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Homebrewed spells, monsters and PrCs [Updated 9 okt: Some new spells and one monster]
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<blockquote data-quote="The Forsaken One" data-source="post: 3111635" data-attributes="member: 799"><p>A little idea in the train from my appartment to my parents turned into this rebellious, tribal, voodoo using denizen of the deep jungles of a demi plane I was planning on using but never got around to <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p>The witch doctor class (full 20 levels progression) is supposed to go with this race as its favored class along with the ranger and barbarian. After I get around to finishing that it will be found somewhere in this thread don't worry <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />.</p><p></p><p>As always, I'm clueless about a proper CR and Level Adjustment to assign to this critter.</p><p></p><p></p><p><strong>Jungle troll</strong></p><p>Medium Giant</p><p>Hit Dice: 8d8 + 24 (60 hp) </p><p>Initiative: +5 </p><p>Speed: 40' (8 squares) </p><p>Armor Class: 18 (+3 natural, +5 dex), touch 15, flat footed 13</p><p>Base Attack/Grapple: +6/+9 </p><p>Attack: claw +9 melee or bite +9 melee or javelin +11 ranged </p><p>Full Attack: 2 claws +9 melee and 1 bite +4 melee or javelin +11/+6 ranged or javelin +9/+9/+4 ranged</p><p>Damage: claw 1d6 +3, bite 1d4 +1, javelin 1d6 +3</p><p>Space/Reach: 5 ft./5 ft. </p><p>Special Attacks: rend (2d6 +6)</p><p>Special Qualities: darkvision 90ft., low-light vision, regeneration 2, scent, berserk, resistance to fire 5 and poison and disease, woodland stride</p><p>Saves: Fort: +11, Ref: +7, Will +3</p><p>Abilities: Str 17, Dex 21, Con 16, Int 9, Wis 12, Cha 8</p><p>Skills: Climb +10, Survival +5, Move Silently +5, Hide +5 (+9 while in jungle terrain), Spot +3, Listen +3</p><p>Feats: alertness(B), point-blank shot, rapid shot, quick draw</p><p>Challenge Rating: ?</p><p></p><p>The jungle trolls are dark, superstitious creatures who revel in the hunt and the rigors of personal combat. After ages of being scattered throughout the eastern jungles and being hunted at every step by jungle dwarves and yuan-ti, they are finally banding together under the leadership of the great witch doctor Mirrek the Spiteful. Equipped with voodoo magic, regeneration and impressive combat skills, these trolls have become relentless in their efforts to claim a jungle homeland for themselves. </p><p></p><p>A typical adult jungle troll stands about 7 feet tall and weighs about 400 lb. it’s hide a deep shade of blue adept to hide in the shadows of the deep jungle.</p><p></p><p><em>Rend (Ex):</em> When a jungle troll hits with both claw attacks, it latches onto the opponent’s body and tears at his foes, ripping armor and muscle apart alike. This attack automatically deals an additional 2d6+6 points of damage.</p><p></p><p><em>Regeneration (Ex):</em> Fire and acid deal normal damage to a jungle troll but unlike their northern cousins, jungle trolls have grown resistant to the heat of the eastern jungles. If a jungle troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.</p><p></p><p><em>Woodland stride (Ex):</em> A jungle troll can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars and overgrown areas that have been magically manipulated to impede motion still affect him.</p><p></p><p><em>Resistance to poison and disease (Ex):</em> The hardships of jungle life have increased the jungle trolls’ resilience to all kinds of festering diseases and dangerous toxins. A jungle troll gain a +4 bonus on saves to resist the effects of poison and disease.</p><p></p><p><em>Berserk (Su):</em> Once per 10 minutes an adult jungle troll (a troll of at least 8 HD) can enter a berserker rage. The troll grows three feet in size and it doubles in weight as its muscles and body mass bulk through rage and fury. This transformation grants a +8 size bonus to strength, a +4 size bonus to constitution and imposes a -2 size penalty to dexterity. The creature’s existing natural armor bonus increases by 4 as its hide toughens with sinew and muscles. The troll’s space and reach change as appropriate to the new size. In addition to the above the rage also grants the troll the benefits of a haste spell and a +2 resistance bonus to saves. If insufficient room is available for the desired growth, the troll attains the maximum possible size and may make a strength check (using its new and increased strength score) to burst any enclosures in the process. If it fails, it is constrained without harm and this ability cannot be used to crush another creature by increasing its size. </p><p></p><p>All equipment worn or carried by the jungle troll is not enlarged by this ability, if wearing armor or tight clothing the troll must make a strength check to burst from the confinement and destroy anything it might be wearing in the process.</p><p></p><p></p><p><strong>Jungle troll (berserked)</strong></p><p>Large Giant</p><p>Hit Dice: 8d8 + 40 (76 hp) </p><p>Initiative: +4 </p><p>Speed: 70' (10 squares) </p><p>Armor Class: 21 (+7 natural, +4 dex, +1 dodge, -1 size), touch 14, flat footed 14</p><p>Base Attack/Grapple: +6/+17 </p><p>Attack: claw +13 melee or bite +13 melee or javelin +10 ranged </p><p>Full Attack: 3 claws +13 melee and 1 bite +8 melee or javelin +10/+10/+5 ranged or javelin +8/+8/+8/+3 ranged</p><p>Damage: claw 1d6 +7, bite 1d4 +3, javelin 1d6 +7</p><p>Space/Reach: 10 ft./10 ft. </p><p>Special Attacks: rend (2d6 +14)</p><p>Special Qualities: darkvision 90ft., low-light vision, regeneration 2, scent, berserk, resistance to fire 5 and poison and disease, woodland stride</p><p>Saves: Fort: +15, Ref: +8, Will +5</p><p>Abilities: Str 25, Dex 19, Con 20, Int 9, Wis 12, Cha 8</p><p>Skills: Climb +14, Survival +5, Move Silently +4, Hide +4, Spot +3, Listen +3</p><p>Feats: alertness(B), point-blank shot, rapid shot, quick draw</p></blockquote><p></p>
