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<blockquote data-quote="qstor" data-source="post: 3097145" data-attributes="member: 1489"><p>Having heard report of these constructs since the Old One unleashed them upon Furyondy and the Vesve during the troubles quaintly known as the Greyhawk Wars, I have sought to obtain the formula for their creation. An Abyssal acquaintance informs me that the process requires the co-operation of a priest of the so-called Lord of Pain and a mage of some power. While the latter are not hard to come by, it is the former that might require some ingenuity to procure. </p><p></p><p>Lesser Thassaloss</p><p>Medium Construct</p><p>Hit Dice: 5d10 (27 hp)</p><p>Initiative: +0 </p><p>Speed: 20 ft.</p><p>Armour Class: 18 (+8 natural) touch 10, flatfooted 18</p><p>Base Attack/Grapple: +3/+6</p><p>Attack: Claw +6 melee (1d4+3)</p><p>Full Attack: 4 claws +6 melee (1d4+3)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Paralyzing gaze, rend</p><p>Special Qualities: Construct traits, cold immunity, slashing and piercing resistance, SR 12</p><p>Saves: Fort +1, Ref +1, Will +3</p><p>Abilities: Str 17, Dex 11, Con -, Int -, Wis 14, Cha 14</p><p>Environment: Any land or underground</p><p>Organisation: Solitary</p><p>Challenge Rating: 4</p><p>Treasure: None</p><p>Alignment: Always neutral evil</p><p>Advancement: 6-10 HD (Medium); 11-15 HD (Large). </p><p></p><p>Paralysing Gaze (Su): Once per round, a lesser thassaloss can direct its gaze at one foe within a range of 30 feet, who must succeed at a DC 14 Fortitude save or be paralysed for 2d4 rounds. </p><p>Rend (Ex): A lesser thassaloss that hits with two or more claw attacks latches onto the opponents' body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.</p><p>Construct Traits: A lesser thassaloss is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or death from massive damage. It cannot heal itself but can be healed though repair. It cannot be raised or resurrected. A lesser thassaloss has darkvision (60-foot range). </p><p>Cold Immunity (Ex): A lesser thassaloss is immune to cold-based attacks. </p><p>Slashing and Piercing Resistance (Ex): A lesser thassaloss takes half damage from all slashing and piercing weapons because it lacks internal organs.</p><p> </p><p></p><p>Greater Thassaloss</p><p>Medium Construct</p><p>Hit Dice: 12d10 (66 hp)</p><p>Initiative: +1 </p><p>Speed: 30 ft.</p><p>Armour Class: 21 (+10 natural, +1 Dex) touch 11, flatfooted 20</p><p>Base Attack/Grapple: +9/+14</p><p>Attack: Claw +14 melee (1d6+5/19-20) or scimitar +14 melee (1d6+5/18-20) </p><p>Full Attack: 4 claws +14 melee (1d6+5/19-20); or primary scimitar +10/+5 melee (1d6+5/18-20) and 3 scimitars +10 melee (1d6+2/18-20)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Feebleminding gaze, rend</p><p>Special Qualities: Construct traits, cold immunity, slashing and piercing resistance, SR 16</p><p>Saves: Fort +4, Ref +5, Will +6</p><p>Abilities: Str 21, Dex 13, Con -, Int 8, Wis 14, Cha 14</p><p>Skills: Intimidate +5, Listen +7, Spot +7</p><p>Feats: Cleave, Improved Critical (claw), Improved Natural Attack, Multiweapon Fighting, Power Attack </p><p>Environment: Any land or underground</p><p>Organisation: Solitary</p><p>Challenge Rating: 7</p><p>Treasure: None</p><p>Alignment: Always neutral evil</p><p>Advancement: 13-24 HD (Medium); 25-36 HD (Large). </p><p>Level Adjustment: - </p><p></p><p>Feebleminding Gaze (Su): Once per round, a greater thassaloss can direct its gaze at one foe within a range of 30 feet, who must succeed at a DC 18 Will save or be affected by feeblemind as per the spell as cast by a 10th level sorceror.</p><p>Rend (Ex): A greater thassaloss that hits with two or more claw attacks latches onto the opponents' body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.</p><p>Construct Traits: A greater thassaloss is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or death from massive damage. It cannot heal itself but can be healed though repair. It cannot be raised or resurrected. A greater thassaloss has darkvision (60-foot range). </p><p>Cold Immunity (Ex): A greater thassaloss is immune to cold-based attacks. </p><p>Slashing and Piercing Resistance (Ex): A greater thassaloss takes half damage from all slashing and piercing weapons because it lacks internal organs. </p><p></p><p>A jet-black skeleton, its bones inscribed with silvery runes, lurches towards you. Instead of two arms, it has four, each tipped with long razor sharp bone claws. </p><p></p><p>The combination of fell magic and the divine power of Iuz, these skeletal constructs strike fear in the hearts of the Old One’s foes. Created from the bones of those slain on the many battlefields that litter Iuz’s empire, depraved wizards and priests of the Lord of Pain imbue the skeletons with magical properties and in the case of the greater thassaloss, with a baleful sentience. Thassaloss are use both to spearhead assaults against Iuz’s foes and as eternally vigilant guardians at locations important to the Old One. </p><p></p><p>Combat</p><p>Thassaloss make maximum use of the gaze attacks to incapacitate as many foes as possible at a distance. They then close to red both the stricken and the able-bodied either with their claws or with wickedly curved black scimitars. While