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<blockquote data-quote="Ferret" data-source="post: 138479" data-attributes="member: 4052"><p>Undervile </p><p>Large (Huge?) Beast</p><p>Hit-dice: 12d10+7 (73hp) </p><p>Initiative: 0</p><p>AC: 16 (+1 Dex, -1 size, +6 Nat. armour) </p><p>Attack: 2 tentacle, bite, tail, elbow spike</p><p>Damage: 2 Tentacles 2d4 Bite 4d6 Tail 1d8 Elbow spike 1d2</p><p>Reach: 5 ft. by 5 ft. /10 ft. </p><p>Special attacks: improved grab</p><p>Special qualities: DR (10/Master-work)</p><p>Saves: Fort +1 Ref +4 Will +5</p><p>Abilities: Str 21(5) Dex 11(0) Con 24(7) Int 4(-3) Wis 8(-1) Cha 22(6)</p><p>Skills: Hide+2, Move silently+2 spot+4 listen+4</p><p></p><p>Climate or terrain: Any land and underground</p><p>Organization: Solitary (1) </p><p>Challenge rating: TBA</p><p>Treasure: None</p><p>Alignment: Always evil </p><p>Advancement: None</p><p></p><p>An Undervile is a vile creature, it attacks devours any creature it can see, although it may retreat if seriously hurt.</p><p></p><p>Standing from 10-15 ft high, these gruesome creatures seemed to have come from other planes even though these may be rumours; it seems that nothing of this sort could be Toril born; both hands are squid like and have amazing grip, and crushing power. These octopi-appendages are 2 to 3 foot long and coated with a slimy substance. The mouth has 3 razor sharp talons around it also 3-4 foot long, which can undeniably crush metal, mounted close into the bone under the skin is a pair of beady red eyes, that disallow site towards the side. It has dinosaur-esque feet, 3 talons and a thumb; these feet are gigantic to keep the creatures balance, which it looses if it raises one to attack. Its skin is almost as hard as rock and any blows that get through are almost instantly ignored. It’s most distinguishing mark is the large (½-1 foot) spike on its elbow (Upper arm) which is rarely used in combat.</p><p></p><p>With speicial thanks to Kris</p><p></p><p>Plaze </p><p>Fine Ooze </p><p>Hit-dice: 1/8 d10 (??Hp) </p><p>Initiative: 1(4+ dex) </p><p>AC: 22 (+4 Dex, +8 size) </p><p>Attack: Slam +12 </p><p>Damage: Slam 1-3</p><p>Reach: 1/2. /0 ft. </p><p>Special attacks: None </p><p>Special qualities: Split, DR --/cold</p><p>Saves: Fort +0 Ref +12 Will -3 </p><p>Abilities: Str 4 Dex 19 Con 10 Int 1 Wis 1 Cha 1 </p><p>Skills: None </p><p>Feats: None </p><p></p><p>Climate or terrain: Any temperate or warm </p><p>Organization: Plague 60 </p><p>Challenge rating: 1/2 </p><p>Treasure: None </p><p>Alignment: Always Neutral </p><p>Advancement: None </p><p></p><p>They seem to be a joke, but after you see their numbers and speed, you won’t be laughing </p><p></p><p>Plaze, are small and green blobs of ooze, that multiple at phenomenal rates, no one knows how they came to be and no one cares. </p><p></p><p>Combat: </p><p>Plaze swarm and over run, they attack anything they can find wood, creatures, metal if it sees another object it will attack it, the only thing they will not attack are other oozes. </p><p></p><p>Special abilities: </p><p>Split (Ex): Weapons and energy attacks (Bar cold) attacks deal no damage to a Plaze. Instead, the creature splits into two identical jellies, each with full hit points. </p><p>DR --/Cold, any cold damage will harm a Plaze; after they have been frozen, bludgeoning damage must be dealt </p><p>Dravern </p><p></p><p>Huge Dragon (Sonic) </p><p>Hit Dice: 16d12+14 (118 hp) </p><p>Initiative: +1 (+1 Dex +4 I.I.) </p><p>Speed: 20 ft., fly 30 ft. (Clumsy) </p><p>AC: 22 (-2 size, +1 Dex, +15 natural) </p><p>Attacks: bite +9 melee, Sting +4 melee, 2 wings +4 melee; or _2 claws +9 melee </p><p>Damage: Sting 1d6+4, bite 2d8+2, wing 1d8+2; or claw 