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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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<blockquote data-quote="Knightfall" data-source="post: 3152753" data-attributes="member: 2012"><p>Okay, it took me a little longer than I though to put this bad guy's stats together. I don't have any background or signature items for it yet.</p><p></p><p><span style="color: DarkOrange"><strong>Ved</strong></span></p><p><strong>Ved, Vampiric Ethereal Doppelganger:</strong> CR 17; Medium Undead (augmented monstrous humanoid, shapechanger); HD 20d12; 130 hp; Init +7; Spd 30 ft.; AC 22 (+3 Dex, +9 natural), touch 13, flat-footed 19; Base Atk +20/+15/+10/+5; Grp +22; Atk +23 melee (1d6+2, slam) or +23 melee (1d4+2, claw); Full Atk +23 melee (1d6+2, 2 slams) or +23 melee (1d4+2, 2 claws); SA assume identity, blood drain, brain lock, children of the night, create spawn, dominate, energy drain, mind wipe; SQ alternate form, darkvision 60 ft., DR 15/magic silver piercing, fast healing 8, gaseous form, plane shift, spider climb, SR 20, turn resistance +4, resistance to cold 10 and electricity 10; AL LE; SV Fort +6, Ref +17, Will +14; Str 14 (+2), Dex 17 (+3), Con —, Int 16 (+3), Wis 15 (+2), Cha 19 (+4).</p><p></p><p><strong>Skills and Feats:</strong> Bluff +24, Diplomacy +19, Disguise +27, Hide +13, Intimidate +18, Listen +22, Move Silently +13, Search +13, Sense Motive +21, Spot +25; Alertness, Blind-Fight, Combat Expertise, Combat Reflexes [sup]B[/sup], Dodge, Improved Initiative, Lightning Reflexes [sup]B[/sup], Mobility, Weapon Finesse.</p><p></p><p><strong>Skills:</strong> Ved has a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.</p><p></p><p><strong>Languages:</strong> Common, Infernal, and Terran.</p><p></p><p><strong>Assume Identity (Su):</strong> Ved can absorb another creature’s mind, memories, and personality [takes 1 hour of unbroken physical contact/level (or HD) of the subject]. The target may attempt a Will save (DC 24); if that is successful, the process is negated and Ved must begin again. See page 95 of MM II for more on this special attack.</p><p></p><p><strong>Blood Drain (Ex):</strong> Ved can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. One each such successful attack, Ved gains 5 temporary hit points.</p><p></p><p><strong>Brain Lock (Su):</strong> As a standard action, Ved can lock away the higher mind of an opponent up to 300 feet away, provided both are on the same plane and Ved has line of sight to the subject. A successful Will save (DC 24) negates the attempt; failure leaves the subject mentally paralyzed. See page 95 of MM II for more on this special attack.</p><p></p><p><strong>Children of the Night (Su):</strong> Vampires command the lesser creatures of the world and once per day Ved can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve Ved for up to 1 hour. The swarms that Ved summons have the Fiendish Creature template applied to them, as he isn’t a terrestrial creature.</p><p></p><p><strong>Create Spawn (Su):</strong> A humanoid or monstrous humanoid slain by Ved’s energy drain rises as a vampire spawn (see the Vampire spawn entry, MM pg. 253) 1d4 days after burial. See page 252 of the MM for more on this special attack.</p><p></p><p><strong>Dominate (Su):</strong> Ved can crush an opponent’s will just by looking into his or her eyes. This is similar to a gaze attack, except that Ved must use a standard action, and those merely looking at it are not affected. Anyone Ved targets must succeed on a Will save (DC 24) or fall instantly under Ved’s influence as though by a <em>dominate person</em> spell (caster level: 12th). The ability has a range of 30 feet.</p><p></p><p><strong>Energy Drain (Su):</strong> Living creatures hit by Ved’s slam or claw attacks gain two negative levels. For each negative level bestowed, Ved gains 5 temporary hit points. Ved can use its energy drain ability once per round.</p><p></p><p><strong>Mind Wipe (Su):</strong> With a successful melee touch attack, Ved can wipe all memory of its existence from an opponent’s mind (no saving throw).</p><p></p><p><strong>Alternate Form (Su):</strong> Ved can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. These alternate forms have the Fiendish Creature template applied to them, as Ved isn’t a terrestrial creature. See page 252 of the MM for more on this special quality.</p><p></p><p><strong>Fast Healing (Ex):</strong> Ved regains lost hit points at the rate of 8 per round, so long as it has at least 1 hit point. If reduced to 0 hit points in combat, Ved automatically assumes gaseous form and attempts to escape. Ved must reach its coffin home within 2 hours or be utterly destroyed. (Ved can travel up to nine miles in 2 hours.) Any additional damage dealt to Ved when it has been forced into gaseous form has no effect. Once at rest in its coffin, Ved is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 8 hit points per round.</p><p></p><p>Ved keeps its coffin home on the Ethereal Plane, as it can plane shift there, at will, even when forced into gaseous form.</p><p></p><p><strong>Gaseous Form (Su):</strong> As a standard action, Ved can assume <em>gaseous form</em> at will as the spell (caster level: 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.