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Necromancer's Legacy 2: Q&A
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<blockquote data-quote="Kitsunekaboom" data-source="post: 854781" data-attributes="member: 8301"><p>Here we go! Also considering an idea where the Void Claimed will reform on the negative plane And giving them a minimum intelligence of 10. Thoughts so far though?</p><p></p><p>Void Claimed</p><p></p><p>The Void Claimed are among the most deadly of undead. They were thrown into the Void, through accident or purpose, and the Void destroyed them. They return to our world through the shadows, and lay waste to all life they touch. Thankfully they are rare, for if they weren’t, the lands of the living would be overrun with our dead.</p><p>Boris Verhein – Hunter of the Damned</p><p></p><p>The Void Claimed are creatures that have visited, through chance or act of their own, the Negative Energy Plane and were destroyed by its malevolence. They have returned through the shadows and </p><p></p><p>Their skin is drawn tight and has become ashen, their eyes burn with black and blue flame, and their hands have become gnarled and clawed. Negative energy surrounds their bodies and radiates outward.</p><p></p><p>Creating a Void Claimed</p><p>Void Claimed is a template that can be added to any corporeal aberration, animal, beast, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, Shapechanger, or Vermin that is not immune to the effects of negative energy (referred to hereafter as the “base creature”). The creature’s type changes to “undead.” It uses all the base creature’s statistics and special abilities except as noted here.</p><p></p><p>Hit Dice: Increase to d12</p><p>Speed: Void Claimed float at half of their former movement rate. In case of two different movement rates use the higher. They fly at perfect maneuverability. This is a supernatural ability. If a creature already has a flight ability use that.</p><p>AC: +3 AC</p><p>Damage: The Void Claimed have claw attacks. If the base creature does not have this attack form, use the damage values in the table below. Creatures with natural attacks retain their old damage ratings or use the values below, whichever is better. If the creature has no arms but does have a natural attack the damage may be substituted for the higher value on this table.</p><p></p><p>Size Damage</p><p>Fine 1</p><p>Diminutive 1d2</p><p>Tiny 1d3</p><p>Small 1d4</p><p>Medium 1d6</p><p>Large 1d8</p><p>Huge 2d6</p><p>Gargantuan 2d8</p><p>Colossal 3d6</p><p></p><p>Special Attack: A Void Claimed retains all the base creature’s special attacks and also gains those listed below.</p><p></p><p>Energy Drain (Su) Living creatures hit by a Void Claimed’s receive negative levels based on the table below. A Fortitude save with a DC equal to 10 plus ½ the Void Claimed’s hit dice plus it’s Charisma modifier if any. </p><p></p><p>Hit Dice Level Damage Undead Type</p><p>1-3 1 Zombie</p><p>4-7 2 Skeleton</p><p>8-11 3 Ghoul</p><p>12-15 4 Ghast</p><p>16+ 5 Wight</p><p></p><p></p><p>Special Qualities: A Void Claimed retains all the base creature special qualities and also gains those listed below as well as the undead type.</p><p></p><p>Darkvision (Su) A Void Claimed gains Darkvision 60’ This form of Darkvision allows the Void Claimed to see through magical darkness and even the very darkness of the Negative Energy Plane.</p><p></p><p>Immunities (Ex) A Void Claimed is immune to all cold damage. It is also immune to all damage dealt by healing spells due to its link to the Negative Energy Plane.</p><p></p><p>Negative Energy Radiation (Su) A Void Claimed exudes an aura of Negative Energy. The aura extends 5’ per size category. In this aura any dead bodies animate as per Animate Dead with caster level equal to the Void Claimed’s hit dice. These animated creatures vary as per the table above.