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<blockquote data-quote="demiurge1138" data-source="post: 3577821" data-attributes="member: 7451"><p>I finally have something to post on this thread! I'm running the Age of Worms Adventure Path, with some modifications here and there... and so I decided I needed to come up with something to put the fear of me into my players. Hence, the dark rider.</p><p></p><p>The CR breakdown is as follows: 10 base, +2.5 for Hit Dice advancement, +1 for Large size, +1 evolved, +.5 for miscellaneous adjustments (adding the lance adjustment to weapons of the worm, adding fire immunity, adding unholy grace). The result is a strong CR 15 - playtesting might make it bump to a CR 16.</p><p></p><p><strong>Dark Rider of Kyuss</strong></p><p><strong>Evolved Advanced Sword of Kyuss (Dungeon 130, pg 86)</strong></p><p><strong>Hit Dice: </strong> 24d12+96 (252 hp)</p><p><strong>Initiative:</strong> +4</p><p><strong>Speed:</strong> 20ft (4 squares) in armor, 30ft base</p><p><strong>Armor Class:</strong> 32 (-1 size, +9 natural, +10 armor, +4 deflection), touch 13, flat-footed 32</p><p><strong>Base Attack/Grapple:</strong> +12/+31</p><p><strong>Attack*:</strong> <em>Wormlance</em> +30 melee (2d6+42 plus 1d6 acid/x3, +2d6 on a charge) or <em>wormmace</em> +29 melee (2d8+42 plus 1d6 acid/x3)</p><p><strong>Full Attack*: </strong> <em>Wormlance</em> +30/+25/+20 melee (2d6+42 plus 1d6 acid/x3 +2d6 on a charge) or <em>wormmace</em> +29/+24/+19 melee (2d8+42 plus 1d6 acid/x3)</p><p><strong>Space/Reach:</strong> 10ft/10ft (15ft with wormlance)</p><p><strong>Special Attacks:</strong> Invocation of the worm, spell like abilities (quickened <em>greater dispel magic</em> 1/day, <em>greater dispel magic </em> 1/day, CL 24th)</p><p><strong>Special Qualities: </strong> Fast healing 3, immunity to cold, electricity and fire, martial calling, turn resistance +2, unholy grace, unholy toughness, weapons of the worm, worm healing</p><p><strong>Saves: </strong> Fort +12, Ref +12, Will +20</p><p><strong>Abilities:</strong> Str 40, Dex 10, Con -, Int 13, Wis 14, Cha 18</p><p><strong>Skills:</strong> Concentration +18, Knowledge (religion) +18, Listen +19, Ride +14, Sense Motive +19, Spot +19</p><p><strong>Feats:</strong> Ability Focus (invocation), Cleave, Improved Initiative, Mounted Combat, Power Attack, Quicken Spell-like Ability (<em>greater dispel magic</em>) Ride-by Attack, Spirited Charge, Weapon Focus (lance)</p><p>*includes 10 point Power Attack.</p><p><strong>Environment:</strong> Any land or underground (Kyuss-haunted)</p><p><strong>Organization:</strong> Solitary, pair, ride (1-6 plus 1-6 charnel hounds)</p><p><strong>Challenge Rating:</strong> 15</p><p><strong>Treasure: </strong> <em>+2 full plate</em>, masterwork Large lance, masterwork Large executioner’s mace</p><p><strong>Alignment:</strong> Always chaotic evil</p><p><strong>Advancement:</strong> 25-48 HD (Large)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>This skeletal creature is the size of a small giant, garbed from head to toe in ornate silver and green plate armor. From beneath the helm peer gaping eye sockets writhing with fat green worms. </em> </p><p></p><p>The swords of Kyuss are the elite shock troopers in Kyuss' undead armies. Intelligent and cunning warriors, they are capable of sound tactics. The most powerful of the swords of Kyuss, raised from the most depraved of his mortal worshippers and baptized and warped by the fiery breath of Dragotha himself are the dark riders of Kyuss. From his prison inside a monolith of black stone, Kyuss directs his dark riders to carry out missions of terror and destruction, especially the slaying of powerful good-aligned divine spellcasters.</p><p></p><p>Dark riders of Kyuss traditionally travel on the backs of a variety of monstrous beasts and undead. Common mounts include cauchemar nightmares (MM1, pg 194), nightwings (MM1, pg 197), boneyards (Libris Mortis, pg 89), charnel hounds (MM3, pg 26) or mindkiller scorpions (Dungeon 134, pg 86).