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Tribute to BlackDirge : Mephitic Creatures
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<blockquote data-quote="Malicene" data-source="post: 1139568" data-attributes="member: 12108"><p>I like to read book, mostly in French, but some in English…and one day I found a thread called Metamorphosis from dretch to demonlord. As I’m also found of Demonic/Devilish stories, I start reading it! And I love it!</p><p></p><p>By the way, I started looking for BlackDirge threads and I liked anything I read from him!</p><p></p><p>On the other hand I was preparing a Hack and Slash game in a campaign I run for a long time, and I was more than inspired by his delightful Ideas.</p><p></p><p>So here is my very little contribution:</p><p></p><p></p><p></p><p><strong>Advanced Corrupted Earth Mephit</strong></p><p>Medium Outsider (Earth, Extraplanar)</p><p></p><p>Hit Dice: 7d8+28 (58 hp)</p><p>Initiative: +1(-3 Dex, +4 Imp. I)</p><p>Speed: 30 ft. (6 squares), fly 40 ft. (average)</p><p>Armor Class: 17 (–3 Dex, +10 natural), touch 10, flat-footed 17 </p><p>Base Attack/Grapple: +7/+14</p><p>Attack: Claw +14 melee (1d6+7) +3 vile damage</p><p>Full Attack: 2 claws +14 melee (1d6+7) +3 vile damage</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Breath weapon, spell-like abilities</p><p>Special Qualities: Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 3</p><p>Saves: Fort +9, Ref +2, Will +4</p><p>Abilities: Str 25, Dex 4, Con 19, Int 6, Wis 9, Cha 13</p><p>Skills: Bluff +11, Escape Artist +7, Hide +11, Diplomacy +7, Disguise +1 (+3 acting), Intimidate +7, Listen +9, Move Silently +7, Spot +9, Use Rope –3 (-1 with bindings)</p><p>Feats: Power Attack, Toughness, Improved initiative</p><p>Environment: Elemental Plane of Earth</p><p>Challenge Rating: 7</p><p>Treasure: Standard</p><p>Alignment: Usually neutral evil</p><p>Advancement: 7 HD (Medium)</p><p></p><p>Breath Weapon (Su): 15-foot cone of rock shards and pebbles, damage 1d12, Reflex DC 18 or 20 half. The save DC is Constitution-based and includes a +1 racial bonus.</p><p>Spell-Like Abilities: 1/day—soften earth and stone. Caster level 6th.</p><p>Change Size (Sp): Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell.</p><p>Fast Healing (Ex): An earth mephit heals only if it is underground or buried up to its waist in earth.</p><p></p><p>These Corrupted Advanced Earth Mephits come from the Elemental Plane of Earth. Living under the powerful hand of Vizier Quver Nerkt, their master for eternity. These evil corrupted beings lives for destruction of arable land, turning them to salt desert.</p><p>They are feared even in their own Plane, as they are known to turn vile almost any earth environment.</p><p>An earth mephit is about 7 feet tall and weighs about 160 pounds.</p><p>Earth mephits speak Common and Terran.</p><p></p><p>************************************************************</p><p></p><p><strong>Glab Nerkt (Agent of Vizir de QuverNerkt)</strong></p><p>Advanced Corrupted Earth Mephit</p><p>Medium Outsider (Earth, Extraplanar)</p><p>Hit Dice: 7d8+28+6d4+24 (97 hp)</p><p>Initiative:+1(-3 Dex, +4 Imp. I)</p><p>Speed: 30 ft. (6 squares), fly 40 ft. (average)</p><p>Armor Class: 23 (–3 Dex, +10 natural, +2 ring, +4 mage armor), touch 16, flat-footed 23</p><p>Base Attack/Grapple: +10/+17</p><p>Attack: Claw +18 or +20 melee (1d6+7 or+9) +6 vile damage </p><p>Full Attack: 2 Claw +18 or +20 melee (1d6+7 or+9) +6 vile damage </p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Breath weapon, spell-like abilities</p><p>Special Qualities: Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 3</p><p>Saves: Fort +11, Ref +4, Will +9</p><p>Abilities: Str 25, Dex 4, Con 19, Int 6, Wis 9, Cha 14</p><p>Skills: Bluff +12, Concentration +13, Escape Artist +7, Hide +11, Diplomacy +8, Disguise +2 (+4 acting), Intimidate +11, Listen +9, Move Silently +7, Spot +11, Use Rope –3 (-1 with bindings)</p><p>Feats: Power Attack, Toughness, Improved initiative, weapon focus claws, Cleave, Imp Crit Claws</p><p>Environment: Elemental Plane of Earth</p><p>Challenge Rating: 10</p><p>Treasure: Standard</p><p>Alignment: neutral evil</p><p></p><p>Breath Weapon (Su): 15-foot cone of rock shards and pebbles, damage 1d12, Reflex DC 18 half. The save DC is Constitution-based and includes a +1 racial bonus.