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Ghoma, The Impure
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<blockquote data-quote="Beefermatic" data-source="post: 8774154" data-attributes="member: 6670757"><p><strong><span style="font-size: 22px">Ghoma Charger, CR 12</span></strong></p><p></p><p></p><p><span style="font-size: 18px"><em>You see a gigantic yellow eyed rhinoceros seemingly made of plates of cooling molten black granite with a metallic sheen, it stands as large as a bus and nearly as long, in the center of it’s huge head rests a massive central horn glowing red hot as if just pulled from a volcano. As it moves the whole earth seems to shake.</em></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>XP</strong>: 19,200</span></p><p><span style="font-size: 18px"><strong>NE</strong> Huge Outsider (Evil, Native, Qlippoth, Elemental, Ghoma) </span></p><p><span style="font-size: 18px"><strong>Init</strong> +5, <strong>Senses:</strong> Perception +19 (27 vs Scent based Perception Checks), Darkvision 120, Tremorsense 80ft, Low Light Vision</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>Defense</u></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Hit Dice</strong>: 12d10, +120 Con, +12 Toughness (197 hp)</span></p><p><span style="font-size: 18px"><strong>AC:</strong> 28 ( +1 Dex, +1 Dodge, +18 Natural, -2 Size) Touch: 10, Flat Footed: 24 </span></p><p><span style="font-size: 18px"><strong>Fort </strong>+24,<strong> Ref</strong> +9, <strong>Will</strong> +10</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Defensive Abilities:</strong> Damage Reduction 15/Magic Adamantine and Good, Spell Resistance 22, Immune: Critical Hits, Stunning, Precision Based Damage, Death by Massive Damage, Fire, Cold, Resist: Acid: 15, Electricity 15, Fast Healing 10, Regeneration 5 (Sonic, Law, Chaos and Good), Spell Turning</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>Offense</u></span></p><p><span style="font-size: 18px"><strong>Speed </strong>80 ft, Burrow 20 ft</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Melee: </strong></span></p><p><span style="font-size: 18px">Gore 2d10+21 Piercing and Bludgeoning +3 Enchantment +3d6 Fire 19-20 /x3 Crit, (+29 Melee)</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Ranged: </strong></span></p><p><span style="font-size: 18px"><em>Orb of Fire:</em> 1d3 Fire 20/x2 Crit (+13 Ranged Touch, 55 foot range)</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Special Attacks:</strong> Heat 3d6, Terrifying Appearance, Raging Blood, Thunderous Charge, Powerful Charge, Spell Like abilities, Summon Ghoma, Magic Horn, Lesser Ghomic Cloud, Trample (2d10+ 21 Bludgeoning +3d6 Fire, DC 37) </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>Statistics</u></span></p><p><span style="font-size: 18px"><strong>Str</strong> 39 +14</span></p><p><span style="font-size: 18px"><strong>Dex</strong> 13 +1</span></p><p><span style="font-size: 18px"><strong>Con</strong> 30 +10 </span></p><p><span style="font-size: 18px"><strong>Int </strong>10 +0</span></p><p><span style="font-size: 18px"><strong>Wis</strong> 15 +2 </span></p><p><span style="font-size: 18px"><strong>Cha</strong> 12 +1</span></p><p><span style="font-size: 18px"><strong>Base attack </strong>+12;<strong> CMB</strong> +30; <strong>CMD</strong> 41</span></p><p><span style="font-size: 18px"><strong>Feats:</strong> Endurance (b), Great Fortitude, Improved Initiative, Improved Grapple, Improved Critical, Improved Natural Attack, Intimidating Prowess (b), Awesome Blow (b), Toughness (b), Skill Focus Perception</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Skills:</strong> Acrobatics +24, Climb +29, Intimidate +39, Perception +19, Sense Motive +17</span></p><p><span style="font-size: 18px">Racial: +8 Acrobatics, +2 Perception, +10 Intimidate</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Languages:</strong> Abyssal, Telepathy 100 feet </span></p><p><span style="font-size: 18px"><strong>Special Qualities:</strong> Ghoma Traits, Elemental Traits, Olippoth Traits, Keen Senses, Tremorsense, Scent, Low Light Vision, Tough as