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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: 3722710" data-attributes="member: 2795"><p><strong>Ash Bloodroot</strong></p><p></p><p><span style="color: lime">Here's what I think is one of my more bizarre ideas. Ash Bloodroot was once a treant druid, a defender of the woodlands and the creatures who live therein. As the end of his life approached, Ash's fear of death drove him to seek unlife as a lich. In the process, he turned his back on everything good and holy, becoming an ex-druid and blighter.</span></p><p></p><p>[sblock=Ash Bloodroot; CR 30</p><p>Lich treant ex-druid 11/blighter 9]</p><p>CE Huge undead</p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 60 ft., low-light vision, Listen +34, Spot +34</p><p><strong>Languages</strong> Abyssal, Common, Sylvan, Treant</p><p>-----</p><p><strong>AC</strong> 36 (-2 size, +2 Dex, +8 armor, +5 deflection, +13 natural), touch 15, flat-footed 34</p><p><strong>hp</strong> 175 (27 HD); <strong>DR</strong> 10/slashing or <strong>DR</strong> 15/bludgeoning and magic; <strong>turn resistance</strong> +4</p><p><strong>Immune</strong> ability damage (Str, Dex, Con), ability drain, cold, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), electricity, energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, <em>polymorph</em> (although it can use <em>polymorph</em> effects on itself), <em>sleep</em>, stunning</p><p><strong>Resist</strong> fire 20</p><p><strong>Vulnerability</strong> fire</p><p><strong>Fort</strong> +19, <strong>Ref</strong> +11, <strong>Will</strong> +27; -2 against water effects</p><p>-----</p><p><strong>Spd</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> slam +31 (2d6+14 plus 1d8+5 [Will 26 half] plus paralysis) and slam +31 (2d6+9)</p><p><strong>Melee (all out Power Attack)</strong> slam +12 (2d6+33 plus 1d8+5 [Will 26 half] plus paralysis) and slam +12 (2d6+33)</p><p><strong>Melee Touch</strong> various spells +26</p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 15 ft.</p><p><strong>Base Atk</strong> +19; <strong>Grp</strong> +36</p><p><strong>Atk Options</strong> contagious touch 3/day, blightfire, double damage against objects, fear aura (Will 26), paralyzing touch (Fort 26), trample 2d6+13 (Ref 22 half), undead wildshape (3/day, Huge)</p><p><strong>Blighter Spells Prepared (CL 20th):</strong></p><p>8th - <em>inflict critical wounds</em> (Quickened) (4d8+20, Will 25 half), <em>shambler</em></p><p>7th - <em>control weather, dispel magic</em> (Quickened), <em>repel metal or stone</em></p><p>6th - <em>flame strike</em> (Empowered) (15d6, Ref 25 half), <em>greater dispel magic</em> (x2), <em>harm</em> (150 points, Will 27 half)</p><p>5th - <em>antilife shell, create undead, vampiric touch</em> (Empowered) (x2) (10d6), <em>wall of fire</em> (Extended)</p><p>4th - <em>blight, inflict critical wounds</em> (x2) (4d8+20, Will 25 half), <em>rusting grasp</em> (x2), <em>transmute rock to mud</em></p><p>3rd - <em>desecrate, inflict serious wounds</em> (x2) (3d8+15, Will 24 half), <em>poison</em> (Fort 24), <em>protection from elements, stinking cloud</em> (Fort 24)</p><p>2nd - <em>chill metal</em> (Will 23), <em>darkness, death knell</em> (Will 23), <em>inflict moderate wounds</em> (x2) (2d8+10, Will 23 half), <em>warp wood</em> (Will 23)</p><p>1st - <em>bane</em> (Will 22), <em>doom</em> (Will 19), <em>inflict light wounds</em> (x2) (1d8+5, Will 22 half), <em>hide from animals, ray of enfeeblement</em> (x2)</p><p>0 - <em>detect magic, flare</em> (x2) (Fort 21), <em>ghost sound</em> (Will 21 interact), <em>read magic, touch of fatigue</em> (Fort 21)</p><p><strong>Spell-Like Abilities:</strong></p><p>At will - <em>animate trees</em></p><p>1/day - <em>animate dead animals</em> (CL 9th), <em>deforestation</em> 180 ft. radius (Fort 27), <em>speak with dead animals</em> (CL 20th), <em>unbond</em> (Will 30) (CL 9th)</p><p>-----</p><p><strong>Abilities</strong> Str 28, Dex 15, Con --, Int 15, Wis 32 (26), Cha 16</p><p><strong>Note</strong> Dex includes +5 inherent bonus from <em>manual of quickness in action</em>.</p><p><strong>Skills</strong> Concentration +12 (+16 to cast defensively), Diplomacy +5, Hide +2*, Intimidate +8, Knowledge (nature) +14, Listen +34, Move Silently +10, Search +10, Sense Motive +28, Spot +34, Survival +31 (+33 aboveground), Swim +18 (*Add +8 racial bonus on Hide checks made in forested areas.)