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3.5 IH stuff from my old notes
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<blockquote data-quote="Khisanth the Ancient" data-source="post: 9320332" data-attributes="member: 11368"><p><strong>Astronead (Star Soul)</strong></p><p>Large Fey</p><p></p><p>Hit Dice: 30d6+240 (345 hp)</p><p></p><p>Initiative: +19</p><p></p><p>Speed: 90 ft., fly 90 ft. (perfect)</p><p></p><p>Armor Class: 36 (-1 size, +11 Dex, +7 natural, +9 armor), touch 20, flat-footed 25</p><p></p><p>Base Attack/Grapple: +15/+23</p><p></p><p>Attack: <em>+7 rapier</em> +32 melee (1d8+11 plus 5d6 fire); or <em>+4 flaming mighty composite longbow</em> +30 ranged (2d6+8 and 1d6 fire); or plasma bolt +25 ranged touch (6d6 fire and 6d6 electricity) [3/day only]</p><p></p><p>Full Attack: <em>+7 rapier</em> +32/+27/+22 melee (1d8+11 plus 5d6 fire); or <em>+4 flaming burst mighty composite longbow</em> +30/+25/+20 ranged (2d6+8 and 1d6 fire); or plasma bolt +25 ranged touch (6d6 fire and 6d6 electricity) [3/day only]</p><p></p><p>Space/Reach: 10 ft./10 ft.</p><p></p><p>Special Attacks: Breath weapon, heat, irresistible fire, spell-like abilities, summon fire elementals</p><p></p><p>Special Qualities: Integral weapon, fire immunity, electricity and sonic resistance 30, SR 32</p><p></p><p>Saves: Fort +12, Ref +30, Will +26</p><p></p><p>Abilities: Str 19, Dex 32, Con 27, Int 18, Wis 25, Cha 34</p><p></p><p>Skills: Balance +44, Bluff +28, Diplomacy +29, Knowledge (arcana, nature, religion, the planes) +37, Listen +40, Search +40, Sense Motive +40, Spot +40</p><p></p><p>Feats: Ability Focus (breath weapon), Great Fortitude, Greater Weapon Focus (longbow), Iron Will, Lightning Reflexes, Weapon Finesse, Weapon Focus (longbow)</p><p></p><p>Epic Feats: Superior Initiative</p><p></p><p></p><p>Environment: Corona, photosphere, and chromosphere of stars, or Positive Energy Plane or other positive-dominant planes</p><p></p><p>Organization: Solitary, dancers (2-4), tower (5-10), or palace (11-20)</p><p></p><p>Challenge Rating: 21</p><p></p><p>Treasure: None</p><p></p><p>Alignment: Chaotic neutral</p><p></p><p>Advancement: 31-32 HD (Large); 33-60 HD (Huge)</p><p></p><p>--</p><p><em>A humanoid figure made of blazing but tenuous white flame, tall as a giant but slender and elegant, stands before you. Its motions are precise and graceful.</em></p><p></p><p>Astroneads are star-born fey, dwelling on the surface of stars and flying through the space occupied by their coronas. They have also migrated into planes infused by positive energy, especially the Positive Energy Plane.</p><p></p><p>On stars' surfaces, they build eerily beautiful towers and palaces of frozen plasma within sunspots. If encountered away from their strongholds, they are either wandering alone or dancing in pairs or small groups. Full of chaotic joy, the astroneads love beauty. However, they are careless of the lives of non-fiery creatures, and may burn them to death in their dance - even scour large regions if somehow summoned to a living planet's surface.</p><p></p><p>--</p><p></p><p><strong>Breath Weapon (Su): </strong>100-foot cone of plasma and radiation; 12d8 fire damage, 12d8 electricity damage, and 1d4 Str and Con damage; a DC 35 Reflex save halves the damage and negates the ability damage. The save DC is Constitution-based. When an astronead uses its breath weapon, it must wait 1d4 rounds before using it again.</p><p></p><p><strong>Heat (Ex):</strong> An astronead's body burns with starfire. Creatures striking the astronead with unarmed strikes or natural weapons take 5d6 fire damage (Reflex DC 33 half); nonmagical weapons striking the astronead burn or melt to uselessness (Reflex DC 33 negates). The astronead's melee attacks transmit this same heat. The save DC is Constitution-based.</p><p></p><p><strong>Irresistible Fire (Su):</strong> An astronead's fires burn with the heat of a sun's core. All fire resistance has only half effect (e.g. fire resistance 30 is treated as fire resistance 15) when applied to fire damage dealt by an astronead.</p><p></p><p><strong>Plasma Bolt (Su): </strong>Three times per day, an astronead can fire a bolt of plasma as a ray attack (+25 ranged touch) to a range of up to 500 feet. This bolt deals 6d6 electricity damage and 6d6 fire damage.