</p><p>Spell-Like Abilities: 1/day—soften earth and stone. Caster level 6th.</p><p>Change Size (Sp): Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell.</p><p>Fast Healing (Ex): An earth mephit heals only if it is underground or buried up to its waist in earth.</p><p></p><p>Glab Nerkt is one of the favourite agent of Quver Nerkt, this diligent mephit always do his better to please his unforgiving master </p><p></p><p>Sorceror 6th level</p><p>6: Acid Splash / Detect Magic / Mage Hand / Prestidigitation / Message / Ghost Sound / Arcane Mark</p><p>6: (Mage Armor)/ Magic Missile / (Protection from Good)/ True Strike</p><p>5: (Mirror Image) / (Bull’s Strength)</p><p>3: Hold Person</p><p>(Into brackets: spell usually cast on himself before a fight)</p><p></p><p>Possession: Ring +2</p><p></p><p>************************************************************</p><p></p><p><strong>Glab Nerkt Lieutenant</strong></p><p>Medium Outsider (Earth, Extraplanar)</p><p>Hit Dice: 7d8+28+4d10+16 (96 hp)</p><p>Initiative:+1(-3 Dex, +4 Imp. I)</p><p>Speed: 30 ft. (6 squares), fly 40 ft. (average)</p><p>Armor Class: 22 (–3 Dex, +10 natural,+5 breast plate), touch 10, flat-footed 22 </p><p>Base Attack/Grapple: +11/+18</p><p>Attack: Claw +19 melee (1d6+7) +5 vile damage / Falchion masterwork +20 (2d4+14)</p><p>Full Attack: 3 claws +14/+9/+4 melee (1d6+7) +5 vile damage / Falchion masterwork +20/+15/+10 (2d4+14)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Breath weapon, spell-like abilities</p><p>Special Qualities: Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 3</p><p>Saves: Fort +9, Ref +2, Will +4</p><p>Abilities: Str 26, Dex 4, Con 19, Int 6, Wis 9, Cha 13</p><p>Skills: Bluff +11, Escape Artist +7, Hide +11, Diplomacy +7, Disguise +1 (+3 acting), Intimidate +7, Listen +9, Move Silently +7, Spot +9, Use Rope –3 (-1 with bindings)</p><p>Feats: Power Attack, Toughness, Improved initiative, Falchion focus and specialisation, Cleave</p><p>Environment: Elemental Plane of Earth</p><p>Challenge Rating: 9</p><p>Treasure: Standard</p><p>Alignment: Usually neutral evil</p><p></p><p>Breath Weapon (Su): 15-foot cone of rock shards and pebbles, damage 1d12, Reflex DC 18 half. The save DC is Constitution-based and includes a +1 racial bonus.</p><p>Spell-Like Abilities: 1/day—soften earth and stone. Caster level 6th.</p><p>Change Size (Sp): Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell.</p><p>Fast Healing (Ex): An earth mephit heals only if it is underground or buried up to its waist in earth.</p><p>Glab Nerkt Lieutenants are 4th level Fighter</p><p></p><p>************************************************************</p><p></p><p><strong>Festerkt (Glab Nerkt Scout)</strong></p><p>Medium Outsider (Earth, Extraplanar)</p><p>Hit Dice: 10d8+40(93 hp)</p><p>Initiative: +1(-3 Dex, +4 Imp. I)</p><p>Speed: 30 ft. (6 squares), fly 40 ft. (average)</p><p>Armor Class: 22 (–3 Dex, +10 natural, +5 armor), touch 10, flat-footed 22 </p><p>Base Attack/Grapple: +10/+17</p><p>Attack: Claw +17 melee (1d6+7) +5 vile damage / Scimitar magical +19 (1d6+8) </p><p>Full Attack: 2 claws +17/+12 melee (1d6+7) +5 vile damage / Falchion magical and masterwork +15/+10/+15 (1d6+8 or +4)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Breath weapon, spell-like abilities</p><p>Special Qualities: Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 3</p><p>Saves: Fort +12, Ref +5, Will +5 </p><p>Abilities: Str 25, Dex 4, Con 19, Int 6, Wis 9, Cha 13 </p><p>Skills: Bluff +11, Escape Artist +7, Hide +14, Diplomacy +7, Disguise +1 (+3 acting), Intimidate +8, Listen +12, Move Silently +10, Spot +12, Use Rope –3 (-1 with bindings)</p><p>Feats: Power Attack, Toughness, Improved initiative, TWF, Endurance, Die Hard, Track, Scimitar Focus, Favoured enemy: Outsider (Earth)</p><p>Environment: Elemental Plane of Earth</p><p>Challenge Rating: 8</p><p>Treasure: Standard</p><p>Alignment: Neutral evil</p><p></p><p>Breath Weapon (Su): 15-foot cone of rock shards and pebbles, damage 1d12, Reflex DC 18 half. The save DC is Constitution-based and includes a +1 racial bonus.</p><p>Spell-Like Abilities: 1/day—soften earth and stone. Caster level 6th.</p><p>Change Size (Sp): Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell.</p><p>Fast Healing (Ex): An earth mephit heals only if it is underground or buried up to its waist in earth.</p><p>Possession : Leather armor +3, twin Scimitar +1</p><p>Festil is a 3rd level Ranger</p></blockquote><p></p>
