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<blockquote data-quote="Obly99" data-source="post: 8840054" data-attributes="member: 7035194"><p>Well, other thins from the Lord of the Rings setting.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Troll and Olog-Hai</span></strong></p><p></p><p><strong><span style="font-size: 18px">Troll CR 4</span></strong></p><p>CE Large humanoid (giant)</p><p><strong>Init</strong> +4; <strong>Senses </strong>darkvision 30 ft., low-light vision, scent; Perception +5</p><p>DEFENSE</p><p><strong>AC</strong> 18, touch 9, flat-footed 18 (+3 armor, +5 natural, -1 size)</p><p><strong>hp</strong> 39 (6d8+12)</p><p><strong>Fort</strong> +6, <strong>Ref</strong> +2, <strong>Will</strong> +1</p><p><strong>Weakness</strong> light blindness, sunlight petrification</p><p>OFFENSE</p><p><strong>Speed</strong> 30 ft.</p><p><strong>Melee</strong> greatclub +8 (2d8+6 plus push) or 2 slam +7 (1d8+6)</p><p><strong>Special Attacks</strong> push (10 ft.)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p>STATISTICS</p><p><strong>Str </strong>19, <strong>Dex</strong> 11, <strong>Con</strong> 15, <strong>Int</strong> 5, <strong>Wis</strong> 9, <strong>Cha</strong> 6</p><p><strong>Base Atk</strong> +4; <strong>CMB</strong> +9; <strong>CMD</strong> 19</p><p><strong>Feats</strong> Improved Initiative, Power Attack, Weapon Focus (greatclub)</p><p><strong>Skills</strong> Perception +5</p><p><strong>Languages</strong> Giant, Orc</p><p><strong>Gears</strong> greatclub, hide shirt</p><p><strong>Environment</strong> cold mountains</p><p><strong>Sunlight Petrification (Ex)</strong></p><p>A troll that is exposed to natural sunlight is staggered and must make a DC 20 Fortitude save each round to resist permanently turning to stone. A stone to flesh spell (or similar effect) restores a petrified troll, but if it remains exposed to sunlight, it must immediately start making new Fortitude saves to avoid petrification. Spells like sunbeam or sunburst that create powerful natural sunlight cannot petrify a troll, but the troll is staggered for 1d4 rounds after being exposed to such an effect.</p><p></p><p><strong><span style="font-size: 18px">Cave Troll CR 5</span></strong></p><p>CE Large humanoid (giant)</p><p><strong>Init</strong> +4; <strong>Senses </strong>darkvision 30 ft., low-light vision, scent; Perception +6</p><p>DEFENSE</p><p><strong>AC</strong> 19, touch 9, flat-footed 19 (+10 natural, -1 size)</p><p><strong>hp</strong> 52 (7d8+21)</p><p><strong>Fort</strong> +7, <strong>Ref</strong> +2, <strong>Will</strong> +1</p><p><strong>Weakness</strong> light blindness, sunlight petrification</p><p>OFFENSE</p><p><strong>Speed</strong> 30 ft.</p><p><strong>Melee</strong> greatclub +9 (2d8+6 plus push) or 2 slam +8 (1d8+6)</p><p><strong>Special Attacks</strong> push (10 ft.)