1d6+4 </p><p>Face/Reach: 10 ft. by 20 ft./10 ft. </p><p>Special Attacks: Acid, improved grab, snatch </p><p>Special Qualities: Scent, damage reduction 5/+1, Sonics immunity, hover, Blind sight, Push off, Frightful presence </p><p>Saves: Fort +7, Ref +6, Will +6 </p><p>Abilities: Str 24, Dex 13, Con 18, Int 12, Wis 12, Cha 12 </p><p>Skills: Listen +20*, Move Silently +9 Spot +13* </p><p>Feats: Alertness, Flyby Attack, dodge, mobility, Improved Initiative, Power Attack and Cleave </p><p>Climate/Terrain: Temperate and warm forest, hill, and mountains (Caves) </p><p>Organization: Solitary, pair, or flight (3-6) </p><p>Challenge Rating: 6 </p><p>Treasure: Standard </p><p>Alignment: Often evil </p><p>Advancement: 16-20 HD (Huge); 18-23 HD (Gargantuan) </p><p>These are the malformed offspring of Wyvern and Black Dravern. </p><p></p><p>At a glance, it may pass as its Chromatic cousins, but after closer inspection, the subtle differences arise and it becomes apparent it is a hybrid. One of the most prominent differences is that the monsters scales twists and spikes shift sonic vibrations away from it, the wings are too small to carry it fast, although flight is possible. The usual poison in its tail is gone; the breeding with black Draverns has produced powerful acid in its place. As soon as you see its mouth, and the strange shape of its teeth, you realize </p><p>It must screech at its victims causing vibration that can rip apart flesh, knock a man out, or shatter stone. </p><p></p><p>Combat </p><p></p><p>Frightful Presence (Ex): A Dravern can unsettle foes with its mere presence. The ability takes effect automatically whenever the Dravern attacks, charges, or flies overhead. Creatures within a radius of 30 feet x 6 are subject to the effect if they have fewer HD than the Dravern. </p><p>A potentially affected creature that succeeds at a Will save (DC 10 + 1/2 Dravern’s HD + Dravern’s Charisma modifier) remains immune to that Dravern’s frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Draverns ignore the frightful presence of other Draverns. </p><p></p><p>Acid: The Dravern can use the acid on its tail to deal 4d4 damage </p><p></p><p>Breath weapon: A Dravern can blast sonic energy in a cone up to 80 feet long. It can tune the harmonics of this destructive power to affect different types of targets. </p><p>• Flesh: Disrupting tissue and rending bone, this horrible attack deals 10d6 points of damage to all within the cone (Reflex half DC 20) and have a chance to be deafened permanently (Fortitude 25) If they made the Reflex save they need not take the Fort save. </p><p></p><p>• Nerves: The Dravern can knock out an opponent that does not make their Fortitude save (DC 30) and their Reflex save (DC 15); you need to fail both to be knocked out. If you only fail your Reflex you are unaffected, if you fail your Fortitude save your next 1d4+1 rounds you can only take partial actions. </p><p></p><p>• Material: All objects within the cone must succeed at a Fortitude save (DC 25) or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack. Magic items are immune to this </p><p></p><p>Improved Grab (Ex): To use this ability, the Dravern must hit with both claw attacks. If it gets a hold, it hangs on and stings. </p><p></p><p>Snatch: If a Dravern gets a hold on a creature, four or more sizes smaller, it automatically deals damage with both claws and its sting attacks each round the hold is maintained. The Dravern can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the Dravern flings it while flying, the creature suffers this amount or falling damage, whichever is greater. </p><p></p><p>Special qualities: Dravern have scent, DR (5/+1), Sonics Immunity, Hover and Blindsight. It also gains Push back, once a round, as a free action, jump and flap its wings to move back 15 feet </p><p></p><p>Skills: *Draverns receive a +3 racial bonus to Spot checks when flying during daylight hours. </p><p>Draverns gain a +10 racial modifier when in caves or other enclosed places. </p><p></p><p>And if/when youuse them can you say what they were like?</p></blockquote><p></p>
