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<blockquote data-quote="Obly99" data-source="post: 8835939" data-attributes="member: 7035194"><p>This is my revision of the Midgard Dwarf (<a href="https://www.realmshelps.net/monsters/block/Dwarf,_Midgard" target="_blank">Realms Helps Creature: Dwarf, Midgard</a>) doing them justice for being the smiths of the Norse gods.</p><p style="text-align: center"><strong><span style="font-size: 26px">Yggdrasil Dwarf CR 7</span></strong></p><p></p><p>N Small outsider (dwarf, extraplanar)</p><p></p><p><strong>Init</strong> +4; <strong>Senses</strong> darkvision 60 ft., forge vision, see in darkness, tremorsense 30 ft.; Perception +13 (+15 to notice unusual stonework)</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 20, touch 12, flat-footed 20 (+6 armor, +1 deflection, +2 natural, +1 size)</p><p><strong>hp</strong> 84 (8d10+40)</p><p><strong>Fort</strong> +11, <strong>Ref</strong> +2, <strong>Will</strong> +8; +2 vs. poison</p><p><strong>Defensive Abilities</strong> defensive training (+4 AC dodge vs. giant), endure elements, hardy, powerful build, stability; <strong>DR</strong> 5/magic; <strong>Immune</strong> fire; <strong>Resist</strong> acid 10; <strong>SR</strong> 18</p><p><strong>Weakness</strong> sunlight petrification</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 20 ft., burrow 5 ft.</p><p><strong>Melee</strong> +2 battleaxe +14/+9 (1d8+6/x3)</p><p><strong>Ranged</strong> +1 heavy crossbow +9 (1d10+1/19-29)</p><p><strong>Special Attacks</strong> curse (DC 16)</p><p><strong>Spell-Like Abilities </strong>(CL 8th; concentration +8)</p><p><strong>Constant</strong>—endure elements (self only)</p><p><strong>At will</strong>—crafter’s fortune, identify, fabricate (metal or stone only), ironwood</p><p><strong>3/day</strong>—stone shape</p><p><strong>1/day</strong>—major creation (not vegetable matter only), metal shape (as wood shape but effect metal instead of wood, 7th level spell)</p><p><strong>1/year</strong>—polymorph any object (metal/stone object into another metal/stone object only), true creation (metal or stone only)</p><p></p><p>STATISTICS</p><p><strong>Str</strong> 16, <strong>Dex</strong> 11, <strong>Con</strong> 20, <strong>Int</strong> 14, <strong>Wis</strong> 15, <strong>Cha</strong> 11</p><p><strong>Base Atk</strong> +8; <strong>CMB</strong> +10; <strong>CMD</strong> 21 (25 vs. bull rush or trip while standing on the ground)</p><p><strong>Feats</strong> Improved Initiative, Power Attack, Signature Skill (craft)B, Vital Strike, Weapon Focus (battleaxe)</p><p><strong>Skills</strong> Appraise +13 (+15 for price of non-magical goods with precious metals or gemstones), Craft (forge master) +33, Knowledge (planes) +13, Perception +13 (+15 to notice unusual stonework), Sense Motive +13, Spellcraft +13, Stealth +16, Use Magic Device +15; <strong>Racial Modifiers</strong> +2 Appraise made to determine the price of non-magical goods that contain precious metals or gemstones, +20 Craft (forge master), +2 Perception to notice unusual stonework, +4 Use Magic Device</p><p><strong>Languages</strong> Common, Dwarven, Elven, Giant</p><p><strong>SQ</strong> change shape (Small or smaller animal, beast shape III), craft artifacts, dwarven blood, forge mastery, greed, slow and steady, stonecunning</p><p></p><p><strong>Environment</strong> Niðavellir</p><p><strong>Organization</strong> solitary, pair, or forge (6–12)</p><p><strong>Treasure</strong> +2 chain shirt, medium +2 battleaxe, medium +1 light crossbow, +1 ring of protection</p><p></p><p><strong>Craft Artifacts</strong></p><p>If 3 Yggdrasil dwarf work together for 6 months and 1 day, consuming 500,000 gp, they can create a minor artifact. Instead, if 10 Yggdrasil dwarf work together for 1 year and 1 day, consuming 1,000,000 gp, they can create a major artifact.