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<blockquote data-quote="Obly99" data-source="post: 8972594" data-attributes="member: 7035194"><p>Well, nothing epic today. Directly from Nioh, the Hino Enma (<a href="https://nioh.fandom.com/wiki/Hino-Enma" target="_blank">Hino-Enma</a>).</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Hino Enma CR 8</span></strong></p><p></p><p>CE Medium Monstrous Humanoid</p><p></p><p><strong>Init</strong> +4; <strong>Senses </strong>darkvision 60 ft., scent; Perception +16</p><p></p><p>DEFENSE</p><p></p><p><strong>AC</strong> 22, touch 22, flat-footed 17 (+5 Cha, +4 Dex, +1 dodge, +2 monk)</p><p></p><p><strong>hp</strong> 85 (10d10+30)</p><p></p><p><strong>Fort</strong> +10, <strong>Ref</strong> +16, <strong>Will</strong> +15</p><p></p><p><strong>Defensive Abilities</strong> ac bonus, evasion, umbrella block, unearthly grace; <strong>DR</strong> 10/magic; <strong>Immune</strong> disease, energy drain, mind-affecting effects, paralysis, poison; <strong>SR</strong> 19</p><p></p><p><strong>Weakness</strong> vulnerability to electricity</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> 30 ft., fly 60 ft. (good)</p><p></p><p><strong>Melee</strong> flurry of blow +12/+12/+7/+7 (1d10+3) or umbrella +14/+9 (1d6+3/x3) or unarmed strike +14/+9 (1d10+3)</p><p></p><p><strong>Ranged</strong> shuriken +14/+7 (1d2+3)</p><p></p><p><strong>Special Attacks</strong> blood drain, scream (DC 18/20, 3d10 sonic damage), shadow trample (DC 18/20, 1d10+4), wingspin (DC 19/20)</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 10th, concentration +15)</p><p></p><p><strong>3/day</strong>—<em>alter self</em>, <em>charm person</em> (DC 16), <em>hold person</em> (DC 18), <em>suggestion</em> (DC 18)</p><p></p><p><strong>1/day</strong>—<em>confusion</em> (DC 19), <em>dominate person</em> (DC 19), <em>invisibility</em>, <em>shadow step</em></p><p></p><p>STATISTICS</p><p></p><p><strong>Str </strong>16, <strong>Dex</strong> 18, <strong>Con</strong> 16, <strong>Int</strong> 17, <strong>Wis</strong> 16, <strong>Cha</strong> 20</p><p></p><p><strong>Base Atk</strong> +10; <strong>CMB</strong> +14 (+16 for grapple); <strong>CMD</strong> 36 (38 vs. grapple)</p><p></p><p><strong>Feats</strong> Aerial RollB, Blind-FightB, Combat Reflexes, Dodge, Improved Grapple, Improved Unarmed StrikeB, Mobility, Power Attack, Spring AttackB, Weapon FinesseB</p><p></p><p><strong>Skills</strong> Bluff +15, Diplomacy +15, Fly +21, Intimidate +18, Perception +16, Sense Motive +13, Stealth +17</p><p></p><p><strong>Languages</strong> Common, Giant, Tengu</p><p></p><p><strong>SQ</strong> coven, monk training, umbrella</p><p></p><p><strong>Gears</strong> <em>umbrella</em></p><p></p><p><strong>Environment</strong> cold mountains</p><p></p><p><strong>Organization</strong> solitary, coven (1 Hino Enma plus 2 hags), or patrol (1 Hino Enma plus 1 Ogre Mage and 3 Oni CR 5 or less)</p><p></p><p><strong>Treasure</strong> standard</p><p></p><p><strong>Blood Drain (Ex)</strong></p><p>Every time the Hino Enma’s maintain a grapple check she suck the creature blood. The Hino Enma inflict 2d6+4 damage, heal the same number of hit points and if the target has a ki pool, then the Hino Enma drains 2 ki points from the victim. The Hino Enma may add these points to her own ki pool if she has one (up to her maximum total ki). Otherwise, the Hino Enma gains a +2 racial bonus to saving throws for a number of rounds equal to her HD. Construct and undead are immune to this ability.</p><p></p><p><strong>Coven (Ex)</strong></p><p>An Hino Enma counts as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever the Hino Enma is within 30 feet of another member of the coven, she can use the aid another action to grant a +1 bonus to the other creature’s caster level for 1 round.</p><p></p><p><strong>Monk Training (Ex)</strong></p><p>The Hino Enma gains the AC Bonus, Flurry of Blows and Unarmed Strike abilities as a monk of a level equal to her racial HD but for the AC Bonus she use her Charisma instead of Wisdom and can only use her legs and foot for the unarmed strike and flurry.