Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
My next project!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="BOZ" data-source="post: 1980656" data-attributes="member: 1241"><p>#24</p><p>FYI, its 3.0 DR is 10/+1 – since this is an evil outsider, maybe it could be silver or it could be good (5 HD, don’t know if I want a combo DR)</p><p></p><p> </p><p></p><p>that’s a good start:</p><p></p><p></p><p></p><p>there’s a lot of things in there, that we don’t find in creature #24 though, such as the smothering. I also found:</p><p></p><p></p><p></p><p>and there were a few others that did similar things, but I think the skinwraith and marsh assassin were the closest to this bat-dude. Now, part of the given description has more to do with the stench than the enfold, so I’m going to shift that out. Let’s see, here is my attempt:</p><p></p><p>Enfold (Ex): A THING can enfold a grabbed creature on a successful grapple check. The enfolded creature is wrapped within the THING's leathery wings, and remains pinned it escapes the THING's grapple. Attacks that hit an enfolding THING deal half their damage to the monster and half to the trapped victim, before the THING’s damage reduction. The THING can continue to deal automatic bite damage to an enfolded creature each round, if it takes no other actions. The THING cannot fly while enfolding a creature, though it can crawl about using its ground speed if its victim is helpless. </p><p></p><p>But this part needs a separate writeup:</p><p>“If an intelligent being of the appropriate type with a Chrisma score of at least 8 is killed by a THING while Enfolded in its wings, he rises the next day as a ghost; see the standard D20 System template.”</p><p></p><p>Nauseating Stench (Ex): Living creatures within 20 feet of a THING must succeed on a DC 15 Fortitude save or be nauseated for 1d4 rounds. There is no limit to the number of times a character can be nauseated by the THING's stink, and successful saves must be made each round to resist nausea. Enfolded creatures must instead succeed on a DC 15 Fortitude save each round or be paralyzed by the concentrated stench until released, and for 1d4 rounds after that. The save DCs are Constitution-based.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>yeah, I know what you mean, that is a lot… when I get a chance, I will break it down so it is easier to follow. As it is, some of those things need to be split up anyway so that they make more sense. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> don’t worry about them for the moment.</p><p></p><p></p><p>#27</p><p></p><p> </p><p>Aha, ingenius! Combining the two:</p><p></p><p>Entangling Roots (Ex): A PLANT’s root system can become animated as a free action, affecting all creatures within 40 feet of the PLANT as an entangle spell (caster level 1st). Affected creatures must succeed on a DC 11 Reflex save to move at half speed through the roots. The effect lasts until the PLANT dies or decides to end it (also a free action). The save DC is Strength-based.</p><p>Any creature that falls prone or becomes helpless within 40 feet of the PLANT is constricted by the roots, and takes 1d6 points of damage per round. A creature can be cut free as a full-round action, but cannot free itself without help. Damage done to the roots does not count against the current hit point total of the PLANT.</p><p></p><p></p><p></p><p>New ones:</p><p></p><p>#28</p><p>have a look at these abilities (these are symbiotically linked to a gem they way a dryad is to a tree):</p><p></p><p>An FAERIE can also step inside any gem to reach their own gem. This ability is cast as if by a 7th-level sorcerer.</p><p>Subsume (Su): FAERIEs who successfully grapple an opponent may attempt to Subsume them, drawing them magically beneath the surface of the earth and entombing them there. A helpless foe — for example, one placed under the FAERIE's sleep ability — can be automatically drawn beneath the surface in one round. In order to Subsume an active opponent, an earth</p><p>dryad must succeed at four consecutive pin attempts. If multiple FAERIEs are grappling a single opponent, then they merely have to make four successful pin attempts collectively. In this situation, pin attempts may be failed, so long as the victim never breaks free of all the pins. Once the fourth pin attempt is successful, the FAERIE begins drawing the character beneath the surface of the earth. The victim must make a Reflex save (DC 20) in order to avoid being completely Subsumed. So long as the pin is maintained, however, all of the FAERIEs involved in the grapple may continue attempting to subsume the character as a standard action. Once beneath the surface of the earth, the victim will immediately begin suffocating as per the standard D20 System rules. The FAERIEs will typically continue moving the character towards their gem, which may be as far as 300 yards away. Each round the victim must make another Reflex save (DC 20) for each FAERIE involved in the subsume attempt — each fail-</p><p>ure indicates that the FAERIEs have moved him an additional 10 feet. There are tales of FAERIEs who have taken a fancy-to particular victims, choosing to keep them alive beneath the surface of the earth in subterranean caverns so long as they continue pleasing their captors.