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Unique Demons of Aryth
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<blockquote data-quote="The Forsaken One" data-source="post: 1433576" data-attributes="member: 799"><p>The last one for now, I build this one on request by a friend who needed something like this for his own midnight game. She's particularly nasty imho.</p><p></p><p></p><p>----------------------------</p><p></p><p></p><p></p><p>Divraskuhl, Red Tide[3.5] </p><p>Huge Outsider [Demon] (Chaotic, Extraplanar, Evil) </p><p>Hit Dice: 18d8+54 (126 hp)</p><p>Initiative: +9 (Improved Initiative) </p><p>Speed: 20 ft., swim 90 ft.</p><p>Armor Class: 27 (+5 Dex, +14 natural, -2 size), touch 13, flat-footed 22</p><p>Base Attack/Grapple: +18/+36 </p><p>Attack: Slam +26 melee (2d6+15) </p><p>Full Attack: Slam +26 melee (2d6+15) </p><p>Space/Reach: 15 ft./15 ft.</p><p>Special Attacks: Red Tide, Undertow, Frightful presence, Spelllike abilities, Water Mastery, Drench, Vortex</p><p>Special Qualities: DR 20/magic, incomprehensible, outsider traits, immunities (critical hits, mind-affecting effects, stunning), SR 20</p><p>Saves: Fort +10, Ref +6, Will +6 </p><p>Abilities: Str 31, Dex 21, Con 16, Int 20, Wis 17, Cha 16</p><p>Skills: Hide +26, Intimidate +24, Knowledge (arcana) +26, Knowledge (the planes) +26, Knowledge (Trackless Sea) +26, Knowledge (Miraleen) +26, Listen +24, Move Silently +26, Search +26, Sense Motive +24, Spellcraft +26, Spot +24, Swim +39</p><p>Feats: Cleave, Great Cleave, Improved Initiative, Improved Bullrush, Improved Sunder, Power Attack, Sunder</p><p>Challenge Rating: 14</p><p></p><p>Divraskuhl is approximately 35' in height and weighs 70000 lbs. </p><p></p><p>On the surface Divraskuhl appears as a surging, frothing wave of thick, red seawater, approximately 35 ft high. Beneath the surface however Divraskuhl is almost like a cloud of ink flowing on the currents, exept in daylight or in artificial illumination it can be seen that this cloud is not black, but a deep red. And on land Divraskuhl takes on the appearance of a huge red stained Water Elemental.</p><p></p><p>Divraskuhl came to Aryth’s seas in the time before years, she was a gentle and caring spirit then still known as Urothannriar that saught to travel all the seas, oceans and rivers of the world and revel in their beauties. Her travels of the world brought her to Aryth where she stumbled upon shrines of the Elthedar that rose from the waters west of a land yet unknown to her. The beauty of the towers, shrines and temples as they glow beneath the sun proved to Urothannriar that there was beauty above the surface of the waters of this world. She rose as a gigantic wave of saphire beauty that clashed gently against the shores of the small islands.</p><p></p><p>There it was that she lingered for hundreds of years in silent contemplation with the priesthood of the elthedar and the thousands of pilgrims that came to their shrines in search of clarity and serenity. She provided them with calm weathers and staved of most of the storms and hardship that nature bestowed upon this small archipellago. But not all things of peace and beauty persist, especially not in the world known as Aryth. The Sundering came and fell spirits arose from the depths, awaken by their dark masters fall. Izrador’s fall was long, and so was the battle for the small islands far from the western coast of Eredane but in the end a large black spirit of storm and tide rose from the depths and washed over the shrines. Urothannriar battled the spirit for a time not longer remembered by tides and wind. In the end the once beautifull islands were wrecked and drawn back to the depths of the ocean from which they had risen when the world was created. With them went their guardian, alone, battered but victorious over her nemises. But a hollow victory it was, for that which she had fought for was destroyed in the process. And with Urothannriar went the essence of the spirit she had defeated, absorbed into her own in order to quiet the malign spirit for all the ages left to this world so it could not rise again. </p><p></p><p>In time her spite, her anger at herself for not being able to be to fullfill her duties as a guardian consumed her. Her sane mind spiralled away into the black nothingness that lies at the bottom of the ocean. And there, beneath the crumbling ruins of the shrines her spite nurtured a seed deep in her mind and so Urothannriar fell. Her insane mind mingled with the essence of her once defeated foe and from the depth they, it, or whatever had formed over those millenia in the dark rose, and with it the terrible legend of Divraskuhl, a Red Tide.