[QUOTE="Ferret, post: 138479, member: 4052"] Undervile Large (Huge?) Beast Hit-dice: 12d10+7 (73hp) Initiative: 0 AC: 16 (+1 Dex, -1 size, +6 Nat. armour) Attack: 2 tentacle, bite, tail, elbow spike Damage: 2 Tentacles 2d4 Bite 4d6 Tail 1d8 Elbow spike 1d2 Reach: 5 ft. by 5 ft. /10 ft. Special attacks: improved grab Special qualities: DR (10/Master-work) Saves: Fort +1 Ref +4 Will +5 Abilities: Str 21(5) Dex 11(0) Con 24(7) Int 4(-3) Wis 8(-1) Cha 22(6) Skills: Hide+2, Move silently+2 spot+4 listen+4 Climate or terrain: Any land and underground Organization: Solitary (1) Challenge rating: TBA Treasure: None Alignment: Always evil Advancement: None An Undervile is a vile creature, it attacks devours any creature it can see, although it may retreat if seriously hurt. Standing from 10-15 ft high, these gruesome creatures seemed to have come from other planes even though these may be rumours; it seems that nothing of this sort could be Toril born; both hands are squid like and have amazing grip, and crushing power. These octopi-appendages are 2 to 3 foot long and coated with a slimy substance. The mouth has 3 razor sharp talons around it also 3-4 foot long, which can undeniably crush metal, mounted close into the bone under the skin is a pair of beady red eyes, that disallow site towards the side. It has dinosaur-esque feet, 3 talons and a thumb; these feet are gigantic to keep the creatures balance, which it looses if it raises one to attack. Its skin is almost as hard as rock and any blows that get through are almost instantly ignored. It’s most distinguishing mark is the large (½-1 foot) spike on its elbow (Upper arm) which is rarely used in combat. With speicial thanks to Kris Plaze Fine Ooze Hit-dice: 1/8 d10 (??Hp) Initiative: 1(4+ dex) AC: 22 (+4 Dex, +8 size) Attack: Slam +12 Damage: Slam 1-3 Reach: 1/2. /0 ft. Special attacks: None Special qualities: Split, DR --/cold Saves: Fort +0 Ref +12 Will -3 Abilities: Str 4 Dex 19 Con 10 Int 1 Wis 1 Cha 1 Skills: None Feats: None Climate or terrain: Any temperate or warm Organization: Plague 60 Challenge rating: 1/2 Treasure: None Alignment: Always Neutral Advancement: None They seem to be a joke, but after you see their numbers and speed, you won’t be laughing Plaze, are small and green blobs of ooze, that multiple at phenomenal rates, no one knows how they came to be and no one cares. Combat: Plaze swarm and over run, they attack anything they can find wood, creatures, metal if it sees another object it will attack it, the only thing they will not attack are other oozes. Special abilities: Split (Ex): Weapons and energy attacks (Bar cold) attacks deal no damage to a Plaze. Instead, the creature splits into two identical jellies, each with full hit points. DR --/Cold, any cold damage will harm a Plaze; after they have been frozen, bludgeoning damage must be dealt Dravern Huge Dragon (Sonic) Hit Dice: 16d12+14 (118 hp) Initiative: +1 (+1 Dex +4 I.I.) Speed: 20 ft., fly 30 ft. (Clumsy) AC: 22 (-2 size, +1 Dex, +15 natural) Attacks: bite +9 melee, Sting +4 melee, 2 wings +4 melee; or _2 claws +9 melee Damage: Sting 1d6+4, bite 2d8+2, wing 1d8+2; or claw 1d6+4 Face/Reach: 10 ft. by 20 ft./10 ft. Special Attacks: Acid, improved grab, snatch Special Qualities: Scent, damage reduction 5/+1, Sonics