Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Horrors of the Far Realms
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kitsunekaboom" data-source="post: 968042" data-attributes="member: 8301"><p>Mad Chatterers (Gibberling + Pseudonatural + Psionic)</p><p>Small Outsider</p><p>Hit Dice: 1d8 (4)</p><p>Initiative: +0</p><p>Speed: 30 Ft</p><p>AC: 12 (+1 Size, +1 Natural)</p><p>Attacks: Bite +2 melee; or dagger +1 melee</p><p>Damage: Bite 1d3; or dagger 1d4</p><p>Face/Reach: 5 Ft. By 5ft/5ft</p><p>Special Attacks: Gibber, psionics, teamwork, true strike</p><p>Special Qualities: Alternate form, bunching, energy resistance, immunities, light vulnerability, fire vulnerability</p><p>Saves: Fort: +0, Ref: +2, Will: -2</p><p>Abilities: Str:10, Dex:10, Con:10, Int:5, Wis:7, Cha:2</p><p>Skills: Spot +1</p><p>Feats: Weapon focus (bite)</p><p>Climate/Terrain: Temperate forest and underground</p><p>Organization: Solitary, horde (20-100) or wave (101-500)</p><p>Challenge Rating: 1</p><p>Treasure: None</p><p>Alignment: Always Chaotic Neutral</p><p>Advancement: Nil</p><p></p><p>Mad Chatterers are nightmarish creatures that roam the Far Realms in hordes. Half of the time they look like Gibberlings, the other half they look like masses of writhing barbed tentacles. In either case they are horrifying to behold. </p><p></p><p>Combat</p><p></p><p>Mad Chatterers never take on opponents that outnumber them. They make use of their time hop ability to further confuse baffled opponents.</p><p></p><p>Alternate Form (Su): At will a mad chatterer creature can take the form of a grotesque, tentacled mass, but all its abilities remain unchanged despite its alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty against pseudonatural creatures in this alternate form.</p><p></p><p>Bunching (Ex): mad chatterers swarm over and around each other with ease. Up to three mad chatterers can occupy the same 5-foot by 5-foot space.</p><p></p><p>Energy Resistance (Ex): A mad chatterer ignores the first 5 points of acid and electrical damage dealt to it each round.</p><p></p><p>Fire Vulnerability (Ex): A mad chatterer attacked with fire must make a Will save (DC 12) or hang back and refuse to advance the next round. The mad chatterer can still defend itself, it merely fails to advance or to attack in that round.</p><p></p><p>Gibber (Ex): mad chatterers’ continual insane muttering and shrieking can unnerve creatures with fewer than 2 HD, requiring them to make a Will save (DC 10) or be shaken. Creatures with more HD do not have to make a Will save, but all Concentration checks by creatures who can hear mad chatterers within 200 feet suffer a -2 penalty. Note that in most circumstances mad chatterers’ gibbering prevents them from achieving surprise. </p><p></p><p>Immunities (Ex): Like vermin, mad chatterers are immune to mind-influencing effects, including charms, compulsions, phantasms, and morale effects.</p><p></p><p>Light Vulnerability (Ex): Daylight, or the daylight spell, affects mad chatterers like a slow spell. They get no save against this effect. Being slowed in this fashion does not deter mad chatterers from attacking, it just renders them less effective.</p><p></p><p>Psionics (Sp): At will - Time Hop; This ability is as the powers manifested by an 1st-level psion.</p><p>Attack/Defense Modes (Sp): At will – ego whip /empty mind</p><p></p><p>Teamwork (Ex): For every two mad chatterers that are grappling a foe, all mad chatterers get a +2 competence bonus on attacks against that foe.</p><p></p><p>True Strike (Su): A mad chatterer may once per day make a normal attack with a +20 insight modifier on a single attack roll. The creature is not affected by the miss chance that applies to attacks against concealed targets.</p></blockquote><p></p>
[QUOTE="Kitsunekaboom, post: 968042, member: 8301"] Mad Chatterers (Gibberling + Pseudonatural + Psionic) Small Outsider Hit Dice: 1d8 (4) Initiative: +0 Speed: 30 Ft AC: 12 (+1 Size, +1 Natural) Attacks: Bite +2 melee; or dagger +1 melee Damage: Bite 1d3; or dagger 1d4 Face/Reach: 5 Ft. By 5ft/5ft Special Attacks: Gibber, psionics, teamwork, true strike Special Qualities: Alternate form, bunching, energy resistance, immunities, light vulnerability, fire vulnerability Saves: Fort: +0, Ref: +2, Will: -2 Abilities: Str:10, Dex:10, Con:10, Int:5, Wis:7, Cha:2 Skills: Spot +1 Feats: Weapon focus (bite) Climate/Terrain: Temperate forest and underground Organization: Solitary, horde (20-100) or wave (101-500) Challenge Rating: 1 Treasure: None Alignment: Always Chaotic Neutral Advancement: Nil Mad Chatterers are nightmarish creatures that roam the Far Realms in hordes. Half of the time they look like Gibberlings, the other half they look like masses of writhing barbed tentacles. In either case they are horrifying to behold. Combat Mad Chatterers never take on opponents that outnumber them. They make use of their time hop ability to further confuse baffled opponents. Alternate Form (Su): At will a mad chatterer creature can take the form of a grotesque, tentacled mass, but all its abilities remain unchanged despite its alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty against pseudonatural creatures in this alternate form. Bunching (Ex): mad chatterers swarm over and around each other with ease. Up to three mad chatterers can occupy the same 5-foot by 5-foot space. Energy Resistance (Ex): A mad chatterer ignores the first 5 points of acid and electrical damage dealt to it each round. Fire Vulnerability (Ex): A mad chatterer attacked with fire must make a Will save (DC 12) or hang back and refuse to advance the next round. The mad chatterer can still defend itself, it merely fails to advance or to attack in that round. Gibber (Ex): mad chatterers’ continual insane muttering and shrieking can unnerve creatures with fewer than 2 HD, requiring them to make a Will save (DC 10) or be shaken. Creatures with more HD do not have to make a Will save, but all Concentration checks by creatures who can hear mad chatterers within 200 feet suffer a -2 penalty. Note that in most circumstances mad chatterers’ gibbering prevents them from achieving surprise. Immunities (Ex): Like vermin, mad chatterers are immune to mind-influencing effects, including charms, compulsions, phantasms, and morale effects. Light Vulnerability (Ex): Daylight, or the daylight spell, affects mad chatterers like a slow spell. They get no save against this effect. Being slowed in this fashion does not deter mad chatterers from attacking, it just renders them less effective. Psionics (Sp): At will - Time Hop; This ability is as the powers manifested by an 1st-level psion. Attack/Defense Modes (Sp): At will – ego whip /empty mind Teamwork (Ex): For every two mad chatterers that are grappling a foe, all mad chatterers get a +2 competence bonus on attacks against that foe. True Strike (Su): A mad chatterer may once per day make a normal attack with a +20 insight modifier on a single attack roll. The creature is not affected by the miss chance that applies to attacks against concealed targets. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Horrors of the Far Realms
Top