</p><p></p><p><strong>Radiation Aura (Su): </strong>Every round a creature is within 150 feet of an astronead, it must make a Fortitude save (DC 33) or take 1 point of Strength and Constitution damage.</p><p></p><p><strong>Spell-like Abilities: </strong>At will – <em>delayed blast fireball</em> (DC 29), <em>fire shield, searing light, sunbeam</em> (DC 29), <em>wall of fire</em>. 3/day – <em>fire storm</em> (DC 29), <em>prismatic spray</em> (DC 29), <em>sunburst</em> (DC 30), <em>incendiary cloud</em> (DC 30). Caster level 30th.</p><p></p><p><strong>Summon Fire Elementals (Sp): </strong>Once per day, as a standard action, an astronead can summon either three greater or two elder fire elementals. This ability is the equivalent of a 9th-level spell.</p><p></p><p><strong>Immunities (Ex): </strong>An astronead is immune to fire damage, to the effects of vacuum, and to the environmental conditions of their natural habitats (stars' surface/corona and positive-dominant planes).</p><p></p><p><strong>Integral Weapon (Su):</strong> An astronead's weapons are formed from its own energies; thus, the astronead cannot be disarmed or its weapon sundered. The astronead's weapon is not damaged by its intense heat.</p><p></p><p>--</p><p><strong>New Epic Spell: </strong><em><strong>Star Call</strong></em></p><p></p><p>Spellcraft DC: 64</p><p></p><p>Components: V, S</p><p></p><p>Casting Time: 1 round</p><p></p><p>Duration: 20 rounds (D)</p><p></p><p>Range: 75 ft.</p><p></p><p>Effect: One summoned astronead</p><p></p><p>Saving Throw: None</p><p></p><p>Spell Resistance: No</p><p></p><p>Seed: <em>summon </em>(DC 14). Factors: 1-round casting time (+18 DC), summon CR 21 creature (+38 DC), summon nonoutsider (+10 DC). Mitigating Factors: 12d6 backlash (-12 DC), expensive material component (ad hoc -4 DC)</p><p></p><p>To Develop: 576,000 gp; 12 days; 23,040 XP.</p><p></p><p>The caster calls down an astronead from the world’s sun or from the Positive Energy Plane. It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the astronead, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. The summoned astronead acts normally on the last round of the spell and disappears at the end of its turn.</p><p></p><p>Calling upon this spell’s force of cosmic fire burns away a part of the caster’s life, inflicting 12d6 backlash damage on the caster.</p><p></p><p><strong>Material Component</strong></p><p>Sunstones and diamonds worth 10,000 gp, consumed in the casting.</p></blockquote><p></p>
[QUOTE="Khisanth the Ancient, post: 9320332, member: 11368"] [B]Astronead (Star Soul)[/B] Large Fey Hit Dice: 30d6+240 (345 hp) Initiative: +19 Speed: 90 ft., fly 90 ft. (perfect) Armor Class: 36 (-1 size, +11 Dex, +7 natural, +9 armor), touch 20, flat-footed 25 Base Attack/Grapple: +15/+23 Attack: [I]+7 rapier[/I] +32 melee (1d8+11 plus 5d6 fire); or [I]+4 flaming mighty composite longbow[/I] +30 ranged (2d6+8 and 1d6 fire); or plasma bolt +25 ranged touch (6d6 fire and 6d6 electricity) [3/day only] Full Attack: [I]+7 rapier[/I] +32/+27/+22 melee (1d8+11 plus 5d6 fire); or [I]+4 flaming burst mighty composite longbow[/I] +30/+25/+20 ranged (2d6+8 and 1d6 fire); or plasma bolt +25 ranged touch (6d6 fire and 6d6 electricity) [3/day only] Space/Reach: 10 ft./10 ft. Special Attacks: Breath weapon, heat, irresistible fire, spell-like abilities, summon fire elementals Special Qualities: Integral weapon, fire immunity, electricity and sonic resistance 30, SR 32 Saves: Fort +12, Ref +30, Will +26 Abilities: Str 19, Dex 32, Con 27, Int 18, Wis 25, Cha 34 Skills: Balance +44, Bluff +28, Diplomacy +29, Knowledge (arcana, nature, religion, the planes) +37, Listen +40, Search +40, Sense Motive +40, Spot +40 Feats: Ability Focus (breath weapon), Great Fortitude, Greater Weapon Focus (longbow), Iron Will, Lightning Reflexes, Weapon Finesse, Weapon Focus (longbow) Epic Feats: Superior Initiative Environment: Corona, photosphere, and chromosphere of stars, or Positive Energy Plane or other positive-dominant planes Organization: Solitary, dancers (2-4), tower (5-10), or palace (11-20) Challenge Rating: 21 Treasure: None Alignment: Chaotic neutral Advancement: 31-32 HD (Large); 33-60 HD (Huge) -- [I]A humanoid figure made of blazing but tenuous white flame, tall as a giant but slender and elegant, stands before you. Its motions are precise and graceful.