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<blockquote data-quote="LordVyreth" data-source="post: 575229" data-attributes="member: 9626"><p>Well, here's three I tossed at the party earlier in the campaign. Too weak for them now, but advanced or templated variants could still pose a threat in numbers. I figure I'll post them in case anyone's interested in them, but more comments on the first guys would be helpfu. I already fixed the tongue-blade damage. I could alter the Swarm's type; I just figured that since the ELH used double-typed creatures, I could too.</p><p></p><p>Vyreth</p><p></p><p>Sunken</p><p>Medium Size Undead (Aquatic)</p><p>Hit Dice: 3d12 (19 hp)</p><p>Initiative: +2 (+2 Dex)</p><p>Speed: 30 ft, Swim 40 feet.</p><p>AC: 16 (+3 natural, +2 Dex, +1 deflection)</p><p>Face/Reach: 5 feet by 5 feet/5 feet</p><p>Attacks: Bite +3 melee; 2 Claws +0 melee</p><p>Damage: Bite 1d8+1 and steal breath; claw 1d4 and steal breath</p><p>SA: Geyser, Steal Breath, Create Spawn</p><p>SQ: Undead, +2 Turn Resistance</p><p>Saves: Fort +1, Ref +3, Will +5</p><p>Abilities: Str 12, Dex 15, Con –</p><p>Int 12, Wis 14, Cha 16</p><p>Skills: Hide +8, Intuit Direction +6, Listen +8, Move Silently +8, Search +7, Spot +8, Swim +15</p><p>Feats: Multiattack, Weapon Finesse(Bite)</p><p>Climate/Terrain: Any Aquatic</p><p>Organization: Solitary, gang (2-4) or pack (3-4 plus 7-12 lacedons)</p><p>Challenge Rating: 3</p><p>Treasure: Standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: 4-6 HD (Medium)</p><p></p><p>Sunken are the hateful undead that are spawned from those who were intentionally drowned, or drowned during a particularly brutal attack. They have taken on the water that killed them as a shield and weapon, and now travel underwater, looking for living, breathing beings. They hate all life, and wish to destroy it, but especially hate creatures that breathe air.</p><p>Sunken look like humans, but their skin is rotting and bloated as a result of their death. At other places, their bodies are covered with the natural vegetation found underwater, and other parts are made up of a rippling “skin” made out of the water itself.</p><p></p><p>Combat: </p><p>Sunken like to use their Geyser power on enemies near the water, or leap out of the water and try to force their enemies into it. They usually retreat into the water after using their Geyser power, or to finish off an enemy that fell in.</p><p>Steal Breathe(Su): If a Sunken hits with a bite or claw attack, the victim must succeed at a Fortitude save (DC 14) or have all the air in their lungs sucked out of them. On land, this means the victim is either stunned for a round as they get air back into their lungs, or they can choose to ignore it and make a Constitution check, but risk falling unconscious if it fails. If in the water, the character must make Constitution checks to stay conscious until they can reach air again, and runs the risk of drowning if they fall unconscious while underwater.</p><p>Geyser(Su): A Sunken can create a geyser as a standard action. To do so, it lunges at the ground somewhere within 10 feet, and suddenly pumps all the water in its body out, creating a water jet upwards. Anyone in the five foot square of the geyser has to make a Reflex save (DC 13) or take 1d6 points of subdual damage and be knocked 20 feet into the air. They can make another Reflex save at the same DC to chose where they want to land from anywhere within five feet of their starting position. If they land on the ground, they take falling damage as normal. After using this power, the Sunken can’t use a geyser again until it spends 1d4 rounds in the water, and its AC drops to 15 because its aquatic skin no longer provides a deflection bonus.</p><p>Create Spawn(Su): If the sunken kills a characters by drowning them, and chooses not to devour them there, they will rise in 1d4 days as Sunken themselves. Casting protection from evil on the body will avert the transformation, as will leaving the body on dry land for that time.</p><p></p><p> </p><p>Lipido</p><p>Large Outsider (Evil, Chaotic)</p><p>Hit Dice: 5d8+10 (32 hp)</p><p>Initiative: -1 (-1 Dex)</p><p>Speed: 30 ft, fly 20 feet (perfect).