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The Fright Brigade (and Other Defeated Monsters)
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<blockquote data-quote="Mark Chance" data-source="post: 2506751" data-attributes="member: 2795"><p>This past Saturday, the heroes embarked on John Simcoe's "Racing the Snake" (from <u>Dungeon</u> 105 of December 2003), modified by yours truly to account for the campaign setting and larger party of higher-level characters. The heroes were hired by merchant Bradford Trend to impersonate his daughter Felicia in order to thwart a group of assassins intent on disrupting Trend's business ties with the family into which Felicia is to marry.</p><p></p><p>During the resulting cat-and-mouse deadliest game through Obad-hai's Scar toward the wood elf village of Oakvein, the PCs took an accidental wrong turn at a fork not on their maps. The assassins, who had been tracking the PCs, stayed at the fork to wait for the PCs return trip toward the correct path. Unfortunately for the assassins, the PCs followed the wrong turn to its cul-de-sac conclusion, and then they decided to exit the Scar there. As a result, the PCs made it to Oakvein without encountering the assassins at all.</p><p></p><p>Aside from various "normal" monsters, the party encountered a few more unusual creatures.</p><p></p><p><strong><span style="color: red">Monstrous Undead Centipedes (x4):</span></strong> CR 3; Huge Undead; HD 6d12; hp 39; Init +3; Spd 40 ft., climb 40 ft.; AC 20 (-2 size, +2 Dex, +10 natural), touch 10, flat-footed 18; Base Atk +3; Grp +15; Atk Bite +5 melee (2d6+6 plus poison and energy drain); Space/Reach 15 ft./10 ft.; SA energy drain, poison; SQ darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +5, Will +6; Str 19, Dex 17, Con --, Int 3, Wis 12, Cha 6.</p><p><span style="color: black">.....</span><strong><span style="color: red">Skills and Feats:</span></strong> Climb +12, Hide +3, Move Silently +11, Spot +5. (Monstrous undead centipedes can take 10 on Climb checks, even if threatened or distracted.)</p><p><span style="color: black">.....</span><strong><span style="color: red">Energy Drain (Su):</span></strong> Living creatures hit by a monstrous undead centipede's slam attack gain one negative level. The DC is 11 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the monstrous undead centipede gains 5 temporary hit points.</p><p><span style="color: black">.....</span><strong><span style="color: red">Poison (Ex):</span></strong> A monstrous undead centipede has a poisonous bite, Fortitude save DC 11 to negate, inflicts 1d6 Dex initial and secondary damage. The save DC is Charisma-based.</p><p></p><p><strong><span style="color: red">Summary of Spur of the Moment Template:</span></strong> Type changes to Undead. Keep subtypes. HD to d12. +4 natural AC. Undead BAB and saves (as wizard, good Will). Atk same. SA lose Sp and Su. SQ lose Sp and Su. +8 racial bonus on Move Silently. Keep feats and skills. Gain Energy Drain and Undead traits. +2 Str, +2 Dex, Con --, Wis +2, Cha +4. Int minimum 3. CR +1.</p><p></p><p></p><p>The PCs defeated but did not slay this creature, which almost absconded with one of the party's <em>bags of holding</em>:</p><p></p><p><strong><span style="color: red">Advanced Ethereal Filcher:</span></strong> Rogue 7; CR 11; Large Aberration; HD 8d8+24 plus 7d6+21; hp 105; Init +9; Spd 40 ft.; AC 21 (-1 size, +5 Dex, +5 natural, +2 deflection), touch 16, flat-footed 16; Base Atk +11; Grp +20; Atk Bite +16 melee (1d8+6); Space/Reach 10 ft./10 ft.; SA sneak attack +4d6; SQ darkvision 60 ft., <em>detect magic, ethereal jaunt</em>, evasion, trapfinding, trap sense +2, uncanny dodge; AL CN; SV Fort +8, Ref +13, Will +9; Str 20, Dex 21, Con 17, Int 10, Wis 12, Cha 8.</p><p><span style="color: black">.....</span><strong><span style="color: red">Languages:</span></strong> Ethereal filchers do not speak.</p><p><span style="color: black">.....</span><strong><span style="color: red">Skills and Feats:</span></strong> Bluff +12, Climb +12, Hide +14, Intimidate +3*, Listen +14, Move Silently +18, Open Lock +12, Sleight of Hand +26, Spot +14, Use Rope +7*. Deft Hands, Dodge, Improved Initiative, Improved Natural Attack (bite), Persuasive, Stealthy. *Gains a +4 bonus on Intimidate checks for each size category larger than target. Use Rope is untrained.</p><p><span style="color: black">.....</span><strong><span style="color: red">Detect Magic (Su):</span></strong> Ethereal filchers can <em>detect magic</em> as the spell (caster level 5th) at will.