Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
POLYHEDRON Monster Index!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Echohawk" data-source="post: 3973666" data-attributes="member: 9849"><p>Dawnspirit</p><p>by Saku Mantere</p><p></p><p>CLIMATE/TERRAIN: Any</p><p>FREQUENCY: Very Rare</p><p>ORGANIZATION: Solitary</p><p>ACTIVITY CYCLE: Any</p><p>DIET: Nil</p><p>INTELLIGENCE: Exceptional</p><p>TREASURE: Nil</p><p>ALIGNMENT: Any Good</p><p></p><p>NO. APPEARING: 1</p><p>ARMOR CLASS: 0</p><p>MOVEMENT: Fl 15 (A)</p><p>HIT DICE: 10</p><p>THACO: 11</p><p>NO. OF ATTACKS: 3</p><p>DAMAGE/ATTACK: 1-6/1-6/2-12</p><p>SPECIAL ATTACKS: Holy Word, fear, quest</p><p>SPECIAL DEFENSES: Brightness, hit only by + 1 or better magical weapons, immune to all forms of mental control, immune to poison</p><p>MAGIC RESISTANCE: See Below</p><p>SIZE: M (6' tall)</p><p>MORALE: Fearless (20)</p><p>XP VALUE: 3,000</p><p></p><p>Dawnspirits are energy beings from the upper outer planes. Each dawnspirit's alignment matches the alignment associated with its home plane (for example, a dawnspirit from the Seven Heavens would be Lawful Good). The origins of these creatures are a mystery, but one theory is that they are the spirits of truly great heroes and other champions of good who died fighting evil on the outer planes.</p><p>A dawn spirit cannot leave its home plane unless sent forth by the plane's ruler or summoned by a good creature employing a gate, wish, or limited wish spell. The caster's alignment and motives must be pure for a dawnspirit to heed a summons. Once summoned, a dawn spirit may wander the new plane for a few days or weeks before returning home. A dawnspirit can communicate telepathically.</p><p>On their home plane, a dawnspirit's form is a ball of brilliant sunlight, much like a will-o-wisp, only brighter. When summoned to another plane, a dawnspirit acquires an aesthetically beautiful, but androgynous, form which glows with a pure, white light.</p><p></p><p><strong>Combat</strong>: Dawnspirits attack with two fists and a powerful kick. They can divide the attacks as they see fit.</p><p>The pure light radiating from a dawnspirit causes fear in evil creatures who see the dawnspirit. Creatures of less than three hit dice automatically flee at their fastest movement rate until they are out of sight and for 1d3 rounds thereafter. Creatures of three or more hit dice save vs. spells or are paralyzed with fear for 1d4+1 rounds. Undead who make the saving throw still suffer a -2 "to hit" penalty when within 40 feet of the dawnspirit.</p><p>Once per day, a dawnspirit can utter a powerful holy word. This ability sometimes is called "the voice of the gods." Extra-planar evil creatures within 60 feet are automatically forced back to their home plane if not already on it. (This effect works even if the dawnspirit is not on its own home plane.) All other evil creatures within 60 feet are affected as if struck by a normal holy word. In addition, good creatures within 30 feet gain a +2 "to hit" and damage bonus for 1d4+1 rounds.</p><p>A dawnspirit's alien mind is completely immune to magical control of any kind, and, since its body is made up of pure energy, it cannot be drugged or poisoned.</p><p></p><p><strong>Habitat/Society</strong>: Dawnspirits have no real society and, as beings of pure energy, they can live anywhere. Most deities dwelling on the upper outer planes are attended by a staff of dawnspirits who act as messengers and intermediaries. Some sages believe that dawnspirits might be involved in the granting of priest spells.</p><p>Though mortals can summon them, dawnspirits serve only at their own discretion and never will knowingly commit an evil act or assist an unworthy being. If asked to do something selfish or evil, a dawnspirit immediately returns to its home plane. When summoned by any means, a dawnspirit instinctively knows the summoner's general character and intentions, and bases its decision whether to appear on the merits of the situation.</p><p>The DM must decide what a summoned dawnspirit will do, but here are some guidelines: Summoner has followed his alignment strictly and is beset by extra-planar creatures he cannot otherwise combat -- 100% chance to appear. Summoner endangered by extra-planar creatures -- 75% chance to appear, but dawnspirit demands that the summoner complete a quest of the dawnspirit's choosing in return for its aid. If the summoner agrees, he is automatically subject to the quest, no saving throw. Summoner's alignment performance has been exemplary, but summoner or beings dependent on the summoner not in great danger -- 50% chance to appear, demands quest. Summoner's alignment performance has been unsatisfactory or summoner facing encounter he probably can complete on his own without risking death or injury -- 25% chance to appear, demands quest.</p><p></p><p><strong>Ecology</strong>: Dawnspirits have no need to eat, sleep, or breathe. They can survive in the vacuum of space, in the depths of the ocean, or anywhere else in the universe, except the Negative Material plane, which they cannot enter. They have no enemies except evil creatures who hate them for their goodness.</p><p></p><p>From Polyhedron #67</p></blockquote><p></p>
