Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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
*TTRPGs General
What's a Nice Lesser Planar Ally for a Priest of the Elder Elemental God
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="frankthedm" data-source="post: 2915356" data-attributes="member: 1164"><p>Be careful what you wish for.</p><p></p><p>Half Far spawn Earth Pseudomental, Medium</p><p>Medium Outsider (Earth, Extraplanar)</p><p><strong>Hit Dice:</strong> 6d8+36 (63 hp) [66 if you give monsters high average HP]</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed: </strong>20 ft. (4 squares)</p><p><strong>Armor Class:</strong> 22 ( +12 natural), touch 10, flat-footed 22</p><p><strong>Base Attack/Grapple</strong>: +4/+9</p><p>Attack: Slam +10 melee (1d8+6 magic)* OR tentacle +11 melee(1d4+6 magic)</p><p><strong>Full Attack:</strong> Slam +10 melee (1d8+6 magic)*, 2 Tentacles +6 melee (1d4+3 magic) OR 4 tentacles +11 melee [1d4+6 magic]</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Earth mastery, push </p><p><strong>Spell like Abilities: </strong>{ } { } { }blur 3/day, { }touch of idiocy 1/day, { }stinking cloud1/day </p><p><strong>Special Qualities:</strong> Acid resist 10, Blindsight 60 ft, Change shape, DR 5/ magic, Darkvision 60 ft., earth glide, elemental traits, Electricity resist 10, Poison immunity, Spell Resist 16, { }True Strike 1/day</p><p><strong>Saves:</strong> Fort +11, Ref +2, Will +4</p><p><strong>Abilities:</strong> Str 23, Dex 10, Con 23, Int 4, Wis 14, Cha 13 </p><p><strong>Skills:</strong> Concentration +11, Listen +11, Spot +11 </p><p><strong>Feats:</strong> Power Attack., weapon focus tentacle, Blindfight.</p><p><strong>Environment:</strong> Plane of Earth or areas of Far Rælm corruption</p><p><strong>Organization:</strong> Solitary </p><p><strong>Challenge Rating</strong>: 5.66 </p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Chaotic Evil or Not Applicable</p><p><strong>Advancement:</strong> 7 HD (Medium)</p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Garamond'">From the wall, a distorted being, slightly larger than yourself, exudes forth, the stone giving no resistance to the creature as if grateful to be rid of it. A heartbeat later, a foul scent violates your nostrils, leaving you grateful your eyes only have to contend with hints of stone and slime. Almost bipedal, 4 arm like appendages flail near the top of the thing’s form. Even glancing upon the creature’s muted form call up sensations, urgent and primal, that demand ‘<em>Destroy this creature or flee from it!'</em></span></span></p><p></p><p>Earth pseudomentals speak Terran but rarely choose to do so.</p><p></p><p>Combat</p><p>Though an earth pseudomental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth pseudomental can move along the bottom of a body of water but prefers not to.</p><p></p><p><strong>Earth Mastery (Ex): </strong> An earth pseudomental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the pseudomental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)</p><p></p><p><strong>Push (Ex): </strong> An earth pseudomental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the pseudomental’s opposed Strength checks.</p><p></p><p><strong>Earth Glide (Ex): </strong> An earth pseudomental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth pseudomental flings the pseudomental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.</p><p><strong></strong></p><p><strong>True Strike (Su): </strong> Once per day, this creature can make a normal attack with a +20 insight bonus on a single attack roll. The half-farspawn is not affected by the miss chance that applies to attacks against a concealed target. <u>Note, This is not casting true strike, the creature chooses to use this ability and launches the attack that round, often power attacking for full and fighting defensively, reducing the bonus to +12.</u></p><p></p><p><strong>Elemental traits: </strong> Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. Raise dead, reincarnate, and resurrection, don’t work on this creature. Nor does it eat, sleep, or breathe.</p><p></p><p><strong>Change Shape </strong>(Su): As a standard action, a half-farspawn can take the form of a grotesque, tentacled mass. This ability</p><p>functions as described for the change shape ability (see page306 of the Monster Manual), except as follows:</p><p>— The creature’s looses its slam attack, Push and Earth mastery.</p><p>— The creature’s movement modes do not change.</p><p>— The creature retains the tentacle attacks granted by this template (see Attack, above) and gains two additional tentacle</p><p>attacks when making a full attack.</p><p>— The creature becomes amorphous. It cannot be flanked, and is not subject to extra damage from critical hits.</p><p>— Creatures native to the Material Plane take a –1 morale penalty on attack rolls against a half-farspawn in its amorphous</p><p>form.</p></blockquote><p></p>
