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<blockquote data-quote="Obly99" data-source="post: 9876998" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Hellchain Weaver CR 13</span></strong></p><p></p><p><strong>XP 25,600</strong></p><p></p><p>LE Gargantuan magical beast (extraplanar)</p><p></p><p><strong>Init</strong> +8; <strong>Senses</strong> darkvision 60 ft., see in darkness, tremorsense 30 ft.; Perception +21</p><p></p><p>DEFENSE</p><p></p><p><strong>AC</strong> 28, touch 10, flat-footed 24 (+4 Dex, +18 natural, –4 size)</p><p></p><p><strong>hp</strong> 189 (14d10+112) regeneration 10 (good or silver)</p><p></p><p><strong>Fort</strong> +17, <strong>Ref</strong> +13, <strong>Will</strong> +10</p><p></p><p><strong>Defensive Abilities</strong> ferocity; <strong>DR</strong> 10/good or silver; <strong>Immune</strong> charm, compulsion, fear, poison; <strong>Resist</strong> acid 10, cold 10, electricity 10, fire 20; <strong>SR</strong> 24</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> 40 ft., climb 50 ft.</p><p></p><p><strong>Melee</strong> bite +23 (3d6+12 plus poison), 4 chains +22 (2d8+12 plus grab)</p><p></p><p><strong>Space</strong> 20 ft.; <strong>Reach</strong> 15 ft. (60 ft. with chains)</p><p></p><p><strong>Special Attacks</strong> grinder (3d8+18), iron webs (+14 ranged, DC 33, 70 hp), rasping chain, swift bite</p><p></p><p>STATISTICS</p><p></p><p><strong>Str </strong>35, <strong>Dex</strong> 18, <strong>Con</strong> 27, <strong>Int</strong> 6, <strong>Wis</strong> 19, <strong>Cha</strong> 15</p><p></p><p><strong>Base Atk</strong> +14; <strong>CMB</strong> +30 (+34 grapple); <strong>CMD</strong> 44 (56 vs. trip)</p><p></p><p><strong>Feats</strong> Combat Reflexes, Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Weapon Focus (bite), Vital Strike</p><p></p><p><strong>Skills</strong> Perception +21, Stealth –8 (+22 in its iron webs); <strong>Racial Modifiers</strong> +30 Stealth in its iron webs</p><p></p><p><strong>Languages</strong> Infernal</p><p></p><p>ECOLOGY</p><p></p><p><strong>Environment</strong> any (Hell)</p><p></p><p><strong>Organization</strong> solitary or nest (1d3+1)</p><p></p><p><strong>Treasure</strong> incidental</p><p></p><p><strong>Grinder (Ex)</strong></p><p>If a hellchain weaver successfully grapples with an opponent and drags the opponent into its square, the spinning razors and wires flay the hapless victim, automatically dealing 3d8+18 points of slashing damage per round the grapple is started or maintained. This damage count as evil, lawful, magic, and silver for overcome damage reduction and halt regeneration.</p><p>A hellchain weaver does not gain the grappled condition when it grapples a Huge or smaller creature with its chain, and it can maintain any number of grapple against such creatures per round as a free action. A hellchain weaver, when chooses to conduct a grapple with just its chain, never gain the grappled condition or take the –20 to the combat maneuver.</p><p></p><p><strong>Iron Webs (Ex)</strong></p><p>Hellchain weavers can spin webs made entirely from iron chains, forming bridges, walls, or ladders, creating five 10x10 ft. sections of chain each round as a full-round action that provoke attack of opportunity. These chains can be used to bind helpless opponents. Those bound in this chains can escape with a DC 25 Escape Artist or Strength check, although each attempt deals 2d6 points of slashing damage. Scaling these chains requires a successful DC 20 Climb check. Failing this check by 5 or more deals 2d6 points of slashing damage from the razor sharp barbs. This damage count as evil, lawful, magic, and silver for overcome damage reduction and halt regeneration. Unlike a normal web, the metal chains are not sticky and creatures can touch and walk on them without risk of ending entangle in them but each 5-foot-square section of web has a number of hit points equal to 5 times the Hit Dice of the hellchain weaver that created it (usually 70 hp for a standard hellchain weaver) and hardness 8 instead of DR and the DC of break free increase by +8. The chains, because made of iron, are vulnerable to effects that target metal, like a rust monster rust attack or a <em>rusting grasp</em> spell. Hellchain weavers can climb this “webs” without suffering damage. Otherwise, this work as the web universal monster rule.