</p><p></p><p><strong>Curse (Su)</strong></p><p>Once per year as a standard action, a Yggdrasil dwarf can lay a powerful curse on someone who has wronged him (usually by stealing from him, injuring him, or killing a close relation). This functions like bestow curse (DC 16, CL 20th), except that the range is unlimited, and the spell is dismissible. The dwarf must be able to see or describe his target (for example, "he thief who took my gold, wherever he is" or "the one who killed Snorri") and the target must be guilty of the injury the dwarf specifies. Dwarves on the brink of falling in battle have been known to forego an attack in order to curse the enemy who is about to defeat them. A dwarf can sometimes be persuaded to lift his curse with an offer of weregild-money to compensate the dwarf for the injury or wrong he suffered. Generally, this requires at least 1,000 gold pieces. The save DC is Wisdom-based.</p><p></p><p><strong>Dwarven Blood (Ex)</strong></p><p>For all effects related to race, a Yggdrasil dwarf is considered a dwarf.</p><p></p><p><strong>Forge Mastery (Ex)</strong></p><p>A Yggdrasil dwarf can craft any mundane or magic item made of metal (like armor, weapons, rings, etc.) as if he had the necessary item creation feats (and its mythic version, if existent), using Craft (forge master) in place of the normal Craft for that specific item. A Yggdrasil dwarf is considered to possess the prerequisites necessary to craft any magic item of those types, even if he does not otherwise meet the requirements or does not have the ability to cast the necessary spells. Also, a Yggdrasil dwarf make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost. Finally, a Yggdrasil dwarf can make a metal item masterwork simply by paying for the cost, and doesn’t need to increase the time to create the item or attempt additional checks.</p><p></p><p><strong>Forge Vision (Ex)</strong></p><p>A Yggdrasil dwarf can see perfectly in smoky conditions (such as those created by <em>pyrotechnics</em>) and through fire (even those generated by a<em> wall of fire</em> spell).</p><p></p><p><strong>Sunlight Petrification (Ex)</strong></p><p>A Yggdrasil dwarf that is exposed to natural sunlight is staggered and must make a DC 20 Fortitude save each round to resist permanently turning to stone. A stone to flesh spell (or similar effect) or submerge the dwarf in running water for 1 minute restores a petrified dwarf, but if he remains exposed to sunlight, it must immediately start making new Fortitude saves to avoid petrification. Spells like sunbeam or sunburst that create powerful natural sunlight cannot petrify a dwarf, but the creature is staggered for 1d4 rounds after being exposed to such an effect.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8835939, member: 7035194"] This is my revision of the Midgard Dwarf ([URL='https://www.realmshelps.net/monsters/block/Dwarf,_Midgard']Realms Helps Creature: Dwarf, Midgard[/URL]) doing them justice for being the smiths of the Norse gods. [CENTER][B][SIZE=7]Yggdrasil Dwarf CR 7[/SIZE][/B][/CENTER] N Small outsider (dwarf, extraplanar) [B]Init[/B] +4; [B]Senses[/B] darkvision 60 ft., forge vision, see in darkness, tremorsense 30 ft.; Perception +13 (+15 to notice unusual stonework) DEFENSE [B]AC[/B] 20, touch 12, flat-footed 20 (+6 armor, +1 deflection, +2 natural, +1 size) [B]hp[/B] 84 (8d10+40) [B]Fort[/B] +11, [B]Ref[/B] +2, [B]Will[/B] +8; +2 vs. poison [B]Defensive Abilities[/B] defensive training (+4 AC dodge vs. giant), endure elements, hardy, powerful build, stability; [B]DR[/B] 5/magic; [B]Immune[/B] fire; [B]Resist[/B] acid 10; [B]SR[/B] 18 [B]Weakness[/B] sunlight petrification OFFENSE [B]Speed[/B] 20 ft., burrow 5 ft. [B]Melee[/B] +2 battleaxe +14/+9 (1d8+6/x3) [B]Ranged[/B] +1 heavy crossbow +9 (1d10+1/19-29) [B]Special Attacks[/B] curse (DC 16) [B]Spell-Like Abilities [/B](CL 8th; concentration +8) [B]Constant[/B]—endure elements (self only) [B]At will[/B]—crafter’s fortune, identify, fabricate (metal or stone only), ironwood [B]3/day[/B]—stone shape [B]1/day[/B]—major creation (not vegetable matter only), metal shape (as wood shape but effect metal instead of wood, 7th level spell) [B]1/year[/B]—polymorph any object (metal/stone object into another metal/stone object only), true creation (metal or stone only) STATISTICS [B]Str[/B] 16, [B]Dex[/B] 11, [B]Con[/B] 20, [B]Int[/B] 14, [B]Wis[/B] 15, [B]Cha[/B] 11 [B]Base Atk[/B] +8; [B]CMB[/B] +10; [B]CMD[/B] 21 (25 vs. bull rush or trip while standing on the ground) [B]Feats[/B] Improved Initiative, Power Attack, Signature Skill (craft)B, Vital Strike, Weapon Focus (battleaxe) [B]Skills[/B] Appraise +13 (+15 for price of non-magical goods with precious metals or gemstones), Craft (forge master) +33, Knowledge (planes) +13, Perception +13 (+15 to notice unusual stonework), Sense Motive +13, Spellcraft +13, Stealth +16, Use Magic Device +15; [B]Racial Modifiers[/B] +2 Appraise made to determine the price of non-magical goods that contain precious metals or gemstones, +20 Craft (forge master), +2 Perception to notice unusual stonework, +4 Use Magic Device [B]Languages[/B] Common, Dwarven, Elven, Giant [B]SQ[/B] change shape (Small or smaller animal, beast shape III), craft artifacts, dwarven blood, forge mastery, greed, slow and steady, stonecunning [B]Environment[/B] Niðavellir [B]Organization[/B] solitary, pair, or forge (6–12) [B]Treasure[/B] +2 chain shirt, medium +2 battleaxe, medium +1 light crossbow, +1 ring of protection [B]Craft Artifacts[/B] If 3 Yggdrasil dwarf work together for 6 months and 1 day, consuming 500,000 gp, they can create a minor artifact. Instead, if 10 Yggdrasil dwarf work together for 1 year and 1 day, consuming 1,000,000 gp, they can create a major artifact. [B]Curse (Su)[/B] Once per year as a standard action, a Yggdrasil dwarf can lay a powerful curse on someone who has wronged him (usually by stealing from him, injuring him, or killing a close relation). This functions like bestow curse (DC 16, CL 20th), except that the range is unlimited, and the spell is dismissible. The dwarf must be able to see or describe his target (for example, "he thief who took my gold, wherever he is" or "the one who killed Snorri") and the target must be guilty of the injury the dwarf specifies. Dwarves on the brink of falling in battle have been known to forego an attack in order to curse the enemy who is about to defeat them. A dwarf can sometimes be persuaded to lift his curse with an offer of weregild-money to compensate the dwarf for the injury or wrong he suffered. Generally, this requires at least 1,000 gold pieces. The save DC is Wisdom-based. [B]Dwarven Blood (Ex)[/B] For all effects related to race, a Yggdrasil dwarf is considered a dwarf. [B]Forge Mastery (Ex)[/B] A Yggdrasil dwarf can craft any mundane or magic item made of metal (like armor, weapons, rings, etc.) as if he had the necessary item creation feats (and its mythic version, if existent), using Craft (forge master) in place of the normal Craft for that specific item. A Yggdrasil dwarf is considered to possess the prerequisites necessary to craft any magic item of those types, even if he does not otherwise meet the requirements or does not have the ability to cast the necessary spells. Also, a Yggdrasil dwarf make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost. Finally, a Yggdrasil dwarf can make a metal item masterwork simply by paying for the cost, and doesn’t need to increase the time to create the item or attempt additional checks. [B]Forge Vision (Ex)[/B] A Yggdrasil dwarf can see perfectly in smoky conditions (such as those created by [I]pyrotechnics[/I]) and through fire (even those generated by a[I] wall of fire[/I] spell). [B]Sunlight Petrification (Ex)[/B] A Yggdrasil dwarf that is exposed to natural sunlight is staggered and must make a DC 20 Fortitude save each round to resist permanently turning to stone. A stone to flesh spell (or similar effect) or submerge the dwarf in running water for 1 minute restores a petrified dwarf, but if he remains exposed to sunlight, it must immediately start making new Fortitude saves to avoid petrification. Spells like sunbeam or sunburst that create powerful natural sunlight cannot petrify a dwarf, but the creature is staggered for 1d4 rounds after being exposed to such an effect. [/QUOTE]
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