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<blockquote data-quote="dante58701" data-source="post: 4219784" data-attributes="member: 40336"><p><strong>Krustian Ha-naga</strong></p><p></p><p>This is a ha-naga (insert disclaimer here) revised according to Krustian rules. It is Size Gargantuan based on the 1/3 principal applied to snakes and their kin (i.e. 1/3 of 100 ft. = 33 ft. (1/2 of 33 = 16 HD)). It's sorcery is lessened accordingly and their snake body has been taken into account (i.e. Strength is based on Constrictor then enlarged; + climb & swim speed, scent, and racial skill modifiers). </p><p></p><p>I didn't like their being a distinction between a Faerunian Ha-naga and a Ha-naga so I combined their skill lists. Two kinds of (virtually identical) Ha-naga is a bit redundant. Faerunian being the updated version I used it as a base.</p><p></p><p>I just need to be sure my math is correct regarding the skills (266 skill points) and challenge rating. Also...level adjustment?</p><p></p><p>I included their flavor text for reference. </p><p></p><p>Other notes...</p><p></p><p>I figured it's head, being human isn't too suited to biting. Afterall we have relatively small mouths. So I underscored it's bite damage by 1 size category. </p><p></p><p>Also...it's sting...is not quite a gore attack, so I underscored it's damage by 1 size category to reflect that it's stinger...like most stingers is actually rather slender. I reduced it's poison damage from 2d8 to 2d6 since 2d8 seems kind of inflated at 16 HD when it's sting only does 2d6 damage.</p><p></p><p>It's coil whip was really confusing...so I compared it to a gargantuan whip. A gargantuan whip would deal 2d6 points of damage if it inflicted lethal damage (being comparable to a fist). </p><p></p><p>Are the damages correct? How close am I to the mark?</p><p></p><p>Ha-naga </p><p>Gargantuan Aberration </p><p>Hit Dice: 16d8+144 (224 hp) </p><p>Initiative: +19 (+15 Dexterity, +4 Improved Initiative) </p><p>Speed: 60 ft. (15 squares), climb 60 ft., fly 180 ft. (perfect), swim 60 ft. </p><p>Armor Class: 38 (-4 size, +15 Dex, +17 natural), touch 21, flat-footed 23 </p><p>Base Attack/Grapple: +12/+41 </p><p>Attack: Coil whip +25 melee (2d6+18) </p><p>Full Attack: Coil whip +25 melee (2d6+18), sting +20 melee (2d6+9 plus poison), and bite +20 melee (2d6+9) </p><p>Space/Reach: 30 ft. (coiled) /20 ft. </p><p>Special Attacks: Charming gaze, constrict 2d8+27, improved grab, poison, spells </p><p>Special Qualities: Chameleon scales, damage reduction 5/magic, darkvision 60 ft., flight, scent, spell resistance 26 </p><p>Saves: Fort +14, Ref +20, Will +20 </p><p>Abilities: Str 47, Dex 40, Con 28, Int 35, Wis 31, Cha 36 </p><p>Skills: Appraise +24, Balance +34, Bluff +24, Climb +37, Concentration +20, Diplomacy +24, Disguise +24 (+26 acting), Escape Artist +26, Hide +40, Intimidate +24, Jump +29, Knowledge (arcana, history, religion) +23, Listen +25, Move Silently +26 (+32 flying), Search +23, Sense Motive +21, Spellcraft +23, Spot +25, Survival +21 (+23 following tracks), Swim +37, Use Rope +26 (+28 bindings) </p><p>Feats: Combat Casting, Eschew Materials (B), Flyby Attack, Improved Initiative, Multiattack, Quicken Spell, Silent Spell</p><p>Environment: Warm forests </p><p>Organization: Solitary, pair, or nest (3-4) </p><p>Challenge Rating: 16</p><p>Treasure: Standard</p><p>Alignment: Usually chaotic evil</p><p>Advancement: 17-31 HD (Gargantuan), 32-48 HD (Colossal)</p><p>Level Adjustment: - </p><p></p><p>A human-headed snake of immense size and power slithers forth, its scales nearly identical in color to the stones that surround it. Hatred gleams from its dark, penetrating eyes. </p><p></p><p>The ha-naga is a massive and powerful naga lord, often worshiped by spirit nagas as a god. It prefers to make it's lair in the ruins of an ancient civilizations-preferably one that it has personally brought low. It usually establishes it's nest in a former center of society, such as a temple, a throne room, or a coliseum. In this place, the ha-naga gathers together the treasures of the lost society, piling up art, fine jewelry, and the recorded history of the civilization as tributes to it's own devastating prowess. </p><p></p><p>A ha-naga is a gigantic snake with the head of a classically beautiful human and a body that measures 100 feet or more in length. It has no set color; rather, it's scales adopt the hues and shades of it's surroundings, much like a chameleon's do. </p><p></p><p>Ha-nagas speak Abyssal and Common. </p><p></p><p>Combat</p><p></p><p>Though it has no wings, a