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[IC] Against the Slavelords
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<blockquote data-quote="GreenKarl" data-source="post: 6959925" data-attributes="member: 6801242"><p>Grimy the heroes push on and follow the insect man forward. The smells of rotting garbage and bile grew stronger as the tunnel opens into a large cavernous chamber dug from the earth. Its ceiling was supported by long beams of wood that extend from wall to wall. The ceiling itself is around fifteen feet high. The floor is puddled with water and standing sewage. Several dozen tunnel openings are visible, some four or five feet wide, while others are closer to two feet wide. Toward the center of the room is a gigantic white larva with huge milk-white like eyes. It is almost twenty feet long as at least six feet wide. On the floor against the southern wall maybe seen at least a dozen leathery white balls, each about a foot in diameters. </p><p> </p><p>At least six of those incest men that the heroes had faced before where standing between them and the huge larva, double axes and shields at the ready. The huge larva seems to look right at the heroes as it came into view when suddenly waves of fear seem to wash out over you…</p><p> </p><p>[gm]You are not surprised so we are doing initiative, just giving a hint of what its doing. </p><p> </p><p>This room is similar to the last one with at least two large tunnels leading out and a dozen or so smaller ones. The standing water and sewage makes the ground within 10 feet of the Aspis Cow difficult terrain (the big larva looking thing). The cow is 20ft away and the six Aspis Drones are spread out more or less 10 feet away from those moving forward. </p><p> </p><p>Only Uhtred and Tirion can see the Aspis Cow right now (and the drones). Quellathe can see the Drones, while Kelvyn and Levanna are too far back in the tunnel and can only see the corner of the room. If the Aspis Drones come forward then they will be able to see them and react too them…</p><p> </p><p>So everyone needs to make their Initiative rolls AND then post your Actions and Rolls. Any spells please and any Saves and Effects. </p><p> </p><p>[sblock=Aspis Cow]</p><p><em>Huge monstrosity (aspis), neutral</em></p><p><em></em>[ATTACH]78846[/ATTACH]</p><p><strong>Armor Class</strong>: 13 (natural armor)</p><p><strong>Hit Points</strong>: 66 (6d12+30)</p><p><strong>Speed</strong>: 10ft </p><p><strong>STR</strong> 20 (+5), <strong>DEX</strong> 4 (-3), <strong>CON</strong> 21 (+5), <strong>INT</strong> 16 (+3), <strong>WIS</strong> 14 (+2) <strong>CHA</strong> 16 (+3)</p><p><strong>Saves</strong>: Str +8, Con +8</p><p><strong>Skills</strong>: Intimidate +6, Perception +8</p><p><strong>Immunities</strong>: Poison </p><p><strong>Resistance</strong>: Crushing, Slashing, and Fire Damage</p><p><strong>Senses</strong>: darkvision 10ft, blindsight 30ft, passive perception 23 (note cannot see or preserve anything beyond 30ft, but has Advantage on Perception within that range).</p><p><strong>Languages</strong>: none (Understands Orc and Common)</p><p><strong><em>Hive Mind</em></strong>: when within 1 mile of an aspis cow, the aspis share a common hive mind that not only makes them more intelligent but also anything a drone knows the cow can broadcast to the rest of the hive. </p><p>ACTIONS</p><p><strong><em>Frightful Aura</em></strong>: as an Action the Aspis Cow projects frightful waves of fear. Each creature of the Aspis Cow’s choice within a 30ft radius of the Aspis Cow must make a Wisdom save DC 14 or gain <em>Frightened </em>condition for 1 minute. Any affected creature can make a new Wisdom saving throw at the end of its turn to recover. Success means they are no longer frightened. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Aspis Cow’s frightful aura for the next 24 hours.