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Immortals Handbook - Epic Bestiary (Epic Monster Discussion)
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<blockquote data-quote="dante58701" data-source="post: 3201393" data-attributes="member: 40336"><p><strong>Updated...any suggestions?</strong></p><p></p><p>Nightwyrm</p><p>Huge Animal (Aquatic)</p><p>Hit Dice: 10d8+133 (173 hp)</p><p>Initiative: +4 (+4 Improved Initiative)</p><p>Speed: 120 ft. (24 squares), climb 120 ft., swim 120 ft.</p><p>Armor Class:33 (-2 size, +22 natural), touch 11, flat-footed 30</p><p>Base Attack/Grapple: +7/+24</p><p>Attack: Bite +49 melee (8d8+37 plus poison)</p><p>Full Attack: Bite +49 melee (8d8+37 plus poison)</p><p>Space/Reach: 30 ft./20 ft.</p><p>Special Attacks: Constrict 8d8+37, improved grab, poison, poison breath, spit poison</p><p>Special Qualities: Amphibious, damage reduction 5/ - , darkvision 60 ft., evasion, low-light vision, regeneration 5, scent, sound imitation, virtual size categories 2, water breathing</p><p>Saves: Fort +20, Ref +9, Will +3</p><p>Abilities: Str 60, Dex 11, Con 26, Int 2, Wis 10, Cha 10</p><p>Skills: Balance +8 Climb +33, Hide +7, Listen +7, Spot +7, Swim +33</p><p>Feats: Alertness, Endurance, Improved Initiative, Improved Natural Attack (Bite, Constrict) (B), Lightning Reflexes</p><p>Environment: Temperate wetlands</p><p>Organization: Solitary</p><p>Challenge Rating: 17</p><p>Treasure: Double standard</p><p>Alignment: Always neutral</p><p>Advancement: 11-15 HD (Huge); 16-30 (Gargantuan)</p><p>Level Adjustment: +13</p><p></p><p>An immense shape slithers through the branches that form a canopy over the wetland mire. Its dark green form is nearly invisible against the leaves, but its serpentine eyes, unblinking and emerald, track its prey with cold precision. A nightmare made flesh, the nightwyrm is a horror to be reckoned with.</p><p></p><p>Many horrific tales tell of a single nightwyrm devouring an entire party of adventurers, one by one. This mighty constrictor snake likes to lurk the muddy banks, where wild animals stray from the plains to drink from the water. The creature's ability to hibernate for months at a time enables it to survive even the coldest winters.</p><p></p><p>Nightwyrms often venture onto land for mating purposes. Female nightwyrms bury their eggs in mudmounds deep in the muddy banks of their wetland homes and coil over these mud mounds to shield their eggs from harm.</p><p></p><p>Many male nightwyrms seemingly guard nearby, killing each other at random, and often attack enmasse, though the truth is, they just want to devour the hatchlings when they burst forth into the presence of their mother, who will also try to devour them. It would seem their maternal instincts only go so far.</p><p></p><p>A nightwyrm eats carrion, all other snakes, and fresh prey of all kinds. It even attacks its own kind on sight unless the opponent is clearly larger. The smaller nightwyrm usually flees from such a confrontation, and the aggressor rarely pursues for long.</p><p></p><p>A nightwyrm is a dark green snake with exotic black markings that help it hide in wetland settings.</p><p></p><p>A nightwyrm knows no languages, though it is able to imitate all known vocal patterns.</p><p></p><p>A nightwyrm is about 30 ft. in length and weighs about 60 tons (120,000 pounds), due to it's incredible muscular density.</p><p></p><p>Combat</p><p></p><p>Amphibious (Ex): Although nightwyrms are aquatic, they can survive indefinitely on land.</p><p></p><p>Nightwyrms are aggressive, relentless hunters. Those that live near water often drag their prey underwater to drown it. They usually save their breath weapons for defense against numerous foes, or to slay formidable opponents.</p><p></p><p>Nightwyrms, though not actually intelligent, displays an incredible amount of primitive cunning for an animal. They have the wisdom to plan ambushes, and they often collect treasure from victims and scatter it near a cave or a good ambush area to lure prey off a trail.</p><p></p><p>Nightwyrms have also been known to drive animals into ravines and over precipices, then leave their broken bodies for later feasting while they hunt other creatures. A nightyrm should never be underestimated.</p><p></p><p>Constrict (Ex): On a successful grapple check, a nightwyrm deals 8d8+37 points of damage.</p><p></p><p>Evasion (Ex): Despite their size nightwyrms are astonishingly agile and capable of twisting their great coils with amazing dexterity. If a nightwyrm is subject to an attack that allows a Reflex save for half-damage the nightwyrm takes no damage on a successful save</p><p></p><p>Improved Grab (Ex): To use this ability, a nightwyrm must hit an opponent up to one size category larger than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. A nightwyrm often drags grabbed prey underwater to drown (see page 304 in the -Dungeon Master's Guide).