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<blockquote data-quote="Khisanth the Ancient" data-source="post: 3546798" data-attributes="member: 11368"><p>Outermost Spy</p><p>Size/Type: Medium Outsider (Extraplanar)</p><p>Hit Dice: 6d8+18 (45 hp)</p><p>Initiative: +1</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 16 (+1 Dex, +4 natural, +1 small shield), touch 11, flat-footed 15</p><p>Base Attack/Grapple: +6/+8</p><p>Attack: Longsword +9 melee (1d8+2)</p><p>Full Attack: Longsword +9/+4 melee (1d8+2)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Sneak attack +1d6, spell-like abilities</p><p>Special Qualities: Change shape, darkvision 60 ft., immunity to acid and poison, resistance to electricity 10 and cold 10.</p><p>Saves: Fort +8, Ref +5, Will +5</p><p>Abilities: Str 14, Dex 12, Con 16, Int 15, Wis 15, Cha 17</p><p>Skills: Bluff +12, Diplomacy +12, Disguise +12, Escape Artist +12*, Hide +12, Intimidate +12, Listen +13, Move Silently +12, Sense Motive +12, Spot +13</p><p>Feats: Alertness, Stealthy, Weapon Focus (longsword)</p><p>Environment: Any land and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 5</p><p>Treasure: Standard</p><p>Alignment: Usually chaotic (any)</p><p>Advancement: By character class</p><p>Level Adjustment: +5</p><p></p><p>An outermost spy is a fairly high-ranking form. In its natural form, the creature is about 6 feet tall, weighs around 160 pounds, and resembles a colorless humanoid. However, it almost always appears in another form. Outermost spies in modern Tellura speak Common and Undercommon, though the outermost race once had its own language.</p><p></p><p>Despite the superficially humanoid appearance, outermost are completely unrelated to any species native to the Material Plane. They seem to have redundant sets of organs and a rather simple body chemistry. These advantages allow them to survive conditions that might kill a human.</p><p></p><p>Outermost spies form just under 4% of the species and serve to merge with the societies of humanoids, either to harm them or merely to gain information. They are quite intelligent and quick-thinking.</p><p></p><p>Outermost are likely to be of any chaotic alignment, though a majority of those brought to Tellura tended toward evil. Some of those of good or neutral alignment escaped, while many joined the resistance and were freed during the Alien Wars.</p><p></p><p>COMBAT</p><p></p><p>If they must fight, outermost spies use stealth and sneak attacks.</p><p></p><p>Sneak Attack (Ex): When attacking a flat-footed or flanked opponent with a discernible anatomy, the outermost spy gains +4 to its attack roll and +1d6 to damage. Only the first attack in a round can be a sneak attack.</p><p></p><p>Spell-Like Abilities: 3/day - charm person (DC 14), command (DC 14). 1/day - invisibility. Caster level 6th. Save DCs are Charisma-based.</p><p></p><p>Change Shape (Su): An outermost spy can assume any humanoid form of Medium size.</p><p></p><p>*Skills: Due to their somewhat malleable flesh, outermost gain a +2 bonus to Escape Artist checks.</p><p></p><p>Outermost Baron</p><p>Size/Type: Large Outsider (Extraplanar)</p><p>Hit Dice: 9d8+36 (75 hp)</p><p>Initiative: +0</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 18 (-1 size, +8 natural, +1 small shield), touch 9, flat-footed 18</p><p>Base Attack/Grapple: +9/+18</p><p>Attack: Claw +14 melee (1d8+5)</p><p>Full Attack: 2 claws +14 melee (1d8+5)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Spell-like abilities</p><p>Special Qualities: Darkvision 60 ft., immunity to poison, resistance to acid 10 and cold 10.</p><p>Saves: Fort +9, Ref +6, Will +6</p><p>Abilities: Str 20, Dex 10, Con 18, Int 14, Wis 11, Cha 17</p><p>Skills: Bluff +15, Diplomacy +15, Escape Artist +14*, Intimidate +15, Listen +14, Move Silently +12, Profession (any one) +12, Sense Motive +12, Spot +14</p><p>Feats: Alertness, Endurance, Improved Initiative, Weapon Focus (claw)</p><p>Environment: Any land and underground</p><p>Organization: Solitary or troupe (1 plus 1 taskmaster and 2-5 serfs)</p><p>Challenge Rating: 7</p><p>Treasure: Standard</p><p>Alignment: Usually chaotic (any)</p><p>Advancement: By character class</p><p>Level Adjustment: +6</p><p></p><p>An outermost baron is the highest-ranking form of the species. The creature is about 9 feet tall, weighs around 650 pounds, and resembles a colorless, rough-skinned humanoid with four arms. Its back has hardened into a scaly, opaque carapace. Two arms end in enormous, curled talons, while the other two end in human-like hands. Outermost barons in modern Tellura speak Common, though the outermost race once had its own language.</p><p></p><p>Despite the superficially humanoid appearance, outermost are completely unrelated to any species native to the Material Plane. They seem to have redundant sets of organs and a rather simple body chemistry. These advantages allow them to survive conditions that might kill a human.