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p>STATISTICS</p><p><strong>Str </strong>19, <strong>Dex</strong> 11, <strong>Con</strong> 16, <strong>Int</strong> 3, <strong>Wis</strong> 9, <strong>Cha</strong> 6</p><p><strong>Base Atk</strong> +5; <strong>CMB</strong> +10; <strong>CMD</strong> 20</p><p><strong>Feats</strong> Furious Focus, Improved Initiative, Power Attack, Weapon Focus (greatclub)</p><p><strong>Skills</strong> Perception +6</p><p><strong>Languages</strong> Giant, Orc (cannot speak)</p><p><strong>Gears</strong> greatclub</p><p><strong>Environment</strong> underground of cold mountains</p><p><strong>Sunlight Petrification (Ex)</strong></p><p>A troll that is exposed to natural sunlight is staggered and must make a DC 20 Fortitude save each round to resist permanently turning to stone. A stone to flesh spell (or similar effect) restores a petrified troll, but if it remains exposed to sunlight, it must immediately start making new Fortitude saves to avoid petrification. Spells like sunbeam or sunburst that create powerful natural sunlight cannot petrify a troll, but the troll is staggered for 1d4 rounds after being exposed to such an effect.</p><p></p><p><span style="font-size: 18px"><strong>Olog-Hai CR 6</strong></span></p><p>CE Large humanoid (giant)</p><p><strong>Init</strong> +5; <strong>Senses </strong>darkvision 30 ft., low-light vision, scent; Perception +11</p><p>DEFENSE</p><p><strong>AC</strong> 20, touch 10, flat-footed 19 (+4 armor, +1 Dex, +6 natural, -1 size)</p><p><strong>hp</strong> 67 (9d8+27)</p><p><strong>Fort</strong> +9, <strong>Ref</strong> +4, <strong>Will</strong> +5</p><p><strong>Weakness</strong> light blindness</p><p>OFFENSE</p><p><strong>Speed</strong> 30 ft.</p><p><strong>Melee</strong> masterwork iron greatclub +13/+8 (2d8+9 plus push) or 2 slam +11 (1d8+9)</p><p><strong>Special Attacks</strong> push (10 ft.)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p>STATISTICS</p><p><strong>Str </strong>23, <strong>Dex</strong> 13, <strong>Con</strong> 17, <strong>Int</strong> 8, <strong>Wis</strong> 14, <strong>Cha</strong> 13</p><p><strong>Base Atk</strong> +6; <strong>CMB</strong> +13; <strong>CMD</strong> 24</p><p><strong>Feats</strong> Furious Focus, Improved Initiative, Power Attack, Vital Strike, Weapon Focus (greatclub)</p><p><strong>Skills</strong> Perception +11</p><p><strong>Languages</strong> Giant, Orc</p><p><strong>Gears</strong> masterwork iron greatclub, chain shirt</p><p><strong>Environment</strong> cold mountains</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Watcher in the Water CR 14</span></strong></p><p></p><p><em>The Watcher in the Water was a kraken-like creature that emerged from the depths of Moria into the Sirannon. Driven by his hunger and Sauron's will, he waited for prey in the lake facing Moria's west gate, were he nearly captured Frodo as the Fellowship entered the city.</em></p><p></p><p>NE Gargantuan Magical Beast</p><p><strong>Init</strong> +5; <strong>Senses </strong>darkvision 180 ft., low-light vision; Perception +26</p><p>DEFENSE</p><p><strong>AC</strong> 29, touch 7, flat-footed 28 (+1 Dex, +22 natural, -4 size)</p><p><strong>hp </strong>212 (17d10+119)</p><p><strong>Fort</strong> +17, <strong>Ref</strong> +11, <strong>Will</strong> +9</p><p><strong>DR</strong> 5/magic; <strong>Immune</strong> charm, compulsion, cold, poison; <strong>SR</strong> 25</p><p><strong>Weakness</strong> light blindness</p><p>OFFENSE</p><p><strong>Speed</strong> swim 60 ft.