</p><p></p><p>In addition undead within the aura gain a +1 Profane bonus to all rolls including damage and gain the Fast Heal 2 trait. If an undead has the Fast Heal ability then use the greater value. Finally all undead in the Void Claimed’s aura get a +2 turn resistance. All abilities of this aura are tripled on the Negative Energy Plane. </p><p></p><p>None of these abilities effect the Void Claimed itself.</p><p></p><p>Rebuke/Command Undead (Su) The Void Claimed can turn and rebuke undead as a cleric of it’s hit dice. The number of undead that can be commanded is doubled on the Negative Energy Plane.</p><p></p><p>Spell like abilities (Su) A Void Claimed can use Dimensional Door three times per day but may only step through shadows to use it. It also can use Planeshift three times per day but may only use it to travel to the Negative Energy Plane and its home plane. These are cast as a sorcerer of the Void Claimed’s hit dice.</p><p></p><p>Turn Resistance (Ex) A Void Claimed has +4 turn resistance.</p><p></p><p>Saves: Same as base creature</p><p>Abilities: A Void Claimed gains +2 Strength, +2 Intelligence, +2 Wisdom, +2 Charisma</p><p>Skills: Same as base creature.</p><p>Feats: Same as base creature.</p><p>Climate/Terrain: Any except Positive Energy Plane</p><p>Organization: Solitary, these tormented creatures rarely enjoy the company of one another.</p><p>Challenge Rating: Same as base creature +5</p><p>Alignment: Usually Evil</p><p>Advancement: None; a Void Claimed is a static creature, unchanging.</p><p></p><p></p><p>Sample Voidclaimed</p><p></p><p>Displacer Beast </p><p>Large Undead</p><p>Hit Dice: 6d12 (33)</p><p>Initiative: +2 (+2 Dex)</p><p>Speed: 20 Ft Float; Perfect</p><p>AC: 19 (-1 Size, +2 Dex, +8 Natural)</p><p>Attacks: 2 Tentacles +9 melee, bite +4 melee, 2 claw +4 melee</p><p>Damage: Tentacle 1d6+5, bite 1d8+3, claw 1d8+3 </p><p>Face/Reach: 5 Ft. By 10ft/5ft (15 ft. with tentacles)</p><p>Special Attacks: Energy Drain</p><p>Special Qualities: Displacement, Resistance to ranged attacks, Negative Energy Aura, </p><p>Saves: Fort: +8 Ref: +7 Will: +4</p><p>Abilities: Str:20, Dex:15, Con:-, Int:7, Wis:14, Cha:10</p><p>Skills: Hide +12, Listen +4, Move Silently +7, Spot +7</p><p>Feats: Alertness, Dodge</p><p>Climate/Terrain: Any land</p><p>Organization: Solitary, or in Gang of undead (3-10)</p><p>Challenge Rating: 4</p><p>Treasure: Average</p><p>Alignment: Usually Lawful Evil</p><p>Advancement: None; </p><p></p><p>Combat</p><p></p><p></p><p>Darkvision (Su) Darkvision 60’ that sees through any darkness magical or otherwise.</p><p></p><p>Displacement (Su) Any melee or ranged attack directed at it has a 50% chance of missing unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast’s position but see invisibility has no effect.</p><p></p><p></p><p>Energy Drain (Su): Any living creature hit by the Void Claimed Displacer Beast’s natural attacks receives two negative levels unless they make a Fortitude save DC: 13</p><p></p><p>Immunity (Ex) Immune to all Cold and healing damage.</p><p></p><p>Negative Energy Radiation (Su) The Void Claimed Displacer Beast exudes an aura of Negative Energy. The aura extends 30’. In this aura any dead bodies animate as per Animate Dead with caster level of 6. Bodies animated in this way are Skeletons. </p><p></p><p>In addition undead within the aura gain a +1 Profane bonus to all rolls including damage and gain the Fast Heal 2 trait. If an undead has the Fast Heal ability then use the greater value. Finally all undead in the Void Claimed’s aura get a +2 turn resistance. All abilities of this aura are tripled on the Negative Energy Plane. None of these abilities include the Void Claimed Displacer Beast itself.</p><p></p><p>Rebuke/Command Undead (Su) The Void Claimed Displacer Beast can turn and rebuke undead as a cleric of 6th level. The number of undead that can be commanded is doubled on the Negative Energy Plane.</p><p></p><p>Resistance to Ranged Attacks (Su): A displacer beast gains a +2 resistance bonus to saves against any ranged spell or ranged magical attack that specifically targets it (except for ranged touch attacks)</p><p></p><p>Spell like abilities (Su) </p><p></p><p>The Void Claimed Displacer Beast can use Dimensional Door three times per day but may only step through shadows to use it. It also can use Planeshift three times per day but may only use it to travel to the Negative Energy Plane and its home plane. These are cast as a sorcerer of the Void Claimed’s hit dice.</p><p></p><p>Turn Resistance (Ex) A Void Claimed Displacer Beast has +4 turn resistance.</p><p></p><p>Skills</p><p>A Void Claimed Displacer Beast receives a +8 racial bonus to Hide checks, thanks to its displacement powers.</p></blockquote><p></p>
