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<blockquote data-quote="the Jester" data-source="post: 9536558" data-attributes="member: 1210"><p><strong>MANES DEMON</strong></p><p><strong>Small humanoid (demon, fiend)</strong></p><p><strong>AC: </strong>9</p><p><strong>Speed: </strong>25'</p><p><strong>Hit Dice: </strong>1d8 (4 hp)</p><p> <em>Immune to fire, poison.</em></p><p> <em>Death Burst: </em>When reduced to 0, the manes turns into a cloud of foul green vapor that fills a 5' radius centered on its former location for 1 minute. A creature that starts its turn in the vapor takes 1d4 poison damage and 1 Con damage. A creature recovers lost Con after a long rest.</p><p><strong>Str 7, Dex 7, Con 8, Int 5, Wis 7, Cha 5</strong></p><p><strong>Senses: </strong>darkvision</p><p><strong>Languages: </strong>understands Abyssal but can't speak</p><p></p><p><em>Claws: </em>+2 to hit, 1d4 slashing damage.</p><p></p><p><strong>MANTICORE</strong></p><p><strong>Large beast </strong></p><p><strong>AC: </strong>13</p><p><strong>Speed: </strong>30', fly 60'</p><p><strong>Hit Dice: </strong>6d10 (33 hp)</p><p><strong>Str 15, Dex 14, Con 10, Int 10, Wis 13, Cha 10</strong></p><p><strong>Languages: </strong>Common</p><p></p><p><em>Claw: </em>+4 to hit, 1d4 slashing damage. </p><p> <em>Hit or Miss: </em>The manticore can spend 5' of movement to make a second claw attack and/or 10' of movement to make a Bite attack.</p><p></p><p><em>Bite: </em>+4 to hit, 1d6 piercing damage </p><p></p><p><em>Tail Spike: </em>+6 to hit, 1d4 piercing damage. </p><p> <em>Hit or Miss: </em>The manticore can spend 5' of movement to make another tail spike attack, up to a maximum of four spikes per round.</p><p></p><p><strong>NECROPHIDIUS</strong></p><p><strong>Medium construct</strong></p><p><strong>AC: </strong>14</p><p><strong>Speed: </strong>30' </p><p><strong>Hit Dice: </strong>4d8 (18 hp)</p><p> <em>Immune poison, psychic</em></p><p><strong>Str 10, Dex 12, Con 10, Int 3, Wis 12, Cha 5</strong></p><p><strong> </strong><em>Immune to charm andfear</em></p><p><strong>Senses: </strong>darkvision 60'</p><p></p><p><em>Bite: </em>+4 to hit, 1d4 piercing damage and the target must make a Con save or be poisoned for 1 minute (save ends). While poisoned this way, the target's speed is reduced by 10'. </p><p></p><p><em>Dance of Death: </em>The necrophidius begins to sway. Creatures within 30' that are not immune to charm must make Wis saves or be paralyzed for 1 minute (save ends). While it is paralyzed, attacks against it get a 1d8 bonus die and deal double damage.</p><p></p><p><strong>NEEDLEFOLK</strong></p><p><strong>Small or medium plant</strong></p><p><strong>AC: </strong>13</p><p><strong>Speed: </strong>30' </p><p> <em>Forestwalk:</em>The needlefolk ignores difficult terrain made of vegetation in forests.</p><p><strong>Hit Dice: </strong>4d8 (18 hp)</p><p> <em>While bloodied: vulnerable to fire</em></p><p><strong>Str 11, Dex 12, Con 14, Int 6, Wis 11, Cha 7</strong></p><p><strong> </strong><em>1d6 penalty die on saves vs magic</em></p><p><strong>Languages: </strong>Needlefolk, 10% speak Elvish</p><p></p><p><em>Slam: </em>+3 to hit, 3d4 piercing damage.</p><p></p><p><em>Needles: </em>The needlefolk fires a volley of needles at one creature it can see within 20', doing 2d6 piercing damage to that creature (Dex save for half).</p><p></p><p><em>Cone of Needles </em>(1/day): The needlefolk fires needles in a 15' cone. Each target in the cone takes 3d6 piercing damage (Dex save for half).