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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 1810467" data-attributes="member: 2012"><p><span style="color: DarkOrange"><strong>RELIX (PROXY OF DAMH)</strong></span></p><p><strong>Huge Outsider (Extraplanar, Good)</strong></p><p><strong>Hit Dice:</strong> 10d10+70 (130 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 40 ft. (8 squares)</p><p><strong>AC:</strong> 17 (-1 size, +8 natural), touch 10, flat-footed 17</p><p><strong>Base Attack/Grapple:</strong> +10/+27</p><p><strong>Attack:</strong> Claw +19 melee (1d8+13)</p><p><strong>Full Attack:</strong> 2 claws +19/+14 melee (1d8+9) and bite +17/+12 melee (2d6+4)</p><p><strong>Space/Reach:</strong> 15 ft. / 15 ft.</p><p><strong>Special Attacks:</strong> Aura of hope, improved grab, spell-like abilities</p><p><strong>Special Qualities:</strong> Cold and fire resistance 10, Darkvision 60ft., DR 5/magic, low-light vision, melancholy, scent, slow aging, SR 15, vulnerability to good</p><p><strong>Saves:</strong> Fort +14, Ref +3, Will +5</p><p><strong>Abilities:</strong> Str 29 (+9), Dex 10 (+0), Con 25 (+7), Int 3 (-4), Wis 14 (+2), Cha 12 (+1)</p><p><strong>Skills:</strong> Bluff +3, Listen +6, Perform (oratory) +3, Spot +6</p><p><strong>Feats:</strong> Alertness, Multiattack, Power Attack, Track</p><p></p><p><strong>Continent/Region:</strong> Can appear anywhere on Kulan but mainly appears on Harqual</p><p><strong>Environment:</strong> Wanders the Upper Outer Planes or the Demiplane of Serenity</p><p><strong>Organization:</strong> Unique</p><p><strong>Challenge Rating:</strong> 11</p><p><strong>Alignment:</strong> Neutral good</p><p><strong>Advancement:</strong> NA</p><p></p><p><em>This huge creature looks to be a19-foot tall silver-furred owlbear. It is covered in scars that, while obviously healed, are still visible. Its eyes are a deep forest green and sparkle in the light.</em></p><p></p><p>Relix is the product of a long hard fought road towards redemption. Born a unusually large owlbear, Relix was content to live and hunt in the wilderness of some unknown Prime Material Plane. It was here he was captured and brought to the Lower Outer Planes by a malevolent fiend that wished to twist Relix for its own pleasure and evil plans. The fiend tortured the owlbear, twisting his natural instincts to evil. Relix’s simple mind lost control and for many years his master’s enemies, both good and evil, feared Relix.</p><p></p><p>Eventually, Relix’s master perished at the hands of a more powerful fiend, but Relix escaped during the fight and began wandering the Outer Planes looking to sate his evil nature. It was during this time that the god Damh came across the ravening beast. He knew the beast’s natural soul still remained inside the creature and took Relix with him across the span of existence to a forested fey demiplane called Serenity where the creature could heal its shatter mind and soul.</p><p></p><p>At first, Relix gnashed out at the local creatures but with the power of the Fey One guiding his recovery, Relix soon found serenity, so to speak. Relix came to love the fey demiplane and he considers it his home. He will go to great lengths to protect it from evil interlopers and is a great friend of fey of all type. Relix often works as Damh's proxy, on Kulan, appearing wherever fey are in need of a strong champion to guard their lands from interlopers.</p><p></p><p>Relix is prone to fit of melancholy when away from his demiplane home and is easily agitated by those who behave in an evil manner. He attacks evil fiends such as demons and devils on sight.</p><p></p><p>Relix speaks a rudimentary form of Sylvan, and he understands but cannot speak Celestial. He loves to recite elvish stories and gnomish odes to wee fey, as translated to him in Sylvan. He always has time to tell the story of how The Fey One saved him from damnation. More often than not, it is Relix’s gestures and mimicry that keep his little fey friends enraptured and not his words.