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<blockquote data-quote="dante58701" data-source="post: 2973102" data-attributes="member: 40336"><p>Due to their love of blood, they use ordinary khopesh rather than their khopesh of sand (which they use as a backup pair of khopesh)</p><p> </p><p>I redid this abomination and thus here is my version of this hateful beastie.</p><p> </p><p>I was really disgusted by the complete lack of inspiration on the original. It was underpowered in the extreme, made little use of the spells in the book, and lacked the clerical spells one would think a godspawn version of the marruspawn would innately have. It also lacked the appropriate feats that would make it's bite do as much damage as they had listed. Of course there was also the scattered and broken quasi deific powers and the fact that it knew about other planes of existance, could survive in them, but had no way to travel to them. All in all, nice basic concept, really <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=":)" /><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=":)" /><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=":)" /><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=":)" /><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=":)" /><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=":)" /> mechanics. </p><p> </p><p>So...I fixed all the problems I had with it. I just hope I got my math right.</p><p> </p><p>Abomination, Marruspawn</p><p>Medium Outsider (Evil, Native)</p><p>Hit Dice: 35d8+315 (595hp)</p><p>Initiative: +7 (+3 Dex, +4 Improved Initiative)</p><p>Speed: 60 ft.</p><p>Armor Class: 34 (+7 Deflection, +3 Dex, +4 Divine, +10 Natural); touch 24; flatfooted 31</p><p>Base Attack/Grapple: +35/+47</p><p>Attack: Khopesh +47 (1d8+17 (19-20/x2)) or Bite +42 (1d8+17)</p><p>Full Attack: 2 Khopesh +47/+42/+37/+32 (x2) (1d8+17 (19-20/x2)) and Bite +42 (1d8+17)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Howl of fossilization, possession, spell-like abilities, spells</p><p>Special Defenses: Abomination traits, cold resistance 15, DR 15/adamantine, epic,and good, fast healing 15, immune to fire, marruspawn traits, outsider traits, regeneration 15, SR 49</p><p>Saves: Fort +28, Ref +22, Will +28</p><p>Abilities: Str 35, Dex 17, Con 29, Int 23, Wis 29, Cha 25</p><p>*Skills: Balance +20, Bluff +20, Climb +20, Concentration +20, Craft (alchemy) +38, Diplomacy +20, Disguise +38 (+40 when acting in character), Heal +38, Intimidate +20, Jump +20, Knowledge (history) +20, Knowledge (religion) +22, Knowedge (the planes) +20, Listen +20, Search +20, Sense Motive +20, Spawncraft +38, Spellcraft +20, Spot +20, Survival +20 (+22 on other planes), Swim +20</p><p>*Their ability modifiers are not included in theses statistics.</p><p>Feats:Blind-Fight, Cleave, Eschew Materials, Greater Multiattack, Greater Two-Weapon Fighting, Improved Multiattack, Improved Two-Weapon Fighting, Multiattack, Power Attack, Quicken Spell-Like Ability (flesh to salt), Two-Weapon Fighting</p><p>Epic Feats: Perfect Two-Weapon Fighting, Two-Weapon Rend</p><p>Environment: Warm Deserts</p><p>Organization: Solitary</p><p>Challenge Rating: 35</p><p>Treasure: Standard</p><p>Alignment: Any evil</p><p>Advancement:36-70 HD (Large); 71+ HD (Huge)</p><p>Level Adjustment: +10</p><p> </p><p>If the soul of ferocity could be contained in a single form, this ebony creature might be it. Shaking the dust of ages from it's coal-black pelt, the creature opens it's eyes. Within those orbs is malice – the creature is rage personified, like some god of starving jackels, the lupine creature bounds forward, an unearthly energy contained in it's sinews, eager for the kill.</p><p> </p><p>This creature's genesis is rumored to be the true cause of the marru's extinction. Delving too far into their lore of spawncraft, the marru dared to to add the blood of a deity to one of their force-bred creations. Seeking to spawn a champion marruspawn, they instead created an abomination.