</p><p></p><p></p><p></p><p>Red Tide (Ex): This terrifying ability causes a surging, frothing wave of thick, red seawater to wash over everything in a burst centered on Divraskuhl, 180 feet wide and 18 feet high. All creatures in the area of this red tide which earned Divraskuhl its name are immediately knocked prone and must make a Fortitude saving throw (DC 21). Swimming or flying creatures in the area aren't knocked prone, but they suffer a -4 penalty on the Fortitude save.</p><p>A creature that makes its Fortitude save against Divraskuhl’s red tide ability is sickened for 1 minute and takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for that time. A creature that fails this saving throw is horribly ruined by the poisonous effects of Divraskuhl’s tainted water. Such creatures are immediately nauseated for 1 minute, and they take 1d6 points of temporary Strength damage. After 1 minute, the nausea ends but the creature must make a second Fortitude saving throw or take an additional 1d6 points of temporary Strength damage. Creatures that are immune to poison are immune to these effects of this red tide.</p><p>This tainted water vanishes after a few seconds of turbulence. All open flames in the area are extinguished if they fail a Reflex save; likewise, all creatures with the Fire subtype take 1d6 points of damage per caster level (maximum 20d6), or half with a successful Reflex save. It takes Divraskuhl 1d4+1 rounds to reform itself. During this time Divraskuhl cannot be attacked or be the target of a spell.</p><p></p><p></p><p>Undertow (Ex): With a successful grapple check (grapple bonus +33, including a +5 racial bonus on grapple checks), Divraskuhl may engulf a creature of up to its own size category. Creatures so engulfed face drowning (see the Dungeon Master's Guide, page 85). Divraskuhl may eject the engulfed creature at any time. A victim that is still alive when it emerges from the Divraskuhl’s body (whether by escaping the demon's hold or by being ejected) takes 1d6 points of Wisdom damage because of the strain on its sanity that the sensation of drowning in this tainted water produced. Furthermore, the victim creature must make a successful Fortitude save (DC 21) on emerging or be affected by Divraskuhl’s Red Tide ability.</p><p></p><p></p><p>Frightful Presence (Su): Nomatter where or to whom Divraskuhl appears, it inspires terror in all who behold its power. All creatures within 100 feet that have fewer Hit Dice or levels than it has must succeed at a Will save (DC 15) or become panicked for 4d6 rounds if it has 4 or fewer Hit Dice or shaken for 4d6 rounds if it has 5 or more Hit Dice. A successful save leaves that opponent immune to Divraskuhl’s frightful presence for 24 hours. </p><p></p><p></p><p>Immunities(Ex): Divraskuhl’s alien psychology and physiology make it immune to critical hits, mind-affecting effects, stunning.</p><p>Incomprehensible (Ex): Because of Divraskuhl’s now alien mindset, the gurgling language it speaks cannot be understood by any known means. No mundane or magical effect that usually allows verbal communication (including a tongues spell) allows any other creature to understand it. It does appear however that Divraskuhl can understand languages such as the Miransil dialect of Elven, the Traders Tongue, Orcish or even the Black Tongue. Because Divraskuhl is capable of understanding other languages, it is not immune to language-dependent effects.</p><p></p><p></p><p>Water Mastery (Ex): Divraskuhl gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or Divraskuhl is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)</p><p>Divraskuhl can be a serious threat to a ship that crosses its path. It can easily overturn small craft (up to 90 feet of lengh) and stop larger vessels (180 feet long). Even large ships (360 feet long) can be slowed to half speed.</p><p></p><p>Drench (Ex): Divraskuhl’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. Divraskuhl can dispel magical fire it touches as greater dispel magic (caster level 18).</p><p></p><p>Vortex (Ex): Divraskuhl can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 9 rounds. In vortex form, Divraskuhl can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 45 feet wide at the top, and between 10 or 50 feet or more tall. Divraskuhl controls the exact height, but it must be at least 10 feet.