[QUOTE="Echohawk, post: 3973666, member: 9849"] Dawnspirit by Saku Mantere CLIMATE/TERRAIN: Any FREQUENCY: Very Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Nil INTELLIGENCE: Exceptional TREASURE: Nil ALIGNMENT: Any Good NO. APPEARING: 1 ARMOR CLASS: 0 MOVEMENT: Fl 15 (A) HIT DICE: 10 THACO: 11 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-6/1-6/2-12 SPECIAL ATTACKS: Holy Word, fear, quest SPECIAL DEFENSES: Brightness, hit only by + 1 or better magical weapons, immune to all forms of mental control, immune to poison MAGIC RESISTANCE: See Below SIZE: M (6' tall) MORALE: Fearless (20) XP VALUE: 3,000 Dawnspirits are energy beings from the upper outer planes. Each dawnspirit's alignment matches the alignment associated with its home plane (for example, a dawnspirit from the Seven Heavens would be Lawful Good). The origins of these creatures are a mystery, but one theory is that they are the spirits of truly great heroes and other champions of good who died fighting evil on the outer planes. A dawn spirit cannot leave its home plane unless sent forth by the plane's ruler or summoned by a good creature employing a gate, wish, or limited wish spell. The caster's alignment and motives must be pure for a dawnspirit to heed a summons. Once summoned, a dawn spirit may wander the new plane for a few days or weeks before returning home. A dawnspirit can communicate telepathically. On their home plane, a dawnspirit's form is a ball of brilliant sunlight, much like a will-o-wisp, only brighter. When summoned to another plane, a dawnspirit acquires an aesthetically beautiful, but androgynous, form which glows with a pure, white light. [b]Combat[/b]: Dawnspirits attack with two fists and a powerful kick. They can divide the attacks as they see fit. The pure light radiating from a dawnspirit causes fear in evil creatures who see the dawnspirit. Creatures of less than three hit dice automatically flee at their fastest movement rate until they are out of sight and for 1d3 rounds thereafter. Creatures of three or more hit dice save vs. spells or are paralyzed with fear for 1d4+1 rounds. Undead who make the saving throw still suffer a -2 "to hit" penalty when within 40 feet of the dawnspirit. Once per day, a dawnspirit can utter a powerful holy word. This ability sometimes is called "the voice of the gods." Extra-planar evil creatures within 60 feet are automatically forced back to their home plane if not already on it. (This effect works even if the dawnspirit is not on its own home plane.) All other evil creatures within 60 feet are affected as if struck by a normal holy word. In addition, good creatures within 30 feet gain a +2 "to hit" and damage bonus for 1d4+1 rounds. A dawnspirit's alien mind is completely immune to magical control of any kind, and, since its body is made up of pure energy, it cannot be drugged or poisoned. [b]Habitat/Society[/b]: Dawnspirits have no real society and, as beings of pure energy, they can live anywhere. Most deities dwelling on the upper outer planes are attended by a staff of dawnspirits who act as messengers and intermediaries. Some sages believe that dawnspirits might be involved in the granting of priest spells. Though mortals can summon them, dawnspirits serve only at their own discretion and never will knowingly commit an evil act or assist an unworthy being. If asked to do something selfish or evil, a dawnspirit immediately returns to its home plane. When summoned by any means, a dawnspirit instinctively knows the summoner's general character and intentions, and bases its decision whether to appear on the merits of the situation. The DM must decide what a summoned dawnspirit will do, but here are some guidelines: Summoner has followed his alignment strictly and is beset by extra-planar creatures he cannot otherwise combat -- 100% chance to appear. Summoner endangered by extra-planar creatures -- 75% chance to appear, but dawnspirit demands that the summoner complete a quest of the dawnspirit's choosing in return for its aid. If the summoner agrees, he is automatically subject to the quest, no saving throw. Summoner's alignment performance has been exemplary, but summoner or beings dependent on the summoner not in great danger -- 50% chance to appear, demands quest. Summoner's alignment performance has been unsatisfactory or summoner facing encounter he probably can complete on his own without risking death or injury -- 25% chance to appear, demands quest. [b]Ecology[/b]: Dawnspirits have no need to eat, sleep, or breathe. They can survive in the vacuum of space, in the depths of the ocean, or anywhere else in the universe, except the Negative Material plane, which they cannot enter. They have no enemies except evil creatures who hate them for their goodness. From Polyhedron #67 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
POLYHEDRON Monster Index!
Top