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JiCi's Beastiary [updated January 2nd 2007]
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<blockquote data-quote="JiCi" data-source="post: 2891948" data-attributes="member: 40121"><p>next: a non-aberration symbiont with an associated template</p><p></p><p><strong><span style="color: Red">Ventergus</span></strong></p><p><strong>Tiny Elemental (air, extraplanar, symbiont)</strong></p><p><strong>HD</strong>: 1d8+1 (5 hp)</p><p><strong>Initiative</strong>: +11</p><p><strong>Speed</strong>: Fly 100 ft. (perfect)</p><p><strong>Armor Class</strong>: 21 (+2 size, +7 Dex, +2 natural), touch 19, flat-footed 14</p><p><strong>Base Attack/Grapple</strong>: +0/-11</p><p><strong>Attack</strong>: Slam +9 melee (1d3-2 plus 1d3 sonic)</p><p><strong>Full Attack</strong>: Slam +9 melee (1d3-2 plus 1d3 sonic)</p><p><strong>Space/Reach</strong>: 2-1/2 ft./ 0 ft.</p><p><strong>Special Attacks</strong>: Air mastery, breath weapon, hurricane charge, thunderclap strike </p><p><strong>Special Qualities</strong>: Blowback skin, darkvision 60ft, elemental traits, symbiont traits, telepathy, ventergus transformation, vulnerability to slow effects</p><p><strong>Saves</strong>: Fort +1, Ref +9, Will +0</p><p><strong>Abilities</strong>: Str 4, Dex 24, Con 12, Int 6, Wis 10, Cha 10, Ego 5</p><p><strong>Skills</strong>: Listen +4, Spot +4</p><p><strong>Feats</strong>: Improved Initiative, Weapon Finesse (B) </p><p><strong>Environment</strong>: Elemental Plane of Air</p><p><strong>Organization</strong>: Solitary</p><p><strong>Challenge Rating</strong>: 2 (singly) or host +1 (when worn)</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Usually neutral</p><p><strong>Advancement</strong>: None </p><p><strong>Level Adjustment</strong>: --</p><p></p><p><em>A small mote of grey wind bounces around. Its two pitch black eyes fix out, even with the jolting gait.</em></p><p></p><p>Venterguses are an unique breed of elemental that can merge themselves with another creature. They wander the world in search of a potent host, as they are frail and weak. Unlike other elementals, a ventergus is quite friendly and usually tries not to harm a potent companion.</p><p> A ventergus speak Auran and Common, with a childlike voice, representing its low intellect.</p><p></p><p><strong>Combat</strong></p><p>A ventergus can attach itself only to a willing or helpless host (as a full-round action). In general, a creature either seeks out a ventergus to gain its benefits or encounters one accidentally. The ventergus attaches itself by “splitting” itself, and merging with the creature’s shoulders. It appears like a thin layer of fine dust on the shoulders.</p><p> Attaching or removing a ventergus deals 1d3 points of Constitution damage.</p><p><strong>Air Mastery (Ex) </strong>: Airborne creatures take a –1 penalty on attack and damage rolls against a ventergus.</p><p><strong>Blowback skin (Su) </strong>: Every time a ventergus gets hit, it releases a powerful twister that pushes back nearby opponents. Each creature adjacent to the ventergus is entitled to a Fortitude save or by knocked back 5 feet away from the ventergus and fall prone. The DC is 11. The save is Constitution-based.</p><p><strong>Breath weapon (Su) </strong>: Once every 1d4 rounds, a ventergus can breath a 20-foot long cone of wind. The wind is similar to a severe wind effect. However, the DC to resist this wind effect is 11 instead of the normal DC. Using the breath weapon is a standard action, and the wind effect ends at the end of the ventergus’s turn. However, the ventergus can keep its breath weapon active for a full round action, ending the wind effect at the beginning of its next turn. During this time, creatures within the cone are subject to the wind effect. The save is Constitution-based.</p><p><strong>Thunderclap strike (Su) </strong>: A ventergus’s attacks packs a strong draft of wind, which deals an additional 1d3 points of sonic damage.</p><p><strong>Hurricane Charge (Su) </strong>: A ventergus can transform into a gust of wind and charge and buffet opponents. The ventergus must move in a straight line, and must cover a distance equal to up to twice its base speed, according to the movement type. A solid object blocks the charge, but this object takes damage as if being hit. Opponents in the line take 3d6 sonic damage, but are entitled to a Reflex save to halve the damage. The DC is 11. The ventergus can charge once every 2d6 rounds. The save is Constitution-based.