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<blockquote data-quote="LordVyreth" data-source="post: 590992" data-attributes="member: 9626"><p>This thread's slowing down, so I'll post my last two major new monsters. I have others, but they're mostly dull things, like 2e conversions, new dires or campaign-specific stuff.</p><p></p><p>Vyreth</p><p></p><p>Swift Pride</p><p>Huge Outsider (Evil)</p><p>Hit Dice: 12d8+36 (90 hp)</p><p>Initiative: +3 (-1, Dex, +4 Improved Initiative)</p><p>Speed: 20 ft., fly 40 ft. (good)</p><p>AC: 17 (-2 Size, -1 Dex, +10 Natural)</p><p>Attacks: Bite +16, 2 Claws +11</p><p>Damage: Bite 2d6+6, Claw 1d8+3 (+ Spirit Drain on right claw)</p><p>Face/Reach: 10 feet by 20 feet/10 feet</p><p>SA: Life Suck, Spirit Drain, Latent Spellcasting, Fiend Blast</p><p>SQ: SR 17, Fire and Cold Resistance 20, Blindsight, Darkvision 60ft.</p><p>Saves: Fort +11, Ref +7, Will +10</p><p>Abilities: Str 22, Dex 8, Con 16</p><p>Int 12, Wis 14, Cha 12</p><p>Climate/Terrain: Any land or underground</p><p>Organization: Solitary or colony (2-4)</p><p>Challenge Rating: 9</p><p>Treasure: Standard</p><p>Alignment: Always neutral evil</p><p>Advancement: 13-16 HD (Huge) 17-32 (Gargantuan)</p><p></p><p>Swift Prides, or Abyssal Bats, as they are sometimes called, are giant bats with the heads of white-skinned and haired elves. They are believed to be the spirits of extremely prideful beings who spurned the gods even after death, and were reborn in this current form as punishment. It is unknown if all swift prides have elf heads, and if they do, whether they are all descended from elves, or if all beings just take that form upon becoming Swift Prides. Despite their secondary name, they rarely are found in the Abyss, for they have difficulty with the pure chaos there.</p><p></p><p>Combat: </p><p>Swift Prides like to start combat by using Fiend Blast from a position that would cause maximum problems for their enemies (on a bridge, next to a cliff, etc.) and then attack the survivors with their wings and growing magical ability.</p><p>Life Suck (Su): The left wing of a Swift Pride heals the being for the damage it does. If the Swift Pride is at full health, the damage becomes temporary hit points. However, it can only have 12 hit points at any time (more as per hit dice if advanced,) and they only last 1 hour.</p><p>Spirit Drain (Su): the right wing of a Swift Pride sucks out spiritual power from the user. If the target is a spellcaster, it drains 2d4 randomly selected spell levels from the user (if a wizard, cleric, or druid, the spells lost are also randomly selected.) If a Psionicist, the character loses 4d4 power points. If neither, the player takes 1d4 temporary points either Intelligence or Wisdom. This energy is used to power the Pride’s Latent Spellcasting ability.</p><p>Latent Spellcasting (Sp): All Swift Prides have spells as a 7th level socerer. However, it can’t cast these spells unless they are powered from energy gained with the Spirit Drain attack. They then can allocate this energy for any spell they want, as long as the energy gained meets the spell’s level requirements. Each spell level drained equals one it can cast, as is two power points. Every drained ability point counts as two spellcasting levels! Swift Prides each have different spell, but all have these spells on their list: Ray of Frost, Ray of Enfeeblement, Ghoul Touch, Vampiric Touch.</p><p>Fiend Blast (Su): Three times a day, the Swift Pride can use their deadliest attack, which must be used while flying. They fill their wings with dark energy, and then flap them rapidly, creating a windstorm of dark energy. All caught within the powers sixty foot cone are affected as if by a hurricane for one round. In addition, the dark energy does 5d8 points of damage to all good characters, half of that to neutral, and none to evil. Characters who made their hurricane resistance save can also make a save against the dark energy (DC 19) for half damage, but those affected by the hurricane also take full damage from the energy without a save!</p><p> </p><p>Hive Birds</p><p>Gargantuan Magical Beast</p><p>Hit Dice: 15d10 +90 (172 hp)</p><p>Initiative: +4 (+4 Dex)</p><p>Speed: 20 ft., fly 80 ft.