</p><p><strong>Feats</strong> Combat Casting, Craft Wondrous Item, Empower Spell, Extend Spell, Improved Sunder, Iron Will, Natural Spell, Power Attack, Quicken Spell, Track</p><p><strong>Possessions</strong> <em>amulet of mighty fists +5, bracers of armor +8, brazier of commanding fire elementals, luck blade</em> (3 <em>wishes</em>), <em>pearl of power</em> (7th-level spell), <em>periapt of wisdom +6, ring of fire elemental command</em>, <em>ring of protection +5, staff of passage</em> (25 charges), plus another 900,000 gp of equipment best suited to how you want to use Ash.</p><p>-----</p><p><strong>Animate Trees (Sp):</strong> A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to <em>liveoak spell</em> (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.</p><p></p><p><strong>Blightfire (Su):</strong> 5d6 points of fire damage within 10 ft. Ref 30 half.</p><p></p><p><strong>Contagious Touch (Su):</strong> As <em>contagion</em> spell. Fort 24.</p><p></p><p><strong>Damage Reduction (Su):</strong> Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.</p><p></p><p><strong>Double Damage against Objects (Ex):</strong> A treant or animated tree that makes a full attack against an object or structure deals double damage.</p><p></p><p><strong>Fear Aura (Su):</strong> Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a DC 26 Will save or be affected as though by a <em>fear</em> spell from a 20th-level sorcerer. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.</p><p></p><p><strong>Paralyzing Touch (Su):</strong> Any living creature a lich hits with its touch attack must succeed on a DC 26 Fortitude save or be permanently paralyzed. <em>Remove paralysis</em> or any spell that can remove a curse can free the victim (see the <em>bestow curse</em> spell description). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.</p><p></p><p><strong>Touch Attack (Su):</strong> A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a DC 26 Will save halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.</p><p></p><p><strong>Trample (Ex):</strong> Reflex DC 22 half, 2d6+13 damage. The save DC is Strength-based.</p><p></p><p><strong>Unbond (Sp):</strong> If within 40 ft. of master and the target creature, this ability temporarily separates a bonded animal or magical beast (such as an animal companion or familiar) from its master. Duration is 9 minutes.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3722710, member: 2795"] [b]Ash Bloodroot[/b] [color=lime]Here's what I think is one of my more bizarre ideas. Ash Bloodroot was once a treant druid, a defender of the woodlands and the creatures who live therein. As the end of his life approached, Ash's fear of death drove him to seek unlife as a lich. In the process, he turned his back on everything good and holy, becoming an ex-druid and blighter.[/color] [sblock=Ash Bloodroot; CR 30 Lich treant ex-druid 11/blighter 9] CE Huge undead [b]Init[/b] +2; [b]Senses[/b] darkvision 60 ft., low-light vision, Listen +34, Spot +34 [b]Languages[/b] Abyssal, Common, Sylvan, Treant ----- [b]AC[/b] 36 (-2 size, +2 Dex, +8 armor, +5 deflection, +13 natural), touch 15, flat-footed 34 [b]hp[/b] 175 (27 HD); [b]DR[/b] 10/slashing or [b]DR[/b] 15/bludgeoning and magic; [b]turn resistance[/b] +4 [b]Immune[/b] ability damage (Str, Dex, Con), ability drain, cold, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), electricity, energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, [i]polymorph[/i] (although it can use [i]polymorph[/i] effects on itself), [i]sleep[/i], stunning [b]Resist[/b] fire 20 [b]Vulnerability[/b] fire [b]Fort[/b] +19, [b]Ref[/b] +11, [b]Will[/b] +27; -2 against water effects ----- [b]Spd[/b] 30 ft. (6 squares) [b]Melee[/b] slam +31 (2d6+14 plus 1d8+5 [Will 26 half] plus paralysis) and slam +31 (2d6+9) [b]Melee (all out Power Attack)[/b] slam +12 (2d6+33 plus 1d8+5 [Will 26 half] plus paralysis) and slam +12 (2d6+33) [b]Melee Touch[/b] various spells +26 [b]Space[/b] 15 ft.; [b]Reach[/b] 15 ft. [b]Base Atk[/b] +19; [b]Grp[/b] +36 [b]Atk Options[/b] contagious touch 3/day, blightfire, double damage against objects, fear aura (Will 26), paralyzing