</p><p><strong>Symbiont Traits </strong>: When joined with a host, a symbiont gains a number of benefits. It acts on its host's turn each round, regardless of its own initiative modifier. It is not flat-footed unless its host is, and it is aware of any danger its host is aware of.</p><p>If a symbiont is grafted onto a visible part of the host creature's body, opponents can attack the symbiont itself instead of its host creature. Doing this works the same way as attacking an object: The symbiont gains the benefit of the host's Dexterity modifier to AC instead of its own, and gains any deflection bonus to AC the host has as well. Its own size modifier and natural armor bonus, if any, apply.</p><p>Attacking a symbiont instead of its host provokes an attack of opportunity from the host.</p><p>A symbiont never takes damage from attacks directed at the host. Like a worn magic item. a symbiont is usually unaffected by spells that damage the host, but if the host rolls a 1 on its saving throw, the symbiont is one of the "items" that can be affected by the spell (see Items Surviv¬ing after a Saving Throw, page 177 of the Player's Handbook), A symbiont uses its host's base saving throw bonuses if they are better than its own,</p><p><em>Share Spells (Su)</em>: Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host can cast a spell with a target of "You" on its symbiont instead of on itself. Likewise, a symbiont can choose to have any spell or spell-like ability it uses on itself also affect the host creature, and can cast a spell with a target of "You" on its host instead of itself. The host and symbiont can share spells even if the spells normally do not affect creatures of the host's or symbiont's type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.</p><p><strong>Telepathy (Su) </strong>: A ventergus can communicate telepathically with its host, if its host has a language.</p><p><strong>Ventergus Transformation (Su) </strong>: While a ventergus is attached to a host, the host is bestowed with a wind current throughout its body. The host gains the ventergus template, described below.</p><p><strong>Vulnerability to slow effects (Su) </strong>: A ventergus reacts differently to spells and effects that <em>slow</em> a creature. Instead of slowing down a ventergus, it paralyses it for the same number of rounds. Also, the <em>control wind</em> spell can be targeted at the ventergus, and can <em>slow</em> it down.</p><p></p><p><strong>Creating an ventergus creature</strong></p><p></p><p><em>Ventergus</em> is an acquired template that can be applied to any creature, referred to hereafter as the base creature.</p><p></p><p><strong>Size and type</strong>: The base creature’s type does not change, but it gains the “Augmented” subtype. Size is unchanged.</p><p></p><p><strong>Speed</strong>: All the base creature’s speeds double.</p><p></p><p><strong>AC</strong>: The base creature’s natural armor bonus increases by 2.</p><p></p><p><strong>Special Attacks</strong>: A ventergus creature retains all the special attacks of the base creature, and gains those below.</p><ul> <li data-xf-list-type="ul"><em><strong>Breath weapon (Su)</strong></em>: Once every 1d4 rounds, a ventergus creature can breath a cone of wind within a cone equal to 10 feet per 2 HD (minimum 10 feet). The wind is similar to a wind effect depending on size. The breath weapon affects opponents according to their size. However, the DC to resist this wind effect to 10 + ½ the base creature’s HD + Constitution modifier. Using the breath weapon is a standard action, and the wind effect ends at the end of the ventergus creature’s turn. However, the ventergus can keep its breath weapon active for a full round action, ending the wind effect at the beginning of its next turn. During this time, creatures within the cone are subject to the wind effect.<br /> [Code]<br /> Small or smaller: Strong<br /> Medium: Severe<br /> Large: Windstorm<br /> Huge: Hurricane<br /> Gargantuan /Colossal: Tornado<br /> [/Code]</li> <li data-xf-list-type="ul"><em><strong>Thunderclap strike (Su)</strong></em>: A ventergus creature’s attacks packs a strong draft of wind, which deals additional sonic damage.