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<blockquote data-quote="BOZ" data-source="post: 2062669" data-attributes="member: 1241"><p>Already caught that buddy. <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=":)" /> Microsoft Word is a wonderful program - it catches a good number of the spelling mistakes for you. <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=";)" /></p><p></p><p>#40</p><p>just to show you how many formatting errors I usually have to fix... <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=";)" /> lazy at the moment, but there are probably not too many things to fix here. These guys seem to be Rakasta knock-offs, and even have the hand held claw things! <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=":)" /></p><p></p><p>Medium-Size Humanoid (TIGERMEN)</p><p>HitDice:2d8+2(ll hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 30 ft.</p><p>AC: 14 (+2 hide armor, +2 Dex) Flat-footed AC: 12, touch AC: 12</p><p>Attacks: Tiger claws +1/+1 melee or javelin +3 ranged</p><p>Damage: Tiger claws ld4+2/1d4+l or javelin ld6+2</p><p>Face/Reach: 5 ft. by 5 ft/5 ft.</p><p>Special Attacks: None</p><p>Special Qualities: Low-light vision</p><p>Saves: Fort +1, Ref +5, Will +0</p><p>Abilities: Str 15, Dex 14, Con 12, Int9, Wis 10, Chall</p><p>Skills: Hide* +5, Listen +2, Move Silently +6, Spot +2</p><p>Feats: Ambidexterity, Exotic Weapon Proficiency (Tiger Claws), Two Weapon Fighting</p><p>Climate/Terrain: Subtropical forest</p><p>Organization: Solitary, pair, gang (2-5), band (10-100 plus 25% noncombatants plus 1 2nd-level barbarian champion per 20 adults and 1 ranger leader of 4th- to 6th-level), or tribe (20-200 plus 25% noncombatants plus 1 3rd level barbarian champion per 20 adults, 1 3rd- to 5th-level adept, 1 ranger leader of 5th- to 8th-level, and 2-5 tigers).</p><p>Challenge Rating: 1</p><p>Treasure: Standard</p><p>Alignment: Usually neutral evil</p><p>Advancement: By character class</p><p>TIGERMEN are intelligent, bipedal creatures with the body structure of a man and the face of a tiger. Their bodies are often striped like tigers, and those few born without stripes are teased and ridiculed among the TIGERMEN. TIGERMEN are territorial tribal people that live in the jungles. They value strength, hunting, and martial pursuits, following the Tiger General in his conquests.</p><p>Combat</p><p>The TIGERMEN are masters of jungle warfare. They excel at hit and run tactics, emerging from the jungle without warning and then melting away after bloodying their opponents. Since jungle conditions are so claustrophobic, TIGERMEN favor short-ranged missile weapons like javelins. They let loose a rain of these and then close with their tiger claws.</p><p>Poison (Ex): Some TIGERMEN tribes favor the use of poison on their javelins. Large scorpion venom (Injury DC 18, Id6 Str Initial and Secondary Damage) is the most popular poison in use.</p><p>Feats: TIGERMEN receive Exotic Weapon Proficiency (Tiger Claws) and Two Weapon Fighting as bonus feats.</p><p>Skills*: TIGERMEN receive a +2 racial bonus to Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, their Hide bonus increases to +4.</p><p>New Exotic Weapon: Tiger Claws</p><p>Tiger claws, also known as bagh nakh, are nasty weapons favored by the TIGERMEN. Users grasp a metal crossbar, from which several curved blades protrude. Tiger claws are usually used in pairs.</p><p>Weapon Tiger Claw</p><p>Cost 4gp</p><p>Damage 1d4</p><p>Critical x3</p><p>Range Increment -</p><p>Size T</p><p>Weight llb.</p><p>Type Piercing</p><p></p><p></p><p>#41</p><p>I'll just post these other two as a whole, since I'm barely waking up and not really into thinking much. <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=";)" /> these two undead seem to be friends or something.