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<blockquote data-quote="LordVyreth" data-source="post: 2139693" data-attributes="member: 9626"><p>Okay, here we go. Meet Xetich! I had to make a few changes to the 3.5 mezzoloth and the half-machine template as I went. For one thing, the half-machine template never got updated to 3.5, and it had a few weird rules I had to figure out or get into detail as well. As for the mezzoloth, I never figured out how the four-clawed creature had the number of attacks the book gave it (and the illustration of the creature weilding the trident two-handed didn't help, either!) Feel free to change anything you need. I left the poison its new tail spike had blank so you can figure out an appropriately high-level one, and if you want to ditch the pun in her name, I'd understand. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Xetich Halfclocked</p><p>Advanced 24 HD Half-Machine Mezzoloth Yugoloth, 6th level fighter</p><p>Large Outsider (Evil, Extraplanar, Yugoloth)</p><p>Hit Dice: 30d10 +300 (465 hp) </p><p>Initiative: +6 (+4 Improved Initiative, +2 Dex)</p><p>Speed: 40 ft. (8 squares,) fly 40 ft., (8 squares, average) </p><p>AC: 41 (-1 Size, +13 armor (built-in full plate +5,) +2 Dex, +10 natural armor, +7 large metal shield) touch 12, flat-footed 39</p><p>Base Attack/Grapple: +30/+48</p><p>Attack: Claw +48 melee (3d6+21) or tentacle slam +48 melee (3d8+19,) or tail spike +48 melee (3d6+19+poison,) or bite +48 melee (2d4+19,) or large +1 trident +49 melee (2d6+21/19-20) or trident +37 ranged (2d6+21/19-20)</p><p>Full Attack: Large +1 trident +49/44/39/34 melee (2d6+21/19-20) and 2 claws +46 melee (3d6+14,) and 2 tentacle slams +46 melee (3d8+12,) and tail spike +46 melee (3d6+12+poison,) and bite +46 melee (2d4+12,) or trident +37 ranged (2d6+21/19-20)</p><p>Space/Reach: 10 feet/10 feet</p><p>Special Attacks: Spell-like Abilities, Summon Yugoloth</p><p>Special Qualities: Damage reduction 10/good and magic, immunity to poison and acid, resistance 20 to fire, cold, and electricity, SR 32, telepathy 100 ft., partial construct, shielded mind, Scent, fast healing 3</p><p>Saves: Fort +31, Ref +20, Will +19</p><p>Abilities: Str 33 (39,) Dex 14, Con 31, Int 6, Wis 12, Cha 12</p><p>Skills: Hide +25, Intimidate +43, Knowledge (the planes) +25, Listen +30, Move Silently +29, Spot +38</p><p>Feats: Improved Critical (trident,) Improved Initiative, Power Attack, Weapon Focus (trident,) Blind-Fighting, Combat Reflexes, Iron Will, Lightning Reflexes, Multiattack, Flyby Attack, Alertness, Great Fortitude, Run, Cleave, Great Cleave, Weapon Specialization (trident and claw,) </p><p>Epic Feats: Dire Charge, Fast Healing</p><p>Climate/Terrain: Bleak Eternity of Gehenna</p><p>Organization: Solitary or with Hrdad</p><p>Challenge Rating: 23</p><p>Treasure: brilliant energy, returning, trident +5, amulet of mighty fists +5, belt of giant strength +6, large steel shield +5, Daern’s instant fortress</p><p>Alignment: Neutral evil</p><p>Advancement: -</p><p></p><p>The creature killed before it was even seen. All around, comrades fall to many hideous wounds. Finally, an ally uses magic to remove the enemy’s veil of invisibility, revealing a hideous, four-armed, bipedal insect. It wields a trident in one hand and a shield in the other, but the rest of its body is covered with unnatural metal weapons. Two tentacles angrily lash around its body while a giant saw spins between its mandibles. The creature regards the survivors with a look of amusement before vanishing, and the carnage begins anew.</p><p></p><p>Once a normal, if unusually powerful, mezzoloth, Xetich was captured and forced into slavery by a cruel and unusual master. This master enhanced its new slave with a variety of new components that combine magic with a strange new force called “technology.” Eventually, the master was killed, freeing Xetich and letting her seek power on his own. Eventually she was discovered and recruited by the Hrdad, a band of Yugoloth assassins. Xetich is no smarter than most of her race, but she serves as the muscle of the group. Her new abilities make her both faster and stealthier than most mezzoloths, and she has been known to unleash all of her many attacks to destroy an entire roomful of enemies in a matter of seconds or slice even a powerful enemy to ribbons for the enemy can even react or be aware of her!