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<blockquote data-quote="JiCi" data-source="post: 3539407" data-attributes="member: 40121"><p>Here are two new ones, one to create a new monster, and one to enhance it:</p><p></p><p><strong><span style="color: Red">Plasma Spark</span></strong></p><p><strong>Medium Ooze</strong></p><p><strong>HD</strong>: 5d10+5 (32 hp)</p><p><strong>Initiative</strong>: +0</p><p><strong>Speed</strong>: 40 ft.</p><p><strong>Armor Class</strong>: 13 (+3 deflection), touch 13, flat-footed 13</p><p><strong>Base Attack/Grapple</strong>: +3/+4</p><p><strong>Attack</strong>: Slam +4 melee (1d4+1 plus 5d6 fire plus 5d6 electricity)</p><p><strong>Full Attack</strong>: Slam +4 melee (1d4+1 plus 5d6 fire plus 5d6 electricity)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Engulf, fireball, lightning bolt</p><p><strong>Special Qualities</strong>: Blindsight 60 ft., DR 10/magic, ooze traits, SR 15</p><p><strong>Saves</strong>: Fort +5, Ref +4, Will +4</p><p><strong>Abilities</strong>: Str 13, Dex 10, Con 13, Int --, Wis 10, Cha 13</p><p><strong>Skills</strong>: --</p><p><strong>Feats</strong>: --</p><p><strong>Environment</strong>: Any land</p><p><strong>Organization</strong>: Solitary</p><p><strong>Challenge Rating</strong>: 6</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Always neutral</p><p><strong>Advancement</strong>: --</p><p><strong>Level Adjustment</strong>: --</p><p></p><p><em>This human-sized star is crackling with electricity and fire. Each move spills searing sparks around the path.</em></p><p></p><p>A plasma spark is the deadly combination of two highly used evocation spells in the Mournland – <em>fireball</em> and <em>lightning bolt</em>. Those were common choices when opposing armies wanted to break formations. Lingering magical energies merged together to form a great threat to adventurers of the Mournlands.</p><p></p><p><strong>Combat</strong></p><p>As a mindless ooze, a plasma spark simply slams any creature in its way, burning every piece of flesh on successful hit.</p><p><strong>Engulf (Ex) </strong>: A plasma spark can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. A plasma spark merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the plasma spark, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 14 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full effect of the fireball and lightning bolt effects each round on the plasma spark’s turn, and are considered to be grappled.</p><p><strong>Fireball (Su) </strong>: A creature hit by a plasma spark’s slam or engulfed by it takes 5d6 points of fire damage (Reflex 14 half).</p><p><strong>Lightning Bolt (Su) </strong>: A creature hit by a plasma spark’s slam or engulfed by it takes 5d6 points of electricity damage (Reflex 14 half).</p><p></p><p><strong><span style="color: Red">ID Slithering Plasma Spark</span></strong></p><p><strong>Large Ooze</strong></p><p><strong>HD</strong>: 5d10+30 (57 hp)</p><p><strong>Initiative</strong>: +6</p><p><strong>Speed</strong>: 80 ft.</p><p><strong>Armor Class</strong>: 20 (-1 size, +6 Dex, +2 natural, +3 deflection), touch 18, flat-footed 14</p><p><strong>Base Attack/Grapple</strong>: +3/+12</p><p><strong>Attack</strong>: Slam +7 melee (1d8+7 plus 5d6 fire plus 5d6 electricity)</p><p><strong>Full Attack</strong>: Slam +7 melee (1d8+7 plus 5d6 fire plus 5d6 electricity)</p><p><strong>Space/Reach</strong>: 20 ft./10 ft.</p><p><strong>Special Attacks</strong>: Engulf, fireball, lightning bolt, flow, pseudopodia, slick</p><p><strong>Special Qualities</strong>: Blindsight 60 ft., DR 10/magic, ooze traits, SR 15, diminished space/reach</p><p><strong>Saves</strong>: Fort +8, Ref +10, Will +7</p><p><strong>Abilities</strong>: Str 21, Dex 22, Con 23, Int 10, Wis 16, Cha 19</p><p><strong>Skills</strong>: Hide +11, Move Silently +11</p><p><strong>Feats</strong>: Improved Natural (slam), Extended Reach, Mobility (b)</p><p><strong>Environment</strong>: Any land</p><p><strong>Organization</strong>: Solitary</p><p><strong>Challenge Rating</strong>: 8</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Always chaotic neutral</p><p><strong>Advancement</strong>: --</p><p><strong>Level Adjustment</strong>: --</p><p></p><p><em>A crackling puddle of fire and lightning rapidly moves on the ground. It seems to restrain itself from striking the first intruder in sight, but rather wait until it steps on it to severely burn it.</em></p><p></p><p>A plasma spark is the deadly combination of two highly used evocation spells in the Mournland – <em>fireball</em> and <em>lightning bolt</em>. Those were common choices when opposing armies wanted to break formations. Lingering magical energies merged together to form a great threat to adventurers of the Mournlands, especially since it camouflages itself as a pool of eldritch liquid, which can catch the eye of curious adventurers.