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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Nadinhalla (V.1.4), big sister to the dryad. All comments are welcome!
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="Ferret" data-source="post: 1473188" data-attributes="member: 4052"><p>Mostly all of the formating is by Terraism, so thank him as well. In this update I (with help from Terraism) sorted out some of then numbers, and finished of the skills, and suggestions on feats, skills and CR is gladly accept.</p><p> </p><p><span style="font-size: 18px"><span style="color: Teal">Nandinhalla</span></span></p><p><span style="font-size: 12px"><strong> Colossal Fey</strong></span></p><p><strong>Hit Dice:</strong> 38d6+532 (649 hp)</p><p><strong>Initiative:</strong> +4 (Dex)</p><p><strong>Speed:</strong> 50 ft.</p><p><strong>Defense:</strong> 35 (–8 size, +4 Dex, +24 natural +5 Bark skin armour)</p><p><strong>Base Attack/Grapple:</strong> +19/+55</p><p><strong>Attack:</strong> Greatclub +31 melee (12d8+30) OR Slam +31 melee (4d8+30)</p><p><strong>Full Attack:</strong> Greatclub +31/+26/+21 melee (12d8+30) or Slam +31 melee (4d8+30)</p><p><strong>Space/Reach:</strong> 30 ft./30 ft.</p><p><strong>Special Attacks:</strong> Spell-like abilities, forest strangle, improved grab, trample (4d8 + 30)</p><p><strong>Special Qualities:</strong> Damage reduction 15/Epic and cold iron, tree dependent, tremorsense 300 ft., wild empathy</p><p><strong>Saves:</strong> Fort +26, Ref +25, Will +29</p><p><strong>Abilities:</strong> Str 51(20), Dex 18(4), Con 39(14), Int 19(4), Wis 27(8), Cha 23 (6)</p><p><strong>Skills:</strong> Concentration +24, Diplomacy +37, Escape Artist +20, Handle Animal +46, Heal +43, Intimidate +26, Knowledge (nature) +44, Listen +48, Perform (Sing) +46, Sense Motive +39, Spot +48, Survival +47</p><p><strong>Feats:</strong> Awesome Blow, Cleave, Fling Enemy, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Large and in Charge, Power Attack</p><p></p><p><strong>Environment:</strong> Temperate forests</p><p><strong>Organization:</strong> Solitary or grove (4-7)</p><p><strong>Challenge Rating:</strong></p><p><strong>Treasure: </strong>Standard</p><p><strong>Alignment:</strong> Usually chaotic good</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> ---</p><p></p><p><em>What you see in front of you looms from a tree too high to see its top, filtering little light on to the already hard to distinguish form. From what you can see, it looks mostly like a well formed female figure composed of mainly tree.</em></p><p> </p><p>Formed from much larger trees then oaks, these massive dryads protect their woodlands in much the same way that the normal sized fey do, though they add a little more muscle to the environmentalism. They have the features of gigantic female elves; however, as with their more normal-sized relatives, their skin is like bark and their hair often branches out into the canopies of their forest, mingling with leaves. </p><p></p><p>The most often seen Nadinhalla stretches to a height of around 72 feet, although some monstrously large Nadinhalla have been seen and are said to be over 90ft tall. They usually weigh 120 tons but the larger ones are estimated to weigh up to 235 tons.</p><p><span style="font-size: 12px"><strong>Combat:</strong></span><strong></strong></p><p><strong></strong>Nandinhalla enter combat without much planning, however they are hard to aggravate unless their forest is in danger - they otherwise remain placid.</p><p><strong> Improved Grab (Ex):</strong> In order to use this ability, the nadinhalla must hit an opponent with a slam attack. It can then make a grapple check as a free action without provoking an attack of opportunity.</p><p><strong>Forest Strangle (Su):</strong> Calling on Nature itself, the nadinhalla can draw up foliage from the surrounding area, in a 30 foot radius. All creatures in the affected area are treated as though <em>Entangled</em> (DC to resist 10 + 1/2 HD + Wis Mod), and take 2d6 damage each round they spend within the area.[/font]</p><p><strong>Spell like abilities:</strong> At will— <em>entangle</em> (DC 19), <em>briar web*</em> (DC 20), <em>dawn</em> (DC 18), <em>deep slumber</em> (DC 21), <em>forest fold*</em>, <em>might of the oak*</em>, <em>speak with plants</em>, <em>tree shape</em>, <em>bark skin</em>, <em>call lightning</em> (DC 21), <em>daylight</em>, <em>plant growth</em>, <em>command plants</em> (DC 22), <em>wall of thorns</em>, <em>find the path</em>, <em>wood wose</em>*; 3/day— <em>anti-life shell</em>, <em>fire seed</em> (DC 24), <em>live oak</em>, <em>transport via plants</em>, <em>greater dispel magic</em>, <em>transmute metal to wood</em>; 1/day— <em>repel metal or stone</em>, <em>antipathy</em> (DC 27), <em>shambler</em>, <em>thunderswarm</em>*; 1/year <em>miracle.</em> Caster level 30th. The save DCs are Wisdom based. Spells marked with a * are from <u>Masters of the Wild</u>.</p><p><strong>Trample (Ex): </strong>Reflex half DC 54. The save DC is strength based.</p><p><strong>Tree Dependent (Su):</strong> Each nadinhalla is mystically bound to a single, enormous sequoia, sherman, redwood or other tree over 200ft tall, and must never stray more than 1 mile from it. Any who do become ill and die within 1d4 days. A nadinhalla’s oak does not radiate magic.</p><p><strong>Wild Empathy (Ex):</strong> This power works like the druid’s wild empathy class feature, except that the nadinhalla has a +6 racial bonus on the check.</p><p></p><p>Equipment: The Great club is permanently under the effects of a shillelagh spell, but only when it is held by the Nadinhalla. They also wear Barkskin armour, which most craft themselves. This does not resize for different creatures.</p></blockquote><p></p>