Nails </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>Ecology</u></span></p><p><span style="font-size: 18px"><strong>Environment:</strong> Subterranian, Plains</span></p><p><span style="font-size: 18px"><strong>Organization:</strong> Solitary, Pair, 1d4+2 Crash, 3d4+3 Stubbornness, 6d4+6 Quake</span></p><p><span style="font-size: 18px"><strong>Treasure: </strong>Magic Horn (+3 Adamantine Thundering Great Club)</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong><u>Special Abilities:</u></strong></span></p><p><span style="font-size: 18px"><strong></strong></span></p><p><span style="font-size: 18px"><strong>Ghoma Traits (Ex): </strong>The Ghoma count as Elementals and Qlippoth gaining the benefits of both subtypes simultaneously. (This grants Immunity to Cold, Fire, Mind Influencing Effects, Poison, Bleed, Paralysis, Sleep, Stunning, Critical Hits, Flanking, Precision Based effects (Like Sneak attack) and they do not need to breathe, eat or sleep. They also gain resistance 15 to Acid and Electricity)</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Terrifying Appearance (Su):</strong> Chargers have a palpable aura of fear and panic, this causes humanoid foes to become shaken when looking upon the Charger from 120 feet or closer. Humanoid foes of less than 4 HD must must make a DC 17 Will Save or be Panicked for 12 minutes, Humanoids of 4 HD or more are instead Shaken for 12 minutes. A successful save reduces the effect to the Spooked status. Ghoma (excluding the Charger themselves) gain a +2 Circumstance Bonus on the DCs of any Fear effect they produce while within the range of this affect. This is a Mind Influencing Fear Effect. (this ability replaces a base Qlippoth’s Horrific Appearance ability, the DC is Cha based)</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Heat (Ex): </strong>The bodies of the Ghoma produce palpable heat capable of burning any foe or object that touches them. This deals 3d6 points of fire damage to any being the ghoma touches or who grapple with or inflict any unarmed attack on the ghoma. Any being affected by this ability must make a DC 26 Reflex Save or risk catching fire once per round they remain in contact, any unarmed attack the Charger inflicts also deals this damage, this is a Con based save.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Raging Blood (Ex): </strong>Any successful melee attack upon the ghoma unleashes a spray of molten lava and clashing electricity, a successful DC 26 Reflex save negates this damage. This affects all enemies in a 5 ft cone. Any being who fails the save takes 3d4 points of fire damage and risks catching on fire. This save is Con based</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Regeneration (Ex):</strong> Ghoma Chargers Regenerate 5 HP per round, this regeneration can bring the ghoma back even from death, this must be overcome with sonic, lawful, chaotic or good based damage to be neutralized.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Powerful Charge (Ex):</strong> A Charger can slam into a foe with devastating force, it takes a -2 penalty to it’s AC but gains a +2 to Attack and Damage rolls for the attack. This attack deals 8d10+35 Piercing and Bludgeoning Damage 3d6 Fire and enemies struch by this are also subject to the Charger’s Awesome Blow feat, knocking them back 10 feet and knocking them prone and all surrounding enemies are subject to the Charger’s Thunderous Charge ability as well.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Thunderous Charge (Ex): </strong>A Charger as part of a charge attack or trample can emit thunderous blasts of energy and localized tremors in the area all around it. All ground based creatures (besides other ghoma) within 80 feet of the charger must make a DC 26 Reflex save or DC 26 Acrobatics check or be knocked prone and take 2d6 points of falling damage as the ground violently shakes around them. Success negates the damage and the opponent is not knocked prone. This also checks an opponent’s movement making them unable to move unless they can also make a DC 26 Strength Check or a DC 26 Acrobatics check. Success treats the area as difficult terrain instead. All sound based perception checks are at a -4 penalty. Enemies within 20 feet of the Charger must make the above saving throws again, and suffer a -8 to Dex based checks. Casters must make a DC 26+ Spell Level Concentration Check to cast spells. All sounds are drowned out making any sound dependant ability including speaking and spell components fail and sound based perception checks impossible. All characters must make a DC 26 Acrobatics Check to move and treat the area around the Charger as difficult terrain.