</p><p></p><p><strong>Combat</strong></p><p>Relix is fearless in combat. He fights to defend himself and his charges against any evil that threatens the Plane of Serenity. He often changes his tactics against foes he has faced before. He will fight to the death in order to save innocent fey unable to defend themselves. If he dies on the Plane of Serenity then Damh can resurrect him with a mere thought. If he dies somewhere else then the owlbear is dead.</p><p></p><p><em>Aura of Hope (Su):</em> Relix’s hope for all things good causes anyone within a 20-ft radius to gain a +4 to save versus fear while within his aura. Evil creatures are made uneasy by the feeling and also suffer a –1 morale penalty to all rolls (net +3 vs. fear) if they fail the save (DC 16). If Relix touches another creature and the save is failed, that creature is shaken, if evil. Otherwise, there isn’t any additional effect.</p><p></p><p><em>Improved Grab (Ex):</em> To use this ability, Relix must hit with a claw attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.</p><p></p><p><em>Melancholy (Ex):</em> Relix is occasionally prone to fits of melancholy when in mortal realms. Every week, he must make a Will save (DC 15) or be struck by ennui for 1d4 days, during which time he is at –1 to Wisdom-related rolls.</p><p></p><p><em>Slow Aging (Ex):</em> Relix has been forever touched by the agelessness of the Demiplane of Serenity. In mortal realms, Relix ages half as fast as a normal owlbear would, and doesn’t age at all when in the Demiplane of Serenity.</p><p></p><p><em>Smite Evil (Su):</em> Once per day Relix can make a normal melee attack to deal +10 damage against an evil foe.</p><p></p><p><em>Spell-like Abilities:</em> 5/day as a 10th-level sorcerer—<em>mage hand</em>, <em>dancing lights</em>, <em>ghost sound</em>. 1/day as a 10th-level sorcerer—<em>alter self</em>, <em>calm animals</em>, <em>disguise self</em>, <em>pass without trace</em>, <em>speak with animals</em>, <em>speak with plants</em>.</p><p></p><p><em>Vulnerability to Good (Ex):</em> Relix is treated as if neutral for determining the effects of spells which damage evil creatures. For example, Relix always takes damage from <em>holy smite</em> as if he were neutral.</p><p></p><p><em>Skills:</em> Relix gains a +1 racial bonus to Perform and Bluff checks. He also gains a +2 racial bonus to Hide and Move Silently checks in environments similar to the one wherein they dwelled amongst fey (forest).</p></blockquote><p></p>
[QUOTE="Knightfall, post: 1810467, member: 2012"] [COLOR=DarkOrange][B]RELIX (PROXY OF DAMH)[/B][/COLOR] [B]Huge Outsider (Extraplanar, Good)[/B] [B]Hit Dice:[/B] 10d10+70 (130 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 40 ft. (8 squares) [B]AC:[/B] 17 (-1 size, +8 natural), touch 10, flat-footed 17 [B]Base Attack/Grapple:[/B] +10/+27 [B]Attack:[/B] Claw +19 melee (1d8+13) [B]Full Attack:[/B] 2 claws +19/+14 melee (1d8+9) and bite +17/+12 melee (2d6+4) [B]Space/Reach:[/B] 15 ft. / 15 ft. [B]Special Attacks:[/B] Aura of hope, improved grab, spell-like abilities [B]Special Qualities:[/B] Cold and fire resistance 10, Darkvision 60ft., DR 5/magic, low-light vision, melancholy, scent, slow aging, SR 15, vulnerability to good [B]Saves:[/B] Fort +14, Ref +3, Will +5 [B]Abilities:[/B] Str 29 (+9), Dex 10 (+0), Con 25 (+7), Int 3 (-4), Wis 14 (+2), Cha 12 (+1) [B]Skills:[/B] Bluff +3, Listen +6, Perform (oratory) +3, Spot +6 [B]Feats:[/B] Alertness, Multiattack, Power Attack, Track [B]Continent/Region:[/B] Can appear anywhere on Kulan but mainly appears on Harqual [B]Environment:[/B] Wanders the Upper Outer Planes or the Demiplane of Serenity [B]Organization:[/B] Unique [B]Challenge Rating:[/B] 11 [B]Alignment:[/B] Neutral good [B]Advancement:[/B] NA [I]This huge creature looks to be a19-foot tall silver-furred owlbear. It is covered in scars that, while obviously healed, are still visible. Its eyes are a deep forest green and sparkle in the light.