</p><p>Divraskuhl‘s movement while in vortex form does not provoke attacks of opportunity, even if it enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if Divraskuhl moves into or through the creature’s space.</p><p>Creatures one or more size categories smaller than Divraskuhl may take when caught in the vortex and may be swept up by it. An affected creature must succeed on a Reflex save (DC 25) when it comes into contact with the vortex or take 2d8 points of damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round and be affected by Divraskuhl’s Red Tide ability. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. </p><p>Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlpool. Creatures caught in the whirlpool can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlpool take a -4 penalty to Dexterity and a -2 penalty on attack rolls. Divraskuhl can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.</p><p>Divraskuhl can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be.</p><p>If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on Divraskuhl and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.</p><p>Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.</p><p>While in vortex form, Divraskuhl cannot make slam attacks and does not threaten the area around it.</p><p> </p><p>Skills: Divraskuhl has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p></p><p>Death of Divraskuhl: If Divraskuhl is slain on land, his essence will seep harmlessly into the soil where his tainted waters will be purged by nature and turn the surrounding lands into a fertile have for plants and plantlike creatures. Every plant that exists or will be planted in the future in a 18 mile radius around where Divraskuhl was destroyed will grow at twice its normal growth rate and live twice as long.</p><p></p><p>If Divraskuhl is slain however while in a sea or ocean, it will erupt in a titanic red wave. This wave, 180 miles wide and 60 feet high will race towards the nearest coast as a red tidal wave of unimaginable proportions. Once it reaches the coast the destruction it will unleash shall be on a scale unprecedented for the western Erethor. Everyone caught in this tidal wave much make a Fortitude save or suffer 2d6 points of temporary constitution loss then and make a secondairy Fortitude save a day later or suffer another 2d6 points of temporary constitution loss. Creature immune to poison are also immune to this effect.</p></blockquote><p></p>
[QUOTE="The Forsaken One, post: 1433576, member: 799"] The last one for now, I build this one on request by a friend who needed something like this for his own midnight game. She's particularly nasty imho. ---------------------------- Divraskuhl, Red Tide[3.5] Huge Outsider [Demon] (Chaotic, Extraplanar, Evil) Hit Dice: 18d8+54 (126 hp) Initiative: +9 (Improved Initiative) Speed: 20 ft., swim 90 ft. Armor Class: 27 (+5 Dex, +14 natural, -2 size), touch 13, flat-footed 22 Base Attack/Grapple: +18/+36 Attack: Slam +26 melee (2d6+15) Full Attack: Slam +26 melee (2d6+15) Space/Reach: 15 ft./15 ft. Special Attacks: Red Tide, Undertow, Frightful presence, Spelllike abilities, Water Mastery, Drench, Vortex Special Qualities: DR 20/magic, incomprehensible, outsider traits, immunities (critical hits, mind-affecting effects, stunning), SR 20 Saves: Fort +10, Ref +6, Will +6 Abilities: Str 31, Dex 21, Con 16, Int 20, Wis 17, Cha 16 Skills: Hide +26, Intimidate +24, Knowledge (arcana) +26, Knowledge (the planes) +26, Knowledge (Trackless Sea) +26, Knowledge (Miraleen) +26, Listen +24, Move Silently +26, Search +26, Sense Motive +24, Spellcraft +26, Spot +24, Swim +39 Feats: Cleave, Great Cleave, Improved Initiative, Improved Bullrush, Improved Sunder, Power Attack, Sunder Challenge Rating: 14 Divraskuhl is approximately 35' in height and weighs 70000 lbs. On the surface Divraskuhl appears as a surging, frothing wave of thick, red seawater, approximately 35 ft high. Beneath the surface however Divraskuhl is almost like a cloud of ink flowing on the currents, exept in daylight or in artificial illumination it can be seen that this cloud is not black, but a deep red. And on land Divraskuhl takes on the appearance of a huge red stained Water Elemental. Divraskuhl came to Aryth’s seas in the time before years, she was a gentle and caring