbs have been severed the next critical will sever the head, resulting in instant death. Most creatures missing all their limbs count as Helpless. Creatures lacking limbs, such as oozes and some aberrations, are unaffected by this ability while many creatures, such as golems and most undead, will suffer no ill effects from having their head cut off.</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Create Spawn (Su): A Humanoid or fresh humanoid corpse (fresh for this purpose being something that died within the last 10 rounds) that has all its limbs and head severed by a Dismembered One will rise as a fellow Dismembered One in 1d4 rounds. However Dismembered Ones find the mutilation of already deceased corpses somewhat less satisfying than mutilating the living and unless ordered otherwise will generally only dismember the corpses of creatures they themselves have personally killed.</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Improved Grab (Ex): When a Dismembered One successfully hits an opponent with its Torso Bash it may make a grapple check as a free action that draws no attacks of opportunity, grabbing the opponent using its animated intestines and other innards. It may use this ability against both Medium and Large creatures, but nothing bigger.</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Constrict (Ex): After getting hold with Improved Grab the Dismembered Ones innards will tighten forcefully, slowly crushing its victim and dealing 2d8+3 points of Constriction Damage per round. This process is so disgusting and disturbing that the victim must also make a Will Save (DC 16) or be Shaken for 1d6 rounds.</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Augmented Critical (Ex): The Dismembered One’s bite attack naturally has a critical range of 17-20 (Or +1 to crit range for every 5 hit dice.)</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Dismembered Dodge (Ex): The Dismembered One’s limbs are in constant motion, swirling around in the air, making them difficult to hit. Melee attacks have a 20% miss chance while ranged attacks have a 50% miss chance.</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Reach (Ex): A Dismembered One’s limbs and other body parts fly through the air independent of its other bits, thus giving it an effective reach of 15 feet. Dismembered Ones can make their limbs travel further than this, in fact they‘re range is unlimited though for practical purposes it is usually restricted to line of sight, but floating limbs beyond 15 feet require full concentration and it cannot achieve enough momentum to strike at opponents. Still, many an evil cleric has found this ability alone makes the Dismembered Ones an ideal thief and burglar.</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Hard to Track (Ex): Dismembered Ones magically float through the air and thus leave now footprints. The DC to follow one with the Track feat is increased by at least 15, possibly much more depending on the situation and DM’s discretion. Creatures with the Scent ability Track Dismembered Ones normally.</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Skills: Dismembered Ones glide through the air so smoothly they gain a +8 racial bonus to Move Silent. </span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Dismembered Characters: A Dismembered One’s favored class is Rogue.</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">In the end I went with the severing on a ciritcal, it was just much cleaner and simpler than anything else. U bumped up the stats and gave them a wicked Augmented Critical, as suggested. I also added the Hard to Track thingy, really jsut on a lark, but it made sense give their means of locomotion of supposed propensity as undead theives. I considered making Hard to Track a Su as I figured it was tied to their magic flying, and it was easier tha including a needless clause in the description that it goes away if flying does, but evetually I jsut chose not to mention it all. The DMs common sense will probably work such things out on their own. I also added a spawning ability, though it is fairly limited as those go.</span></span></p></blockquote><p></p>
[QUOTE="fnork de sporg, post: 1542584, member: 4713"] OK, here is the revised second draft of the dismemberites, now known as the slightly less goofy sounding Dismembered Ones. What do you think of them now? Better? Anything still need to be worked on? [font=Arial][size=2]Dismembered Ones Medium Undead Hit Dice 12d12 (78 hp) Initiative:+11 (7 Dex, 4 Improved Initiative) Speed: Flying 60 feet (Perfect) Armor Class:17 (+7 Dex) BAB: 6 Attacks: 1 Bite +13, 4 Slams +11, 1 Torso Bash +11 Damage: Bite 1d6+4 piercing, Slams 1d6+2 bludgeoning, Torso Bash 2d8+2 bludgeoning Space/Reach: 5 x 5 / 15 ft Special Attacks: Dismember, Improved Grab, Constrict, Augmented Critical, Create Spawn Special Qualities: Dismembered Dodge, Reach, Hard to Track, Undead Qualities Attributes: Str 18, Dex 25, Con -, Int 8, Wis 14, Cha 10 Saves: Fort , Ref +11, Wil +10 Skills: Spot +17, Listen +17, Move Silent +29, Feats: Improved Initiative, Dodge, Mobility, Weapon Finesse, Multiattack Alignment: Usually Chaotic Evil CR: 10 Dismembered Ones are a gruesome form of undead made up of a number of flying severed body parts. Nothing makes their warped evil undead hearts happier than gnawing off the limbs of their still living victims. Most Dismembered Ones were born from the mutilated remains