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<blockquote data-quote="frankthedm" data-source="post: 4975602" data-attributes="member: 1164"><p>Eh, what are you trying to model? </p><p></p><p>The flavor of Magic the gather settings? </p><p></p><p>Godly powered plainswalkers destroying nations and worlds during mere duels between them?</p><p></p><p>Here was a monster advanced becaue I liked some MTG art</p><p></p><p>[Sblock=Delraich, soul devouring horror from Magic:the Gathering] Devourer advanced 8HD and power attacked with the fugly stick.</p><p><a href="http://resources.wizards.com/Magic/Cards/MM/en-us/Card19697.jpg" target="_blank"><img src="http://img511.imageshack.us/img511/7253/delraichkb5.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> </a></p><p><a href="http://resources.wizards.com/Magic/Cards/MM/en-us/Card19697.jpg" target="_blank"></a></p><p><strong>Size/Type: Large Undead (Extraplanar) </strong></p><p><strong>Hit Dice:</strong> 20d12 (130 hp) [140 high average HP]</p><p><strong>Initiative:</strong> +4 </p><p><strong>Speed:</strong> 30 ft. (6 squares) </p><p><strong>Armor Class:</strong> 24 (-1 size, +15 natural), touch 9, flat-footed 24 </p><p><strong>Base Attack/Grapple:</strong> +10/+23 </p><p><strong>Attack:</strong> Claw +18 melee (1d6+9) </p><p><strong>Full Attack:</strong> 2 claws +18 melee (1d6+9) </p><p><strong>Space/Reach:</strong> 10 ft./10 ft. </p><p><strong>Special Attacks:</strong> Energy drain, trap essence, spell-like abilities.</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., spell deflection, spell resistance 21, undead traits </p><p><strong>Saves:</strong> Fort +8, Ref +6, Will +15</p><p><strong>Abilities:</strong> Str 29, Dex 10, Con Ø, Int 16, Wis 16, Cha 18</p><p><strong>Skills:</strong> Climb +25, Concentration +27, Diplomacy +5, Jump +25, Listen +26, Move Silently +23, Search +18, Sense Motive +19, Spot +26, Survival +11 (+13 following tracks) </p><p><strong>Feats:</strong> Blind-Fight[1st], Improved initiative [3rd], Combat Expertise[6th], Great fortitude[9th],Quicken spell like ability (Ghoul touch) [12th] Ability focus (trap essence)[15th] quicken spell like ability (confusion)[18th]</p><p><strong>Environment:</strong> Any </p><p><strong>Organization:</strong> Solitary </p><p><strong>Challenge Rating:</strong> 13 </p><p><strong>Treasure:</strong> None </p><p><strong>Alignment:</strong> Always neutral evil </p><p><strong>Advancement:</strong> 13-24 HD (Large); 25-36 HD (Huge) </p><p></p><p>Trapped soul; 3d4+3 levels [5 SLA uses per level, 5 uses become 1 negative level on the soul]</p><p> </p><p> </p><p></p><p> Quickened Confusion SLA</p><p> Quickened Ghoul Touch SLA</p><p></p><p>The Delraich is a horror out of nightmares that seems only interested in absorbing souls into itself. Its behaviors and abilities indicate it may have been a <a href="http://img160.imageshack.us/img160/4561/devouer1ec1.jpg" target="_blank">Devourer</a> exposed to Far Realm corruption by it devouring a weaker creature of far realm. The corruption seems to be in appearance since the creature has yet to exhibit the common traits of other pseudonatural beings.</p><p></p><p>The Delraich is about 14 feet tall and weighs 2000 pounds. </p><p></p><p>The Delraich can speak Common. </p><p></p><p>Combat</p><p>Even if it had no special abilities, the Delraich would be a terrible opponent, for its bony claws can flay enemies alive. </p><p> </p><p><strong>Energy Drain (Su)</strong></p><p>Living creatures hit by the Delraich’s claw attack or spectral hand ability gain one negative level. The DC is 20 for the Fortitude save to remove a negative level. The save DC is Charisma-based. </p><p></p><p><strong>Trap Essence (Su)</strong></p><p>The Delraich is most feared for its ability to consume an enemy’s life essence. To do so, it must forgo its normal melee attacks and make a trap essence attack. This requires a normal attack roll [+18] but deals no damage. The affected creature must succeed a Fortitude save (DC 26) or die instantly. The save DC is Charisma-based. A slain creature’s essence is trapped within the Delraich’s form, and the victims face appears on the center of the Delraich’s chest. The trapped essence cannot be raised or resurrected, but a limited wish, miracle, or wish spell frees it, as does destroying