spirit then still known as Urothannriar that saught to travel all the seas, oceans and rivers of the world and revel in their beauties. Her travels of the world brought her to Aryth where she stumbled upon shrines of the Elthedar that rose from the waters west of a land yet unknown to her. The beauty of the towers, shrines and temples as they glow beneath the sun proved to Urothannriar that there was beauty above the surface of the waters of this world. She rose as a gigantic wave of saphire beauty that clashed gently against the shores of the small islands. There it was that she lingered for hundreds of years in silent contemplation with the priesthood of the elthedar and the thousands of pilgrims that came to their shrines in search of clarity and serenity. She provided them with calm weathers and staved of most of the storms and hardship that nature bestowed upon this small archipellago. But not all things of peace and beauty persist, especially not in the world known as Aryth. The Sundering came and fell spirits arose from the depths, awaken by their dark masters fall. Izrador’s fall was long, and so was the battle for the small islands far from the western coast of Eredane but in the end a large black spirit of storm and tide rose from the depths and washed over the shrines. Urothannriar battled the spirit for a time not longer remembered by tides and wind. In the end the once beautifull islands were wrecked and drawn back to the depths of the ocean from which they had risen when the world was created. With them went their guardian, alone, battered but victorious over her nemises. But a hollow victory it was, for that which she had fought for was destroyed in the process. And with Urothannriar went the essence of the spirit she had defeated, absorbed into her own in order to quiet the malign spirit for all the ages left to this world so it could not rise again. In time her spite, her anger at herself for not being able to be to fullfill her duties as a guardian consumed her. Her sane mind spiralled away into the black nothingness that lies at the bottom of the ocean. And there, beneath the crumbling ruins of the shrines her spite nurtured a seed deep in her mind and so Urothannriar fell. Her insane mind mingled with the essence of her once defeated foe and from the depth they, it, or whatever had formed over those millenia in the dark rose, and with it the terrible legend of Divraskuhl, a Red Tide. Red Tide (Ex): This terrifying ability causes a surging, frothing wave of thick, red seawater to wash over everything in a burst centered on Divraskuhl, 180 feet wide and 18 feet high. All creatures in the area of this red tide which earned Divraskuhl its name are immediately knocked prone and must make a Fortitude saving throw (DC 21). Swimming or flying creatures in the area aren't knocked prone, but they suffer a -4 penalty on the Fortitude save. A creature that makes its Fortitude save against Divraskuhl’s red tide ability is sickened for 1 minute and takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for that time. A creature that fails this saving throw is horribly ruined by the poisonous effects of Divraskuhl’s tainted water. Such creatures are immediately nauseated for 1 minute, and they take 1d6 points of temporary Strength damage. After 1 minute, the nausea ends but the creature must make a second Fortitude saving throw or take an additional 1d6 points of temporary Strength damage. Creatures that are immune to poison are immune to these effects of this red tide. This tainted water vanishes after a few seconds of turbulence. All open flames in the area are extinguished if they fail a Reflex save; likewise, all creatures with the Fire subtype take 1d6 points of damage per caster level (maximum 20d6), or half with a successful Reflex save. It takes Divraskuhl 1d4+1 rounds to reform itself. During this time Divraskuhl cannot be attacked or be the target of a spell. Undertow (Ex): With a successful grapple check (grapple bonus +33, including a +5 racial bonus on grapple checks), Divraskuhl may engulf a creature of up to its own size category. Creatures so engulfed face drowning (see the Dungeon Master's Guide, page 85). Divraskuhl may eject the engulfed creature at any time. A victim that is still alive when it emerges from the Divraskuhl’s body (whether by escaping the demon's hold or by being ejected) takes 1d6 points of Wisdom damage because of the strain on its sanity that