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The Great Wall is Broken [Immortal NPCs]
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<blockquote data-quote="Khisanth the Ancient" data-source="post: 5076713" data-attributes="member: 11368"><p>Ok, first of the dimension/first one related things I mentioned...</p><p></p><p></p><p>Gharrak, Advanced Spawn of Quatahin (8 HD) 6th-level Far Place Druid*</p><p><strong>Size/Type: </strong>Large Monstrous Humanoid</p><p><strong>Hit Dice: </strong>14d8+73 (136 hp)</p><p><strong>Initiative: </strong>+0</p><p><strong>Speed: </strong>30 ft. (6 squares)</p><p><strong>Armor Class: </strong>18 (-1 size, +9 natural), touch 9, flat-footed 18</p><p><strong>Base Attack/Grapple: </strong>+10/+19</p><p><strong>Attack: </strong>Claw +15 melee (1d8+5)</p><p><strong>Full Attack:</strong> 2 claws +15 melee (1d8+5), snakes +14 melee (1d6+2 and disease)</p><p><strong>Space/Reach: </strong>10 ft./10 ft.</p><p><strong>Special Attacks: </strong>Poison, rend 2d6+7, spells</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., nature sense, resist alien lure, trackless step, wild empathy, woodland stride </p><p><strong>Saves:</strong> Fort +11, Ref +8, Will +11</p><p><strong>Abilities:</strong> Str 21, Dex 10, Con 19, Int 8, Wis 15, Cha 11</p><p><strong>Skills: </strong>Spot +12, Survival +13</p><p><strong>Feats: </strong>Great Fortitude, Improved Toughness, Multiattack, Toughness, Weapon Focus (snakes)</p><p><strong>Environment:</strong> Far-Place-touched areas</p><p><strong>Organization:</strong> Unique; with cultists (2-8 spawn of Quatahin)</p><p><strong>Challenge Rating:</strong> 5</p><p><strong>Treasure: </strong> Standard</p><p><strong>Alignment:</strong> Chaotic evil</p><p></p><p></p><p>Gharrak resembles a standard spawn of Quatahin, except for his arrogant bearing and somewhat greater size, a little over 8 feet tall.</p><p></p><p>This is a fairly standard stat block for a local leader of a cult of Quatahin.</p><p></p><p><strong>COMBAT</strong></p><p></p><p><strong>Disease (Ex):</strong> Fort DC 21, incubation period 1d3 days, damage 1d3 Int and 1d3 Con. The save DC is Constitution-based.</p><p></p><p><strong>Rend (Ex): </strong>If Gharrak hits with both claw attacks in a single round, it tears flesh for an additional 2d6+7 damage. </p><p></p><p></p><p><strong>Spells:</strong> Spells per day - 5/4/4/2. Typical spells prepared: 0 - detect magic, detect poison, flare, guidance, resistance; 1 - endure elements, entangle (x2), faerie fire; 2- barkskin, fog cloud, summon nature's ally II, summon swarm; 3- call lightning, contagion.</p><p></p><p>*Far Place Druid is a class exclusive to the cult of Quatahin and those of his avatars and other subsidiary gods. It is identical to the standard Druid class except that <em>Resist Nature's Lure</em> applies to the spell-like abilities of Aberrations rather than Fey; Far Place Druids can use their wild empathy ability on alienated animals despite their magical beast type; high level Far Place Druids can wild shape into Aberrations (of challenge rating half their level or less) but not Elementals; and a Far Place Druid's animal companion gains the alienated creature template (at 3rd druid level) rather than the evasion (and later improved evasion) abilities.</p><p></p><p></p><p>and the species as a whole...</p><p></p><p><strong>Spawn of Quatahin</strong></p><p><strong>Size/Type: </strong>Medium Monstrous Humanoid</p><p><strong>Hit Dice:</strong> 6d8+18 (45 hp)</p><p><strong><strong>Initiative:</strong> +0</strong></p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 16 (-1 size, +7 natural), touch 9, flat-footed 16</p><p><strong>Base Attack/Grapple:</strong> +4/+7</p><p><strong>Attack:</strong> Claw +7 melee (1d6+3)</p><p><strong>Full Attack:</strong> 2 claws +7 melee (1d6+3), snakes +6 melee (1d4+1 and disease)</p><p><strong>Space/Reach: </strong>5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Poison, rend 1d8+4</p><p><strong>Special Qualities:</strong> Darkvision 60 ft.