[/I] Astroneads are star-born fey, dwelling on the surface of stars and flying through the space occupied by their coronas. They have also migrated into planes infused by positive energy, especially the Positive Energy Plane. On stars' surfaces, they build eerily beautiful towers and palaces of frozen plasma within sunspots. If encountered away from their strongholds, they are either wandering alone or dancing in pairs or small groups. Full of chaotic joy, the astroneads love beauty. However, they are careless of the lives of non-fiery creatures, and may burn them to death in their dance - even scour large regions if somehow summoned to a living planet's surface. -- [B]Breath Weapon (Su): [/B]100-foot cone of plasma and radiation; 12d8 fire damage, 12d8 electricity damage, and 1d4 Str and Con damage; a DC 35 Reflex save halves the damage and negates the ability damage. The save DC is Constitution-based. When an astronead uses its breath weapon, it must wait 1d4 rounds before using it again. [B]Heat (Ex):[/B] An astronead's body burns with starfire. Creatures striking the astronead with unarmed strikes or natural weapons take 5d6 fire damage (Reflex DC 33 half); nonmagical weapons striking the astronead burn or melt to uselessness (Reflex DC 33 negates). The astronead's melee attacks transmit this same heat. The save DC is Constitution-based. [B]Irresistible Fire (Su):[/B] An astronead's fires burn with the heat of a sun's core. All fire resistance has only half effect (e.g. fire resistance 30 is treated as fire resistance 15) when applied to fire damage dealt by an astronead. [B]Plasma Bolt (Su): [/B]Three times per day, an astronead can fire a bolt of plasma as a ray attack (+25 ranged touch) to a range of up to 500 feet. This bolt deals 6d6 electricity damage and 6d6 fire damage. [B]Radiation Aura (Su): [/B]Every round a creature is within 150 feet of an astronead, it must make a Fortitude save (DC 33) or take 1 point of Strength and Constitution damage. [B]Spell-like Abilities: [/B]At will – [I]delayed blast fireball[/I] (DC 29), [I]fire shield, searing light, sunbeam[/I] (DC 29), [I]wall of fire[/I]. 3/day – [I]fire storm[/I] (DC 29), [I]prismatic spray[/I] (DC 29), [I]sunburst[/I] (DC 30), [I]incendiary cloud[/I] (DC 30). Caster level 30th. [B]Summon Fire Elementals (Sp): [/B]Once per day, as a standard action, an astronead can summon either three greater or two elder fire elementals. This ability is the equivalent of a 9th-level spell. [B]Immunities (Ex): [/B]An astronead is immune to fire damage, to the effects of vacuum, and to the environmental conditions of their natural habitats (stars' surface/corona and positive-dominant planes). [B]Integral Weapon (Su):[/B] An astronead's weapons are formed from its own energies; thus, the astronead cannot be disarmed or its weapon sundered. The astronead's weapon is not damaged by its intense heat. -- [B]New Epic Spell: [/B][I][B]Star Call[/B][/I] Spellcraft DC: 64 Components: V, S Casting Time: 1 round Duration: 20 rounds (D) Range: 75 ft. Effect: One summoned astronead Saving Throw: None Spell Resistance: No Seed: [I]summon [/I](DC 14). Factors: 1-round casting time (+18 DC), summon CR 21 creature (+38 DC), summon nonoutsider (+10 DC). Mitigating Factors: 12d6 backlash (-12 DC), expensive material component (ad hoc -4 DC) To Develop: 576,000 gp; 12 days; 23,040 XP. The caster calls down an astronead from the world’s sun or from the Positive Energy Plane. It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the astronead, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. The summoned astronead acts normally on the last round of the spell and disappears at the end of its turn. Calling upon this spell’s force of cosmic fire burns away a part of the caster’s life, inflicting 12d6 backlash damage on the caster. [B]Material Component[/B] Sunstones and diamonds worth 10,000 gp, consumed in the casting. [/QUOTE]
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