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<blockquote data-quote="johndaw16" data-source="post: 1497706" data-attributes="member: 12033"><p>Here's a slight change of pace from the rest of the thread, a creature that I've just cooked up and like a lot. I'll only post stats for creatures that have some sort of unique significance in the campaign world. The following are stats for Orcus's elite aerial troops, the Dread Wings. </p><p></p><p><strong>Dread Wings</strong> </p><p>Advanced Spellstitched Abyssal Ghoul w/Fiendish Grafts: Feathered Wings</p><p>Large Undead (Extraplanar)</p><p></p><p><strong>HD</strong>: 30d12 (195 hp)</p><p><strong>Initiative</strong>: +6 (Dex. +2, Imp. Init. +4)</p><p><strong>Speed</strong>: 40 ft., fly 80 ft. </p><p><strong>AC</strong>: 28 (+2 Dex., +16 natural, size -1), touch 11, flat-footed 28</p><p><strong>BAB/Grapple</strong>: +15/+30</p><p><strong>Attack</strong>: Front claw +26 melee</p><p><strong>Full Attack</strong>: 2 Front claw +26 melee; Rear claws +24</p><p><strong>Damage</strong>: Front claw 1d6+12 plus disease; Rear claws 2d6+6 plus disease </p><p><strong>Face/Reach</strong>: 10 ft./ 10 ft. </p><p><strong>Special Attacks</strong>: Disease; Imp. Grab; Sneak Attack: +5d6; Wis. Drain: 1d6; Spell-like abilities</p><p><strong>Special Qualities</strong>: Acid, cold, and fire resistances 20; Blindsight 90 ft.; Deathwatch; electricity immunity, SR 22, Uncanny Dodge; undead traits, DR 10/ +3; Feathered Wings Graft </p><p><strong>SV</strong>: Fort. +12; Ref. +16; Will. +23</p><p><strong>Abilities</strong>: Str 35, Dex 14, Con - , Int 14, Wis 18, Cha 18</p><p><strong>Feats</strong>: Boost Spell-like Ability, Boost SR, Dodge, Empower Spell-like Ability, Flyby Attack, Imp. Init., Lightining Reflexes, Mobility, Multiattack, Power Attack, Spring Attack</p><p><strong>Climate/Terrain</strong>: Thanatos, any Abyss </p><p><strong>Organization</strong>: solitary, patrol (1d4), wing (1d8), flight (2d6)</p><p><strong>CR</strong>: 15-16 ??*</p><p><strong>Alignment</strong>: always chaotic evil </p><p></p><p><strong>Disease (Ex)</strong>: Any creature hit by a Dread Wing's front or rear claws attack must succeed on a Fort. save (DC 25) or contract demon fever. After an incubation period of 1 day, the disease deals 1d6 points of Con. damage. Each day after contracting demon fever, the creature must succeed on another Fort. save (DC 25) or take the same damage. Each time it is damaged by the disease, the creature must immediately succeed on another Fort. save (DC 25) or 1 pt. of the Con. damage taken becomes Con. drain instead. After making a succcessful Fort. save against the Con. damage on each of two consecutive days, the creature recovers. </p><p></p><p><strong>Improved Grab (Ex)</strong>: If a Dread Wing hits an opponent its own size or smaller with both front claws, it deals normal damage and attempts to start a grapple as a free action without provoking an AoO (grapple bonus of +30). If it gets a hold, it can attempt to pin and use its Wis. drain ability on its next grapple check. Alternatively, the Dread Wing has the option to conduct the grapple normally, or simply use its front claws to hold the opponent (-20 penalty on grapple check, but the Wing is not considered grappled). In either case, each succcessful grapple check it makes during successive rounds automatically deals damage from both front claws. </p><p></p><p><strong>Sneak Attack (Ex)</strong>: Anytime a Dread Wing's target is denied a Dex. bonus, or when a target is flanked by an Dread Wing, the Wing deals an additional 5d6 points of damage on a successful melee attack. </p><p></p><p><strong>Wisdom Drain (Su)</strong>: If a Dread Wing successfully pins an opponent, it can drain 1d6 points of Wis. with its smoky tongue on the same action. Each round thereafter that the pin is maintained, the Wing automatically drains an additional 1d6 points of Wis. A creature reduced to 0 Wis. by a Dread Wing becomes unconcious until at least 1 pt. of Wis. is restored. </p><p></p><p><strong>Blindsight (Ex) </strong>: A Dread Wing is blind, but it maneuvers and fights as well as a sighted creature by using scent and vibration to ascertain its surroundings. This ability enables it to discern objects and creatures within 90 ft. A Dread Wing usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.