</p><p></p><p>Combat: </p><p></p><p>Xetich’s tactics are simple but effective. She prefers to watch her enemies for a few rounds before initiating combat and activating her greater invisibility, haste, and see invisibility first. Once ready, she tries to sneak into the middle of a group of enemies and then use all of her attacks on anyone around her. She uses power attack on any enemies she can consistently hit with her weaponry or on slow but heavily armored enemies that are vulnerable to her trident’s Brilliant Energy effect. On a powerful foe, she uses her dire charge to close with the enemy and release all of her attacks instantly.</p><p></p><p>Spell-Like Abilities (Sp): Xetich can cast the following spell-like abilities: At will – cause Fear (DC 12,) darkness, desecrate, produce flame, see invisibility, 3/day – haste, greater invisibility, 2/day - cloudkill (DC 16,) dispel magic. All abilities are as a 10th level caster. Twice per day, Xetich can use greater teleport (self plus 50 pounds only,) as a 14th level caster.</p><p> </p><p>Summon Yugoloth (Sp): Once per day, Xetich can attempt to summon a normal mezzoloth with a 40% chance of success. </p><p></p><p>Telepathy (Su): Xetich can communicate telepathically with any creature within 100 feet that has a language.</p><p></p><p>Partial Construct (Ex): Xetich’s half mechanical body grants her numerous abilities. She is immune to disease and would be immune to poison as well if her yugoloth nature didn’t already make him immune to it. She is treated as being one size larger when determining death by massive damage if the optional rules that base it on size are applied. All nonlethal damage done to her is halved. She also gains a number of additional powers based on her half machine nature and hit dice.</p><p></p><p>Attacks: She gains two tentacle attacks, one bite attack, and a poison tail spike. She gains two additional dice of damage to the claws, tentacles, and tail spike, and one additional dice of damage to the bite. </p><p></p><p>Qualities: Her DR expands to include 10/magic, she gains a rust protection to counter a normal half machine’s rust vulnerability, she gains haste and greater invisibility as spell-like abilities, her fire, electricity, and cold resistance all increase by 10, its spell resistance increases by 10, and she gains the scent and shielded mind special qualities. </p><p></p><p>Shielded Mind (Su): Xetic’s mind has been protected by a specialized field that essentially makes her a construct when confronted with mind-affecting attacks. This makes her immune to these attacks.</p></blockquote><p></p>
[QUOTE="LordVyreth, post: 2139693, member: 9626"] Okay, here we go. Meet Xetich! I had to make a few changes to the 3.5 mezzoloth and the half-machine template as I went. For one thing, the half-machine template never got updated to 3.5, and it had a few weird rules I had to figure out or get into detail as well. As for the mezzoloth, I never figured out how the four-clawed creature had the number of attacks the book gave it (and the illustration of the creature weilding the trident two-handed didn't help, either!) Feel free to change anything you need. I left the poison its new tail spike had blank so you can figure out an appropriately high-level one, and if you want to ditch the pun in her name, I'd understand. :) Xetich Halfclocked Advanced 24 HD Half-Machine Mezzoloth Yugoloth, 6th level fighter Large Outsider (Evil, Extraplanar, Yugoloth) Hit Dice: 30d10 +300 (465 hp) Initiative: +6 (+4 Improved Initiative, +2 Dex) Speed: 40 ft. (8 squares,) fly 40 ft., (8 squares, average) AC: 41 (-1 Size, +13 armor (built-in full plate +5,) +2 Dex, +10 natural armor, +7 large metal shield) touch 12, flat-footed 39 Base Attack/Grapple: +30/+48 Attack: Claw +48 melee (3d6+21) or tentacle slam +48 melee (3d8+19,) or tail spike +48 melee (3d6+19+poison,) or bite +48 melee (2d4+19,) or large +1 trident +49 melee (2d6+21/19-20) or trident +37 ranged (2d6+21/19-20) Full Attack: Large +1 trident +49/44/39/34 melee (2d6+21/19-20) and 2 claws +46 melee (3d6+14,) and 2 tentacle slams +46 melee (3d8+12,) and tail spike +46 melee (3d6+12+poison,) and bite +46 melee (2d4+12,) or trident +37 ranged (2d6+21/19-20) Space/Reach: 10 feet/10 feet Special Attacks: Spell-like Abilities, Summon Yugoloth Special Qualities: Damage reduction 10/good and magic, immunity to poison and acid, resistance 20 to fire, cold, and electricity, SR 32, telepathy 100 ft., partial construct, shielded mind, Scent, fast healing 3 Saves: Fort +31, Ref +20, Will +19 Abilities: Str 33 (39,) Dex 14, Con 31, Int 6, Wis 12, Cha 12 Skills: Hide +25, Intimidate +43, Knowledge (the