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<blockquote data-quote="BOZ" data-source="post: 2058212" data-attributes="member: 1241"><p>Sounds as good as anything. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> here’s a few new ones:</p><p></p><p>#37</p><p>given the weird advancement line, and the general nature of this critter, I wonder if I shouldn’t just turn this into a template? I’ll ask Joe & Suzi.</p><p></p><p>Medium-Size Undead</p><p>Hit Dice: 3dl2 (19 hp)</p><p>lnitiative:+2 (+2 Dex)</p><p>Speed: Fly 30 ft. (good)</p><p>AC 13 (+2 Dex, +1 natural), touch12, flat-footed 11</p><p>Face/reach:5ft. by 5 ft/5 ft.</p><p>Special Attacks: Fear aura, paralyzing howl, trumpet of doom</p><p>Special Qualities: Incorporeal, reflection susceptible, undead</p><p>Saves: Fort +1, Ref+3, Will +4</p><p>Abilitics: Str —, Dex 14, Con —, Int 4, Wis l2,Cha —</p><p>Skills: Intuit Direction +7, Listen +6,</p><p>Feats: Track</p><p>Climate/Terrain: Any forest</p><p>Organization: Solitary</p><p>Challenge Rating: 3</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 3-4 HD (Medium; e.g., ram, boar, stag, crocodile), 5-7 HD (Large; e.g., bear, bison, lion), 7-9 HD (Huge; e.g., elephant, great rhinoceros); Special: Save DCs increase by +1/EHD</p><p>Level Equivalence: —</p><p>Languages: —</p><p>Unless a hunting party takes a druid with it to perform sacred rites on the dead game, a ANIMAL GHOST may arise from any use of Wilderness Lore to hunt in the wild.</p><p>The ghost rises at sunset on the first day of the full moon after its death. It hunts only at night, vanishing at sunrise. Its horrific appearance is so potent it would frighten off the ghost itself should it gaze upon its own visage. For this reason, it will not track its prey across open water (ponds, streams, seas) or when the moon is bright (half moon or brighter). The ghost relents in these cases, but only temporarily. During the dark of the new moon, the ghost will cross even large bodies of water to find its prey.</p><p>Similarly, if the ghost is turned by a cleric (it cannot be rebuked or commanded), it flees into the darkness. Still, it will return the following and subsequent nights until it is killed, it kills those who desecrated it, or the full moon, whichever comes first.</p><p>The ghost hunts its quarry until the dawn of the final night of the full moon cycle. Apart from terrifying its quarry as it pursues them, this is the only time it actually attacks. If it fails to kill its prey before dawn of the next day, it vanishes in the rays of first light, never to be seen again. Legends surrounding these ghosts mention groups of revenants that failed to slay their desecraters and the howls and ghostly forms of the Thwarted Pack who roam the forests still.</p><p>Combat</p><p>Fear Aura (Su): The terrible vision of the ghost causes fear to all in a 60-foot radius who gaze upon its loathsome form. Viewers must make a Willpower save (DC 15) or flee in terror and temporarily lose two points of Wisdom. The ghost can press this attack up to three times per night, but characters only lose Wisdom the first time they fail their save. It returns to haunt its prey each night until the moon is full.</p><p>Incorporeal: The ghost can be harmed only by other incorporeal creatures, +1 or better weapons, or magic, Even then, there is a 50% chance that damage from a corporeal source will not affect it. It can pass through solid objects at will, and its own attacks pass through armor o armor modifiers apply to victim's AC). The ghost moves silently without fail.</p><p>Paralyzing Howl (Sp): During the full moon, the ghost can issue a terrifying howl that can paralyze as a hold person spell (caster level equals ghost's HD+5).: This attack affects only those who inflicted harm upon it in life or desecrated (ate from) its carcass. It can perform this action once per round.</p><p>Reflection Susceptible: The ghost is susceptible to its own horrifying reflection, and avoids crossing still water or approaching similar reflective surfaces. When encountering its own reflection, it must make a Reflex save (DC 15). Failure results in the creature fleeing and going to ground until the following night.</p><p>Trumpet of Doom (Su): Once its victims are immobilized and the innocents have fled, the ghost trumpets a final, mournful lamentation to bring death to its slayers. All listeners within 150 feet must make a Fortitude save (DC 10 + 2 for every 3 HD of ghost) or die from fright.</p><p>Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease, death effects and necromantic effects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage.</p><p></p><p></p><p>#38</p><p>have a look at the abilities:</p><p></p><p>Glow (Ex): MANTIS-FEYs can cause their abdomens to glow at will with an eerie green light, illuminating a 10 feet radius centered on the MANTIS-FEY.</p><p>Keen Sight (Ex): The MANTIS-FEY's antennae grant them extraordinary perception. Their senses are so keen that they can spot a moving object or creature even if it is invisible, ethereal, or astral. Only by remaining perfectly still do such creatures have a chance of avoiding the MANTIS-FEY's notice. Even while totally motionless, the MANTIS-FEY gains a Spot check against DC 15 to perceive the hidden creature.</p><p>Spell-like Abilities: 3/day—darkness, detect thoughts, entangle, permanent image, scare, seeming and summon swarm (praying mantis). These abilities are as the spells cast by a 7th-level sorcerer (save DC 11 + spell level).