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Pantheon of The Grey Mist
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<blockquote data-quote="GlassEye" data-source="post: 5130710" data-attributes="member: 40413"><p><strong>Ubariya's Summons</strong></p><p></p><p>[sblock=Shadow Template (MotP)]SHADOW CREATURES</p><p>Shadow creatures dwell on the Plane of Shadow, sometimes crossing into other planes where the barriers between dimensions are weak. Just as parts of the Plane of Shadow resemble a strange, distorted version of the Material Plane, shadow creatures superficially resemble creatures from the Material Plane. Shadow creatures are darker, more elusive, and spookier than their material counterparts. Grays and blacks are their most common colors, with white and yellow rarely seen. They are not to be confused with shadows (undead creatures that often dwell on the Plane of Shadow). Other creatures native to the Plane of Shadow exist that have stronger or weaker connections to the energies of that place (such as the shadow mastiff) and do not follow this template.</p><p></p><p>Creating a Shadow Creature</p><p>“Shadow” is a template that can be added to any corporeal creature (referred to hereafter as the “base creature”). The creature's type changes to “magical beast.” It otherwise uses all the base creature's statistics and special abilities except as noted below.</p><p></p><p>Speed: As base creature × 1 1/2.</p><p>Special Qualities: A shadow creature retains all the special qualities of the base creature and also gains the following ones:</p><p>- Cold resistance of 5 + 1 per HD, to a maximum of 20.</p><p>- Darkvision with a range of 60 feet.</p><p>- Low-light vision.</p><p>- Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.</p><p></p><p>Shadow creatures also have one additional supernatural ability for every 4 HD they possess (minimum of one) chosen from the following list:</p><p>-- +2 luck bonus on all saving throws.</p><p>-- Cause fear once per day.</p><p>-- Damage reduction 5/+1.</p><p>-- Evasion.</p><p>-- Mirror image once per day.</p><p>-- Plane shift self to or from the Plane of Shadow once per day.</p><p>-- Regenerate 2 hit points per round (slain if brought to 0 hit points).</p><p>If the base creature already has one or more of these special qualities, use the better value.</p><p></p><p>Skills: Same as the base creature, plus Move Silently +6.</p><p>Feats: Same as the base creature.</p><p>Climate/Terrain: Same as the base creature.</p><p>Organization: Same as the base creature.</p><p>Challenge Rating: Same as the base creature +1.</p><p>Treasure: Same as the base creature.</p><p>Alignment: Same as the base creature, although rarely good.</p><p>Advancement: Same as the base creature.[/sblock][sblock=Dark Skitterer (SM IX)]<span style="font-size: 12px"><strong>Dark Skitterer</strong></span></p><p><strong>Monstrous Spider, Colossal with Shadow template</strong></p><p>Colossal Magical Beast</p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 60 ft., low-light vision, tremorsense 60 ft.; Listen +0, Spot +7*</p><p></p><p><strong>DEFENSES</strong></p><p><strong>HP</strong> 208 (32 HD)</p><p><strong>AC</strong> 22 (−8 size, +2 Dex, +18 natural)</p><p>-- Touch AC 4</p><p>-- Flat-footed AC 20</p><p><strong>Fort</strong> +20, <strong>Ref</strong> +12, <strong>Will</strong> +10</p><p><strong>Speed</strong> 45 ft., climb 20 ft.</p><p></p><p><strong>OFFENSE</strong></p><p><strong>Melee</strong> Bite +26 (4d6+15 plus poison)</p><p><strong>Space</strong> 40 ft.; <strong>Reach</strong> 30 ft.</p><p><strong>Base Atk</strong> +24; <strong>Grp</strong> +50</p><p></p><p><strong>STATISTICS</strong></p><p>Abilities Str 31, Dex 15, Con 14, Int -, Wis 10, Cha 2</p><p>SQ vermin traits, Cold resistance 20</p><p>Feats —</p><p>Skills Climb +16, Hide −4*, Jump +10*, Spot +7*</p><p>Advancement 33-60 HD (Colossal)</p><p>Languages —</p><p></p><p><strong>Poison</strong> (Ex) A monstrous spider has a poisonous bite. Injury, Fortitude DC 28, initial damage 2d8 Str, secondary damage 2d8 Str. The save DCs are Constitution-based.</p><p></p><p><strong>Tremorsense</strong> (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs. </p><p></p><p><strong>Web</strong> (Ex) Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check (DC 28) or burst it with a Strength check (DC 32). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. </p><p></p><p>Web-spinners often create sheets of sticky webbing 60 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 18 hit points, and sheet webs have damage reduction 5/-. </p><p></p><p>A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.</p><p></p><p><strong>Shadow Blend</strong> (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.</p><p></p><p><strong>Shadow Abilities</strong> (Su): +2 luck bonus on all saving throws.</p><p>-- Cause fear three times per day.</p><p>-- Damage reduction 5/+1.</p><p>-- Evasion.</p><p>-- Mirror image once per day.</p><p>-- Regenerate 2 hit points per round (slain if brought to 0 hit points)</p><p></p><p>Skills Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. </p><p></p><p>*Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.[/sblock]</p></blockquote><p></p>