</p><p>Touch of Sleep (Sp): This ability functions as per a sleep spell cast by a 4th-level sorcerer, except that it is effective against only one creature, and the FAERIE must successfully touch this creature in order to use this ability. This ability can be used three times a day.</p><p>Unnatural Beauty (Su): FAERIEs are possessed of Unnatural Beauty, granting them an incredible beautiful—but illusionary—appearance. So long as this appearance remains, the FAERIE should be treated as though she possessed a Charisma of 18. In their natural form, however, FAERIEs possess a Charisma score of 6. Unnatural Beauty is an illusion effect, and can be stripped away with a successful Will save (DC 15). However, this saving throw can only be attempted once an FAERIE has attacked a creature or a creature’s companions. </p><p></p><p></p><p>#29</p><p>check out this one, especially its SQ’s. for DR, how about 5/evil?</p><p></p><p>Medium Magical Beast</p><p>Hit Dice: 5d10+10 (37 hp)</p><p>Initiative: +9</p><p>Speed: 40 ft. (8 squares)</p><p>Armor Class: 19 (+5 Dex, +4 natural), touch 15, flat-footed 14</p><p>Base Attack/Grapple: +5/+7</p><p>Attack: Bite +7 melee (1d8+3)</p><p>Full Attack: Bite +7 melee (1d8+3)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: —</p><p>Special Qualities: Blink, damage reduction 5/+1, darkvision 60 ft., detect evil, detect lycanthrope, low-light vision, revealing howl, scent</p><p>Saves: Fort +6, Ref +9, Will +1</p><p>Abilities: Str 15, Dex 21, Con 14, Int 12, Wis 10, Cha 11</p><p>Skills: Hide +9, Jump +6, Listen +9, Move Silently +11, Spot +9</p><p>Feats: Alertness, Endurance B, Improved Initiative</p><p></p><p>Environment: Forest, hills, or plains</p><p>Organization: Solitary, pair, or pack (7-16)</p><p>Challenge Rating: 4</p><p>Treasure: None</p><p>Alignment: Always neutral good</p><p>Advancement: 6-10 HD (Medium), 11-15 HD (Large)</p><p>Level Adjustment: —</p><p></p><p>THING is an intelligent canine breed with a thick sandy-colored coat. Some speculate their original pedigree derives from blink dogs, explaining their ability to blink at will. With a natural penchant toward good alignment, THING especially hate lycanthropes, hunting them to the death when they are discovered. THING are welcome neighbors for communities living in the wilderness because they drive out lycanthropes from their territory.</p><p></p><p>Combat</p><p>Blink (Su): A THING can blink at will as per the spell cast by an 8th-level sorcerer, and can evoke or end the effect as a free action.</p><p>Detect Evil (Su): At will, THING can detect evil as per the spell.</p><p>Detect Lycanthrope (Su): THING have the supernatural ability to detect any lycanthropes within 60 feet of them. This ability reveals the type of lycanthrope, as well.</p><p>Revealing Howl (Su): All lycanthropes within a 100-foot radius of a THING that hear its Revealing Howl must make a Will save (DC 17) or revert to animal or hybrid form; there is a fifty percent chance of changing to either if the lycanthrope has a hybrid form.</p><p></p><p>THING AS MOUNTS</p><p>THING make excellent special mounts for halfling and gnome paladins. THING can only carry mounts of Small size (not dwarves), and have the same carrying capacity as a riding dog. A THING can fight while carrying a rider, but the rider cannot also attack unless he succeeds at a Ride check. Riders take no damage when they fall from a THING. If trained for war, THING can make trip attacks just as wolves do.</p><p>Training a THING as a mount requires a Handle Animal check (DC 25 for a young creature, or DC 30 for an adult) and that the THING be willing. THING pups are worth 2,000 gp each on the open market. Professional trainers charge 500 gp to rear or train a THING, and THING can wear any saddle suitable to a riding dog.</p><p></p><p></p><p>#30</p><p>check these SQ’s:</p><p></p><p>Forest Lord (Su): A FAERIE may at will send its senses roving through its forest, as per clairvoyance/clairaudience with the range limited only by the boundaries of the forest. It may cause, at will, forest trails to become harder or easier to pass through by asking foliage to shift in such a way as to aid or obstruct travelers. Thick undergrowth created in this way reduces a party's movement by half, while a path cleared for a party would allow full normal movement as they travel. The FAERIE can place such travel conditions upon a group of travelers, and these conditions will follow them until they leave the forest or the FAERIE decides otherwise. A freedom of movement spell will allow this effect to be avoided for the duration of the spell, as will the druidic class feature Woodland Stride. Additionally, any mundane interaction with the forest or its inhabitants — such as through the use of Climb, Wilderness Lore, Animal Empathy, and so on — may be made easier or harder by the FAERIE as long as it can observe the skill in use, even if via use of the Forest Lord clairvoyance ability. A FAERIE may modify the DC of such skill use by +/— 8 as a free action once per round.