Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Favored of Erythnul
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="demiurge1138" data-source="post: 1590988" data-attributes="member: 7451"><p>Alright, so I decide to stat up some creatures to populate Pandemonium, based on the positive input recieved from the Pandaemonic stalker and the fact that a portal to Pandemonium is in my campaign. I stat up a creature, CR 7 with 8 HD, rage and a stunning attack. I go to ENWorld, visit Pant's Demon/Devil/Yugoloth conversion thread and see... a CR 7 demon with 8 HD, rage and a stunning attack. Le sigh.</p><p></p><p>Here's my take.</p><p></p><p><strong>Erun</strong></p><p><strong>Large Outsider (Chaotic, Evil, Extraplanar)</strong></p><p><strong>Hit Dice: </strong> 8d8+32 (68 hp)</p><p><strong>Initiative:</strong> +6</p><p><strong>Speed:</strong> 40ft (8 squares)</p><p><strong>Armor Class:</strong> 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 21</p><p><strong>Base Attack/Grapple:</strong> +8/+19</p><p><strong>Attack: </strong> Slam +14 melee (1d8+7)</p><p><strong>Full Attack: </strong> Slam +14 melee (1d8+7), 2 claws +12 melee (1d6+3) and bite +12 melee (2d4+3)</p><p><strong>Space/Reach:</strong> 10ft/10ft</p><p><strong>Special Attacks:</strong> Frightful presence, rage, stun</p><p><strong>Special Qualities:</strong> Change shape, darkvision 60ft, DR 5/good and cold iron, immune to poison and disease, Pandemonium adaptation, resistance to acid 10, cold 10 and fire 10, scent</p><p><strong>Saves: </strong> Fort +10, Ref +8, Will +8 </p><p><strong>Abilities:</strong> Str 24, Dex 15, Con 19, Int 11, Wis 15, Cha 16</p><p><strong>Skills:</strong> Climb +18, Hide +9, Jump +22, Listen +13, Move Silently +13, Spot <strong>+13, Survival +13, Swim +18</strong></p><p><strong>Feats: </strong> Improved Initiative, Multiattack, Power Attack, Track B</p><p><strong>Environment:</strong> Windswept Depths of Pandemonium</p><p><strong>Organization:</strong> Solitary, pair or hunt (3-6)</p><p><strong>Challenge Rating: </strong> 7</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment: </strong> Always chaotic evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment: </strong> +6</p><p></p><p><em>This bestial humanoid combines the worst features of humans, ogres and boars. It has a tusked snout, a bristly hide, and a thick tail ending in a spiked knob of bone.</em></p><p></p><p>The erun are the servitors of Erythnul, and exist only to serve that cruel god’s whims. </p><p></p><p>It is known to those familiar with the gods that when Erythnul is wounded in combat, his spilt blood forms into an orc, ogre, gnoll, troll or human warrior, who then joins the eternal melee in Erythnul’s palace. When one of these blood-formed creatures especially pleases The Many, he transforms it into an erun, one of his most faithful servants. It is the erun that act as his scouts and fellow hunters on his expeditions into Pandemonium at large, and it the erun who foment chaos and destruction by infiltrating societies that worship Erythnul and urging them towards war and slaughter.</p><p></p><p>An erun stands nearly ten feet tall, and may weigh as much as 400 pounds. They are happiest when in combat, and do their best to find it whenever possible. Eruns are usually unarmored and do not wield weapons, as they prefer the feeling of flesh tearing between their teeth and bones cracking under their morningstar tails. Eruns speak Abyssal, Common and Orc.</p><p></p><p><strong>Combat</strong></p><p>Eruns like to sneak up on prey if possible, getting as close as possible without alerting enemies to their presence. They then reveal themselves in all their horrifying glory before crushing opponents with savage natural weapons, usually under the influence of a barbarian rage. Alternatively, a group of erun will assume the form of less dangerous creatures before striking out. An erun’s natural weapons, as well as any weapons it wields, are treated as chaotic and evil for the purposes of overcoming damage reduction.</p><p></p><p><strong>Change Shape (Su):</strong> An erun can assume the form of a human, orc, ogre, gnoll or troll, or revert to its own form, as a standard action. In humanoid form, the erun gains the natural attacks of its assumed form, but loses its own. An erun remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the erun reverts to its natural form if killed. A true seeing spell reveals its natural form.</p><p></p><p><strong>Frightful Presence (Ex): </strong> Whenever an erun attacks or charges, all creatures within 60ft must make Will saves (DC 17) or be frightened for 5d6 rounds if the creature has less Hit Dice than the erun, or shaken for 5d6 rounds if the creature has equal or greater Hit Dice than the erun. An opponent that succeeds its saving throw is immune to that erun’s frightful presence for 24 hours. The save DC is Charisma-based.</p><p></p><p><strong>Pandemonium Adaptation (Ex): </strong> The ears of an erun are adapted to overcome the effects of Pandemonium’s ceaseless winds. They never go deaf due to the winds of Pandemonium, and can hear up to 30 feet away on that plane.