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<blockquote data-quote="Pants" data-source="post: 3362950" data-attributes="member: 8849"><p><strong><a href="http://www.worldofwarcraft-alliance.com/uploads/pics/ethereal.jpg" target="_blank">ETHEREAL</a></strong></p><p><em>This tall, lanky humanoid gracefully strides toward you, its body wrapped in layers of cloth and piecemeal armor. Strange, eerie light shines out from beneath its folds of clothing.</em></p><p></p><p><strong>ETHEREAL</strong></p><p><strong>CR</strong> 8</p><p>Usually N Medium outsider (extraplanar)</p><p><strong>Init</strong> +6; <strong>Senses</strong> darkvision 60 ft., low-light vision; Listen +12, Spot +2</p><p><strong>Languages</strong> Abyssal, Common, Ethereal, Infernal</p><p><strong>AC</strong> 23, touch 19, flat-footed 17; Dodge, Mobility</p><p style="margin-left: 20px">(+6 Dex , +4 armor, +3 deflection)</p><p><strong>hp</strong> 45 (7 HD); <strong>DR</strong> 10/magic</p><p><strong>Immune</strong> critical hits, force, paralysis, poison, sleep, stunning</p><p><strong>Resist</strong> electricity 10, fire 10; <strong>SR</strong> 20</p><p><strong>Fort</strong> +7, <strong>Ref</strong> +11, <strong>Will</strong> +7</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> <em>+1 short sword</em> +14/+9 (1d6+2 + 2d6 force/19-20)</p><p><strong>Melee</strong> touch +13 (2d6 force)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +7; <strong>Grp</strong> +8</p><p><strong>Spell-Like Abilities</strong> (CL 8th):</p><p style="margin-left: 20px">At will – <em>detect magic, dimension door, levitate, read magic</em></p> <p style="margin-left: 20px">3/day – <em>blink, magic missile</em></p> <p style="margin-left: 20px">1/week – <em>plane shift</em> (DC 18)</p><p><strong>Abilities</strong> Str 13, Dex 22, Con 15, Int 19, Wis 14, Cha 17</p><p><strong>SQ</strong> body of energy, ethereal armor, ethereal grace</p><p><strong>Feats</strong> Dodge, Mobility, Spring Attack, Weapon FinesseB</p><p><strong>Skills</strong> Appraise +14, Bluff +17, Diplomacy +17, Intimidate +17, Knowledge (any two) +14, Knowledge (the planes) +14, Listen +12, Sense Motive +16, Spellcraft +14, Tumble +16, Use Magic Device +13</p><p><strong>Treasure</strong> Double standard plus <em>+1 short sword</em></p><p><strong>Advancement</strong> by character class; <strong>Favored Class</strong> rogue</p><p></p><p><strong>Body of Energy (Su)</strong> An ethereal’s body is composed entirely of force energy, granting it several different qualities. Ethereals are totally immune to force energy; its body merely absorbs any force energy directed at it. It can freely pass through force effects (such as a wall of force or an otiluke’s resilient sphere) without harming either itself or the effect. </p><p></p><p><strong>Ethereal Armor</strong> Ethereals often swathe their bodies in thick layers of clothing and bits of armor. Despite their semi-immaterial forms, this clothing and armor clings easily to them, granting them a +4 armor bonus to its Armor Class, no max Dexterity bonus, and no armor check penalty.</p><p></p><p>Other creatures that attempt to wear this armor find it difficult to do so as the ethereal's energy-based body grants the armor most of its protective abilities.</p><p></p><p><strong>Ethereal Grace (Su)</strong> An ethereal gains a deflection bonus to its Armor Class and a bonus to its saving throws equal to its Charisma modifier.</p><p></p><p><strong>Force Touch (Su)</strong> An ethereal can charge its attacks with force energy. It can make a touch attack to deal 2d6 points of force damage or it can charge any melee weapon it is holding to deal the extra force damage. This extra damage lasts as long as the ethereal holds the weapon. Additionally, any weapon it wields is treated as if it had the <em>ghost touch</em> special quality. It can suppress or resume this ability as a free action.</p><p></p><p><strong>Skills</strong> An ethereal has a +4 racial bonus on Bluff and Sense Motive checks.</p><p></p><p>The ethereals are a race of planar travelers that scour the planes in search of rare artifacts, arcane secrets, and other bits of odd lore that just might be valuable to someone somewhere. </p><p></p><p><strong>COMBAT</strong></p><p>Ethereals prefer talking over the rather unproductive act of combat, however raiders and looters aren't above resorting to violence to get what they want. A fair fight is usually a fight that an ethereal is not interested in. They primarily rely upon their spell-like abilities to confuse their foes and place them into prime ambush spots. </p><p></p><p>Most ethereals take levels in the rogue class, as their penchant for skulking about dovetails nicely with the rogue's abilities. Many also take levels in wizard and sorcerer, as these classes allow them to make full use of the magical trinkets they possess.</p><p></p><p><strong>SOCIETY</strong></p><p>Ethereal society is based entirely around the mantra that 'everything has a price and a potential buyer.' Ethereals align themselves with various interplanar corporations that deal primarily in the 'locating' and selling of magical items and lore, the Consortium being the largest such organization. </p><p></p><p>The ethereals are everybody's friend and no one's enemy. They happily supply goods and services to warring factions while shrugging and saying 'We're just providing a service.' </p><p>Ethereals are ruled by trade princes who, in turn, run the large corporations. The hierarchy beneath the trade princes is muddled, however, rank appears to be directly tied to wealth, information, and personal holdings. Thus, most ethereals are eager to climb the corporate ladder and gain enough wealth and power to ascend in rank. This leads to cutthroat tactics, smear campaigns, and other nefarious deeds.