</p><p></p><p>Medium-Size Undead</p><p>HitDice:6dl2(39hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 30 ft., fly 60 ft. (perfect)</p><p>AC: 13 (+3 Dex) Flat-footed AC: 10, touch AC: 13</p><p>Attacks: 2 claws +5 melee</p><p>Damage: Claw ld6+2</p><p>Face/Reach: 5 ft. by 5 ft/5 ft.</p><p>Special Attacks: Razor nails, improved grab, devouring maw, create spawn</p><p>Special Qualities: Undead, alternate form, damage reduction 15/+1, +4 turn resistance, cold resistance 20, electricity resistance 20, fast healing 5</p><p>Saves: Fort +2, Ref +8, Will +6</p><p>Abilities: Str 15, Dex 16, Con -, Int 14, Wis 12, Cha 17</p><p>Skills: Bluff+12, Diplomacy +14, Disguise +12, Gather Information +12, Listen +12, Move Silently +10, Spot +3</p><p>Feats: Alertness, Dodge, Mobility, Spring Attack</p><p>Climate/Terrain: Any land</p><p>Organization: Solitary or solitary plus 2-5 OWL-UNDEAD</p><p>Challenge Rating: 5</p><p>Treasure: Standard</p><p>Alignment: Always neutral evil</p><p>Advancement: 7-18 HD (Medium-Size)</p><p>LADY-UNDEAD appear as graceful, beautiful women who integrate themselves into society. Although they look like normal members of society, they are actually corporeal undead who thrive on eating babies. Some LADY-UNDEAD hide their blood thirst and remain active in their community for years before succumbing to the hunger.</p><p>No one knows why LADY-UNDEAD prefer the flesh and blood of babies, although some women speculate they are the ghosts of women who died in childbirth and seek revenge against that which killed them.</p><p>Combat</p><p>LADY-UNDEAD prefer to rely upon their good looks and magnetism to lull their adult victim's into a sense of security. Under cover of night, they fly cribside for a meal in the dark. When consumed with blood lust, a LADY-UNDEAD will not hesitate to use its full host of attacks upon anyone who would stand in the way of its unholy meal.</p><p>Razor Nails (Ex): Wounds caused by a LADY-UNDEAD's razor-sharp claw attacks bleed for 1 point of damage per round there- after in addition to the normal damage dealt by the attack. Multiple wounds from claw attacks result in cumulative bleeding loss. The bleeding can be stopped only by a successful Heal check (DC 15) or the application of any cure spell or other healing spell (heal, healing circle, and so on).</p><p>Improved Grab (Ex): If the LADY-UNDEAD hits with a claw attack, it deals damage as normal and may attempt to start a grapple as a free action without provoking an attack of opportunity.</p><p>Devouring Maw (Su): Once the LADY-UNDEAD has successfully grappled an opponent, she begins to devour her victim using the sharp-toothed maw at the nape of her neck. This attack is in lieu of the normal unarmed strike damage inflicted on a held opponent. The LADY-UNDEAD chews the victim's flesh, inflicting Id6 points of damage and Id4 hp permanent Constitution drain each round the hold is maintained.</p><p>Create Spawn (Su): A humanoid or monstrous humanoid baby slain by the LADY-UNDEAD's devouring maw attack rises as a OWL-UNDEAD (see the description of this creature on page 36) Id4 days after burial. The OWL-UNDEAD is under the command of the LADY-UNDEAD who created it and remains enslaved until its master's death.</p><p>Alternate Form (Su): A LADY-UNDEAD can assume the shape of a large owl as a standard action. This ability is similar to a polymorph self spell cast by a 12th-level sorcerer.