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The Misers (Template)

DnDChick

Demon Queen of Templates
Miser (Template)
The Misers are the lords of the mephits. Misers rule from castles or towers located on the border between their elemental plane and the prime plane. Through their gates mephits and other elemental creatures can find easy passage to and fro. Although much larger and more powerful than the small elemental creatures they command, Misers are actually mephits themselves.

There is only one Miser for each type of mephit. It is the duty of the Miser to watch over its elemental servants as a king watches over his kingdom. If the Miser is destroyed, a powerful mephit of the right type is magically and automatically promoted to the rank of Miser.

Creating a Miser
“Miser” is a template that can be applied to any mephit of at least 9HD (hereafter referred to as the “base mephit”). Its size increases to Large. A Miser retains all of the special abilities and ability scores of the base mephit, except as noted here.

Size: Increase to Large.

Hit Dice: Increase to 12 HD.

Speed: Same as base mephit +10 feet.

AC: A Miser has a natural armor bonus of +4. This bonus stacks with any natural armor of the base mephit.

Attacks: Same as base mephit, increased to account for changes in hit dice, size, and ability scores. A Miser also has a touch attack, which it can substitute for any of its other attacks.

Damage: Same as base mephit, increased to account for changes in hit dice, size, and ability scores. If the base mephit has bonus damage for any of its natural weapons (i.e. such as the bonus fire damage for a fire mephit), that damage is increased by 50%.

Face/Reach: Increase to 10 ft. by 10 ft./10 ft.

Special Attacks: A Miser retains all the special attacks of the base mephit. Add 2 to the number of times a special attack can be used within the stated time. The caster level of any spell-like ability possessed by the Miser is double that of the base mephit. Increase the breath weapon of a Miser to 4 dice of the given type. They have a 75% chance to successfully summon mephits. In addition to these abilities, a Miser has a unique touch attack.

Clutch (Su): A Miser has a touch attack based on its type. The clutch of a Miser is a supernatural ability that the Miser can use at will.
· Dust Miser: The clutch of the Dust Miser forces the victim to make a Fortitude save (DC 19) or be affected as if by dust of sneezing and choking.
· Heat Miser: The clutch of the Heat Miser deals 4d6 points of fire damage to living opponents, and instantly melts or incinerates any non-living, non-magical matter of Medium-size or smaller. Magic items are allowed a Fortitude save (DC 19) to resist this effect.
· Lava Miser: The clutch of the Lava Miser deals 4d6 points of fire damage to living opponents, and instantly melts or incinerates any non-living, non-magical matter of Medium-size or smaller. Magic items are allowed a Fortitude save (DC 19) to resist this effect.
· Salt Miser: The clutch of the Salt Miser forces opponents of Large size or smaller to make a Fortitude save (DC 20) or be turned to salt permanently as per the flesh to stone spell.
· Sea Miser: The clutch of the Sea Miser forces a living victim to make a Fortitude save (DC 20) or suffer 1d6 points of temporary Constitution damage as water fills its lungs. Three rounds later, the victim must make another Fortitude save or suffer the effects of drowning (see the DMG).
· Slime Miser: The clutch of the Slime Miser forces the victim to make a Fortitude save (DC 19) or suffer the effects of green slime (see the DMG).
· Snow Miser: The clutch of the Snow Miser deals 4d6 points of cold damage to living opponents, and instantly freezes and shatters any non-living, non-magical matter of Medium-size or smaller. Magic items are allowed a Fortitude save (DC 19) to resist this effect.
· Steam Miser: The clutch of the Steam Miser deals 4d6 points of fire damage to living opponents.
· Stone Miser: The clutch of the Stone Miser forces an opponent of Large size or smaller to make a Fortitude save (DC 20) or be turned to stone permanently as per the flesh to stone spell.
· Wind Miser: The clutch of the Wind Miser forces an opponent of Large size or smaller to make a Strength check (DC 22) or be blown backwards by powerful winds. The victim flies backwards in a straight line 20 feet plus 20 feet per size category less than Large and take 1d6 points of damage per 10 feet thrown.

Special Qualities: A Miser retains all the special qualities of the base mephit. Its DR increases to 10/+1, and its Fast Healing increases to 5.

Saves: Recalculate to account for changes in hit dice and ability scores.

Abilities: Str +12, Dex -4, Con +6

Skills: A Miser receives 81 extra skill points. All skills of the base mephit are increased by 9 ranks each. This gives a Miser: Bluff (12 ranks), Hide (15 ranks), Listen (15 ranks), Move Silently (15 ranks), and Spot (15 ranks). The remaining 36 points are spent on Intimidate (12 ranks), Knowledge (the elemental planes) (12 ranks), and Sense Motive (12 ranks).

