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<blockquote data-quote="Cleon" data-source="post: 6011151" data-attributes="member: 57383"><p><strong>Splitting the Infernite - Infernite Magician</strong></p><p></p><p><span style="font-size: 18px"><strong>Infernite Magician</strong></span></p><p>Medium Outsider (Earth, Fire, Native)</p><p><strong>Hit Dice:</strong> 4d8+8 (26 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 17 (+1 Dex, +6 natural), touch 11, flat-footed 16</p><p><strong>Base Attack/Grapple:</strong> +4/+4</p><p><strong>Attack:</strong> Longsword +4 melee (1d8 plus 2d6 fire/19-20) or slam +4 melee (1d4 plus 2d6 fire) or magma missile +5 ranged (2d4 plus 2d6 fire)</p><p><strong>Full Attack:</strong> [FONT=&quot]Longsword +4 melee (1d8 plus 2d6 fire/19-20) or 2 slams +4 melee (1d4 plus 2d6 fire) or magma missile +5 ranged (2d4 plus 2d6 fire)[/FONT]</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Fireteam tactics, fluidity, heat, improved grab, magma missile, spells</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., fast healing 2, immunity to critical hits, fire, poison, paralysis, and stunning, vulnerability to cold, vulnerability to water</p><p><strong>Saves:</strong> Fort +6, Ref +5, Will +4</p><p><strong>Abilities:</strong> Str 11, Dex 13, Con 14, Int 11, Wis 10, Cha 14</p><p><strong>Skills:</strong> Concentration +9, Diplomacy +4, Intimidate +9, Knowledge (the planes) +7, Listen +7, Sense Motive +7, Spellcraft +7 (+9 scrolls), Spot +7, Survival +0 (+2 on other planes), Use Magic Device +9 (+11 scrolls)</p><p><strong>Feats:</strong> Combat Casting, Energy Substitution</p><p><strong>Environment:</strong> Any warm land</p><p><strong>Organization:</strong> Solitary, kiln (see entry), or pyre (1-20 plus 8-80 infernites and 1 infernite leader)</p><p><strong>Challenge Rating:</strong> 4</p><p><strong>Treasure:</strong> Standard (non-combustible)</p><p><strong>Alignment:</strong> Always lawful neutral</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +5</p><p></p><p><em>This roughly humanoid-shaped being seems to be composed entirely of molten metal and rock.</em></p><p></p><p>Infernites are beings of molten metal and rock that inhabit many fiery worlds. Their bodies are rather fluid but maintain a humanoid appearance virtually all the time.</p><p></p><p>Infernite magicians are a specialised caste of infernite, born with the ability to cast spells. They live and work with ordinary infernites and do not form cliques of their own kind.</p><p></p><p>See the <a href="http://www.enworld.org/forum/6011150-post902.html" target="_blank"><strong>infernite</strong></a> entry for general background on infernites.</p><p></p><p>An infernite stands 6 feet tall and weighs 450 pounds.</p><p></p><p>Infernites speak Ignan and Terran.</p><p></p><p><strong>COMBAT</strong></p><p>Infernites tenaciously defend their community and possessions. Infernites fight in small units called kilns (see infernite entry), maximizing their fireteam tactics. Individual tactics vary based on role in the kiln.</p><p></p><p>An infernite magician's kiln is normally organized into a close-combat team or magical team.</p><p></p><p><strong>Fast Healing (Ex):</strong> An infernite heals only if it is touching magma, lava, or a flame at least as large as a torch.</p><p></p><p><strong>Fireteam Tactics (Ex):</strong> Whenever four or more infernites belonging to the same kiln are within 30 ft. of each other, they all gain a +1 competence bonus to attack rolls and armor class.</p><p></p><p><strong>Fluidity (Ex):</strong> Because an infernite's body is essentially living molten lava, it can flow through gaps of Diminutive size or larger without slowing.</p><p></p><p><strong>Heat (Ex):</strong> An infernite generates so much heat that its mere touch (including grapples) deals additional fire damage. Infernites' metallic weapons also conduct this heat.