</p><p><strong>Melee</strong> 8 tentacles +23 (1d8+9 plus grab and trip)</p><p><strong>Special Attacks</strong> constrict (1d8+9)</p><p><strong>Space</strong> 20 ft.; <strong>Reach</strong> 15 ft. (60 ft. with tentacles)</p><p>STATISTICS</p><p><strong>Str </strong>29, <strong>Dex</strong> 13, <strong>Con</strong> 24, <strong>Int</strong> 10, <strong>Wis</strong> 14, <strong>Cha</strong> 10</p><p><strong>Base Atk</strong> +17; <strong>CMB</strong> +30; <strong>CMD</strong> 41 (cannot be trip)</p><p><strong>Feats</strong> Alertness, Blind-Fight, Greater Blind-Fight, Improved Blind-Fight, Improved Initiative, Iron Will, Power Attack, Skill Focus (stealth), Weapon Focus (tentacles)</p><p><strong>Skills</strong> Perception +26, Sense Motive +4, Stealth +14 (+22 underwater), Swim +21; <strong>Racial Modifiers</strong> +8 Stealth while underwater</p><p><strong>Languages</strong> Dwarven, Orc</p><p><strong>Environment</strong> cold mountains</p></blockquote><p></p>
[QUOTE="Obly99, post: 8840054, member: 7035194"] Well, other thins from the Lord of the Rings setting. [CENTER][B][SIZE=7]Troll and Olog-Hai[/SIZE][/B][/CENTER] [B][SIZE=5]Troll CR 4[/SIZE][/B] CE Large humanoid (giant) [B]Init[/B] +4; [B]Senses [/B]darkvision 30 ft., low-light vision, scent; Perception +5 DEFENSE [B]AC[/B] 18, touch 9, flat-footed 18 (+3 armor, +5 natural, -1 size) [B]hp[/B] 39 (6d8+12) [B]Fort[/B] +6, [B]Ref[/B] +2, [B]Will[/B] +1 [B]Weakness[/B] light blindness, sunlight petrification OFFENSE [B]Speed[/B] 30 ft. [B]Melee[/B] greatclub +8 (2d8+6 plus push) or 2 slam +7 (1d8+6) [B]Special Attacks[/B] push (10 ft.) [B]Space[/B] 10 ft.; [B]Reach[/B] 10 ft. STATISTICS [B]Str [/B]19, [B]Dex[/B] 11, [B]Con[/B] 15, [B]Int[/B] 5, [B]Wis[/B] 9, [B]Cha[/B] 6 [B]Base Atk[/B] +4; [B]CMB[/B] +9; [B]CMD[/B] 19 [B]Feats[/B] Improved Initiative, Power Attack, Weapon Focus (greatclub) [B]Skills[/B] Perception +5 [B]Languages[/B] Giant, Orc [B]Gears[/B] greatclub, hide shirt [B]Environment[/B] cold mountains [B]Sunlight Petrification (Ex)[/B] A troll that is exposed to natural sunlight is staggered and must make a DC 20 Fortitude save each round to resist permanently turning to stone. A stone to flesh spell (or similar effect) restores a petrified troll, but if it remains exposed to sunlight, it must immediately start making new Fortitude saves to avoid petrification. Spells like sunbeam or sunburst that create powerful natural sunlight cannot petrify a troll, but the troll is staggered for 1d4 rounds after being exposed to such an effect. [B][SIZE=5]Cave Troll CR 5[/SIZE][/B] CE Large humanoid (giant) [B]Init[/B] +4; [B]Senses [/B]darkvision 30 ft., low-light vision, scent; Perception +6 DEFENSE [B]AC[/B] 19, touch 9, flat-footed 19 (+10 natural, -1 size) [B]hp[/B] 52 (7d8+21) [B]Fort[/B] +7, [B]Ref[/B] +2, [B]Will[/B] +1 [B]Weakness[/B] light blindness, sunlight petrification OFFENSE [B]Speed[/B] 30 ft. [B]Melee[/B] greatclub +9 (2d8+6 plus push) or 2 slam +8 (1d8+6) [B]Special Attacks[/B] push (10 ft.) [B]Space[/B] 10 ft.; [B]Reach[/B] 10 ft. STATISTICS [B]Str [/B]19, [B]Dex[/B] 11, [B]Con[/B] 16, [B]Int[/B] 3, [B]Wis[/B] 9, [B]Cha[/B] 6 [B]Base Atk[/B] +5; [B]CMB[/B] +10; [B]CMD[/B] 20 [B]Feats[/B] Furious Focus, Improved