the sensation of drowning in this tainted water produced. Furthermore, the victim creature must make a successful Fortitude save (DC 21) on emerging or be affected by Divraskuhl’s Red Tide ability. Frightful Presence (Su): Nomatter where or to whom Divraskuhl appears, it inspires terror in all who behold its power. All creatures within 100 feet that have fewer Hit Dice or levels than it has must succeed at a Will save (DC 15) or become panicked for 4d6 rounds if it has 4 or fewer Hit Dice or shaken for 4d6 rounds if it has 5 or more Hit Dice. A successful save leaves that opponent immune to Divraskuhl’s frightful presence for 24 hours. Immunities(Ex): Divraskuhl’s alien psychology and physiology make it immune to critical hits, mind-affecting effects, stunning. Incomprehensible (Ex): Because of Divraskuhl’s now alien mindset, the gurgling language it speaks cannot be understood by any known means. No mundane or magical effect that usually allows verbal communication (including a tongues spell) allows any other creature to understand it. It does appear however that Divraskuhl can understand languages such as the Miransil dialect of Elven, the Traders Tongue, Orcish or even the Black Tongue. Because Divraskuhl is capable of understanding other languages, it is not immune to language-dependent effects. Water Mastery (Ex): Divraskuhl gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or Divraskuhl is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) Divraskuhl can be a serious threat to a ship that crosses its path. It can easily overturn small craft (up to 90 feet of lengh) and stop larger vessels (180 feet long). Even large ships (360 feet long) can be slowed to half speed. Drench (Ex): Divraskuhl’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. Divraskuhl can dispel magical fire it touches as greater dispel magic (caster level 18). Vortex (Ex): Divraskuhl can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 9 rounds. In vortex form, Divraskuhl can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 45 feet wide at the top, and between 10 or 50 feet or more tall. Divraskuhl controls the exact height, but it must be at least 10 feet. Divraskuhl‘s movement while in vortex form does not provoke attacks of opportunity, even if it enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if Divraskuhl moves into or through the creature’s space. Creatures one or more size categories smaller than Divraskuhl may take when caught in the vortex and may be swept up by it. An affected creature must succeed on a Reflex save (DC 25) when it comes into contact with the vortex or take 2d8 points of damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round and be affected by Divraskuhl’s Red Tide ability. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlpool. Creatures caught in the whirlpool can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlpool take a -4 penalty to Dexterity and a -2 penalty on attack rolls. Divraskuhl can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume. Divraskuhl can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on Divraskuhl and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell. While in vortex form, Divraskuhl cannot make slam attacks and does not threaten the area around it. Skills: Divraskuhl has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Death of Divraskuhl: If Divraskuhl is slain on land, his essence will seep harmlessly into the soil where his tainted waters will be purged by nature and turn the surrounding lands into a fertile have for plants and plantlike creatures. Every plant that exists or will be planted in the future in a 18 mile radius around where Divraskuhl was destroyed will grow at twice its normal growth rate and live twice as long. If Divraskuhl is slain however while in a sea or ocean, it will erupt in a titanic red wave. This wave, 180 miles wide and 60 feet high will race towards the nearest coast as a red tidal wave of unimaginable proportions. Once it reaches the coast the destruction it will unleash shall be on a scale unprecedented for the western Erethor. Everyone caught in this tidal wave much make a Fortitude save or suffer 2d6 points of temporary constitution loss then and make a secondairy Fortitude save a day later or suffer another 2d6 points of temporary constitution loss. Creature immune to poison are also immune to this effect. [/QUOTE]
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