</p><p> </p><p>This mistake ended the marru, though the histories are unclear how – either the machinations of the deity whose essence was stolen and infused into the creature, or by the waking abomination itself.</p><p> </p><p>The marruspawn abomination is rumored to exist (though there could be more) is confined in a subterranean prison secured by both by power spells and by the quintessential preservative fluids designed by spawncraft. The prison lies below a blighted wasteland, and it's mere presence prevents any future flowering of that desert. Were it ever to escape it's binding, it's appearance would at the very least be an ominous omen for the welfare of the world. Even without it's release, it's dreams sometimes interact with those who draw to near, but never in the same way twice.</p><p> </p><p>A marruspawn abomination speaks Abyssal, Celestial, Infernal, and Terran.</p><p> </p><p>Combat</p><p> </p><p>A marruspawn abomination tries to begin combat by first summoning the monstrosities of the desert - it uses it's spell-like ability to summon one (or more) Colossal monstrous scorpions. It uses it's howl of fossilization in every round that it is able. If it can, it uses it's other spell-like abilities and spells from a distance. Otherwise it tears into it's foes with it's khopesh and bite attack.</p><p> </p><p>A marruspawn abomination's natural attacks, as well as any weapons it wields, are considered epic and evil aligned for the purpose of overcoming damage reduction.</p><p> </p><p>Abomination Traits</p><p> </p><p>• Divine Traits: Abominations are effectively quasi-deities and as such add a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.</p><p> </p><p>• Immunities: Abominations are immune to enchantment, illusionist and transmutation magic. They are not subject to energy drain, ability damage or drain.</p><p> </p><p>• Special Qualities: Abominations are not subject to death from massive damage and have maximum hit points per Hit Die.</p><p> </p><p>• Telepathy: Abominations can communicate telepathically with any creature within 1000 feet that has a language.</p><p> </p><p>• Virtual Size Category: Most abominations have at least 15 points of strength beyond the average for creatures of that size and as such gain a Virtual Size Category.</p><p> </p><p>Howl of Fossilization (Su): Once every 1d4 rounds, a marruspawn abomination can loose a fosilizing howl as a free action. All creatures within 30 feet must succeed on a DC Fortitude save or become fossilized. This effect functions as the flesh to stone spell. The save DC is Charisma-based. Even a creature that makes it's save is subject to the marruspawn abomination's howl of fossilization ability in later rounds.</p><p> </p><p>Marruspawn Traits: Discriminating Hearing, Low-light Vision, and Resistance to Dessication, for details refer to Sandstorm (Pg.169).</p><p> </p><p>Outsider Traits: Marruspawn abominations have darkvision (60 foot range). They cannot be raised or resurrected.</p><p> </p><p>Regeneration (Su): Marruspawn abominations take normal damage from weapons that are both epic and good aligned, and from spells or effects with the good descriptor.</p><p> </p><p>Spell-Like Abilities (Sp): At will – awaken sand, black sand, blasphemy, blast of sand, body blaze, chocking sands, control sand, create undead, desecrate, desert binding, dessicate, dispel good, dispel water, energy drain, flaywind burst, flesh to salt, fuse sand, haboob, halo of sand, horrid wilting, khopesh of sand (see scimitar of sand, produces twin khopesh rather than a scimitar – spell level – six, spell resistance – no), locate water, magic circle against good, mass desicate, mass flesh to salt, mephit mob, mummify, parboil, parching touch, protection from dessication, protection from good, sandform, sandstorm, searing exposure, sleep mote, slipsand, soul of the waste, storm mote, summon desert ally I-IX, summon monster IX, sunstroke, symbol of thirst, tormenting thirst, transcribe symbol, transmute sand to glass, transmute sand to stone, transmute stoneshape, stone to sand, unearthly heat, unholy aura, unholy blight, vitrify, wall of magma, wall of salt, wall of sand, waste strider, whispering sand, wither; 7/day – beast of a thousand legs, damnation, dire drought, global warming, volcano. Caster level 39th. DC 21+Spell level; The save DC is Charisma-based.</p><p> </p><p>Spells: As 17th-level Clerics (Caster Level 39th) with access to the domains of Evil, Sand, and Thirst. The save DCs are Wisdom-based.</p></blockquote><p></p>
