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<blockquote data-quote="Sepulchrave II" data-source="post: 2220098" data-attributes="member: 4303"><p><strong>Marasm</strong></p><p>Medium Outsider (Abomination, Chaotic, Evil, Extraplanar)</p><p></p><p><strong>Hit Dice:</strong> 30d8+360 (600 hp) </p><p><strong>Initiative:</strong> +17</p><p><strong>Speed:</strong> 60 ft. </p><p><strong>Armour Class:</strong> 49 (+9 Dex, +30 natural), touch 19, flat-footed 40</p><p><strong>Base Attack/Grapple:</strong> +30/+37</p><p><strong>Attack:</strong> Claw +37 melee (2d8+7 plus disease)</p><p><strong>Full Attack:</strong> 2 claws +37 melee (2d8+7 plus disease) and bite +32 melee (4d6+3 plus disease)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft. </p><p><strong>Special Attacks:</strong> Arcane theophany, spell-like abilities, summon pestilential swarm, wasting disease.</p><p><strong>Special Qualities:</strong> Abomination traits, damage reduction 15/good and epic, fast healing 15, regeneration 10, spell resistance 43, stench, withering wake</p><p><strong>Saves:</strong> Fort +29, Ref +28, Will +33</p><p><strong>Abilities:</strong> Str 24, Dex 29, Con 35, Int 24, Wis 26, Cha 35</p><p><strong>Skills:</strong> Bluff +45, Concentration +45, Diplomacy +53, Disguise +45 (+49 acting), Intimidate +49, Hide +42, Knowledge (arcana) +40, Knowledge (the planes) +40, Listen +43, Move Silently +42, Sense Motive +41, Spellcraft +44 (+48 scrolls), Spot +43, Survival +41 (+45 on other planes), Use Magic Device +45 (+49 scrolls)</p><p><strong>Feats:</strong> Ability Focus (disease), Alertness, Combat Casting, Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (<em>greater teleport</em>) </p><p><strong>Epic Feats:</strong> Epic Will, Spellcasting Harrier, Superior Initiative</p><p><strong>Environment:</strong> Any</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 31</p><p><strong>Treasure:</strong> Double standard</p><p><strong>Alignment:</strong> Always chaotic evil</p><p><strong>Advancement:</strong> 30-38 HD (Medium); 39-50 HD (Large)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>This emaciated monster appears as an oversized child dressed in rags, and its bones protrude grotesquely through its leathery skin. Its eyes are black pits, and its grinning mouth contains teeth that appear as though they have been shaved or filed to points. An unholy, fetid stench accompanies it.</em> </p><p></p><p>A marasm is the abandoned offspring of deities whose portfolios include pestilence and magic. Despised by and cut off from its progenitors, the marasm is fated to wander throughout the worlds, dispossessed of its godly heritage but acutely conscious of its strength. A marasm wields magic with surpassing ease, but blights and withers all that it touches with its power. </p><p></p><p>The marasm is agile, sly and deceitful, and prefers to achieve its goals covertly and by manipulation of others, rather than through direct confrontation. It is patient, spending years devising intricate plots and establishing cults and networks of followers: it craves worship, and is hungry to gain true divinity.</p><p></p><p></p><p><strong>COMBAT</strong></p><p></p><p><strong>Abomination Traits:</strong> Immune to polymorphing, petrification and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; <em>nondetection</em>; <em>true seeing</em> at will; blindsight 500 ft.; telepathy out to 1000 ft. Caster level 31st, where appropriate.</p><p></p><p><strong>Spell-Like Abilities:</strong> At will – <em>creeping doom, greater scrying</em> (DC 29), <em>greater teleport</em> (self plus 50 pounds of objects only), <em>horrid wilting</em> (DC 30), <em>insect plague, plane shift</em> (self plus 50 pounds of objects only), <em>unholy aura</em> (DC 30); 1/day – <em>blasphemy</em> (DC 29), <em>pestilence</em> (DC 32). Caster level 31st. The save DCs are Charisma-based.</p><p></p><p><strong>Arcane Theophany (Sp):</strong> A marasm can use this spell-like ability at will to replicate any arcane spell of 5th level or lower. This is the equivalent of a seventh-level spell. Save DC 28, where applicable. Caster level 31st.