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From PF Cosmology, some deities
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<blockquote data-quote="Obly99" data-source="post: 9008253" data-attributes="member: 7035194"><p>A conversion to PF1 of the Gray Death from PF2 (<a href="https://2e.aonprd.com/Monsters.aspx?ID=1641" target="_blank">Gray Death - Monsters - Archives of Nethys: Pathfinder 2nd Edition Database</a>)</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Gray Death CR 20</span></strong></p><p></p><p>NE Huge undead (incorporeal)</p><p></p><p><strong>Init</strong> +15; <strong>Senses</strong> darkvision 120 ft., spiritsense 1 mile, true seeing; Perception +37</p><p></p><p><strong>Aura</strong> soul bleed (DC 35, 120 ft.), <em>unholy aura</em> (DC 28), unnatural aura (1 mile)</p><p></p><p><strong>AC</strong> 36, touch 36, flat-footed 24 (+10 deflection, +11 Dex, +1 dodge, -2 size, +7 profane)</p><p></p><p><strong>hp</strong> 364 (27d8+243)</p><p></p><p><strong>Fort</strong> +26, <strong>Ref</strong> +27, <strong>Will</strong> +29</p><p></p><p><strong>Defensive Abilities</strong> channel resistance +4, <em>freedom of movement</em>, incorporeal; <strong>DR</strong> 20/good; <strong>Immune</strong> undead traits; <strong>Resistance</strong> cold 30; <strong>SR</strong> 31</p><p></p><p>Offense</p><p></p><p><strong>Speed</strong> fly 90 ft. (perfect)</p><p></p><p><strong>Melee</strong> incorporeal touch +30 (4d10+10/19-20 negative energy plus life sap)</p><p></p><p><strong>Special Attacks</strong> flailing touch, life sap (DC 35), resentful possession (DC 35)</p><p></p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 15 ft.</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 20th; concentration +30)</p><p></p><p><strong>Constant</strong>—<em>freedom of movement</em>, <em>true seeing</em>, <em>unholy aura</em> (DC 28)</p><p></p><p><strong>3/day</strong>—<em>enervation</em>, <em>slay living</em> (DC 25)</p><p></p><p><strong>1/day</strong>—<em>blasphemy</em> (DC 27), <em>finger of death</em> (DC 27)</p><p></p><p><strong>Str</strong> —, <strong>Dex</strong> 33, <strong>Con</strong> —, <strong>Int </strong>22, <strong>Wis</strong> 25, <strong>Cha</strong> 30</p><p></p><p><strong>Base Atk</strong> +20; <strong>CMB</strong> +33; <strong>CMD</strong> 61</p><p></p><p><strong>Feats</strong> Ability Focus (life sap, resentful possession, soul bleed), Aerial Roll, Combat Expertise, Combat Reflexes, Dodge, Improved Critical (incorporeal touch), Improved Initiative, Mobility, Run, Spring Attack, Weapon Focus (incorporeal touch), Whirlwind Attack</p><p></p><p><strong>Skills</strong> Fly +45, Intimidate +40, Knowledge (arcane, religion) +36, Knowledge (history, local) +19, Knowledge (nature, nobility) +18, Perception +37, Sense Motive +37, Spellcraft +36, Stealth +33</p><p></p><p><strong>Languages</strong> Common; telepathy 100 ft.</p><p></p><p><strong>SQ</strong> collective mind, spectral lurker</p><p></p><p><strong>Collective Mind (Su)</strong></p><p>A gray death adds its Wisdom modifier as a racial bonus on all its saving throws, and as a profane bonus to its Armor Class.</p><p></p><p><strong>Flailing Touch (Su)</strong></p><p>As a full-round action that does not provoke opportunity, the gray death makes up to four incorporeal touch, each against a different target it can reach. It increases its reach to 100 feet with these incorporeal touch.</p><p></p><p><strong>Life Sap (Su)</strong></p><p>A creature damaged by the gray death's incorporeal touch suffer 1 negative lever and must succeed at a DC 35 Fortitude save or become paralyzed for 1 round. The save DC is Charisma-based.</p><p></p><p><strong>Resentful Possession (Su)</strong></p><p>As a swift action, the gray death can chose a living creature within 30 feet. The target must succeed at a DC 35 Will save or a fragment of embittered soul-stuff lodges within the target's spirit and turns it against its allies. While the target has this fragment, it doesn't count as anyone's ally for the purposes of providing flanking and teamwork feat. Also, it never count as willing for effects and spells and the creature always attempt (if allowed) the saving throw against effects and spells cast by creatures other than himself, even if beneficial or harmless. The fragment fades after 24 hours. Once a creature succeed, he become immune to the resentful possession of that gray death for 24 hours. This is a curse, mind-affecting, necromancy effect. The save DC is Charisma-based.