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Revised ELH Abominations
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<blockquote data-quote="Belzamus" data-source="post: 4965802" data-attributes="member: 61612"><p><strong>Immortal Dream Larva</strong></p><p> </p><p><strong>Large Outsider</strong> (Chaotic, Evil, Extra-Planar)</p><p></p><p><strong>Hit Dice:</strong> 90d8 +1,170 +540 (2,430 hp)</p><p><strong>Initiative:</strong> +31 (+19 Dexterity, +4 Divine, +8 Superior Initiative)</p><p><strong>Speed:</strong> 80 ft., Fly 240 ft.</p><p></p><p><strong>Armor Class:</strong> 90 (-1 Size, +31 Deflection, +19 Dexterity, +4 Divine, +27 natural) </p><p><strong>Flat-Footed:</strong> 71 <strong>Touch:</strong> 63 </p><p></p><p><strong>Base Attack/Grapple:</strong> +90/+120</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p></p><p><strong>Attack:</strong> Bite +116 4d6+26 18-20/x4</p><p> Gore +116 4d6+26 18-20/x4</p><p> 4 Pincers +116 4d6+26 18-20/x4</p><p> 4 Claws +116 2d8+26 18-20/x4</p><p> </p><p><strong>Special Abilities:</strong> Cacophonous Phantasm, Devour Dream, Dream Stealer, Improved Grab, Sending, Spell-Like Abilities, Worst Nightmare</p><p> </p><p><strong>Special Qualities:</strong> Abomination Traits, DR 45/Epic and Good, Fast healing 45, Regeneration 45, SR 104, Sonic Immunity, Sublime Horror, Telepathy </p><p> </p><p><strong>Saves:</strong> Fort +64 Ref +70 Will +62</p><p><strong>Abilities:</strong> Str 54 Dex 48 Con 37 Int 24 Wis 32 Cha 72</p><p> </p><p><strong>Skills:</strong> Concentration +110, Craft (Dream Weaving) +104, Diplomacy +128, Escape Artist +116, Hide +116, Intimidate +128, Jump +119, Knowledge (Arcana, the Planes) +104, Listen +108, Move Silently +116, Search +104, Sense Motive +108, Spot +108</p><p> </p><p><strong>Feats:</strong> Improved Critical (Bite, Claw, Gore, Pincer), Improved Initiative, Improved Natural Attack (Bite, Claw, Gore, Pincer), Improved Multi Attack, Multi Attack</p><p> </p><p><strong>Epic Feats:</strong> Dire Charge, Greater Critical (Bite, Claw, Gore, Pincer), Greater Critical Multiplier (Bite, Claw, Gore, Pincer), Improved Critical Multiplier (Bite, Claw, Gore, Pincer), Improved Toughness (6), Superior Initiative</p><p> </p><p><strong>Alignment:</strong> Chaotic Evil</p><p><strong>Environment:</strong> Dreams, Nightmares</p><p><strong>ECL:</strong> 115</p><p><strong>CR:</strong> 77</p><p> </p><p><strong>Combat</strong></p><p> </p><p><strong>Cacophonous Phantasm</strong></p><p> </p><p>As a Standard Action, a Dream Larva may instill visions of utter, mind-breaking horror in an opponent within 1,000 ft.. The victim must make a Will Save (DC 90) to resist the effect each round. A Dream Larva need not concentrate once instilling the visions within the victim. The effect proceeds for 4 rounds as follows:</p><p> </p><p>• Round 1: The opponent collapses, clutching their head and falling into a fetal position. Treat as paralyzed.</p><p>• Round 2: The opponent gouges out their own eyes. Treat as permanently blind.</p><p>• Round 3: The opponent attempts to slay themselves. Treat as dealing 50% of Maximum Hit Points.