</p><p></p><p>Outermost barons form barely over 1% of the species and serve to manage the other forms. They tend to rule based on personal power rather than law, due to the chaotic nature of outermost. They are the most intelligent outermost.</p><p></p><p>Outermost are likely to be of any chaotic alignment, though a majority of those brought to Tellura tended toward evil. Some of those of good or neutral alignment escaped, while many joined the resistance and were freed during the Alien Wars.</p><p>COMBAT</p><p></p><p>If a baron enters combat, it first weakens and divides foes with spell-like abilities, then tries to crush its opponents.</p><p></p><p>Spell-Like Abilities: 3/day - charm monster (DC 17), charm person (DC 14), command (DC 14). 1/day - greater magic fang. Caster level 4th. Save DCs are Charisma-based.</p><p></p><p>Change Shape (Su): An outermost baron can assume any humanoid or giant form of Medium or Large size.</p><p></p><p>*Skills: Due to their somewhat malleable flesh, outermost gain a +2 bonus to Escape Artist checks.</p><p></p><p>HALF-OUTERMOST</p><p></p><p>Many of the Outermost spies and barons that escaped from the rule of Relch and the other alien gods took on humanoid form and intermarried with humans. Their children are the half-outermost.</p><p></p><p>A half-outermost is shaped like its other parent, but is silvery and slightly translucent.</p><p></p><p>"Half-outermost" is an inherited template that can be applied to any humanoid or giant of Small to Huge size (the base creature). The base creature's type remains unchanged.</p><p></p><p>Armor Class: Natural armor increases by 3.</p><p></p><p>Special Attacks: A half-outermost retains its special attacks and gains the following:</p><p></p><p>Spell-Like Abilities: 3/day – charm person, command. Those half-outermost with 5 or more HD can also use charm monster three times per day. Caster level = 1/2 half-outermost's HD, save DC 10 +half-outermost's Charisma modifier + spell level.</p><p></p><p>Special Qualities: A half-outermost retains its special qualities and gains cold and acid resistance 5.</p><p></p><p>Skills: A half-outermost gains a +2 bonus to Escape Artist checks due to its slightly malleable flesh.</p><p></p><p>Environment: Any land</p><p></p><p>Challenge Rating: As base creature + 1</p><p></p><p>Alignment: Often chaotic (any)</p><p></p><p></p><p>UNIQUE OUTERMOST</p><p></p><p>As a chaotic species, outermost do not always fall entirely into one of the four major forms. Occasionally (around 5% of the time if at least one parent is a baron or spy, about 1% of the time otherwise), an outermost is born with unusual abilities. Due to the outermost's chaotic nature and respect for personal power above politics, these unique individuals tend to become very influential.</p><p></p><p>Some unique outermost are visually identical to one of the four major types of outermost, while others have beautiful or hideous forms. Even half-outermost can be born with these abilities.</p><p></p><p>"Unique outermost" is an inherited template that can be applied to any outermost or any creature with the half-outermost template (the base creature). The base creature's type remains unchanged.</p><p></p><p>Armor Class: Natural armor increases by 2.</p><p></p><p>Special Attacks: An unique outermost retains its special attacks and gains the following:</p><p></p><p>Spell-Like Abilities: An unique outermost gains one of the following spell-like abilities: blight, cure moderate wounds, gust of wind, or silence. It may be used once per day. Caster level = 1/2 unique outermost's HD, save DC 10 + unique outermost's Charisma modifier + spell level.</p><p></p><p>Special Qualities: An unique outermost retains its special qualities and gains one of the following:</p><p></p><p>Extra Body Part (Ex): An unique outermost can have one extra arm, one extra leg, a tail, or a tentacle. An extra arm gives it one additional claw attack. An extra leg increases its speed by 10 ft. A tail gives it a +2 racial bonus on Balance checks and a tail slap attack. A tentacle gives it a slam attack and a +2 racial bonus on grapple checks. The tail slap or slam deals 1d4 damage for an outermost serf or any half-outermost, 1d6 damage for a taskmaster or spy, and 1d8 damage for a baron.</p><p></p><p>Glowing Wings (Ex/Sp): An unique outermost with this ability has beautiful wings that emit light. It has a fly speed of 30 ft. (clumsy). In addition, it can use flare as a spell-like ability (save DC 10 + unique outermost's Charisma modifier, caster level 1st) three times per day.</p><p></p><p></p><p>Horrific Appearance (Ex): The body of an unique outermost with this ability is so twisted, hideous, and misshapen that anyone who sets eyes upon one must succeed on a Fortitude save (DC 10 + 1/2 unique outermost's HD + outermost's Charisma modifier) or instantly be weakened, taking 1d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same unique outermost’s horrific appearance for 24 hours. The save DC is Charisma-based.</p><p></p><p>Scaly Form (Ex): An unique outermost with this ability has thick, hard scales covering most of its body. These scales are unusually tough and resistant, giving the unique outermost fire and cold resistance 15.</p><p></p><p>Environment: Any land and underground</p><p></p><p>Challenge Rating: As base creature + 1</p><p></p><p>Alignment: Always chaotic (any)</p></blockquote><p></p>
