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<blockquote data-quote="frankthedm" data-source="post: 1639302" data-attributes="member: 1164"><p>Fiendish dire weasle- see if you can get your money back.</p><p></p><p>GOOD LORD, a shapable wall of iron that grinds foes from ten feet!?<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p><em></em></p><p><em>Wall of Gears</em></p><p><em>Conjuration (Creation)</em></p><p><em>Level: Sorcerer/wizard 6</em></p><p><em>Components: V, S, M</em></p><p><em>Casting Time: 1 standard action</em></p><p><em>Range: Medium (100 ft. + 10 ft./level)</em></p><p><em>Effect: Wall of moving gears whose area fills one 5-ft. square/2 levels; see text</em></p><p><em>Duration: 1 min./level</em></p><p><em>Saving Throw: See text</em></p><p><em>Spell Resistance: No</em></p><p><em></em></p><p><em>This spell taps into the planar energy of Mechanus to create a 6-inch-thick wall of moving iron cogs, wheels, gears, pistons, and assorted mechanical parts. Each 5-foot square of the wall's surface has hardness 10 and 180 hit points.</em></p><p><em></em></p><p><em>Both sides of the wall have hundreds of moving parts that flail out, dealing 1d6 points of bludgeoning damage per two caster levels (maximum 15d6) to all creatures within 10 feet. A successful Reflex save halves this damage.</em></p><p><em></em></p><p><em>Material Component: A small gear.</em></p><p></p><p></p><p></p><p>From the way the creature is described, it kinda sounds like it should have a flying movement. Overall, its a one trick wuss suitable for only for eating mages. </p><p></p><p><em>From Chapter 6: Creatures of the Planes</em></p><p><em></em></p><p><em>DHARCULUS</em></p><p><em>Medium Aberration (Extraplanar)</em></p><p><em>Hit Dice: 8d8+40 (76 hp)</em></p><p><em>Initiative: +6</em></p><p><em>Speed: 30 ft. (6 squares)</em></p><p><em>Armor Class: 22 (+2 Dex, +10 natural), touch 12, flat-footed 20</em></p><p><em>Base Attack/Grapple: +6/+7</em></p><p><em>Attack: Tentacle +8 melee (1d4+1)</em></p><p><em>Full Attack: 6 tentacles +8 melee (1d4+1)</em></p><p><em>Space/Reach: 5 ft./5 ft.</em></p><p><em>Special Attacks: Improved grab, ethereal bite</em></p><p><em>Special Qualities: Dualplanar, spell resistance 20</em></p><p><em>Saves: Fort +7, Ref +4, Will +11</em></p><p><em>Abilities: Str 12, Dex 14, Con 20, Int 11, Wis 17, Cha 17</em></p><p><em>Skills: Listen +14, Spot +14</em></p><p><em>Feats: Improved Initiative, Iron Will, Weapon Finesse</em></p><p><em>Environment: Ethereal Plane</em></p><p><em>Organization: Solitary</em></p><p><em>Challenge Rating: 9</em></p><p><em>Treasure: Standard</em></p><p><em>Alignment: Usually neutral</em></p><p><em>Advancement: 9-11 HD (Large); 12-24 HD (Huge)</em></p><p><em>Level Adjustment: +7 (cohort)</em></p><p><em></em></p><p><em>A swarm of blind, writhing creatures flails through the air, drawing a deeper shadow of menace behind.</em></p><p><em></em></p><p><em>A dharculus inserts its mawed tentacle ends into corporeal planes to feed, much like a bear scoops trout out of a stream. To corporeal eyes, a dharculus's six tentacles appear as a swarm of blind, snakelike creatures sliding through the air in a deadly school (though the shadow of the creature's menace is visible in dreamy outline). On the Ethereal Plane or to those who can see across the ethereal border, the tentacle tips all come together in a fused, wormlike braid that forms the dharculus's body. The posterior end of the cylindrical body loops back toward the front like a question mark, the end of which is a huge, drooling maw filled with razor-sharp teeth. Several tentacles end in eyes instead of maws, which the entity keeps safely ethereal to search the Material Plane for its next meal.</em></p><p><em></em></p><p><em>The dharculus is a creature from an alternate reality far from the Material Plane, and perhaps beyond the planar cosmology as it is presently understood. It may be that these creatures are dependent on some element from their unknown place of origin; however, reports indicate that more and more of these creatures are hunting along the shoals of corporeal planes.</em></p><p><em></em></p><p><em>A dharculus does not speak.</em></p><p><em></em></p><p><em>Combat</em></p><p><em></em></p><p><em>A dharculus's dual-plane existence provides it exceptional protection against its prey, while it is free to attack most potential victims with impunity, first by establishing a hold with a small mawed tentacle, then by bringing its otherwise intangible ethereal bite into play.</em></p><p><em></em></p><p><em>Dualplanar (Ex): The bulk of a dharculus's body resides on the Ethereal Plane, but the monster possesses the capacity to insert or remove its mawed tentacle ends into or out of the Material Plane as a standard action. Creatures that are stuck on the Material Plane find it difficult but not impossible to target the dharculus. Because the monster is dual-planar and therefore exists partially on the Material Plane while its tentacles are inserted, its foes on the Material Plane can attack the creature as if it had cover, and so it gains a +4 bonus to Armor Class and a +2 bonus on Reflex saves. A dharculus can take a standard action to remove its tentacles from the Material Plane, allowing it to effectively retreat completely into the Ethereal Plane.</em></p><p><em></em></p><p><em>Improved Grab (Ex): To use this ability, a dharculus must hit a Small or larger creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent.</em></p><p><em></em></p><p><em>After a successful grab, a dharculus can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a successful grapple check or Escape Artist check, but the dharculus gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.</em></p><p><em></em></p><p><em>Ethereal Bite (Ex): A dharculus that begins a turn with all six tentacles attached and that makes a successful grapple check automatically makes an ethereal bite (biting with its enormous, body-sized maw, which is normally relegated to the Ethereal Plane), dealing 6d6+1 points of damage. The maw and main body of the creature remain only a threatening thickness in the air even when the bite is delivered, so the sudden jerking and wounding of a victim become all the more unsettling to the victim's compatriots.</em></p><p><em></em></p></blockquote><p></p>