the Delraich. The Delraich can hold only one essence at a time. </p><p></p><p>The trapped essence provides the Delraich with enough power to use five spell-like abilities for each Hit Die or level of the trapped creature. As this energy is expended, the face of the trapped soul slides away from the center of the chest. The trapped essence gains one negative level for every five times the Delraich uses one of its spell-like abilities. When the essence’s number of negative levels equals the creature’s total Hit Dice or level, the essence is drained irrevocably and the now soulless face trophy slides far enough from the center of the Delraich’s chest to make room for the next victim. If an essence is freed, the restored creature must succeed on a DC 24 Fortitude save for each negative level or lose that level permanently. </p><p></p><p><strong>Spell-Like Abilities</strong></p><p>At the start of any encounter, the trapped essence within the Delraich is assumed to have 3d4+3 levels (enough fuel for thirty to seventy-five uses). Once per round, the Delraich can use one of the following abilities: <em>confusion (DC 18), control undead (DC 21), ghoul touch (DC 16), lesser planar ally, ray of enfeeblement, spectral hand, suggestion (DC 17), true seeing</em>. Caster level 18th. The save DCs are Charisma-based. </p><p></p><p><strong>Spell Deflection (Su)</strong></p><p>The trapped essence provides a measure of magical protection. If any of the following spells are cast at the Delraich and overcome its spell resistance, they affect the imprisoned essence instead: <em>banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul</em>, or any form of <em>charm </em> or <em>compulsion</em>. In many cases, this deflection effectively neutralizes the spell. Some of these effects might eliminate the trapped essence, depriving the Delraich of its spell-like abilities until it can consume another victim. </p><p></p><p><strong>Undead Traits</strong>: </p><p><span style="font-size: 9px">Immune to mind affecting spells and abilities, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet.</span> [/Sblock][Sblock=Delraich, soul devouring being of madness - Pseudonatural Version]</p><p><a href="http://resources.wizards.com/Magic/Cards/MM/en-us/Card19697.jpg" target="_blank"><img src="http://img511.imageshack.us/img511/7253/delraichkb5.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> </a></p><p><a href="http://resources.wizards.com/Magic/Cards/MM/en-us/Card19697.jpg" target="_blank"></a></p><p><strong>Size/Type: Large Undead (Extraplanar) </strong></p><p><strong>Hit Dice:</strong> 20d12 (130 hp) [140 high average HP]</p><p><strong>Initiative:</strong> +4 </p><p><strong>Speed:</strong> 30 ft. (6 squares) </p><p><strong>Armor Class:</strong> *24 (-1 size, +15 natural), touch 9, flat-footed 24 </p><p><strong>Base Attack/Grapple:</strong> +10/+23 </p><p><strong>Attack:</strong> Claw +18 melee (1d6+9) </p><p><strong>Full Attack:</strong> 2 claws +18 melee (1d6+9) </p><p><strong>Space/Reach:</strong> 10 ft./10 ft. </p><p><strong>Special Attacks:</strong> Energy drain, trap essence, spell-like abilities, True strike</p><p><strong>Special Qualities:</strong> Alternate form, darkvision 60 ft., DR10/Magic, resistance to acid and electricity 15, spell deflection, spell resistance 25, undead traits </p><p><strong>Saves:</strong> Fort +8, Ref +6, Will +15</p><p><strong>Abilities:</strong> Str 29, Dex 10, Con Ø, Int 16, Wis 16, Cha 18</p><p><strong>Skills:</strong> Climb +25, Concentration +27, Diplomacy +5, Jump +25, Listen +26, Move Silently +23, Search +18, Sense Motive +19, Spot +26, Survival +11 (+13 following tracks) </p><p><strong>Feats:</strong> Blind-Fight[1st], Improved initiative [3rd], Combat Expertise[6th], Great fortitude[9th],Quicken spell like ability (Ghoul touch) [12th] Ability focus (trap essence)[15th] quicken spell like ability (confusion)[18th]</p><p><strong>Environment:</strong> Any </p><p><strong>Organization:</strong> Solitary </p><p><strong>Challenge Rating:</strong> 15 </p><p><strong>Treasure:</strong> None </p><p><strong>Alignment:</strong> Always neutral evil </p><p><strong>Advancement:</strong> 13-24 HD (Large); 25-36 HD (Huge) </p><p></p><p>Trapped soul; 3d4+3 levels [5 SLA uses per level, 5 uses become 1 negative level on the soul]</p><p> </p><p> </p><p></p><p> Quickened Confusion SLA</p><p> Quickened Ghoul Touch SLA</p><p> Su: Attack with true strike benefit </p><p></p><p>The Delraich is a horror out of nightmares that seems only interested in absorbing souls into itself. Its behaviors and alternate form indicate it may have been a <a href="http://img160.imageshack.us/img160/4561/devouer1ec1.jpg" target="_blank">Devourer</a> exposed to Far Realm corruption. Whether that was caused by it entering the Far Raelm through a tear in an outer plane or by it devouring a weaker creature of far realm remains to be divined.