[QUOTE="Khisanth the Ancient, post: 3546798, member: 11368"] Outermost Spy Size/Type: Medium Outsider (Extraplanar) Hit Dice: 6d8+18 (45 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 16 (+1 Dex, +4 natural, +1 small shield), touch 11, flat-footed 15 Base Attack/Grapple: +6/+8 Attack: Longsword +9 melee (1d8+2) Full Attack: Longsword +9/+4 melee (1d8+2) Space/Reach: 5 ft./5 ft. Special Attacks: Sneak attack +1d6, spell-like abilities Special Qualities: Change shape, darkvision 60 ft., immunity to acid and poison, resistance to electricity 10 and cold 10. Saves: Fort +8, Ref +5, Will +5 Abilities: Str 14, Dex 12, Con 16, Int 15, Wis 15, Cha 17 Skills: Bluff +12, Diplomacy +12, Disguise +12, Escape Artist +12*, Hide +12, Intimidate +12, Listen +13, Move Silently +12, Sense Motive +12, Spot +13 Feats: Alertness, Stealthy, Weapon Focus (longsword) Environment: Any land and underground Organization: Solitary Challenge Rating: 5 Treasure: Standard Alignment: Usually chaotic (any) Advancement: By character class Level Adjustment: +5 An outermost spy is a fairly high-ranking form. In its natural form, the creature is about 6 feet tall, weighs around 160 pounds, and resembles a colorless humanoid. However, it almost always appears in another form. Outermost spies in modern Tellura speak Common and Undercommon, though the outermost race once had its own language. Despite the superficially humanoid appearance, outermost are completely unrelated to any species native to the Material Plane. They seem to have redundant sets of organs and a rather simple body chemistry. These advantages allow them to survive conditions that might kill a human. Outermost spies form just under 4% of the species and serve to merge with the societies of humanoids, either to harm them or merely to gain information. They are quite intelligent and quick-thinking. Outermost are likely to be of any chaotic alignment, though a majority of those brought to Tellura tended toward evil. Some of those of good or neutral alignment escaped, while many joined the resistance and were freed during the Alien Wars. COMBAT If they must fight, outermost spies use stealth and sneak attacks. Sneak Attack (Ex): When attacking a flat-footed or flanked opponent with a discernible anatomy, the outermost spy gains +4 to its attack roll and +1d6 to damage. Only the first attack in a round can be a sneak attack. Spell-Like Abilities: 3/day - charm person (DC 14), command (DC 14). 1/day - invisibility. Caster level 6th. Save DCs are Charisma-based. Change Shape (Su): An outermost spy can assume any humanoid form of Medium size. *Skills: Due to their somewhat malleable flesh, outermost gain a +2 bonus to Escape Artist checks. Outermost Baron Size/Type: Large Outsider (Extraplanar) Hit Dice: 9d8+36 (75 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 18 (-1 size, +8 natural, +1 small shield), touch 9, flat-footed 18 Base Attack/Grapple: +9/+18 Attack: Claw +14 melee (1d8+5) Full Attack: 2 claws +14 melee (1d8+5) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities Special Qualities: Darkvision 60 ft., immunity to poison, resistance to acid 10 and cold 10. Saves: Fort +9, Ref +6, Will +6 Abilities: Str 20, Dex 10, Con 18, Int 14, Wis 11, Cha 17 Skills: Bluff +15, Diplomacy +15, Escape Artist +14*, Intimidate +15, Listen +14, Move Silently +12, Profession (any one) +12, Sense Motive +12, Spot +14 Feats: Alertness, Endurance, Improved Initiative, Weapon Focus (claw) Environment: Any land and underground Organization: Solitary or troupe (1 plus 1 taskmaster and 2-5 serfs) Challenge Rating: 7 Treasure: Standard Alignment: Usually chaotic (any) Advancement: By character class Level Adjustment: +6 An outermost baron is the highest-ranking form of the species. The creature is about 9 feet tall, weighs around 650 pounds, and resembles a colorless, rough-skinned humanoid with four arms. Its back has hardened into a scaly, opaque carapace. Two arms end in enormous, curled talons, while the other two end in human-like hands. Outermost barons in modern Tellura speak Common, though the outermost race once had its own language. Despite the superficially humanoid appearance, outermost are completely unrelated to any species native to the Material Plane. They seem to have redundant sets of organs and a rather simple body chemistry. These advantages allow them to survive conditions that might kill a human. Outermost barons form barely over 1% of the species and serve to manage the other forms. They tend to rule based on personal power rather than law, due to the chaotic nature of outermost. They are the most intelligent outermost. Outermost are likely to be of any chaotic alignment, though a majority of those brought to Tellura tended toward evil. Some of those of good or neutral alignment escaped, while many joined the resistance and were freed during the Alien Wars. COMBAT If a baron enters combat, it first weakens and divides foes with spell-like abilities, then tries to crush its opponents. Spell-Like Abilities: 3/day - charm monster (DC 17), charm person (DC 14), command (DC 14). 