<br /> [Code]<br /> Fine: 1 sonic<br /> Diminutive: 1d2 sonic<br /> Tiny: 1d3 sonic<br /> Small: 1d4 sonic<br /> Medium: 1d6 sonic<br /> Large: 1d8 sonic<br /> Huge: 2d6 sonic<br /> Gargantuan: 3d6 sonic<br /> Colossal: 4d6 sonic<br /> [/Code]</li> <li data-xf-list-type="ul"><em><strong>Hurricane Charge (Su)</strong></em>: A ventergus creature can transform into a gust of wind and charge and buffet opponents. The ventergus creature must move in a straight line, and must cover a distance equal to up to twice its base speed, according to the movement type. A solid object blocks the charge, but this object takes damage as if being hit. Opponents in the line take sonic damage, but are entitled to a Reflex save to halve the damage. The DC is 10 + ½ the base creature’s HD + Constitution modifier. The ventergus creature can charge once every 2d6 rounds.<br /> [Code]<br /> Fine: 1d6 sonic<br /> Diminutive: 2d6 sonic<br /> Tiny: 3d6 sonic<br /> Small: 4d6 sonic<br /> Medium: 5d6 sonic<br /> Large: 6d6 sonic<br /> Huge: 8d6 sonic<br /> Gargantuan: 10d6 sonic<br /> Colossal: 12d6 sonic<br /> [/Code]</li> </ul><p></p><p><strong>Special Qualities</strong>: A ventergus creature retains all the special attacks of the base creature, and gains those below.</p><ul> <li data-xf-list-type="ul"><em><strong>Blowback skin (Su)</strong></em>: Every time a ventergus creature gets hit, it releases a powerful twister that pushes back nearby opponents. Each creature adjacent to the ventergus creature is entitled to a Fortitude save or by knocked back 5 feet away from the ventergus creature and fall prone. The DC is 10 + ½ the base creature’s HD + Constitution modifier.</li> <li data-xf-list-type="ul"><em><strong>Vulnerability to slow effects (Su)</strong></em>: A ventergus creature reacts differently to spells and effects that <em>slow</em> a creature. Instead of slowing down a ventergus creature, it paralyses it for the same number of rounds. Also, the <em>control wind</em> spell can be targeted at the ventergus creature, and can <em>slow</em> it down.</li> </ul><p></p><p><strong>Saves</strong>: A ventergus creature gains a +4 bonus to Reflex saves.</p><p></p><p><strong>Abilities</strong>: Str -2, Dex +6</p><p></p><p><strong>Feats</strong>: The ventergus creature receives Dodge and Mobility as bonus feats, even if the base creature does not meet the prerequisites.</p><p></p><p><strong>Challenge Rating</strong>: as base creature +3</p><p></p><p><strong>Alignment</strong>: The ventergus creature’s alignment shifts one step toward Chaotic</p><p></p><p><strong>Advancement</strong>: Same as the base creature</p><p></p><p><strong>Level adjustment</strong>: Same as the base creature +5</p></blockquote><p></p>
[QUOTE="JiCi, post: 2891948, member: 40121"] next: a non-aberration symbiont with an associated template [B][COLOR=Red]Ventergus[/COLOR][/B] [B]Tiny Elemental (air, extraplanar, symbiont)[/B] [B]HD[/B]: 1d8+1 (5 hp) [B]Initiative[/B]: +11 [B]Speed[/B]: Fly 100 ft. (perfect) [B]Armor Class[/B]: 21 (+2 size, +7 Dex, +2 natural), touch 19, flat-footed 14 [B]Base Attack/Grapple[/B]: +0/-11 [B]Attack[/B]: Slam +9 melee (1d3-2 plus 1d3 sonic) [B]Full Attack[/B]: Slam +9 melee (1d3-2 plus 1d3 sonic) [B]Space/Reach[/B]: 2-1/2 ft./ 0 ft. [B]Special Attacks[/B]: Air mastery, breath weapon, hurricane charge, thunderclap strike [B]Special Qualities[/B]: Blowback skin, darkvision 60ft, elemental traits, symbiont traits, telepathy, ventergus transformation, vulnerability to slow effects [B]Saves[/B]: Fort +1, Ref +9, Will +0 [B]Abilities[/B]: Str 4, Dex 24, Con 12, Int 6, Wis 10, Cha 10, Ego 5 [B]Skills[/B]: Listen +4, Spot +4 [B]Feats[/B]: Improved Initiative, Weapon Finesse (B) [B]Environment[/B]: Elemental Plane of Air [B]Organization[/B]: Solitary [B]Challenge Rating[/B]: 2 (singly) or host +1 (when worn) [B]Treasure[/B]: None [B]Alignment[/B]: Usually neutral [B]Advancement[/B]: None [B]Level Adjustment[/B]: -- [I]A small mote of grey wind bounces around. Its two pitch black eyes fix out, even with the jolting gait.