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Trample (Ex):</strong> The Charger may attempt to charge through a crowd of enemies instead of into a single enemy, this is treated as an Overrun attempt enemies may take an attack of opportunity against the Charger but suffer a -4 penalty on the attempt or may make a reflex save DC 37 to avoid damage. Those who fail to get out of the way take 2d10+ 21 Bludgeoning +3d6 Fire damage and all surrounding enemies are subject to the Charger’s Thunderous Charge ability.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Spell Turning (Su):</strong> The thick rocky hide of a Ghoma Charger has a strangely metallic sheen to it reflecting all spells and spell like abilities back upon their caster as if by the spell Spell Turning had been cast upon it. Unlike the spell version, this also reflects ranged touch spells and it is always able to reflect 10 levels of spells per round with this ability.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Magic Horn (Su): </strong>Ghoma Chargers are imbued with massive powerful horns, these horns deal massive damage dealing d8’s of base damage increased to d10’s due to Improved Natural Attack. These horns are treated as +3 Thundering Weapons dealing an additional 2d8 points of sonic damage on a critical hit. These horns are extremely durable being equivalent with adamantine allowing them to ignore hardness up to 20 and are considered Evil, Magic and Adamantine for purposes of overcoming damage reduction.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Lesser Ghomic Cloud (Su): </strong>A black cloud like haze follows Ghoma Charger wherever they roam. This effect is mainly seen high above thousands of feet in the sky and initially simply looks like a minor haze over the sky, looking perhaps like the effects of smoke in the atmosphere from a forest fire, however, as more and more Chargers congregate (10 or more) the localized area above them becomes tainted with thick black clouds with occasional red bolts of lightning, that rain a weak blood like acid down upon the ground below. This kills all plant life and taints water supplies and rivers causing mass loss of wildlife and sickness, this causes the disease <em>Firegut, </em>and deals 1 point of acid damage to any being drinking the tainted water or who remain in the area for more than 1 day.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong><em>Firegut</em></strong></span></p><p><span style="font-size: 18px">Though less extreme than true dysentery, this disease is characterized by occasional vomiting of burning bile. It is extremely tenacious.</span></p><p><span style="font-size: 18px"><strong>Type</strong> disease, ingested or injury; <strong>Save</strong> Fort DC 20</span></p><p><span style="font-size: 18px"><strong>Onset</strong> 1 day; <strong>Frequency</strong> 1/day</span></p><p><span style="font-size: 18px"><strong>Effect</strong> target is staggered; <strong>Cure</strong> 3 consecutive saves</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><em>Summon Ghoma:</em> The Ghoma Charger can attempt to summon 3d4 Howlers + 1d3 Howler Alphas, or 1 Charger with an 80% chance of success 1/day</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><em><u>Spell Like Abilities:</u></em> DC 17, CL 12</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>At Will:</u> Spark, Orb of Fire, Burning Hands, Expeditious Retreat, Stone Shield, Tremor Blast, Whispering Wind</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>3/day:</u> Bull’s