lesser thassaloss are mindless and attack without any sophisticated tactics, greater thassaloss possess a feral cunning, which they put to effective use against their victims. </p><p></p><p>Creating a Thassaloss</p><p>Creating a thassaloss, whether greater of lesser, involves the co-operation of a priest of Iuz with an experienced mage. These creatures are created only by the most evil and twisted minds. The stages of the process of creation are as follows:</p><p>First an intact human skeleton must be obtained for the spell, together with an extra set of arm and shoulder bones that are fused into the thorax during the stage in which the priest casts his spell. The skeleton is treated with resins and oils to stain it black and harden the bones. The priest employs the create thassaloss spell to prepare the skeleton. The wizard then casts his spells upon the skeleton. </p><p></p><p>Create Thassaloss</p><p>Necromancy [Evil]</p><p>Level: Clr 6 (Iuz only)</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</p><p>Range: Touch</p><p>Targets: 1 skeleton touched</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell enables a cleric of Iuz to impart a basic matrix of magic into a skeletal form, allowing further spells to "adhere" to the skeleton, for the specific purpose of animating a thassaloss and rendering the creation permanent. A skeleton with two extra sets of arm bones is so enchanted. If not addition al wizard spells are case into thassaloss within 24 hours of the casting of the create thassaloss spell, the creature becomes simply an animated skeleton with 1 HD and AC 18. If the cleric wishes to create a greater thassaloss, he must have on hand a vial of wraith dust that is mixed into the bones together with the oils and resins. For creation of a lesser thassaloss, the body fluids of a ghoul must be mixed with the oil and resin instead. </p><p></p><p>To create a lesser thassaloss, a wizard of at least 14th level must cast the following spells into the thassaloss's body: hold person, permanency, limited wish. To create a greater thassasloss, a wizard of at least 16th level must cast the following spells into the thassaloss body: feeblemind, geas, permanency, bull's strength, limited wish. These spells must be cast within 24 hours of the create thassaloss spell.</p><p>The wizard need only use a limited wish rather than a wish due to the strength and effects of the create thassaloss spell. However, if a wish spell is used, a special addition to the thassaloss form can be created; a simple magical weapon can be used in the casting of the wish, and its hit and damage bonuses will become part of the thassaloss' basic hit and damage rolls.</p><p>The magical weapon is used up in the wish casting in this case. Any special magical properties of such a weapon are lost. Similarly the use of a magical shield can improve the armour class of a thassaloss during creation.</p></blockquote><p></p>
[QUOTE="qstor, post: 3097145, member: 1489"] Having heard report of these constructs since the Old One unleashed them upon Furyondy and the Vesve during the troubles quaintly known as the Greyhawk Wars, I have sought to obtain the formula for their creation. An Abyssal acquaintance informs me that the process requires the co-operation of a priest of the so-called Lord of Pain and a mage of some power. While the latter are not hard to come by, it is the former that might require some ingenuity to procure. Lesser Thassaloss Medium Construct Hit Dice: 5d10 (27 hp) Initiative: +0 Speed: 20 ft. Armour Class: 18 (+8 natural) touch 10, flatfooted 18 Base Attack/Grapple: +3/+6 Attack: Claw +6 melee (1d4+3) Full Attack: 4 claws +6 melee (1d4+3) Space/Reach: 5 ft./5 ft. Special Attacks: Paralyzing gaze, rend Special Qualities: Construct traits, cold immunity, slashing and piercing resistance, SR 12 Saves: Fort +1, Ref +1, Will +3 Abilities: Str 17, Dex 11, Con -, Int -, Wis 14, Cha 14 Environment: Any land or underground Organisation: Solitary Challenge Rating: 4 Treasure: None Alignment: Always neutral evil Advancement: 6-10 HD (Medium); 11-15 HD (Large). Paralysing Gaze (Su): Once per round, a lesser thassaloss can direct its gaze at one foe within a range of 30 feet, who must succeed at a DC 14 Fortitude save or be paralysed for 2d4 rounds. Rend (Ex): A lesser thassaloss that hits with two or more claw attacks latches onto the opponents' body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage. Construct Traits: A lesser thassaloss is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or death from massive damage. It cannot heal itself but can be healed though repair. It cannot be raised or resurrected. A lesser thassaloss has darkvision (60-foot range). Cold Immunity (Ex): A lesser thassaloss is immune to cold-based attacks. Slashing and Piercing Resistance (Ex): A lesser thassaloss takes half damage from all slashing and piercing weapons because it lacks internal organs. Greater Thassaloss Medium Construct Hit Dice: 12d10 (66 hp) Initiative: +1 Speed: 30 ft. Armour Class: 21 (+10 natural, +1 Dex) touch 11, flatfooted 20 Base Attack/Grapple: +9/+14 Attack: Claw +14 melee (1d6+5/19-20) or scimitar +14 melee (1d6+5/18-20) Full Attack: 4 claws +14 melee (1d6+5/19-20); or primary scimitar +10/+5 melee (1d6+5/18-20) and 3 scimitars +10 melee (1d6+2/18-20) Space/Reach: 5 ft./5 ft. Special Attacks: Feebleminding gaze, rend Special Qualities: Construct traits, cold immunity, slashing and piercing resistance, SR 16 Saves: Fort +4, Ref +5, Will +6 Abilities: Str 21, Dex 13, Con -, Int 8, Wis 14, Cha 14 Skills: Intimidate +5, Listen +7, Spot +7 Feats: Cleave, Improved Critical (claw), Improved Natural Attack, Multiweapon Fighting, Power Attack Environment: Any land or underground Organisation: Solitary Challenge Rating: 7 Treasure: None Alignment: Always neutral evil Advancement: 13-24 HD (Medium); 25-36 HD (Large). Level Adjustment: - Feebleminding Gaze (Su): Once per round, a greater thassaloss can direct its gaze at one foe within a range of 30 feet, who must succeed at a DC 18 Will save or be affected by feeblemind as per the spell as cast by a 10th level sorceror. Rend (Ex): A greater thassaloss that hits with two or more claw attacks latches onto the opponents' body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage. Construct Traits: A greater thassaloss is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or death from massive damage. It cannot heal itself but can be healed though repair. It cannot be raised or resurrected. A greater thassaloss has darkvision (60-foot range). Cold Immunity (Ex): A greater thassaloss is immune to cold-based attacks. Slashing and Piercing Resistance (Ex): A greater thassaloss takes half damage from all slashing and piercing weapons because it lacks internal organs. A jet-black skeleton, its bones inscribed with silvery runes, lurches towards you. Instead of two arms, it has four, each tipped with long razor sharp bone claws. The combination of fell magic and the divine power of Iuz, these skeletal constructs strike fear in the hearts of the Old One’s foes. Created from the bones of those slain on the many battlefields that litter Iuz’s empire, depraved wizards and priests of the Lord of Pain imbue the skeletons with magical properties and in the case of the greater thassaloss, with a baleful sentience. Thassaloss are use both to spearhead assaults against Iuz’s foes and as eternally vigilant guardians at locations important to the Old One. Combat Thassaloss make maximum use of the gaze attacks to incapacitate as many foes as possible at a distance. They then close to red both the stricken and the able-bodied either with their claws or with wickedly curved black scimitars. While lesser thassaloss are mindless and attack without any sophisticated tactics, greater thassaloss possess a feral cunning, which they put to effective use against their victims. Creating a Thassaloss Creating a thassaloss, whether greater of lesser, involves the co-operation of a priest of Iuz with an experienced mage. These creatures are created only by the most evil and twisted minds. The stages of the process of creation are as follows: First an intact human skeleton must be obtained for the spell, together with an extra set of arm and shoulder bones that are fused into the thorax during the stage in which the priest casts his spell. The skeleton is treated with resins and oils to stain it black and harden the bones. The priest employs the create thassaloss spell to prepare the skeleton. The wizard then casts his spells upon the skeleton. Create Thassaloss Necromancy [Evil] Level: Clr 6 (Iuz only) Components: V, S, M Casting Time: 1 hour Range: Touch Targets: 1 skeleton touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell enables a cleric of Iuz to impart a basic matrix of magic into a skeletal form, allowing further spells to "adhere" to the skeleton, for the specific purpose of animating a thassaloss and rendering the creation permanent. A skeleton with two extra sets of arm bones is so enchanted. If not addition al wizard spells are case into thassaloss within 24 hours of the casting of the create thassaloss spell, the creature becomes simply an animated skeleton with 1 HD and AC 18. If the cleric wishes to create a greater thassaloss, he must have on hand a vial of wraith dust that is mixed into the bones together with the oils and resins. For creation of a lesser thassaloss, the body fluids of a ghoul must be mixed with the oil and resin instead. To create a lesser thassaloss, a wizard of at least 14th level must cast the following spells into the thassaloss's body: hold person, permanency, limited wish. To create a greater thassasloss, a wizard of at least 16th level must cast the following spells into the thassaloss body: feeblemind, geas, permanency, bull's strength, limited wish. These spells must be cast within 24 hours of the create thassaloss spell. The wizard need only use a limited wish rather than a wish due to the strength and effects of the create thassaloss spell. However, if a wish spell is used, a special addition to the thassaloss form can be created; a simple magical weapon can be used in the casting of the wish, and its hit and damage bonuses will become part of the thassaloss' basic hit and damage rolls. The magical weapon is used up in the wish casting in this case. Any special magical properties of such a weapon are lost. Similarly the use of a magical shield can improve the armour class of a thassaloss during creation. [/QUOTE]
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