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Forked Thread: Al Qadim Monsters to 4e
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<blockquote data-quote="Hodag" data-source="post: 4464011" data-attributes="member: 8767"><p><strong>More Ghuls, an undead, some camels, bugs, and a snake</strong></p><p></p><p>[code]Addazahr Swarm Level 3 Skirmisher</p><p>Medium Natural Beast (swarm) XP 150</p><p>Initiative +6 Senses Perception -1</p><p>HP 38; Bloodied 19</p><p>AC 17; Fortitude 13, Reflex 18, Will 15</p><p>Resist half damage from non-fire melee and ranged attacks; </p><p>Vulnerable 5 against close and area attacks</p><p>Speed 2, fly 4</p><p>Close: Stinging Cloud (Standard; at-will)</p><p>Close Burst 2; +6 vs. Ref; 2d6 + 3 damage and takes ongoing </p><p>1 poison damage (save ends)</p><p>Alignment Unaligned Languages</p><p>Str 10 (+1) Dex 20 (+6) Wis 6 (-1)</p><p>Con 6 (-1) Int 1 (-4) Cha 14 (+3)</p><p></p><p></p><p>Amiq Razol Level 12 Elite Lurker</p><p>Medium Shadow Humanoid (undead) XP 1,400</p><p>Initiative +11 Senses Perception +8</p><p>HP 198; Bloodied 99</p><p>AC 28; Fortitude 27, Reflex 26, Will 22</p><p>Immune cold, immobilize, restrained, stunned; </p><p>Resist 20 necrotic; Vulnerable 10 radiant</p><p>Saving Throws +2</p><p>Speed 12, swim 6</p><p>Action Points 1</p><p>Basic Melee: Claw (Standard; at-will)</p><p>+17 vs. AC; 3d6 + 5 damage</p><p>Basic Melee: Scimitar (Standard; at-will) ♦ weapon</p><p>+17 vs. AC; 1d8 +5 damage; High Crit</p><p>Melee: Corrupting Bite (Standard; at-will)</p><p>+17 vs. AC; 1d8 + 5 damage and Secondary attack </p><p>Secondary Attack +15 vs. For 2d6 + 5 damage and </p><p>Weakened (save ends)</p><p>Ranged: Lure of the Deep (Standard; daily) ♦ Charm</p><p>Ranged 5/10; +15 vs. Will; the target is Dominated </p><p>until the end of the amiq razol's next action, unless </p><p>the amiq razol spends a standard to maintain it.</p><p>Visage of the Living (at-will) ♦ illusion</p><p>The amiq razol can appear to be a normal living human </p><p>to all non-magical senses.</p><p>Alignment Unaligned Languages Midani</p><p>Skills Stealth +16,</p><p>Str 20 (+11) Dex 20 (+11) Wis 14 (+8)</p><p>Con 21 (+11) Int 14 (+8) Cha 14 (+8)</p><p>Equipment Scimitar</p><p></p><p></p><p>Ghul, Great Warrior Level 10 Elite Soldier</p><p>Medium Elemental Humanoid (undead) XP 1,000</p><p>Initiative +9 Senses Perception +7</p><p>HP 212; Bloodied 106</p><p>AC 28; Fortitude 24, Reflex 24, Will 21</p><p>Immune non-magic weapons, cold, immobilize, daze, </p><p>stun; Vulnerable 10 radiant</p><p>Saving Throws +2</p><p>Speed 8, burrow 3, fly 10 (perfect)</p><p>Action Points 1</p><p>Basic Melee: Claw (Standard; at-will)</p><p>+17 vs. AC; 1d8+5 damage</p><p>Melee: Bite (Standard; at-will)</p><p>+17 vs. AC; 3d6+5 damage</p><p>Melee: Shocking Touch (Standard; at-will) ♦ Lightning</p><p>+15 vs. Ref.; 1d6 + 2 damage and target is dazed until </p><p>the end of the ghul's next turn</p><p>Invisibility (Minor; at-will)</p><p>The ghul can turn itself invisible at will. The invisibility </p><p>drops as soon as the ghul attacks.</p><p>Assume Other's Form (Minor; at-will) ♦ illusion</p><p>The ghul can disguise itself to appear as any Medium or </p><p>Large humanoid. A successful Insight check (opposed by </p><p>the ghul's Bluff check) pierces the disguise.