Feats: As base mephit, plus Iron Will and Power Attack.

Climate/Terrain: Same as base mephit

Organization: Miser plus 2d6 mephits and 1-2 9HD mephits of the same type.

Challenge Rating: 8

Treasure: Standard.

Alignment: Same as base mephit.

Advancement: —

The sample Misers below use a Fire Mephit and Ice Mephit respectively.

The Heat Miser, Lord of the Fire Mephits
Large Outsider (Fire)
Hit Dice: 12d8+36 (90 hp)
Initiative: +3 (Dex, Improved Initiative)
Speed: 40 ft., fly 60 ft. (average)
AC: 16 (-1 size, -1 Dex, +8 natural)
Attacks: 2 claws +17 melee or clutch +17 melee
Damage: Claw 1d6+9 and 3 fire, clutch 4d6 fire
Face/Reach: 10 ft. by 10 ft./10 ft.
Special Attacks: Breath Weapon 4d8 fire (Reflex save [DC 19]), Clutch (4d6 fire damage), Spell-Like Abilities (3/hour magic missile as 6th level sorcerer, 3/day heat metal as 12th level sorcerer)
Special Qualities: Fire subtype, fast healing 5, summon mephit (75%)
Saves: Fort +11, Ref +7, Will +10
Abilities: Str 22, Dex 9, Con 16, Int 12, Wis 11, Cha 15
Skills: Bluff +14, Hide +10, Intimidate +14, Knowledge (the elemental planes) +12, Listen +15, Move Silently +14, Sense Motive +12, Spot +15
Feats: Improved Initiative, Iron Will, Power Attack
Climate/Terrain: The Heat Miser’s Volcano
Organization: Miser plus 2d6 fire mephits and 1-2 9HD fire mephits.
Challenge Rating: 8
Treasure: Standard
Alignment: Neutral

The Snow Miser, Lord of the Ice Mephits
Large Outsider (Air, Cold)
Hit Dice: 12d8+36 (90 hp)
Initiative: +5 (Dex, Improved Initiative)
Speed: 40 ft., fly 60 ft. (average)
AC: 18 (-1 size, +1 Dex, +8 natural)
Attacks: 2 claws +17 melee and or clutch +17 melee
Damage: Claw 1d6+9 and 3 cold, clutch 4d6 cold
Face/Reach: 10 ft. by 10 ft./10 ft.
Special Attacks: Breath Weapon 4d4 (Reflex save [DC 19]), Clutch (4d6 cold damage), Spell-Like Abilities (3/hour magic missile as 6th level sorcerer, 3/day chill metal as 12th level sorcerer)
Special Qualities: Cold subtype, fast healing 5, summon mephit (75%)
Saves: Fort +11, Ref +9, Will +10
Abilities: Str 22, Dex 13, Con 16, Int 12, Wis 11, Cha 15
Skills: Bluff +14, Hide +12, Intimidate +14, Knowledge (the elemental planes) +12, Listen +15, Move Silently +16, Sense Motive +12, Spot +15
Feats: Improved Initiative, Iron Will, Power Attack
Climate/Terrain: The Snow Miser’s Castle
Organization: Miser plus 2d6 ice mephits and 1-2 9HD ice mephits.
Challenge Rating: 8
Treasure: Standard
Alignment: Neutral

Gonna have that song stuck in your head forever now, aren't you? :)

Edit: made some changes in grammar, and gave each Miser a "clutch" attack.
 
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Erica,

Another great idea! If this one's gonna be OGC, can you shoot me the file for it? (Unless, of course, it's already spoken for). It's cool, even though it has a very narrow focus and application. But, hey, someone might just write up a module about mephits someday (possible title: "A Mephit to Our Madness") ;)

Cheers!
Ian

To Everyone Else,
BTW, we're looking for about 5-10 additional templates to add to our Book of Templates Deluxe Edition (due out sometime in the near future). If you'd like details or want to contribute a template, drop me a line: silverthornegames@yahoo.com. It's a non-paying gig, but it gets you credit in print. Ok, that's enough crass commercialism for one day :)
 
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Yeah I can send you this one, but I am going to change the name to Mephit Lord or something.

This template is mostly a joke. the "Heat Miser" and "Snow Miser" are characters from the Rankin-Bass animated holiday special "The Year Without A Santa Claus."

:)
 


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