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Garnfellow's World [Updated 12.26.05]
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<blockquote data-quote="Garnfellow" data-source="post: 1952847" data-attributes="member: 1223"><p><strong>Busirane's (Improved) Unshackled</strong></p><p></p><p>I finally got my copy of Green Ronin’s <em>Advanced Bestiary</em>, and man does that book rock. One template immediately jumped out for Frilond use: the Broken Soul template models creatures submitted to terrible torture... creatures not unlike <a href="http://www.enworld.org/forums/showpost.php?p=1679992&postcount=71" target="_blank">the Unshackled</a>. Given Busirane’s loss of two Unshackled in the last few months, it does not seem unreasonable to assume that he would step up the production of even more wretched troops.</p><p></p><p>The Broken Soul template adds several special attacks that have saving throws tied to Charisma—which means the DC for these abilities are low enough to be nearly inconsequential against the PCs (although one unlucky roll on that baleful gaze would be pretty devastating). But the ability adjustments along with the new resistances and damage reduction still make this a more than worthwhile addition.</p><p></p><p>=====</p><p></p><p><strong>Busirane’s Unshackled:</strong> male Half-Troll Broken Soul Ogre Bbn 4/War Hulk 3; CR 14; Large Giant; HD 4d8+47 plus 4d12+44 plus 3d12+33; hp 199; Init +0; Spd 40 ft; AC 21, touch 9, flat-footed 21; BAB +7; Grp +27; Atk +16 melee (2d6+39, <em>+1 large spiked chain</em>); Full Atk +16/+11 melee (2d6+39, <em>+1 large spiked chain</em>) or +22 melee (1d8+16, bite) and +16 melee (1d6+8, 2 claws) or +22/+17 ranged (2d8+16, rock); Space/Reach 10 ft/10 ft (20 ft with chain); SA agonized wail, baleful gaze, great swing, mighty rock throwing, rage 2/day, rend 2d6+22, torturous touch; SQ ability boost (Str +6), damage reduction 5/–, darkvision 60 ft, fast healing 5, fast movement, no time to think, resistances, scent, trap sense +1, uncanny dodge; SV Fort +19, Ref +3, Will +4; Str 42, Dex 10, Con 33, Int 3, Wis 12, Cha 1.</p><p></p><p><em>Skills and Feats</em>: Climb +23, Intimidate +14; Cleave, Diehard (b), Endurance (b), Exotic Weapon Proficiency (spiked chain), Large and In Charge, Power Attack, Toughness (b).</p><p></p><p><em>Possessions</em>: <em>+1 large spiked chain</em>, 170 gp.</p><p></p><p><strong>Agonized Wail (Ex):</strong> As a standard action, an Unshackled can emit an agonized wail that inspires terror in every creature within 120 feet that has less than 11 HD. Each potentially effected opponent must succeed on a DC 10 Will save or become shaken. This condition lasts until the affected opponent is out of range. A successful saving throw renders an opponent immune to that Unshackled’s agonized wail for 1 minute.</p><p></p><p><strong>Baleful Gaze (Su):</strong> Any creature within 60 feet that meet the Unshackled’s gaze must succeed on a DC 10 Fortitude save or take 1d4 points of Strength drain, 1d4 points of Constitution drain, and 1d4 points of Charisma drain. Whatever the results of the saving throw, the creature cannot be affected by the Unshackled’s baleful gaze again for 1 minute.</p><p></p><p><strong>Great Swing (Ex):</strong> As a full-round action, an Unshackled can choose three squares adjacent to one another (he must threaten all of them). His attack roll applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender. If the Unshackled uses a special attack, this special attack affects only the first target; the other creatures are attacked normally.</p><p></p><p>Walls and similar obstacles can block a great swing. Start with one square that the Unshackled threatened. Each successive square chosen must be adjacent to the previous square and have line of effect from that square. The Unshackled may skip creatures, attacking only those he wants to. If an Unshackled drops one of his foes with a great swing, he may make a cleave attack normally. However, he may do so only once for every time he swings, even if he drops more than one foe.</p><p></p><p><strong>Mighty Rock Throwing (Ex):</strong> An Unshackled can throw rocks that deal 2d8+15 points of damage with a range increment of 50 feet. The Unshackled uses his Strength modifier instead of his Dexterity modifier on the attack roll. The rock must weigh approximately 50 pounds.