touch (Fort 26), trample 2d6+13 (Ref 22 half), undead wildshape (3/day, Huge) [b]Blighter Spells Prepared (CL 20th):[/b] 8th - [i]inflict critical wounds[/i] (Quickened) (4d8+20, Will 25 half), [i]shambler[/i] 7th - [i]control weather, dispel magic[/i] (Quickened), [i]repel metal or stone[/i] 6th - [i]flame strike[/i] (Empowered) (15d6, Ref 25 half), [i]greater dispel magic[/i] (x2), [i]harm[/i] (150 points, Will 27 half) 5th - [i]antilife shell, create undead, vampiric touch[/i] (Empowered) (x2) (10d6), [i]wall of fire[/i] (Extended) 4th - [i]blight, inflict critical wounds[/i] (x2) (4d8+20, Will 25 half), [i]rusting grasp[/i] (x2), [i]transmute rock to mud[/i] 3rd - [i]desecrate, inflict serious wounds[/i] (x2) (3d8+15, Will 24 half), [i]poison[/i] (Fort 24), [i]protection from elements, stinking cloud[/i] (Fort 24) 2nd - [i]chill metal[/i] (Will 23), [i]darkness, death knell[/i] (Will 23), [i]inflict moderate wounds[/i] (x2) (2d8+10, Will 23 half), [i]warp wood[/i] (Will 23) 1st - [i]bane[/i] (Will 22), [i]doom[/i] (Will 19), [i]inflict light wounds[/i] (x2) (1d8+5, Will 22 half), [i]hide from animals, ray of enfeeblement[/i] (x2) 0 - [i]detect magic, flare[/i] (x2) (Fort 21), [i]ghost sound[/i] (Will 21 interact), [i]read magic, touch of fatigue[/i] (Fort 21) [b]Spell-Like Abilities:[/b] At will - [i]animate trees[/i] 1/day - [i]animate dead animals[/i] (CL 9th), [i]deforestation[/i] 180 ft. radius (Fort 27), [i]speak with dead animals[/i] (CL 20th), [i]unbond[/i] (Will 30) (CL 9th) ----- [b]Abilities[/b] Str 28, Dex 15, Con --, Int 15, Wis 32 (26), Cha 16 [b]Note[/b] Dex includes +5 inherent bonus from [i]manual of quickness in action[/i]. [b]Skills[/b] Concentration +12 (+16 to cast defensively), Diplomacy +5, Hide +2*, Intimidate +8, Knowledge (nature) +14, Listen +34, Move Silently +10, Search +10, Sense Motive +28, Spot +34, Survival +31 (+33 aboveground), Swim +18 (*Add +8 racial bonus on Hide checks made in forested areas.) [b]Feats[/b] Combat Casting, Craft Wondrous Item, Empower Spell, Extend Spell, Improved Sunder, Iron Will, Natural Spell, Power Attack, Quicken Spell, Track [b]Possessions[/b] [i]amulet of mighty fists +5, bracers of armor +8, brazier of commanding fire elementals, luck blade[/i] (3 [i]wishes[/i]), [i]pearl of power[/i] (7th-level spell), [i]periapt of wisdom +6, ring of fire elemental command[/i], [i]ring of protection +5, staff of passage[/i] (25 charges), plus another 900,000 gp of equipment best suited to how you want to use Ash. ----- [b]Animate Trees (Sp):[/b] A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to [i]liveoak spell[/i] (caster level 12th). Animated trees have the same vulnerability to fire that a treant has. [b]Blightfire (Su):[/b] 5d6 points of fire damage within 10 ft. Ref 30 half. [b]Contagious Touch (Su):[/b] As [i]contagion[/i] spell. Fort 24. [b]Damage Reduction (Su):[/b] Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. [b]Double Damage against Objects (Ex):[/b] A treant or animated tree that makes a full attack against an object or structure deals double damage. [b]Fear Aura (Su):[/b] Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a DC 26 Will save or be affected as though by a [i]fear[/i] spell from a 20th-level sorcerer. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours. [b]Paralyzing Touch (Su):[/b] Any living creature a lich hits with its touch attack must succeed on a DC 26 Fortitude save or be permanently paralyzed. [i]Remove paralysis[/i] or any spell that can remove a curse can free the victim (see the [i]bestow curse[/i] spell description). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive. [b]Touch Attack (Su):[/b] A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a DC 26 Will save halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack. [b]Trample (Ex):[/b] Reflex DC 22 half, 2d6+13 damage. The save DC is Strength-based. [b]Unbond (Sp):[/b] If within 40 ft. of master and the target creature, this ability temporarily separates a bonded animal or magical beast (such as an animal companion or familiar) from its master. Duration is 9 minutes.[/sblock] [/QUOTE]
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Old School Nefarium - Road to Adventure Link (1/20/16)
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