</p><p><strong><em>Mind Spike</em></strong>: <em>Ranged Spell Attack</em>: +6 to hit, one target, 30ft range; <em>Damage</em>: 2d10+3 psychic damage. </p><p><strong><em>Poison Spray</em></strong>: the Aspis Cow can spray a 15ft cone of poison. Each creature in this area must make a Constitution save vs. poison, DC 14. On a failed save the target suffers 2d6+4 poison damage, ½ damage on a successful save. </p><p><strong><em>Stinking Defense</em></strong>: as an Action the Aspis Cow sprays a cloud of nauseating stench into a 20ft radius around it. This cloud causes Heavy Obscure in that area around it. All creatures that begin their turns fully within the area must make a Constitution Save vs. poison, DC 14. On a failed save the creature spends it action that turn they spend that turn retching and reeling. Creatures that don’t breathe or are immune to poison are immune to the affect and automatically succeed on this saving throw.[/sblock]</p><p> </p><p>[sblock=Aspis Drone]</p><p><em>Medium monstrous humanoid (aspis), neutral</em> </p><p>[ATTACH]78847[/ATTACH]</p><p><strong>Armor Class</strong>: 19 (natural armor and double-shields and dex bonus)</p><p><strong>Hit Points</strong>: 28 (4d8+8)</p><p><strong>Speed</strong>: 40ft, climb 40ft </p><p><strong>STR</strong> 14 (+2), <strong>DEX</strong> 16 (+3), <strong>CON</strong> 14 (+2), <strong>INT</strong> 8/16 (-1/+3), <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 6 (-2)</p><p><strong>Saves</strong>: Dex +5, Int +1/+5</p><p><strong>Skills</strong>: Stealth +5, Survival +3</p><p><strong>Immunities</strong>: Poison </p><p><strong>Senses</strong>: darkvision 60ft, blindsight 20ft, passive perception 11</p><p><strong>Languages</strong>: none (Understands Orc and Common)</p><p><strong><em>Pack Tactics</em></strong>: Aspis are especially good at ganging up on foes with allies. When an aspis is adjacent to an ally and a foe in melee combat, it grants its ally Advantage on melee attack rolls. If the aspis and an ally are flanking an enemy (see DMG pg. 251), both have Advantage on melee attacks against this foe.</p><p><strong><em>Hive Mind</em></strong>: when within 1 mile of an aspis cow, the aspis share a common hive mind that not only makes them more intelligent but also anything a drone knows the cow can broadcast to the rest of the hive. </p><p><strong><em>Spider Climb</em></strong>: Aspis can climb over difficult surfaces, including upside down and ceilings without having to make ability checks. </p><p><strong><em>Multi-weapon attack</em></strong>: has the equivalent of the Two-Weapon fighting feat, making two attacks a round instead of one with an Action and one does not need to be light. </p><p>ACTIONS</p><p><strong><em>Axe</em></strong><em>: Melee Weapon Attack</em>: +4 to hit, reach 5ft, one target. <em>Damage</em>: 1d8+2 slashing damage.</p><p><strong><em>Darts</em></strong>: <em>Range Weapon Attack</em>: +5 to hit, one target, range 20/40; <em>Damage</em>: 1d4+3 piercing damage.[/sblock][/gm]</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 6959925, member: 6801242"] Grimy the heroes push on and follow the insect man forward. The smells of rotting garbage and bile grew stronger as the tunnel opens into a large cavernous chamber dug from the earth. Its ceiling was supported by long beams of wood that extend from wall to wall. The ceiling itself is around fifteen feet high. The floor is puddled with water and standing sewage. Several dozen tunnel openings are visible, some four or five feet wide, while others are closer to two feet wide. Toward the center of the room is a gigantic white larva with huge milk-white like eyes. It is almost twenty feet long as at least six feet wide. On the floor against the southern wall maybe seen at least a dozen leathery white balls, each about a foot in diameters. At least six of those incest men that the heroes had faced before where standing between them and the huge larva, double axes and shields at the ready. The huge larva seems to look right at the heroes as it came into view when suddenly waves of fear seem to wash out over you… [gm]You are not surprised so we are doing initiative, just giving a hint of what its doing. This room is similar to the last one with at least two large tunnels leading out and a dozen or so smaller ones. The standing water and sewage makes the ground within 10 feet of the Aspis Cow difficult terrain (the big larva looking thing). The cow is 20ft away and the six Aspis Drones are spread out more or less 10 feet away from those moving forward. Only Uhtred and Tirion can see the Aspis Cow right now (and the drones). Quellathe can see the Drones, while Kelvyn and Levanna are too far back in the tunnel and can only see the