</p><p>• Round 4: The opponent succeeds in killing themselves. </p><p> </p><p><strong>Devour Dream</strong></p><p> </p><p>As a Standard Action, a Dream Larva may devour the dreams of an opponent it has affected with its Sending ability. This deals the opponent 4d1000 Experience Drain and heals the Dream Larva 4d100 Hit Points. </p><p> </p><p><strong>Dream Stealer</strong></p><p> </p><p>Once per round, a Dream Larva may make a Melee Touch Attack to steal an opponent’s dreams. The opponent gets a Will Save (DC 90) to resist the effect. Once their dreams are stolen, all experience earned by the character is instead transferred to the Dream Larva. A Wish or Miracle spell allows for a second Save. The character afflicted takes 1 point of Wisdom Drain per weak while affected. </p><p> </p><p><strong>Improved Grab</strong></p><p> </p><p>If a Dream Larva hits with a Claw or Pincer, it may elect to start a Grapple as a Free Action that does not provoke an Attack of Opportunity. The Dream Larva may either hold the opponent, dealing Claw or Pincer damage each round, or use its Sending ability.</p><p> </p><p><strong>Immunities</strong></p><p> </p><p>Dream Larva are immune to Ability Damage, Ability Drain, Death by Massive Damage, Energy Drain, Mind-Affecting Effects, Sonic Damage, and Spells from the Enchantment, Illusion, and Transmutation schools.</p><p> </p><p><strong>Sending</strong></p><p> </p><p>Opponents Grappled by a Dream Larva can be sent into a nightmare, at the Dream Larva’s option, on its next action after establishing the Grapple. The victim must make a Will Save (DC 90), or be hurled into a nightmare realm where it can take no actions but observe for 2d4 rounds. After returning to reality, the victim receives 4d6 Wisdom Damage. If the victim takes more Wisdom Damage than they have Wisdom, the difference becomes instead Constitution Damage. </p><p> </p><p><strong>Spell-Like Abilities</strong></p><p> </p><p>Caster Level 94th DC 45+Spell Level</p><p>At Will: Empowered Prismatic Spray, Magic Jar, Nightmare, Quickened Phantasmal Killer, Trap the Soul, Weird</p><p>4/day: Dreamscape, Soul Dominion </p><p> </p><p><strong>Sublime Nightmare</strong></p><p> </p><p>A Dream Larva is a creature so horrifying that it troubles the dreams of even gods. Magical immunity of any kind is ineffective against its Mind-Affecting and Death Effects. Only natural immunity (such as that of a Construct) renders a creature immune to the Dream Larva’s effects.</p><p> </p><p><strong>Telepathy</strong></p><p> </p><p>A Dream Larva may communicate with any creature within 1,000 ft. that has a language.</p><p> </p><p><strong>Worst Nightmare</strong></p><p> </p><p>Any opponent within 1,000 ft. of a Dream Larva setting eyes on it for the first time must make a Will Save (DC 90) or die. Anyone succeeding on the save is immune to this ability for one day.</p></blockquote><p></p>
[QUOTE="Belzamus, post: 4965802, member: 61612"] [B]Immortal Dream Larva[/B] [B]Large Outsider[/B] (Chaotic, Evil, Extra-Planar) [B]Hit Dice:[/B] 90d8 +1,170 +540 (2,430 hp) [B]Initiative:[/B] +31 (+19 Dexterity, +4 Divine, +8 Superior Initiative) [B]Speed:[/B] 80 ft., Fly 240 ft. [B]Armor Class:[/B] 90 (-1 Size, +31 Deflection, +19 Dexterity, +4 Divine, +27 natural) [B]Flat-Footed:[/B] 71 [B]Touch:[/B] 63 [B]Base Attack/Grapple:[/B] +90/+120 [B]Space/Reach:[/B] 10 ft./10 ft. [B]Attack:[/B] Bite +116 4d6+26 18-20/x4 Gore +116 4d6+26 18-20/x4 4 Pincers +116 4d6+26 18-20/x4 4 Claws +116 2d8+26 18-20/x4 [B]Special Abilities:[/B] Cacophonous Phantasm, Devour Dream, Dream Stealer, Improved Grab, Sending, Spell-Like Abilities, Worst Nightmare [B]Special Qualities:[/B] Abomination Traits, DR 45/Epic and Good, Fast healing 45, Regeneration 45, SR 104, Sonic Immunity, Sublime Horror, Telepathy [B]Saves:[/B] Fort +64 Ref +70 Will +62 [B]Abilities:[/B] Str 54 Dex 48 Con 37 Int 24 Wis 32 Cha 72 [B]Skills:[/B] Concentration +110, Craft (Dream Weaving) +104, Diplomacy +128, Escape Artist +116, Hide +116, Intimidate +128, Jump +119, Knowledge (Arcana, the Planes) +104, Listen +108, Move Silently +116, Search +104, Sense Motive +108, Spot +108 [B]Feats:[/B] Improved Critical (Bite, Claw, Gore, Pincer), Improved