[/I] Venterguses are an unique breed of elemental that can merge themselves with another creature. They wander the world in search of a potent host, as they are frail and weak. Unlike other elementals, a ventergus is quite friendly and usually tries not to harm a potent companion. A ventergus speak Auran and Common, with a childlike voice, representing its low intellect. [B]Combat[/B] A ventergus can attach itself only to a willing or helpless host (as a full-round action). In general, a creature either seeks out a ventergus to gain its benefits or encounters one accidentally. The ventergus attaches itself by “splitting” itself, and merging with the creature’s shoulders. It appears like a thin layer of fine dust on the shoulders. Attaching or removing a ventergus deals 1d3 points of Constitution damage. [B]Air Mastery (Ex) [/B]: Airborne creatures take a –1 penalty on attack and damage rolls against a ventergus. [B]Blowback skin (Su) [/B]: Every time a ventergus gets hit, it releases a powerful twister that pushes back nearby opponents. Each creature adjacent to the ventergus is entitled to a Fortitude save or by knocked back 5 feet away from the ventergus and fall prone. The DC is 11. The save is Constitution-based. [B]Breath weapon (Su) [/B]: Once every 1d4 rounds, a ventergus can breath a 20-foot long cone of wind. The wind is similar to a severe wind effect. However, the DC to resist this wind effect is 11 instead of the normal DC. Using the breath weapon is a standard action, and the wind effect ends at the end of the ventergus’s turn. However, the ventergus can keep its breath weapon active for a full round action, ending the wind effect at the beginning of its next turn. During this time, creatures within the cone are subject to the wind effect. The save is Constitution-based. [B]Thunderclap strike (Su) [/B]: A ventergus’s attacks packs a strong draft of wind, which deals an additional 1d3 points of sonic damage. [B]Hurricane Charge (Su) [/B]: A ventergus can transform into a gust of wind and charge and buffet opponents. The ventergus must move in a straight line, and must cover a distance equal to up to twice its base speed, according to the movement type. A solid object blocks the charge, but this object takes damage as if being hit. Opponents in the line take 3d6 sonic damage, but are entitled to a Reflex save to halve the damage. The DC is 11. The ventergus can charge once every 2d6 rounds. The save is Constitution-based. [B]Symbiont Traits [/B]: When joined with a host, a symbiont gains a number of benefits. It acts on its host's turn each round, regardless of its own initiative modifier. It is not flat-footed unless its host is, and it is aware of any danger its host is aware of. If a symbiont is grafted onto a visible part of the host creature's body, opponents can attack the symbiont itself instead of its host creature. Doing this works the same way as attacking an object: The symbiont gains the benefit of the host's Dexterity modifier to AC instead of its own, and gains any deflection bonus to AC the host has as well. Its own size modifier and natural armor bonus, if any, apply. Attacking a symbiont instead of its host provokes an attack of opportunity from the host. A symbiont never takes damage from attacks directed at the host. Like a worn magic item. a symbiont is usually unaffected by spells that damage the host, but if the host rolls a 1 on its saving throw, the symbiont is one of the "items" that can be affected by the spell (see Items Surviv¬ing after a Saving Throw, page 177 of the Player's Handbook), A symbiont uses its host's base saving throw bonuses if they are better than its own, [I]Share Spells (Su)[/I]: Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host can cast a spell with a target of "You" on its symbiont instead of on itself. Likewise, a symbiont can choose to have any spell or spell-like ability it uses on itself also affect the host creature, and can cast a spell with a target of "You" on its host instead of itself. The host and symbiont can share spells even if the spells normally do not affect creatures of the host's or symbiont's type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa. [B]Telepathy (Su) [/B]: A ventergus can communicate telepathically with its host, if its host has a language. [B]Ventergus Transformation (Su) [/B]: While