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<blockquote data-quote="SinisterSage" data-source="post: 3000738" data-attributes="member: 41503"><p>Up? </p><p>Should I change the name???</p><p></p><p><strong>Razmorda</strong></p><p><strong>Huge Outsider (Chaotic, Evil, Extraplanar)</strong></p><p><strong>Hit Dice:</strong> 17d8+170 (246hp)</p><p><strong>Initiative: </strong>+2 (+2 Dex) </p><p><strong>Speed: </strong>40ft., Burrow 20ft.</p><p><strong>Armor Class:</strong> 30 (-2 Size, +2 Dex, +20 natural), touch 10, flat-footed 28</p><p><strong>Base Attack/Grapple: </strong>+17/+37</p><p><strong>Attack: </strong>Claw +28 melee (2d6+12) </p><p><strong>Full Attack: </strong>2 Claws +28 melee (2d6+12) and bite +22 melee (1d8+6) </p><p><strong>Space/reach: 15ft./15ft.</strong></p><p><strong><strong>SA: </strong>Impale, improved grab, teleport attack, <em>spell-like abilities</em></strong></p><p><strong><strong>SQ: </strong>Darkvision 120 ft., DR 10/good, immunity to acid and fire, resistance to electricity 10, scent</strong></p><p><strong><strong>Saves: </strong>Fort +20, Ref + 12, Will +14 </strong></p><p><strong><strong>Abilities: </strong>Str 35, Dex 15, Con 30, Int 11, Wis 14, Cha 16</strong></p><p><strong><strong>Skills: </strong>Appraise+20, Climb+32, Listen+22, Intimidate+23, Jump +36, Search +20, Spot+22, Survival+22 (+24 on checks to find or follow tracks)</strong></p><p><strong><strong>Feats: </strong>Awesome Blow, Combat Reflexes, Endurance (B), Iron Will, Power Attack, Track, Weapon Focus (Claw)</strong></p><p><strong><strong>Environment: </strong>Any deserts (Minethys; Tartarian Depths of Carceri)</strong></p><p><strong><strong>Organization: </strong>Solitary or hunt (2-9)</strong></p><p><strong><strong>Challenge rating:</strong> 15</strong></p><p><strong><strong>Alignment: </strong>Always chaotic evil</strong></p><p><strong><strong>Treasure: </strong>Standard</strong></p><p><strong><strong>Advancement: </strong>18-20HD (Huge), 21-30HD (Gargantuan)</strong></p><p><strong></strong></p><p><strong><em>This hulking humanoid has dirty yellow-grey fur, a long neck, and a camel-like head with malignantly burning red eyes and needle-like teeth. Its most prominent feature is its blood-red, hunched back. Rising above the creature’s shoulders and head, it bristles with up to six feet long white spines. The monsters muscular arms end in wicked claws. </em> </strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Razmorda (singular razmorda) are nomadic fiends of the desert that dwell on Minethys, the third layer of Carceri. They are feral hunters that kill and devour all living creatures of flesh and blood that cross their paths. The ability to store an opponent’s blood and fat in their hunched backs makes survival in arid environments easy for the razmorda. </strong></p><p><strong></strong></p><p><strong>Razmorda don’t breed. Instead new razmorda rise fully grown from the sands of Minethys. The exact conditions that lead to the birth of a razmorda are unknown, but some scholars believe that the razmorda are a defensive mechanism of the layer itself. These scholars point out that there are some orbs of Minethys that automatically spawn the fiends when a non-native sets foot on their surface. </strong></p><p><strong></strong></p><p><strong>A razmorda is 18 feet tall and weights 8000 pounds. Razmorda speak common, abyssal, and their own language.</strong></p><p><strong></strong></p><p><strong><strong>Combat: </strong></strong></p><p><strong>Razmorda relish melee combat and try to impale as many of their foes on their bone-blades as possible. They use their teleport attack to close in on opponents. </strong></p><p><strong>A razmorda’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.</strong></p><p><strong> </strong></p><p><strong><strong>Impale (Ex): </strong>With a successful grapple check or with its teleport attack, a razmorda can impale foes on the spines on its back. Impaled creatures are considered to be grappled. The razmorda is no longer considered to be in a grapple and can attack other opponents without penalty. </strong></p><p><strong>Impalement automatically deals 3d6 points of damage each round. A successful Escape Artist or Strength check DC 20 lets the opponent escape from impalement and puts her into a square adjacent to the razmorda.</strong></p><p><strong>A razmorda can have up to 2 Large, 4 Medium, 8 Small, 32 Tiny, or 128 Diminiutive or smaller opponents impaled on its back.</strong></p><p><strong></strong></p><p><strong><strong>Improved Grab (Ex): </strong>If a razmorda hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.</strong></p><p><strong></strong></p><p><strong><strong><em>Spell-like Abilities (Sp):</em></strong> At will: -<em>teleport (self plus 50 pounds of objects only)</em>, <em>dimensional lock</em>. Caster level 17.</strong></p><p><strong></strong></p><p><strong><strong>Teleport Attack(Su): </strong> As a full round, a razmorda can teleport itself into the ground directly below its enemies’ feet and surface to impale opponents on its spines. </strong></p><p><strong>When it rises from the ground, all large or smaller creatures in the 15 ft. square where the razmorda appears must attempt a Reflex save DC 28. Creatures that fail at their save suffer 3d6+18 points of damage and are impaled on the razmorda’s spines. (See the impale attack described above). Those that succeed are pushed into adjacent squares. The save DC is Constitution-based. </strong></p><p><strong>Even though it materializes in solid material, the razmorda suffers no damage from this maneuver.</strong></p><p><strong>This ability has a range of 200 ft. and cannot be used if the ground of the target area has a higher density than soil, for instance if the ground is solid stone. </strong></p><p><strong>When it teleports in this way, other creatures in contact with the razmorda at the point of origin are left behind. Previously impaled creatures are liberated from their plight and fall prone in the space the razmorda occupied before using this ability.</strong></p></blockquote><p></p>