</p><p></p><p><strong>Poison (Ex)</strong></p><p>Bite—injury; <em>save</em> Fort DC 25; <em>frequency</em> 1/round for 6 rounds; <em>effect</em> 1d3 Str and Con damage; <em>cure</em> 2 saves.</p><p></p><p><strong>Rasping Metal (Su)</strong></p><p>As a free action once per round, a hellchain weaver can cause its whirling blades to scratch against each other, producing an unholy din. The hideous racket seems to whisper words of despair and agony. All creatures within 30 ft. who can hear the rasping metal must make a DC 19 Fortitude save or be deafened for 1d4 hours; grappled foes automatically fail their saves. This noise makes all Perception checks based on hearing within 100 ft. (except those trying to hear the hellchain weaver) suffer a –20 circumstance penalty. Hellchain weavers are immune to this effect but still take the Perception penalty. This is a sound-based effect and the save DC is Charisma-based.</p><p></p><p><strong>Swift Bite (Ex)</strong></p><p>If a hellchain weaver successfully grapples with an opponent and drags the opponent into its square, it can make a bite attack as a secondary natural weapon against the opponent as a swift action.</p><p></p><p>Hellchain weavers are horrific embodiments of terror, appearing as colossal spiders entirely composed of twisting chains and barbed metal, they prowl the depths of Caina in search of prey. The devils of Hell’s eight layer are afraid of few things, but rumours of the hellchain weavers power and cruelty give even the devils pause when navigating through their hunting grounds.</p><p>They are sadistic hunters who will chase their prey for hours, sometimes days, simply to extend the thrill of the hunt. Weavers will even compete with one another to see who can inflict the most grievous wounds on mutual prey before simultaneously closing in for the kill. When faced with groups of potential prey, they often try to pick them off one at a time to maximize terror inflicted on the others and ensure the odds are in their favor.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9876998, member: 7035194"] [CENTER][B][SIZE=7]Hellchain Weaver CR 13[/SIZE][/B][/CENTER] [B]XP 25,600[/B] LE Gargantuan magical beast (extraplanar) [B]Init[/B] +8; [B]Senses[/B] darkvision 60 ft., see in darkness, tremorsense 30 ft.; Perception +21 DEFENSE [B]AC[/B] 28, touch 10, flat-footed 24 (+4 Dex, +18 natural, –4 size) [B]hp[/B] 189 (14d10+112) regeneration 10 (good or silver) [B]Fort[/B] +17, [B]Ref[/B] +13, [B]Will[/B] +10 [B]Defensive Abilities[/B] ferocity; [B]DR[/B] 10/good or silver; [B]Immune[/B] charm, compulsion, fear, poison; [B]Resist[/B] acid 10, cold 10, electricity 10, fire 20; [B]SR[/B] 24 OFFENSE [B]Speed[/B] 40 ft., climb 50 ft. [B]Melee[/B] bite +23 (3d6+12 plus poison), 4 chains +22 (2d8+12 plus grab) [B]Space[/B] 20 ft.; [B]Reach[/B] 15 ft. (60 ft. with chains) [B]Special Attacks[/B] grinder (3d8+18), iron webs (+14 ranged, DC 33, 70 hp), rasping chain, swift bite STATISTICS [B]Str [/B]35, [B]Dex[/B] 18, [B]Con[/B] 27, [B]Int[/B] 6, [B]Wis[/B] 19, [B]Cha[/B] 15 [B]Base Atk[/B] +14; [B]CMB[/B] +30 (+34 grapple); [B]CMD[/B] 44 (56 vs. trip) [B]Feats[/B] Combat Reflexes, Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Weapon Focus (bite), Vital Strike [B]Skills[/B] Perception +21, Stealth –8 (+22 in its iron webs); [B]Racial Modifiers[/B] +30 Stealth in its iron webs [B]Languages[/B] Infernal ECOLOGY [B]Environment[/B] any (Hell) [B]Organization[/B] solitary or nest (1d3+1) [B]Treasure[/B] incidental [B]Grinder (Ex)[/B] If a hellchain weaver successfully grapples with an