</p><p>Stinger (Ex): Any humanoid struck by a MANTIS-FEY's stinger must succeed at a Will save (DC 12) or be affected as though by a charm person spell cast by a 9th-level sorcerer.</p><p>Unnaturally Fast (Ex): The reactions of MANTIS-FEYs are so fast that they receive an extra partial action each round, taken cither before or after their normal action</p><p></p><p></p><p>#39</p><p>have a look at this one’s extra stuff:</p><p></p><p>Campaign</p><p>If the preservation spell (see p. 101) is cast upon the corpse of a STAG-BIRD, its feathers and antlers can be used to enhance spells or increase weapon damage.</p><p>The corpse of a male STAG-BIRD produces 1d100 usable feathers. The feathers can be used in two ways. When used as the component in a. feather fall spell, the feather of the STAG-BIRD doubles the normal duration of the spell, regardless of the caster's level. The feather loses its potency after one use. If fashioned into a writing quill and used to inscribe a fly spell, the STAG-BIRD's feather enhances the normal potency of the spell to function several levels higher than the caster who inscribes it. The enhancement amounts to +1 caster level per hit die of the STAG-BIRD. The feather loses this magicaJ property once the fly spell has been inscribed.</p><p>The antlers of a STAG-BIRD can be used to increase the potency of any weapons that spend time in the air. If fashioned into arrowheads, darts, or javelin tips, they increase the damage die by one level. Thus, a d6 becomes a d8.</p><p>The heart of the STAG-BIRD contains the essence of its supernatural wisdom and intelligence. By eating the heart, a character gains one of the following abilities: 25% chance of detect thoughts (as per the spell), 25% chance of clairvoyance (as per the spell), 25% chance of detect evil (as per the spell), or 25% chance of wisdom (as per the potion). All spell effects operate at a caster level equal to the minimum caster level, but last a number of days equal to the STAG-BIRD's hit dice. There is a 5% chance that the effects will be permanent. The heart of the STAG-BIRD is large enough to bestow its properties on a number of medium-size PCs equal to its hit dice, or half again this number of small-sized characters.</p><p></p><p>Preservation</p><p>Transmutation</p><p>Level: Drd 3</p><p>Components: V,S,F</p><p>Casting Time: One hour</p><p>Range: Touch</p><p>Effect: One dead animal, beast, or magical beast</p><p>Duration: Permanent</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell is cast on the corpse of a recently slain creature (no more than 30 minutes after death). If the creature’s hide or natural weapons had magical, supernatural, or extraordinary properties, they are preserved, and remain even after a smith makes weapons or armor from the creature’s body. While the spell is permanent, the effect may be discharged upon use, depending on the creature and the ability.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2058212, member: 1241"] Sounds as good as anything. ;) here’s a few new ones: #37 given the weird advancement line, and the general nature of this critter, I wonder if I shouldn’t just turn this into a template? I’ll ask Joe & Suzi. Medium-Size Undead Hit Dice: 3dl2 (19 hp) lnitiative:+2 (+2 Dex) Speed: Fly 30 ft. (good) AC 13 (+2 Dex, +1 natural), touch12, flat-footed 11 Face/reach:5ft. by 5 ft/5 ft. Special Attacks: Fear aura, paralyzing howl, trumpet of doom Special Qualities: Incorporeal, reflection susceptible, undead Saves: Fort +1, Ref+3, Will +4 Abilitics: Str —, Dex 14, Con —, Int 4, Wis l2,Cha — Skills: Intuit Direction +7, Listen +6, Feats: Track Climate/Terrain: Any forest Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 3-4 HD (Medium; e.g., ram, boar, stag, crocodile), 5-7 HD (Large; e.g., bear, bison, lion), 7-9 HD (Huge; e.g., elephant, great rhinoceros); Special: Save DCs increase by +1/EHD Level Equivalence: — Languages: — Unless a hunting party takes a druid with it to perform sacred rites on the dead game, a ANIMAL GHOST may arise from any use of Wilderness Lore to hunt in the wild. The ghost rises at sunset on the first day of the full moon after its death. It hunts only at night, vanishing at sunrise. Its horrific appearance is so potent it would frighten off the ghost itself should it gaze upon its own visage. For this reason, it will not track its prey across open water (ponds, streams, seas) or when the moon is bright (half moon or brighter). The ghost relents in these cases, but only temporarily. During the dark of the new moon, the ghost will cross even large bodies of water to find its prey. Similarly, if the ghost is turned by a cleric (it cannot be rebuked or commanded), it flees into the darkness. Still, it will return the following and subsequent nights until it is killed, it kills those who desecrated it, or the full moon, whichever comes first. The ghost hunts its quarry until the dawn of the final night of the full moon cycle. Apart from terrifying its quarry as it pursues them, this is the only time it actually attacks. If it fails to kill its prey before dawn of the next day, it vanishes in the rays of first light, never to be seen again. Legends surrounding these ghosts mention groups of revenants that failed to slay their desecraters and the howls and ghostly forms of the Thwarted Pack who roam the forests still. Combat Fear Aura (Su): The terrible