</p><p>Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</p><p></p><p></p><p>#42</p><p>Tiny Undead</p><p>HitDice:2dl2(13hp)</p><p>Initiative: +6 (Dex, Improved Initiative)</p><p>Speed: 20 ft., fly 40 ft. (average)</p><p>AC: 14 (Dex +2, size +2) Flat-footed AC: 12, touch AC: 14</p><p>Attacks: 2 talons +5 melee or bite +2 melee</p><p>Damage: Talon Id3-1 or bite Id3-1</p><p>Face/Reach: 2 1/2 ft. by 2 1/2 ft./O ft.</p><p>Special Attacks: Chilling scream, rend, spell-like abilities</p><p>Special Qualities: Undead, scent, +2 turn resistance</p><p>Saves: Fort +0, Ref +2, Will +3</p><p>Abilities: Str 9, Dex 14, Con -, Int 12, Wis 11, Cha 14</p><p>Skills: Bluff +7, Escape Artist +7, Hide +15, Intimidate +5, Listen +5, Move Silently +7, Spot+5, Tumble +7</p><p>Feats: Improved Initiative, Weapon Finesse (claws)</p><p>Climate/Terrain: Any land or underground</p><p>Organization: Clutch (2-5) or clutch plus 1 langsuyar</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Always chaotic evil</p><p>Advancement: 3-6 HD (Tiny)</p><p>OWL-UNDEADs are corporeal undead, giving life to the children slayed by LADY-UNDEAD or those born dead. OWL-UNDEADs look like perverse owls, using their beaks to gash and their talons to rend flesh.</p><p>Combat</p><p>A OWL-UNDEAD usually announces itself through ghost sound baby cries in the darkness, luring the curious to their untimely deaths. Such creatures are not above toying with their prey, however, and often alter their aural illusions to confuse listeners, increasing volume as a victim gets further away or becoming quieter as he or she approaches.</p><p>Chilling Scream (Su): OWL-UNDEADs can let loose a chilling keening, channeling their rage and suffering into a powerful and confounding sonic attack. When a OWL-UNDEAD screams, all living creatures within a 20-foot spread must succeed at a Will save (DC 13) or be affected by confusion, as the spell cast by a 7th-level bard. The effect lasts 7 rounds. A creature that successfully saves against this attack cannot be affected by the same OWL-UNDEAD's chilling scream for one day.</p><p>Rend (Ex): A OWL-UNDEAD that hits with both talon attacks latches onto the opponent's body and tears the flesh. This automatically deals an additional Id6 points of damage.</p><p>Spell-like abilities: At will-ghost sound, change self, expeditious retreat, ventriloquism. I/day-invisibility. These abilities are as the spells cast by a 4th-level bard (save DC 12 + spell level).</p><p>Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2062669, member: 1241"] Already caught that buddy. :) Microsoft Word is a wonderful program - it catches a good number of the spelling mistakes for you. ;) #40 just to show you how many formatting errors I usually have to fix... ;) lazy at the moment, but there are probably not too many things to fix here. These guys seem to be Rakasta knock-offs, and even have the hand held claw things! :) Medium-Size Humanoid (TIGERMEN) HitDice:2d8+2(ll hp) Initiative: +2 (Dex) Speed: 30 ft. AC: 14 (+2 hide armor, +2 Dex) Flat-footed AC: 12, touch AC: 12 Attacks: Tiger claws +1/+1 melee or javelin +3 ranged Damage: Tiger claws ld4+2/1d4+l or javelin ld6+2 Face/Reach: 5 ft. by 5 ft/5 ft. Special Attacks: None Special Qualities: Low-light vision Saves: Fort +1, Ref +5, Will +0 Abilities: Str 15, Dex 14, Con 12, Int9, Wis 10, Chall Skills: Hide* +5, Listen +2, Move Silently +6, Spot +2 Feats: Ambidexterity, Exotic Weapon Proficiency (Tiger Claws), Two Weapon Fighting Climate/Terrain: Subtropical forest Organization: Solitary, pair, gang (2-5), band (10-100 plus 25% noncombatants plus 1 2nd-level barbarian champion per 20 adults and 1 ranger leader of 4th- to 6th-level), or tribe (20-200 plus 25% noncombatants plus 1 3rd level barbarian champion per 20 adults, 1 3rd- to 5th-level adept, 1 ranger leader of 5th- to 8th-level, and 2-5 tigers). Challenge