1/day - greater magic fang. Caster level 4th. Save DCs are Charisma-based. Change Shape (Su): An outermost baron can assume any humanoid or giant form of Medium or Large size. *Skills: Due to their somewhat malleable flesh, outermost gain a +2 bonus to Escape Artist checks. HALF-OUTERMOST Many of the Outermost spies and barons that escaped from the rule of Relch and the other alien gods took on humanoid form and intermarried with humans. Their children are the half-outermost. A half-outermost is shaped like its other parent, but is silvery and slightly translucent. "Half-outermost" is an inherited template that can be applied to any humanoid or giant of Small to Huge size (the base creature). The base creature's type remains unchanged. Armor Class: Natural armor increases by 3. Special Attacks: A half-outermost retains its special attacks and gains the following: Spell-Like Abilities: 3/day – charm person, command. Those half-outermost with 5 or more HD can also use charm monster three times per day. Caster level = 1/2 half-outermost's HD, save DC 10 +half-outermost's Charisma modifier + spell level. Special Qualities: A half-outermost retains its special qualities and gains cold and acid resistance 5. Skills: A half-outermost gains a +2 bonus to Escape Artist checks due to its slightly malleable flesh. Environment: Any land Challenge Rating: As base creature + 1 Alignment: Often chaotic (any) UNIQUE OUTERMOST As a chaotic species, outermost do not always fall entirely into one of the four major forms. Occasionally (around 5% of the time if at least one parent is a baron or spy, about 1% of the time otherwise), an outermost is born with unusual abilities. Due to the outermost's chaotic nature and respect for personal power above politics, these unique individuals tend to become very influential. Some unique outermost are visually identical to one of the four major types of outermost, while others have beautiful or hideous forms. Even half-outermost can be born with these abilities. "Unique outermost" is an inherited template that can be applied to any outermost or any creature with the half-outermost template (the base creature). The base creature's type remains unchanged. Armor Class: Natural armor increases by 2. Special Attacks: An unique outermost retains its special attacks and gains the following: Spell-Like Abilities: An unique outermost gains one of the following spell-like abilities: blight, cure moderate wounds, gust of wind, or silence. It may be used once per day. Caster level = 1/2 unique outermost's HD, save DC 10 + unique outermost's Charisma modifier + spell level. Special Qualities: An unique outermost retains its special qualities and gains one of the following: Extra Body Part (Ex): An unique outermost can have one extra arm, one extra leg, a tail, or a tentacle. An extra arm gives it one additional claw attack. An extra leg increases its speed by 10 ft. A tail gives it a +2 racial bonus on Balance checks and a tail slap attack. A tentacle gives it a slam attack and a +2 racial bonus on grapple checks. The tail slap or slam deals 1d4 damage for an outermost serf or any half-outermost, 1d6 damage for a taskmaster or spy, and 1d8 damage for a baron. Glowing Wings (Ex/Sp): An unique outermost with this ability has beautiful wings that emit light. It has a fly speed of 30 ft. (clumsy). In addition, it can use flare as a spell-like ability (save DC 10 + unique outermost's Charisma modifier, caster level 1st) three times per day. Horrific Appearance (Ex): The body of an unique outermost with this ability is so twisted, hideous, and misshapen that anyone who sets eyes upon one must succeed on a Fortitude save (DC 10 + 1/2 unique outermost's HD + outermost's Charisma modifier) or instantly be weakened, taking 1d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same unique outermost’s horrific appearance for 24 hours. The save DC is Charisma-based. Scaly Form (Ex): An unique outermost with this ability has thick, hard scales covering most of its body. These scales are unusually tough and resistant, giving the unique outermost fire and cold resistance 15. Environment: Any land and underground Challenge Rating: As base creature + 1 Alignment: Always chaotic (any) [/QUOTE]
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