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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="MissHappen" data-source="post: 983317" data-attributes="member: 7210"><p><strong>This is all your fault</strong></p><p></p><p>One of you gentlemen happened to make a crack about tentacles and schoolgirls. This is the end result of that comment.</p><p></p><p>SKOOLGURL (Pseudonatural Corrupted Nymph)</p><p>Medium Outsider</p><p>HD: 3d8+21 (45 hp; always maximum HP)</p><p>Initiative: +5 Dex </p><p>Speed: 60’, swim 40’</p><p>AC: 54 (+5 Dex, +39 Natural) (Touch 15, Flat-Footed 49)</p><p>Base Attack/Grapple: +3/+16</p><p>Attack: Tentacle Rake +31 (+1, +13 Strength, +15 insight)</p><p>Full Attack: 2 Tentacle Rakes +31</p><p>Damage: 2d10+13+1 point of vile damage</p><p>Face/Reach: 5’/5’</p><p>Special Attacks: Blinding Beauty, Unearthly Beauty, Disruptive Attack, Improved Grab, Rotting Constriction</p><p>Special Qualities: Spell-Like Abilities, Darkvision 60’, Acid Immunity, Electricity Resistance 15, Damage Reduction 20/+5, SR 15, Fast Healing 1</p><p>Saves: Fortitude +8 Reflex +9 Will +15</p><p>Abilities: STR 36 (+13) DEX 21 (+5) CON 24 (+7) INT 18 (+4) WIS 25 (+7) CHA 17 (+3)</p><p>Skills: Bluff 10, Concentrate 10, Disguise 11, Knowledge (Something Horrid) 7, Heal 7, Hide 10, Listen 7, Move Silently 10, Sense Motive 8, Spot 10 </p><p>Feats: Ability Focus (Unearthly Beauty), Alertness, Dodge, Iron Will</p><p>Climate/Terrain: Any</p><p>Organization: Solitary</p><p>Alignment: Neutral Evil</p><p>Advancement: 4-9 HD (Medium Size)</p><p>Challenge Rating: 23</p><p></p><p>Long ago, a group of Nymphs embittered by constant assaults of civilization sequestered themselves and began to examine wicked secrets and curses. As they leisurely drifted further into corruption, they developed rather unsavory tastes in both beauty and lovers. The product of their unholy dalliances and insanity are the Skoolgurls. </p><p>Skoolgurls initially appear as Nymphs, with the same amazing beauty, and they often affect an air of innocence, sometimes pretending to be in danger or otherwise helpless. Though sometimes they pose as Nymphs, they have also been known to impersonate young women of varying race, even to the point of disguising themselves with clothing appropriate to the role. Their normal rather skimpy wardrobes are reflections of their true nature if examined closely; the short pleated skirts and thin tunics are made of folded and crimped flesh, twisted and withered, sometimes decorated with pieces of bone, nails, or other small gruesome trophies.</p><p>Skoolgurls are much less solitary than Nymphs. They live in small groups, usually in a hidden place of exceeding foulness (the largest Skoolgurl nest was the ancient ruin of a grotesque god’s temple forgotten for so long it was being used as a cesspool for a nearby city). They spend their time absorbing the disgusting rituals and ways of their ancestors, seeking out greater sources of madness and corruption to exploit, and in turn to spread to the rest of the world. Usually, they venture forth to trick prey into accompanying them ‘home’ for fun and experimentation, or set up an ambush where one Skoolgurl pretends to be in great peril while the others wait for the moment to strike. Occasionally, however, a Skoolgurl group will attempt to infiltrate a society in order to bring their experiments and foul whims to an unsuspecting populace. </p><p>Despite what some may think, being captured by Skoolgurls is something that should be avoided at all costs.</p><p></p><p>Combat: Skoolgurls prefer to fight from ambush, playing coy to catch victims off guard and the like. At first they attempt to use their spells and spell-like abilities to hinder and slow targets, hoping to render them helpless for further attentions, and avoid melee. Casting Charm at Fighters, surreptitiously spreading Contagion, possible use of Rusting Grasp or Heat Metal to destroy equipment are all examples of preliminary attack. Entangle, Soften Earth and Stone, Snare and Stone Shape are all used to immobilize targets if possible, for Skoolgurls love to take captives.</p><p>When open combat begins or the initial trickery ends, Skoolgurls assume their ropy true forms, and attack, making liberal use of Dimension Door for flanking and Blur. Often, they will take turns switching back to their Nymph-like form in order to use their Beauty abilities while the other Skoolgurls guard their comrade. Allies are usually already summoned to help deal with targets, hiding nearby in ambush. Hapless targets in combat are usually grappled and molested in a horrible fashion (see Rotting Constriction, below).