</p><p></p><p><strong>Rage (Ex):</strong> While an Unshackled rages, the following changes to his statistics are in effect: (Str 46, Con 37, AC -2, +22 hit points, +2 to all melee attacks and damage, Fort save +25, Will save +5, Climb +25). His fit of rage lasts 16 rounds. At the end of the rage, the Unshackled loses the rage modifiers and restrictions and becomes fatigued (Str 39, Dex 8, -1 to AC, -1 to all melee attacks and damage, Ref save +2, Climb +22, can't charge or run) for the duration of the current encounter.</p><p></p><p><strong>Rend (Ex):</strong> If an Unshackled hits with two or more claw attacks against the same opponent, it latches on to the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+22 damage.</p><p></p><p><strong>Torturous Touch (Su):</strong> An Unshackled can deliver a torturous touch by making a successful melee touch attack against a target. Any creature struck by this attack must succeed on a DC 10 Fortitude save or take 2d6 points of slashing damage and 1d6 points of Dexterity damage. Furthermore, the affected creature immediately falls prone and lies convulsing and helpless for 1d4 rounds.</p><p></p><p><strong>Fast Healing (Ex):</strong> An Unshackled heals 5 points of damage each round so long as he has at least 1 hit point. Fast healing does not restore hit points lost from starvation, thirst, or suffocation.</p><p></p><p><strong>Fast Movement (Ex):</strong> An Unshackled’s land speed is faster than the norm for his race by +10 feet.</p><p></p><p><strong>No Time to Think (Ex):</strong> An Unshackled is considered to have 0 ranks in all Intelligence-, Wisdom-, and Charisma-based skills. The only exception is the Intimidate skill, which works normally.</p><p></p><p><strong>Resistances (Ex):</strong> An Unshackled has resistance 5 to acid, cold, electricity, fire, and sonic.</p><p></p><p><strong>Scent (Ex):</strong> An Unshackled can detect approaching enemies, sniff out hidden foes, and track by sense of smell.<strong></strong></p><p><strong></strong></p><p><strong>Trap Sense (Ex):</strong> An Unshackled gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.</p><p></p><p><strong>Uncanny Dodge (Ex):</strong> An Unshackled retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.</p><p></p><p><em>Physical Description:</em> An Unshackled is a horrible, bestial figure, naked save for dark red paint smeared across its warty hide. An Unshackled’s form is bent and slouching, its body covered with terrible scars, brands, and burn marks. Some are missing ears and others have had one of their eyes gouged out. They have greasy matted hair, wiry limbs, and small, sharp teeth.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 1952847, member: 1223"] [b]Busirane's (Improved) Unshackled[/b] I finally got my copy of Green Ronin’s [I]Advanced Bestiary[/i], and man does that book rock. One template immediately jumped out for Frilond use: the Broken Soul template models creatures submitted to terrible torture... creatures not unlike [url=http://www.enworld.org/forums/showpost.php?p=1679992&postcount=71]the Unshackled[/url]. Given Busirane’s loss of two Unshackled in the last few months, it does not seem unreasonable to assume that he would step up the production of even more wretched troops. The Broken Soul template adds several special attacks that have saving throws tied to Charisma—which means the DC for these abilities are low enough to be nearly inconsequential against the PCs (although one unlucky roll on that baleful gaze would be pretty devastating). But the ability adjustments along with the new resistances and damage reduction still make this a more than worthwhile addition. ===== [B]Busirane’s Unshackled:[/b] male Half-Troll Broken Soul Ogre Bbn 4/War Hulk 3; CR 14; Large Giant; HD 4d8+47 plus 4d12+44 plus 3d12+33; hp 199; Init +0; Spd 40 ft; AC 21, touch 9, flat-footed 21; BAB +7; Grp +27; Atk +16 melee (2d6+39, [i]+1 large spiked chain[/i]); Full Atk +16/+11 melee (2d6+39, [i]+1 large spiked chain[/i]) or +22 melee (1d8+16, bite) and +16 melee (1d6+8, 2 claws) or +22/+17 ranged (2d8+16, rock); Space/Reach 10 ft/10 ft (20 ft with chain); SA agonized wail, baleful gaze, great swing, mighty rock throwing, rage 2/day, rend 2d6+22, torturous touch; SQ ability boost (Str +6), damage reduction 5/–, darkvision 60 ft, fast healing 5, fast movement, no time to think, resistances, scent, trap sense +1, uncanny dodge; SV Fort +19, Ref +3, Will +4; Str 42, Dex 10, Con 33, Int 3, Wis 12, Cha 1. [I]Skills and Feats[/i]: Climb +23, Intimidate +14; Cleave, Diehard (b), Endurance (b), Exotic Weapon Proficiency (spiked chain), Large and In Charge, Power Attack, Toughness (b). [I]Possessions[/i]: [i]+1 large spiked chain[/i], 170 gp. [B]Agonized Wail (Ex):[/b] As a standard action, an Unshackled can emit an agonized wail that inspires terror in every creature within 120 feet that has less than 11 HD. Each potentially effected opponent must succeed on a DC 10 Will save or become shaken. This condition lasts until the affected opponent is out of range. A successful saving throw renders an opponent immune to that Unshackled’s agonized wail for 1 minute. [B]Baleful Gaze (Su):[/b] Any creature within 60 feet that meet the Unshackled’s gaze must succeed on a DC 10 Fortitude save or take 1d4 points of Strength drain, 1d4 points of Constitution drain, and 1d4 points of Charisma drain. Whatever the results of the saving throw, the creature cannot be affected by the Unshackled’s baleful gaze again for 1 minute. [B]Great Swing (Ex):[/b] As a full-round action, an Unshackled can choose three squares adjacent to one another (he must threaten all of them). His attack roll applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender. If the Unshackled uses a special attack, this special attack affects only the first target; the other creatures are attacked normally. Walls and similar obstacles can block a great swing. Start with one square that the Unshackled threatened. Each successive square chosen must be adjacent to the previous square and have line of effect from that square. The Unshackled may skip creatures, attacking only those he wants to. If an Unshackled drops one of his foes with a great swing, he may make a cleave attack normally. However, he may do so only once for every time he swings, even if he drops more than one foe. [B]Mighty Rock Throwing (Ex):[/b] An Unshackled can throw rocks that deal 2d8+15 points of damage with a range increment of 50 feet. The Unshackled uses his Strength modifier instead of his Dexterity modifier on the attack roll. The rock must weigh approximately 50 pounds. [B]Rage (Ex):[/b] While an Unshackled rages, the following changes to his statistics are in effect: (Str 46, Con 37, AC -2, +22 hit points, +2 to all melee attacks and damage, Fort save +25, Will save +5, Climb +25). His fit of rage lasts 16 rounds. At the end of the rage, the Unshackled loses the rage modifiers and restrictions and becomes fatigued (Str 39, Dex 8, -1 to AC, -1 to all melee attacks and damage, Ref save +2, Climb +22, can't charge or run) for the duration of the current encounter. [B]Rend (Ex):[/b] If an Unshackled hits with two or more claw attacks against the same opponent, it latches on to the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+22 damage. [B]Torturous Touch (Su):[/b] An Unshackled can deliver a torturous touch by making a successful melee touch attack against a target. Any creature struck by this attack must succeed on a DC 10 Fortitude save or take 2d6 points of slashing damage and 1d6 points of Dexterity damage. Furthermore, the affected creature immediately falls prone and lies convulsing and helpless for 1d4 rounds. [B]Fast Healing (Ex):[/b] An Unshackled heals 5 points of damage each round so long as he has at least 1 hit point. Fast healing does not restore hit points lost from starvation, thirst, or suffocation. [B]Fast Movement (Ex):[/b] An Unshackled’s land speed is faster than the norm for his race by +10 feet. [B]No Time to Think (Ex):[/b] An Unshackled is considered to have 0 ranks in all Intelligence-, Wisdom-, and Charisma-based skills. The only exception is the Intimidate skill, which works normally. [B]Resistances (Ex):[/b] An Unshackled has resistance 5 to acid, cold, electricity, fire, and sonic. [B]Scent (Ex):[/b] An Unshackled can detect approaching enemies, sniff out hidden foes, and track by sense of smell.[b] Trap Sense (Ex):[/b] An Unshackled gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. [B]Uncanny Dodge (Ex):[/b] An Unshackled retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. [I]Physical Description:[/i] An Unshackled is a horrible, bestial figure, naked save for dark red paint smeared across its warty hide. An Unshackled’s form is bent and slouching, its body covered with terrible scars, brands, and burn marks. Some are missing ears and others have had one of their eyes gouged out. They have greasy matted hair, wiry limbs, and small, sharp teeth. [/QUOTE]
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