</p><p></p><p><strong>Soul Bleed (Su)</strong></p><p>Living creatures that begin their turn within 120 ft. of a gray death take 6d6 negative damage (this negative energy damage does not heal creatures with the negative energy affinity trait) and must succeed at a DC 35 Fortitude save or suffer 1 negative level (none with a successful save). If the creature has 13 HD or less, in case of a failed save he suffer 2 negative levels or only one in case of a successful save. Once a creature with 14 or more HD succeed, he become immune to the soul bleed aura of that gray death for 24 hours. This is a negative energy effect. The save DC is Charisma-based.</p><p></p><p><strong>Spectral Lurker (Su)</strong></p><p>A gray death, unlike a normal incorporeal entity, does not need to remain adjacent to the object’s exterior, and so can pass entirely through an object whose space is larger than its own.</p><p></p><p><strong>Spiritsense (Su)</strong></p><p>A gray death notices, locates, and can distinguish between living and undead creatures within 1 mile, just as if it had the blindsight ability.</p><p></p><p>Galt's final blades are feared not only for the swift death they bring, but because it's widely rumored the magical guillotines hold on to the souls of the slain and prevent them from passing on to the afterlife. The truth is even worse: a final blade contains only a limited amount of metaphysical space to hold souls, and once it's full, the souls coalesce into a fearsome, malevolent entity called a gray death. The more souls trapped by a final blade, the more powerful the gray death becomes. A gray death doesn't pose much of a threat while contained within the final blade, other than to give the guillotine an aura of palpable malevolence. When freed, however, the gray death becomes a nearly unstoppable menace.</p><p></p><p><strong>Engineered Disaster</strong></p><p>Galt's Gray Gardeners have been intentional in their executions, ensuring each final blade has claimed as many souls as possible. After 50 years, every final blade now harbors a gray death. The oldest and most well-known final blade harbor more powerful and malevolent versions of the creature.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9008253, member: 7035194"] A conversion to PF1 of the Gray Death from PF2 ([URL="https://2e.aonprd.com/Monsters.aspx?ID=1641"]Gray Death - Monsters - Archives of Nethys: Pathfinder 2nd Edition Database[/URL]) [CENTER][B][SIZE=7]Gray Death CR 20[/SIZE][/B][/CENTER] NE Huge undead (incorporeal) [B]Init[/B] +15; [B]Senses[/B] darkvision 120 ft., spiritsense 1 mile, true seeing; Perception +37 [B]Aura[/B] soul bleed (DC 35, 120 ft.), [I]unholy aura[/I] (DC 28), unnatural aura (1 mile) [B]AC[/B] 36, touch 36, flat-footed 24 (+10 deflection, +11 Dex, +1 dodge, -2 size, +7 profane) [B]hp[/B] 364 (27d8+243) [B]Fort[/B] +26, [B]Ref[/B] +27, [B]Will[/B] +29 [B]Defensive Abilities[/B] channel resistance +4, [I]freedom of movement[/I], incorporeal; [B]DR[/B] 20/good; [B]Immune[/B] undead traits; [B]Resistance[/B] cold 30; [B]SR[/B] 31 Offense [B]Speed[/B] fly 90 ft. (perfect) [B]Melee[/B] incorporeal touch +30 (4d10+10/19-20 negative energy plus life sap) [B]Special Attacks[/B] flailing touch, life sap (DC 35), resentful possession (DC 35) [B]Space[/B] 15 ft.; [B]Reach[/B] 15 ft. [B]Spell-Like Abilities[/B] (CL 20th; concentration +30) [B]Constant[/B]—[I]freedom of movement[/I], [I]true seeing[/I], [I]unholy aura[/I] (DC 28) [B]3/day[/B]—[I]enervation[/I], [I]slay living[/I] (DC 25) [B]1/day[/B]—[I]blasphemy[/I] (DC 27), [I]finger of death[/I] (DC 27) [B]Str[/B] —, [B]Dex[/B] 33, [B]Con[/B] —, [B]Int [/B]22, [B]Wis[/B] 25, [B]Cha[/B] 30 [B]Base Atk[/B] +20; [B]CMB[/B] +33; [B]CMD[/B] 