</p><p></p><p>Blinding Beauty (Su): This ability operates continuously, affecting all humanoids within 60’ of the Skoolgurl. Those who look directly at the Skoolgurl must succeed at a Fortitude save (DC 18) or be blinded permanently as though by the Blindness spell. The Skoolgurl can suppress or resume this ability as a free action. </p><p>Unearthly Beauty (Su): The Skoolgurl can evoke this ability once every 10 minutes. Those within 30’ of the Skoolgurl who look directly at it must succeed at a Will save (DC 20) or die.</p><p>Spell-Like Abilities: At will: Blur, Dimension Door, Shield, Unhallow, all at 20th level. Skoolgurls can also replicate Druid spells as 7th level casters (save DC 17+spell level). 6/0, 6/1, 5/2, 4/3, 2/4</p><p>Note that these are NOT true Druid spells, but are corruptions of Druidic magic. Plants controlled by these spells are suddenly infested by weird fungus, flames summoned are blue and hissing, mist always seems to hide something huge and slimy. The basic effects are the same, however. Creatures summoned are always Aberrations, Oozes or similar creatures.</p><p>Typical spell list for a Skoolgurl:</p><p>1st level: Entangle, Faerie Fire, Goodberry, Invisibility to Animals, Obscuring Mist, Pass Without Trace</p><p>2nd level: Charm Person, Resist Elements, Soften Earth and Stone, Summon Swarm, Tree Shape</p><p>3rd level: Meld into Stone, Snare, Stone Shape, Summon Nature’s Ally III</p><p>4th level: Giant Vermin, Freedom of Movement</p><p>Disruptive Attack (Su): A Skoolgurl delivers additional vile damage when it touches uncorrupted, living, corporeal non-outsiders. This inflicts additional vile damage equal to half the Skoolgurl’s HD.</p><p>Vile damage can only be healed by magic cast within the area of a Consecrate or Hallow spell.</p><p>Enhanced Power (Su): The save DCs of any and all of the Skoolgurl’s special attacks are increased by 4.</p><p>Fast Healing (Ex): Each round, a Skoolgurl heals damage equal to half its HD, maximum of 10. </p><p>Constant Insight (Su): All attacks are made with a +15 insight bonus. The Skoolgurl is not affected by the miss chance that applies to attacks against a concealed target.</p><p>Improved Grab (Ex): If a Skoolgurl hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.</p><p>Rotting Constriction (Ex): Once a Skoolgurl has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the Skoolgurl regains 10 lost hit points.</p><p>Alternate Form (Su): At will, a Skoolgurl can shed its outer beauty and appear as a Nymph made entirely of pressed-together pulsing tentacles, writhing together, and studded with large, lovely, and rather sad looking blue eyes. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against a Skoolgurl in this form.</p><p>Note that the Blinding and Unearthly Beauty abilities do not function in this form.</p><p></p><p></p><p></p><p>Edited for content! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>-MsM</p></blockquote><p></p>
[QUOTE="MissHappen, post: 983317, member: 7210"] [b]This is all your fault[/b] One of you gentlemen happened to make a crack about tentacles and schoolgirls. This is the end result of that comment. SKOOLGURL (Pseudonatural Corrupted Nymph) Medium Outsider HD: 3d8+21 (45 hp; always maximum HP) Initiative: +5 Dex Speed: 60’, swim 40’ AC: 54 (+5 Dex, +39 Natural) (Touch 15, Flat-Footed 49) Base Attack/Grapple: +3/+16 Attack: Tentacle Rake +31 (+1, +13 Strength, +15 insight) Full Attack: 2 Tentacle Rakes +31 Damage: 2d10+13+1 point of vile damage Face/Reach: 5’/5’ Special Attacks: Blinding Beauty, Unearthly Beauty, Disruptive Attack, Improved Grab, Rotting Constriction Special Qualities: Spell-Like Abilities, Darkvision 60’, Acid Immunity, Electricity Resistance 15, Damage Reduction 20/+5, SR 15, Fast Healing 1 Saves: Fortitude +8 Reflex +9 Will +15 Abilities: STR 36 (+13) DEX 21 (+5) CON 24 (+7) INT 18 (+4) WIS 25 (+7) CHA 17 (+3) Skills: Bluff 10, Concentrate 10, Disguise 11, Knowledge (Something Horrid) 7, Heal 7, Hide 10, Listen 7, Move Silently 10, Sense Motive 8, Spot 10 Feats: Ability Focus (Unearthly Beauty), Alertness, Dodge, Iron Will Climate/Terrain: Any Organization: Solitary Alignment: Neutral Evil Advancement: 4-9 HD (Medium Size) Challenge Rating: 23 Long ago, a group of Nymphs embittered by constant assaults of civilization sequestered themselves and began to examine wicked secrets and curses. As they leisurely drifted further into corruption, they developed rather unsavory tastes in both beauty and lovers. The product of their unholy dalliances and insanity are the Skoolgurls. Skoolgurls initially appear as Nymphs, with the same amazing beauty, and they often affect an air of innocence, sometimes pretending to be in danger or otherwise helpless. Though sometimes they pose as Nymphs, they have also been known to impersonate young women of varying race, even to the point of disguising themselves with clothing appropriate to the role. Their normal rather skimpy wardrobes are reflections of their true nature if examined closely; the short pleated skirts and thin tunics are made of folded and crimped flesh, twisted and withered, sometimes decorated with pieces