</p><p><span style="color: black">.....</span><strong><span style="color: red">Ethereal Jaunt (Su):</span></strong> An ethereal filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the <em>ethereal jaunt</em> spell (caster level 15th).</p><p><span style="color: black">.....</span><strong><span style="color: red">Possessions:</span></strong> <em>Amulet of mighty fists +1, ring of protection +2, potion of cure light wounds, oil of darkness, potion of mage armor</em>.</p><p></p><p></p><p>The party didn't enter the territory of these monsters since the PCs took that aforementioned wrong turn. These dire baboons are really just apes with a few changes. Who says making up new monsters needs to be complicated?</p><p></p><p><strong><span style="color: red">Dire Baboons (x18):</span></strong> CR 2; Large Animal; HD 4d8+11; hp 29; Init +2; Spd 30 ft., climb 30 ft.; AC 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; Base Atk +3; Grp +12; Atk Claw +7 melee (1d6+5), or thrown stone +5 ranged (1d6+5); Full Atk 2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2); Space/Reach 10 ft./10 ft.; SA throw stones; SQ low-light vision, scent; AL N; SV Fort +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7.</p><p><span style="color: black">.....</span><strong><span style="color: red">Skills and Feats:</span></strong> Climb +14, Listen +6, Spot +6. Alertness, Toughness. (Dire baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.)</p><p><span style="color: black">.....</span><strong><span style="color: red">Throw Stones (Ex):</span></strong> Dire baboons can throw stones out to a range of 50 ft. with no penalties for range.</p><p></p><p><strong><span style="color: red">Alpha Dire Baboon:</span></strong> CR 3; Large Animal; HD 8d8+16; hp 55; Init +2; Spd 30 ft., climb 30 ft.; AC 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; Base Atk +6; Grp +15; Atk Claw +10 melee (1d6+5), or thrown stone +8 ranged (1d6+5); Full Atk 2 claws +10 melee (1d6+5) and bite +5 melee (1d6+2), or thrown stone +8/+3 ranged (1d6+5); Space/Reach 10 ft./10 ft.; SA throw stones; SQ low-light vision, scent; AL N; SV Fort +8, Ref +8, Will +3; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7.</p><p><span style="color: black">.....</span><strong><span style="color: red">Skills and Feats:</span></strong> Climb +18, Listen +8, Spot +8. Alertness, Quick Draw, Toughness. (Dire baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.)</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 2506751, member: 2795"] This past Saturday, the heroes embarked on John Simcoe's "Racing the Snake" (from [u]Dungeon[/u] 105 of December 2003), modified by yours truly to account for the campaign setting and larger party of higher-level characters. The heroes were hired by merchant Bradford Trend to impersonate his daughter Felicia in order to thwart a group of assassins intent on disrupting Trend's business ties with the family into which Felicia is to marry. During the resulting cat-and-mouse deadliest game through Obad-hai's Scar toward the wood elf village of Oakvein, the PCs took an accidental wrong turn at a fork not on their maps. The assassins, who had been tracking the PCs, stayed at the fork to wait for the PCs return trip toward the correct path. Unfortunately for the assassins, the PCs followed the wrong turn to its cul-de-sac conclusion, and then they decided to exit the Scar there. As a result, the PCs made it to Oakvein without encountering the assassins at all. Aside from various "normal" monsters, the party encountered a few more unusual creatures. [b][color=red]Monstrous Undead Centipedes (x4):[/color][/b][color=red][/color] CR 3; Huge Undead; HD 6d12; hp 39; Init +3; Spd 40 ft., climb 40 ft.; AC 20 (-2 size, +2 Dex, +10 natural), touch 10, flat-footed 18; Base Atk +3; Grp +15; Atk Bite +5 melee (2d6+6 plus poison and energy drain); Space/Reach 15 ft./10 ft.; SA energy drain, poison; SQ darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +5, Will +6; Str 19, Dex 17, Con --, Int 3, Wis 12, Cha 6. [color=black].....[/color][b][color=red]Skills and Feats:[/color][/b][color=red][/color] Climb +12, Hide +3, Move Silently +11, Spot +5. (Monstrous undead centipedes can take 10 on Climb checks, even if threatened or distracted.) [color=black].....