</p><p></p><p><strong>Plane Shift (Sp):</strong> Ved can use <em>plane shift</em> (caster level 20th; Will save DC 18) at will.</p><p></p><p><strong>Spider Climb (Ex):</strong> Ved can climb sheer surfaces as though with the <em>spider climb</em> spell.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 3152753, member: 2012"] Okay, it took me a little longer than I though to put this bad guy's stats together. I don't have any background or signature items for it yet. [COLOR=DarkOrange][B]Ved[/B][/COLOR] [B]Ved, Vampiric Ethereal Doppelganger:[/B] CR 17; Medium Undead (augmented monstrous humanoid, shapechanger); HD 20d12; 130 hp; Init +7; Spd 30 ft.; AC 22 (+3 Dex, +9 natural), touch 13, flat-footed 19; Base Atk +20/+15/+10/+5; Grp +22; Atk +23 melee (1d6+2, slam) or +23 melee (1d4+2, claw); Full Atk +23 melee (1d6+2, 2 slams) or +23 melee (1d4+2, 2 claws); SA assume identity, blood drain, brain lock, children of the night, create spawn, dominate, energy drain, mind wipe; SQ alternate form, darkvision 60 ft., DR 15/magic silver piercing, fast healing 8, gaseous form, plane shift, spider climb, SR 20, turn resistance +4, resistance to cold 10 and electricity 10; AL LE; SV Fort +6, Ref +17, Will +14; Str 14 (+2), Dex 17 (+3), Con —, Int 16 (+3), Wis 15 (+2), Cha 19 (+4). [B]Skills and Feats:[/B] Bluff +24, Diplomacy +19, Disguise +27, Hide +13, Intimidate +18, Listen +22, Move Silently +13, Search +13, Sense Motive +21, Spot +25; Alertness, Blind-Fight, Combat Expertise, Combat Reflexes [sup]B[/sup], Dodge, Improved Initiative, Lightning Reflexes [sup]B[/sup], Mobility, Weapon Finesse. [B]Skills:[/B] Ved has a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. [B]Languages:[/B] Common, Infernal, and Terran. [B]Assume Identity (Su):[/B] Ved can absorb another creature’s mind, memories, and personality [takes 1 hour of unbroken physical contact/level (or HD) of the subject]. The target may attempt a Will save (DC 24); if that is successful, the process is negated and Ved must begin again. See page 95 of MM II for more on this special attack. [B]Blood Drain (Ex):[/B] Ved can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. One each such successful attack, Ved gains 5 temporary hit points. [B]Brain Lock (Su):[/B] As a standard action, Ved can lock away the higher mind of an opponent up to 300 feet away, provided both are on the same plane and Ved has line of sight to the subject. A successful Will save (DC 24) negates the attempt; failure leaves the subject mentally paralyzed. See page 95 of MM II for more on this special attack. [B]Children of the Night (Su):[/B] Vampires command the lesser creatures of the world and once per day Ved can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve Ved for up to 1 hour. The swarms that Ved summons have the Fiendish Creature template applied to them, as he isn’t a terrestrial creature. [B]Create Spawn (Su):[/B] A humanoid or monstrous humanoid slain by Ved’s energy drain rises as a vampire spawn (see the Vampire spawn entry, MM pg. 253) 1d4 days after burial. See page 252 of the MM for more on this special attack. [B]Dominate (Su):[/B] Ved can crush an opponent’s will just by looking into his or her eyes. This is similar to a gaze attack, except that Ved must use a standard action, and those merely looking at it are not affected. Anyone Ved targets must succeed on a Will save (DC 24) or fall instantly under Ved’s influence as though by a [I]dominate person[/I] spell (caster level: 12th). The ability has a range of 30 feet. [b]Energy Drain (Su):[/b] Living creatures hit by Ved’s slam or claw attacks gain two negative levels. For each negative level bestowed, Ved gains 5 temporary hit points. Ved can use its energy drain ability once per round. [b]Mind Wipe (Su):[/b] With a successful melee touch attack, Ved can wipe all memory of its existence from an opponent’s mind (no saving throw). [B]Alternate Form (Su):[/B] Ved can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. These alternate forms have the Fiendish Creature template applied to them, as Ved isn’t a terrestrial creature. See page 252 of the MM for more on this special quality. [B]Fast Healing (Ex):[/B] Ved regains lost hit points at the rate of 8 per round, so long as it has at least 1 hit point. If reduced to 0 hit points in combat, Ved automatically assumes gaseous form and attempts to escape. Ved must reach its coffin home within 2 hours or be utterly destroyed. (Ved can travel up to nine miles in 2 hours.) Any additional damage dealt to Ved when it has been forced into gaseous form has no effect. Once at rest in its coffin, Ved is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 8 hit points per round. Ved keeps its coffin home on the Ethereal Plane, as it can plane shift there, at will, even when forced into gaseous form. [B]Gaseous Form (Su):[/B] As a standard action, Ved can assume [I]gaseous form[/I] at will as the spell (caster level: 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. [B]Plane Shift (Sp):[/B] Ved can use [I]plane shift[/I] (caster level 20th; Will save DC 18) at will. [B]Spider Climb (Ex):[/B] Ved can climb sheer surfaces as though with the [I]spider climb[/I] spell. [/QUOTE]
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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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