a ventergus is attached to a host, the host is bestowed with a wind current throughout its body. The host gains the ventergus template, described below. [B]Vulnerability to slow effects (Su) [/B]: A ventergus reacts differently to spells and effects that [I]slow[/I] a creature. Instead of slowing down a ventergus, it paralyses it for the same number of rounds. Also, the [I]control wind[/I] spell can be targeted at the ventergus, and can [I]slow[/I] it down. [b]Creating an ventergus creature[/b] [i]Ventergus[/i] is an acquired template that can be applied to any creature, referred to hereafter as the base creature. [b]Size and type[/b]: The base creature’s type does not change, but it gains the “Augmented” subtype. Size is unchanged. [b]Speed[/b]: All the base creature’s speeds double. [b]AC[/b]: The base creature’s natural armor bonus increases by 2. [b]Special Attacks[/b]: A ventergus creature retains all the special attacks of the base creature, and gains those below. [LIST] [*][i][b]Breath weapon (Su)[/b][/i]: Once every 1d4 rounds, a ventergus creature can breath a cone of wind within a cone equal to 10 feet per 2 HD (minimum 10 feet). The wind is similar to a wind effect depending on size. The breath weapon affects opponents according to their size. However, the DC to resist this wind effect to 10 + ½ the base creature’s HD + Constitution modifier. Using the breath weapon is a standard action, and the wind effect ends at the end of the ventergus creature’s turn. However, the ventergus can keep its breath weapon active for a full round action, ending the wind effect at the beginning of its next turn. During this time, creatures within the cone are subject to the wind effect. [Code] Small or smaller: Strong Medium: Severe Large: Windstorm Huge: Hurricane Gargantuan /Colossal: Tornado [/Code] [*][i][b]Thunderclap strike (Su)[/b][/i]: A ventergus creature’s attacks packs a strong draft of wind, which deals additional sonic damage. [Code] Fine: 1 sonic Diminutive: 1d2 sonic Tiny: 1d3 sonic Small: 1d4 sonic Medium: 1d6 sonic Large: 1d8 sonic Huge: 2d6 sonic Gargantuan: 3d6 sonic Colossal: 4d6 sonic [/Code] [*][i][b]Hurricane Charge (Su)[/b][/i]: A ventergus creature can transform into a gust of wind and charge and buffet opponents. The ventergus creature must move in a straight line, and must cover a distance equal to up to twice its base speed, according to the movement type. A solid object blocks the charge, but this object takes damage as if being hit. Opponents in the line take sonic damage, but are entitled to a Reflex save to halve the damage. The DC is 10 + ½ the base creature’s HD + Constitution modifier. The ventergus creature can charge once every 2d6 rounds. [Code] Fine: 1d6 sonic Diminutive: 2d6 sonic Tiny: 3d6 sonic Small: 4d6 sonic Medium: 5d6 sonic Large: 6d6 sonic Huge: 8d6 sonic Gargantuan: 10d6 sonic Colossal: 12d6 sonic [/Code] [/LIST] [b]Special Qualities[/b]: A ventergus creature retains all the special attacks of the base creature, and gains those below. [LIST] [*][i][b]Blowback skin (Su)[/b][/i]: Every time a ventergus creature gets hit, it releases a powerful twister that pushes back nearby opponents. Each creature adjacent to the ventergus creature is entitled to a Fortitude save or by knocked back 5 feet away from the ventergus creature and fall prone. The DC is 10 + ½ the base creature’s HD + Constitution modifier. [*][i][b]Vulnerability to slow effects (Su)[/b][/i]: A ventergus creature reacts differently to spells and effects that [I]slow[/I] a creature. Instead of slowing down a ventergus creature, it paralyses it for the same number of rounds. Also, the [I]control wind[/I] spell can be targeted at the ventergus creature, and can [I]slow[/I] it down. [/LIST] [b]Saves[/b]: A ventergus creature gains a +4 bonus to Reflex saves. [b]Abilities[/b]: Str -2, Dex +6 [b]Feats[/b]: The ventergus creature receives Dodge and Mobility as bonus feats, even if the base creature does not meet the prerequisites. [b]Challenge Rating[/b]: as base creature +3 [b]Alignment[/b]: The ventergus creature’s alignment shifts one step toward Chaotic [b]Advancement[/b]: Same as the base creature [b]Level adjustment[/b]: Same as the base creature +5 [/QUOTE]
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