</p><p></p><p>Combat</p><p></p><p>Dark riders of Kyuss are canny but savage opponents. They typically begin combat with a charge using their Spirited Charge and Ride-by Attack feats, then use a quickened area <em>greater dispel magic</em> followed by an invocation of the worm on the second round. They target their invocations so as to affect (and heal) themselves and their undead allies.</p><p></p><p><strong>Invocation of the Worm (Su):</strong> Three times per day as a standard action, a dark rider of Kyuss can unleash a burst of negative energy. The blast fills a 20 foot radius spread within 240 feet of the dark rider. The invocation deals 12d6 negative energy damage to everything in the area, with a DC 28 Reflex save for half damage. Undead creatures within the blast are healed. A dark rider must wait 1d4 rounds between uses of the invocation. The save DCs are Charisma-based.</p><p></p><p><strong>Martial Calling (Su):</strong> A dark rider of Kyuss receives a profane bonus equal to half its Hit Dice on all melee weapon attacks.</p><p></p><p><strong>Unholy Grace (Su):</strong> A dark rider of Kyuss receives a bonus to all saving throws and a deflection bonus to Armor Class equal to its Charisma modifier.</p><p></p><p><strong>Unholy Toughness (Ex):</strong> A dark rider of Kyuss receives bonus hit points equal to its Charisma modifier x its Hit Dice.</p><p></p><p><strong>Weapons of the Worm (Su):</strong> Any masterwork melee weapon held by a dark rider of Kyuss is transformed by their unholy energies into a +1 weapon that also deals an additional 1d6 acid damage on every hit. Any masterwork lance held by a dark rider of Kyuss is also transformed to strike like a serpent when the dark rider charges, dealing an additional 2d6 points of damage on a successful charge attack. Dark riders of Kyuss traditionally also carry an executioner’s mace, the favored weapon of Kyuss – it resembles a two handed spiked mace with an axe blade set in it. </p><p></p><p>Executioner’s mace (Dungeon 135): Martial weapon, 75 gp. Medium size 2d6 x3. Bludgeoning and piercing or bludgeoning and slashing.</p><p></p><p><strong>Worm Healing (Su):</strong> As a full round action that provokes attacks of opportunity, a dark rider of Kyuss may consume an adjacent wormswarm (see Dungeon 130, pg 89). This destroys the wormswarm, but heals the dark rider of all hit point damage and removes any affliction that can be removed by the heal spell.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 3577821, member: 7451"] I finally have something to post on this thread! I'm running the Age of Worms Adventure Path, with some modifications here and there... and so I decided I needed to come up with something to put the fear of me into my players. Hence, the dark rider. The CR breakdown is as follows: 10 base, +2.5 for Hit Dice advancement, +1 for Large size, +1 evolved, +.5 for miscellaneous adjustments (adding the lance adjustment to weapons of the worm, adding fire immunity, adding unholy grace). The result is a strong CR 15 - playtesting might make it bump to a CR 16. [B]Dark Rider of Kyuss Evolved Advanced Sword of Kyuss (Dungeon 130, pg 86)[/B] [B]Hit Dice: [/B] 24d12+96 (252 hp) [B]Initiative:[/B] +4 [B]Speed:[/B] 20ft (4 squares) in armor, 30ft base [B]Armor Class:[/B] 32 (-1 size, +9 natural, +10 armor, +4 deflection), touch 13, flat-footed 32 [B]Base Attack/Grapple:[/B] +12/+31 [B]Attack*:[/B] [I]Wormlance[/I] +30 melee (2d6+42 plus 1d6 acid/x3, +2d6 on a charge) or [I]wormmace[/I] +29 melee (2d8+42 plus 1d6 acid/x3) [B]Full Attack*: [/B] [I]Wormlance[/I] +30/+25/+20 melee (2d6+42 plus 1d6 acid/x3 +2d6 on a charge) or [I]wormmace[/I] +29/+24/+19 melee (2d8+42 plus 1d6 acid/x3) [B]Space/Reach:[/B] 10ft/10ft (15ft with wormlance) [B]Special Attacks:[/B] Invocation of the worm, spell like abilities (quickened [I]greater dispel magic[/I] 1/day, [I]greater dispel magic [/I] 1/day, CL 24th) [B]Special Qualities: [/B] Fast healing 3, immunity to cold, electricity and fire, martial calling, turn resistance +2, unholy grace, unholy toughness, weapons of the worm, worm healing [B]Saves: [/B] Fort +12, Ref +12, Will +20 [B]Abilities:[/B] Str 40, Dex 10, Con -, Int 13, Wis 14, Cha 18 [B]Skills:[/B] Concentration +18, Knowledge (religion) +18, Listen +19, Ride +14, Sense Motive +19, Spot +19 [B]Feats:[/B] Ability Focus (invocation), Cleave, Improved Initiative, Mounted Combat, Power Attack, Quicken Spell-like Ability ([I]greater dispel magic[/I]) Ride-by Attack, Spirited Charge, Weapon Focus (lance) *includes 10 point Power Attack. [B]Environment:[/B] Any land or underground (Kyuss-haunted) [B]Organization:[/B] Solitary, pair, ride (1-6 plus 1-6 charnel hounds) [B]Challenge Rating:[/B] 15 [B]Treasure: [/B] [I]+2 full plate[/I], masterwork Large lance, masterwork Large executioner’s mace [B]Alignment:[/B] Always chaotic evil [B]Advancement:[/B] 25-48 HD (Large) [B]Level Adjustment:[/B] - [I]This skeletal creature is the size of a small giant, garbed from head to toe in ornate silver and green plate armor. From beneath the helm peer gaping eye sockets writhing with fat green worms. [/I] The swords of Kyuss are the elite shock troopers in Kyuss' undead armies. Intelligent and cunning warriors, they are capable of sound tactics. The most powerful of the swords of Kyuss, raised from the most depraved of his mortal worshippers and baptized and warped by the fiery breath of Dragotha himself are the dark riders of Kyuss. From his prison inside a monolith of black stone, Kyuss directs his dark riders to carry out missions of terror and destruction, especially the slaying of powerful good-aligned divine spellcasters. Dark riders of Kyuss traditionally travel on the backs of a variety of monstrous beasts and undead. Common mounts include cauchemar nightmares (MM1, pg 194), nightwings (MM1, pg 197), boneyards (Libris Mortis, pg 89), charnel hounds (MM3, pg 26) or mindkiller scorpions (Dungeon 134, pg 86). Combat Dark riders of Kyuss are canny but savage opponents. They typically begin combat with a charge using their Spirited Charge and Ride-by Attack feats, then use a quickened area [I]greater dispel magic[/I] followed by an invocation of the worm on the second round. They target their invocations so as to affect (and heal) themselves and their undead allies. [B]Invocation of the Worm (Su):[/B] Three times per day as a standard action, a dark rider of Kyuss can unleash a burst of negative energy. The blast fills a 20 foot radius spread within 240 feet of the dark rider. The invocation deals 12d6 negative energy damage to everything in the area, with a DC 28 Reflex save for half damage. Undead creatures within the blast are healed. A dark rider must wait 1d4 rounds between uses of the invocation. The save DCs are Charisma-based. [B]Martial Calling (Su):[/B] A dark rider of Kyuss receives a profane bonus equal to half its Hit Dice on all melee weapon attacks. [B]Unholy Grace (Su):[/B] A dark rider of Kyuss receives a bonus to all saving throws and a deflection bonus to Armor Class equal to its Charisma modifier. [B]Unholy Toughness (Ex):[/B] A dark rider of Kyuss receives bonus hit points equal to its Charisma modifier x its Hit Dice. [B]Weapons of the Worm (Su):[/B] Any masterwork melee weapon held by a dark rider of Kyuss is transformed by their unholy energies into a +1 weapon that also deals an additional 1d6 acid damage on every hit. Any masterwork lance held by a dark rider of Kyuss is also transformed to strike like a serpent when the dark rider charges, dealing an additional 2d6 points of damage on a successful charge attack. Dark riders of Kyuss traditionally also carry an executioner’s mace, the favored weapon of Kyuss – it resembles a two handed spiked mace with an axe blade set in it. Executioner’s mace (Dungeon 135): Martial weapon, 75 gp. Medium size 2d6 x3. Bludgeoning and piercing or bludgeoning and slashing. [B]Worm Healing (Su):[/B] As a full round action that provokes attacks of opportunity, a dark rider of Kyuss may consume an adjacent wormswarm (see Dungeon 130, pg 89). This destroys the wormswarm, but heals the dark rider of all hit point damage and removes any affliction that can be removed by the heal spell. Demiurge out. [/QUOTE]
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