</p><p>Vulnerabilities (Ex): A FAERIE cannot enter holy ground, unless the holy ground belongs to a deity of nature or some similar nature-friendly entity. A FAERIE can use none of its powers on a person who wears all his clothes inside out (including armor, if such is possible), and may not physically attack such a person directly unless he attacks the FAERIE first. All of these vulnerabilities are mentioned in folklore that bards might be able to recall with a Bardic Knowledge check against a DC of 20.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1980656, member: 1241"] #24 FYI, its 3.0 DR is 10/+1 – since this is an evil outsider, maybe it could be silver or it could be good (5 HD, don’t know if I want a combo DR) that’s a good start: there’s a lot of things in there, that we don’t find in creature #24 though, such as the smothering. I also found: and there were a few others that did similar things, but I think the skinwraith and marsh assassin were the closest to this bat-dude. Now, part of the given description has more to do with the stench than the enfold, so I’m going to shift that out. Let’s see, here is my attempt: Enfold (Ex): A THING can enfold a grabbed creature on a successful grapple check. The enfolded creature is wrapped within the THING's leathery wings, and remains pinned it escapes the THING's grapple. Attacks that hit an enfolding THING deal half their damage to the monster and half to the trapped victim, before the THING’s damage reduction. The THING can continue to deal automatic bite damage to an enfolded creature each round, if it takes no other actions. The THING cannot fly while enfolding a creature, though it can crawl about using its ground speed if its victim is helpless. But this part needs a separate writeup: “If an intelligent being of the appropriate type with a Chrisma score of at least 8 is killed by a THING while Enfolded in its wings, he rises the next day as a ghost; see the standard D20 System template.” Nauseating Stench (Ex): Living creatures within 20 feet of a THING must succeed on a DC 15 Fortitude save or be nauseated for 1d4 rounds. There is no limit to the number of times a character can be nauseated by the THING's stink, and successful saves must be made each round to resist nausea. Enfolded creatures must instead succeed on a DC 15 Fortitude save each round or be paralyzed by the concentrated stench until released, and for 1d4 rounds after that. The save DCs are Constitution-based. yeah, I know what you mean, that is a lot… when I get a chance, I will break it down so it is easier to follow. As it is, some of those things need to be split up anyway so that they make more sense. :) don’t worry about them for the moment. #27 Aha, ingenius! Combining the two: Entangling Roots (Ex): A PLANT’s root system can become animated as a free action, affecting all creatures within 40 feet of the PLANT as an entangle spell (caster level 1st). Affected creatures must succeed on a DC 11 Reflex save to move at half speed through the roots. The effect lasts until the PLANT dies or decides to end it (also a free action). The save DC is Strength-based. Any creature that falls prone or becomes helpless within 40 feet of the PLANT is constricted by the roots, and takes 1d6 points of damage per round. A creature can be cut free as a full-round action, but cannot free itself without help. Damage done to the roots does not count against the current hit point total of the PLANT. New ones: #28 have a look at these abilities (these are symbiotically linked to a gem they way a dryad is to a tree): An FAERIE can also step inside any gem to reach their own gem. This ability is cast as if by a 7th-level sorcerer. Subsume (Su): FAERIEs who successfully grapple an opponent may attempt to Subsume them, drawing them magically beneath the surface of the earth and entombing them there. A helpless foe — for example, one placed under the FAERIE's sleep ability — can be automatically drawn beneath the surface in one round. In order to Subsume an active opponent, an earth dryad must succeed at four consecutive pin attempts. If multiple FAERIEs are grappling a single opponent, then they merely have to make four successful pin attempts collectively. In this situation, pin attempts may be failed, so long as the victim never breaks free of all the pins. Once the fourth pin attempt is successful, the FAERIE begins drawing the character beneath the surface of the earth. The victim must make a Reflex save (DC 20) in order to avoid being completely Subsumed. So long as the pin is maintained, however, all of the FAERIEs involved in the grapple may continue attempting to subsume the character as a standard action. Once beneath the surface of the earth, the victim will immediately begin suffocating as per the standard D20 System rules. The FAERIEs will typically continue moving the character towards their gem, which may be as far as 300 yards away. Each round the victim must make another Reflex save (DC 20) for each FAERIE involved in the subsume attempt — each fail- ure indicates that the FAERIEs have moved him an additional 10 feet. There are tales of FAERIEs who have taken a fancy-to particular victims, choosing to keep them alive beneath the surface of the earth in subterranean caverns so long as they continue pleasing their captors. Touch of Sleep (Sp): This ability functions as per a sleep