[/color][b][color=red]Energy Drain (Su):[/color][/b][color=red][/color] Living creatures hit by a monstrous undead centipede's slam attack gain one negative level. The DC is 11 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the monstrous undead centipede gains 5 temporary hit points. [color=black].....[/color][b][color=red]Poison (Ex):[/color][/b][color=red][/color] A monstrous undead centipede has a poisonous bite, Fortitude save DC 11 to negate, inflicts 1d6 Dex initial and secondary damage. The save DC is Charisma-based. [b][color=red]Summary of Spur of the Moment Template:[/color][/b][color=red][/color] Type changes to Undead. Keep subtypes. HD to d12. +4 natural AC. Undead BAB and saves (as wizard, good Will). Atk same. SA lose Sp and Su. SQ lose Sp and Su. +8 racial bonus on Move Silently. Keep feats and skills. Gain Energy Drain and Undead traits. +2 Str, +2 Dex, Con --, Wis +2, Cha +4. Int minimum 3. CR +1. The PCs defeated but did not slay this creature, which almost absconded with one of the party's [i]bags of holding[/i]: [b][color=red]Advanced Ethereal Filcher:[/color][/b][color=red][/color] Rogue 7; CR 11; Large Aberration; HD 8d8+24 plus 7d6+21; hp 105; Init +9; Spd 40 ft.; AC 21 (-1 size, +5 Dex, +5 natural, +2 deflection), touch 16, flat-footed 16; Base Atk +11; Grp +20; Atk Bite +16 melee (1d8+6); Space/Reach 10 ft./10 ft.; SA sneak attack +4d6; SQ darkvision 60 ft., [i]detect magic, ethereal jaunt[/i], evasion, trapfinding, trap sense +2, uncanny dodge; AL CN; SV Fort +8, Ref +13, Will +9; Str 20, Dex 21, Con 17, Int 10, Wis 12, Cha 8. [color=black].....[/color][b][color=red]Languages:[/color][/b][color=red][/color] Ethereal filchers do not speak. [color=black].....[/color][b][color=red]Skills and Feats:[/color][/b][color=red][/color] Bluff +12, Climb +12, Hide +14, Intimidate +3*, Listen +14, Move Silently +18, Open Lock +12, Sleight of Hand +26, Spot +14, Use Rope +7*. Deft Hands, Dodge, Improved Initiative, Improved Natural Attack (bite), Persuasive, Stealthy. *Gains a +4 bonus on Intimidate checks for each size category larger than target. Use Rope is untrained. [color=black].....[/color][b][color=red]Detect Magic (Su):[/color][/b][color=red][/color] Ethereal filchers can [i]detect magic[/i] as the spell (caster level 5th) at will. [color=black].....[/color][b][color=red]Ethereal Jaunt (Su):[/color][/b][color=red][/color] An ethereal filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the [i]ethereal jaunt[/i] spell (caster level 15th). [color=black].....[/color][b][color=red]Possessions:[/color][/b][color=red][/color] [i]Amulet of mighty fists +1, ring of protection +2, potion of cure light wounds, oil of darkness, potion of mage armor[/i]. The party didn't enter the territory of these monsters since the PCs took that aforementioned wrong turn. These dire baboons are really just apes with a few changes. Who says making up new monsters needs to be complicated? [b][color=red]Dire Baboons (x18):[/color][/b][color=red][/color] CR 2; Large Animal; HD 4d8+11; hp 29; Init +2; Spd 30 ft., climb 30 ft.; AC 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; Base Atk +3; Grp +12; Atk Claw +7 melee (1d6+5), or thrown stone +5 ranged (1d6+5); Full Atk 2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2); Space/Reach 10 ft./10 ft.; SA throw stones; SQ low-light vision, scent; AL N; SV Fort +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7. [color=black].....[/color][b][color=red]Skills and Feats:[/color][/b][color=red][/color] Climb +14, Listen +6, Spot +6. Alertness, Toughness. (Dire baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.) [color=black].....[/color][b][color=red]Throw Stones (Ex):[/color][/b][color=red][/color] Dire baboons can throw stones out to a range of 50 ft. with no penalties for range. [b][color=red]Alpha Dire Baboon:[/color][/b][color=red][/color] CR 3; Large Animal; HD 8d8+16; hp 55; Init +2; Spd 30 ft., climb 30 ft.; AC 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; Base Atk +6; Grp +15; Atk Claw +10 melee (1d6+5), or thrown stone +8 ranged (1d6+5); Full Atk 2 claws +10 melee (1d6+5) and bite +5 melee (1d6+2), or thrown stone +8/+3 ranged (1d6+5); Space/Reach 10 ft./10 ft.; SA throw stones; SQ low-light vision, scent; AL N; SV Fort +8, Ref +8, Will +3; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7. [color=black].....[/color][b][color=red]Skills and Feats:[/color][/b][color=red][/color] Climb +18, Listen +8, Spot +8. Alertness, Quick Draw, Toughness. (Dire baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.) [/QUOTE]
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