</p><p></p><p><strong>Scream (Su)</strong></p><p>As a standard action, an Hino Enma can shout a devastating shout that can possibly paralyze creatures. The shout is a 30 ft. long line of 10 ft. x 10 ft. area. Every creature in the area take 3d10 sonic damage and are paralyzed for 1d4+1 rounds. A Reflex save DC 18 half the damage and negate the paralysis. Each round at the start of its turn, a paralyzed creature may attempt a Fortitude save DC 18 to end the effect in advance. After using the shout, the Hino Enma must wait 1d6+2 rounds before she can use it again. The save DC is Constitution-based.</p><p></p><p><strong>Shadow Trample (Ex/Su)</strong></p><p>This work as the trample ability, but the Hino Enma can only use this ability while flying and creatures that fail the save or chose the attack of opportunity are also paralyzed for 1d4+1 rounds. Each round at the start of its turn, a paralyzed creature may attempt a Fortitude save DC 20 to end the effect in advance. The save DC of the paralysis is Charisma-based.</p><p></p><p><strong>Umbrella (Su)</strong></p><p>A Hino Enma has an umbrella with which fight. The umbrella in the hand of the Hino Emna work as a light melee weapon with 1d6 base damage (Medium sized), a x3 critical multiplier, deal bludgeoning or piercing damage, and belongs to the weapon group light blades. If the umbrella is lost or destroyed, a Hino Enma can create a new umbrella by spending 24 hours crafting it (no materials required).</p><p></p><p><strong>Umbrella Block (Ex)</strong></p><p>As an immediate action, when the Hino Enma is attacked with a melee attack, she can attempt a melee attack using her umbrella at her highest attack bonus. If this result exceeds the result from the attack against her, the Hino Enma is unaffected by the attack (as if the attack had missed).</p><p></p><p><strong>Unearthly Grace (Su)</strong></p><p>A Hino Enma adds her Charisma modifier as a racial bonus on all her saving throws.</p><p></p><p><strong>Wingspin (Ex)</strong></p><p>As a standard action every 1d4+1 rounds, while not flying, a Hino Enma can spins moving 15 ft. in a line. All creatures in the area take 4d6+10 slashing damage and are paralyzed for 1d4+1 rounds. A creature can make a Reflex DC 19 for half the damage and negate the paralysis. Each round at the start of its turn, a paralyzed creature may attempt a Fortitude save DC 20 to end the effect in advance. The save DC of the paralysis is is Charisma-based while the save DC of the damage is Dexterity-based.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8972594, member: 7035194"] Well, nothing epic today. Directly from Nioh, the Hino Enma ([URL='https://nioh.fandom.com/wiki/Hino-Enma']Hino-Enma[/URL]). [CENTER][B][SIZE=7]Hino Enma CR 8[/SIZE][/B][/CENTER] CE Medium Monstrous Humanoid [B]Init[/B] +4; [B]Senses [/B]darkvision 60 ft., scent; Perception +16 DEFENSE [B]AC[/B] 22, touch 22, flat-footed 17 (+5 Cha, +4 Dex, +1 dodge, +2 monk) [B]hp[/B] 85 (10d10+30) [B]Fort[/B] +10, [B]Ref[/B] +16, [B]Will[/B] +15 [B]Defensive Abilities[/B] ac bonus, evasion, umbrella block, unearthly grace; [B]DR[/B] 10/magic; [B]Immune[/B] disease, energy drain, mind-affecting effects, paralysis, poison; [B]SR[/B] 19 [B]Weakness[/B] vulnerability to electricity OFFENSE [B]Speed[/B] 30 ft., fly 60 ft. (good) [B]Melee[/B] flurry of blow +12/+12/+7/+7 (1d10+3) or umbrella +14/+9 (1d6+3/x3) or unarmed strike +14/+9 (1d10+3) [B]Ranged[/B] shuriken +14/+7 (1d2+3) [B]Special Attacks[/B] blood drain, scream (DC 18/20, 3d10 sonic damage), shadow trample (DC 18/20, 1d10+4), wingspin (DC 19/20) [B]Spell-Like Abilities[/B] (CL 10th, concentration +15) [B]3/day[/B]—[I]alter self[/I], [I]charm person[/I] (DC 16), [I]hold person[/I] (DC 18), [I]suggestion[/I] (DC 18) [B]1/day[/B]—[I]confusion[/I] (DC 19), [I]dominate person[/I] (DC 19), [I]invisibility[/I], [I]shadow step[/I] STATISTICS [B]Str [/B]16, [B]Dex[/B] 18, [B]Con[/B] 16, [B]Int[/B] 17, [B]Wis[/B] 16, [B]Cha[/B] 20 [B]Base Atk[/B] +10; [B]CMB[/B] +14 (+16 for