Thursday, 30 July 2015

Sand Dwarves (Zinth)

Sand Dwarves or Zinth

One of the first generations of Dwarf-kin born on Nyssa. They are most often found in the Zinthar desert apart of small family tribes of less than two hundred individuals. Unlike their other blood-kin, the Zinth are bound to specific sites and are very unlikely to go far away unless they are in mortal danger.

Sand Dwarves have thin bodies almost always appearing as near starving. Their faces are normally covered by a hood - it is an expression of deep respect for them to talk with someone with an uncovered face. Males tend to grow their hair long and unkempt but many keep stylish goatees. Women can grow beards but few do, they keep their hair short, using jewelry and tattoos to decorate themselves. Both sexes fight for their community as equals, but females with children stay out of all but the most desperate combats.

Their expression: Of the stone but in this world” is their way of expressing themselves as both 
mortal and planar beings. This means that both beneficial and baneful spells that name out planar creatures, affect the Zinth.

Best known for their intricate stone statues of their elders and heroes - these act as a receptacle so when a specific Zinth dies, their spirit is reborn.These highly respected individuals can be considered virtually immortal but most also sleep until called on. Individuals may have only one statue-receptacle at any point and it takes months to prepare one. If their personal statue is not ready, their spirit is lost forever. Some believe that Zinth are neither born nor alive, merely sentient stone - but the Zinth do not bother to correct them as it is unimportant what others think of them.

Individuals can exhibit excellent skills as a worker, warrior and artist; they are one with the stone just as much as they are with other living creatures. When young, their life pattern resembles other mortals - eating, sleeping, trading, loving. As they age, they become more "of the earth." Their elders do not eat or drink in a traditional manner, they absorb their nutrients by absorbing via touch, usually during the hour before or after sunset. This is a highly personal act they rarely share with outsiders.

While they do not starve, when overwhelmed by their surroundings, they go into a comatose state emerging when the environment is safer. Stories of creatures reviving from petrification can be traced to these dwarves awakening from slumber.

Typically, Zinth do not adventure with others and stick to their own caravans or towns. When a noble deed is proposed that will help the overall community, they volunteer. They respect others as long as the rights for all are likewise reciprocated.

Sand Dwarves                                 CR 2
N (30% Good; 10% Evil)               Humanoid (Mountains & Desert)
Init +0;                                          Senses darkvision 60 ft.


AC 15, touch 14, flat-footed 11    (+4 from Armor, +1 from Natural AC)
hp 13 / 2d8+2
Fort +5, Ref +1, Will +0


Speed 20 ft.
Melee: Mace +1 (1d6+1 dmg)
Typical Weapons: Mace, Scimitar and Crossbows.


Str 11 Dex 13 Con 14 Int 10 Wis 10 Cha 8
Base Atk +1; CMB +1; CMD 12
Minor Skills: Craft (Carving), Climb, Diplomacy, Disable Device, Perception, Use Magic Device +2
Major Skills:  Any 2 of Knowledge (dungeoneering, engineering, local) +5
Typical Feat Choices: Agile Maneuvers, Alertness, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point-Blank Shot, Weapon Finesse
Languages: Dwarven, Zinth & Phastian


Every primary level grants a +1 natural AC bonus.

2 HD: +10 skill points in listed skills; Gain Two Feats, Speak with Stones  (2/day)
3 HD: Gain +2 attribute points; +6 skill points;Blend with Rocks or Sand (2/day, Gain +10 on hide)
4 HD: Gain +2 attribute points; +6 skill points; Gain Feat; Change into Sand Form (2/day, 5 min)
5 HD: +6 skill points; Change into Rock Form & Speak Earth Elemental (2/day)
6 HD: Gain +2 attribute points; +6 skill points; Gain Feat; Summon Rock Allies (1/day)
7 HD: Gain +2 attribute points; +6 skill points; Stone State (1/day)
8 HD  +6 skill points; Gain Feat; Heal from Rock (5 X Constitution Bonus - 1/day)
9 HD  Gain +5 attribute points (no more than 2 in any specific ability score); +10 skill points;                            Summon Earth elemental (2/day); Stone state (3/day)

At 10 HD and higher, they gain in a character class. Preferred classes are: Bard, Fighter, Monk, Psion, Ranger, Rogue & Sorceror.