</p><p></p><p>Other ethereal organizations include the Protectorate, which believe that they are as great a threat as the Void-beings that destroyed their homeworld. The Ethereum are devoted to hunting down and reaping vengeance upon the Void-beings.</p><p></p><p><strong>Alignment</strong>: Ethereals are driven primarily by greed. They hold very few grudges and are happy to except potential customers of any stripe. They are usually neutral, with some leaning towards neutral evil.</p><p></p><p><strong>ECOLOGY</strong></p><p>Ethereals are strange creatures. Their bodies are formed entirely of swirling masses of pure force, though they usually wrap themselves in thick swathes of clothing, most likely to help facilitate trade. Underneath their clothing they resemble featureless balls of light. An ethereal's voice quakes with vibrant power, almost as if it is manifesting upon several different levels at once. </p><p></p><p>It is unknown how ethereals reproduce. Despite the fact that they are friendly and garrulous with any potential customer, they are tight-lipped about anything regarding their own physiology and they quickly steer conversations away from such topics. Even so, ethereal young have never been knowingly encountered by outsiders.</p><p></p><p>Although most ethereals are primarily interested only in trade, there is something else that guides many of their thoughts: the destruction of their homeworld by the Void-beings and their leader Dimensius. Most of the ethereals were able to escape the destruction, however many still hold grudges against the Void. The Ethereum wars unceasingly with the Void, holding all other pursuits (even economic ones) in lower regard, an act that is seen as blasphemous by most other ethereals. </p><p></p><p><strong>ETHEREALS IN CORE D&D</strong></p><p>The ethereals could potentially fill the same spot as the mercanes. Also, while the ethereal's homeworld was still destroyed, the ethergaunts (Fiend Folio) make excellent replacements for the Void-beings.</p><p></p><p>Ethereals can be found anywhere in the planes, though they prefer neutral meeting grounds such as the Outlands and Sigil. They also happily sell weapons and other dangerous items to the fiends in the Blood War. Demons and devils both pay handsomely for ethereal items, which they are only too happy to exploit.</p><p></p><p>So I got the Burning Crusade and by far, one of the coolest new 'monsters' in the game are the ethereals. So I statted them up. Hope you all like them as much as I do! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>EDIT: The new statblock doesn't look very good in vB Code so as much as I like it, I'll probably stick with the tried and true old version from now on.</p></blockquote><p></p>
[QUOTE="Pants, post: 3362950, member: 8849"] [b][url=http://www.worldofwarcraft-alliance.com/uploads/pics/ethereal.jpg]ETHEREAL[/url][/b] [i]This tall, lanky humanoid gracefully strides toward you, its body wrapped in layers of cloth and piecemeal armor. Strange, eerie light shines out from beneath its folds of clothing.[/i] [b]ETHEREAL[/b] [b]CR[/b] 8 Usually N Medium outsider (extraplanar) [b]Init[/b] +6; [b]Senses[/b] darkvision 60 ft., low-light vision; Listen +12, Spot +2 [b]Languages[/b] Abyssal, Common, Ethereal, Infernal [b]AC[/b] 23, touch 19, flat-footed 17; Dodge, Mobility [INDENT](+6 Dex , +4 armor, +3 deflection)[/INDENT] [b]hp[/b] 45 (7 HD); [b]DR[/b] 10/magic [b]Immune[/b] critical hits, force, paralysis, poison, sleep, stunning [b]Resist[/b] electricity 10, fire 10; [b]SR[/b] 20 [b]Fort[/b] +7, [b]Ref[/b] +11, [b]Will[/b] +7 [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] [i]+1 short sword[/i] +14/+9 (1d6+2 + 2d6 force/19-20) [b]Melee[/b] touch +13 (2d6 force) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +7; [b]Grp[/b] +8 [b]Spell-Like Abilities[/b] (CL 8th): [indent]At will – [i]detect magic, dimension door, levitate, read magic[/i][/indent] [indent]3/day – [i]blink, magic missile[/i][/indent] [indent]1/week – [i]plane shift[/i] (DC 18)[/indent] [b]Abilities[/b] Str 13, Dex 22, Con 15, Int 19, Wis 14, Cha 17 [b]SQ[/b] body of energy, ethereal armor, ethereal grace [b]Feats[/b] Dodge, Mobility, Spring Attack, Weapon FinesseB [b]Skills[/b] Appraise +14, Bluff +17, Diplomacy +17, Intimidate +17, Knowledge (any two) +14, Knowledge (the planes) +14, Listen +12, Sense Motive +16, Spellcraft +14, Tumble +16, Use Magic Device +13 [b]Treasure[/b] Double standard plus [i]+1 short sword[/i] [b]Advancement[/b] by character class; [b]Favored Class[/b] rogue [b]Body of Energy (Su)[/b] An ethereal’s body is composed entirely of force energy, granting it several different qualities. Ethereals are totally immune to force energy; its body merely absorbs any force energy directed at it. It can freely pass through force effects (such as a wall of force or an otiluke’s resilient sphere) without harming either itself or the effect. [b]Ethereal Armor[/b] Ethereals