</p><p>AC: 16 (-4 Size, +3 Dex, +7 Natural)</p><p>Face/Reach: 20 feet by 40 feet/10 feet</p><p>Attacks: 2 Claws +20, Bite +15, or Insects +14/9/4</p><p>Damage: 2 Claws 2d6 +9, Bite 2d4+4, Insects 1d8+9</p><p>SA: Snatch, Sting, Swarm</p><p>Saves: Fort +15, Ref +12, Will +6</p><p>Abilities: Str 28, Dex 16, Con 22</p><p>Int 2, Wis 13, Cha 11</p><p>Climate/Terrain: Temperate and Warm Mountains</p><p>Organization: Solitary or pair</p><p>Challenge Rating: 12</p><p>Treasure: None</p><p>Alignment: Always neutral </p><p>Advancement: 16-32 HD (Gargantuan) 33-45 (Colossal)</p><p></p><p>Hive Birds are a warped, twisted variant of the standard Roc. They are about as large, but are slightly weaker. However, their main difference can be found in their eyes. They are much larger than they should proportionally be, and serve as hives for huge swarms of flying insects. The insects have a symbiotic relationship with the birds, and serve as a system of weaponry for the birds in exchange for food and protection.</p><p></p><p>Combat: </p><p>Hive Birds usually start combat by releasing the Swarm, and using its Sting power or firing insects as weapons. The Insects are fired using the overdeveloped muscles around the eyes, and have a ranger increment of fifty. It rarely enters melee combat, except to snatch at an enemy, or when greatly weakened. </p><p>Swarm(Ex): As a free action, the hive bird can release a large swarm of flying insects. They function as a summon swarm spell composed of flying beetles, but they are nonmagical, and will remain until the hive bird is killed. If the bird is killed, they will swarm it instead.</p><p>Sting(Su): As a standard action, the hive bird can magically charge five insects, and release them. This functions in all ways like a magic missile spell cast by a 10th level sorcerer, but while the attack is magical, the bugs are not. If caught in an anti-magic field, the bugs will try to attack still, but will lose their magical attack abilities. Each one now uses an attack bonus of +12 (all size and dex-based,) do 1 hit point if they hit, and have ACs scores of 22 (+8 size, +4 dex) and one hit point.</p><p>Snatch(Ex): A hive bird that hits a creature of Small to Huge size with a claw attack attempts to grapple as a free action.. If it holds, it can fly off with it, and automatically make a bite attack each round instead of a claw, or use a standard action to fling it aside. A flung creature travels 90 feet, taking 9d6 damage, or the roc can drop it while flying. If it does so, then the victim takes either flung or falling damage; whichever is greater.</p></blockquote><p></p>
[QUOTE="LordVyreth, post: 590992, member: 9626"] This thread's slowing down, so I'll post my last two major new monsters. I have others, but they're mostly dull things, like 2e conversions, new dires or campaign-specific stuff. Vyreth Swift Pride Huge Outsider (Evil) Hit Dice: 12d8+36 (90 hp) Initiative: +3 (-1, Dex, +4 Improved Initiative) Speed: 20 ft., fly 40 ft. (good) AC: 17 (-2 Size, -1 Dex, +10 Natural) Attacks: Bite +16, 2 Claws +11 Damage: Bite 2d6+6, Claw 1d8+3 (+ Spirit Drain on right claw) Face/Reach: 10 feet by 20 feet/10 feet SA: Life Suck, Spirit Drain, Latent Spellcasting, Fiend Blast SQ: SR 17, Fire and Cold Resistance 20, Blindsight, Darkvision 60ft. Saves: Fort +11, Ref +7, Will +10 Abilities: Str 22, Dex 8, Con 16 Int 12, Wis 14, Cha 12 Climate/Terrain: Any land or underground Organization: Solitary or colony (2-4) Challenge Rating: 9 Treasure: Standard Alignment: Always neutral evil Advancement: 13-16 HD (Huge) 17-32 (Gargantuan) Swift Prides, or Abyssal Bats, as they are sometimes called, are giant bats with the heads of white-skinned and haired elves. They are believed to be the spirits of extremely prideful beings who spurned the gods even after death, and were reborn in this current form as punishment. It is unknown if all swift prides have elf heads, and if they do, whether they are all descended from elves, or if all beings just take that form upon becoming Swift Prides. Despite their secondary name, they rarely are found in the Abyss, for they have difficulty with the pure chaos there. Combat: Swift Prides like to start combat by using Fiend Blast from a position that would cause maximum problems for their enemies (on a bridge, next to a cliff, etc.) and then attack the survivors with their wings and growing magical ability. Life Suck (Su): The left wing of a Swift Pride heals the being for the damage it does. If the Swift Pride is at full health, the damage becomes temporary hit points. However, it can only have 12 hit points at any