</p><p></p><p><strong>Deathwatch (Sp)</strong>: This ability functions like the deathwatch spell, except that it is always active and a Dread Wing always knows how near death all creatures within 90 ft. of it are. </p><p></p><p><strong>Feathered Wings Graft</strong>: Feathered wings resemble those of a vrock: large and birdlike. The grafted creature can fly at a speed equal to twice its normal land speed, with average maneuverability. When not flying, the grafted creature can use the wings to buffet and disorient its opponents. Each round, in addition to its normal attacks, it can make a Bluff check (opposed by its opponents Sense Motive check). If this check is successful, the grafted creature's attacks in that round gain a +2 circumstance bonus. </p><p></p><p><strong>Spell-like abilities</strong>: 2/day: darkness, magic missle, ray of enfeeblement, see invisibility; 1/day: animate dead, enervation, fear, fireball, lightining bolt, wall of force or cloudkill, Spell DC's = 14 + spell lvl. (These abilities are used as if spells were cast by a sorc. of the same lvl. as the number of HD the spellstitched creature possesses.) </p><p></p><p><strong>Tactics and Info. </strong> </p><p>The Dread Wings are some of Orcus's most capable undead creations. The strange amalgam of undead and fiendish qualities enhanced with powerful magical runes make the Dread Wings quite deadly. Orcus created the creatures as an answer to the threat of vrocks employed by Grazz't and Demogorgon in their Abyssal wars. The Wings form the core of Orcus's aerial forces and have so far proven to be a more than adequate match for any vrock. Due to the demonic grafts, the Dread Wings are universally hated by nearly all demons outright, and vrocks will attack one on sight no matter what. Oddly enough this seems to suit the Wings just fine. </p><p></p><p>In combat, the Wings like to rely on their impressive mobility to bring down their foes. Flyby attacks and hit-and-run tactics are used to wear down oppenents, while they use their deathwatch ability to pinpoint the weakest foe and rapidly dispatch them. Against demonic opponents like vrocks, the Wings love to employ enervation and ray of enfeeblement to weaken the foe or drain them of Wis. until unconciousness. They use wall of force to cover their escape or seperate foes and direct the flow of battle. Another favorite tactic of the Dread Wings is to become invisible, place a wall of force to cut-off escape, and then ambush their prey taking full advantage of their impressive sneak attack. Following any combat any fallen foes the Wings do not devour are immediately animated. </p><p></p><p>In the campaign world Orcus is a major demon prince and one of the most active forces of evil on the Material Plane. The Dread Wings are simply one of Orcus's many unique undead and demonic servants that he employs in his schemes. </p><p></p><p>*Not too sure on this CR, I'm pretty new at figuring out what an appropriate CR is so its mostly just a guess. Any insight on whether thats proper is welcomed, thanks.</p></blockquote><p></p>
[QUOTE="johndaw16, post: 1497706, member: 12033"] Here's a slight change of pace from the rest of the thread, a creature that I've just cooked up and like a lot. I'll only post stats for creatures that have some sort of unique significance in the campaign world. The following are stats for Orcus's elite aerial troops, the Dread Wings. [B]Dread Wings[/B] Advanced Spellstitched Abyssal Ghoul w/Fiendish Grafts: Feathered Wings Large Undead (Extraplanar) [B]HD[/B]: 30d12 (195 hp) [B]Initiative[/B]: +6 (Dex. +2, Imp. Init. +4) [B]Speed[/B]: 40 ft., fly 80 ft. [B]AC[/B]: 28 (+2 Dex., +16 natural, size -1), touch 11, flat-footed 28 [B]BAB/Grapple[/B]: +15/+30 [B]Attack[/B]: Front claw +26 melee [B]Full Attack[/B]: 2 Front claw +26 melee; Rear claws +24 [B]Damage[/B]: Front claw 1d6+12 plus disease; Rear claws 2d6+6 plus disease [B]Face/Reach[/B]: 10 ft./ 10 ft. [B]Special Attacks[/B]: Disease; Imp. Grab; Sneak Attack: +5d6; Wis. Drain: 1d6; Spell-like abilities [B]Special Qualities[/B]: Acid, cold, and fire resistances 20; Blindsight 90 ft.; Deathwatch; electricity immunity, SR 22, Uncanny Dodge; undead traits, DR 10/ +3; Feathered Wings Graft [B]SV[/B]: Fort. +12; Ref. +16; Will. +23 [B]Abilities[/B]: Str 35, Dex 14, Con - , Int 14, Wis 18, Cha 18 [B]Feats[/B]: Boost Spell-like Ability, Boost SR, Dodge, Empower Spell-like Ability, Flyby Attack, Imp. Init., Lightining Reflexes, Mobility, Multiattack, Power Attack, Spring Attack [B]Climate/Terrain[/B]: Thanatos, any Abyss [B]Organization[/B]: solitary, patrol (1d4), wing (1d8), flight (2d6) [B]CR[/B]: 15-16 ??