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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 3690771" data-attributes="member: 2795"><p><strong>The Scourge of Erythnul</strong></p><p></p><p><span style="color: lime">A few years ago, I was running a Greyhawk campaign set in and around the Wild Coast. Events were slowly coming to a head as several powerful factions vied for control of the fabled Chalice of Dawn, an artifact that could tap into the very energies of creation itself. One of the factions was the extremely powerful Hierarchs of the Horned Society. The Scourge of Erythnul is one of these hierarchs. Unfortunately, the campaign came to a premature end, and the players never had a chance to literally save the world from being remade into something considerably more hellish.</span></p><p></p><p>[sblock=The Scourge of Erythnul; CR 20</p><p>Giant two-headed troll fighter 10]</p><p>CE Huge giant</p><p><strong>Init</strong> +5; <strong>Senses</strong> darkvision 90 ft., low-light vision, scent, Listen +9, Spot +9</p><p><strong>Languages</strong> Giant</p><p>-----</p><p><strong>AC</strong> 26 (-2 size, +1 Dex, +8 natural, +9 armor), touch 9, flat-footed 25; <em>protection from good</em></p><p><strong>hp</strong> 382 (24 HD); <strong>regeneration</strong> 5</p><p><strong>Resist</strong> acid 20, fire 20</p><p><strong>Fort</strong> +27, <strong>Ref</strong> +8, <strong>Will</strong> +6; <em>protection from good</em></p><p>-----</p><p><strong>Spd</strong> 30 ft. (6 squares, run x3) (unarmored 40 ft.)</p><p><strong>Melee</strong> <em>+2 anarchic thundering Huge morningstar</em> +33/+28/+23/+18 (3d6+16 plus 2d6 versus lawful/19-20) and <em>+2 unholy thundering Huge morningstar</em> +33/+28/+23/+18 (3d6+16 plus 2d6 versus good/19-20)</p><p><strong>Ranged</strong> 2 Huge javelins +19/+14/+9/+4 (2d6+12, 30 ft. range increment)</p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 15 ft.</p><p><strong>Base Atk</strong> +20; <strong>Grp</strong> +40</p><p><strong>Atk Options</strong> Awesome Blow, Great Cleave, Improved Bullrush, Improved Overrun, Improved Sunder, Improved Unarmed Strike, Power Attack, Quick Draw, superior two-weapon fighting</p><p><strong>Combat Gear</strong> <em>necklace of protection, ring of major acid resistance, ring of major fire resistance</em></p><p>-----</p><p><strong>Abilities</strong> Str 34, Dex 12, Con 32, Int 8, Wis 9, Cha 6</p><p><strong>Skills</strong> Jump +17*, Listen +9, Search +6, Spot +9 (*Includes -5 armor check penalty.)</p><p><strong>Feats</strong> Alertness, Awesome Blow, Cleave (B), Great Cleave, Improved Bullrush, Improved Critical (morningstar), Improved Initiative (B), Improved Overrun (B), Improved Sunder, Improved Unarmed Strike (B), Power Attack (B), Quick Draw, Track, Weapon Focus (morningstar), Weapon Specialization (morningstar) (B)</p><p><strong>Possessions</strong> Combat gear, plus <em>+3 Huge ghost touch banded mail, +2 Huge anarchic thundering morningstar, +2 Huge unholy thundering morningstar</em>, eight Huge javelins</p><p>-----</p><p><strong>Regeneration (Ex):</strong> Fire and acid deal normal damage to a giant two-headed troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.</p><p></p><p><strong>Superior Two-Weapon Fighting (Ex):</strong> A giant two-headed troll fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.</p><p></p><p><strong>Necklace of Protection:</strong> This necklace continuously provides its wearer with <em>protection from good</em>.</p><p>Faint abjuration [evil]; CL 5th; Craft Wondrous Item, <em>protection from good</em>; Price 20,000 gp.