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<blockquote data-quote="THExFALLEN" data-source="post: 9684402" data-attributes="member: 7036643"><p>Lava Serpent</p><p>[Alignment]:CE</p><p>[Size/Type]:Huge Construct (Augmented: Elemental, Living Construct, Chaotic, Earth, Extraplanar, Evil, Fire)</p><p>[Hit Dice]: 12d10+48</p><p>[HP]:113/113 [SP]:226/226 [MP]:103/103 [SEP]:43/43</p><p>[SES]:3</p><p>[Massive Damage Threshold]:41</p><p>[Shock Threshold]:20</p><p>[Initiative]: +6</p><p>Speed: 40 ft</p><p>[AC]: 14 (+4 natural, +2 Dex, -2 size) [Touch]:10 [Flat-Footed]:12</p><p>[Base Attack/Grapple]: +9/+23</p><p>[Attack]: Bite +13 melee (4d6+7 piercing dmg plus 2d8 fire dmg) or Tail slap +11 melee (3d6+6 bludgeoning dmg plus 1d8 fire dmg)</p><p>[Full Attack]: Bite +13/+8 melee (4d6+7 piercing dmg plus 2d8 fire dmg), Tail slap +11 melee (3d6+6 bludgeoning dmg plus 1d8 fire dmg)</p><p>[Space/Reach]: 15 ft./10 ft. (melee)</p><p>[Special Attacks]: Flame Breath (recharge 5-6), Burn, Spit Lava Puddle</p><p>[Special Qualities]: Resistance to poison 50, Resistance to fire 170, darkvision 60 ft., tremorsense 120 ft., vulnerability to cold (50%), Elemental Traits, Damage Reduction 5/-, Earth Glide, +10 saves against sleep effects, paralysis, and stunning.</p><p>[Saves]: Fort +8, Ref +6, Will +0 (Int)/+5 (Wis)/+3 (Cha)/+4 (Lck)</p><p>[Abilities]: Str 23, Dex 15, Con 19, Apr 10, Int 2, Wis 12, Cha 6, Lck 10</p><p>[Skills]: Jump +20, Listen +10, Spot +10, Survival +5, +10 Hide, +10 Move Silently</p><p>[Feats]: Improved Initiative, Dodge, Cleave, Mobility, Spring Attack</p><p>[Environment]: Abyssal Volcanic Regions (Primarily within The Erupting Abyss found within dimension 96Z: The Realm of Dreams and Chains)</p><p>[Organization]: Solitary or pair</p><p>[Advancement]:13-20HD (Huge), 21-36HD (Gargantuan)</p><p>[Power Level]:11</p><p></p><p>Flame Breath (Recharge 5-6) (Su): The lava serpent exhales a 30-ft. cone of fire. Creatures caught take 4d12 fire damage (Reflex DC 20 half).</p><p>The save DC is Constitution-based.</p><p></p><p>Burn (Ex): A lava serpent’s natural weapon attacks deal additional fire damage from it’s flaming body. Those hit by a lava serpent‘s natural weapon attacks also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 round. A burning creature can take a move action to put out the flame. (Reflex DC 20).</p><p>The save DC is Constitution- based.</p><p></p><p>Earth Glide (Ex): A lava serpent can glide through stone, dirt, lava 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 lava serpent flings the serpent back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.</p><p></p><p>Lava Puddle (Su): Once per day as a full-round action, a lava serpent can fire forth a glob of lava that pools into a puddle that fills its space to a depth of 2–3 inches and counts as difficult terrain with a range of 60ft. Any creature that moves through this puddle of lava takes 2d6 points of fire damage. This damage continues for 1d3 rounds after the creature leaves the lava pool, although then it only inflicts 1d6 points of fire damage per round. The lava puddle solidifies and is safe to touch after a number of rounds equal to the serpent’s Hit Dice. At the GM’s discretion, this puddle of lava could start secondary fires.</p><p></p><p>[Tactics]</p><p>Lava serpents use ambush tactics by hiding beneath lava flows or behind rocks. They wait patiently and then strike suddenly with their flame breath and bites. They are highly territorial and will fiercely defend their area, attacking anyone who enters. When their position is known, they favor hit-and-run attacks instead of prolonged engagement.</p><p></p><p>[Racial Bonuses]</p><p>+6 on all grapple checks.</p><p>+8 Spot. +8 Listen. +10 Jump.