[/I] Relix is the product of a long hard fought road towards redemption. Born a unusually large owlbear, Relix was content to live and hunt in the wilderness of some unknown Prime Material Plane. It was here he was captured and brought to the Lower Outer Planes by a malevolent fiend that wished to twist Relix for its own pleasure and evil plans. The fiend tortured the owlbear, twisting his natural instincts to evil. Relix’s simple mind lost control and for many years his master’s enemies, both good and evil, feared Relix. Eventually, Relix’s master perished at the hands of a more powerful fiend, but Relix escaped during the fight and began wandering the Outer Planes looking to sate his evil nature. It was during this time that the god Damh came across the ravening beast. He knew the beast’s natural soul still remained inside the creature and took Relix with him across the span of existence to a forested fey demiplane called Serenity where the creature could heal its shatter mind and soul. At first, Relix gnashed out at the local creatures but with the power of the Fey One guiding his recovery, Relix soon found serenity, so to speak. Relix came to love the fey demiplane and he considers it his home. He will go to great lengths to protect it from evil interlopers and is a great friend of fey of all type. Relix often works as Damh's proxy, on Kulan, appearing wherever fey are in need of a strong champion to guard their lands from interlopers. Relix is prone to fit of melancholy when away from his demiplane home and is easily agitated by those who behave in an evil manner. He attacks evil fiends such as demons and devils on sight. Relix speaks a rudimentary form of Sylvan, and he understands but cannot speak Celestial. He loves to recite elvish stories and gnomish odes to wee fey, as translated to him in Sylvan. He always has time to tell the story of how The Fey One saved him from damnation. More often than not, it is Relix’s gestures and mimicry that keep his little fey friends enraptured and not his words. [B]Combat[/B] Relix is fearless in combat. He fights to defend himself and his charges against any evil that threatens the Plane of Serenity. He often changes his tactics against foes he has faced before. He will fight to the death in order to save innocent fey unable to defend themselves. If he dies on the Plane of Serenity then Damh can resurrect him with a mere thought. If he dies somewhere else then the owlbear is dead. [I]Aura of Hope (Su):[/I] Relix’s hope for all things good causes anyone within a 20-ft radius to gain a +4 to save versus fear while within his aura. Evil creatures are made uneasy by the feeling and also suffer a –1 morale penalty to all rolls (net +3 vs. fear) if they fail the save (DC 16). If Relix touches another creature and the save is failed, that creature is shaken, if evil. Otherwise, there isn’t any additional effect. [I]Improved Grab (Ex):[/I] To use this ability, Relix must hit with a claw attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. [I]Melancholy (Ex):[/I] Relix is occasionally prone to fits of melancholy when in mortal realms. Every week, he must make a Will save (DC 15) or be struck by ennui for 1d4 days, during which time he is at –1 to Wisdom-related rolls. [I]Slow Aging (Ex):[/I] Relix has been forever touched by the agelessness of the Demiplane of Serenity. In mortal realms, Relix ages half as fast as a normal owlbear would, and doesn’t age at all when in the Demiplane of Serenity. [I]Smite Evil (Su):[/I] Once per day Relix can make a normal melee attack to deal +10 damage against an evil foe. [I]Spell-like Abilities:[/I] 5/day as a 10th-level sorcerer—[I]mage hand[/I], [I]dancing lights[/I], [I]ghost sound[/I]. 1/day as a 10th-level sorcerer—[I]alter self[/I], [I]calm animals[/I], [I]disguise self[/I], [I]pass without trace[/I], [I]speak with animals[/I], [I]speak with plants[/I]. [I]Vulnerability to Good (Ex):[/I] Relix is treated as if neutral for determining the effects of spells which damage evil creatures. For example, Relix always takes damage from [I]holy smite[/I] as if he were neutral. [I]Skills:[/I] Relix gains a +1 racial bonus to Perform and Bluff checks. He also gains a +2 racial bonus to Hide and Move Silently checks in environments similar to the one wherein they dwelled amongst fey (forest). [/QUOTE]
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