Rating: 1 Treasure: Standard Alignment: Usually neutral evil Advancement: By character class TIGERMEN are intelligent, bipedal creatures with the body structure of a man and the face of a tiger. Their bodies are often striped like tigers, and those few born without stripes are teased and ridiculed among the TIGERMEN. TIGERMEN are territorial tribal people that live in the jungles. They value strength, hunting, and martial pursuits, following the Tiger General in his conquests. Combat The TIGERMEN are masters of jungle warfare. They excel at hit and run tactics, emerging from the jungle without warning and then melting away after bloodying their opponents. Since jungle conditions are so claustrophobic, TIGERMEN favor short-ranged missile weapons like javelins. They let loose a rain of these and then close with their tiger claws. Poison (Ex): Some TIGERMEN tribes favor the use of poison on their javelins. Large scorpion venom (Injury DC 18, Id6 Str Initial and Secondary Damage) is the most popular poison in use. Feats: TIGERMEN receive Exotic Weapon Proficiency (Tiger Claws) and Two Weapon Fighting as bonus feats. Skills*: TIGERMEN receive a +2 racial bonus to Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, their Hide bonus increases to +4. New Exotic Weapon: Tiger Claws Tiger claws, also known as bagh nakh, are nasty weapons favored by the TIGERMEN. Users grasp a metal crossbar, from which several curved blades protrude. Tiger claws are usually used in pairs. Weapon Tiger Claw Cost 4gp Damage 1d4 Critical x3 Range Increment - Size T Weight llb. Type Piercing #41 I'll just post these other two as a whole, since I'm barely waking up and not really into thinking much. ;) these two undead seem to be friends or something. Medium-Size Undead HitDice:6dl2(39hp) Initiative: +3 (Dex) Speed: 30 ft., fly 60 ft. (perfect) AC: 13 (+3 Dex) Flat-footed AC: 10, touch AC: 13 Attacks: 2 claws +5 melee Damage: Claw ld6+2 Face/Reach: 5 ft. by 5 ft/5 ft. Special Attacks: Razor nails, improved grab, devouring maw, create spawn Special Qualities: Undead, alternate form, damage reduction 15/+1, +4 turn resistance, cold resistance 20, electricity resistance 20, fast healing 5 Saves: Fort +2, Ref +8, Will +6 Abilities: Str 15, Dex 16, Con -, Int 14, Wis 12, Cha 17 Skills: Bluff+12, Diplomacy +14, Disguise +12, Gather Information +12, Listen +12, Move Silently +10, Spot +3 Feats: Alertness, Dodge, Mobility, Spring Attack Climate/Terrain: Any land Organization: Solitary or solitary plus 2-5 OWL-UNDEAD Challenge Rating: 5 Treasure: Standard Alignment: Always neutral evil Advancement: 7-18 HD (Medium-Size) LADY-UNDEAD appear as graceful, beautiful women who integrate themselves into society. Although they look like normal members of society, they are actually corporeal undead who thrive on eating babies. Some LADY-UNDEAD hide their blood thirst and remain active in their community for years before succumbing to the hunger. No one knows why LADY-UNDEAD prefer the flesh and blood of babies, although some women speculate they are the ghosts of women who died in childbirth and seek revenge against that which killed them. Combat LADY-UNDEAD prefer to rely upon their good looks and magnetism to lull their adult victim's into a sense of security. Under cover of night, they fly cribside for a meal in the dark. When consumed with blood lust, a LADY-UNDEAD will not hesitate to use its full host of attacks upon anyone who would stand in the way of its unholy meal. Razor Nails (Ex): Wounds caused by a LADY-UNDEAD's razor-sharp claw attacks bleed for 1 point of damage per round there- after in addition to the normal damage dealt by the attack. Multiple wounds from claw