opponent and drags the opponent into its square, the spinning razors and wires flay the hapless victim, automatically dealing 3d8+18 points of slashing damage per round the grapple is started or maintained. This damage count as evil, lawful, magic, and silver for overcome damage reduction and halt regeneration. A hellchain weaver does not gain the grappled condition when it grapples a Huge or smaller creature with its chain, and it can maintain any number of grapple against such creatures per round as a free action. A hellchain weaver, when chooses to conduct a grapple with just its chain, never gain the grappled condition or take the –20 to the combat maneuver. [B]Iron Webs (Ex)[/B] Hellchain weavers can spin webs made entirely from iron chains, forming bridges, walls, or ladders, creating five 10x10 ft. sections of chain each round as a full-round action that provoke attack of opportunity. These chains can be used to bind helpless opponents. Those bound in this chains can escape with a DC 25 Escape Artist or Strength check, although each attempt deals 2d6 points of slashing damage. Scaling these chains requires a successful DC 20 Climb check. Failing this check by 5 or more deals 2d6 points of slashing damage from the razor sharp barbs. This damage count as evil, lawful, magic, and silver for overcome damage reduction and halt regeneration. Unlike a normal web, the metal chains are not sticky and creatures can touch and walk on them without risk of ending entangle in them but each 5-foot-square section of web has a number of hit points equal to 5 times the Hit Dice of the hellchain weaver that created it (usually 70 hp for a standard hellchain weaver) and hardness 8 instead of DR and the DC of break free increase by +8. The chains, because made of iron, are vulnerable to effects that target metal, like a rust monster rust attack or a [I]rusting grasp[/I] spell. Hellchain weavers can climb this “webs” without suffering damage. Otherwise, this work as the web universal monster rule. [B]Poison (Ex)[/B] Bite—injury; [I]save[/I] Fort DC 25; [I]frequency[/I] 1/round for 6 rounds; [I]effect[/I] 1d3 Str and Con damage; [I]cure[/I] 2 saves. [B]Rasping Metal (Su)[/B] As a free action once per round, a hellchain weaver can cause its whirling blades to scratch against each other, producing an unholy din. The hideous racket seems to whisper words of despair and agony. All creatures within 30 ft. who can hear the rasping metal must make a DC 19 Fortitude save or be deafened for 1d4 hours; grappled foes automatically fail their saves. This noise makes all Perception checks based on hearing within 100 ft. (except those trying to hear the hellchain weaver) suffer a –20 circumstance penalty. Hellchain weavers are immune to this effect but still take the Perception penalty. This is a sound-based effect and the save DC is Charisma-based. [B]Swift Bite (Ex)[/B] If a hellchain weaver successfully grapples with an opponent and drags the opponent into its square, it can make a bite attack as a secondary natural weapon against the opponent as a swift action. Hellchain weavers are horrific embodiments of terror, appearing as colossal spiders entirely composed of twisting chains and barbed metal, they prowl the depths of Caina in search of prey. The devils of Hell’s eight layer are afraid of few things, but rumours of the hellchain weavers power and cruelty give even the devils pause when navigating through their hunting grounds. They are sadistic hunters who will chase their prey for hours, sometimes days, simply to extend the thrill of the hunt. Weavers will even compete with one another to see who can inflict the most grievous wounds on mutual prey before simultaneously closing in for the kill. When faced with groups of potential prey, they often try to pick them off one at a time to maximize terror inflicted on the others and ensure the odds are in their favor. [/QUOTE]
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