</p><p>AC: 16 (-1 Size, -1 Dex, +8 Natural)</p><p>Face/Reach: 5 feet by 5 feet/15 feet</p><p>Attacks: 4 Tentacles +10 melee</p><p>Damage: Tentacle 1d8+6</p><p>SA: Improve Grab, Darkness Scatter, Consume Souls, Spell-Like Abilities</p><p>SQ: Damage Reduction 10/+1, SR 16, Poison Immunity, Fire Resistance 20</p><p>Saves: Fort +6, Ref +3, Will +5</p><p>Abilities: Str 22, Dex 8, Con 14</p><p>Int 12, Wis 12, Cha 14</p><p>Skills: Climb +14, Jump +14, Hide +3, Move Silently –3*, Spot +9, Listen +9, Search +9, Sense Motive +10, Spellcraft +9</p><p>Feats: Combat Reflexes, Blind Fighting</p><p>Climate/Terrain: Any land or underground</p><p>Organization: Solitary or gang (2-4)</p><p>Challenge Rating: 6</p><p>Treasure: Standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: 6-8 HD (Large) 9-15 (Huge)</p><p></p><p>Lipidos are psychotic demons, who enjoy killing their victims, and consuming their souls to create a horrible chorus of anguished wailing. They resemble jellyfish, but they have four tentacles, and are of a sickly green color. Their tentacles also end in beds of sharp needles, which they use to impale their enemies. In addition, their head is actually a contained orb full of dark fluid. The spirits of those killed by the Lipido constantly appear in this orb and cry out about their fate in despair. Lipidos often ally with evil forces who want to control and inspire fear in lesser opponents.</p><p></p><p>Combat: </p><p>Lipidos often start combat by using their darkness powers, then using their Blind Fighting ability to attack their unaware enemies. They also like to hover over their enemies, while using their superior reach to lash out at opponents that can’t engage them in melee.</p><p>Improved Grab(Ex): If a Lipidos successfully hits with a tentacle, it can immediately attempt to grab a hold of their target. If successful, it will pull the victim to its body, and inflict automatic tentacle damage each round.</p><p>Darkness Scatter(Su): Three times a day, the Lipido can generate eight orbs of darkness around its body. The next round, it can release these as a free action. The orbs fly outward in the eight cardinal directions for 10 feet, effectively creating eight offensive lines of attack. Those caught in a line takes 3d8 of unholy damage unless they make a Reflex Save (DC 14) to take only half damage.</p><p>Consume Soul(Su): If the Lipido kills a victim with a tentacle, it pulls the victim’s soul into itself. The soul is then bound inside the Lipido, and can’t be resurrected unless the Lipido is killed or banished from the plane. In addition, the Lipido heals 1d10 points of damage after consuming the soul. If at full health, the Lipido instead gains 1d10 temporary hit points for five rounds.</p><p>Spell-Like Abilities(Sp): At will: Darkness, Teleport Without Error (Self and 50 pounds only,) Silence, Detect Good, See Invisibility. 1/day: Confusion. All spells are cast as a 12th level sorcerer.</p><p></p><p>Lipido have a –10 racial penalty to move silently checks, because of the constant wailing of the lost souls within it. This penalty is not present if the Lipido does not have any souls consumed. It also could use its silence power to cancel this effect, but rarely does so, as it enjoys using the screams to demoralize its enemies.</p><p> </p><p>Book Wyrm</p><p>Huge Construct</p><p>Hit Dice: 10d10 (55 hp)</p><p>Initiative: -1 (-1 Dex)</p><p>Speed: 30 ft.</p><p>AC: 17 (-2 Size, -1 Dex, +10 Natural)</p><p>Face/Reach: 10 feet by 20 feet/10 feet</p><p>Attacks: Bite +12, 2 Claws +7</p><p>Damage: Bite 1d6+7, Claw 1d4+3</p><p>SA: Metaphysical Breath Weapon, Fiction to Fact</p><p>SQ: Construct, Fast Healing 2</p><p>Saves: Fort +4, Ref +3, Will +4</p><p>Abilities: Str 25, Dex 8, Con -</p><p>Int -, Wis 11, Cha 1</p><p>Climate/Terrain: Any land or underground</p><p>Organization: Solitary or gang (2-4)</p><p>Challenge Rating: 7</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 15-16 HD (Huge) 17-32 (Gargantuan)</p><p></p><p>Book Wyrms are a kind of specialized golem that are often used to guard places of great knowledge, especially libraries. They resembled large, stone dragons, and even have a breath weapon, like the famous creatures that they share a likeness to.</p><p></p><p>Combat: </p><p>Book Wyrms are mindless fighters, but will never intentionally damage its immediate surroundings, as it often is constructed for the sole purpose of guarding delicate objects like books. It usually starts combat with its Fiction to Fact power, and re-uses that power whenever the current book is destroyed. Otherwise, it uses its deadly melee attacks or breath weapon.</p><p>Metaphysical Breath Weapon(Su): The Book Wyrm’s breath weapon is a line of energy thirty feet long. The energy is invisible, and affects incorporeal and ethereal creatures as easily as material ones, but it only affects living beings. The energy itself is a constantly shifting force of chaos, that forcefully rips the target away from part of reality. For every person in the breaths area of effect, roll 1d8 and consult the table below to see what effect the breath has. All saves are at DC 15.</p><p>1. A sonic pulse rips apart the character’s molecular bonds. Damage is 5d6 points of damage, with a Reflex save for half.