planes) +25, Listen +30, Move Silently +29, Spot +38 Feats: Improved Critical (trident,) Improved Initiative, Power Attack, Weapon Focus (trident,) Blind-Fighting, Combat Reflexes, Iron Will, Lightning Reflexes, Multiattack, Flyby Attack, Alertness, Great Fortitude, Run, Cleave, Great Cleave, Weapon Specialization (trident and claw,) Epic Feats: Dire Charge, Fast Healing Climate/Terrain: Bleak Eternity of Gehenna Organization: Solitary or with Hrdad Challenge Rating: 23 Treasure: brilliant energy, returning, trident +5, amulet of mighty fists +5, belt of giant strength +6, large steel shield +5, Daern’s instant fortress Alignment: Neutral evil Advancement: - The creature killed before it was even seen. All around, comrades fall to many hideous wounds. Finally, an ally uses magic to remove the enemy’s veil of invisibility, revealing a hideous, four-armed, bipedal insect. It wields a trident in one hand and a shield in the other, but the rest of its body is covered with unnatural metal weapons. Two tentacles angrily lash around its body while a giant saw spins between its mandibles. The creature regards the survivors with a look of amusement before vanishing, and the carnage begins anew. Once a normal, if unusually powerful, mezzoloth, Xetich was captured and forced into slavery by a cruel and unusual master. This master enhanced its new slave with a variety of new components that combine magic with a strange new force called “technology.” Eventually, the master was killed, freeing Xetich and letting her seek power on his own. Eventually she was discovered and recruited by the Hrdad, a band of Yugoloth assassins. Xetich is no smarter than most of her race, but she serves as the muscle of the group. Her new abilities make her both faster and stealthier than most mezzoloths, and she has been known to unleash all of her many attacks to destroy an entire roomful of enemies in a matter of seconds or slice even a powerful enemy to ribbons for the enemy can even react or be aware of her! Combat: Xetich’s tactics are simple but effective. She prefers to watch her enemies for a few rounds before initiating combat and activating her greater invisibility, haste, and see invisibility first. Once ready, she tries to sneak into the middle of a group of enemies and then use all of her attacks on anyone around her. She uses power attack on any enemies she can consistently hit with her weaponry or on slow but heavily armored enemies that are vulnerable to her trident’s Brilliant Energy effect. On a powerful foe, she uses her dire charge to close with the enemy and release all of her attacks instantly. Spell-Like Abilities (Sp): Xetich can cast the following spell-like abilities: At will – cause Fear (DC 12,) darkness, desecrate, produce flame, see invisibility, 3/day – haste, greater invisibility, 2/day - cloudkill (DC 16,) dispel magic. All abilities are as a 10th level caster. Twice per day, Xetich can use greater teleport (self plus 50 pounds only,) as a 14th level caster. Summon Yugoloth (Sp): Once per day, Xetich can attempt to summon a normal mezzoloth with a 40% chance of success. Telepathy (Su): Xetich can communicate telepathically with any creature within 100 feet that has a language. Partial Construct (Ex): Xetich’s half mechanical body grants her numerous abilities. She is immune to disease and would be immune to poison as well if her yugoloth nature didn’t already make him immune to it. She is treated as being one size larger when determining death by massive damage if the optional rules that base it on size are applied. All nonlethal damage done to her is halved. She also gains a number of additional powers based on her half machine nature and hit dice. Attacks: She gains two tentacle attacks, one bite attack, and a poison tail spike. She gains two additional dice of damage to the claws, tentacles, and tail spike, and one additional dice of damage to the bite. Qualities: Her DR expands to include 10/magic, she gains a rust protection to counter a normal half machine’s rust vulnerability, she gains haste and greater invisibility as spell-like abilities, her fire, electricity, and cold resistance all increase by 10, its spell resistance increases by 10, and she gains the scent and shielded mind special qualities. Shielded Mind (Su): Xetic’s mind has been protected by a specialized field that essentially makes her a construct when confronted with mind-affecting attacks. This makes her immune to these attacks. [/QUOTE]
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