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SSoM Eberron Campaign Notes - Meepites stay out!
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<blockquote data-quote="LordVyreth" data-source="post: 2740486" data-attributes="member: 9626"><p>Well, I'll start things off with some pre-made stuff, and hopefully get you something new by tomorrow or Thursday. Unfortunately, most of the monsters I made so far are mid to high level. My lowest outsider, for example, is a CR 6, though if you want I can toss it your way as a decent "boss" monster. It is pretty freaky; it's one of the many monsters I used as a video game idea initially, and hailed from a race of psychotic pseudo-outsiders from a physical underworld.</p><p></p><p>For now, though, I'll give you a CR 3 underwater undead and its associated template. I heard Dru was planning on using it for that fairly recent underwater dungeon for the Meepites, though presumably w/ templates and advancements up the wazoo. Later tonight, I'll get you a whole mess of monsters and the rules for their collective powers that I adapted from the video game Eternal Darkness.</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. (6 squares,) Swim 40 feet.</p><p>AC: 16 (+3 natural, +2 Dex, +1 deflection,) touch 13, flat-footed 14</p><p>Base Attack/Grapple: +1/+2</p><p>Space/Reach: 5 feet/5 feet</p><p>Attack: Bite +3 Melee (1d8+1 and steal breath,)</p><p>Full Attack: Bite +3 Melee (1d8+1 and steal breath,) 2 Claws +1 melee (1d4 and steal breath)</p><p>SA: Geyser, Steal Breath, Create Spawn</p><p>SQ: Undead, +2 Turn Resistance, Aquatic Barrier</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 +6, Survival +6, Listen +6, Move Silently +6, Search +5, Spot +6, 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,) 7-12 (Large)</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></p><p>Sunken look like humans, but their skin is rotting and bloated as a result of their death. At some 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></p><p>Steal Breath (Su): If a Sunken hits with a bite or claw attack, the victim must succeed at a Fortitude save (DC 14, based on Charisma) 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, based on Dexterity) 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 it loses the deflection bonus to its AC.</p><p>Aquatic Barrier (Su): A sunken gets a deflection bonus to AC equal to its CR divided by 3. However, this bonus disappears after using the Geyser attack until it spends 1d4 rounds submersed in water or some other liquid.</p><p>Create Spawn(Su): If the sunken kills a creature with four or more hit dice by drowning it and chooses not to devour it, it will rise in 1d4 days as Sunken themselves. Creatures with less than 4 hit dice rise as lacedons (undewater ghouls,) instead. Casting protection from evil on the body will avert the transformation, as will leaving the body on dry land for that time.</p><p>*Sunken have a +8 bonus to Swim checks.</p><p> </p><p></p><p>Sunken Template</p><p></p><p>“Sunken” is a template that can be added to any corporeal creature of 4 or more hit die, except constructs, oozes, plants and undead. Creatures with this template have their type changed to undead. They also gain the aquatic sub-type.</p><p>Hit Dice: Change to d12.</p><p>Speed: As base creature, but add a Swim speed equal to the creature’s land speed plus +10 ft., or 40 ft. if the creature doesn’t have a land speed. If the creature already has a faster swim speed, keep the base speed.</p><p>AC: The creature’s natural armor bonus increases by +1.</p><p>Attacks: The creature gains a bite and two claw attacks if it doesn’t already have them. Damage is based on the table below, or on the base creature if it already does more damage with these attacks.</p><p></p><p>Size Bite Damage Claw Damage</p><p>Fine 1d2 1</p><p>Diminutive 1d3 1</p><p>Tiny 1d4 1d2</p><p>Small 1d6 1d3</p><p>Medium 1d8 1d4</p><p>Large 2d6 1d6</p><p>Huge 2d8 1d8</p><p>Gargantuan 4d6 2d6</p><p>Colossal 4d8 2d8</p><p></p><p>Special Attacks: </p><p></p><p>Steal Breath(Su): If a Sunken hits with a bite or claw attack, the victim must succeed at a Fortitude save (DC 10 + ½ HD + Charisma) 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, based on Dexterity) 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 it loses the deflection bonus to its AC.</p><p>Special Qualities: Sunken get undead traits and a +2 turn resistance, and the following other special qualities.</p><p></p><p>Aquatic Barrier (Su): A sunken gets a deflection bonus to AC equal to its CR divided by 3. However, this bonus disappears after using the Geyser attack until it spends 1d4 rounds submersed in water or some other liquid.</p><p>Create Spawn(Su): If the sunken kills a creature with four or more hit dice by drowning it and chooses not to devour it, it will rise in 1d4 days as Sunken themselves. Creatures with less than 4 hit dice rise as lacedons (undewater ghouls,) instead. 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>Saves: Same as the Base Creature.</p><p>Abilities: Increase from base creature as follows: +2 Strength, +4 Dexterity, +2 Intelligence, +4 Wisdom, +6 Charisma. Being undead, the creature has no Constitution score.</p><p>Skills: Same as Base Creature, except the Sunken has a +8 to Swim checks.</p><p>Feats: Same as Base Creature.</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: Same as Base Creature +2</p><p>Treasure: Same as Base Creature.</p><p>Alignment: Always chaotic evil</p><p>Advancement: Same as Base Creature.</p></blockquote><p></p>