[QUOTE="dante58701, post: 2973102, member: 40336"] Due to their love of blood, they use ordinary khopesh rather than their khopesh of sand (which they use as a backup pair of khopesh) I redid this abomination and thus here is my version of this hateful beastie. I was really disgusted by the complete lack of inspiration on the original. It was underpowered in the extreme, made little use of the spells in the book, and lacked the clerical spells one would think a godspawn version of the marruspawn would innately have. It also lacked the appropriate feats that would make it's bite do as much damage as they had listed. Of course there was also the scattered and broken quasi deific powers and the fact that it knew about other planes of existance, could survive in them, but had no way to travel to them. All in all, nice basic concept, really :):):):):):) mechanics. So...I fixed all the problems I had with it. I just hope I got my math right. Abomination, Marruspawn Medium Outsider (Evil, Native) Hit Dice: 35d8+315 (595hp) Initiative: +7 (+3 Dex, +4 Improved Initiative) Speed: 60 ft. Armor Class: 34 (+7 Deflection, +3 Dex, +4 Divine, +10 Natural); touch 24; flatfooted 31 Base Attack/Grapple: +35/+47 Attack: Khopesh +47 (1d8+17 (19-20/x2)) or Bite +42 (1d8+17) Full Attack: 2 Khopesh +47/+42/+37/+32 (x2) (1d8+17 (19-20/x2)) and Bite +42 (1d8+17) Space/Reach: 5 ft./5 ft. Special Attacks: Howl of fossilization, possession, spell-like abilities, spells Special Defenses: Abomination traits, cold resistance 15, DR 15/adamantine, epic,and good, fast healing 15, immune to fire, marruspawn traits, outsider traits, regeneration 15, SR 49 Saves: Fort +28, Ref +22, Will +28 Abilities: Str 35, Dex 17, Con 29, Int 23, Wis 29, Cha 25 *Skills: Balance +20, Bluff +20, Climb +20, Concentration +20, Craft (alchemy) +38, Diplomacy +20, Disguise +38 (+40 when acting in character), Heal +38, Intimidate +20, Jump +20, Knowledge (history) +20, Knowledge (religion) +22, Knowedge (the planes) +20, Listen +20, Search +20, Sense Motive +20, Spawncraft +38, Spellcraft +20, Spot +20, Survival +20 (+22 on other planes), Swim +20 *Their ability modifiers are not included in theses statistics. Feats:Blind-Fight, Cleave, Eschew Materials, Greater Multiattack, Greater Two-Weapon Fighting, Improved Multiattack, Improved Two-Weapon Fighting, Multiattack, Power Attack, Quicken Spell-Like Ability (flesh to salt), Two-Weapon Fighting Epic Feats: Perfect Two-Weapon Fighting, Two-Weapon Rend Environment: Warm Deserts Organization: Solitary Challenge Rating: 35 Treasure: Standard Alignment: Any evil Advancement:36-70 HD (Large); 71+ HD (Huge) Level Adjustment: +10 If the soul of ferocity could be contained in a single form, this ebony creature might be it. Shaking the dust of ages from it's coal-black pelt, the creature opens it's eyes. Within those orbs is malice – the creature is rage personified, like some god of starving jackels, the lupine creature bounds forward, an unearthly energy contained in it's sinews, eager for the kill. This creature's genesis is rumored to be the true cause of the marru's extinction. Delving too far into their lore of spawncraft, the marru dared to to add the blood of a deity to one of their force-bred creations. Seeking to spawn a champion marruspawn, they instead created an abomination. This mistake ended the marru, though the histories are unclear how – either the machinations of the deity whose essence was stolen and infused into the creature, or by the waking abomination itself. The marruspawn abomination is rumored to exist (though there could be more) is