</p><p></p><p><strong>Combat</strong></p><p>A plasma spark, unlike other oozes, is as smart as a human. It uses a combination of ambushing and trapping to hunt and dispose of intruders. It lets opponents step harmlessly on it or slowly crawls beneath the targets, and then strikes the group simultaneously.</p><p><strong>Engulf (Ex) </strong>: A plasma spark can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. A plasma spark merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the plasma spark, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 14 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full effect of the fireball and lightning bolt effects each round on the plasma spark’s turn, and are considered to be grappled.</p><p><strong>Fireball (Su) </strong>: A creature hit by a plasma spark’s slam or engulfed by it takes 5d6 points of fire damage (Reflex 17 half).</p><p><strong>Lightning Bolt (Su) </strong>: A creature hit by a plasma spark’s slam or engulfed by it takes 5d6 points of electricity damage (Reflex 17 half).</p><p><strong>Flow (Ex)</strong>: A plasma spark can enter the space of any creature, though doing so provokes an attack of opportunity as normal. Neither it nor the other creature takes any penalty for fighting in the same space. Each provokes attacks of opportunity for movement normally.</p><p><strong>Pseudopodia (Ex)</strong>: When making a full attack, a plasma spark may choose to make a single melee attack against every foe it detects within reach. In addition, it can make up to 22 attacks of opportunity in a single round.</p><p><strong>Slick (Ex)</strong>: An area covered by a plasma spark functions like an area covered by ice for the purpose of movement and Balance checks, and it counts as slippery for the purpose of Climb checks. See the skill descriptions in the PHB and The Environment in the DMG for details. Furthermore, a plasma spark can make an attack of opportunity against any creature that rises from prone within its space while engulfing a target.</p><p><strong>Diminished Space/Reach (Ex)</strong>: A plasma spark does not occupy a cube. Instead, it covers the area within its space like a spread, even sloughing up walls and around corners. It is considered to occupy all the squares its body covers in a plane of 5-foot tall cubes, and it has a maximum vertical reach of 5 feet from where its body pools. If the plasma spark is not on a surface (when it is swimming underwater or flying, for example), it naturally orients itself as a plane of ooze.</p><p></p><p><em>Fireball</em>, <em>Lightning Bolt</em>: <em>Player’s Handbook</em></p><p>Living Spell template: <em>Eberron Campaign Setting</em>, <em>Monster Manual III</em></p><p>ID Ooze: <em>Advanced Bestiary</em></p><p>Slithering Ooze: <em>Advanced Bestiary</em></p></blockquote><p></p>
[QUOTE="JiCi, post: 3539407, member: 40121"] Here are two new ones, one to create a new monster, and one to enhance it: [B][COLOR=Red]Plasma Spark[/COLOR][/B] [B]Medium Ooze[/B] [B]HD[/B]: 5d10+5 (32 hp) [B]Initiative[/B]: +0 [B]Speed[/B]: 40 ft. [B]Armor Class[/B]: 13 (+3 deflection), touch 13, flat-footed 13 [B]Base Attack/Grapple[/B]: +3/+4 [B]Attack[/B]: Slam +4 melee (1d4+1 plus 5d6 fire plus 5d6 electricity) [B]Full Attack[/B]: Slam +4 melee (1d4+1 plus 5d6 fire plus 5d6 electricity) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Engulf, fireball, lightning bolt [B]Special Qualities[/B]: Blindsight 60 ft., DR 10/magic, ooze traits, SR 15 [B]Saves[/B]: Fort +5, Ref +4, Will +4 [B]Abilities[/B]: Str 13, Dex 10, Con 13, Int --, Wis 10, Cha 13 [B]Skills[/B]: -- [B]Feats[/B]: -- [B]Environment[/B]: Any land [B]Organization[/B]: Solitary [B]Challenge Rating[/B]: 6 [B]Treasure[/B]: None [B]Alignment[/B]: Always neutral [B]Advancement[/B]: -- [B]Level Adjustment[/B]: -- [I]This human-sized star is crackling with electricity and fire. Each move spills searing sparks around the path.[/I] A plasma spark is the deadly combination of two highly used evocation spells in the Mournland – [I]fireball[/I] and [I]lightning bolt[/I]. Those were common choices when opposing armies wanted to break formations. Lingering magical energies merged together to form a great threat to adventurers of the Mournlands. [B]Combat[/B] As a mindless ooze, a plasma spark simply slams any creature in its way, burning every piece of flesh on successful hit. [B]Engulf (Ex) [/B]: A plasma spark can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. A plasma spark merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the plasma spark, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 14 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full