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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: 3890913" data-attributes="member: 2795"><p><strong>The Khephren</strong></p><p></p><p><span style="color: lime">I recently re-read Lovecraft's "Imprisoned with the Pharaohs" and was inspired to create this nasty piece of work.</span></p><p></p><p>[sblock=Khephren; CR 13]</p><p>Always E Large Undead</p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 60 ft., low-light vision, Listen +20, Spot +20</p><p><strong>Language</strong> Common, Draconic, Sphinx</p><p>-----</p><p><strong>AC</strong> 25 (-1 size, +2 Dex, +14 natural), touch 11, flat-footed 23</p><p><strong>hp</strong> 81 (12 HD); <strong>DR</strong> 5/-</p><p><strong>Immune</strong> ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, <em>sleep</em>, stunning</p><p><strong>Resist</strong> acid 10, cold 10, electricity 10</p><p><strong>SR</strong> 22</p><p><strong>Vulnerability</strong> fire</p><p><strong>Fort</strong> +6, <strong>Ref</strong> +6, <strong>Will</strong> +11</p><p>-----</p><p><strong>Spd</strong> 50 ft. (10 squares), fly 80 ft. (poor); Flyby Attack</p><p><strong>Melee</strong> bite +14 (1d8+9 plus mummy rot) and 2 claws +9 (2d4+4 plus mummy rot)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +6; <strong>Grp</strong> +19</p><p><strong>Attack Options</strong> despair, Great Cleave, mummy rot, pounce & rake, Power Attack, roar 3/day, smite good 1/day</p><p><strong>Cleric Spells Prepared (CL 6th):</strong></p><p>3rd - <em>dispel magic, inflict serious wounds</em> (Will half 16), <em>invisibility purge, magic circle against good</em>*</p><p>2nd - <em>eagle's splendor, hold person</em> (Will 15), <em>inflict moderate wounds</em> (Will half 15), <em>resist energy, shatter</em>*</p><p>1st - <em>command</em> (Will 14), <em>detect good, divine favor, inflict light wounds</em>* (Will half 14), <em>shield of faith</em></p><p>0 - <em>detect magic, guidance</em> (x2), <em>resistance</em> (x2)</p><p>*Domain spell. <strong>Domains:</strong> Death, Destruction, Evil</p><p><strong>Spell-Like Abilities (CL 12th):</strong></p><p>3/day - <em>darkness, poison</em> (Fort 18)</p><p>1/day - <em>blasphemy</em> (Will 21), <em>contagion</em> (Fort 18), <em>desecrate, unholy blight</em> (Will partial 18)</p><p>-----</p><p><strong>Abilities</strong> Str 29, Dex 14, Con --, Int 20, Wis 17, Cha 19</p><p><strong>Skills</strong> Bluff +11, Concentration +11, Diplomacy +8, Hide +13, Intimidate +21, Knowledge (any one) +20, Knowledge (any two) +12, Listen +20, Move Silently +17, Search +12, Sense Motive +10, Spot +20, Survival +18 (+20 to find or follow tracks)</p><p><strong>Feats</strong> Alertness, Cleave, Flyby Attack, Great Cleave, Great Fortitude (B), Power Attack, Toughness (B), Track</p><p><strong>Environment</strong> warm deserts</p><p><strong>Organization</strong> solitary</p><p><strong>Treasure</strong> standard</p><p><strong>Advancement</strong> 13–18 HD (Large); 19–36 HD (Huge)</p><p>-----</p><p><strong>Despair (Su):</strong> At the mere sight of a khephren, the viewer must succeed on a DC 20 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same khephren's despair ability for 24 hours. The save DC is Charisma-based.</p><p></p><p><strong>Mummy Rot (Su):</strong> Supernatural disease - bite or claw, Fortitude DC 20, incubation period 1 minute; damage 1d6 Constitution and 1d6 Charisma. The save DC is Charisma-based.</p><p></p><p>Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.</p><p></p><p>To eliminate mummy rot, the curse must first be broken with <em>break enchantment</em> or <em>remove curse</em> (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.</p><p></p><p><strong>Pounce (Ex):</strong> If a khephren charges a foe, it can make a full attack, including two rake attacks.</p><p></p><p><strong>Rake (Ex):</strong> Attack bonus +9 melee, damage 2d4+4 plus mummy rot.</p><p></p><p><strong>Roar (Su):</strong> Three times per day khephren can loose a mighty roar. The first time it does this, all creatures within 500 feet must succeed on a DC 20 Will save or be affected as though by a <em>fear</em> spell for 2d6 rounds.</p><p></p><p>If the khephren roars a second time during the same encounter, all creatures within 250 feet must succeed on a DC 20 Fortitude save or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save).</p><p></p><p>If it roars a third time during the same encounter, all those within 250 feet must succeed on a DC 20 Fortitude save or take 2d4 points of Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must succeed on a DC 20 Fortitude save or be thrown to the ground and take 2d8 points of damage.