</p><p><strong>Saves:</strong> Fort +7, Ref +5, Will +5</p><p><strong>Abilities:</strong> Str 17, Dex 10, Con 17, Int 6, Wis 11, Cha 11</p><p><strong>Skills:</strong> Spot +4, Survival +5</p><p><strong>Feats: </strong>Great Fortitude, Multiattack, Weapon Focus (snakes)</p><p><strong>Environment:</strong> Warm forests</p><p><strong>Organization:</strong> Solitary, pair, or gang (3-8)</p><p><strong>Challenge Rating: </strong>4</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment: </strong>Usually chaotic evil</p><p><strong>Advancement:</strong> 7 HD (Medium), 8-15 HD (Large), 16-18 HD (Huge)</p><p><strong>Level Adjustment:</strong> --</p><p></p><p>A spawn of Quatahin resembles a 8-foot-tall bloated humanoid covered in armadillo-like plating. Many writhing serpents extend from its waist; these snakes' bites carry disease.</p><p></p><p>Spawn of Quatahin are rare, but greatly feared. Their love for chaos and devastation make them enemies of most other races and creatures. This affinity for destruction is believed to come from the distant past, when spawn of Quatahin were simply a sub-race of bugbears. Their worship of Quatahin, mindless lord of mutation, slowly transformed them into the horrific monstrosities they are today.</p><p></p><p>Spawn of Quatahin grow throughout their lives, gaining about 1 foot of height and 1 Hit Die per two decades after adulthood (which is reached at around ten). Their maximum lifespan is about 250 years, but few survive their lives of constant death and combat to that point.</p><p></p><p>These beings have no real society, only small, violent family groups or raiding gangs. They are still worshippers of Quatahin, but their religion consists only of spreading disease and slaying sentient prey in as horrible a way as possible.</p><p></p><p><strong>COMBAT</strong></p><p>A spawn of Quatahin is enormously aggressive, entering melee to slice and rend its foes. Sometimes, they will infect a creature too weak to pose a threat, then imprison it and watch it die.</p><p></p><p><strong>Disease (Ex):</strong> Fort DC 16, incubation period 1d3 days, damage 1d3 Int and 1d3 Con. The save DC is Constitution-based.</p><p></p><p><strong>Rend (Ex): </strong>If a spawn of Quatahin hits with both claw attacks in a single round, it tears flesh for an additional 1d6+4 damage.</p></blockquote><p></p>
[QUOTE="Khisanth the Ancient, post: 5076713, member: 11368"] Ok, first of the dimension/first one related things I mentioned... Gharrak, Advanced Spawn of Quatahin (8 HD) 6th-level Far Place Druid* [B]Size/Type: [/B]Large Monstrous Humanoid [B]Hit Dice: [/B]14d8+73 (136 hp) [B]Initiative: [/B]+0 [B]Speed: [/B]30 ft. (6 squares) [B]Armor Class: [/B]18 (-1 size, +9 natural), touch 9, flat-footed 18 [B]Base Attack/Grapple: [/B]+10/+19 [B]Attack: [/B]Claw +15 melee (1d8+5) [B]Full Attack:[/B] 2 claws +15 melee (1d8+5), snakes +14 melee (1d6+2 and disease) [B]Space/Reach: [/B]10 ft./10 ft. [B]Special Attacks: [/B]Poison, rend 2d6+7, spells [B]Special Qualities:[/B] Darkvision 60 ft., nature sense, resist alien lure, trackless step, wild empathy, woodland stride [B]Saves:[/B] Fort +11, Ref +8, Will +11 [B]Abilities:[/B] Str 21, Dex 10, Con 19, Int 8, Wis 15, Cha 11 [B]Skills: [/B]Spot +12, Survival +13 [B]Feats: [/B]Great Fortitude, Improved Toughness, Multiattack, Toughness, Weapon Focus (snakes) [B]Environment:[/B] Far-Place-touched areas [B]Organization:[/B] Unique; with cultists (2-8 spawn of Quatahin) [B]Challenge Rating:[/B] 5 [B]Treasure: [/B] Standard [B]Alignment:[/B] Chaotic evil Gharrak resembles a standard spawn of Quatahin, except for his arrogant bearing and somewhat greater size, a little over 8 feet tall. This is a fairly standard stat block for a local leader of a cult of