often swathe their bodies in thick layers of clothing and bits of armor. Despite their semi-immaterial forms, this clothing and armor clings easily to them, granting them a +4 armor bonus to its Armor Class, no max Dexterity bonus, and no armor check penalty. Other creatures that attempt to wear this armor find it difficult to do so as the ethereal's energy-based body grants the armor most of its protective abilities. [b]Ethereal Grace (Su)[/b] An ethereal gains a deflection bonus to its Armor Class and a bonus to its saving throws equal to its Charisma modifier. [b]Force Touch (Su)[/b] An ethereal can charge its attacks with force energy. It can make a touch attack to deal 2d6 points of force damage or it can charge any melee weapon it is holding to deal the extra force damage. This extra damage lasts as long as the ethereal holds the weapon. Additionally, any weapon it wields is treated as if it had the [i]ghost touch[/i] special quality. It can suppress or resume this ability as a free action. [b]Skills[/b] An ethereal has a +4 racial bonus on Bluff and Sense Motive checks. The ethereals are a race of planar travelers that scour the planes in search of rare artifacts, arcane secrets, and other bits of odd lore that just might be valuable to someone somewhere. [b]COMBAT[/b] Ethereals prefer talking over the rather unproductive act of combat, however raiders and looters aren't above resorting to violence to get what they want. A fair fight is usually a fight that an ethereal is not interested in. They primarily rely upon their spell-like abilities to confuse their foes and place them into prime ambush spots. Most ethereals take levels in the rogue class, as their penchant for skulking about dovetails nicely with the rogue's abilities. Many also take levels in wizard and sorcerer, as these classes allow them to make full use of the magical trinkets they possess. [b]SOCIETY[/b] Ethereal society is based entirely around the mantra that 'everything has a price and a potential buyer.' Ethereals align themselves with various interplanar corporations that deal primarily in the 'locating' and selling of magical items and lore, the Consortium being the largest such organization. The ethereals are everybody's friend and no one's enemy. They happily supply goods and services to warring factions while shrugging and saying 'We're just providing a service.' Ethereals are ruled by trade princes who, in turn, run the large corporations. The hierarchy beneath the trade princes is muddled, however, rank appears to be directly tied to wealth, information, and personal holdings. Thus, most ethereals are eager to climb the corporate ladder and gain enough wealth and power to ascend in rank. This leads to cutthroat tactics, smear campaigns, and other nefarious deeds. Other ethereal organizations include the Protectorate, which believe that they are as great a threat as the Void-beings that destroyed their homeworld. The Ethereum are devoted to hunting down and reaping vengeance upon the Void-beings. [b]Alignment[/b]: Ethereals are driven primarily by greed. They hold very few grudges and are happy to except potential customers of any stripe. They are usually neutral, with some leaning towards neutral evil. [b]ECOLOGY[/b] Ethereals are strange creatures. Their bodies are formed entirely of swirling masses of pure force, though they usually wrap themselves in thick swathes of clothing, most likely to help facilitate trade. Underneath their clothing they resemble featureless balls of light. An ethereal's voice quakes with vibrant power, almost as if it is manifesting upon several different levels at once. It is unknown how ethereals reproduce. Despite the fact that they are friendly and garrulous with any potential customer, they are tight-lipped about anything regarding their own physiology and they quickly steer conversations away from such topics. Even so, ethereal young have never been knowingly encountered by outsiders. Although most ethereals are primarily interested only in trade, there is something else that guides many of their thoughts: the destruction of their homeworld by the Void-beings and their leader Dimensius. Most of the ethereals were able to escape the destruction, however many still hold grudges against the Void. The Ethereum wars unceasingly with the Void, holding all other pursuits (even economic ones) in lower regard, an act that is seen as blasphemous by most other ethereals. [b]ETHEREALS IN CORE D&D[/b] The ethereals could potentially fill the same spot as the mercanes. Also, while the ethereal's homeworld was still destroyed, the ethergaunts (Fiend Folio) make excellent replacements for the Void-beings. Ethereals can be found anywhere in the planes, though they prefer neutral meeting grounds such as the Outlands and Sigil. They also happily sell weapons and other dangerous items to the fiends in the Blood War. Demons and devils both pay handsomely for ethereal items, which they are only too happy to exploit. So I got the Burning Crusade and by far, one of the coolest new 'monsters' in the game are the ethereals. So I statted them up. Hope you all like them as much as I do! :) EDIT: The new statblock doesn't look very good in vB Code so as much as I like it, I'll probably stick with the tried and true old version from now on. [/QUOTE]
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