[QUOTE="Kitsunekaboom, post: 854781, member: 8301"] Here we go! Also considering an idea where the Void Claimed will reform on the negative plane And giving them a minimum intelligence of 10. Thoughts so far though? Void Claimed The Void Claimed are among the most deadly of undead. They were thrown into the Void, through accident or purpose, and the Void destroyed them. They return to our world through the shadows, and lay waste to all life they touch. Thankfully they are rare, for if they weren’t, the lands of the living would be overrun with our dead. Boris Verhein – Hunter of the Damned The Void Claimed are creatures that have visited, through chance or act of their own, the Negative Energy Plane and were destroyed by its malevolence. They have returned through the shadows and Their skin is drawn tight and has become ashen, their eyes burn with black and blue flame, and their hands have become gnarled and clawed. Negative energy surrounds their bodies and radiates outward. Creating a Void Claimed Void Claimed is a template that can be added to any corporeal aberration, animal, beast, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, Shapechanger, or Vermin that is not immune to the effects of negative energy (referred to hereafter as the “base creature”). The creature’s type changes to “undead.” It uses all the base creature’s statistics and special abilities except as noted here. Hit Dice: Increase to d12 Speed: Void Claimed float at half of their former movement rate. In case of two different movement rates use the higher. They fly at perfect maneuverability. This is a supernatural ability. If a creature already has a flight ability use that. AC: +3 AC Damage: The Void Claimed have claw attacks. If the base creature does not have this attack form, use the damage values in the table below. Creatures with natural attacks retain their old damage ratings or use the values below, whichever is better. If the creature has no arms but does have a natural attack the damage may be substituted for the higher value on this table. Size Damage Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 3d6 Special Attack: A Void Claimed retains all the base creature’s special attacks and also gains those listed below. Energy Drain (Su) Living creatures hit by a Void Claimed’s receive negative levels based on the table below. A Fortitude save with a DC equal to 10 plus ½ the Void Claimed’s hit dice plus it’s Charisma modifier if any. Hit Dice Level Damage Undead Type 1-3 1 Zombie 4-7 2 Skeleton 8-11 3 Ghoul 12-15 4 Ghast 16+ 5 Wight Special Qualities: A Void Claimed retains all the base creature special qualities and also gains those listed below as well as the undead type. Darkvision (Su) A Void Claimed gains Darkvision 60’ This form of Darkvision allows the Void Claimed to see through magical darkness and even the very darkness of the Negative Energy Plane. Immunities (Ex) A Void Claimed is immune to all cold damage. It is also immune to all damage dealt by healing spells due to its link to the Negative Energy Plane. Negative Energy Radiation (Su) A Void Claimed exudes an aura of Negative Energy. The aura extends 5’ per size category. In this aura any dead bodies animate as per Animate Dead with caster level equal to the Void Claimed’s hit dice. These animated creatures vary as per the table above. In addition undead within the aura gain a +1 Profane bonus to all rolls including damage and gain the Fast Heal 2 trait. If an undead has the Fast Heal ability then use the greater value. Finally all undead in the Void Claimed’s aura get