Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
What monsters should inhabit the oil sands?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Shades of Eternity" data-source="post: 8505931" data-attributes="member: 10869"><p>If Hackmaster hadn't already beaten us to the name, I'd go with Grunge Elves. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>********************************************</p><p>Not quite happy with it yet, but here goes nothing.</p><p></p><p>Naphtha Nereid</p><p></p><p>You see a humanoid like being composed of blue fire. It is androgynous but has both incredibly striking eyes and a multicolored flame where it’s hair would be that comes to a point.</p><p></p><p>Knowledge. Parapsychology, Arcana (Common DC 12, Unusual DC 14, Secret DC 16).</p><p></p><p>Common knowledge. These spirits are made of natural gas and are found through the Scooped Valley of Alberta, but often migrate throughout Strathcan.</p><p></p><p>Unusual knowledge. They are believed to be the reincarnation of a oil and gas industry mascot that has been given life from the Hodgepocalypse.</p><p></p><p>Secret Knowledge. If a Naphtha Nereid agrees to do something, they will do it or die trying, regardless of whether they want to do it. They do get resentful if it is beyond their abilities though and are not into hyperbole. They do like keeping people they like warm and safe and often enter agreements with the locals to deal with the cold Canadian winters.</p><p></p><p>Naphtha Nereid</p><p>Small Elemental, Lawful Neutral</p><p>Armor Class 16 (natural armor)</p><p>Hit Points 45 (10d8)</p><p>Speed 30 ft.; Fly30 ft. (hover)</p><p></p><p>STR DEX CON INT WIS CHA</p><p>10 (+0) 14 (+2) 10 (+0) 12 (+1) 13 (+1) 17 (+3)</p><p></p><p>Saving Throws: Int +5, Wis +5, Cha +7</p><p></p><p>Skills: Arcana +6, Deception +5, Perception +4, Sense Motive +5, Stealth +5</p><p></p><p>Damage Immunities: Fire</p><p></p><p>Senses: Darkvision 120 ft., Natural illumination 120 ft., passive Perception 14</p><p></p><p>Languages: Hallowed Speech, Trade Tongue and one of choice.</p><p></p><p>Challenge: 8 (3,900 XP) Prof. +3</p><p></p><p>Elemental Demise. If the Naphtha Nereid dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the monster was wearing or carrying. Furthermore, all those within 20 feet radius must make a Dexterity save dc, or suffer 3d6 fire damage (save for half).</p><p>Innate Spellcasting. The Naphtha Nereid's innate spell casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following Spells, requiring no material components:</p><p></p><p>At will: Produce Flame,</p><p>3/day: Expeditious Retreat, Tongues</p><p>1/day each: Gaseous Form, Wall of Fire</p><p></p><p>Transparency. When in an area filled with fire, a Naphtha Nereid’s body becomes transparent, effectively rendering her invisible. She can become visible or transparent on her turn without using an action.</p><p></p><p>Actions</p><p></p><p>Multiattack. The Naphtha Nereid makes two melee attacks or uses a hurl flame twice.</p><p>Hurl Flame. Ranged Weapon Attack: +5 to hit, range 120 ft., one creature/target. Hit: 14 (4d6) fire Damage.</p><p></p><p>Flame Blade. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (3d6) fire damage. Can create or make disappear as a bonus action.</p></blockquote><p></p>
[QUOTE="Shades of Eternity, post: 8505931, member: 10869"] If Hackmaster hadn't already beaten us to the name, I'd go with Grunge Elves. :p ******************************************** Not quite happy with it yet, but here goes nothing. Naphtha Nereid You see a humanoid like being composed of blue fire. It is androgynous but has both incredibly striking eyes and a multicolored flame where it’s hair would be that comes to a point. Knowledge. Parapsychology, Arcana (Common DC 12, Unusual DC 14, Secret DC 16). Common knowledge. These spirits are made of natural gas and are found through the Scooped Valley of Alberta, but often migrate throughout Strathcan. Unusual knowledge. They are believed to be the reincarnation of a oil and gas industry mascot that has been given life from the Hodgepocalypse. Secret Knowledge. If a Naphtha Nereid agrees to do something, they will do it or die trying, regardless of whether they want to do it. They do get resentful if it is beyond their abilities though and are not into hyperbole. They do like keeping people they like warm and safe and often enter agreements with the locals to deal with the cold Canadian winters. Naphtha Nereid Small Elemental, Lawful Neutral Armor Class 16 (natural armor) Hit Points 45 (10d8) Speed 30 ft.; Fly30 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 12 (+1) 13 (+1) 17 (+3) Saving Throws: Int +5, Wis +5, Cha +7 Skills: Arcana +6, Deception +5, Perception +4, Sense Motive +5, Stealth +5 Damage Immunities: Fire Senses: Darkvision 120 ft., Natural illumination 120 ft., passive Perception 14 Languages: Hallowed Speech, Trade Tongue and one of choice. Challenge: 8 (3,900 XP) Prof. +3 Elemental Demise. If the Naphtha Nereid dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the monster was wearing or carrying. Furthermore, all those within 20 feet radius must make a Dexterity save dc, or suffer 3d6 fire damage (save for half). Innate Spellcasting. The Naphtha Nereid's innate spell casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following Spells, requiring no material components: At will: Produce Flame, 3/day: Expeditious Retreat, Tongues 1/day each: Gaseous Form, Wall of Fire Transparency. When in an area filled with fire, a Naphtha Nereid’s body becomes transparent, effectively rendering her invisible. She can become visible or transparent on her turn without using an action. Actions Multiattack. The Naphtha Nereid makes two melee attacks or uses a hurl flame twice. Hurl Flame. Ranged Weapon Attack: +5 to hit, range 120 ft., one creature/target. Hit: 14 (4d6) fire Damage. Flame Blade. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (3d6) fire damage. Can create or make disappear as a bonus action. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What monsters should inhabit the oil sands?
Top