</p><p>2. The character’s body tries to forcefully rip itself apart. The damage is again 5d6 points of damage, but a Fortitude save negates the effect.</p><p>3. The character must make a Will Save or be temporarily lost to time. They are sent 1d4 rounds into the future, where they reappear at the exact point they vanished at. If that area is now filled with a solid object, they are trapped until that area is again open.</p><p>4. The character loses connect to the magical flow of energy for a moment, effectively having a Dispel Magic spell as cast by a 5th level sorcerer cast on them.</p><p>5. The character loses connection with his or her mental energy. They have to make a Will Save or be under the effects of a confusion spell. The duration is 5 rounds.</p><p>6. If the character fails a Fortitude save, he or she disconnects with spacial boundaries, and immediately falls through the now incorporeal floor. This only lasts for a moment, long enough to drop the character down one floor, and take falling damage as normal. If there is not floors below the character, they are immediately shunted back upwards when they return to normal space, but take 3d6 points of damage.</p><p>7. The character has to make a Will Save or be unaffected by gravity for 1d4 rounds.</p><p>8. The energy is in a state of flux when it hit the character, so the character suffers no effect.</p><p>Fiction to Fact (Su): As a standard action, the Book Wyrm can pull any book that is within five feet of it to its body, then materialize something from the book. This item then works under the command of the Book Wyrm each turn. It lasts until the book or the construct is destroyed, or until dispelled. The effect can be determined randomly using this table, or it can be created based on the situation, but the attacking item can’t be of a CR that is higher than half that of the Book Wyrm, rounded down. To use the table, roll 1d10.</p><p>1. A fighter swings a sword at a melee target (+7 to hit, 1d10+2 damage.)</p><p>2. An archer fires an arrows at a ranged target (+5 to hit, 1d8+2 damage.)</p><p>3. A wizard casts a random 1st level arcane spell (DC 13 where applicable.)</p><p>4. A wyrmling dragon of a random color breathes at the nearest character, but won’t attack if its breath would damage an unattended inanimate object.</p><p>5. A spider bites a melee target. See the MM for appropriate stats.</p><p>6. An Aristocratic noble issues a command, as the 1st level divine spell, at one target within 20 feet. (DC 13, duration is one round.)</p><p>7-10. Only numerical information is in the book. These numbers fly around the Book Wyrm, giving it a +1 bonus to attacks, AC, damage, and saves.</p></blockquote><p></p>
[QUOTE="LordVyreth, post: 575229, member: 9626"] Well, here's three I tossed at the party earlier in the campaign. Too weak for them now, but advanced or templated variants could still pose a threat in numbers. I figure I'll post them in case anyone's interested in them, but more comments on the first guys would be helpfu. I already fixed the tongue-blade damage. I could alter the Swarm's type; I just figured that since the ELH used double-typed creatures, I could too. Vyreth Sunken Medium Size Undead (Aquatic) Hit Dice: 3d12 (19 hp) Initiative: +2 (+2 Dex) Speed: 30 ft, Swim 40 feet. AC: 16 (+3 natural, +2 Dex, +1 deflection) Face/Reach: 5 feet by 5 feet/5 feet Attacks: Bite +3 melee; 2 Claws +0 melee Damage: Bite 1d8+1 and steal breath; claw 1d4 and steal breath SA: Geyser, Steal Breath, Create Spawn SQ: Undead, +2 Turn Resistance Saves: Fort +1, Ref +3, Will +5 Abilities: Str 12, Dex 15, Con – Int 12, Wis 14, Cha 16 Skills: Hide +8, Intuit Direction +6, Listen +8, Move Silently +8, Search +7, Spot +8, Swim +15 Feats: Multiattack, Weapon Finesse(Bite) Climate/Terrain: Any Aquatic Organization: Solitary, gang (2-4) or pack (3-4 plus 7-12 lacedons) Challenge Rating: 3 Treasure: Standard Alignment: Always chaotic evil Advancement: 4-6 HD (Medium) Sunken are the hateful undead that are spawned from those who were intentionally drowned, or drowned during a particularly brutal attack. They have taken on the water that killed them as a shield and weapon, and now travel underwater, looking for living, breathing beings. They hate all life, and wish to destroy it, but especially hate creatures that breathe air. Sunken look like humans, but their skin is rotting and bloated as a result of their death. At other places, their bodies are covered with the natural vegetation found underwater, and other parts are made up of a rippling “skin” made out of the water itself. Combat: Sunken like to use their Geyser power on enemies near the water, or leap out of the water