[QUOTE="Malicene, post: 1139568, member: 12108"] I like to read book, mostly in French, but some in English…and one day I found a thread called Metamorphosis from dretch to demonlord. As I’m also found of Demonic/Devilish stories, I start reading it! And I love it! By the way, I started looking for BlackDirge threads and I liked anything I read from him! On the other hand I was preparing a Hack and Slash game in a campaign I run for a long time, and I was more than inspired by his delightful Ideas. So here is my very little contribution: [B]Advanced Corrupted Earth Mephit[/B] Medium Outsider (Earth, Extraplanar) Hit Dice: 7d8+28 (58 hp) Initiative: +1(-3 Dex, +4 Imp. I) Speed: 30 ft. (6 squares), fly 40 ft. (average) Armor Class: 17 (–3 Dex, +10 natural), touch 10, flat-footed 17 Base Attack/Grapple: +7/+14 Attack: Claw +14 melee (1d6+7) +3 vile damage Full Attack: 2 claws +14 melee (1d6+7) +3 vile damage Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon, spell-like abilities Special Qualities: Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 3 Saves: Fort +9, Ref +2, Will +4 Abilities: Str 25, Dex 4, Con 19, Int 6, Wis 9, Cha 13 Skills: Bluff +11, Escape Artist +7, Hide +11, Diplomacy +7, Disguise +1 (+3 acting), Intimidate +7, Listen +9, Move Silently +7, Spot +9, Use Rope –3 (-1 with bindings) Feats: Power Attack, Toughness, Improved initiative Environment: Elemental Plane of Earth Challenge Rating: 7 Treasure: Standard Alignment: Usually neutral evil Advancement: 7 HD (Medium) Breath Weapon (Su): 15-foot cone of rock shards and pebbles, damage 1d12, Reflex DC 18 or 20 half. The save DC is Constitution-based and includes a +1 racial bonus. Spell-Like Abilities: 1/day—soften earth and stone. Caster level 6th. Change Size (Sp): Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell. Fast Healing (Ex): An earth mephit heals only if it is underground or buried up to its waist in earth. These Corrupted Advanced Earth Mephits come from the Elemental Plane of Earth. Living under the powerful hand of Vizier Quver Nerkt, their master for eternity. These evil corrupted beings lives for destruction of arable land, turning them to salt desert. They are feared even in their own Plane, as they are known to turn vile almost any earth environment. An earth mephit is about 7 feet tall and weighs about 160 pounds. Earth mephits speak Common and Terran. ************************************************************ [B]Glab Nerkt (Agent of Vizir de QuverNerkt)[/B] Advanced Corrupted Earth Mephit Medium Outsider (Earth, Extraplanar) Hit Dice: 7d8+28+6d4+24 (97 hp) Initiative:+1(-3 Dex, +4 Imp. I) Speed: 30 ft. (6 squares), fly 40 ft. (average) Armor Class: 23 (–3 Dex, +10 natural, +2 ring, +4 mage armor), touch 16, flat-footed 23 Base Attack/Grapple: +10/+17 Attack: Claw +18 or +20 melee (1d6+7 or+9) +6 vile damage Full Attack: 2 Claw +18 or +20 melee (1d6+7 or+9) +6 vile damage Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon, spell-like abilities Special Qualities: Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 3 Saves: Fort +11, Ref +4, Will +9 Abilities: Str 25, Dex 4, Con 19, Int 6, Wis 9, Cha 14 Skills: Bluff +12, Concentration +13, Escape Artist +7, Hide +11, Diplomacy +8, Disguise +2 (+4 acting), Intimidate +11, Listen +9, Move Silently +7, Spot +11, Use Rope –3 (-1 with bindings) Feats: Power Attack, Toughness, Improved initiative, weapon focus claws, Cleave, Imp Crit Claws Environment: Elemental Plane of Earth Challenge Rating: 10 Treasure: Standard Alignment: neutral evil Breath Weapon (Su): 15-foot cone of rock shards and