</p><p></p><p>The Delraich is about 14 feet tall and weighs 2000 pounds. </p><p></p><p>Delraich can speak Common. </p><p></p><p>Combat</p><p>Even if it had no special abilities, the Delraich would be a terrible opponent, for its bony claws can flay enemies alive. </p><p></p><p><strong>Alternate Form (Su): </strong> </p><p>Due to the grotesque form of the Delraich, other creatures receive a –1 morale penalty on their attack rolls against it. As a standard action, the Delraich can assume the form of the extraplanar undead creature commonly known as a Devourer . Despite the slightly more terrestrial appearance, its abilities remain unchanged. </p><p></p><p><strong>Energy Drain (Su)</strong></p><p>Living creatures hit by the Delraich’s claw attack or spectral hand ability gain one negative level. The DC is 20 for the Fortitude save to remove a negative level. The save DC is Charisma-based. </p><p></p><p><strong>Trap Essence (Su)</strong></p><p>The Delraich is most feared for its ability to consume an enemy’s life essence. To do so, it must forgo its normal melee attacks and make a trap essence attack. This requires a normal attack roll [+18] but deals no damage. The affected creature must succeed a Fortitude save (DC 26) or die instantly. The save DC is Charisma-based. A slain creature’s essence is trapped within the Delraich’s form, and the victims face appears on the center of the Delraich’s chest. The trapped essence cannot be raised or resurrected, but a limited wish, miracle, or wish spell frees it, as does destroying the Delraich. The Delraich can hold only one essence at a time. </p><p></p><p>The trapped essence provides the Delraich with enough power to use five spell-like abilities for each Hit Die or level of the trapped creature. As this energy is expended, the face of the trapped soul slides away from the center of the chest. The trapped essence gains one negative level for every five times the Delraich uses one of its spell-like abilities. When the essence’s number of negative levels equals the creature’s total Hit Dice or level, the essence is drained irrevocably and the now soulless face trophy slides far enough from the center of the Delraich’s chest to make room for the next victim. If an essence is freed, the restored creature must succeed on a DC 24 Fortitude save for each negative level or lose that level permanently. </p><p></p><p><strong>True Strike (Su): </strong> </p><p>Once per day, the Delraich can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack. It most often uses this when attempting a trap essence one it has been deprived of a trapped soul.</p><p></p><p><strong>Spell-Like Abilities</strong></p><p>At the start of any encounter, the trapped essence within the Delraich is assumed to have 3d4+3 levels (enough fuel for thirty to seventy-five uses). Once per round, the Delraich can use one of the following abilities: <em>confusion (DC 18), control undead (DC 21), ghoul touch (DC 16), lesser planar ally, ray of enfeeblement, spectral hand, suggestion (DC 17), true seeing</em>. Caster level 18th. The save DCs are Charisma-based. </p><p></p><p><strong>Spell Deflection (Su)</strong></p><p>The trapped essence provides a measure of magical protection. If any of the following spells are cast at the Delraich and overcome its spell resistance, they affect the imprisoned essence instead: <em>banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul</em>, or any form of <em>charm </em> or <em>compulsion</em>. In many cases, this deflection effectively neutralizes the spell. Some of these effects might eliminate the trapped essence, depriving the Delraich of its spell-like abilities until it can consume another victim. </p><p></p><p><strong>Undead Traits</strong>: </p><p><span style="font-size: 9px">Immune to mind affecting spells and abilities, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet.</span> [/Sblock]</p><p></p><p>Related threads</p><p></p><p><a href="http://www.enworld.org/forum/general-rpg-discussion/176206-so-why-didnt-wizards-coast-release-setting-based-magic-gathering.html" target="_blank">http://www.enworld.org/forum/general-rpg-discussion/176206-so-why-didnt-wizards-coast-release-setting-based-magic-gathering.html</a></p><p></p><p><a href="http://www.enworld.org/forum/general-rpg-discussion/155413-m-tg-backstory.html" target="_blank">http://www.enworld.org/forum/general-rpg-discussion/155413-m-tg-backstory.html</a></p><p></p><p><a href="http://www.enworld.org/forum/d-d-4th-edition-rules/208699-10-years-later-now-time-use-mtg-ip-d-d.html" target="_blank">http://www.enworld.org/forum/d-d-4th-edition-rules/208699-10-years-later-now-time-use-mtg-ip-d-d.html</a></p><p></p><p><a href="http://www.enworld.org/forum/general-rpg-discussion/171071-mtg-better-storyline.html" target="_blank">http://www.enworld.org/forum/general-rpg-discussion/171071-mtg-better-storyline.html</a></p></blockquote><p></p>
[QUOTE="frankthedm, post: 4975602, member: 1164"] Eh, what are you trying to model? The flavor of Magic the gather settings? Godly powered plainswalkers destroying nations and worlds during mere duels between them? Here was a monster advanced becaue I liked some MTG art [Sblock=Delraich, soul devouring horror from Magic:the Gathering] Devourer advanced 8HD and power attacked with the fugly stick. [url=http://resources.wizards.com/Magic/Cards/MM/en-us/Card19697.jpg][IMG]http://img511.imageshack.us/img511/7253/delraichkb5.jpg[/IMG] [/url] [B]Size/Type: Large Undead (Extraplanar) [/b] [B]Hit Dice:[/b] 20d12 (130 hp) [140 high average HP] [B]Initiative:[/b] +4 [B]Speed:[/b] 30 ft. (6 squares) [B]Armor Class:[/b] 24 (-1 size, +15 natural), touch 9, flat-footed 24 [B]Base Attack/Grapple:[/b] +10/+23 [B]Attack:[/b] Claw +18 melee (1d6+9) [B]Full Attack:[/b] 2 claws +18 melee (1d6+9) [B]Space/Reach:[/b] 10 ft./10 ft. [B]Special Attacks:[/b] Energy drain, trap essence, spell-like abilities. [B]Special Qualities:[/b] Darkvision 60 ft., spell deflection, spell resistance 21, undead traits [B]Saves:[/b] Fort +8, Ref +6, Will +15 [B]Abilities:[/b] Str 29, Dex 10, Con Ø, Int 16, Wis 16, Cha 18 [B]Skills:[/b] Climb +25, Concentration +27, Diplomacy +5, Jump +25, Listen +26, Move Silently +23, Search +18, Sense Motive +19, Spot +26, Survival +11 (+13 following tracks) [B]Feats:[/b] Blind-Fight[1st], Improved initiative [3rd], Combat Expertise[6th], Great fortitude[9th],Quicken spell like ability (Ghoul touch) [12th] Ability focus (trap essence)[15th] quicken spell like ability (confusion)[18th] [B]Environment:[/b] Any [B]Organization:[/b] Solitary [B]Challenge Rating:[/b] 13 [B]Treasure:[/b] None [B]Alignment:[/b] Always neutral evil [B]Advancement:[/b] 13-24 HD (Large); 25-36 HD (Huge) Trapped soul; 3d4+3 levels [5 SLA uses per level, 5 uses become 1 negative level on the soul] Quickened Confusion SLA Quickened Ghoul Touch SLA The Delraich is a horror out of nightmares that seems only interested in absorbing souls into itself. Its behaviors and abilities indicate it may have been a [URL=http://img160.imageshack.us/img160/4561/devouer1ec1.jpg]Devourer[/URL] exposed to Far Realm corruption by it devouring a weaker creature of far realm. The corruption seems to be in appearance since the creature has yet to exhibit the common traits of other pseudonatural beings. The Delraich is about 14 feet tall and weighs 2000 pounds. The Delraich can speak Common. Combat Even if it had no special abilities, the Delraich would be a terrible opponent, for its bony claws can flay enemies alive. [B]Energy Drain (Su)[/B] Living creatures hit by the Delraich’s claw attack or spectral hand ability gain one negative level. The DC is 20 for the Fortitude save to remove a negative level. The save DC is Charisma-based. [B]Trap Essence (Su)[/B] The Delraich is most feared for its ability to consume an enemy’s life essence. To do so, it must forgo its normal melee attacks and make a trap essence attack. This requires a normal attack roll [+18] but deals no damage. The affected creature