[QUOTE="frankthedm, post: 1639302, member: 1164"] Fiendish dire weasle- see if you can get your money back. GOOD LORD, a shapable wall of iron that grinds foes from ten feet!?:confused: [I] Wall of Gears Conjuration (Creation) Level: Sorcerer/wizard 6 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Wall of moving gears whose area fills one 5-ft. square/2 levels; see text Duration: 1 min./level Saving Throw: See text Spell Resistance: No This spell taps into the planar energy of Mechanus to create a 6-inch-thick wall of moving iron cogs, wheels, gears, pistons, and assorted mechanical parts. Each 5-foot square of the wall's surface has hardness 10 and 180 hit points. Both sides of the wall have hundreds of moving parts that flail out, dealing 1d6 points of bludgeoning damage per two caster levels (maximum 15d6) to all creatures within 10 feet. A successful Reflex save halves this damage. Material Component: A small gear.[/I] From the way the creature is described, it kinda sounds like it should have a flying movement. Overall, its a one trick wuss suitable for only for eating mages. [I]From Chapter 6: Creatures of the Planes DHARCULUS Medium Aberration (Extraplanar) Hit Dice: 8d8+40 (76 hp) Initiative: +6 Speed: 30 ft. (6 squares) Armor Class: 22 (+2 Dex, +10 natural), touch 12, flat-footed 20 Base Attack/Grapple: +6/+7 Attack: Tentacle +8 melee (1d4+1) Full Attack: 6 tentacles +8 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, ethereal bite Special Qualities: Dualplanar, spell resistance 20 Saves: Fort +7, Ref +4, Will +11 Abilities: Str 12, Dex 14, Con 20, Int 11, Wis 17, Cha 17 Skills: Listen +14, Spot +14 Feats: Improved Initiative, Iron Will, Weapon Finesse Environment: Ethereal Plane Organization: Solitary Challenge Rating: 9 Treasure: Standard Alignment: Usually neutral Advancement: 9-11 HD (Large); 12-24 HD (Huge) Level Adjustment: +7 (cohort) A swarm of blind, writhing creatures flails through the air, drawing a deeper shadow of menace behind. A dharculus inserts its mawed tentacle ends into corporeal planes to feed, much like a bear scoops trout out of a stream. To corporeal eyes, a dharculus's six tentacles appear as a swarm of blind, snakelike creatures sliding through the air in a deadly school (though the shadow of the creature's menace is visible in dreamy outline). On the Ethereal Plane or to those who can see across the ethereal border, the tentacle tips all come together in a fused, wormlike braid that forms the dharculus's body. The posterior end of the cylindrical body loops back toward the front like a question mark, the end of which is a huge, drooling maw filled with razor-sharp teeth. Several tentacles end in eyes instead of maws, which the entity keeps safely ethereal to search the Material Plane for its next meal. The dharculus is a creature from an alternate reality far from the Material Plane, and perhaps beyond the planar cosmology as it is presently understood. It may be that these creatures are dependent on some element from their unknown place of origin; however, reports indicate that more and more of these creatures are hunting along the shoals of corporeal planes. A dharculus does not speak. Combat A dharculus's dual-plane existence provides it exceptional protection against its prey, while it is free to attack most potential victims with impunity, first by establishing a hold with a small mawed tentacle, then by bringing its otherwise intangible ethereal bite into play. Dualplanar (Ex): The bulk of a dharculus's body resides on the Ethereal Plane, but the monster possesses the capacity to insert or remove its mawed tentacle ends into or out of the Material Plane as a standard action. Creatures that are stuck on the Material Plane find it difficult but not impossible to target the dharculus. Because the monster is dual-planar and therefore exists partially on the Material Plane while its tentacles are inserted, its foes on the Material Plane can attack the creature as if it had cover, and so it gains a +4 bonus to Armor Class and a +2 bonus on Reflex saves. A dharculus can take a standard action to remove its tentacles from the Material Plane, allowing it to effectively retreat completely into the Ethereal Plane. Improved Grab (Ex): To use this ability, a dharculus must hit a Small or larger creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent. After a successful grab, a dharculus can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a successful grapple check or Escape Artist check, but the dharculus gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn. Ethereal Bite (Ex): A dharculus that begins a turn with all six tentacles attached and that makes a successful grapple check automatically makes an ethereal bite (biting with its enormous, body-sized maw, which is normally relegated to the Ethereal Plane), dealing 6d6+1 points of damage. The maw and main body of the creature remain only a threatening thickness in the air even when the bite is delivered, so the sudden jerking and wounding of a victim become all the more unsettling to the victim's compatriots. [/I] [/QUOTE]
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