</p><p></p><p><strong>Regeneration (Ex):</strong> A marasm takes normal damage from good-aligned epic weapons, or from spells or effects with the good descriptor.</p><p></p><p><strong>Stench (Ex):</strong> In its natural form, a marasm is always accompanied by an overwhelming stench of decay and putrescence. Creatures who breathe must make a Fortitude saving throw (DC 37) every round that they remain within 10 feet of the marasm, or become nauseated for 1d4 rounds. The Save DC is Constitution-based.</p><p></p><p><strong>Summon Pestilential Swarm (Sp):</strong> A marasm may summon a swarm of rats, bats or spiders at will. This functions as the spell <em>summon swarm</em>, but the swarm is infected with either blinding sickness, red ache or slimy doom, as determined by the marasm. This ability is the equivalent of a ninth-level spell. Caster level 31st.</p><p></p><p><strong>Wasting Disease (Ex):</strong> Creatures who touch or are touched by a marasm must make a Fortitude saving throw or contract a nameless wasting disease (DC 39, Contact, 2d6 Con damage). The disease has an incubation period of one round, and the onset of the symptoms are so rapid that those affected must make a successful saving throw every round instead of every day to stave off the effects: two successful saves in a row indicate that the victim's immune system has fought off the infection. A <em>cure disease</em> spell, <em>heal</em> spell, or epic spell using the <em>heal</em> seed in this time purges the disease from the victim's system. The Save DC is Constitution-based.</p><p></p><p><strong>Withering Wake (Su):</strong> At all times, the marasm emanates a debilitating aura around itself which afflicts plant life and putrefies water and food. Normal plants within 10 ft. of a marasm die as if struck by a <em>blight</em> spell, and food and water is rendered inedible. Within a 100-ft. radius circle of the marasm, plants wither and shrink to one third of their normal size, and within half a mile of the marasm the growth of normal plants is stunted, reducing their potential productivity over the course of the following year to one-third below normal. The latter two effects are similar to the effects of the <em>diminish plants</em> spell, but plant life is stricken and diseased rather than trimmed and pruned.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 2220098, member: 4303"] [B]Marasm[/B] Medium Outsider (Abomination, Chaotic, Evil, Extraplanar) [B]Hit Dice:[/B] 30d8+360 (600 hp) [B]Initiative:[/B] +17 [B]Speed:[/B] 60 ft. [B]Armour Class:[/B] 49 (+9 Dex, +30 natural), touch 19, flat-footed 40 [B]Base Attack/Grapple:[/B] +30/+37 [B]Attack:[/B] Claw +37 melee (2d8+7 plus disease) [B]Full Attack:[/B] 2 claws +37 melee (2d8+7 plus disease) and bite +32 melee (4d6+3 plus disease) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Arcane theophany, spell-like abilities, summon pestilential swarm, wasting disease. [B]Special Qualities:[/B] Abomination traits, damage reduction 15/good and epic, fast healing 15, regeneration 10, spell resistance 43, stench, withering wake [B]Saves:[/B] Fort +29, Ref +28, Will +33 [B]Abilities:[/B] Str 24, Dex 29, Con 35, Int 24, Wis 26, Cha 35 [B]Skills:[/B] Bluff +45, Concentration +45, Diplomacy +53, Disguise +45 (+49 acting), Intimidate +49, Hide +42, Knowledge (arcana) +40, Knowledge (the planes) +40, Listen +43, Move Silently +42, Sense Motive +41, Spellcraft +44 (+48 scrolls), Spot +43, Survival +41 (+45 on other planes), Use Magic Device +45 (+49 scrolls) [B]Feats:[/B] Ability Focus (disease), Alertness, Combat Casting, Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability ([I]greater teleport[/I]) [B]Epic Feats:[/B] Epic Will, Spellcasting Harrier, Superior Initiative [B]Environment:[/B] Any [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 31 [B]Treasure:[/B] Double standard [B]Alignment:[/B] Always chaotic evil [B]Advancement:[/B] 30-38 HD (Medium); 39-50 HD (Large) [B]Level Adjustment:[/B] - [I]This emaciated monster appears as an oversized child dressed in rags, and its bones protrude grotesquely through its leathery skin. Its eyes are black pits, and its grinning mouth contains teeth that appear as though they have been shaved or filed to points. An unholy, fetid stench accompanies it.