of bone, nails, or other small gruesome trophies. Skoolgurls are much less solitary than Nymphs. They live in small groups, usually in a hidden place of exceeding foulness (the largest Skoolgurl nest was the ancient ruin of a grotesque god’s temple forgotten for so long it was being used as a cesspool for a nearby city). They spend their time absorbing the disgusting rituals and ways of their ancestors, seeking out greater sources of madness and corruption to exploit, and in turn to spread to the rest of the world. Usually, they venture forth to trick prey into accompanying them ‘home’ for fun and experimentation, or set up an ambush where one Skoolgurl pretends to be in great peril while the others wait for the moment to strike. Occasionally, however, a Skoolgurl group will attempt to infiltrate a society in order to bring their experiments and foul whims to an unsuspecting populace. Despite what some may think, being captured by Skoolgurls is something that should be avoided at all costs. Combat: Skoolgurls prefer to fight from ambush, playing coy to catch victims off guard and the like. At first they attempt to use their spells and spell-like abilities to hinder and slow targets, hoping to render them helpless for further attentions, and avoid melee. Casting Charm at Fighters, surreptitiously spreading Contagion, possible use of Rusting Grasp or Heat Metal to destroy equipment are all examples of preliminary attack. Entangle, Soften Earth and Stone, Snare and Stone Shape are all used to immobilize targets if possible, for Skoolgurls love to take captives. When open combat begins or the initial trickery ends, Skoolgurls assume their ropy true forms, and attack, making liberal use of Dimension Door for flanking and Blur. Often, they will take turns switching back to their Nymph-like form in order to use their Beauty abilities while the other Skoolgurls guard their comrade. Allies are usually already summoned to help deal with targets, hiding nearby in ambush. Hapless targets in combat are usually grappled and molested in a horrible fashion (see Rotting Constriction, below). Blinding Beauty (Su): This ability operates continuously, affecting all humanoids within 60’ of the Skoolgurl. Those who look directly at the Skoolgurl must succeed at a Fortitude save (DC 18) or be blinded permanently as though by the Blindness spell. The Skoolgurl can suppress or resume this ability as a free action. Unearthly Beauty (Su): The Skoolgurl can evoke this ability once every 10 minutes. Those within 30’ of the Skoolgurl who look directly at it must succeed at a Will save (DC 20) or die. Spell-Like Abilities: At will: Blur, Dimension Door, Shield, Unhallow, all at 20th level. Skoolgurls can also replicate Druid spells as 7th level casters (save DC 17+spell level). 6/0, 6/1, 5/2, 4/3, 2/4 Note that these are NOT true Druid spells, but are corruptions of Druidic magic. Plants controlled by these spells are suddenly infested by weird fungus, flames summoned are blue and hissing, mist always seems to hide something huge and slimy. The basic effects are the same, however. Creatures summoned are always Aberrations, Oozes or similar creatures. Typical spell list for a Skoolgurl: 1st level: Entangle, Faerie Fire, Goodberry, Invisibility to Animals, Obscuring Mist, Pass Without Trace 2nd level: Charm Person, Resist Elements, Soften Earth and Stone, Summon Swarm, Tree Shape 3rd level: Meld into Stone, Snare, Stone Shape, Summon Nature’s Ally III 4th level: Giant Vermin, Freedom of Movement Disruptive Attack (Su): A Skoolgurl delivers additional vile damage when it touches uncorrupted, living, corporeal non-outsiders. This inflicts additional vile damage equal to half the Skoolgurl’s HD. Vile damage can only be healed by magic cast within the area of a Consecrate or Hallow spell. Enhanced Power (Su): The save DCs of any and all of the Skoolgurl’s special attacks are increased by 4. Fast Healing (Ex): Each round, a Skoolgurl heals damage equal to half its HD, maximum of 10. Constant Insight (Su): All attacks are made with a +15 insight bonus. The Skoolgurl is not affected by the miss chance that applies to attacks against a concealed target. Improved Grab (Ex): If a Skoolgurl hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Rotting Constriction (Ex): Once a Skoolgurl has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the Skoolgurl regains 10 lost hit points. Alternate Form (Su): At will, a Skoolgurl can shed its outer beauty and appear as a Nymph made entirely of pressed-together pulsing tentacles, writhing together, and studded with large, lovely, and rather sad looking blue eyes. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against a Skoolgurl in this form. Note that the Blinding and Unearthly Beauty abilities do not function in this form. Edited for content! ;) -MsM [/QUOTE]
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