time (more as per hit dice if advanced,) and they only last 1 hour. Spirit Drain (Su): the right wing of a Swift Pride sucks out spiritual power from the user. If the target is a spellcaster, it drains 2d4 randomly selected spell levels from the user (if a wizard, cleric, or druid, the spells lost are also randomly selected.) If a Psionicist, the character loses 4d4 power points. If neither, the player takes 1d4 temporary points either Intelligence or Wisdom. This energy is used to power the Pride’s Latent Spellcasting ability. Latent Spellcasting (Sp): All Swift Prides have spells as a 7th level socerer. However, it can’t cast these spells unless they are powered from energy gained with the Spirit Drain attack. They then can allocate this energy for any spell they want, as long as the energy gained meets the spell’s level requirements. Each spell level drained equals one it can cast, as is two power points. Every drained ability point counts as two spellcasting levels! Swift Prides each have different spell, but all have these spells on their list: Ray of Frost, Ray of Enfeeblement, Ghoul Touch, Vampiric Touch. Fiend Blast (Su): Three times a day, the Swift Pride can use their deadliest attack, which must be used while flying. They fill their wings with dark energy, and then flap them rapidly, creating a windstorm of dark energy. All caught within the powers sixty foot cone are affected as if by a hurricane for one round. In addition, the dark energy does 5d8 points of damage to all good characters, half of that to neutral, and none to evil. Characters who made their hurricane resistance save can also make a save against the dark energy (DC 19) for half damage, but those affected by the hurricane also take full damage from the energy without a save! Hive Birds Gargantuan Magical Beast Hit Dice: 15d10 +90 (172 hp) Initiative: +4 (+4 Dex) Speed: 20 ft., fly 80 ft. AC: 16 (-4 Size, +3 Dex, +7 Natural) Face/Reach: 20 feet by 40 feet/10 feet Attacks: 2 Claws +20, Bite +15, or Insects +14/9/4 Damage: 2 Claws 2d6 +9, Bite 2d4+4, Insects 1d8+9 SA: Snatch, Sting, Swarm Saves: Fort +15, Ref +12, Will +6 Abilities: Str 28, Dex 16, Con 22 Int 2, Wis 13, Cha 11 Climate/Terrain: Temperate and Warm Mountains Organization: Solitary or pair Challenge Rating: 12 Treasure: None Alignment: Always neutral Advancement: 16-32 HD (Gargantuan) 33-45 (Colossal) Hive Birds are a warped, twisted variant of the standard Roc. They are about as large, but are slightly weaker. However, their main difference can be found in their eyes. They are much larger than they should proportionally be, and serve as hives for huge swarms of flying insects. The insects have a symbiotic relationship with the birds, and serve as a system of weaponry for the birds in exchange for food and protection. Combat: Hive Birds usually start combat by releasing the Swarm, and using its Sting power or firing insects as weapons. The Insects are fired using the overdeveloped muscles around the eyes, and have a ranger increment of fifty. It rarely enters melee combat, except to snatch at an enemy, or when greatly weakened. Swarm(Ex): As a free action, the hive bird can release a large swarm of flying insects. They function as a summon swarm spell composed of flying beetles, but they are nonmagical, and will remain until the hive bird is killed. If the bird is killed, they will swarm it instead. Sting(Su): As a standard action, the hive bird can magically charge five insects, and release them. This functions in all ways like a magic missile spell cast by a 10th level sorcerer, but while the attack is magical, the bugs are not. If caught in an anti-magic field, the bugs will try to attack still, but will lose their magical attack abilities. Each one now uses an attack bonus of +12 (all size and dex-based,) do 1 hit point if they hit, and have ACs scores of 22 (+8 size, +4 dex) and one hit point. Snatch(Ex): A hive bird that hits a creature of Small to Huge size with a claw attack attempts to grapple as a free action.. If it holds, it can fly off with it, and automatically make a bite attack each round instead of a claw, or use a standard action to fling it aside. A flung creature travels 90 feet, taking 9d6 damage, or the roc can drop it while flying. If it does so, then the victim takes either flung or falling damage; whichever is greater. [/QUOTE]
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