[QUOTE="GlassEye, post: 5130710, member: 40413"] [b]Ubariya's Summons[/b] [sblock=Shadow Template (MotP)]SHADOW CREATURES Shadow creatures dwell on the Plane of Shadow, sometimes crossing into other planes where the barriers between dimensions are weak. Just as parts of the Plane of Shadow resemble a strange, distorted version of the Material Plane, shadow creatures superficially resemble creatures from the Material Plane. Shadow creatures are darker, more elusive, and spookier than their material counterparts. Grays and blacks are their most common colors, with white and yellow rarely seen. They are not to be confused with shadows (undead creatures that often dwell on the Plane of Shadow). Other creatures native to the Plane of Shadow exist that have stronger or weaker connections to the energies of that place (such as the shadow mastiff) and do not follow this template. Creating a Shadow Creature “Shadow” is a template that can be added to any corporeal creature (referred to hereafter as the “base creature”). The creature's type changes to “magical beast.” It otherwise uses all the base creature's statistics and special abilities except as noted below. Speed: As base creature × 1 1/2. Special Qualities: A shadow creature retains all the special qualities of the base creature and also gains the following ones: - Cold resistance of 5 + 1 per HD, to a maximum of 20. - Darkvision with a range of 60 feet. - Low-light vision. - Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will. Shadow creatures also have one additional supernatural ability for every 4 HD they possess (minimum of one) chosen from the following list: -- +2 luck bonus on all saving throws. -- Cause fear once per day. -- Damage reduction 5/+1. -- Evasion. -- Mirror image once per day. -- Plane shift self to or from the Plane of Shadow once per day. -- Regenerate 2 hit points per round (slain if brought to 0 hit points). If the base creature already has one or more of these special qualities, use the better value. Skills: Same as the base creature, plus Move Silently +6. Feats: Same as the base creature. Climate/Terrain: Same as the base creature. Organization: Same as the base creature. Challenge Rating: Same as the base creature +1. Treasure: Same as the base creature. Alignment: Same as the base creature, although rarely good. Advancement: Same as the base creature.[/sblock][sblock=Dark Skitterer (SM IX)][size=3][b]Dark Skitterer[/b][/size] [b]Monstrous Spider, Colossal with Shadow template[/b] Colossal Magical Beast [b]Init[/b] +2; [b]Senses[/b] darkvision 60 ft., low-light vision, tremorsense 60 ft.; Listen +0, Spot +7* [b]DEFENSES[/b] [b]HP[/b] 208 (32 HD) [b]AC[/b] 22 (−8 size, +2 Dex, +18 natural) -- Touch AC 4 -- Flat-footed AC 20 [b]Fort[/b] +20, [b]Ref[/b] +12, [b]Will[/b] +10 [b]Speed[/b] 45 ft., climb 20 ft. [b]OFFENSE Melee[/b] Bite +26 (4d6+15 plus poison) [b]Space[/b] 40 ft.; [b]Reach[/b] 30 ft. [b]Base Atk[/b] +24; [b]Grp[/b] +50 [b]STATISTICS[/b] Abilities Str 31, Dex 15, Con 14, Int -, Wis 10, Cha 2 SQ vermin traits, Cold resistance 20 Feats — Skills Climb +16, Hide −4*, Jump +10*, Spot +7* Advancement 33-60 HD (Colossal) Languages — [b]Poison[/b] (Ex) A monstrous spider has a poisonous bite. Injury, Fortitude DC 28, initial damage 2d8 Str, secondary damage 2d8 Str. The save DCs are Constitution-based. [b]Tremorsense[/b] (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs. [b]Web[/b] (Ex) Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check (DC 28) or burst it with a Strength check (DC 32). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing 60 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 18 hit points, and sheet webs have damage reduction 5/-. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. [b]Shadow Blend[/b] (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will. [b]Shadow Abilities[/b] (Su): +2 luck bonus on all saving throws. -- Cause fear three times per day. -- Damage reduction 5/+1. -- Evasion. -- Mirror image once per day. -- Regenerate 2 hit points per round (slain if brought to 0 hit points) Skills Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.[/sblock] [/QUOTE]
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