and try to force their enemies into it. They usually retreat into the water after using their Geyser power, or to finish off an enemy that fell in. Steal Breathe(Su): If a Sunken hits with a bite or claw attack, the victim must succeed at a Fortitude save (DC 14) or have all the air in their lungs sucked out of them. On land, this means the victim is either stunned for a round as they get air back into their lungs, or they can choose to ignore it and make a Constitution check, but risk falling unconscious if it fails. If in the water, the character must make Constitution checks to stay conscious until they can reach air again, and runs the risk of drowning if they fall unconscious while underwater. Geyser(Su): A Sunken can create a geyser as a standard action. To do so, it lunges at the ground somewhere within 10 feet, and suddenly pumps all the water in its body out, creating a water jet upwards. Anyone in the five foot square of the geyser has to make a Reflex save (DC 13) or take 1d6 points of subdual damage and be knocked 20 feet into the air. They can make another Reflex save at the same DC to chose where they want to land from anywhere within five feet of their starting position. If they land on the ground, they take falling damage as normal. After using this power, the Sunken can’t use a geyser again until it spends 1d4 rounds in the water, and its AC drops to 15 because its aquatic skin no longer provides a deflection bonus. Create Spawn(Su): If the sunken kills a characters by drowning them, and chooses not to devour them there, they will rise in 1d4 days as Sunken themselves. Casting protection from evil on the body will avert the transformation, as will leaving the body on dry land for that time. Lipido Large Outsider (Evil, Chaotic) Hit Dice: 5d8+10 (32 hp) Initiative: -1 (-1 Dex) Speed: 30 ft, fly 20 feet (perfect). AC: 16 (-1 Size, -1 Dex, +8 Natural) Face/Reach: 5 feet by 5 feet/15 feet Attacks: 4 Tentacles +10 melee Damage: Tentacle 1d8+6 SA: Improve Grab, Darkness Scatter, Consume Souls, Spell-Like Abilities SQ: Damage Reduction 10/+1, SR 16, Poison Immunity, Fire Resistance 20 Saves: Fort +6, Ref +3, Will +5 Abilities: Str 22, Dex 8, Con 14 Int 12, Wis 12, Cha 14 Skills: Climb +14, Jump +14, Hide +3, Move Silently –3*, Spot +9, Listen +9, Search +9, Sense Motive +10, Spellcraft +9 Feats: Combat Reflexes, Blind Fighting Climate/Terrain: Any land or underground Organization: Solitary or gang (2-4) Challenge Rating: 6 Treasure: Standard Alignment: Always chaotic evil Advancement: 6-8 HD (Large) 9-15 (Huge) Lipidos are psychotic demons, who enjoy killing their victims, and consuming their souls to create a horrible chorus of anguished wailing. They resemble jellyfish, but they have four tentacles, and are of a sickly green color. Their tentacles also end in beds of sharp needles, which they use to impale their enemies. In addition, their head is actually a contained orb full of dark fluid. The spirits of those killed by the Lipido constantly appear in this orb and cry out about their fate in despair. Lipidos often ally with evil forces who want to control and inspire fear in lesser opponents. Combat: Lipidos often start combat by using their darkness powers, then using their Blind Fighting ability to attack their unaware enemies. They also like to hover over their enemies, while using their superior reach to lash out at opponents that can’t engage them in melee. Improved Grab(Ex): If a Lipidos successfully hits with a tentacle, it can immediately attempt to grab a hold of their target. If successful, it will pull the victim to its body, and inflict automatic tentacle damage each round. Darkness Scatter(Su): Three times a day, the Lipido can generate eight orbs of darkness around its body. The next round, it can release these as a free action. The orbs fly outward in the eight cardinal directions for 10 feet, effectively creating eight offensive lines of attack. Those caught in a line takes 3d8 of unholy damage unless they make a Reflex Save (DC 14) to take only half damage. Consume Soul(Su): If the Lipido kills a victim with a tentacle, it pulls the victim’s soul into itself. The soul is then bound inside the Lipido, and can’t be resurrected unless the Lipido is killed or banished from the plane. In addition, the Lipido heals 1d10 points of damage after consuming the soul. If at full health, the Lipido instead gains 1d10 temporary hit points for five rounds. Spell-Like Abilities(Sp): At will: Darkness, Teleport Without Error (Self and 50 pounds only,) Silence, Detect Good, See Invisibility. 