[QUOTE="LordVyreth, post: 2740486, member: 9626"] Well, I'll start things off with some pre-made stuff, and hopefully get you something new by tomorrow or Thursday. Unfortunately, most of the monsters I made so far are mid to high level. My lowest outsider, for example, is a CR 6, though if you want I can toss it your way as a decent "boss" monster. It is pretty freaky; it's one of the many monsters I used as a video game idea initially, and hailed from a race of psychotic pseudo-outsiders from a physical underworld. For now, though, I'll give you a CR 3 underwater undead and its associated template. I heard Dru was planning on using it for that fairly recent underwater dungeon for the Meepites, though presumably w/ templates and advancements up the wazoo. Later tonight, I'll get you a whole mess of monsters and the rules for their collective powers that I adapted from the video game Eternal Darkness. Sunken Medium Size Undead (Aquatic) Hit Dice: 3d12 (19 hp) Initiative: +2 (+2 Dex) Speed: 30 ft. (6 squares,) Swim 40 feet. AC: 16 (+3 natural, +2 Dex, +1 deflection,) touch 13, flat-footed 14 Base Attack/Grapple: +1/+2 Space/Reach: 5 feet/5 feet Attack: Bite +3 Melee (1d8+1 and steal breath,) Full Attack: Bite +3 Melee (1d8+1 and steal breath,) 2 Claws +1 melee (1d4 and steal breath) SA: Geyser, Steal Breath, Create Spawn SQ: Undead, +2 Turn Resistance, Aquatic Barrier Saves: Fort +1, Ref +3, Will +5 Abilities: Str 12, Dex 15, Con – Int 12, Wis 14, Cha 16 Skills: Hide +6, Survival +6, Listen +6, Move Silently +6, Search +5, Spot +6, 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,) 7-12 (Large) 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 some 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 Breath (Su): If a Sunken hits with a bite or claw attack, the victim must succeed at a Fortitude save (DC 14, based on Charisma) 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, based on Dexterity) 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 it loses the deflection bonus to its AC. Aquatic Barrier (Su): A sunken gets a deflection bonus to AC equal to its CR divided by 3. However, this bonus disappears after using the Geyser attack until it spends 1d4 rounds submersed in water or some other liquid. Create Spawn(Su): If the sunken kills a creature with four or more hit dice by drowning it and chooses not to devour it, it will rise in 1d4 days as Sunken themselves. Creatures with less than 4 hit dice rise as lacedons (undewater ghouls,) instead. Casting protection from evil on the body will avert the transformation, as will leaving the body on dry land for that time. *Sunken have a +8 bonus to Swim checks. Sunken Template “Sunken” is a template that can be added to any corporeal creature of 4 or more hit die, except constructs, oozes, plants and undead. Creatures with this template have their type changed to undead. They also gain the aquatic sub-type. Hit Dice: Change to d12. Speed: As base creature, but add a Swim speed equal to the creature’s land speed plus +10 ft., or 40 ft. if the creature doesn’t have a land speed. If the creature already has a faster swim speed, keep the base speed. AC: The creature’s natural armor bonus increases by +1. Attacks: The creature gains a bite and two claw attacks if it doesn’t already have them. Damage is based on the table below, or on the base creature if it already does more damage with these attacks. Size Bite Damage Claw Damage Fine 1d2 1 Diminutive 1d3 1 Tiny 1d4 1d2 Small 1d6 1d3 Medium 1d8 1d4 Large 2d6 1d6 Huge 2d8 1d8 Gargantuan 4d6 2d6 Colossal 4d8 2d8 Special Attacks: Steal Breath(Su): If a Sunken hits with a bite or claw attack, the victim must succeed at a Fortitude save (DC 10 + ½ HD + Charisma) 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, based on Dexterity) 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 it loses the deflection bonus to its AC. Special Qualities: Sunken get undead traits and a +2 turn resistance, and the following other special qualities. Aquatic Barrier (Su): A sunken gets a deflection bonus to AC equal to its CR divided by 3. However, this bonus disappears after using the Geyser attack until it spends 1d4 rounds submersed in water or some other liquid. Create Spawn(Su): If the sunken kills a creature with four or more hit dice by drowning it and chooses not to devour it, it will rise in 1d4 days as Sunken themselves. Creatures with less than 4 hit dice rise as lacedons (undewater ghouls,) instead. Casting protection from evil on the body will avert the transformation, as will leaving the body on dry land for that time. Saves: Same as the Base Creature. Abilities: Increase from base creature as follows: +2 Strength, +4 Dexterity, +2 Intelligence, +4 Wisdom, +6 Charisma. Being undead, the creature has no Constitution score. Skills: Same as Base Creature, except the Sunken has a +8 to Swim checks. Feats: Same as Base Creature. Climate/Terrain: Any Aquatic Organization: Solitary, gang (2-4) or pack (3-4 plus 7-12 lacedons) Challenge Rating: Same as Base Creature +2 Treasure: Same as Base Creature. Alignment: Always chaotic evil Advancement: Same as Base Creature. [/QUOTE]
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