</p><p>Alignment Evil Languages Midani, Djinn</p><p>Skills History +12, Religion +12, Bluff +13, Nature +12</p><p>Str 18 (+9) Dex 18 (+9) Wis 14 (+7)</p><p>Con 18 (+9) Int 14 (+7) Cha 16 (+8)</p><p></p><p>Ghul, Great - Arcanist Level 16 Elite Artillery (Leader)</p><p>Medium Elemental Humanoid (undead) XP 2,800</p><p>Initiative +12 Senses Perception +13</p><p>HP 236; Bloodied 118</p><p>AC 30; Fortitude 26, Reflex 31, Will 30</p><p>Immune non-magic weapons, cold, immobilize, daze, </p><p>stun; Vulnerable 10 radiant</p><p>Saving Throws +2</p><p>Speed 14, burrow 3, fly 10 (perfect)</p><p>Action Points 1</p><p>Basic Melee: Claw (Standard; at-will)</p><p>+22 vs. AC; 1d10 + 6 damage</p><p>Melee: Bite (Standard; at-will)</p><p>+17 vs. AC; 3d6+6 damage</p><p>Melee: Shocking Touch (Standard; at-will) ♦ Lightning</p><p>+15 vs. Ref.; 1d6 + 2 damage and target is dazed until </p><p>the end of the ghul's next turn</p><p>Ranged: Shadow Bolt (Standard; at-will) ♦ necrotic</p><p>+22 vs. AC; 2d8 + 6 necrotic damage</p><p>Close: Paralyze with Terror (Standard; recharge 56) ♦ Fear</p><p>Close Burst 5; +20 vs. Will; Target is Immobilized until end of ghul's next turn</p><p>Area Chilling Sphere (Standard; daily) ♦ cold</p><p>Ranged Burst 4; +20 vs. Ref.; 3d10 + 6 cold damage and </p><p>Weakened with 5 continuing cold damage and Weakened (save ends)</p><p>Invisibility (Minor; at-will)</p><p>The ghul can turn itself invisible at will. The invisibility </p><p>drops as soon as the ghul attacks.</p><p>Assume Other's Form (Minor; at-will) ♦ illusion</p><p>The ghul can disguise itself to appear as any Medium </p><p>or Large humanoid. A successful Insight check </p><p>(opposed by the ghul's Bluff check) pierces the disguise.</p><p>Alignment Chaotic Evil Languages Midani, Djinn</p><p>Skills History +18, Religion +18, Bluff +17, Nature +18, </p><p>Arcana +18</p><p>Str 16 (+11) Dex 18 (+12) Wis 20 (+13)</p><p>Con 16 (+11) Int 23 (+14) Cha 20 (+13)</p><p></p><p></p><p>Camel, Racing Level 2 Skirmisher</p><p>Large Natural Beast XP 125</p><p>Initiative +2 Senses Perception +2</p><p>HP 44; Bloodied 22</p><p>AC 16; Fortitude 17, Reflex 13, Will 13</p><p>Speed 10</p><p>Basic Melee: Bite (Standard; at-will)</p><p>+4 vs.AC. 1d6 damage</p><p>Basic Ranged: Spit (Standard; at-will)</p><p>Ranged 2 +2 vs. Ref. Blinds until end of Camel's next turn.</p><p>Melee: Kick (Standard; at-will)</p><p>+4 vs. AC 1d6+3 damage</p><p>Alignment Unaligned Languages</p><p>Str 18 (+5) Dex 12 (+2) Wis 12 (+2)</p><p>Con 20 (+6) Int 2 (-3) Cha 7 (-1)</p><p></p><p>Camel, War Level 3 Brute</p><p>Large Natural Beast XP 150</p><p>Initiative +2 Senses Perception +2</p><p>HP 60; Bloodied 30</p><p>AC 15; Fortitude 19, Reflex 14, Will 14</p><p>Speed 9</p><p>Basic Melee: Bite (Standard; at-will)</p><p>+6 vs.AC. 1d6 + 3 damage</p><p>Basic Ranged: Spit (Standard; at-will)</p><p>Ranged 2 +4 vs. Ref. Blinds until end of Camel's next turn.</p><p>Melee: Kick (Standard; at-will)</p><p>+6 vs. AC 1d10+3 damage</p><p>Alignment Unaligned Languages</p><p>Str 22 (+7) Dex 12 (+2) Wis 12 (+2)</p><p>Con 20 (+6) Int 2 (-3) Cha 8 (+0)</p><p></p><p>Heway Level 3 Controller</p><p>Medium Immortal Magical Beast XP 150</p><p>Initiative +3 Senses Perception +2, low light vision</p><p>Taint Water (poison) aura 1; While swimming the heway </p><p>poisons the water. Anyone drinking or contacting the </p><p>poisoned water is attacked; +8 vs. For; 3d8 +3 damage </p><p>and immobilized (save ends). The water remains </p><p>contaminated for 1 hour for every turn the heway was </p><p>in contact with it.