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, an infernite must hit a creature of up to one size larger than itself with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.</p><p></p><p><strong>Magma Missile (Ex):</strong> An infernite can spit a ball of molten rock into its hand as a free action. An infernite takes 1 point of damage whenever it produces a magma rock. It can throw these magma rocks with a 30 ft. range increment (maximum range 150 feet). Ranged weapon feats such as Rapid Shot or Point Blank Shot apply to thrown magma missiles.</p><p></p><p><strong>Spells (Sp):</strong> An infernite magician casts spells as a 4th-level sorcerer.</p><p></p><p><strong><em>Typical Sorcerer Spells Known</em></strong> (6/7/4, save DC 12 + spell level)</p><p><strong><em>0</em></strong><em>—acid splash, detect magic, flare, ray of frost, read magic, resistance;</em></p><p><strong><em>1st</em></strong><em>—mage armor, magic missile, ray of enfeeblement;</em></p><p><strong><em>2nd</em></strong><em>—acid arrow</em>. </p><p></p><p><strong>Vulnerability to Water (Ex):</strong> Infernites are particularly vulnerable to water, and contact with it (such as wading into a pool or being splashed with a vial or bucket of water) inflicts 2d6 points of damage per strike. Complete immersion (including being caught in the rain or being subjected to a high volume of water, as from the geyser function of a <em>decanter of endless water</em>) inflicts 6d6 points of damage per round.</p><p></p><p><strong>In Spelljammer</strong></p><p>Infernite leaders and mages have spelljamming capabilities, and leaders sometimes order large metallic spelljamming vessels to be built. The metal of the hulls is forged to withstand the great temperatures generated both within and without. Infernite ships deal additional fire damage when ramming, and may set alight combustible materials (such as a ship's rigging). A ship has a single leader; if that leader is lost, the ship is left to cool in the icy cold of space.</p><p></p><p>Infernites do not venture into the Phlogiston, as the heat from their ships is magnified and the infernites "burn out." Infernites despise and hunt the q’nidar.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6011151, member: 57383"] [b]Splitting the Infernite - Infernite Magician[/b] [SIZE=5][B]Infernite Magician[/B][/SIZE] Medium Outsider (Earth, Fire, Native) [B]Hit Dice:[/B] 4d8+8 (26 hp) [B]Initiative:[/B] +1 [B]Speed:[/B] 30 ft. (6 squares) [B]Armor Class:[/B] 17 (+1 Dex, +6 natural), touch 11, flat-footed 16 [B]Base Attack/Grapple:[/B] +4/+4 [B]Attack:[/B] Longsword +4 melee (1d8 plus 2d6 fire/19-20) or slam +4 melee (1d4 plus 2d6 fire) or magma missile +5 ranged (2d4 plus 2d6 fire) [B]Full Attack:[/B] [FONT="]Longsword +4 melee (1d8 plus 2d6 fire/19-20) or 2 slams +4 melee (1d4 plus 2d6 fire) or magma missile +5 ranged (2d4 plus 2d6 fire)[/FONT] [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Fireteam tactics, fluidity, heat, improved grab, magma missile, spells [B]Special Qualities:[/B] Darkvision 60 ft., fast healing 2, immunity to critical hits, fire, poison, paralysis, and stunning, vulnerability to cold, vulnerability to water [B]Saves:[/B] Fort +6, Ref +5, Will +4 [B]Abilities:[/B] Str 11, Dex 13, Con 14, Int 11, Wis 10, Cha 14 [B]Skills:[/B] Concentration +9, Diplomacy +4, Intimidate +9, Knowledge (the planes) +7, Listen +7, Sense Motive +7, Spellcraft +7 (+9 scrolls), Spot +7, Survival +0 (+2 on other planes), Use Magic Device +9 (+11 scrolls) [B]Feats:[/B] Combat Casting, Energy Substitution [B]Environment:[/B] Any warm land [B]Organization:[/B] Solitary, kiln (see entry), or pyre (1-20 plus 8-80 infernites and 1 infernite leader) [B]Challenge Rating:[/B] 4 [B]Treasure:[/B] Standard (non-combustible) [B]Alignment:[/B] Always lawful neutral [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +5 [I]This roughly humanoid-shaped being seems to be composed entirely of molten metal and rock.