ha-naga can fly, winding and coiling through the air in a manner similar to a water snake's motion. It uses this ability to it's advantage in combat, swirling above and around foes while using it's gaze attack or casting spells. Like it's smaller serpentine cousins, a ha-naga prefers to use spells in combat, resorting to melee only when absolutely necessary. When it does engage foes directly, it uses it's coiled body like a whip, stings with it's tail, and constricts with it's body. </p><p></p><p>A ha-naga's natural weapons, as well as any weapons it wields, are considered magic for the purpose of overcoming damage reduction. </p><p></p><p>Chameleon Scales (Ex): Because of it's ever-changing scales, a ha-naga blends in with it's surroundings, gaining a +10 circumstance bonus on Hide checks. </p><p></p><p>Charming Gaze (Su): A ha-naga's gaze functions like the mass charm spell against creatures within 80 feet (Will DC 31 negates). The save DC is Charisma-based. </p><p></p><p>Flight (Su): A ha-naga can fly as though with the fly spell at 180 feet with perfect maneuverability. This ability grants it a +6 circumstance bonus on Move Silently checks when flying. </p><p></p><p>Constrict (Ex): A ha-naga deals 2d8+27 points of damage with a successful grapple attack against a Large or smaller opponent.</p><p></p><p>Improved Grab (Ex): To use this ability, a ha-naga must hit with it's coil whip attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. </p><p></p><p>Poison (Ex): Sting, Fortitude DC 27, initial and secondary damage 2d6 Con. The save is Constitution-based. </p><p></p><p>Sorcerer Abilities (Ex): Ha-nagas are powerful sorcerers and possess sorcerer abilities of a level equivalent to half their Hit Dice (rounded down). </p><p></p><p>- Metamagic Specialist (Ex): Ha-nagas do not summon familiars, instead they are metamagic specialists. A ha-naga can apply metamagic feats that it knows to sorcerer spells without increasing the casting time. This benefit even lets them quicken their sorcerer spells with the Quicken Spell feat. A ha-naga can use this class feature 15 times per day (3 + their Intelligence modifier (minimum 1)). </p><p></p><p>- Spells: As 8th level Sorcerers (Caster Level 16th). The save DCs are Charisma-based. </p><p></p><p>Skills: Ha-nagas have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A ha-naga can always choose to take 10 on a Climb check, even if rushed or threatened. Ha-nagas use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A ha-naga has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p></blockquote><p></p>
[QUOTE="dante58701, post: 4219784, member: 40336"] [b]Krustian Ha-naga[/b] This is a ha-naga (insert disclaimer here) revised according to Krustian rules. It is Size Gargantuan based on the 1/3 principal applied to snakes and their kin (i.e. 1/3 of 100 ft. = 33 ft. (1/2 of 33 = 16 HD)). It's sorcery is lessened accordingly and their snake body has been taken into account (i.e. Strength is based on Constrictor then enlarged; + climb & swim speed, scent, and racial skill modifiers). I didn't like their being a distinction between a Faerunian Ha-naga and a Ha-naga so I combined their skill lists. Two kinds of (virtually identical) Ha-naga is a bit redundant. Faerunian being the updated version I used it as a base. I just need to be sure my math is correct regarding the skills (266 skill points) and challenge rating. Also...level adjustment? I included their flavor text for reference. Other notes... I figured it's head, being human isn't too suited to biting. Afterall we have relatively small mouths. So I underscored it's bite damage by 1 size category. Also...it's sting...is not quite a gore attack, so I underscored it's damage by 1 size category to reflect that it's stinger...like most stingers is actually rather slender. I reduced it's poison damage from 2d8 to 2d6 since 2d8 seems kind of inflated at 16 HD when it's sting only does 2d6 damage. It's coil whip was really confusing...so I compared it to a gargantuan whip. A gargantuan whip would deal 2d6 points of damage if it inflicted lethal damage (being comparable to a fist). Are the damages correct? How close am I to the mark? Ha-naga Gargantuan Aberration Hit Dice: 16d8+144 (224 hp) Initiative: +19 (+15 Dexterity, +4 Improved Initiative) Speed: 60 ft. (15 squares), climb 60 ft., fly 180 ft. (perfect), swim 60 ft. Armor Class: 38 (-4 size, +15 Dex, +17 natural), touch 21, flat-footed 23 Base Attack/Grapple: +12/+41 Attack: Coil whip +25 melee (2d6+18) Full Attack: Coil whip +25 melee (2d6+18), sting +20 melee (2d6+9 