[/sblock]</p><p><span style="color: lime">The Master of Battle is the brains behind the Scourge's brawn:</span></p><p></p><p>[sblock=The Master of Battle; CR 20</p><p>Gnoll cleric 9/warmind 10]</p><p>NE Medium humanoid (gnoll)</p><p><strong>Init</strong> +3; <strong>Senses</strong> darkvision 90 ft., low-light vision, scent, Listen +9, Spot +9</p><p><strong>Languages</strong> Common, Gnoll, Giant</p><p>-----</p><p><strong>AC</strong> 25 (+3 Dex, +4 natural, +8 armor), touch 13, flat-footed 22</p><p><strong>hp</strong> 179 (21 HD); <strong>DR</strong> 3/-</p><p><strong>Fort</strong> +17, <strong>Ref</strong> +12, <strong>Will</strong> +10</p><p>-----</p><p><strong>Spd</strong> 50 ft. (10 squares) (40 ft. if not psionically focused)</p><p><strong>Melee</strong> <em>+2 unholy defending heavy flail</em> +23/+18/+13/+8 (1d10+6 plus 2d6 versus good/19-20), or</p><p><strong>Ranged</strong> <em>+1 psychokinetic composite longbow [Str +3]</em> +21/+16/+11/+6 (1d8+4 plus 1d4/x3, 110 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +17; <strong>Grp</strong> +20</p><p><strong>Atk Options</strong> chain of defensive posture +4 (3/day), chain of personal superiority +4 (3/day), chain of overwhelming force (1/day), Combat Manifestation, rebuke undead 4/day, Psionic Charge, spontaneous <em>inflict</em>, sweeping strike, Wounding Attack</p><p><strong>Combat Gear</strong> divine scroll (<em>cure critical wounds, lesser planar ally</em>, CL 7th)</p><p><strong>Cleric Spells Prepared (CL 9th):</strong></p><p>5th - <em>slay living</em> (Fort partial 19), <em>true seeing</em>*</p><p>4th - <em>air walk, divination, divine power*, spell immunity</em></p><p>3rd - <em>clairaudience/clairvoyance*, dispel magic</em> (x2), <em>locate object, prayer</em></p><p>2nd - <em>death knell</em> (x2) (Will 16), <em>detect thoughts</em>* (Will 16), <em>hold person</em> (Will 16), <em>shatter</em> (Will or Fort 16) (x2)</p><p>1st - <em>deathwatch, detect good, detect secret doors*, divine favor</em> (x2)</p><p>0 - <em>detect magic (x2), guidance (x2), read magic, resistance</em></p><p>*Domain spell. <strong>Domains:</strong> Knowledge (caster level +1 for divination spells), War</p><p><strong>Psionic Powers Known (92 pp; ML 10th):</strong></p><p>4th (7pp) - <em>energy adaptation</em></p><p>3rd (5 pp) - <em>empathic feedback, vampiric blade</em></p><p>2nd (3 pp) - <em>psionic lion's charge</em></p><p>1st (1 pp) - <em>expansion, offensive prescience</em></p><p>-----</p><p><strong>Abilities</strong> Str 16 (12), Dex 16 (12), Con 16 (14), Int 12, Wis 19 (17), Cha 12</p><p><strong>Skills</strong> Autohypnosis +14, Concentration +18 (+22 to manifest defensively or regain psionic focus), Diplomacy +7, Escape Artist +13, Knowledge (history) +3, Knowledge (psionics) +11, Jump +9, Listen +14, Psicraft +11, Spot +14</p><p><strong>Feats</strong> Combat Manifestation, Martial Weapon Proficiency (heavy flail) (B), Narrow Mind, Psionic Body, Psionic Charge, Speed of Thought, Weapon Focus (heavy flail) (B), Wild Talent, Wounding Attack</p><p><strong>Possessions</strong> combat gear, plus <em>+4 improved slick mithral shirt, +2 unholy defending heavy flail, +1 psychokinetic composite longbow [Str +3], amulet of health +2</em> (no space limitation), <em>amulet of natural armor +3, belt of giant strength +4, boots of striding and springing, gloves of dexterity +4, helmet of wisdom +2, lesser bracers of archery</em>, quiver with 20 arrows</p><p>-----</p><p><strong>Chain of Defensive Posture (Ex):</strong> Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +4 insight bonus to Armor Class for up to 1 minute. Activating this power is a free action. A war mind can use this power three times per day.</p><p></p><p><strong>Chain of Personal Superiority (Ex):</strong> Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +4 insight bonus to Strength and Constitution for up to 1 minute. This adds +2 to attack rolls, +2 to damage, +2 to Strength checks, +2 to Fortitude saves, +2 to Constitution checks, and +42 hit points. Activating this power is a free action. A war mind can use this power three times per day.