corner of the room. If the Aspis Drones come forward then they will be able to see them and react too them… So everyone needs to make their Initiative rolls AND then post your Actions and Rolls. Any spells please and any Saves and Effects. [sblock=Aspis Cow] [I]Huge monstrosity (aspis), neutral [/I][ATTACH=CONFIG]78846._xfImport[/ATTACH] [B]Armor Class[/B]: 13 (natural armor) [B]Hit Points[/B]: 66 (6d12+30) [B]Speed[/B]: 10ft [B]STR[/B] 20 (+5), [B]DEX[/B] 4 (-3), [B]CON[/B] 21 (+5), [B]INT[/B] 16 (+3), [B]WIS[/B] 14 (+2) [B]CHA[/B] 16 (+3) [B]Saves[/B]: Str +8, Con +8 [B]Skills[/B]: Intimidate +6, Perception +8 [B]Immunities[/B]: Poison [B]Resistance[/B]: Crushing, Slashing, and Fire Damage [B]Senses[/B]: darkvision 10ft, blindsight 30ft, passive perception 23 (note cannot see or preserve anything beyond 30ft, but has Advantage on Perception within that range). [B]Languages[/B]: none (Understands Orc and Common) [B][I]Hive Mind[/I][/B]: when within 1 mile of an aspis cow, the aspis share a common hive mind that not only makes them more intelligent but also anything a drone knows the cow can broadcast to the rest of the hive. ACTIONS [B][I]Frightful Aura[/I][/B]: as an Action the Aspis Cow projects frightful waves of fear. Each creature of the Aspis Cow’s choice within a 30ft radius of the Aspis Cow must make a Wisdom save DC 14 or gain [I]Frightened [/I]condition for 1 minute. Any affected creature can make a new Wisdom saving throw at the end of its turn to recover. Success means they are no longer frightened. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Aspis Cow’s frightful aura for the next 24 hours. [B][I]Mind Spike[/I][/B]: [I]Ranged Spell Attack[/I]: +6 to hit, one target, 30ft range; [I]Damage[/I]: 2d10+3 psychic damage. [B][I]Poison Spray[/I][/B]: the Aspis Cow can spray a 15ft cone of poison. Each creature in this area must make a Constitution save vs. poison, DC 14. On a failed save the target suffers 2d6+4 poison damage, ½ damage on a successful save. [B][I]Stinking Defense[/I][/B]: as an Action the Aspis Cow sprays a cloud of nauseating stench into a 20ft radius around it. This cloud causes Heavy Obscure in that area around it. All creatures that begin their turns fully within the area must make a Constitution Save vs. poison, DC 14. On a failed save the creature spends it action that turn they spend that turn retching and reeling. Creatures that don’t breathe or are immune to poison are immune to the affect and automatically succeed on this saving throw.[/sblock] [sblock=Aspis Drone] [I]Medium monstrous humanoid (aspis), neutral[/I] [ATTACH=CONFIG]78847._xfImport[/ATTACH] [B]Armor Class[/B]: 19 (natural armor and double-shields and dex bonus) [B]Hit Points[/B]: 28 (4d8+8) [B]Speed[/B]: 40ft, climb 40ft [B]STR[/B] 14 (+2), [B]DEX[/B] 16 (+3), [B]CON[/B] 14 (+2), [B]INT[/B] 8/16 (-1/+3), [B]WIS[/B] 12 (+1) [B]CHA[/B] 6 (-2) [B]Saves[/B]: Dex +5, Int +1/+5 [B]Skills[/B]: Stealth +5, Survival +3 [B]Immunities[/B]: Poison [B]Senses[/B]: darkvision 60ft, blindsight 20ft, passive perception 11 [B]Languages[/B]: none (Understands Orc and Common) [B][I]Pack Tactics[/I][/B]: Aspis are especially good at ganging up on foes with allies. When an aspis is adjacent to an ally and a foe in melee combat, it grants its ally Advantage on melee attack rolls. If the aspis and an ally are flanking an enemy (see DMG pg. 251), both have Advantage on melee attacks against this foe. [B][I]Hive Mind[/I][/B]: when within 1 mile of an aspis cow, the aspis share a common hive mind that not only makes them more intelligent but also anything a drone knows the cow can broadcast to the rest of the hive. [B][I]Spider Climb[/I][/B]: Aspis can climb over difficult surfaces, including upside down and ceilings without having to make ability checks. [B][I]Multi-weapon attack[/I][/B]: has the equivalent of the Two-Weapon fighting feat, making two attacks a round instead of one with an Action and one does not need to be light. ACTIONS [B][I]Axe[/I][/B][I]: Melee Weapon Attack[/I]: +4 to hit, reach 5ft, one target. [I]Damage[/I]: 1d8+2 slashing damage. [B][I]Darts[/I][/B]: [I]Range Weapon Attack[/I]: +5 to hit, one target, range 20/40; [I]Damage[/I]: 1d4+3 piercing damage.[/sblock][/gm] [/QUOTE]
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