[QUOTE="frankthedm, post: 2915356, member: 1164"] Be careful what you wish for. Half Far spawn Earth Pseudomental, Medium Medium Outsider (Earth, Extraplanar) [B]Hit Dice:[/B] 6d8+36 (63 hp) [66 if you give monsters high average HP] [B]Initiative:[/B] +0 [B]Speed: [/B]20 ft. (4 squares) [B]Armor Class:[/B] 22 ( +12 natural), touch 10, flat-footed 22 [B]Base Attack/Grapple[/B]: +4/+9 Attack: Slam +10 melee (1d8+6 magic)* OR tentacle +11 melee(1d4+6 magic) [B]Full Attack:[/B] Slam +10 melee (1d8+6 magic)*, 2 Tentacles +6 melee (1d4+3 magic) OR 4 tentacles +11 melee [1d4+6 magic] [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Earth mastery, push [B]Spell like Abilities: [/B]{ } { } { }blur 3/day, { }touch of idiocy 1/day, { }stinking cloud1/day [B]Special Qualities:[/B] Acid resist 10, Blindsight 60 ft, Change shape, DR 5/ magic, Darkvision 60 ft., earth glide, elemental traits, Electricity resist 10, Poison immunity, Spell Resist 16, { }True Strike 1/day [B]Saves:[/B] Fort +11, Ref +2, Will +4 [B]Abilities:[/B] Str 23, Dex 10, Con 23, Int 4, Wis 14, Cha 13 [B]Skills:[/B] Concentration +11, Listen +11, Spot +11 [B]Feats:[/B] Power Attack., weapon focus tentacle, Blindfight. [B]Environment:[/B] Plane of Earth or areas of Far Rælm corruption [B]Organization:[/B] Solitary [B]Challenge Rating[/B]: 5.66 [B]Treasure:[/B] None [B]Alignment:[/B] Chaotic Evil or Not Applicable [B]Advancement:[/B] 7 HD (Medium) [SIZE=3][FONT=Garamond]From the wall, a distorted being, slightly larger than yourself, exudes forth, the stone giving no resistance to the creature as if grateful to be rid of it. A heartbeat later, a foul scent violates your nostrils, leaving you grateful your eyes only have to contend with hints of stone and slime. Almost bipedal, 4 arm like appendages flail near the top of the thing’s form. Even glancing upon the creature’s muted form call up sensations, urgent and primal, that demand ‘[I]Destroy this creature or flee from it!'[/I][/FONT][/SIZE] Earth pseudomentals speak Terran but rarely choose to do so. Combat Though an earth pseudomental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth pseudomental can move along the bottom of a body of water but prefers not to. [B]Earth Mastery (Ex): [/B] An earth pseudomental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the pseudomental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) [B]Push (Ex): [/B] An earth pseudomental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the pseudomental’s opposed Strength checks. [B]Earth Glide (Ex): [/B] An earth pseudomental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth pseudomental flings the pseudomental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. [B] True Strike (Su): [/B] Once per day, this creature can make a normal attack with a +20 insight bonus on a single attack roll. The half-farspawn is not affected by the miss chance that applies to attacks against a concealed target. [U]Note, This is not casting true strike, the creature chooses to use this ability and launches the attack that round, often power attacking for full and fighting defensively, reducing the bonus to +12.[/U] [B]Elemental traits: [/B] Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. Raise dead, reincarnate, and resurrection, don’t work on this creature. Nor does it eat, sleep, or breathe. [B]Change Shape [/B](Su): As a standard action, a half-farspawn can take the form of a grotesque, tentacled mass. This ability functions as described for the change shape ability (see page306 of the Monster Manual), except as follows: — The creature’s looses its slam attack, Push and Earth mastery. — The creature’s movement modes do not change. — The creature retains the tentacle attacks granted by this template (see Attack, above) and gains two additional tentacle attacks when making a full attack. — The creature becomes amorphous. It cannot be flanked, and is not subject to extra damage from critical hits. — Creatures native to the Material Plane take a –1 morale penalty on attack rolls against a half-farspawn in its amorphous form. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What's a Nice Lesser Planar Ally for a Priest of the Elder Elemental God
Top