</p><p></p><p><strong>OGRE</strong></p><p><strong>Large humanoid (giant, ogre)</strong></p><p><strong>AC: </strong>10</p><p><strong>Speed: </strong>30'</p><p><strong>Hit Dice: </strong>4d8+10 kicker(28 hp)</p><p><strong>Str 19, Dex 8, Con 15, Int 6, Wis 7, Cha 7</strong></p><p><strong>Senses: </strong>low-light vision</p><p><strong>Languages: </strong>Giant</p><p></p><p><em>Giant Club: </em>+5 to hit, 1d6+4 bludgeoning damage. </p><p></p><p><em>Javelin: </em>+4 to hit, 1d6+4 piercing damage.</p><p></p><p><em>Pummel: </em>+5 to hit, 1d4+4 bludgeoning damage and the target must make a Str save or the ogre pushes it 5'.</p><p></p><p><strong>OGRE CHIEF</strong></p><p><strong>Large humanoid (giant, ogre)</strong></p><p><strong>AC: </strong>10</p><p><strong>Speed: </strong>30'</p><p><strong>Hit Dice: </strong>4d8+40 kicker (58 hp)</p><p><strong>Str 21, Dex 8, Con 18, Int 9, Wis 10, Cha 10</strong></p><p><strong>Senses: </strong>low-light vision</p><p><strong>Languages: </strong>Giant, Common</p><p></p><p><em>Giant Club: </em>+8 to hit, 1d6+6 bludgeoning damage. </p><p> <em>Hit or Miss: </em>The ogre chief makes a second giant club attack. If both hit the same target, it must make a Con save or be stunned until the end of the ogre chief's next turn.</p><p></p><p><em>Javelin: </em>+5 to hit, 1d6+4 piercing damage.</p><p></p><p><em>Pummel: </em>+8 to hit, 1d4+6 bludgeoning damage and the target must make a Str save or the ogre pushes it 5'.</p><p></p><p><strong>ORC</strong></p><p><strong>Medium humanoid (orc)</strong></p><p><strong>AC: </strong>13 (hide)</p><p><strong>Speed: </strong>30'</p><p> <em>Aggressive:</em> The orc can move 15' directly toward an enemy for free on its turn.</p><p><strong>Hit Dice: </strong>1d8+5 kicker (9hp)</p><p><strong>Str 14, Dex 10, Con 13, Int 9, Wis 9, Cha 9</strong></p><p><strong>Senses: </strong>low-light vision</p><p><strong>Languages: </strong>Common, Orcish</p><p></p><p><em>Battle Axe: </em>+4 to hit, 1d8 slashing damage. </p><p></p><p><em>Javelin: </em>+4 to hit, 1d6 piercing damage.</p><p></p><p><strong>OWLBEAR</strong></p><p><strong>Large beast (bear, bird)</strong></p><p><strong>AC: </strong>10</p><p><strong>Speed: </strong>30' </p><p><strong>Hit Dice: </strong>5d10 (27 hp)</p><p><strong>Str 16, Dex 12, Con 13, Int 5, Wis 13, Cha 7</strong></p><p><strong> </strong><em>+1d6 bonus die on saves vs fear</em></p><p><strong>Senses: </strong>low-light vision</p><p><em>Claw: </em>+5 to hit, 1d6 slashing damage. </p><p> <em>Hit or Miss: </em>The owlbear makes a second Claw attack and a Bite attack. If both Claw attacks hit the same target, the target is grabbed (speed 0, Str save on 3d6 ends).</p><p> <em>Grabbed Target: </em>The owlbear gets a 1d6 bonus die to attacks against a grabbed target. </p><p></p><p><em>Bite: </em>+5 to hit, 1d8 piercing damage </p><p> <em>Grabbed Target: </em>The owlbear gets a 1d6 bonus die to attacks against a grabbed target.</p></blockquote><p></p>
[QUOTE="the Jester, post: 9536558, member: 1210"] [B]MANES DEMON Small humanoid (demon, fiend) AC: [/B]9 [B]Speed: [/B]25' [B]Hit Dice: [/B]1d8 (4 hp) [I]Immune to fire, poison.[/I] [I]Death Burst: [/I]When reduced to 0, the manes turns into a cloud of foul green vapor that fills a 5' radius centered on its former location for 1 minute. A creature that starts its turn in the vapor takes 1d4 poison damage and 1 Con damage. A creature recovers lost Con after a long rest. [B]Str 7, Dex 7, Con 8, Int 5, Wis 7, Cha 5 Senses: [/B]darkvision [B]Languages: [/B]understands Abyssal but can't speak [I]Claws: [/I]+2 to hit, 1d4 slashing damage. [B]MANTICORE Large beast AC: [/B]13 [B]Speed: [/B]30', fly 60' [B]Hit Dice: [/B]6d10 (33 hp) [B]Str 15, Dex 14, Con 10, Int 10, Wis 13, Cha 10 Languages: [/B]Common [I]Claw: [/I]+4 to hit, 1d4 slashing damage. [I]Hit or Miss: [/I]The manticore can spend 5' of movement to make a second claw attack and/or 10' of movement to make a Bite attack. [I]Bite: [/I]+4 to hit, 1d6 piercing damage [I]Tail Spike: [/I]+6 to hit, 1d4 piercing damage. [I]Hit or Miss: [/I]The manticore can spend 5' of movement to make another tail spike attack, up to a maximum of four spikes per round. [B]NECROPHIDIUS Medium construct AC: [/B]14 [B]Speed: [/B]30' [B]Hit Dice: [/B]4d8 (18 hp) [I]Immune poison, psychic[/I] [B]Str 10, Dex 12, Con 10, Int 3, Wis 12, Cha 5 [/B][I]Immune to charm andfear[/I] [B]Senses: [/B]darkvision 60' [I]Bite: [/I]+4 to hit, 1d4 piercing damage and the target must make a Con save or be poisoned for 1 minute (save ends). While poisoned this way, the target's speed is reduced by 10'. [I]Dance of Death: [/I]The necrophidius begins to sway. Creatures within 30' that are not immune to charm must make Wis saves or be paralyzed for 1 minute (save ends). While it is paralyzed, attacks against it get a 1d8 bonus die and deal double damage. [B]NEEDLEFOLK Small or medium plant AC: [/B]13 [B]Speed: [/B]30' [I]Forestwalk:[/I]The needlefolk ignores difficult terrain made of vegetation in forests. [B]Hit Dice: [/B]4d8 (18 hp) [I]While bloodied: vulnerable to fire[/I] [B]Str 11, Dex 12, Con 14, Int 6, Wis 11, Cha 7 [/B][I]1d6 penalty die on saves vs magic[/I] [B]Languages: [/B]Needlefolk, 10% speak Elvish [I]Slam: [/I]+3 to hit, 3d4 piercing damage. [I]Needles: [/I]The needlefolk fires a volley of needles at one creature it can see within 20', doing 2d6 piercing damage to that creature (Dex save for half). [I]Cone of Needles [/I](1/day): The needlefolk fires needles in a 15' cone. Each target in the cone takes 3d6 piercing damage (Dex save for half). [B]OGRE Large humanoid (giant, ogre) AC: [/B]10 [B]Speed: [/B]30' [B]Hit Dice: [/B]4d8+10 kicker(28 hp) [B]Str 19, Dex 8, Con 15, Int 6, Wis 7, Cha 7 Senses: [/B]low-light vision [B]Languages: [/B]Giant [I]Giant Club: [/I]+5 to hit, 1d6+4 bludgeoning damage. [I]Javelin: [/I]+4 to hit, 1d6+4 piercing damage. [I]Pummel: [/I]+5 to hit, 1d4+4 bludgeoning damage and the target must make a Str save or the ogre pushes it 5'. [B]OGRE CHIEF Large humanoid (giant, ogre) AC: [/B]10 [B]Speed: [/B]30' [B]Hit Dice: [/B]4d8+40 kicker (58 hp) [B]Str 21, Dex 8, Con 18, Int 9, Wis 10, Cha 10 Senses: [/B]low-light vision [B]Languages: [/B]Giant, Common [I]Giant Club: [/I]+8 to hit, 1d6+6 bludgeoning damage. [I]Hit or Miss: [/I]The ogre chief makes a second giant club attack. If both hit the same target, it must make a Con save or be stunned until the end of the ogre chief's next turn. [I]Javelin: [/I]+5 to hit, 1d6+4 piercing damage. [I]Pummel: [/I]+8 to hit, 1d4+6 bludgeoning damage and the target must make a Str save or the ogre pushes it 5'. [B]ORC Medium humanoid (orc) AC: [/B]13 (hide) [B]Speed: [/B]30' [I]Aggressive:[/I] The orc can move 15' directly toward an enemy for free on its turn. [B]Hit Dice: [/B]1d8+5 kicker (9hp) [B]Str 14, Dex 10, Con 13, Int 9, Wis 9, Cha 9 Senses: [/B]low-light vision [B]Languages: [/B]Common, Orcish [I]Battle Axe: [/I]+4 to hit, 1d8 slashing damage. [I]Javelin: [/I]+4 to hit, 1d6 piercing damage. [B]OWLBEAR Large beast (bear, bird) AC: [/B]10 [B]Speed: [/B]30' [B]Hit Dice: [/B]5d10 (27 hp) [B]Str 16, Dex 12, Con 13, Int 5, Wis 13, Cha 7 [/B][I]+1d6 bonus die on saves vs fear[/I] [B]Senses: [/B]low-light vision [I]Claw: [/I]+5 to hit, 1d6 slashing damage. [I]Hit or Miss: [/I]The owlbear makes a second Claw attack and a Bite attack. If both Claw attacks hit the same target, the target is grabbed (speed 0, Str save on 3d6 ends). [I]Grabbed Target: [/I]The owlbear gets a 1d6 bonus die to attacks against a grabbed target. [I]Bite: [/I]+5 to hit, 1d8 piercing damage [I]Grabbed Target: [/I]The owlbear gets a 1d6 bonus die to attacks against a grabbed target. [/QUOTE]
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