[QUOTE="SinisterSage, post: 3000738, member: 41503"] Up? Should I change the name??? [b]Razmorda[/b] [b]Huge Outsider (Chaotic, Evil, Extraplanar)[/b] [b]Hit Dice:[/b] 17d8+170 (246hp) [b]Initiative: [/b]+2 (+2 Dex) [b]Speed: [/b]40ft., Burrow 20ft. [b]Armor Class:[/b] 30 (-2 Size, +2 Dex, +20 natural), touch 10, flat-footed 28 [b]Base Attack/Grapple: [/b]+17/+37 [b]Attack: [/b]Claw +28 melee (2d6+12) [b]Full Attack: [/b]2 Claws +28 melee (2d6+12) and bite +22 melee (1d8+6) [b]Space/reach: 15ft./15ft. [b]SA: [/b]Impale, improved grab, teleport attack, [i]spell-like abilities[/i] [b]SQ: [/b]Darkvision 120 ft., DR 10/good, immunity to acid and fire, resistance to electricity 10, scent [b]Saves: [/b]Fort +20, Ref + 12, Will +14 [b]Abilities: [/b]Str 35, Dex 15, Con 30, Int 11, Wis 14, Cha 16 [b]Skills: [/b]Appraise+20, Climb+32, Listen+22, Intimidate+23, Jump +36, Search +20, Spot+22, Survival+22 (+24 on checks to find or follow tracks) [b]Feats: [/b]Awesome Blow, Combat Reflexes, Endurance (B), Iron Will, Power Attack, Track, Weapon Focus (Claw) [b]Environment: [/b]Any deserts (Minethys; Tartarian Depths of Carceri) [b]Organization: [/b]Solitary or hunt (2-9) [b]Challenge rating:[/b] 15 [b]Alignment: [/b]Always chaotic evil [b]Treasure: [/b]Standard [b]Advancement: [/b]18-20HD (Huge), 21-30HD (Gargantuan) [i]This hulking humanoid has dirty yellow-grey fur, a long neck, and a camel-like head with malignantly burning red eyes and needle-like teeth. Its most prominent feature is its blood-red, hunched back. Rising above the creature’s shoulders and head, it bristles with up to six feet long white spines. The monsters muscular arms end in wicked claws. [/i] Razmorda (singular razmorda) are nomadic fiends of the desert that dwell on Minethys, the third layer of Carceri. They are feral hunters that kill and devour all living creatures of flesh and blood that cross their paths. The ability to store an opponent’s blood and fat in their hunched backs makes survival in arid environments easy for the razmorda. Razmorda don’t breed. Instead new razmorda rise fully grown from the sands of Minethys. The exact conditions that lead to the birth of a razmorda are unknown, but some scholars believe that the razmorda are a defensive mechanism of the layer itself. These scholars point out that there are some orbs of Minethys that automatically spawn the fiends when a non-native sets foot on their surface. A razmorda is 18 feet tall and weights 8000 pounds. Razmorda speak common, abyssal, and their own language. [b]Combat: [/b] Razmorda relish melee combat and try to impale as many of their foes on their bone-blades as possible. They use their teleport attack to close in on opponents. A razmorda’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. [b]Impale (Ex): [/b]With a successful grapple check or with its teleport attack, a razmorda can impale foes on the spines on its back. Impaled creatures are considered to be grappled. The razmorda is no longer considered to be in a grapple and can attack other opponents without penalty. Impalement automatically deals 3d6 points of damage each round. A successful Escape Artist or Strength check DC 20 lets the opponent escape from impalement and puts her into a square adjacent to the razmorda. A razmorda can have up to 2 Large, 4 Medium, 8 Small, 32 Tiny, or 128 Diminiutive or smaller opponents impaled on its back. [b]Improved Grab (Ex): [/b]If a razmorda hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. [b][i]Spell-like Abilities (Sp):[/i][/b] At will: -[i]teleport (self plus 50 pounds of objects only)[/i], [i]dimensional lock[/i]. Caster level 17. [b]Teleport Attack(Su): [/b] As a full round, a razmorda can teleport itself into the ground directly below its enemies’ feet and surface to impale opponents on its spines. When it rises from the ground, all large or smaller creatures in the 15 ft. square where the razmorda appears must attempt a Reflex save DC 28. Creatures that fail at their save suffer 3d6+18 points of damage and are impaled on the razmorda’s spines. (See the impale attack described above). Those that succeed are pushed into adjacent squares. The save DC is Constitution-based. Even though it materializes in solid material, the razmorda suffers no damage from this maneuver. This ability has a range of 200 ft. and cannot be used if the ground of the target area has a higher density than soil, for instance if the ground is solid stone. When it teleports in this way, other creatures in contact with the razmorda at the point of origin are left behind. Previously impaled creatures are liberated from their plight and fall prone in the space the razmorda occupied before using this ability.[/b] [/QUOTE]
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