Strength, Bear’s Endurance, Greater Heroism, Ironskin, Shield, Soften Earth and Stone, Stone Shape</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>1/day:</u> Shatter, Dispel Magic, Wall of Stone</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">(Orb of fire works exactly like Acid Orb but deals fire instead of acid damage)</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Keen Senses (Ex):</strong> Ghoma Chargers gain a +2 to Perception Checks</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Telepathy (Su):</strong> All ghoma can express thoughts to other beings</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Tough as Nails (Ex): </strong>Ghoma Chargers are extremely tough and have d12s of health instead of d10s</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Tremorsense (Ex):</strong> Ghoma Chargers can feel subtle ground vibrations around them allowing them to be aware of the presence, general size, and position of any being within 80 feet of them allowing them to “see” any ground based being within range.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong><u>Combat:</u></strong></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Ghoma Chargers are the tanks of the Ghomic forces, huge, hulking monstrous beasts with prodigious strength and tenacity and average intellect. These beasts dig out massive tunnels through the earth easily able to push through even bedrock with their magic horns and immense power, creating tunnels for other ghoma to spill out from the inner earth to the surface from.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Ghoma Chargers are similar to simple rhinoceroses in overall mindset and stature however are vastly larger standing 12 feet tall at the shoulder with a body stretching 25 feet long or larger, their massive single horn is 8 feet long and 3 feet thick at the base, this can be used to easily sweep aside would be attackers and pierce even the most fortified structure.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Groups of these beasts will congregate and trample down whole cities of men, above them black clouds of acid and disease will form raining blood across the land. These beings when charging create vast earthquakes and shake the ground apart around them. This can cause levys to break, lakes to drain vast sinkholes to open up and mountains to crumble.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Dumb and strong, these beings work as the spearhead of a ghomic invasion charging headlong into an enemy stronghold and they will begin destroying everything around them usually impervious to true death due to their regeneration a single Charger can level a town with ease.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">If met with a dangerous opponent it will use Ironskin to toughen it’s already durable hide and shield to protect it from attacks. Most magical abilites are reflected due to it’s Spell Turning ability and only if faced by ranged opponents who can actually harm it will it flee from combat, usually burrowing to escape. </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">If pressed by a powerful foe, or in a situation it cannot escape from it will attempt to either summon a group of howlers or a second Charger dependent on the situation and attempt to crush would be attackers to dust. </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Ghoma Chargers will readily use it's spell-like abilities as the situation calls for it but usually in more unorthodox ways, mainly relying on it's various Stone and earth manipulation powers to make easier pathways for its ghoma counterparts, and more rarely Wall of Stone to either create bridges or for defense against a foes attacks. </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Other spell like abilities it will use constantly and readily are Stone Sheild, Tremor Blast, Heroism, Bull’s Strength, Bear's Endurance, Ironskin and Shield. Or more rarely Orb of Fire if it has no choice and needs to fight at range.</span></p></blockquote><p></p>