pebbles, damage 1d12, Reflex DC 18 half. The save DC is Constitution-based and includes a +1 racial bonus. Spell-Like Abilities: 1/day—soften earth and stone. Caster level 6th. Change Size (Sp): Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell. Fast Healing (Ex): An earth mephit heals only if it is underground or buried up to its waist in earth. Glab Nerkt is one of the favourite agent of Quver Nerkt, this diligent mephit always do his better to please his unforgiving master Sorceror 6th level 6: Acid Splash / Detect Magic / Mage Hand / Prestidigitation / Message / Ghost Sound / Arcane Mark 6: (Mage Armor)/ Magic Missile / (Protection from Good)/ True Strike 5: (Mirror Image) / (Bull’s Strength) 3: Hold Person (Into brackets: spell usually cast on himself before a fight) Possession: Ring +2 ************************************************************ [B]Glab Nerkt Lieutenant[/B] Medium Outsider (Earth, Extraplanar) Hit Dice: 7d8+28+4d10+16 (96 hp) Initiative:+1(-3 Dex, +4 Imp. I) Speed: 30 ft. (6 squares), fly 40 ft. (average) Armor Class: 22 (–3 Dex, +10 natural,+5 breast plate), touch 10, flat-footed 22 Base Attack/Grapple: +11/+18 Attack: Claw +19 melee (1d6+7) +5 vile damage / Falchion masterwork +20 (2d4+14) Full Attack: 3 claws +14/+9/+4 melee (1d6+7) +5 vile damage / Falchion masterwork +20/+15/+10 (2d4+14) Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon, spell-like abilities Special Qualities: Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 3 Saves: Fort +9, Ref +2, Will +4 Abilities: Str 26, Dex 4, Con 19, Int 6, Wis 9, Cha 13 Skills: Bluff +11, Escape Artist +7, Hide +11, Diplomacy +7, Disguise +1 (+3 acting), Intimidate +7, Listen +9, Move Silently +7, Spot +9, Use Rope –3 (-1 with bindings) Feats: Power Attack, Toughness, Improved initiative, Falchion focus and specialisation, Cleave Environment: Elemental Plane of Earth Challenge Rating: 9 Treasure: Standard Alignment: Usually neutral evil Breath Weapon (Su): 15-foot cone of rock shards and pebbles, damage 1d12, Reflex DC 18 half. The save DC is Constitution-based and includes a +1 racial bonus. Spell-Like Abilities: 1/day—soften earth and stone. Caster level 6th. Change Size (Sp): Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell. Fast Healing (Ex): An earth mephit heals only if it is underground or buried up to its waist in earth. Glab Nerkt Lieutenants are 4th level Fighter ************************************************************ [B]Festerkt (Glab Nerkt Scout)[/B] Medium Outsider (Earth, Extraplanar) Hit Dice: 10d8+40(93 hp) Initiative: +1(-3 Dex, +4 Imp. I) Speed: 30 ft. (6 squares), fly 40 ft. (average) Armor Class: 22 (–3 Dex, +10 natural, +5 armor), touch 10, flat-footed 22 Base Attack/Grapple: +10/+17 Attack: Claw +17 melee (1d6+7) +5 vile damage / Scimitar magical +19 (1d6+8) Full Attack: 2 claws +17/+12 melee (1d6+7) +5 vile damage / Falchion magical and masterwork +15/+10/+15 (1d6+8 or +4) Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon, spell-like abilities Special Qualities: Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 3 Saves: Fort +12, Ref +5, Will +5 Abilities: Str 25, Dex 4, Con 19, Int 6, Wis 9, Cha 13 Skills: Bluff +11, Escape Artist +7, Hide +14, Diplomacy +7, Disguise +1 (+3 acting), Intimidate +8, Listen +12, Move Silently +10, Spot +12, Use Rope –3 (-1 with bindings) Feats: Power Attack, Toughness, Improved initiative, TWF, Endurance, Die Hard, Track, Scimitar Focus, Favoured enemy: Outsider (Earth) Environment: Elemental Plane of Earth Challenge Rating: 8 Treasure: Standard Alignment: Neutral evil Breath Weapon (Su): 15-foot cone of rock shards and pebbles, damage 1d12, Reflex DC 18 half. The save DC is Constitution-based and includes a +1 racial bonus. Spell-Like Abilities: 1/day—soften earth and stone. Caster level 6th. Change Size (Sp): Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell. Fast Healing (Ex): An earth mephit heals only if it is underground or buried up to its waist in earth. Possession : Leather armor +3, twin Scimitar +1 Festil is a 3rd level Ranger [/QUOTE]
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