plus poison), and bite +20 melee (2d6+9) Space/Reach: 30 ft. (coiled) /20 ft. Special Attacks: Charming gaze, constrict 2d8+27, improved grab, poison, spells Special Qualities: Chameleon scales, damage reduction 5/magic, darkvision 60 ft., flight, scent, spell resistance 26 Saves: Fort +14, Ref +20, Will +20 Abilities: Str 47, Dex 40, Con 28, Int 35, Wis 31, Cha 36 Skills: Appraise +24, Balance +34, Bluff +24, Climb +37, Concentration +20, Diplomacy +24, Disguise +24 (+26 acting), Escape Artist +26, Hide +40, Intimidate +24, Jump +29, Knowledge (arcana, history, religion) +23, Listen +25, Move Silently +26 (+32 flying), Search +23, Sense Motive +21, Spellcraft +23, Spot +25, Survival +21 (+23 following tracks), Swim +37, Use Rope +26 (+28 bindings) Feats: Combat Casting, Eschew Materials (B), Flyby Attack, Improved Initiative, Multiattack, Quicken Spell, Silent Spell Environment: Warm forests Organization: Solitary, pair, or nest (3-4) Challenge Rating: 16 Treasure: Standard Alignment: Usually chaotic evil Advancement: 17-31 HD (Gargantuan), 32-48 HD (Colossal) Level Adjustment: - A human-headed snake of immense size and power slithers forth, its scales nearly identical in color to the stones that surround it. Hatred gleams from its dark, penetrating eyes. The ha-naga is a massive and powerful naga lord, often worshiped by spirit nagas as a god. It prefers to make it's lair in the ruins of an ancient civilizations-preferably one that it has personally brought low. It usually establishes it's nest in a former center of society, such as a temple, a throne room, or a coliseum. In this place, the ha-naga gathers together the treasures of the lost society, piling up art, fine jewelry, and the recorded history of the civilization as tributes to it's own devastating prowess. A ha-naga is a gigantic snake with the head of a classically beautiful human and a body that measures 100 feet or more in length. It has no set color; rather, it's scales adopt the hues and shades of it's surroundings, much like a chameleon's do. Ha-nagas speak Abyssal and Common. Combat Though it has no wings, a ha-naga can fly, winding and coiling through the air in a manner similar to a water snake's motion. It uses this ability to it's advantage in combat, swirling above and around foes while using it's gaze attack or casting spells. Like it's smaller serpentine cousins, a ha-naga prefers to use spells in combat, resorting to melee only when absolutely necessary. When it does engage foes directly, it uses it's coiled body like a whip, stings with it's tail, and constricts with it's body. A ha-naga's natural weapons, as well as any weapons it wields, are considered magic for the purpose of overcoming damage reduction. Chameleon Scales (Ex): Because of it's ever-changing scales, a ha-naga blends in with it's surroundings, gaining a +10 circumstance bonus on Hide checks. Charming Gaze (Su): A ha-naga's gaze functions like the mass charm spell against creatures within 80 feet (Will DC 31 negates). The save DC is Charisma-based. Flight (Su): A ha-naga can fly as though with the fly spell at 180 feet with perfect maneuverability. This ability grants it a +6 circumstance bonus on Move Silently checks when flying. Constrict (Ex): A ha-naga deals 2d8+27 points of damage with a successful grapple attack against a Large or smaller opponent. Improved Grab (Ex): To use this ability, a ha-naga must hit with it's coil whip attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Poison (Ex): Sting, Fortitude DC 27, initial and secondary damage 2d6 Con. The save is Constitution-based. Sorcerer Abilities (Ex): Ha-nagas are powerful sorcerers and possess sorcerer abilities of a level equivalent to half their Hit Dice (rounded down). - Metamagic Specialist (Ex): Ha-nagas do not summon familiars, instead they are metamagic specialists. A ha-naga can apply metamagic feats that it knows to sorcerer spells without increasing the casting time. This benefit even lets them quicken their sorcerer spells with the Quicken Spell feat. A ha-naga can use this class feature 15 times per day (3 + their Intelligence modifier (minimum 1)). - Spells: As 8th level Sorcerers (Caster Level 16th). The save DCs are Charisma-based. Skills: Ha-nagas have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A ha-naga can always choose to take 10 on a Climb check, even if rushed or threatened. Ha-nagas use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A ha-naga has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [/QUOTE]
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