effect of the fireball and lightning bolt effects each round on the plasma spark’s turn, and are considered to be grappled. [B]Fireball (Su) [/B]: A creature hit by a plasma spark’s slam or engulfed by it takes 5d6 points of fire damage (Reflex 14 half). [B]Lightning Bolt (Su) [/B]: A creature hit by a plasma spark’s slam or engulfed by it takes 5d6 points of electricity damage (Reflex 14 half). [B][COLOR=Red]ID Slithering Plasma Spark[/COLOR][/B] [B]Large Ooze[/B] [B]HD[/B]: 5d10+30 (57 hp) [B]Initiative[/B]: +6 [B]Speed[/B]: 80 ft. [B]Armor Class[/B]: 20 (-1 size, +6 Dex, +2 natural, +3 deflection), touch 18, flat-footed 14 [B]Base Attack/Grapple[/B]: +3/+12 [B]Attack[/B]: Slam +7 melee (1d8+7 plus 5d6 fire plus 5d6 electricity) [B]Full Attack[/B]: Slam +7 melee (1d8+7 plus 5d6 fire plus 5d6 electricity) [B]Space/Reach[/B]: 20 ft./10 ft. [B]Special Attacks[/B]: Engulf, fireball, lightning bolt, flow, pseudopodia, slick [B]Special Qualities[/B]: Blindsight 60 ft., DR 10/magic, ooze traits, SR 15, diminished space/reach [B]Saves[/B]: Fort +8, Ref +10, Will +7 [B]Abilities[/B]: Str 21, Dex 22, Con 23, Int 10, Wis 16, Cha 19 [B]Skills[/B]: Hide +11, Move Silently +11 [B]Feats[/B]: Improved Natural (slam), Extended Reach, Mobility (b) [B]Environment[/B]: Any land [B]Organization[/B]: Solitary [B]Challenge Rating[/B]: 8 [B]Treasure[/B]: None [B]Alignment[/B]: Always chaotic neutral [B]Advancement[/B]: -- [B]Level Adjustment[/B]: -- [I]A crackling puddle of fire and lightning rapidly moves on the ground. It seems to restrain itself from striking the first intruder in sight, but rather wait until it steps on it to severely burn it.[/I] A plasma spark is the deadly combination of two highly used evocation spells in the Mournland – [I]fireball[/I] and [I]lightning bolt[/I]. Those were common choices when opposing armies wanted to break formations. Lingering magical energies merged together to form a great threat to adventurers of the Mournlands, especially since it camouflages itself as a pool of eldritch liquid, which can catch the eye of curious adventurers. [B]Combat[/B] A plasma spark, unlike other oozes, is as smart as a human. It uses a combination of ambushing and trapping to hunt and dispose of intruders. It lets opponents step harmlessly on it or slowly crawls beneath the targets, and then strikes the group simultaneously. [B]Engulf (Ex) [/B]: A plasma spark can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. A plasma spark merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the plasma spark, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 14 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full effect of the fireball and lightning bolt effects each round on the plasma spark’s turn, and are considered to be grappled. [B]Fireball (Su) [/B]: A creature hit by a plasma spark’s slam or engulfed by it takes 5d6 points of fire damage (Reflex 17 half). [B]Lightning Bolt (Su) [/B]: A creature hit by a plasma spark’s slam or engulfed by it takes 5d6 points of electricity damage (Reflex 17 half). [B]Flow (Ex)[/B]: A plasma spark can enter the space of any creature, though doing so provokes an attack of opportunity as normal. Neither it nor the other creature takes any penalty for fighting in the same space. Each provokes attacks of opportunity for movement normally. [B]Pseudopodia (Ex)[/B]: When making a full attack, a plasma spark may choose to make a single melee attack against every foe it detects within reach. In addition, it can make up to 22 attacks of opportunity in a single round. [B]Slick (Ex)[/B]: An area covered by a plasma spark functions like an area covered by ice for the purpose of movement and Balance checks, and it counts as slippery for the purpose of Climb checks. See the skill descriptions in the PHB and The Environment in the DMG for details. Furthermore, a plasma spark can make an attack of opportunity against any creature that rises from prone within its space while engulfing a target. [B]Diminished Space/Reach (Ex)[/B]: A plasma spark does not occupy a cube. Instead, it covers the area within its space like a spread, even sloughing up walls and around corners. It is considered to occupy all the squares its body covers in a plane of 5-foot tall cubes, and it has a maximum vertical reach of 5 feet from where its body pools. If the plasma spark is not on a surface (when it is swimming underwater or flying, for example), it naturally orients itself as a plane of ooze. [I]Fireball[/I], [I]Lightning Bolt[/I]: [I]Player’s Handbook[/I] Living Spell template: [I]Eberron Campaign Setting[/I], [I]Monster Manual III[/I] ID Ooze: [I]Advanced Bestiary[/I] Slithering Ooze: [I]Advanced Bestiary[/I] [/QUOTE]
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