</p><p></p><p><strong>Chain of Overwhelming Force (Ex):</strong> The war mind taps into this underlying energy and apply it to a single attack, dealing an extra 10d6 points of damage. A war mind can use this power once per day. Activating this power is a free action. If the attack misses, the power is wasted.</p><p></p><p><strong>Sweeping Strike (Ex):</strong> On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity. A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3690771, member: 2795"] [b]The Scourge of Erythnul[/b] [color=lime]A few years ago, I was running a Greyhawk campaign set in and around the Wild Coast. Events were slowly coming to a head as several powerful factions vied for control of the fabled Chalice of Dawn, an artifact that could tap into the very energies of creation itself. One of the factions was the extremely powerful Hierarchs of the Horned Society. The Scourge of Erythnul is one of these hierarchs. Unfortunately, the campaign came to a premature end, and the players never had a chance to literally save the world from being remade into something considerably more hellish.[/color] [sblock=The Scourge of Erythnul; CR 20 Giant two-headed troll fighter 10] CE Huge giant [b]Init[/b] +5; [b]Senses[/b] darkvision 90 ft., low-light vision, scent, Listen +9, Spot +9 [b]Languages[/b] Giant ----- [b]AC[/b] 26 (-2 size, +1 Dex, +8 natural, +9 armor), touch 9, flat-footed 25; [i]protection from good[/i] [b]hp[/b] 382 (24 HD); [b]regeneration[/b] 5 [b]Resist[/b] acid 20, fire 20 [b]Fort[/b] +27, [b]Ref[/b] +8, [b]Will[/b] +6; [i]protection from good[/i] ----- [b]Spd[/b] 30 ft. (6 squares, run x3) (unarmored 40 ft.) [b]Melee[/b] [i]+2 anarchic thundering Huge morningstar[/i] +33/+28/+23/+18 (3d6+16 plus 2d6 versus lawful/19-20) and [i]+2 unholy thundering Huge morningstar[/i] +33/+28/+23/+18 (3d6+16 plus 2d6 versus good/19-20) [b]Ranged[/b] 2 Huge javelins +19/+14/+9/+4 (2d6+12, 30 ft. range increment) [b]Space[/b] 15 ft.; [b]Reach[/b] 15 ft. [b]Base Atk[/b] +20; [b]Grp[/b] +40 [b]Atk Options[/b] Awesome Blow, Great Cleave, Improved Bullrush, Improved Overrun, Improved Sunder, Improved Unarmed Strike, Power Attack, Quick Draw, superior two-weapon fighting [b]Combat Gear[/b] [i]necklace of protection, ring of major acid resistance, ring of major fire resistance[/i] ----- [b]Abilities[/b] Str 34, Dex 12, Con 32, Int 8, Wis 9, Cha 6 [b]Skills[/b] Jump +17*, Listen +9, Search +6, Spot +9 (*Includes -5 armor check penalty.) [b]Feats[/b] Alertness, Awesome Blow, Cleave (B), Great Cleave, Improved Bullrush, Improved Critical (morningstar), Improved Initiative (B), Improved Overrun (B), Improved Sunder, Improved Unarmed Strike (B), Power Attack (B), Quick Draw, Track, Weapon Focus (morningstar), Weapon Specialization (morningstar) (B) [b]Possessions[/b] Combat gear, plus [i]+3 Huge ghost touch banded mail, +2 Huge anarchic thundering morningstar, +2 Huge unholy thundering morningstar[/i], eight Huge javelins ----- [b]Regeneration (Ex):[/b] Fire and acid deal normal damage to a giant two-headed troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. [b]Superior Two-Weapon Fighting (Ex):[/b] A giant two-headed troll fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons. [b]Necklace of Protection:[/b] This necklace continuously provides its wearer with [i]protection from good[/i]. Faint abjuration [evil]; CL 5th; Craft Wondrous Item, [i]protection from good[/i]; Price 20,000 gp.