</p><p>HP 46; Bloodied 23</p><p>AC 17; Fortitude 15, Reflex 15, Will 17</p><p>Speed 6, swim 3</p><p>Basic Melee: Bite (Standard; at-will)</p><p>+8 vs. AC; 1d6 + 3 damage</p><p>Basic Ranged: Hypnotic Gaze (Standard; at-will) ♦ charm</p><p>Ranged 1/2; +7 vs. Will; Target is dominated (save ends)</p><p>Alignment Evil Languages</p><p>Skills Stealth +8</p><p>Str 14 (+3) Dex 14 (+3) Wis 12 (+2)</p><p>Con 14 (+3) Int 6 (-1) Cha 18 (+5)[/code]</p></blockquote><p></p>
[QUOTE="Hodag, post: 4464011, member: 8767"] [b]More Ghuls, an undead, some camels, bugs, and a snake[/b] [code]Addazahr Swarm Level 3 Skirmisher Medium Natural Beast (swarm) XP 150 Initiative +6 Senses Perception -1 HP 38; Bloodied 19 AC 17; Fortitude 13, Reflex 18, Will 15 Resist half damage from non-fire melee and ranged attacks; Vulnerable 5 against close and area attacks Speed 2, fly 4 Close: Stinging Cloud (Standard; at-will) Close Burst 2; +6 vs. Ref; 2d6 + 3 damage and takes ongoing 1 poison damage (save ends) Alignment Unaligned Languages Str 10 (+1) Dex 20 (+6) Wis 6 (-1) Con 6 (-1) Int 1 (-4) Cha 14 (+3) Amiq Razol Level 12 Elite Lurker Medium Shadow Humanoid (undead) XP 1,400 Initiative +11 Senses Perception +8 HP 198; Bloodied 99 AC 28; Fortitude 27, Reflex 26, Will 22 Immune cold, immobilize, restrained, stunned; Resist 20 necrotic; Vulnerable 10 radiant Saving Throws +2 Speed 12, swim 6 Action Points 1 Basic Melee: Claw (Standard; at-will) +17 vs. AC; 3d6 + 5 damage Basic Melee: Scimitar (Standard; at-will) ♦ weapon +17 vs. AC; 1d8 +5 damage; High Crit Melee: Corrupting Bite (Standard; at-will) +17 vs. AC; 1d8 + 5 damage and Secondary attack Secondary Attack +15 vs. For 2d6 + 5 damage and Weakened (save ends) Ranged: Lure of the Deep (Standard; daily) ♦ Charm Ranged 5/10; +15 vs. Will; the target is Dominated until the end of the amiq razol's next action, unless the amiq razol spends a standard to maintain it. Visage of the Living (at-will) ♦ illusion The amiq razol can appear to be a normal living human to all non-magical senses. Alignment Unaligned Languages Midani Skills Stealth +16, Str 20 (+11) Dex 20 (+11) Wis 14 (+8) Con 21 (+11) Int 14 (+8) Cha 14 (+8) Equipment Scimitar Ghul, Great Warrior Level 10 Elite Soldier Medium Elemental Humanoid (undead) XP 1,000 Initiative +9 Senses Perception +7 HP 212; Bloodied 106 AC 28; Fortitude 24, Reflex 24, Will 21 Immune non-magic weapons, cold, immobilize, daze, stun; Vulnerable 10 radiant Saving Throws +2 Speed 8, burrow 3, fly 10 (perfect) Action Points 1 Basic Melee: Claw (Standard; at-will) +17 vs. AC; 1d8+5 damage Melee: Bite (Standard; at-will) +17 vs. AC; 3d6+5 damage Melee: Shocking Touch (Standard; at-will) ♦ Lightning +15 vs. Ref.; 1d6 + 2 damage and target is dazed until the end of the ghul's next turn Invisibility (Minor; at-will) The ghul can turn itself invisible at will. The invisibility drops as soon as the ghul attacks. Assume Other's Form (Minor; at-will) ♦ illusion The ghul can disguise itself to appear as any Medium or Large humanoid. A successful Insight check (opposed by the ghul's Bluff check) pierces the disguise. Alignment Evil Languages Midani, Djinn Skills History +12, Religion +12, Bluff +13, Nature +12 Str 18 (+9) Dex 18 (+9) Wis 14 (+7) Con 18 (+9) Int 14 (+7) Cha 16 (+8) Ghul, Great - Arcanist Level 16 Elite Artillery (Leader) Medium Elemental Humanoid (undead) XP 2,800 Initiative +12 Senses Perception +13 HP 236; Bloodied 118 AC 30; Fortitude 26, Reflex 31, Will 30 Immune non-magic weapons, cold, immobilize, daze, stun; Vulnerable 10 radiant Saving Throws +2 Speed 14, burrow 3, fly 10 (perfect) Action Points 1 Basic Melee: Claw (Standard; at-will) +22 vs. AC; 1d10 + 6 damage Melee: Bite (Standard; at-will) +17 vs. AC; 3d6+6 damage Melee: Shocking Touch (Standard; at-will) ♦ Lightning +15 vs. Ref.; 1d6 + 2 damage and target is dazed until the end of the ghul's next turn Ranged: Shadow Bolt (Standard; at-will) ♦ necrotic +22 vs. AC; 2d8 + 6 necrotic damage Close: Paralyze with Terror (Standard; recharge 56) ♦ Fear Close Burst 5; +20 vs. Will; Target is Immobilized until end of ghul's next turn Area Chilling Sphere (Standard; daily) ♦ cold Ranged Burst 4; +20 vs. Ref.; 3d10 + 6 cold damage and Weakened with 5 continuing cold damage and Weakened (save ends) Invisibility (Minor; at-will) The ghul can turn itself invisible at will. The invisibility drops as soon as the ghul attacks. Assume Other's Form (Minor; at-will) ♦ illusion The ghul can disguise itself to appear as any Medium or Large humanoid. A successful Insight check (opposed by the ghul's Bluff check) pierces the disguise. Alignment Chaotic Evil Languages Midani, Djinn Skills History +18, Religion +18, Bluff +17, Nature +18, Arcana +18 Str 16 (+11) Dex 18 (+12) Wis 20 (+13) Con 16 (+11) Int 23 (+14) Cha 20 (+13) Camel, Racing Level 2 Skirmisher Large Natural Beast XP 125 Initiative +2 Senses Perception +2 HP 44; Bloodied 22 AC 16; Fortitude 17, Reflex 13, Will 13 Speed 10 Basic Melee: Bite (Standard; at-will) +4 vs.AC. 1d6 damage Basic Ranged: Spit (Standard; at-will) Ranged 2 +2 vs. Ref. Blinds until end of Camel's next turn. Melee: Kick (Standard; at-will) +4 vs. AC 1d6+3 damage Alignment Unaligned Languages Str 18 (+5) Dex 12 (+2) Wis 12 (+2) Con 20 (+6) Int 2 (-3) Cha 7 (-1) Camel, War Level 3 Brute Large Natural Beast XP 150 Initiative +2 Senses Perception +2 HP 60; Bloodied 30 AC 15; Fortitude 19, Reflex 14, Will 14 Speed 9 Basic Melee: Bite (Standard; at-will) +6 vs.AC. 1d6 + 3 damage Basic Ranged: Spit (Standard; at-will) Ranged 2 +4 vs. Ref. Blinds until end of Camel's next turn. Melee: Kick (Standard; at-will) +6 vs. AC 1d10+3 damage Alignment Unaligned Languages Str 22 (+7) Dex 12 (+2) Wis 12 (+2) Con 20 (+6) Int 2 (-3) Cha 8 (+0) Heway Level 3 Controller Medium Immortal Magical Beast XP 150 Initiative +3 Senses Perception +2, low light vision Taint Water (poison) aura 1; While swimming the heway poisons the water. Anyone drinking or contacting the poisoned water is attacked; +8 vs. For; 3d8 +3 damage and immobilized (save ends). The water remains contaminated for 1 hour for every turn the heway was in contact with it. HP 46; Bloodied 23 AC 17; Fortitude 15, Reflex 15, Will 17 Speed 6, swim 3 Basic Melee: Bite (Standard; at-will) +8 vs. AC; 1d6 + 3 damage Basic Ranged: Hypnotic Gaze (Standard; at-will) ♦ charm Ranged 1/2; +7 vs. Will; Target is dominated (save ends) Alignment Evil Languages Skills Stealth +8 Str 14 (+3) Dex 14 (+3) Wis 12 (+2) Con 14 (+3) Int 6 (-1) Cha 18 (+5)[/code] [/QUOTE]
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Forked Thread: Al Qadim Monsters to 4e
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