* [B]Alignment[/B]: always chaotic evil [B]Disease (Ex)[/B]: Any creature hit by a Dread Wing's front or rear claws attack must succeed on a Fort. save (DC 25) or contract demon fever. After an incubation period of 1 day, the disease deals 1d6 points of Con. damage. Each day after contracting demon fever, the creature must succeed on another Fort. save (DC 25) or take the same damage. Each time it is damaged by the disease, the creature must immediately succeed on another Fort. save (DC 25) or 1 pt. of the Con. damage taken becomes Con. drain instead. After making a succcessful Fort. save against the Con. damage on each of two consecutive days, the creature recovers. [B]Improved Grab (Ex)[/B]: If a Dread Wing hits an opponent its own size or smaller with both front claws, it deals normal damage and attempts to start a grapple as a free action without provoking an AoO (grapple bonus of +30). If it gets a hold, it can attempt to pin and use its Wis. drain ability on its next grapple check. Alternatively, the Dread Wing has the option to conduct the grapple normally, or simply use its front claws to hold the opponent (-20 penalty on grapple check, but the Wing is not considered grappled). In either case, each succcessful grapple check it makes during successive rounds automatically deals damage from both front claws. [B]Sneak Attack (Ex)[/B]: Anytime a Dread Wing's target is denied a Dex. bonus, or when a target is flanked by an Dread Wing, the Wing deals an additional 5d6 points of damage on a successful melee attack. [B]Wisdom Drain (Su)[/B]: If a Dread Wing successfully pins an opponent, it can drain 1d6 points of Wis. with its smoky tongue on the same action. Each round thereafter that the pin is maintained, the Wing automatically drains an additional 1d6 points of Wis. A creature reduced to 0 Wis. by a Dread Wing becomes unconcious until at least 1 pt. of Wis. is restored. [B]Blindsight (Ex) [/B]: A Dread Wing is blind, but it maneuvers and fights as well as a sighted creature by using scent and vibration to ascertain its surroundings. This ability enables it to discern objects and creatures within 90 ft. A Dread Wing usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight. [B]Deathwatch (Sp)[/B]: This ability functions like the deathwatch spell, except that it is always active and a Dread Wing always knows how near death all creatures within 90 ft. of it are. [B]Feathered Wings Graft[/B]: Feathered wings resemble those of a vrock: large and birdlike. The grafted creature can fly at a speed equal to twice its normal land speed, with average maneuverability. When not flying, the grafted creature can use the wings to buffet and disorient its opponents. Each round, in addition to its normal attacks, it can make a Bluff check (opposed by its opponents Sense Motive check). If this check is successful, the grafted creature's attacks in that round gain a +2 circumstance bonus. [B]Spell-like abilities[/B]: 2/day: darkness, magic missle, ray of enfeeblement, see invisibility; 1/day: animate dead, enervation, fear, fireball, lightining bolt, wall of force or cloudkill, Spell DC's = 14 + spell lvl. (These abilities are used as if spells were cast by a sorc. of the same lvl. as the number of HD the spellstitched creature possesses.) [B]Tactics and Info. [/B] The Dread Wings are some of Orcus's most capable undead creations. The strange amalgam of undead and fiendish qualities enhanced with powerful magical runes make the Dread Wings quite deadly. Orcus created the creatures as an answer to the threat of vrocks employed by Grazz't and Demogorgon in their Abyssal wars. The Wings form the core of Orcus's aerial forces and have so far proven to be a more than adequate match for any vrock. Due to the demonic grafts, the Dread Wings are universally hated by nearly all demons outright, and vrocks will attack one on sight no matter what. Oddly enough this seems to suit the Wings just fine. In combat, the Wings like to rely on their impressive mobility to bring down their foes. Flyby attacks and hit-and-run tactics are used to wear down oppenents, while they use their deathwatch ability to pinpoint the weakest foe and rapidly dispatch them. Against demonic opponents like vrocks, the Wings love to employ enervation and ray of enfeeblement to weaken the foe or drain them of Wis. until unconciousness. They use wall of force to cover their escape or seperate foes and direct the flow of battle. Another favorite tactic of the Dread Wings is to become invisible, place a wall of force to cut-off escape, and then ambush their prey taking full advantage of their impressive sneak attack. Following any combat any fallen foes the Wings do not devour are immediately animated. In the campaign world Orcus is a major demon prince and one of the most active forces of evil on the Material Plane. The Dread Wings are simply one of Orcus's many unique undead and demonic servants that he employs in his schemes. *Not too sure on this CR, I'm pretty new at figuring out what an appropriate CR is so its mostly just a guess. Any insight on whether thats proper is welcomed, thanks. [/QUOTE]
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