</p><p>+16 move silently. +16 Hide.</p><p></p><p>[Note] There is no damage immunity in my setting. All characters and creatures have a maximum number of Hit Dice and ability scores based on their home planet and size category. The highest possible ability score is 10,000. I have other rules in place to balance gameplay and ensure fun.</p><p></p><p>I combine mechanics from different games and editions, using what I think works best, and I’ve created some mechanics myself.</p><p></p><p>For poison resistance, every 10 points of resistance reduces ability score damage or drain by 1 die.</p><p></p><p>Example:</p><p>Raphael, a 3rd-level human fighter, has an amulet of poison resistance level 1, giving him 20 poison resistance.</p><p>He’s hit by a rogue’s dagger poisoned with dragon bile, which normally deals 3d6 Strength damage.</p><p>Because Raphael has 20 poison resistance, he reduces the damage by 2 dice, so he only takes 1d6 Strength damage instead.</p><p></p><p>[Note]: SES (Spirit Energy Score) determines a creature’s spirit energy point growth. SEP (Spirit Energy Points) are the points that can be spent on various combat options. Not all creatures have combat abilities that use SEP. Similarly, not all creatures with MP (Mana Points) can utilize them; these points are noted for potential future use or if another creature drains them.</p><p></p><p>[Note]: I use both the quintessence form of mana and a separate MP (Mana Points) system. My custom mana system was created because I don’t like spells per day or spell points, and it helps allow caster deities to be on par with martial deities, since at high levels, traditional spells tend to become less useful. MP in my system is not the quintessence, but a distinct resource.</p><p></p><p>[Note]: SP (Stamina Points) are used to replace non-lethal hit points. I didn’t like tracking non-lethal damage separately during certain scenarios, so my group uses stamina points instead. Some abilities and combat options utilize SP, adding more nuance and versatility to classes that might otherwise be too basic.</p></blockquote><p></p>
[QUOTE="THExFALLEN, post: 9684402, member: 7036643"] Lava Serpent [Alignment]:CE [Size/Type]:Huge Construct (Augmented: Elemental, Living Construct, Chaotic, Earth, Extraplanar, Evil, Fire) [Hit Dice]: 12d10+48 [HP]:113/113 [SP]:226/226 [MP]:103/103 [SEP]:43/43 [SES]:3 [Massive Damage Threshold]:41 [Shock Threshold]:20 [Initiative]: +6 Speed: 40 ft [AC]: 14 (+4 natural, +2 Dex, -2 size) [Touch]:10 [Flat-Footed]:12 [Base Attack/Grapple]: +9/+23 [Attack]: Bite +13 melee (4d6+7 piercing dmg plus 2d8 fire dmg) or Tail slap +11 melee (3d6+6 bludgeoning dmg plus 1d8 fire dmg) [Full Attack]: Bite +13/+8 melee (4d6+7 piercing dmg plus 2d8 fire dmg), Tail slap +11 melee (3d6+6 bludgeoning dmg plus 1d8 fire dmg) [Space/Reach]: 15 ft./10 ft. (melee) [Special Attacks]: Flame Breath (recharge 5-6), Burn, Spit Lava Puddle [Special Qualities]: Resistance to poison 50, Resistance to fire 170, darkvision 60 ft., tremorsense 120 ft., vulnerability to cold (50%), Elemental Traits, Damage Reduction 5/-, Earth Glide, +10 saves against sleep effects, paralysis, and stunning. [Saves]: Fort +8, Ref +6, Will +0 (Int)/+5 (Wis)/+3 (Cha)/+4 (Lck) [Abilities]: Str 23, Dex 15, Con 19, Apr 10, Int 2, Wis 12, Cha 6, Lck 10 [Skills]: Jump +20, Listen +10, Spot +10, Survival +5, +10 Hide, +10 Move Silently [Feats]: Improved Initiative, Dodge, Cleave, Mobility, Spring Attack [Environment]: Abyssal Volcanic Regions (Primarily within The Erupting Abyss found within dimension 96Z: The Realm of Dreams and Chains) [Organization]: Solitary or pair [Advancement]:13-20HD (Huge), 21-36HD (Gargantuan) [Power Level]:11 Flame Breath (Recharge 5-6) (Su): The lava serpent exhales a 