attacks result in cumulative bleeding loss. The bleeding can be stopped only by a successful Heal check (DC 15) or the application of any cure spell or other healing spell (heal, healing circle, and so on). Improved Grab (Ex): If the LADY-UNDEAD hits with a claw attack, it deals damage as normal and may attempt to start a grapple as a free action without provoking an attack of opportunity. Devouring Maw (Su): Once the LADY-UNDEAD has successfully grappled an opponent, she begins to devour her victim using the sharp-toothed maw at the nape of her neck. This attack is in lieu of the normal unarmed strike damage inflicted on a held opponent. The LADY-UNDEAD chews the victim's flesh, inflicting Id6 points of damage and Id4 hp permanent Constitution drain each round the hold is maintained. Create Spawn (Su): A humanoid or monstrous humanoid baby slain by the LADY-UNDEAD's devouring maw attack rises as a OWL-UNDEAD (see the description of this creature on page 36) Id4 days after burial. The OWL-UNDEAD is under the command of the LADY-UNDEAD who created it and remains enslaved until its master's death. Alternate Form (Su): A LADY-UNDEAD can assume the shape of a large owl as a standard action. This ability is similar to a polymorph self spell cast by a 12th-level sorcerer. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. #42 Tiny Undead HitDice:2dl2(13hp) Initiative: +6 (Dex, Improved Initiative) Speed: 20 ft., fly 40 ft. (average) AC: 14 (Dex +2, size +2) Flat-footed AC: 12, touch AC: 14 Attacks: 2 talons +5 melee or bite +2 melee Damage: Talon Id3-1 or bite Id3-1 Face/Reach: 2 1/2 ft. by 2 1/2 ft./O ft. Special Attacks: Chilling scream, rend, spell-like abilities Special Qualities: Undead, scent, +2 turn resistance Saves: Fort +0, Ref +2, Will +3 Abilities: Str 9, Dex 14, Con -, Int 12, Wis 11, Cha 14 Skills: Bluff +7, Escape Artist +7, Hide +15, Intimidate +5, Listen +5, Move Silently +7, Spot+5, Tumble +7 Feats: Improved Initiative, Weapon Finesse (claws) Climate/Terrain: Any land or underground Organization: Clutch (2-5) or clutch plus 1 langsuyar Challenge Rating: 2 Treasure: None Alignment: Always chaotic evil Advancement: 3-6 HD (Tiny) OWL-UNDEADs are corporeal undead, giving life to the children slayed by LADY-UNDEAD or those born dead. OWL-UNDEADs look like perverse owls, using their beaks to gash and their talons to rend flesh. Combat A OWL-UNDEAD usually announces itself through ghost sound baby cries in the darkness, luring the curious to their untimely deaths. Such creatures are not above toying with their prey, however, and often alter their aural illusions to confuse listeners, increasing volume as a victim gets further away or becoming quieter as he or she approaches. Chilling Scream (Su): OWL-UNDEADs can let loose a chilling keening, channeling their rage and suffering into a powerful and confounding sonic attack. When a OWL-UNDEAD screams, all living creatures within a 20-foot spread must succeed at a Will save (DC 13) or be affected by confusion, as the spell cast by a 7th-level bard. The effect lasts 7 rounds. A creature that successfully saves against this attack cannot be affected by the same OWL-UNDEAD's chilling scream for one day. Rend (Ex): A OWL-UNDEAD that hits with both talon attacks latches onto the opponent's body and tears the flesh. This automatically deals an additional Id6 points of damage. Spell-like abilities: At will-ghost sound, change self, expeditious retreat, ventriloquism. I/day-invisibility. These abilities are as the spells cast by a 4th-level bard (save DC 12 + spell level). Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. [/QUOTE]
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