[QUOTE="Ferret, post: 1473188, member: 4052"] Mostly all of the formating is by Terraism, so thank him as well. In this update I (with help from Terraism) sorted out some of then numbers, and finished of the skills, and suggestions on feats, skills and CR is gladly accept. [size=5][color=Teal]Nandinhalla[/color][/size] [size=3][b] Colossal Fey[/b][/size] [b]Hit Dice:[/b] 38d6+532 (649 hp) [b]Initiative:[/b] +4 (Dex) [b]Speed:[/b] 50 ft. [b]Defense:[/b] 35 (–8 size, +4 Dex, +24 natural +5 Bark skin armour) [b]Base Attack/Grapple:[/b] +19/+55 [b]Attack:[/b] Greatclub +31 melee (12d8+30) OR Slam +31 melee (4d8+30) [b]Full Attack:[/b] Greatclub +31/+26/+21 melee (12d8+30) or Slam +31 melee (4d8+30) [b]Space/Reach:[/b] 30 ft./30 ft. [b]Special Attacks:[/b] Spell-like abilities, forest strangle, improved grab, trample (4d8 + 30) [b]Special Qualities:[/b] Damage reduction 15/Epic and cold iron, tree dependent, tremorsense 300 ft., wild empathy [b]Saves:[/b] Fort +26, Ref +25, Will +29 [b]Abilities:[/b] Str 51(20), Dex 18(4), Con 39(14), Int 19(4), Wis 27(8), Cha 23 (6) [b]Skills:[/b] Concentration +24, Diplomacy +37, Escape Artist +20, Handle Animal +46, Heal +43, Intimidate +26, Knowledge (nature) +44, Listen +48, Perform (Sing) +46, Sense Motive +39, Spot +48, Survival +47 [b]Feats:[/b] Awesome Blow, Cleave, Fling Enemy, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Large and in Charge, Power Attack [b]Environment:[/b] Temperate forests [b]Organization:[/b] Solitary or grove (4-7) [b]Challenge Rating:[/b] [b]Treasure: [/b]Standard [b]Alignment:[/b] Usually chaotic good [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] --- [i]What you see in front of you looms from a tree too high to see its top, filtering little light on to the already hard to distinguish form. From what you can see, it looks mostly like a well formed female figure composed of mainly tree.[/i] Formed from much larger trees then oaks, these massive dryads protect their woodlands in much the same way that the normal sized fey do, though they add a little more muscle to the environmentalism. They have the features of gigantic female elves; however, as with their more normal-sized relatives, their skin is like bark and their hair often branches out into the canopies of their forest, mingling with leaves. The most often seen Nadinhalla stretches to a height of around 72 feet, although some monstrously large Nadinhalla have been seen and are said to be over 90ft tall. They usually weigh 120 tons but the larger ones are estimated to weigh up to 235 tons. [size=3][b]Combat:[/b][/size][b] [/b]Nandinhalla enter combat without much planning, however they are hard to aggravate unless their forest is in danger - they otherwise remain placid. [b] Improved Grab (Ex):[/b] In order to use this ability, the nadinhalla must hit an opponent with a slam attack. It can then make a grapple check as a free action without provoking an attack of opportunity. [b]Forest Strangle (Su):[/b] Calling on Nature itself, the nadinhalla can draw up foliage from the surrounding area, in a 30 foot radius. All creatures in the affected area are treated as though [i]Entangled[/i] (DC to resist 10 + 1/2 HD + Wis Mod), and take 2d6 damage each round they spend within the area.[/font] [b]Spell like abilities:[/b] At will— [i]entangle[/i] (DC 19), [i]briar web*[/i] (DC 20), [i]dawn[/i] (DC 18), [i]deep slumber[/i] (DC 21), [i]forest fold*[/i], [i]might of the oak*[/i], [i]speak with plants[/i], [i]tree shape[/i], [i]bark skin[/i], [i]call lightning[/i] (DC 21), [i]daylight[/i], [i]plant growth[/i], [i]command plants[/i] (DC 22), [i]wall of thorns[/i], [i]find the path[/i], [i]wood wose[/i]*; 3/day— [i]anti-life shell[/i], [i]fire seed[/i] (DC 24), [i]live oak[/i], [i]transport via plants[/i], [i]greater dispel magic[/i], [i]transmute metal to wood[/i]; 1/day— [i]repel metal or stone[/i], [i]antipathy[/i] (DC 27), [i]shambler[/i], [i]thunderswarm[/i]*; 1/year [i]miracle.[/i] Caster level 30th. The save DCs are Wisdom based. Spells marked with a * are from [u]Masters of the Wild[/u]. [b]Trample (Ex): [/b]Reflex half DC 54. The save DC is strength based. [b]Tree Dependent (Su):[/b] Each nadinhalla is mystically bound to a single, enormous sequoia, sherman, redwood or other tree over 200ft tall, and must never stray more than 1 mile from it. Any who do become ill and die within 1d4 days. A nadinhalla’s oak does not radiate magic. [b]Wild Empathy (Ex):[/b] This power works like the druid’s wild empathy class feature, except that the nadinhalla has a +6 racial bonus on the check. Equipment: The Great club is permanently under the effects of a shillelagh spell, but only when it is held by the Nadinhalla. They also wear Barkskin armour, which most craft themselves. This does not resize for different creatures. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Nadinhalla (V.1.4), big sister to the dryad. All comments are welcome!
Top