</p><p></p><p>The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a DC 20 Reflex save. Other khephrens and androsphinxes are immune to these effects. The save DCs are Charisma-based.</p><p></p><p><strong>Smite Good (Su):</strong> Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3890913, member: 2795"] [b]The Khephren[/b] [color=lime]I recently re-read Lovecraft's "Imprisoned with the Pharaohs" and was inspired to create this nasty piece of work.[/color] [sblock=Khephren; CR 13] Always E Large Undead [b]Init[/b] +2; [b]Senses[/b] darkvision 60 ft., low-light vision, Listen +20, Spot +20 [b]Language[/b] Common, Draconic, Sphinx ----- [b]AC[/b] 25 (-1 size, +2 Dex, +14 natural), touch 11, flat-footed 23 [b]hp[/b] 81 (12 HD); [b]DR[/b] 5/- [b]Immune[/b] ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, [i]sleep[/i], stunning [b]Resist[/b] acid 10, cold 10, electricity 10 [b]SR[/b] 22 [b]Vulnerability[/b] fire [b]Fort[/b] +6, [b]Ref[/b] +6, [b]Will[/b] +11 ----- [b]Spd[/b] 50 ft. (10 squares), fly 80 ft. (poor); Flyby Attack [b]Melee[/b] bite +14 (1d8+9 plus mummy rot) and 2 claws +9 (2d4+4 plus mummy rot) [b]Space[/b] 10 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +6; [b]Grp[/b] +19 [b]Attack Options[/b] despair, Great Cleave, mummy rot, pounce & rake, Power Attack, roar 3/day, smite good 1/day [b]Cleric Spells Prepared (CL 6th):[/b] 3rd - [i]dispel magic, inflict serious wounds[/i] (Will half 16), [i]invisibility purge, magic circle against good[/i]* 2nd - [i]eagle's splendor, hold person[/i] (Will 15), [i]inflict moderate wounds[/i] (Will half 15), [i]resist energy, shatter[/i]* 1st - [i]command[/i] (Will 14), [i]detect good, divine favor, inflict light wounds[/i]* (Will half 14), [i]shield of faith[/i] 0 - [i]detect magic, guidance[/i] (x2), [i]resistance[/i] (x2) *Domain spell. [b]Domains:[/b] Death, Destruction, Evil [b]Spell-Like Abilities (CL 12th):[/b] 3/day - [i]darkness, poison[/i] (Fort 18) 1/day - [i]blasphemy[/i] (Will 21), [i]contagion[/i] (Fort 18), [i]desecrate, unholy blight[/i] (Will partial 18) ----- [b]Abilities[/b] Str 29, Dex 14, Con --, Int 20, Wis 17, Cha 19 [b]Skills[/b] Bluff +11, Concentration +11, Diplomacy +8, Hide +13, Intimidate +21, Knowledge (any one) +20, Knowledge (any two) +12, Listen +20, Move Silently +17, Search +12, Sense Motive +10, Spot +20, Survival +18 (+20 to find or follow tracks) [b]Feats[/b] Alertness, Cleave, Flyby Attack, Great Cleave, Great Fortitude (B), Power Attack, Toughness (B), Track [b]Environment[/b] warm deserts [b]Organization[/b] solitary [b]Treasure[/b] standard [b]Advancement[/b] 13–18 HD (Large); 19–36 HD (Huge) ----- [b]Despair (Su):[/b] At the mere sight of a khephren, the viewer must succeed on a DC 20 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same khephren's despair ability for 24 hours. The save DC is Charisma-based. [b]Mummy Rot (Su):[/b] Supernatural disease - bite or claw, Fortitude DC 20, incubation period 1 minute; damage 1d6 Constitution and 1d6 Charisma. The save DC is Charisma-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with [i]break enchantment[/i] or [i]remove curse[/i] (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind. [b]Pounce (Ex):[/b] If a khephren charges a foe, it can make a full attack, including two rake attacks. [b]Rake (Ex):[/b] Attack bonus +9 melee, damage 2d4+4 plus mummy rot. [b]Roar (Su):[/b] Three times per day khephren can loose a mighty roar. The first time it does this, all creatures within 500 feet must succeed on a DC 20 Will save or be affected as though by a [i]fear[/i] spell for 2d6 rounds. If the khephren roars a second time during the same encounter, all creatures within 250 feet must succeed on a DC 20 Fortitude save or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save). If it roars a third time during the same encounter, all those within 250 feet must succeed on a DC 20 Fortitude save or take 2d4 points of Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must succeed on a DC 20 Fortitude save or be thrown to the ground and take 2d8 points of damage. The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a DC 20 Reflex save. Other khephrens and androsphinxes are immune to these effects. The save DCs are Charisma-based. [b]Smite Good (Su):[/b] Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.[/sblock] [/QUOTE]
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