spell cast by a 4th-level sorcerer, except that it is effective against only one creature, and the FAERIE must successfully touch this creature in order to use this ability. This ability can be used three times a day. Unnatural Beauty (Su): FAERIEs are possessed of Unnatural Beauty, granting them an incredible beautiful—but illusionary—appearance. So long as this appearance remains, the FAERIE should be treated as though she possessed a Charisma of 18. In their natural form, however, FAERIEs possess a Charisma score of 6. Unnatural Beauty is an illusion effect, and can be stripped away with a successful Will save (DC 15). However, this saving throw can only be attempted once an FAERIE has attacked a creature or a creature’s companions. #29 check out this one, especially its SQ’s. for DR, how about 5/evil? Medium Magical Beast Hit Dice: 5d10+10 (37 hp) Initiative: +9 Speed: 40 ft. (8 squares) Armor Class: 19 (+5 Dex, +4 natural), touch 15, flat-footed 14 Base Attack/Grapple: +5/+7 Attack: Bite +7 melee (1d8+3) Full Attack: Bite +7 melee (1d8+3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Blink, damage reduction 5/+1, darkvision 60 ft., detect evil, detect lycanthrope, low-light vision, revealing howl, scent Saves: Fort +6, Ref +9, Will +1 Abilities: Str 15, Dex 21, Con 14, Int 12, Wis 10, Cha 11 Skills: Hide +9, Jump +6, Listen +9, Move Silently +11, Spot +9 Feats: Alertness, Endurance B, Improved Initiative Environment: Forest, hills, or plains Organization: Solitary, pair, or pack (7-16) Challenge Rating: 4 Treasure: None Alignment: Always neutral good Advancement: 6-10 HD (Medium), 11-15 HD (Large) Level Adjustment: — THING is an intelligent canine breed with a thick sandy-colored coat. Some speculate their original pedigree derives from blink dogs, explaining their ability to blink at will. With a natural penchant toward good alignment, THING especially hate lycanthropes, hunting them to the death when they are discovered. THING are welcome neighbors for communities living in the wilderness because they drive out lycanthropes from their territory. Combat Blink (Su): A THING can blink at will as per the spell cast by an 8th-level sorcerer, and can evoke or end the effect as a free action. Detect Evil (Su): At will, THING can detect evil as per the spell. Detect Lycanthrope (Su): THING have the supernatural ability to detect any lycanthropes within 60 feet of them. This ability reveals the type of lycanthrope, as well. Revealing Howl (Su): All lycanthropes within a 100-foot radius of a THING that hear its Revealing Howl must make a Will save (DC 17) or revert to animal or hybrid form; there is a fifty percent chance of changing to either if the lycanthrope has a hybrid form. THING AS MOUNTS THING make excellent special mounts for halfling and gnome paladins. THING can only carry mounts of Small size (not dwarves), and have the same carrying capacity as a riding dog. A THING can fight while carrying a rider, but the rider cannot also attack unless he succeeds at a Ride check. Riders take no damage when they fall from a THING. If trained for war, THING can make trip attacks just as wolves do. Training a THING as a mount requires a Handle Animal check (DC 25 for a young creature, or DC 30 for an adult) and that the THING be willing. THING pups are worth 2,000 gp each on the open market. Professional trainers charge 500 gp to rear or train a THING, and THING can wear any saddle suitable to a riding dog. #30 check these SQ’s: Forest Lord (Su): A FAERIE may at will send its senses roving through its forest, as per clairvoyance/clairaudience with the range limited only by the boundaries of the forest. It may cause, at will, forest trails to become harder or easier to pass through by asking foliage to shift in such a way as to aid or obstruct travelers. Thick undergrowth created in this way reduces a party's movement by half, while a path cleared for a party would allow full normal movement as they travel. The FAERIE can place such travel conditions upon a group of travelers, and these conditions will follow them until they leave the forest or the FAERIE decides otherwise. A freedom of movement spell will allow this effect to be avoided for the duration of the spell, as will the druidic class feature Woodland Stride. Additionally, any mundane interaction with the forest or its inhabitants — such as through the use of Climb, Wilderness Lore, Animal Empathy, and so on — may be made easier or harder by the FAERIE as long as it can observe the skill in use, even if via use of the Forest Lord clairvoyance ability. A FAERIE may modify the DC of such skill use by +/— 8 as a free action once per round. Vulnerabilities (Ex): A FAERIE cannot enter holy ground, unless the holy ground belongs to a deity of nature or some similar nature-friendly entity. A FAERIE can use none of its powers on a person who wears all his clothes inside out (including armor, if such is possible), and may not physically attack such a person directly unless he attacks the FAERIE first. All of these vulnerabilities are mentioned in folklore that bards might be able to recall with a Bardic Knowledge check against a DC of 20. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
My next project!
Top