[QUOTE="Beefermatic, post: 8774154, member: 6670757"] [B][SIZE=6]Ghoma Charger, CR 12[/SIZE][/B] [SIZE=5][I]You see a gigantic yellow eyed rhinoceros seemingly made of plates of cooling molten black granite with a metallic sheen, it stands as large as a bus and nearly as long, in the center of it’s huge head rests a massive central horn glowing red hot as if just pulled from a volcano. As it moves the whole earth seems to shake.[/I] [B]XP[/B]: 19,200 [B]NE[/B] Huge Outsider (Evil, Native, Qlippoth, Elemental, Ghoma) [B]Init[/B] +5, [B]Senses:[/B] Perception +19 (27 vs Scent based Perception Checks), Darkvision 120, Tremorsense 80ft, Low Light Vision [U]Defense[/U] [B]Hit Dice[/B]: 12d10, +120 Con, +12 Toughness (197 hp) [B]AC:[/B] 28 ( +1 Dex, +1 Dodge, +18 Natural, -2 Size) Touch: 10, Flat Footed: 24 [B]Fort [/B]+24,[B] Ref[/B] +9, [B]Will[/B] +10 [B]Defensive Abilities:[/B] Damage Reduction 15/Magic Adamantine and Good, Spell Resistance 22, Immune: Critical Hits, Stunning, Precision Based Damage, Death by Massive Damage, Fire, Cold, Resist: Acid: 15, Electricity 15, Fast Healing 10, Regeneration 5 (Sonic, Law, Chaos and Good), Spell Turning [U]Offense[/U] [B]Speed [/B]80 ft, Burrow 20 ft [B]Melee: [/B] Gore 2d10+21 Piercing and Bludgeoning +3 Enchantment +3d6 Fire 19-20 /x3 Crit, (+29 Melee) [B]Ranged: [/B] [I]Orb of Fire:[/I] 1d3 Fire 20/x2 Crit (+13 Ranged Touch, 55 foot range) [B]Special Attacks:[/B] Heat 3d6, Terrifying Appearance, Raging Blood, Thunderous Charge, Powerful Charge, Spell Like abilities, Summon Ghoma, Magic Horn, Lesser Ghomic Cloud, Trample (2d10+ 21 Bludgeoning +3d6 Fire, DC 37) [U]Statistics[/U] [B]Str[/B] 39 +14 [B]Dex[/B] 13 +1 [B]Con[/B] 30 +10 [B]Int [/B]10 +0 [B]Wis[/B] 15 +2 [B]Cha[/B] 12 +1 [B]Base attack [/B]+12;[B] CMB[/B] +30; [B]CMD[/B] 41 [B]Feats:[/B] Endurance (b), Great Fortitude, Improved Initiative, Improved Grapple, Improved Critical, Improved Natural Attack, Intimidating Prowess (b), Awesome Blow (b), Toughness (b), Skill Focus Perception [B]Skills:[/B] Acrobatics +24, Climb +29, Intimidate +39, Perception +19, Sense Motive +17 Racial: +8 Acrobatics, +2 Perception, +10 Intimidate [B]Languages:[/B] Abyssal, Telepathy 100 feet [B]Special Qualities:[/B] Ghoma Traits, Elemental Traits, Olippoth Traits, Keen Senses, Tremorsense, Scent, Low Light Vision, Tough as Nails [U]Ecology[/U] [B]Environment:[/B] Subterranian, Plains [B]Organization:[/B] Solitary, Pair, 1d4+2 Crash, 3d4+3 Stubbornness, 6d4+6 Quake [B]Treasure: [/B]Magic Horn (+3 Adamantine Thundering Great Club) [B][U]Special Abilities:[/U] Ghoma Traits (Ex): [/B]The Ghoma count as Elementals and Qlippoth gaining the benefits of both subtypes simultaneously. (This grants Immunity to Cold, Fire, Mind Influencing Effects, Poison, Bleed, Paralysis, Sleep, Stunning, Critical Hits, Flanking, Precision Based effects (Like Sneak attack) and they do not need to breathe, eat or sleep. They also gain resistance 15 to Acid and Electricity) [B]Terrifying Appearance (Su):[/B] Chargers have a palpable aura of fear and panic, this causes humanoid foes to become shaken when looking upon the Charger from 120 feet or closer. Humanoid foes of less than 4 HD must must make a DC 17 Will Save or be Panicked for 12 minutes, Humanoids of 4 HD or more are instead Shaken for 12 minutes. A successful save reduces the effect to the Spooked status. Ghoma (excluding the Charger themselves) gain a +2 Circumstance Bonus on the DCs of any Fear effect they produce while within the range of this affect. This is a Mind Influencing Fear Effect. (this ability replaces a base Qlippoth’s Horrific Appearance ability, the DC is Cha based) [B]Heat (Ex): [/B]The bodies of the Ghoma produce palpable heat capable of burning any foe or object that touches them. This deals 3d6 points of fire damage to any being the ghoma touches or who grapple with or inflict any unarmed attack on the ghoma. Any being affected by this ability must make a DC 26 Reflex Save or risk catching fire once per round they remain in contact, any unarmed attack the Charger inflicts also deals this damage, this is a Con based save. [B]Raging Blood (Ex): [/B]Any successful melee attack