[/I] Infernites are beings of molten metal and rock that inhabit many fiery worlds. Their bodies are rather fluid but maintain a humanoid appearance virtually all the time. Infernite magicians are a specialised caste of infernite, born with the ability to cast spells. They live and work with ordinary infernites and do not form cliques of their own kind. See the [URL="http://www.enworld.org/forum/6011150-post902.html"][B]infernite[/B][/URL] entry for general background on infernites. An infernite stands 6 feet tall and weighs 450 pounds. Infernites speak Ignan and Terran. [B]COMBAT[/B] Infernites tenaciously defend their community and possessions. Infernites fight in small units called kilns (see infernite entry), maximizing their fireteam tactics. Individual tactics vary based on role in the kiln. An infernite magician's kiln is normally organized into a close-combat team or magical team. [B]Fast Healing (Ex):[/B] An infernite heals only if it is touching magma, lava, or a flame at least as large as a torch. [B]Fireteam Tactics (Ex):[/B] Whenever four or more infernites belonging to the same kiln are within 30 ft. of each other, they all gain a +1 competence bonus to attack rolls and armor class. [B]Fluidity (Ex):[/B] Because an infernite's body is essentially living molten lava, it can flow through gaps of Diminutive size or larger without slowing. [B]Heat (Ex):[/B] An infernite generates so much heat that its mere touch (including grapples) deals additional fire damage. Infernites' metallic weapons also conduct this heat. [B]Improved Grab (Ex):[/B] To use this ability, an infernite must hit a creature of up to one size larger than itself with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. [B]Magma Missile (Ex):[/B] An infernite can spit a ball of molten rock into its hand as a free action. An infernite takes 1 point of damage whenever it produces a magma rock. It can throw these magma rocks with a 30 ft. range increment (maximum range 150 feet). Ranged weapon feats such as Rapid Shot or Point Blank Shot apply to thrown magma missiles. [B]Spells (Sp):[/B] An infernite magician casts spells as a 4th-level sorcerer. [B][I]Typical Sorcerer Spells Known[/I][/B] (6/7/4, save DC 12 + spell level) [B][I]0[/I][/B][I]—acid splash, detect magic, flare, ray of frost, read magic, resistance;[/I] [B][I]1st[/I][/B][I]—mage armor, magic missile, ray of enfeeblement;[/I] [B][I]2nd[/I][/B][I]—acid arrow[/I]. [B]Vulnerability to Water (Ex):[/B] Infernites are particularly vulnerable to water, and contact with it (such as wading into a pool or being splashed with a vial or bucket of water) inflicts 2d6 points of damage per strike. Complete immersion (including being caught in the rain or being subjected to a high volume of water, as from the geyser function of a [I]decanter of endless water[/I]) inflicts 6d6 points of damage per round. [B]In Spelljammer[/B] Infernite leaders and mages have spelljamming capabilities, and leaders sometimes order large metallic spelljamming vessels to be built. The metal of the hulls is forged to withstand the great temperatures generated both within and without. Infernite ships deal additional fire damage when ramming, and may set alight combustible materials (such as a ship's rigging). A ship has a single leader; if that leader is lost, the ship is left to cool in the icy cold of space. Infernites do not venture into the Phlogiston, as the heat from their ships is magnified and the infernites "burn out." Infernites despise and hunt the q’nidar. [/QUOTE]
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