30-ft. cone of fire. Creatures caught take 4d12 fire damage (Reflex DC 20 half). The save DC is Constitution-based. Burn (Ex): A lava serpent’s natural weapon attacks deal additional fire damage from it’s flaming body. Those hit by a lava serpent‘s natural weapon attacks also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 round. A burning creature can take a move action to put out the flame. (Reflex DC 20). The save DC is Constitution- based. Earth Glide (Ex): A lava serpent can glide through stone, dirt, lava 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 lava serpent flings the serpent back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Lava Puddle (Su): Once per day as a full-round action, a lava serpent can fire forth a glob of lava that pools into a puddle that fills its space to a depth of 2–3 inches and counts as difficult terrain with a range of 60ft. Any creature that moves through this puddle of lava takes 2d6 points of fire damage. This damage continues for 1d3 rounds after the creature leaves the lava pool, although then it only inflicts 1d6 points of fire damage per round. The lava puddle solidifies and is safe to touch after a number of rounds equal to the serpent’s Hit Dice. At the GM’s discretion, this puddle of lava could start secondary fires. [Tactics] Lava serpents use ambush tactics by hiding beneath lava flows or behind rocks. They wait patiently and then strike suddenly with their flame breath and bites. They are highly territorial and will fiercely defend their area, attacking anyone who enters. When their position is known, they favor hit-and-run attacks instead of prolonged engagement. [Racial Bonuses] +6 on all grapple checks. +8 Spot. +8 Listen. +10 Jump. +16 move silently. +16 Hide. [Note] There is no damage immunity in my setting. All characters and creatures have a maximum number of Hit Dice and ability scores based on their home planet and size category. The highest possible ability score is 10,000. I have other rules in place to balance gameplay and ensure fun. I combine mechanics from different games and editions, using what I think works best, and I’ve created some mechanics myself. For poison resistance, every 10 points of resistance reduces ability score damage or drain by 1 die. Example: Raphael, a 3rd-level human fighter, has an amulet of poison resistance level 1, giving him 20 poison resistance. He’s hit by a rogue’s dagger poisoned with dragon bile, which normally deals 3d6 Strength damage. Because Raphael has 20 poison resistance, he reduces the damage by 2 dice, so he only takes 1d6 Strength damage instead. [Note]: SES (Spirit Energy Score) determines a creature’s spirit energy point growth. SEP (Spirit Energy Points) are the points that can be spent on various combat options. Not all creatures have combat abilities that use SEP. Similarly, not all creatures with MP (Mana Points) can utilize them; these points are noted for potential future use or if another creature drains them. [Note]: I use both the quintessence form of mana and a separate MP (Mana Points) system. My custom mana system was created because I don’t like spells per day or spell points, and it helps allow caster deities to be on par with martial deities, since at high levels, traditional spells tend to become less useful. MP in my system is not the quintessence, but a distinct resource. [Note]: SP (Stamina Points) are used to replace non-lethal hit points. I didn’t like tracking non-lethal damage separately during certain scenarios, so my group uses stamina points instead. Some abilities and combat options utilize SP, adding more nuance and versatility to classes that might otherwise be too basic. [/QUOTE]
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