</p><p></p><p>Poison (Ex): A nightwyrm has a poisonous bite that deals initial damage sleep for 6d4 rounds and secondary damage of 6d6 Con (Fortitude DC 34 negates). The save DCs are Constitution-based and include a +6 modifier to the DC due to the poison's heavily concentrated nature.</p><p></p><p>Poison Breath (Ex): Once per 1d4 rounds, a nightwyrm can breathe a 50-foot cone of poisonous gas (inhaled, Fortitude DC 28, initial damage sleep for 2d4 hours or until damage is taken, secondary damage 1d6 Con). This poison is a less concentrated variation of the poison derived from it's venomous bite. The save DC is Constitution-based.</p><p></p><p>Regeneration (Ex): A nightwyrm takes normal damage from acid or fire-based attacks and effects.</p><p></p><p>Skills: A nightwyrm gains a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks.</p><p></p><p>A nightwyrm can always choose to take 10 on a Climb check, even if rushed or threatened.</p><p></p><p>A nightwyrm can use either its Strength or its Dexterity modifier for Climb checks, whichever is higher.</p><p></p><p>A nightwyrm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p></p><p>Sound Imitation (Ex): A nightwyrm can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC 15) to detect the ruse. The DC is Charisma-based.</p><p></p><p>Spit Poison (Ex): Nightwyrms are capable of spitting their venom at foes up to 100 ft. distant; this requires a normal ranged attack roll with no range increment. Fort DC 34; damage blind for 1d10 minutes/blind permanently. The save DC is Constitution-based and include a +6 modifier to the DC due to the poison's heavily concentrated nature.</p><p></p><p>Water Breathing (Ex): A nightwyrm can breathe underwater indefinitely and can freely use its breath weapon and other abilities while submerged.</p><p></p><p></p><p>Special Notes: The virtual size categories are due to the incredibly prodigious strength of this beastie. I know a 30 strength might seem more fair, but I was going for a snake that is incredibly powerful for it's hit dice and size. Something that could take a serious beating and deal out some serious damage, without bestowing upon it a slew of feats and skill points it really shouldnt have. It also makes the snake more managable to be of low hit dice (thus spellcasters could defeat it with an enchantment spell, and fighters would die quickly). </p><p></p><p>As these serpents are going to be "controlled" by yuan-ti in my campaigns. I figured this would solve the problem perfectly, without giving them so much power as to be insanely overblown.</p><p></p><p>Im a bit unsure about their challenge rating and level adjustments though. Should they be raised?</p><p></p><p>As for making it a magical beast...I decided that wasn't very fitting. It is meant to be a natural animal that pushes the limits of evolution in an extreme way. </p><p></p><p>As for constriction. I dont want it to be outdone by it's bite, so I improved that as well.</p></blockquote><p></p>
[QUOTE="dante58701, post: 3201393, member: 40336"] [b]Updated...any suggestions?[/b] Nightwyrm Huge Animal (Aquatic) Hit Dice: 10d8+133 (173 hp) Initiative: +4 (+4 Improved Initiative) Speed: 120 ft. (24 squares), climb 120 ft., swim 120 ft. Armor Class:33 (-2 size, +22 natural), touch 11, flat-footed 30 Base Attack/Grapple: +7/+24 Attack: Bite +49 melee (8d8+37 plus poison) Full Attack: Bite +49 melee (8d8+37 plus poison) Space/Reach: 30 ft./20 ft. Special Attacks: Constrict 8d8+37, improved grab, poison, poison breath, spit poison Special Qualities: Amphibious, damage reduction 5/ - , darkvision 60 ft., evasion, low-light vision, regeneration 5, scent, sound imitation, virtual size categories 2, water breathing Saves: Fort +20, Ref +9, Will +3 Abilities: Str 60, Dex 11, Con 26, Int 2, Wis 10, Cha 10 Skills: Balance +8 Climb +33, Hide +7, Listen +7, Spot +7, Swim +33 Feats: Alertness, Endurance, Improved Initiative, Improved Natural Attack (Bite, Constrict) (B), Lightning Reflexes Environment: Temperate wetlands Organization: Solitary Challenge Rating: 17 Treasure: Double standard Alignment: Always neutral Advancement: 11-15 HD (Huge); 16-30 (Gargantuan) Level Adjustment: +13 An immense shape slithers through the branches that form a canopy over the wetland mire. Its dark green form is nearly invisible against the leaves, but its serpentine eyes, unblinking and emerald, track its prey with cold precision. A nightmare made flesh, the nightwyrm is a horror to be reckoned with. Many horrific tales tell of a single nightwyrm devouring an entire party of adventurers, one by one. This mighty constrictor snake likes to lurk the muddy banks, where wild animals stray from the plains to drink from the water. The creature's ability to hibernate for months at a time enables it to survive even the coldest winters. Nightwyrms often venture onto land for mating purposes. Female nightwyrms bury their eggs in mudmounds deep in the muddy banks of their wetland homes and coil over these mud mounds to shield their eggs from harm. Many male nightwyrms seemingly guard nearby, killing each other at random, and often attack