of murder victims, their rise fueled by a need for vengeance. Their severed body parts magically float through the air at high speeds without visible support, spinning around each other in an almost tornado like formation. Often they will hunt down and destroy their murderers and then either go on a mad pointless killing spree or seek out opponents powerful enough to vanquish the Dismembered Ones and end its suffering. However certain evil clerics also create Dismembered Ones through certain dark rituals using them as guards or more frequently as very effective thieves. COMBAT Dismembered Ones often attack in groups, flying through the air in search of victims then descending from the night sky to surrounding their prey like a vile morbid storm. Left to their own devices most Dismembered Ones develop an overwhelming hatred of living creatures and will fight without a care for self preservation. Most wild groups of Dismembered Ones will divide the prey amongst themselves, each worrying away at their own personal victim. However close nit groups of Dismembered Ones, especially those who knew each other in life, may exhibit more effective tactics, such as ganging up on individuals and identifying the stronger combatants and taking them down first. Still, it is only when under the command of an evil cleric that most Dismembered One's will make good use of their natural stealthyness. Dismember (Ex): When a Dismembered Ones scores a successful critical hit on an opponent with its bite attack it will gnaw through one of their limbs, severing it from the main torso. Roll a d4 to randomly determine the severed limb, 1 left arm, 2 right arm, 3 right leg, 4 left leg, rerolling limbs that are already gone or the DM may simply choose. If all of the opponents limbs have been severed the next critical will sever the head, resulting in instant death. Most creatures missing all their limbs count as Helpless. Creatures lacking limbs, such as oozes and some aberrations, are unaffected by this ability while many creatures, such as golems and most undead, will suffer no ill effects from having their head cut off. Create Spawn (Su): A Humanoid or fresh humanoid corpse (fresh for this purpose being something that died within the last 10 rounds) that has all its limbs and head severed by a Dismembered One will rise as a fellow Dismembered One in 1d4 rounds. However Dismembered Ones find the mutilation of already deceased corpses somewhat less satisfying than mutilating the living and unless ordered otherwise will generally only dismember the corpses of creatures they themselves have personally killed. Improved Grab (Ex): When a Dismembered One successfully hits an opponent with its Torso Bash it may make a grapple check as a free action that draws no attacks of opportunity, grabbing the opponent using its animated intestines and other innards. It may use this ability against both Medium and Large creatures, but nothing bigger. Constrict (Ex): After getting hold with Improved Grab the Dismembered Ones innards will tighten forcefully, slowly crushing its victim and dealing 2d8+3 points of Constriction Damage per round. This process is so disgusting and disturbing that the victim must also make a Will Save (DC 16) or be Shaken for 1d6 rounds. Augmented Critical (Ex): The Dismembered One’s bite attack naturally has a critical range of 17-20 (Or +1 to crit range for every 5 hit dice.) Dismembered Dodge (Ex): The Dismembered One’s limbs are in constant motion, swirling around in the air, making them difficult to hit. Melee attacks have a 20% miss chance while ranged attacks have a 50% miss chance. Reach (Ex): A Dismembered One’s limbs and other body parts fly through the air independent of its other bits, thus giving it an effective reach of 15 feet. Dismembered Ones can make their limbs travel further than this, in fact they‘re range is unlimited though for practical purposes it is usually restricted to line of sight, but floating limbs beyond 15 feet require full concentration and it cannot achieve enough momentum to strike at opponents. Still, many an evil cleric has found this ability alone makes the Dismembered Ones an ideal thief and burglar. Hard to Track (Ex): Dismembered Ones magically float through the air and thus leave now footprints. The DC to follow one with the Track feat is increased by at least 15, possibly much more depending on the situation and DM’s discretion. Creatures with the Scent ability Track Dismembered Ones normally. Skills: Dismembered Ones glide through the air so smoothly they gain a +8 racial bonus to Move Silent. Dismembered Characters: A Dismembered One’s favored class is Rogue. In the end I went with the severing on a ciritcal, it was just much cleaner and simpler than anything else. U bumped up the stats and gave them a wicked Augmented Critical, as suggested. I also added the Hard to Track thingy, really jsut on a lark, but it made sense give their means of locomotion of supposed propensity as undead theives. I considered making Hard to Track a Su as I figured it was tied to their magic flying, and it was easier tha including a needless clause in the description that it goes away if flying does, but evetually I jsut chose not to mention it all. The DMs common sense will probably work such things out on their own. I also added a spawning ability, though it is fairly limited as those go.[/size][/font] [/QUOTE]
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