[QUOTE="The Forsaken One, post: 3111635, member: 799"] A little idea in the train from my appartment to my parents turned into this rebellious, tribal, voodoo using denizen of the deep jungles of a demi plane I was planning on using but never got around to :). The witch doctor class (full 20 levels progression) is supposed to go with this race as its favored class along with the ranger and barbarian. After I get around to finishing that it will be found somewhere in this thread don't worry :p. As always, I'm clueless about a proper CR and Level Adjustment to assign to this critter. [B]Jungle troll[/B] Medium Giant Hit Dice: 8d8 + 24 (60 hp) Initiative: +5 Speed: 40' (8 squares) Armor Class: 18 (+3 natural, +5 dex), touch 15, flat footed 13 Base Attack/Grapple: +6/+9 Attack: claw +9 melee or bite +9 melee or javelin +11 ranged Full Attack: 2 claws +9 melee and 1 bite +4 melee or javelin +11/+6 ranged or javelin +9/+9/+4 ranged Damage: claw 1d6 +3, bite 1d4 +1, javelin 1d6 +3 Space/Reach: 5 ft./5 ft. Special Attacks: rend (2d6 +6) Special Qualities: darkvision 90ft., low-light vision, regeneration 2, scent, berserk, resistance to fire 5 and poison and disease, woodland stride Saves: Fort: +11, Ref: +7, Will +3 Abilities: Str 17, Dex 21, Con 16, Int 9, Wis 12, Cha 8 Skills: Climb +10, Survival +5, Move Silently +5, Hide +5 (+9 while in jungle terrain), Spot +3, Listen +3 Feats: alertness(B), point-blank shot, rapid shot, quick draw Challenge Rating: ? The jungle trolls are dark, superstitious creatures who revel in the hunt and the rigors of personal combat. After ages of being scattered throughout the eastern jungles and being hunted at every step by jungle dwarves and yuan-ti, they are finally banding together under the leadership of the great witch doctor Mirrek the Spiteful. Equipped with voodoo magic, regeneration and impressive combat skills, these trolls have become relentless in their efforts to claim a jungle homeland for themselves. A typical adult jungle troll stands about 7 feet tall and weighs about 400 lb. it’s hide a deep shade of blue adept to hide in the shadows of the deep jungle. [I]Rend (Ex):[/I] When a jungle troll hits with both claw attacks, it latches onto the opponent’s body and tears at his foes, ripping armor and muscle apart alike. This attack automatically deals an additional 2d6+6 points of damage. [I]Regeneration (Ex):[/I] Fire and acid deal normal damage to a jungle troll but unlike their northern cousins, jungle trolls have grown resistant to the heat of the eastern jungles. If a jungle troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. [I]Woodland stride (Ex):[/I] A jungle troll can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars and overgrown areas that have been magically manipulated to impede motion still affect him. [I]Resistance to poison and disease (Ex):[/I] The hardships of jungle life have increased the jungle trolls’ resilience to all kinds of festering diseases and dangerous toxins. A jungle troll gain a +4 bonus on saves to resist the effects of poison and disease. [I]Berserk (Su):[/I] Once per 10 minutes an adult jungle troll (a troll of at least 8 HD) can enter a berserker rage. The troll grows three feet in size and it doubles in weight as its muscles and body mass bulk through rage and fury. This transformation grants a +8 size bonus to strength, a +4 size bonus to constitution and imposes a -2 size penalty to dexterity. The creature’s existing natural armor bonus increases by 4 as its hide toughens with sinew and muscles. The troll’s space and reach change as appropriate to the new size. In addition to the above the rage also grants the troll the benefits of a haste spell and a +2 resistance bonus to saves. If insufficient room is available for the desired growth, the troll attains the maximum possible size and may make a strength check (using its new and increased strength score) to burst any enclosures in the process. If it fails, it is constrained without harm and this ability cannot be used to crush another creature by increasing its size. All equipment worn or carried by the jungle troll is not enlarged by this ability, if wearing armor or tight clothing the troll must make a strength check to burst from the confinement and destroy anything it might be wearing in the process. [B]Jungle troll (berserked)[/B] Large Giant Hit Dice: 8d8 + 40 (76 hp) Initiative: +4 Speed: 70' (10 squares) Armor Class: 21 (+7 natural, +4 dex, +1 dodge, -1 size), touch 14, flat footed 14 Base Attack/Grapple: +6/+17 Attack: claw +13 melee or bite +13 melee or javelin +10 ranged Full Attack: 3 claws +13 melee and 1 bite +8 melee or javelin +10/+10/+5 ranged or javelin +8/+8/+8/+3 ranged Damage: claw 1d6 +7, bite 1d4 +3, javelin 1d6 +7 Space/Reach: 10 ft./10 ft. Special Attacks: rend (2d6 +14) Special Qualities: darkvision 90ft., low-light vision, regeneration 2, scent, berserk, resistance to fire 5 and poison and disease, woodland stride Saves: Fort: +15, Ref: +8, Will +5 Abilities: Str 25, Dex 19, Con 20, Int 9, Wis 12, Cha 8 Skills: Climb +14, Survival +5, Move Silently +4, Hide +4, Spot +3, Listen +3 Feats: alertness(B), point-blank shot, rapid shot, quick draw [/QUOTE]
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