upon the ghoma unleashes a spray of molten lava and clashing electricity, a successful DC 26 Reflex save negates this damage. This affects all enemies in a 5 ft cone. Any being who fails the save takes 3d4 points of fire damage and risks catching on fire. This save is Con based [B]Regeneration (Ex):[/B] Ghoma Chargers Regenerate 5 HP per round, this regeneration can bring the ghoma back even from death, this must be overcome with sonic, lawful, chaotic or good based damage to be neutralized. [B]Powerful Charge (Ex):[/B] A Charger can slam into a foe with devastating force, it takes a -2 penalty to it’s AC but gains a +2 to Attack and Damage rolls for the attack. This attack deals 8d10+35 Piercing and Bludgeoning Damage 3d6 Fire and enemies struch by this are also subject to the Charger’s Awesome Blow feat, knocking them back 10 feet and knocking them prone and all surrounding enemies are subject to the Charger’s Thunderous Charge ability as well. [B]Thunderous Charge (Ex): [/B]A Charger as part of a charge attack or trample can emit thunderous blasts of energy and localized tremors in the area all around it. All ground based creatures (besides other ghoma) within 80 feet of the charger must make a DC 26 Reflex save or DC 26 Acrobatics check or be knocked prone and take 2d6 points of falling damage as the ground violently shakes around them. Success negates the damage and the opponent is not knocked prone. This also checks an opponent’s movement making them unable to move unless they can also make a DC 26 Strength Check or a DC 26 Acrobatics check. Success treats the area as difficult terrain instead. All sound based perception checks are at a -4 penalty. Enemies within 20 feet of the Charger must make the above saving throws again, and suffer a -8 to Dex based checks. Casters must make a DC 26+ Spell Level Concentration Check to cast spells. All sounds are drowned out making any sound dependant ability including speaking and spell components fail and sound based perception checks impossible. All characters must make a DC 26 Acrobatics Check to move and treat the area around the Charger as difficult terrain. [B]Trample (Ex):[/B] The Charger may attempt to charge through a crowd of enemies instead of into a single enemy, this is treated as an Overrun attempt enemies may take an attack of opportunity against the Charger but suffer a -4 penalty on the attempt or may make a reflex save DC 37 to avoid damage. Those who fail to get out of the way take 2d10+ 21 Bludgeoning +3d6 Fire damage and all surrounding enemies are subject to the Charger’s Thunderous Charge ability. [B]Spell Turning (Su):[/B] The thick rocky hide of a Ghoma Charger has a strangely metallic sheen to it reflecting all spells and spell like abilities back upon their caster as if by the spell Spell Turning had been cast upon it. Unlike the spell version, this also reflects ranged touch spells and it is always able to reflect 10 levels of spells per round with this ability. [B]Magic Horn (Su): [/B]Ghoma Chargers are imbued with massive powerful horns, these horns deal massive damage dealing d8’s of base damage increased to d10’s due to Improved Natural Attack. These horns are treated as +3 Thundering Weapons dealing an additional 2d8 points of sonic damage on a critical hit. These horns are extremely durable being equivalent with adamantine allowing them to ignore hardness up to 20 and are considered Evil, Magic and Adamantine for purposes of overcoming damage reduction. [B]Lesser Ghomic Cloud (Su): [/B]A black cloud like haze follows Ghoma Charger wherever they roam. This effect is mainly seen high above thousands of feet in the sky and initially simply looks like a minor haze over the sky, looking perhaps like the effects of smoke in the atmosphere from a forest fire, however, as more and more Chargers congregate (10 or more) the localized area above them becomes tainted with thick black clouds with occasional red bolts of lightning, that rain a weak blood like acid down upon the ground below. This kills all plant life and taints water supplies and rivers causing mass loss of wildlife