must succeed a Fortitude save (DC 26) or die instantly. The save DC is Charisma-based. A slain creature’s essence is trapped within the Delraich’s form, and the victims face appears on the center of the Delraich’s chest. The trapped essence cannot be raised or resurrected, but a limited wish, miracle, or wish spell frees it, as does destroying the Delraich. The Delraich can hold only one essence at a time. The trapped essence provides the Delraich with enough power to use five spell-like abilities for each Hit Die or level of the trapped creature. As this energy is expended, the face of the trapped soul slides away from the center of the chest. The trapped essence gains one negative level for every five times the Delraich uses one of its spell-like abilities. When the essence’s number of negative levels equals the creature’s total Hit Dice or level, the essence is drained irrevocably and the now soulless face trophy slides far enough from the center of the Delraich’s chest to make room for the next victim. If an essence is freed, the restored creature must succeed on a DC 24 Fortitude save for each negative level or lose that level permanently. [B]Spell-Like Abilities[/B] At the start of any encounter, the trapped essence within the Delraich is assumed to have 3d4+3 levels (enough fuel for thirty to seventy-five uses). Once per round, the Delraich can use one of the following abilities: [I]confusion (DC 18), control undead (DC 21), ghoul touch (DC 16), lesser planar ally, ray of enfeeblement, spectral hand, suggestion (DC 17), true seeing[/I]. Caster level 18th. The save DCs are Charisma-based. [B]Spell Deflection (Su)[/B] The trapped essence provides a measure of magical protection. If any of the following spells are cast at the Delraich and overcome its spell resistance, they affect the imprisoned essence instead: [I]banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul[/I], or any form of [I]charm [/I] or [I]compulsion[/I]. In many cases, this deflection effectively neutralizes the spell. Some of these effects might eliminate the trapped essence, depriving the Delraich of its spell-like abilities until it can consume another victim. [B]Undead Traits[/B]: [SIZE=1]Immune to mind affecting spells and abilities, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet.[/SIZE] [/Sblock][Sblock=Delraich, soul devouring being of madness - Pseudonatural Version] [url=http://resources.wizards.com/Magic/Cards/MM/en-us/Card19697.jpg][IMG]http://img511.imageshack.us/img511/7253/delraichkb5.jpg[/IMG] [/url] [B]Size/Type: Large Undead (Extraplanar) [/b] [B]Hit Dice:[/b] 20d12 (130 hp) [140 high average HP] [B]Initiative:[/b] +4 [B]Speed:[/b] 30 ft. (6 squares) [B]Armor Class:[/b] *24 (-1 size, +15 natural), touch 9, flat-footed 24 [B]Base Attack/Grapple:[/b] +10/+23 [B]Attack:[/b] Claw +18 melee (1d6+9) [B]Full Attack:[/b] 2 claws +18 melee (1d6+9) [B]Space/Reach:[/b] 10 ft./10 ft. [B]Special Attacks:[/b] Energy drain, trap essence, spell-like abilities, True strike [B]Special Qualities:[/b] Alternate form, darkvision 60 ft., DR10/Magic, resistance to acid and electricity 15, spell deflection, spell resistance 25, undead traits [B]Saves:[/b] Fort +8, Ref +6, Will +15 [B]Abilities:[/b] Str 29, Dex 10, Con Ø, Int 16, Wis 16, Cha 18 [B]Skills:[/b] Climb +25, Concentration +27, Diplomacy +5, Jump +25, Listen +26, Move Silently +23, Search +18, Sense Motive +19, Spot +26, Survival +11 (+13 following tracks) [B]Feats:[/b] Blind-Fight[1st], Improved initiative [3rd], Combat Expertise[6th], Great fortitude[9th],Quicken spell like ability (Ghoul touch) [12th] Ability focus (trap essence)[15th] quicken spell like ability (confusion)[18th] [B]Environment:[/b] Any [B]Organization:[/b] Solitary [B]Challenge Rating:[/b] 15 [B]Treasure:[/b] None [B]Alignment:[/b] Always neutral evil [B]Advancement:[/b] 13-24 HD (Large); 25-36 HD (Huge) Trapped soul; 3d4+3 levels [5 SLA uses per level, 5 uses become 1 negative level on the soul] Quickened Confusion SLA Quickened Ghoul Touch SLA Su: Attack with true strike benefit The Delraich is a horror out of nightmares that seems only interested in absorbing souls into itself. Its behaviors and alternate form indicate it may have been a [URL=http://img160.imageshack.us/img160/4561/devouer1ec1.jpg]Devourer[/URL] exposed