Initiative, Power Attack, Weapon Focus (greatclub) [B]Skills[/B] Perception +6 [B]Languages[/B] Giant, Orc (cannot speak) [B]Gears[/B] greatclub [B]Environment[/B] underground of cold mountains [B]Sunlight Petrification (Ex)[/B] A troll that is exposed to natural sunlight is staggered and must make a DC 20 Fortitude save each round to resist permanently turning to stone. A stone to flesh spell (or similar effect) restores a petrified troll, but if it remains exposed to sunlight, it must immediately start making new Fortitude saves to avoid petrification. Spells like sunbeam or sunburst that create powerful natural sunlight cannot petrify a troll, but the troll is staggered for 1d4 rounds after being exposed to such an effect. [SIZE=5][B]Olog-Hai CR 6[/B][/SIZE] CE Large humanoid (giant) [B]Init[/B] +5; [B]Senses [/B]darkvision 30 ft., low-light vision, scent; Perception +11 DEFENSE [B]AC[/B] 20, touch 10, flat-footed 19 (+4 armor, +1 Dex, +6 natural, -1 size) [B]hp[/B] 67 (9d8+27) [B]Fort[/B] +9, [B]Ref[/B] +4, [B]Will[/B] +5 [B]Weakness[/B] light blindness OFFENSE [B]Speed[/B] 30 ft. [B]Melee[/B] masterwork iron greatclub +13/+8 (2d8+9 plus push) or 2 slam +11 (1d8+9) [B]Special Attacks[/B] push (10 ft.) [B]Space[/B] 10 ft.; [B]Reach[/B] 10 ft. STATISTICS [B]Str [/B]23, [B]Dex[/B] 13, [B]Con[/B] 17, [B]Int[/B] 8, [B]Wis[/B] 14, [B]Cha[/B] 13 [B]Base Atk[/B] +6; [B]CMB[/B] +13; [B]CMD[/B] 24 [B]Feats[/B] Furious Focus, Improved Initiative, Power Attack, Vital Strike, Weapon Focus (greatclub) [B]Skills[/B] Perception +11 [B]Languages[/B] Giant, Orc [B]Gears[/B] masterwork iron greatclub, chain shirt [B]Environment[/B] cold mountains [CENTER][B][SIZE=7]Watcher in the Water CR 14[/SIZE][/B][/CENTER] [I]The Watcher in the Water was a kraken-like creature that emerged from the depths of Moria into the Sirannon. Driven by his hunger and Sauron's will, he waited for prey in the lake facing Moria's west gate, were he nearly captured Frodo as the Fellowship entered the city.[/I] NE Gargantuan Magical Beast [B]Init[/B] +5; [B]Senses [/B]darkvision 180 ft., low-light vision; Perception +26 DEFENSE [B]AC[/B] 29, touch 7, flat-footed 28 (+1 Dex, +22 natural, -4 size) [B]hp [/B]212 (17d10+119) [B]Fort[/B] +17, [B]Ref[/B] +11, [B]Will[/B] +9 [B]DR[/B] 5/magic; [B]Immune[/B] charm, compulsion, cold, poison; [B]SR[/B] 25 [B]Weakness[/B] light blindness OFFENSE [B]Speed[/B] swim 60 ft. [B]Melee[/B] 8 tentacles +23 (1d8+9 plus grab and trip) [B]Special Attacks[/B] constrict (1d8+9) [B]Space[/B] 20 ft.; [B]Reach[/B] 15 ft. (60 ft. with tentacles) STATISTICS [B]Str [/B]29, [B]Dex[/B] 13, [B]Con[/B] 24, [B]Int[/B] 10, [B]Wis[/B] 14, [B]Cha[/B] 10 [B]Base Atk[/B] +17; [B]CMB[/B] +30; [B]CMD[/B] 41 (cannot be trip) [B]Feats[/B] Alertness, Blind-Fight, Greater Blind-Fight, Improved Blind-Fight, Improved Initiative, Iron Will, Power Attack, Skill Focus (stealth), Weapon Focus (tentacles) [B]Skills[/B] Perception +26, Sense Motive +4, Stealth +14 (+22 underwater), Swim +21; [B]Racial Modifiers[/B] +8 Stealth while underwater [B]Languages[/B] Dwarven, Orc [B]Environment[/B] cold mountains [/QUOTE]
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