immunity, hover, Blind sight, Push off, Frightful presence Saves: Fort +7, Ref +6, Will +6 Abilities: Str 24, Dex 13, Con 18, Int 12, Wis 12, Cha 12 Skills: Listen +20*, Move Silently +9 Spot +13* Feats: Alertness, Flyby Attack, dodge, mobility, Improved Initiative, Power Attack and Cleave Climate/Terrain: Temperate and warm forest, hill, and mountains (Caves) Organization: Solitary, pair, or flight (3-6) Challenge Rating: 6 Treasure: Standard Alignment: Often evil Advancement: 16-20 HD (Huge); 18-23 HD (Gargantuan) These are the malformed offspring of Wyvern and Black Dravern. At a glance, it may pass as its Chromatic cousins, but after closer inspection, the subtle differences arise and it becomes apparent it is a hybrid. One of the most prominent differences is that the monsters scales twists and spikes shift sonic vibrations away from it, the wings are too small to carry it fast, although flight is possible. The usual poison in its tail is gone; the breeding with black Draverns has produced powerful acid in its place. As soon as you see its mouth, and the strange shape of its teeth, you realize It must screech at its victims causing vibration that can rip apart flesh, knock a man out, or shatter stone. Combat Frightful Presence (Ex): A Dravern can unsettle foes with its mere presence. The ability takes effect automatically whenever the Dravern attacks, charges, or flies overhead. Creatures within a radius of 30 feet x 6 are subject to the effect if they have fewer HD than the Dravern. A potentially affected creature that succeeds at a Will save (DC 10 + 1/2 Dravern’s HD + Dravern’s Charisma modifier) remains immune to that Dravern’s frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Draverns ignore the frightful presence of other Draverns. Acid: The Dravern can use the acid on its tail to deal 4d4 damage Breath weapon: A Dravern can blast sonic energy in a cone up to 80 feet long. It can tune the harmonics of this destructive power to affect different types of targets. • Flesh: Disrupting tissue and rending bone, this horrible attack deals 10d6 points of damage to all within the cone (Reflex half DC 20) and have a chance to be deafened permanently (Fortitude 25) If they made the Reflex save they need not take the Fort save. • Nerves: The Dravern can knock out an opponent that does not make their Fortitude save (DC 30) and their Reflex save (DC 15); you need to fail both to be knocked out. If you only fail your Reflex you are unaffected, if you fail your Fortitude save your next 1d4+1 rounds you can only take partial actions. • Material: All objects within the cone must succeed at a Fortitude save (DC 25) or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack. Magic items are immune to this Improved Grab (Ex): To use this ability, the Dravern must hit with both claw attacks. If it gets a hold, it hangs on and stings. Snatch: If a Dravern gets a hold on a creature, four or more sizes smaller, it automatically deals damage with both claws and its sting attacks each round the hold is maintained. The Dravern can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the Dravern flings it while flying, the creature suffers this amount or falling damage, whichever is greater. Special qualities: Dravern have scent, DR (5/+1), Sonics Immunity, Hover and Blindsight. It also gains Push back, once a round, as a free action, jump and flap its wings to move back 15 feet Skills: *Draverns receive a +3 racial bonus to Spot checks when flying during daylight hours. Draverns gain a +10 racial modifier when in caves or other enclosed places. And if/when youuse them can you say what they were like? [/QUOTE]
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