enmasse, though the truth is, they just want to devour the hatchlings when they burst forth into the presence of their mother, who will also try to devour them. It would seem their maternal instincts only go so far. A nightwyrm eats carrion, all other snakes, and fresh prey of all kinds. It even attacks its own kind on sight unless the opponent is clearly larger. The smaller nightwyrm usually flees from such a confrontation, and the aggressor rarely pursues for long. A nightwyrm is a dark green snake with exotic black markings that help it hide in wetland settings. A nightwyrm knows no languages, though it is able to imitate all known vocal patterns. A nightwyrm is about 30 ft. in length and weighs about 60 tons (120,000 pounds), due to it's incredible muscular density. Combat Amphibious (Ex): Although nightwyrms are aquatic, they can survive indefinitely on land. Nightwyrms are aggressive, relentless hunters. Those that live near water often drag their prey underwater to drown it. They usually save their breath weapons for defense against numerous foes, or to slay formidable opponents. Nightwyrms, though not actually intelligent, displays an incredible amount of primitive cunning for an animal. They have the wisdom to plan ambushes, and they often collect treasure from victims and scatter it near a cave or a good ambush area to lure prey off a trail. Nightwyrms have also been known to drive animals into ravines and over precipices, then leave their broken bodies for later feasting while they hunt other creatures. A nightyrm should never be underestimated. Constrict (Ex): On a successful grapple check, a nightwyrm deals 8d8+37 points of damage. Evasion (Ex): Despite their size nightwyrms are astonishingly agile and capable of twisting their great coils with amazing dexterity. If a nightwyrm is subject to an attack that allows a Reflex save for half-damage the nightwyrm takes no damage on a successful save Improved Grab (Ex): To use this ability, a nightwyrm must hit an opponent up to one size category larger than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. A nightwyrm often drags grabbed prey underwater to drown (see page 304 in the -Dungeon Master's Guide). Poison (Ex): A nightwyrm has a poisonous bite that deals initial damage sleep for 6d4 rounds and secondary damage of 6d6 Con (Fortitude DC 34 negates). The save DCs are Constitution-based and include a +6 modifier to the DC due to the poison's heavily concentrated nature. Poison Breath (Ex): Once per 1d4 rounds, a nightwyrm can breathe a 50-foot cone of poisonous gas (inhaled, Fortitude DC 28, initial damage sleep for 2d4 hours or until damage is taken, secondary damage 1d6 Con). This poison is a less concentrated variation of the poison derived from it's venomous bite. The save DC is Constitution-based. Regeneration (Ex): A nightwyrm takes normal damage from acid or fire-based attacks and effects. Skills: A nightwyrm gains a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A nightwyrm can always choose to take 10 on a Climb check, even if rushed or threatened. A nightwyrm can use either its Strength or its Dexterity modifier for Climb checks, whichever is higher. A nightwyrm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Sound Imitation (Ex): A nightwyrm can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC 15) to detect the ruse. The DC is Charisma-based. Spit Poison (Ex): Nightwyrms are capable of spitting their venom at foes up to 100 ft. distant; this requires a normal ranged attack roll with no range increment. Fort DC 34; damage blind for 1d10 minutes/blind permanently. The save DC is Constitution-based and include a +6 modifier to the DC due to the poison's heavily concentrated nature. Water Breathing (Ex): A nightwyrm can breathe underwater indefinitely and can freely use its breath weapon and other abilities while submerged. Special Notes: The virtual size categories are due to the incredibly prodigious strength of this beastie. I know a 30 strength might seem more fair, but I was going for a snake that is incredibly powerful for it's hit dice and size. Something that could take a serious beating and deal out some serious damage, without bestowing upon it a slew of feats and skill points it really shouldnt have. It also makes the snake more managable to be of low hit dice (thus spellcasters could defeat it with an enchantment spell, and fighters would die quickly). As these serpents are going to be "controlled" by yuan-ti in my campaigns. I figured this would solve the problem perfectly, without giving them so much power as to be insanely overblown. Im a bit unsure about their challenge rating and level adjustments though. Should they be raised? As for making it a magical beast...I decided that wasn't very fitting. It is meant to be a natural animal that pushes the limits of evolution in an extreme way. As for constriction. I dont want it to be outdone by it's bite, so I improved that as well. [/QUOTE]
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