[/sblock] [color=lime]The Master of Battle is the brains behind the Scourge's brawn:[/color] [sblock=The Master of Battle; CR 20 Gnoll cleric 9/warmind 10] NE Medium humanoid (gnoll) [b]Init[/b] +3; [b]Senses[/b] darkvision 90 ft., low-light vision, scent, Listen +9, Spot +9 [b]Languages[/b] Common, Gnoll, Giant ----- [b]AC[/b] 25 (+3 Dex, +4 natural, +8 armor), touch 13, flat-footed 22 [b]hp[/b] 179 (21 HD); [b]DR[/b] 3/- [b]Fort[/b] +17, [b]Ref[/b] +12, [b]Will[/b] +10 ----- [b]Spd[/b] 50 ft. (10 squares) (40 ft. if not psionically focused) [b]Melee[/b] [i]+2 unholy defending heavy flail[/i] +23/+18/+13/+8 (1d10+6 plus 2d6 versus good/19-20), or [b]Ranged[/b] [i]+1 psychokinetic composite longbow [Str +3][/i] +21/+16/+11/+6 (1d8+4 plus 1d4/x3, 110 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +17; [b]Grp[/b] +20 [b]Atk Options[/b] chain of defensive posture +4 (3/day), chain of personal superiority +4 (3/day), chain of overwhelming force (1/day), Combat Manifestation, rebuke undead 4/day, Psionic Charge, spontaneous [i]inflict[/i], sweeping strike, Wounding Attack [b]Combat Gear[/b] divine scroll ([i]cure critical wounds, lesser planar ally[/i], CL 7th) [b]Cleric Spells Prepared (CL 9th):[/b] 5th - [i]slay living[/i] (Fort partial 19), [i]true seeing[/i]* 4th - [i]air walk, divination, divine power*, spell immunity[/i] 3rd - [i]clairaudience/clairvoyance*, dispel magic[/i] (x2), [i]locate object, prayer[/i] 2nd - [i]death knell[/i] (x2) (Will 16), [i]detect thoughts[/i]* (Will 16), [i]hold person[/i] (Will 16), [i]shatter[/i] (Will or Fort 16) (x2) 1st - [i]deathwatch, detect good, detect secret doors*, divine favor[/i] (x2) 0 - [i]detect magic (x2), guidance (x2), read magic, resistance[/i] *Domain spell. [b]Domains:[/b] Knowledge (caster level +1 for divination spells), War [b]Psionic Powers Known (92 pp; ML 10th):[/b] 4th (7pp) - [i]energy adaptation[/i] 3rd (5 pp) - [i]empathic feedback, vampiric blade[/i] 2nd (3 pp) - [i]psionic lion's charge[/i] 1st (1 pp) - [i]expansion, offensive prescience[/i] ----- [b]Abilities[/b] Str 16 (12), Dex 16 (12), Con 16 (14), Int 12, Wis 19 (17), Cha 12 [b]Skills[/b] Autohypnosis +14, Concentration +18 (+22 to manifest defensively or regain psionic focus), Diplomacy +7, Escape Artist +13, Knowledge (history) +3, Knowledge (psionics) +11, Jump +9, Listen +14, Psicraft +11, Spot +14 [b]Feats[/b] Combat Manifestation, Martial Weapon Proficiency (heavy flail) (B), Narrow Mind, Psionic Body, Psionic Charge, Speed of Thought, Weapon Focus (heavy flail) (B), Wild Talent, Wounding Attack [b]Possessions[/b] combat gear, plus [i]+4 improved slick mithral shirt, +2 unholy defending heavy flail, +1 psychokinetic composite longbow [Str +3], amulet of health +2[/i] (no space limitation), [i]amulet of natural armor +3, belt of giant strength +4, boots of striding and springing, gloves of dexterity +4, helmet of wisdom +2, lesser bracers of archery[/i], quiver with 20 arrows ----- [b]Chain of Defensive Posture (Ex):[/b] Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +4 insight bonus to Armor Class for up to 1 minute. Activating this power is a free action. A war mind can use this power three times per day. [b]Chain of Personal Superiority (Ex):[/b] Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +4 insight bonus to Strength and Constitution for up to 1 minute. This adds +2 to attack rolls, +2 to damage, +2 to Strength checks, +2 to Fortitude saves, +2 to Constitution checks, and +42 hit points. Activating this power is a free action. A war mind can use this power three times per day. [b]Chain of Overwhelming Force (Ex):[/b] The war mind taps into this underlying energy and apply it to a single attack, dealing an extra 10d6 points of damage. A war mind can use this power once per day. Activating this power is a free action. If the attack misses, the power is wasted. [b]Sweeping Strike (Ex):[/b] On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity. A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn.[/sblock] [/QUOTE]
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Old School Nefarium - Road to Adventure Link (1/20/16)
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