a +2 turn resistance. All abilities of this aura are tripled on the Negative Energy Plane. None of these abilities effect the Void Claimed itself. Rebuke/Command Undead (Su) The Void Claimed can turn and rebuke undead as a cleric of it’s hit dice. The number of undead that can be commanded is doubled on the Negative Energy Plane. Spell like abilities (Su) A Void Claimed can use Dimensional Door three times per day but may only step through shadows to use it. It also can use Planeshift three times per day but may only use it to travel to the Negative Energy Plane and its home plane. These are cast as a sorcerer of the Void Claimed’s hit dice. Turn Resistance (Ex) A Void Claimed has +4 turn resistance. Saves: Same as base creature Abilities: A Void Claimed gains +2 Strength, +2 Intelligence, +2 Wisdom, +2 Charisma Skills: Same as base creature. Feats: Same as base creature. Climate/Terrain: Any except Positive Energy Plane Organization: Solitary, these tormented creatures rarely enjoy the company of one another. Challenge Rating: Same as base creature +5 Alignment: Usually Evil Advancement: None; a Void Claimed is a static creature, unchanging. Sample Voidclaimed Displacer Beast Large Undead Hit Dice: 6d12 (33) Initiative: +2 (+2 Dex) Speed: 20 Ft Float; Perfect AC: 19 (-1 Size, +2 Dex, +8 Natural) Attacks: 2 Tentacles +9 melee, bite +4 melee, 2 claw +4 melee Damage: Tentacle 1d6+5, bite 1d8+3, claw 1d8+3 Face/Reach: 5 Ft. By 10ft/5ft (15 ft. with tentacles) Special Attacks: Energy Drain Special Qualities: Displacement, Resistance to ranged attacks, Negative Energy Aura, Saves: Fort: +8 Ref: +7 Will: +4 Abilities: Str:20, Dex:15, Con:-, Int:7, Wis:14, Cha:10 Skills: Hide +12, Listen +4, Move Silently +7, Spot +7 Feats: Alertness, Dodge Climate/Terrain: Any land Organization: Solitary, or in Gang of undead (3-10) Challenge Rating: 4 Treasure: Average Alignment: Usually Lawful Evil Advancement: None; Combat Darkvision (Su) Darkvision 60’ that sees through any darkness magical or otherwise. Displacement (Su) Any melee or ranged attack directed at it has a 50% chance of missing unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast’s position but see invisibility has no effect. Energy Drain (Su): Any living creature hit by the Void Claimed Displacer Beast’s natural attacks receives two negative levels unless they make a Fortitude save DC: 13 Immunity (Ex) Immune to all Cold and healing damage. Negative Energy Radiation (Su) The Void Claimed Displacer Beast exudes an aura of Negative Energy. The aura extends 30’. In this aura any dead bodies animate as per Animate Dead with caster level of 6. Bodies animated in this way are Skeletons. In addition undead within the aura gain a +1 Profane bonus to all rolls including damage and gain the Fast Heal 2 trait. If an undead has the Fast Heal ability then use the greater value. Finally all undead in the Void Claimed’s aura get a +2 turn resistance. All abilities of this aura are tripled on the Negative Energy Plane. None of these abilities include the Void Claimed Displacer Beast itself. Rebuke/Command Undead (Su) The Void Claimed Displacer Beast can turn and rebuke undead as a cleric of 6th level. The number of undead that can be commanded is doubled on the Negative Energy Plane. Resistance to Ranged Attacks (Su): A displacer beast gains a +2 resistance bonus to saves against any ranged spell or ranged magical attack that specifically targets it (except for ranged touch attacks) Spell like abilities (Su) The Void Claimed Displacer Beast can use Dimensional Door three times per day but may only step through shadows to use it. It also can use Planeshift three times per day but may only use it to travel to the Negative Energy Plane and its home plane. These are cast as a sorcerer of the Void Claimed’s hit dice. Turn Resistance (Ex) A Void Claimed Displacer Beast has +4 turn resistance. Skills A Void Claimed Displacer Beast receives a +8 racial bonus to Hide checks, thanks to its displacement powers. [/QUOTE]
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