1/day: Confusion. All spells are cast as a 12th level sorcerer. Lipido have a –10 racial penalty to move silently checks, because of the constant wailing of the lost souls within it. This penalty is not present if the Lipido does not have any souls consumed. It also could use its silence power to cancel this effect, but rarely does so, as it enjoys using the screams to demoralize its enemies. Book Wyrm Huge Construct Hit Dice: 10d10 (55 hp) Initiative: -1 (-1 Dex) Speed: 30 ft. AC: 17 (-2 Size, -1 Dex, +10 Natural) Face/Reach: 10 feet by 20 feet/10 feet Attacks: Bite +12, 2 Claws +7 Damage: Bite 1d6+7, Claw 1d4+3 SA: Metaphysical Breath Weapon, Fiction to Fact SQ: Construct, Fast Healing 2 Saves: Fort +4, Ref +3, Will +4 Abilities: Str 25, Dex 8, Con - Int -, Wis 11, Cha 1 Climate/Terrain: Any land or underground Organization: Solitary or gang (2-4) Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 15-16 HD (Huge) 17-32 (Gargantuan) Book Wyrms are a kind of specialized golem that are often used to guard places of great knowledge, especially libraries. They resembled large, stone dragons, and even have a breath weapon, like the famous creatures that they share a likeness to. Combat: Book Wyrms are mindless fighters, but will never intentionally damage its immediate surroundings, as it often is constructed for the sole purpose of guarding delicate objects like books. It usually starts combat with its Fiction to Fact power, and re-uses that power whenever the current book is destroyed. Otherwise, it uses its deadly melee attacks or breath weapon. Metaphysical Breath Weapon(Su): The Book Wyrm’s breath weapon is a line of energy thirty feet long. The energy is invisible, and affects incorporeal and ethereal creatures as easily as material ones, but it only affects living beings. The energy itself is a constantly shifting force of chaos, that forcefully rips the target away from part of reality. For every person in the breaths area of effect, roll 1d8 and consult the table below to see what effect the breath has. All saves are at DC 15. 1. A sonic pulse rips apart the character’s molecular bonds. Damage is 5d6 points of damage, with a Reflex save for half. 2. The character’s body tries to forcefully rip itself apart. The damage is again 5d6 points of damage, but a Fortitude save negates the effect. 3. The character must make a Will Save or be temporarily lost to time. They are sent 1d4 rounds into the future, where they reappear at the exact point they vanished at. If that area is now filled with a solid object, they are trapped until that area is again open. 4. The character loses connect to the magical flow of energy for a moment, effectively having a Dispel Magic spell as cast by a 5th level sorcerer cast on them. 5. The character loses connection with his or her mental energy. They have to make a Will Save or be under the effects of a confusion spell. The duration is 5 rounds. 6. If the character fails a Fortitude save, he or she disconnects with spacial boundaries, and immediately falls through the now incorporeal floor. This only lasts for a moment, long enough to drop the character down one floor, and take falling damage as normal. If there is not floors below the character, they are immediately shunted back upwards when they return to normal space, but take 3d6 points of damage. 7. The character has to make a Will Save or be unaffected by gravity for 1d4 rounds. 8. The energy is in a state of flux when it hit the character, so the character suffers no effect. Fiction to Fact (Su): As a standard action, the Book Wyrm can pull any book that is within five feet of it to its body, then materialize something from the book. This item then works under the command of the Book Wyrm each turn. It lasts until the book or the construct is destroyed, or until dispelled. The effect can be determined randomly using this table, or it can be created based on the situation, but the attacking item can’t be of a CR that is higher than half that of the Book Wyrm, rounded down. To use the table, roll 1d10. 1. A fighter swings a sword at a melee target (+7 to hit, 1d10+2 damage.) 2. An archer fires an arrows at a ranged target (+5 to hit, 1d8+2 damage.) 3. A wizard casts a random 1st level arcane spell (DC 13 where applicable.) 4. A wyrmling dragon of a random color breathes at the nearest character, but won’t attack if its breath would damage an unattended inanimate object. 5. A spider bites a melee target. See the MM for appropriate stats. 6. An Aristocratic noble issues a command, as the 1st level divine spell, at one target within 20 feet. (DC 13, duration is one round.) 7-10. Only numerical information is in the book. These numbers fly around the Book Wyrm, giving it a +1 bonus to attacks, AC, damage, and saves. [/QUOTE]
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