grapple); [B]CMD[/B] 36 (38 vs. grapple) [B]Feats[/B] Aerial RollB, Blind-FightB, Combat Reflexes, Dodge, Improved Grapple, Improved Unarmed StrikeB, Mobility, Power Attack, Spring AttackB, Weapon FinesseB [B]Skills[/B] Bluff +15, Diplomacy +15, Fly +21, Intimidate +18, Perception +16, Sense Motive +13, Stealth +17 [B]Languages[/B] Common, Giant, Tengu [B]SQ[/B] coven, monk training, umbrella [B]Gears[/B] [I]umbrella[/I] [B]Environment[/B] cold mountains [B]Organization[/B] solitary, coven (1 Hino Enma plus 2 hags), or patrol (1 Hino Enma plus 1 Ogre Mage and 3 Oni CR 5 or less) [B]Treasure[/B] standard [B]Blood Drain (Ex)[/B] Every time the Hino Enma’s maintain a grapple check she suck the creature blood. The Hino Enma inflict 2d6+4 damage, heal the same number of hit points and if the target has a ki pool, then the Hino Enma drains 2 ki points from the victim. The Hino Enma may add these points to her own ki pool if she has one (up to her maximum total ki). Otherwise, the Hino Enma gains a +2 racial bonus to saving throws for a number of rounds equal to her HD. Construct and undead are immune to this ability. [B]Coven (Ex)[/B] An Hino Enma counts as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever the Hino Enma is within 30 feet of another member of the coven, she can use the aid another action to grant a +1 bonus to the other creature’s caster level for 1 round. [B]Monk Training (Ex)[/B] The Hino Enma gains the AC Bonus, Flurry of Blows and Unarmed Strike abilities as a monk of a level equal to her racial HD but for the AC Bonus she use her Charisma instead of Wisdom and can only use her legs and foot for the unarmed strike and flurry. [B]Scream (Su)[/B] As a standard action, an Hino Enma can shout a devastating shout that can possibly paralyze creatures. The shout is a 30 ft. long line of 10 ft. x 10 ft. area. Every creature in the area take 3d10 sonic damage and are paralyzed for 1d4+1 rounds. A Reflex save DC 18 half the damage and negate the paralysis. Each round at the start of its turn, a paralyzed creature may attempt a Fortitude save DC 18 to end the effect in advance. After using the shout, the Hino Enma must wait 1d6+2 rounds before she can use it again. The save DC is Constitution-based. [B]Shadow Trample (Ex/Su)[/B] This work as the trample ability, but the Hino Enma can only use this ability while flying and creatures that fail the save or chose the attack of opportunity are also paralyzed for 1d4+1 rounds. Each round at the start of its turn, a paralyzed creature may attempt a Fortitude save DC 20 to end the effect in advance. The save DC of the paralysis is Charisma-based. [B]Umbrella (Su)[/B] A Hino Enma has an umbrella with which fight. The umbrella in the hand of the Hino Emna work as a light melee weapon with 1d6 base damage (Medium sized), a x3 critical multiplier, deal bludgeoning or piercing damage, and belongs to the weapon group light blades. If the umbrella is lost or destroyed, a Hino Enma can create a new umbrella by spending 24 hours crafting it (no materials required). [B]Umbrella Block (Ex)[/B] As an immediate action, when the Hino Enma is attacked with a melee attack, she can attempt a melee attack using her umbrella at her highest attack bonus. If this result exceeds the result from the attack against her, the Hino Enma is unaffected by the attack (as if the attack had missed). [B]Unearthly Grace (Su)[/B] A Hino Enma adds her Charisma modifier as a racial bonus on all her saving throws. [B]Wingspin (Ex)[/B] As a standard action every 1d4+1 rounds, while not flying, a Hino Enma can spins moving 15 ft. in a line. All creatures in the area take 4d6+10 slashing damage and are paralyzed for 1d4+1 rounds. A creature can make a Reflex DC 19 for half the damage and negate the paralysis. Each round at the start of its turn, a paralyzed creature may attempt a Fortitude save DC 20 to end the effect in advance. The save DC of the paralysis is is Charisma-based while the save DC of the damage is Dexterity-based. [/QUOTE]
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