and sickness, this causes the disease [I]Firegut, [/I]and deals 1 point of acid damage to any being drinking the tainted water or who remain in the area for more than 1 day. [B][I]Firegut[/I][/B] Though less extreme than true dysentery, this disease is characterized by occasional vomiting of burning bile. It is extremely tenacious. [B]Type[/B] disease, ingested or injury; [B]Save[/B] Fort DC 20 [B]Onset[/B] 1 day; [B]Frequency[/B] 1/day [B]Effect[/B] target is staggered; [B]Cure[/B] 3 consecutive saves [I]Summon Ghoma:[/I] The Ghoma Charger can attempt to summon 3d4 Howlers + 1d3 Howler Alphas, or 1 Charger with an 80% chance of success 1/day [I][U]Spell Like Abilities:[/U][/I] DC 17, CL 12 [U]At Will:[/U] Spark, Orb of Fire, Burning Hands, Expeditious Retreat, Stone Shield, Tremor Blast, Whispering Wind [U]3/day:[/U] Bull’s Strength, Bear’s Endurance, Greater Heroism, Ironskin, Shield, Soften Earth and Stone, Stone Shape [U]1/day:[/U] Shatter, Dispel Magic, Wall of Stone (Orb of fire works exactly like Acid Orb but deals fire instead of acid damage) [B]Keen Senses (Ex):[/B] Ghoma Chargers gain a +2 to Perception Checks [B]Telepathy (Su):[/B] All ghoma can express thoughts to other beings [B]Tough as Nails (Ex): [/B]Ghoma Chargers are extremely tough and have d12s of health instead of d10s [B]Tremorsense (Ex):[/B] Ghoma Chargers can feel subtle ground vibrations around them allowing them to be aware of the presence, general size, and position of any being within 80 feet of them allowing them to “see” any ground based being within range. [B][U]Combat:[/U][/B] Ghoma Chargers are the tanks of the Ghomic forces, huge, hulking monstrous beasts with prodigious strength and tenacity and average intellect. These beasts dig out massive tunnels through the earth easily able to push through even bedrock with their magic horns and immense power, creating tunnels for other ghoma to spill out from the inner earth to the surface from. Ghoma Chargers are similar to simple rhinoceroses in overall mindset and stature however are vastly larger standing 12 feet tall at the shoulder with a body stretching 25 feet long or larger, their massive single horn is 8 feet long and 3 feet thick at the base, this can be used to easily sweep aside would be attackers and pierce even the most fortified structure. Groups of these beasts will congregate and trample down whole cities of men, above them black clouds of acid and disease will form raining blood across the land. These beings when charging create vast earthquakes and shake the ground apart around them. This can cause levys to break, lakes to drain vast sinkholes to open up and mountains to crumble. Dumb and strong, these beings work as the spearhead of a ghomic invasion charging headlong into an enemy stronghold and they will begin destroying everything around them usually impervious to true death due to their regeneration a single Charger can level a town with ease. If met with a dangerous opponent it will use Ironskin to toughen it’s already durable hide and shield to protect it from attacks. Most magical abilites are reflected due to it’s Spell Turning ability and only if faced by ranged opponents who can actually harm it will it flee from combat, usually burrowing to escape. If pressed by a powerful foe, or in a situation it cannot escape from it will attempt to either summon a group of howlers or a second Charger dependent on the situation and attempt to crush would be attackers to dust. Ghoma Chargers will readily use it's spell-like abilities as the situation calls for it but usually in more unorthodox ways, mainly relying on it's various Stone and earth manipulation powers to make easier pathways for its ghoma counterparts, and more rarely Wall of Stone to either create bridges or for defense against a foes attacks. Other spell like abilities it will use constantly and readily are Stone Sheild, Tremor Blast, Heroism, Bull’s Strength, Bear's Endurance, Ironskin and Shield. Or more rarely Orb of Fire if it has no choice and needs to fight at range.[/SIZE] [/QUOTE]
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