confined in a subterranean prison secured by both by power spells and by the quintessential preservative fluids designed by spawncraft. The prison lies below a blighted wasteland, and it's mere presence prevents any future flowering of that desert. Were it ever to escape it's binding, it's appearance would at the very least be an ominous omen for the welfare of the world. Even without it's release, it's dreams sometimes interact with those who draw to near, but never in the same way twice. A marruspawn abomination speaks Abyssal, Celestial, Infernal, and Terran. Combat A marruspawn abomination tries to begin combat by first summoning the monstrosities of the desert - it uses it's spell-like ability to summon one (or more) Colossal monstrous scorpions. It uses it's howl of fossilization in every round that it is able. If it can, it uses it's other spell-like abilities and spells from a distance. Otherwise it tears into it's foes with it's khopesh and bite attack. A marruspawn abomination's natural attacks, as well as any weapons it wields, are considered epic and evil aligned for the purpose of overcoming damage reduction. Abomination Traits • Divine Traits: Abominations are effectively quasi-deities and as such add a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. • Immunities: Abominations are immune to enchantment, illusionist and transmutation magic. They are not subject to energy drain, ability damage or drain. • Special Qualities: Abominations are not subject to death from massive damage and have maximum hit points per Hit Die. • Telepathy: Abominations can communicate telepathically with any creature within 1000 feet that has a language. • Virtual Size Category: Most abominations have at least 15 points of strength beyond the average for creatures of that size and as such gain a Virtual Size Category. Howl of Fossilization (Su): Once every 1d4 rounds, a marruspawn abomination can loose a fosilizing howl as a free action. All creatures within 30 feet must succeed on a DC Fortitude save or become fossilized. This effect functions as the flesh to stone spell. The save DC is Charisma-based. Even a creature that makes it's save is subject to the marruspawn abomination's howl of fossilization ability in later rounds. Marruspawn Traits: Discriminating Hearing, Low-light Vision, and Resistance to Dessication, for details refer to Sandstorm (Pg.169). Outsider Traits: Marruspawn abominations have darkvision (60 foot range). They cannot be raised or resurrected. Regeneration (Su): Marruspawn abominations take normal damage from weapons that are both epic and good aligned, and from spells or effects with the good descriptor. Spell-Like Abilities (Sp): At will – awaken sand, black sand, blasphemy, blast of sand, body blaze, chocking sands, control sand, create undead, desecrate, desert binding, dessicate, dispel good, dispel water, energy drain, flaywind burst, flesh to salt, fuse sand, haboob, halo of sand, horrid wilting, khopesh of sand (see scimitar of sand, produces twin khopesh rather than a scimitar – spell level – six, spell resistance – no), locate water, magic circle against good, mass desicate, mass flesh to salt, mephit mob, mummify, parboil, parching touch, protection from dessication, protection from good, sandform, sandstorm, searing exposure, sleep mote, slipsand, soul of the waste, storm mote, summon desert ally I-IX, summon monster IX, sunstroke, symbol of thirst, tormenting thirst, transcribe symbol, transmute sand to glass, transmute sand to stone, transmute stoneshape, stone to sand, unearthly heat, unholy aura, unholy blight, vitrify, wall of magma, wall of salt, wall of sand, waste strider, whispering sand, wither; 7/day – beast of a thousand legs, damnation, dire drought, global warming, volcano. Caster level 39th. DC 21+Spell level; The save DC is Charisma-based. Spells: As 17th-level Clerics (Caster Level 39th) with access to the domains of Evil, Sand, and Thirst. The save DCs are Wisdom-based. [/QUOTE]
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