[/I] A marasm is the abandoned offspring of deities whose portfolios include pestilence and magic. Despised by and cut off from its progenitors, the marasm is fated to wander throughout the worlds, dispossessed of its godly heritage but acutely conscious of its strength. A marasm wields magic with surpassing ease, but blights and withers all that it touches with its power. The marasm is agile, sly and deceitful, and prefers to achieve its goals covertly and by manipulation of others, rather than through direct confrontation. It is patient, spending years devising intricate plots and establishing cults and networks of followers: it craves worship, and is hungry to gain true divinity. [B]COMBAT[/B] [B]Abomination Traits:[/B] Immune to polymorphing, petrification and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; [I]nondetection[/I]; [I]true seeing[/I] at will; blindsight 500 ft.; telepathy out to 1000 ft. Caster level 31st, where appropriate. [B]Spell-Like Abilities:[/B] At will – [I]creeping doom, greater scrying[/I] (DC 29), [I]greater teleport[/I] (self plus 50 pounds of objects only), [I]horrid wilting[/I] (DC 30), [I]insect plague, plane shift[/I] (self plus 50 pounds of objects only), [I]unholy aura[/I] (DC 30); 1/day – [I]blasphemy[/I] (DC 29), [I]pestilence[/I] (DC 32). Caster level 31st. The save DCs are Charisma-based. [B]Arcane Theophany (Sp):[/B] A marasm can use this spell-like ability at will to replicate any arcane spell of 5th level or lower. This is the equivalent of a seventh-level spell. Save DC 28, where applicable. Caster level 31st. [B]Regeneration (Ex):[/B] A marasm takes normal damage from good-aligned epic weapons, or from spells or effects with the good descriptor. [B]Stench (Ex):[/B] In its natural form, a marasm is always accompanied by an overwhelming stench of decay and putrescence. Creatures who breathe must make a Fortitude saving throw (DC 37) every round that they remain within 10 feet of the marasm, or become nauseated for 1d4 rounds. The Save DC is Constitution-based. [B]Summon Pestilential Swarm (Sp):[/B] A marasm may summon a swarm of rats, bats or spiders at will. This functions as the spell [I]summon swarm[/I], but the swarm is infected with either blinding sickness, red ache or slimy doom, as determined by the marasm. This ability is the equivalent of a ninth-level spell. Caster level 31st. [B]Wasting Disease (Ex):[/B] Creatures who touch or are touched by a marasm must make a Fortitude saving throw or contract a nameless wasting disease (DC 39, Contact, 2d6 Con damage). The disease has an incubation period of one round, and the onset of the symptoms are so rapid that those affected must make a successful saving throw every round instead of every day to stave off the effects: two successful saves in a row indicate that the victim's immune system has fought off the infection. A [I]cure disease[/I] spell, [I]heal[/I] spell, or epic spell using the [I]heal[/I] seed in this time purges the disease from the victim's system. The Save DC is Constitution-based. [B]Withering Wake (Su):[/B] At all times, the marasm emanates a debilitating aura around itself which afflicts plant life and putrefies water and food. Normal plants within 10 ft. of a marasm die as if struck by a [I]blight[/I] spell, and food and water is rendered inedible. Within a 100-ft. radius circle of the marasm, plants wither and shrink to one third of their normal size, and within half a mile of the marasm the growth of normal plants is stunted, reducing their potential productivity over the course of the following year to one-third below normal. The latter two effects are similar to the effects of the [I]diminish plants[/I] spell, but plant life is stricken and diseased rather than trimmed and pruned. [/QUOTE]
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