61 [B]Feats[/B] Ability Focus (life sap, resentful possession, soul bleed), Aerial Roll, Combat Expertise, Combat Reflexes, Dodge, Improved Critical (incorporeal touch), Improved Initiative, Mobility, Run, Spring Attack, Weapon Focus (incorporeal touch), Whirlwind Attack [B]Skills[/B] Fly +45, Intimidate +40, Knowledge (arcane, religion) +36, Knowledge (history, local) +19, Knowledge (nature, nobility) +18, Perception +37, Sense Motive +37, Spellcraft +36, Stealth +33 [B]Languages[/B] Common; telepathy 100 ft. [B]SQ[/B] collective mind, spectral lurker [B]Collective Mind (Su)[/B] A gray death adds its Wisdom modifier as a racial bonus on all its saving throws, and as a profane bonus to its Armor Class. [B]Flailing Touch (Su)[/B] As a full-round action that does not provoke opportunity, the gray death makes up to four incorporeal touch, each against a different target it can reach. It increases its reach to 100 feet with these incorporeal touch. [B]Life Sap (Su)[/B] A creature damaged by the gray death's incorporeal touch suffer 1 negative lever and must succeed at a DC 35 Fortitude save or become paralyzed for 1 round. The save DC is Charisma-based. [B]Resentful Possession (Su)[/B] As a swift action, the gray death can chose a living creature within 30 feet. The target must succeed at a DC 35 Will save or a fragment of embittered soul-stuff lodges within the target's spirit and turns it against its allies. While the target has this fragment, it doesn't count as anyone's ally for the purposes of providing flanking and teamwork feat. Also, it never count as willing for effects and spells and the creature always attempt (if allowed) the saving throw against effects and spells cast by creatures other than himself, even if beneficial or harmless. The fragment fades after 24 hours. Once a creature succeed, he become immune to the resentful possession of that gray death for 24 hours. This is a curse, mind-affecting, necromancy effect. The save DC is Charisma-based. [B]Soul Bleed (Su)[/B] Living creatures that begin their turn within 120 ft. of a gray death take 6d6 negative damage (this negative energy damage does not heal creatures with the negative energy affinity trait) and must succeed at a DC 35 Fortitude save or suffer 1 negative level (none with a successful save). If the creature has 13 HD or less, in case of a failed save he suffer 2 negative levels or only one in case of a successful save. Once a creature with 14 or more HD succeed, he become immune to the soul bleed aura of that gray death for 24 hours. This is a negative energy effect. The save DC is Charisma-based. [B]Spectral Lurker (Su)[/B] A gray death, unlike a normal incorporeal entity, does not need to remain adjacent to the object’s exterior, and so can pass entirely through an object whose space is larger than its own. [B]Spiritsense (Su)[/B] A gray death notices, locates, and can distinguish between living and undead creatures within 1 mile, just as if it had the blindsight ability. Galt's final blades are feared not only for the swift death they bring, but because it's widely rumored the magical guillotines hold on to the souls of the slain and prevent them from passing on to the afterlife. The truth is even worse: a final blade contains only a limited amount of metaphysical space to hold souls, and once it's full, the souls coalesce into a fearsome, malevolent entity called a gray death. The more souls trapped by a final blade, the more powerful the gray death becomes. A gray death doesn't pose much of a threat while contained within the final blade, other than to give the guillotine an aura of palpable malevolence. When freed, however, the gray death becomes a nearly unstoppable menace. [B]Engineered Disaster[/B] Galt's Gray Gardeners have been intentional in their executions, ensuring each final blade has claimed as many souls as possible. After 50 years, every final blade now harbors a gray death. The oldest and most well-known final blade harbor more powerful and malevolent versions of the creature. [/QUOTE]
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