Initiative, Improved Natural Attack (Bite, Claw, Gore, Pincer), Improved Multi Attack, Multi Attack [B]Epic Feats:[/B] Dire Charge, Greater Critical (Bite, Claw, Gore, Pincer), Greater Critical Multiplier (Bite, Claw, Gore, Pincer), Improved Critical Multiplier (Bite, Claw, Gore, Pincer), Improved Toughness (6), Superior Initiative [B]Alignment:[/B] Chaotic Evil [B]Environment:[/B] Dreams, Nightmares [B]ECL:[/B] 115 [B]CR:[/B] 77 [B]Combat[/B] [B]Cacophonous Phantasm[/B] As a Standard Action, a Dream Larva may instill visions of utter, mind-breaking horror in an opponent within 1,000 ft.. The victim must make a Will Save (DC 90) to resist the effect each round. A Dream Larva need not concentrate once instilling the visions within the victim. The effect proceeds for 4 rounds as follows: • Round 1: The opponent collapses, clutching their head and falling into a fetal position. Treat as paralyzed. • Round 2: The opponent gouges out their own eyes. Treat as permanently blind. • Round 3: The opponent attempts to slay themselves. Treat as dealing 50% of Maximum Hit Points. • Round 4: The opponent succeeds in killing themselves. [B]Devour Dream[/B] As a Standard Action, a Dream Larva may devour the dreams of an opponent it has affected with its Sending ability. This deals the opponent 4d1000 Experience Drain and heals the Dream Larva 4d100 Hit Points. [B]Dream Stealer[/B] Once per round, a Dream Larva may make a Melee Touch Attack to steal an opponent’s dreams. The opponent gets a Will Save (DC 90) to resist the effect. Once their dreams are stolen, all experience earned by the character is instead transferred to the Dream Larva. A Wish or Miracle spell allows for a second Save. The character afflicted takes 1 point of Wisdom Drain per weak while affected. [B]Improved Grab[/B] If a Dream Larva hits with a Claw or Pincer, it may elect to start a Grapple as a Free Action that does not provoke an Attack of Opportunity. The Dream Larva may either hold the opponent, dealing Claw or Pincer damage each round, or use its Sending ability. [B]Immunities[/B] Dream Larva are immune to Ability Damage, Ability Drain, Death by Massive Damage, Energy Drain, Mind-Affecting Effects, Sonic Damage, and Spells from the Enchantment, Illusion, and Transmutation schools. [B]Sending[/B] Opponents Grappled by a Dream Larva can be sent into a nightmare, at the Dream Larva’s option, on its next action after establishing the Grapple. The victim must make a Will Save (DC 90), or be hurled into a nightmare realm where it can take no actions but observe for 2d4 rounds. After returning to reality, the victim receives 4d6 Wisdom Damage. If the victim takes more Wisdom Damage than they have Wisdom, the difference becomes instead Constitution Damage. [B]Spell-Like Abilities[/B] Caster Level 94th DC 45+Spell Level At Will: Empowered Prismatic Spray, Magic Jar, Nightmare, Quickened Phantasmal Killer, Trap the Soul, Weird 4/day: Dreamscape, Soul Dominion [B]Sublime Nightmare[/B] A Dream Larva is a creature so horrifying that it troubles the dreams of even gods. Magical immunity of any kind is ineffective against its Mind-Affecting and Death Effects. Only natural immunity (such as that of a Construct) renders a creature immune to the Dream Larva’s effects. [B]Telepathy[/B] A Dream Larva may communicate with any creature within 1,000 ft. that has a language. [B]Worst Nightmare[/B] Any opponent within 1,000 ft. of a Dream Larva setting eyes on it for the first time must make a Will Save (DC 90) or die. Anyone succeeding on the save is immune to this ability for one day. [/QUOTE]
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