Quatahin. [B]COMBAT[/B] [B]Disease (Ex):[/B] Fort DC 21, incubation period 1d3 days, damage 1d3 Int and 1d3 Con. The save DC is Constitution-based. [B]Rend (Ex): [/B]If Gharrak hits with both claw attacks in a single round, it tears flesh for an additional 2d6+7 damage. [B]Spells:[/B] Spells per day - 5/4/4/2. Typical spells prepared: 0 - detect magic, detect poison, flare, guidance, resistance; 1 - endure elements, entangle (x2), faerie fire; 2- barkskin, fog cloud, summon nature's ally II, summon swarm; 3- call lightning, contagion. *Far Place Druid is a class exclusive to the cult of Quatahin and those of his avatars and other subsidiary gods. It is identical to the standard Druid class except that [I]Resist Nature's Lure[/I] applies to the spell-like abilities of Aberrations rather than Fey; Far Place Druids can use their wild empathy ability on alienated animals despite their magical beast type; high level Far Place Druids can wild shape into Aberrations (of challenge rating half their level or less) but not Elementals; and a Far Place Druid's animal companion gains the alienated creature template (at 3rd druid level) rather than the evasion (and later improved evasion) abilities. and the species as a whole... [B]Spawn of Quatahin[/B] [B]Size/Type: [/B]Medium Monstrous Humanoid [B]Hit Dice:[/B] 6d8+18 (45 hp) [B][B]Initiative:[/B] +0 Speed:[/B] 30 ft. (6 squares) [B]Armor Class:[/B] 16 (-1 size, +7 natural), touch 9, flat-footed 16 [B]Base Attack/Grapple:[/B] +4/+7 [B]Attack:[/B] Claw +7 melee (1d6+3) [B]Full Attack:[/B] 2 claws +7 melee (1d6+3), snakes +6 melee (1d4+1 and disease) [B]Space/Reach: [/B]5 ft./5 ft. [B]Special Attacks:[/B] Poison, rend 1d8+4 [B]Special Qualities:[/B] Darkvision 60 ft. [B]Saves:[/B] Fort +7, Ref +5, Will +5 [B]Abilities:[/B] Str 17, Dex 10, Con 17, Int 6, Wis 11, Cha 11 [B]Skills:[/B] Spot +4, Survival +5 [B]Feats: [/B]Great Fortitude, Multiattack, Weapon Focus (snakes) [B]Environment:[/B] Warm forests [B]Organization:[/B] Solitary, pair, or gang (3-8) [B]Challenge Rating: [/B]4 [B]Treasure:[/B] Standard [B]Alignment: [/B]Usually chaotic evil [B]Advancement:[/B] 7 HD (Medium), 8-15 HD (Large), 16-18 HD (Huge) [B]Level Adjustment:[/B] -- A spawn of Quatahin resembles a 8-foot-tall bloated humanoid covered in armadillo-like plating. Many writhing serpents extend from its waist; these snakes' bites carry disease. Spawn of Quatahin are rare, but greatly feared. Their love for chaos and devastation make them enemies of most other races and creatures. This affinity for destruction is believed to come from the distant past, when spawn of Quatahin were simply a sub-race of bugbears. Their worship of Quatahin, mindless lord of mutation, slowly transformed them into the horrific monstrosities they are today. Spawn of Quatahin grow throughout their lives, gaining about 1 foot of height and 1 Hit Die per two decades after adulthood (which is reached at around ten). Their maximum lifespan is about 250 years, but few survive their lives of constant death and combat to that point. These beings have no real society, only small, violent family groups or raiding gangs. They are still worshippers of Quatahin, but their religion consists only of spreading disease and slaying sentient prey in as horrible a way as possible. [B]COMBAT[/B] A spawn of Quatahin is enormously aggressive, entering melee to slice and rend its foes. Sometimes, they will infect a creature too weak to pose a threat, then imprison it and watch it die. [B]Disease (Ex):[/B] Fort DC 16, incubation period 1d3 days, damage 1d3 Int and 1d3 Con. The save DC is Constitution-based. [B]Rend (Ex): [/B]If a spawn of Quatahin hits with both claw attacks in a single round, it tears flesh for an additional 1d6+4 damage. [/QUOTE]
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The Great Wall is Broken [Immortal NPCs]
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