vision of the ghost causes fear to all in a 60-foot radius who gaze upon its loathsome form. Viewers must make a Willpower save (DC 15) or flee in terror and temporarily lose two points of Wisdom. The ghost can press this attack up to three times per night, but characters only lose Wisdom the first time they fail their save. It returns to haunt its prey each night until the moon is full. Incorporeal: The ghost can be harmed only by other incorporeal creatures, +1 or better weapons, or magic, Even then, there is a 50% chance that damage from a corporeal source will not affect it. It can pass through solid objects at will, and its own attacks pass through armor o armor modifiers apply to victim's AC). The ghost moves silently without fail. Paralyzing Howl (Sp): During the full moon, the ghost can issue a terrifying howl that can paralyze as a hold person spell (caster level equals ghost's HD+5).: This attack affects only those who inflicted harm upon it in life or desecrated (ate from) its carcass. It can perform this action once per round. Reflection Susceptible: The ghost is susceptible to its own horrifying reflection, and avoids crossing still water or approaching similar reflective surfaces. When encountering its own reflection, it must make a Reflex save (DC 15). Failure results in the creature fleeing and going to ground until the following night. Trumpet of Doom (Su): Once its victims are immobilized and the innocents have fled, the ghost trumpets a final, mournful lamentation to bring death to its slayers. All listeners within 150 feet must make a Fortitude save (DC 10 + 2 for every 3 HD of ghost) or die from fright. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease, death effects and necromantic effects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. #38 have a look at the abilities: Glow (Ex): MANTIS-FEYs can cause their abdomens to glow at will with an eerie green light, illuminating a 10 feet radius centered on the MANTIS-FEY. Keen Sight (Ex): The MANTIS-FEY's antennae grant them extraordinary perception. Their senses are so keen that they can spot a moving object or creature even if it is invisible, ethereal, or astral. Only by remaining perfectly still do such creatures have a chance of avoiding the MANTIS-FEY's notice. Even while totally motionless, the MANTIS-FEY gains a Spot check against DC 15 to perceive the hidden creature. Spell-like Abilities: 3/day—darkness, detect thoughts, entangle, permanent image, scare, seeming and summon swarm (praying mantis). These abilities are as the spells cast by a 7th-level sorcerer (save DC 11 + spell level). Stinger (Ex): Any humanoid struck by a MANTIS-FEY's stinger must succeed at a Will save (DC 12) or be affected as though by a charm person spell cast by a 9th-level sorcerer. Unnaturally Fast (Ex): The reactions of MANTIS-FEYs are so fast that they receive an extra partial action each round, taken cither before or after their normal action #39 have a look at this one’s extra stuff: Campaign If the preservation spell (see p. 101) is cast upon the corpse of a STAG-BIRD, its feathers and antlers can be used to enhance spells or increase weapon damage. The corpse of a male STAG-BIRD produces 1d100 usable feathers. The feathers can be used in two ways. When used as the component in a. feather fall spell, the feather of the STAG-BIRD doubles the normal duration of the spell, regardless of the caster's level. The feather loses its potency after one use. If fashioned into a writing quill and used to inscribe a fly spell, the STAG-BIRD's feather enhances the normal potency of the spell to function several levels higher than the caster who inscribes it. The enhancement amounts to +1 caster level per hit die of the STAG-BIRD. The feather loses this magicaJ property once the fly spell has been inscribed. The antlers of a STAG-BIRD can be used to increase the potency of any weapons that spend time in the air. If fashioned into arrowheads, darts, or javelin tips, they increase the damage die by one level. Thus, a d6 becomes a d8. The heart of the STAG-BIRD contains the essence of its supernatural wisdom and intelligence. By eating the heart, a character gains one of the following abilities: 25% chance of detect thoughts (as per the spell), 25% chance of clairvoyance (as per the spell), 25% chance of detect evil (as per the spell), or 25% chance of wisdom (as per the potion). All spell effects operate at a caster level equal to the minimum caster level, but last a number of days equal to the STAG-BIRD's hit dice. There is a 5% chance that the effects will be permanent. The heart of the STAG-BIRD is large enough to bestow its properties on a number of medium-size PCs equal to its hit dice, or half again this number of small-sized characters. Preservation Transmutation Level: Drd 3 Components: V,S,F Casting Time: One hour Range: Touch Effect: One dead animal, beast, or magical beast Duration: Permanent Saving Throw: None Spell Resistance: No This spell is cast on the corpse of a recently slain creature (no more than 30 minutes after death). If the creature’s hide or natural weapons had magical, supernatural, or extraordinary properties, they are preserved, and remain even after a smith makes weapons or armor from the creature’s body. While the spell is permanent, the effect may be discharged upon use, depending on the creature and the ability. [/QUOTE]
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