to Far Realm corruption. Whether that was caused by it entering the Far Raelm through a tear in an outer plane or by it devouring a weaker creature of far realm remains to be divined. The Delraich is about 14 feet tall and weighs 2000 pounds. Delraich can speak Common. Combat Even if it had no special abilities, the Delraich would be a terrible opponent, for its bony claws can flay enemies alive. [B]Alternate Form (Su): [/B] Due to the grotesque form of the Delraich, other creatures receive a –1 morale penalty on their attack rolls against it. As a standard action, the Delraich can assume the form of the extraplanar undead creature commonly known as a Devourer . Despite the slightly more terrestrial appearance, its abilities remain unchanged. [B]Energy Drain (Su)[/B] Living creatures hit by the Delraich’s claw attack or spectral hand ability gain one negative level. The DC is 20 for the Fortitude save to remove a negative level. The save DC is Charisma-based. [B]Trap Essence (Su)[/B] The Delraich is most feared for its ability to consume an enemy’s life essence. To do so, it must forgo its normal melee attacks and make a trap essence attack. This requires a normal attack roll [+18] but deals no damage. The affected creature must succeed a Fortitude save (DC 26) or die instantly. The save DC is Charisma-based. A slain creature’s essence is trapped within the Delraich’s form, and the victims face appears on the center of the Delraich’s chest. The trapped essence cannot be raised or resurrected, but a limited wish, miracle, or wish spell frees it, as does destroying the Delraich. The Delraich can hold only one essence at a time. The trapped essence provides the Delraich with enough power to use five spell-like abilities for each Hit Die or level of the trapped creature. As this energy is expended, the face of the trapped soul slides away from the center of the chest. The trapped essence gains one negative level for every five times the Delraich uses one of its spell-like abilities. When the essence’s number of negative levels equals the creature’s total Hit Dice or level, the essence is drained irrevocably and the now soulless face trophy slides far enough from the center of the Delraich’s chest to make room for the next victim. If an essence is freed, the restored creature must succeed on a DC 24 Fortitude save for each negative level or lose that level permanently. [B]True Strike (Su): [/B] Once per day, the Delraich can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack. It most often uses this when attempting a trap essence one it has been deprived of a trapped soul. [B]Spell-Like Abilities[/B] At the start of any encounter, the trapped essence within the Delraich is assumed to have 3d4+3 levels (enough fuel for thirty to seventy-five uses). Once per round, the Delraich can use one of the following abilities: [I]confusion (DC 18), control undead (DC 21), ghoul touch (DC 16), lesser planar ally, ray of enfeeblement, spectral hand, suggestion (DC 17), true seeing[/I]. Caster level 18th. The save DCs are Charisma-based. [B]Spell Deflection (Su)[/B] The trapped essence provides a measure of magical protection. If any of the following spells are cast at the Delraich and overcome its spell resistance, they affect the imprisoned essence instead: [I]banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul[/I], or any form of [I]charm [/I] or [I]compulsion[/I]. In many cases, this deflection effectively neutralizes the spell. Some of these effects might eliminate the trapped essence, depriving the Delraich of its spell-like abilities until it can consume another victim. [B]Undead Traits[/B]: [SIZE=1]Immune to mind affecting spells and abilities, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet.[/SIZE] [/Sblock] Related threads [url]http://www.enworld.org/forum/general-rpg-discussion/176206-so-why-didnt-wizards-coast-release-setting-based-magic-gathering.html[/url] [url]http://www.enworld.org/forum/general-rpg-discussion/155413-m-tg-backstory.html[/url] [url]http://www.enworld.org/forum/d-d-4th-edition-rules/208699-10-years-later-now-time-use-mtg-ip-d-d.html[/url] [url]http://www.enworld.org/forum/general-rpg-discussion/171071-mtg-better-storyline.html[/url] [/QUOTE]
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