</p><p></p><p><strong>Rage (Ex): </strong> Three times per day, an erun may fly into a rage like that of a barbarian, gaining a +4 bonus to Strength and Con and a +2 bonus to all Will saves, but a -2 penalty to Armor Class. This rage lasts for 10 rounds, and the erun is not fatigued when its rage ends. </p><p></p><p><strong>Stun (Ex):</strong> Three times per day, an erun may make a stunning attack with its slam. When an opponent is hit with the stun attack, it must make a Fortitude save (DC 21, 23 when raging) or be stunned for 1d4+1 rounds. The save DC is Strength based. </p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 1590988, member: 7451"] Alright, so I decide to stat up some creatures to populate Pandemonium, based on the positive input recieved from the Pandaemonic stalker and the fact that a portal to Pandemonium is in my campaign. I stat up a creature, CR 7 with 8 HD, rage and a stunning attack. I go to ENWorld, visit Pant's Demon/Devil/Yugoloth conversion thread and see... a CR 7 demon with 8 HD, rage and a stunning attack. Le sigh. Here's my take. [B]Erun Large Outsider (Chaotic, Evil, Extraplanar)[/B] [B]Hit Dice: [/B] 8d8+32 (68 hp) [B]Initiative:[/B] +6 [B]Speed:[/B] 40ft (8 squares) [B]Armor Class:[/B] 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 21 [B]Base Attack/Grapple:[/B] +8/+19 [B]Attack: [/B] Slam +14 melee (1d8+7) [B]Full Attack: [/B] Slam +14 melee (1d8+7), 2 claws +12 melee (1d6+3) and bite +12 melee (2d4+3) [B]Space/Reach:[/B] 10ft/10ft [B]Special Attacks:[/B] Frightful presence, rage, stun [B]Special Qualities:[/B] Change shape, darkvision 60ft, DR 5/good and cold iron, immune to poison and disease, Pandemonium adaptation, resistance to acid 10, cold 10 and fire 10, scent [B]Saves: [/B] Fort +10, Ref +8, Will +8 [B]Abilities:[/B] Str 24, Dex 15, Con 19, Int 11, Wis 15, Cha 16 [B]Skills:[/B] Climb +18, Hide +9, Jump +22, Listen +13, Move Silently +13, Spot [B]+13, Survival +13, Swim +18 Feats: [/B] Improved Initiative, Multiattack, Power Attack, Track B [B]Environment:[/B] Windswept Depths of Pandemonium [B]Organization:[/B] Solitary, pair or hunt (3-6) [B]Challenge Rating: [/B] 7 [B]Treasure:[/B] Standard [B]Alignment: [/B] Always chaotic evil [B]Advancement:[/B] By character class [B]Level Adjustment: [/B] +6 [I]This bestial humanoid combines the worst features of humans, ogres and boars. It has a tusked snout, a bristly hide, and a thick tail ending in a spiked knob of bone.[/I] The erun are the servitors of Erythnul, and exist only to serve that cruel god’s whims. It is known to those familiar with the gods that when Erythnul is wounded in combat, his spilt blood forms into an orc, ogre, gnoll, troll or human warrior, who then joins the eternal melee in Erythnul’s palace. When one of these blood-formed creatures especially pleases The Many, he transforms it into an erun, one of his most faithful servants. It is the erun that act as his scouts and fellow hunters on his expeditions into Pandemonium at large, and it the erun who foment chaos and destruction by infiltrating societies that worship Erythnul and urging them towards war and slaughter. An erun stands nearly ten feet tall, and may weigh as much as 400 pounds. They are happiest when in combat, and do their best to find it whenever possible. Eruns are usually unarmored and do not wield weapons, as they prefer the feeling of flesh tearing between their teeth and bones cracking under their morningstar tails. Eruns speak Abyssal, Common and Orc. [B]Combat[/B] Eruns like to sneak up on prey if possible, getting as close as possible without alerting enemies to their presence. They then reveal themselves in all their horrifying glory before crushing opponents with savage natural weapons, usually under the influence of a barbarian rage. Alternatively, a group of erun will assume the form of less dangerous creatures before striking out. An erun’s natural weapons, as well as any weapons it wields, are treated as chaotic and evil for the purposes of overcoming damage reduction. [B]Change Shape (Su):[/B] An erun can assume the form of a human, orc, ogre, gnoll or troll, or revert to its own form, as a standard action. In humanoid form, the erun gains the natural attacks of its assumed form, but loses its own. An erun remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the erun reverts to its natural form if killed. A true seeing spell reveals its natural form. [B]Frightful Presence (Ex): [/B] Whenever an erun attacks or charges, all creatures within 60ft must make Will saves (DC 17) or be frightened for 5d6 rounds if the creature has less Hit Dice than the erun, or shaken for 5d6 rounds if the creature has equal or greater Hit Dice than the erun. An opponent that succeeds its saving throw is immune to that erun’s frightful presence for 24 hours. The save DC is Charisma-based. [B]Pandemonium Adaptation (Ex): [/B] The ears of an erun are adapted to overcome the effects of Pandemonium’s ceaseless winds. They never go deaf due to the winds of Pandemonium, and can hear up to 30 feet away on that plane. [B]Rage (Ex): [/B] Three times per day, an erun may fly into a rage like that of a barbarian, gaining a +4 bonus to Strength and Con and a +2 bonus to all Will saves, but a -2 penalty to Armor Class. This rage lasts for 10 rounds, and the erun is not fatigued when its rage ends. [B]Stun (Ex):[/B] Three times per day, an erun may make a stunning attack with its slam. When an opponent is hit with the stun attack, it must make a Fortitude save (DC 21, 23 when raging) or be stunned for 1d4+1 rounds. The save DC is Strength based. Demiurge out. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Favored of Erythnul
Top