Sand Dwarves do not need to advance up this listed level chart. They can gain non-Zinth levels at any time, however, if they ever gain non-Zinth HD they are unable to further advance in their natural Zinth class levels again.


Speak with Stones: Sand Dwarves can speak to stones, which can only tell them what has been in an area within the last 24 hours

Blend with Rocks or Sand: If the Sand Dwarf does not move, and is near sand can gain a +10 to their stealth check 2/day

Change into Sand Form: Can temporarily change into sand. They cannot move far, but can seep through small holes. Only small weapons and other small items change into sand - not armor or heavy weapons.

Change into Rock Form: Zinth can change into stones, gaining +20  to their stealth scores. They cannot move. When in this form they gain +3 to their AC. Only small weapons and other small items change into rock form - not armor or heavy weapons.

Speak Earth Elemental: Zinth learn the earth elemental language

Summon Rock Allies: Can summon small stone creatures from the Elemental Plane of Earth. These are the equivalent of dogs, cats or birds that can perform small or short actions for the Sand Dwarf.

Stone State: Gain Rock form for 10 min. +6 to AC, plus 1-8 dmg for punching.

Heal from Rock: Can change small stones into healing potions. It can heal creatures 5 times their constitution bonus score (1=5, 2 = 10, etc) to any number of people up to their listed total. If the potions are not used within five minutes, the potions revert back to small stones.

Summon Earth elemental: Can summon a medium earth elemental to either stay and protect an area for 30 minutes, help with manual labour for an hour or complete an attack action. They can perform this summoning twice a day, but never more than once an hour.

Wednesday, 22 July 2015

Corona Salarius

This was an idea that I was playing around with for a while - an outsider spirit that would inhabit mortal creatures and give them a shimmery golden glow and a bunch of powers. Then I realized it was kind of done before - the Incarnate from the 2nd Planescape Monster Compendium (Second Edition). 

Anyway, this is a neat little way to give players a bump-up without increasing their actual levels for a one-shot adventure.

Corona Salarius

Type                Usually Small Outsider
AC                  As per host
HD                  As per host

Saves               Fort +2 Ref +2 Will +2 (Add to host's base)
Init                   +1                               (Add to host's base)
Speed               --
BAB       --      CMB   --    CMD --
Special Defenses +6 on saves versus alignment affecting spells or affects, Lesser Telepathy

Str   --   Con   --    Dex +2                    (Add to host's base)
Int   --   Wis   +5   Cha +5

Skills: Any five: Acrobatics, Climb, Escape Artist, Intimidate, Knowledge (arcana, history, magic, planes or religion), Sense Motive, Survival, or Use Magic Device plus Perception

Typical Feat Selection: Alignment Channel, Alertness, Blind-Fight*, Channel Smite, Deadly Aim, Dodge, Mobility, Eschew Materials, Extra Channel, Iron Will, Lightning Reflexes, Spell Focus, Spell Penetration

Lesser telepathy: Corona can communicate with mortal creatures that are physically near (within 20 feet) their remains or a piece of jewelry their spirit inhabits.

Best known as a shimmering bright halo that surrounds mortal creatures. These “shining lights” are the remains of souls of former outer planar beings that did not depart when their physical forms were defeated on the mortal planes. The heavenly spectres clung to a dungeon on a physical plane, waiting for help from mortals to complete a mission.

Good aligned Corona usually watch mortals to ensure their potential host have similar views to their own. When finding a match, they will ask if they can inhabit the mortal body to complete a specific goal – explaining in detail what is needed and the risks. They accept the answer even if it's not the one they want. 
A mortal's eyes glow golden when utilizing the spells or feats their guest provides for them. Once the task is completed, most Corona depart for the heavens. It is interesting that Corona gives their host the capacity to turn spirits, but they cannot be turned as their host and them form a bond that is only broken when the Corona wishes to depart.

Evil aligned Corona are summoned to the mortal planes by evil clerics for help in their dark plans. These spirits give their hosts apparent freedom, but don't hesitate to exit a host for another of higher level or more useful to them. Some evil Corona may have alternate magics to the spells listed below. They won't hesitate to inhabit lesser beings if they need to escape.

Most Corona inhabit their host as guests and whisper helpful suggestions. In times of stress, they may take a more active role, their hosts exhibit other forms. For good aligned Corona: they take on Golden Halo, Wings, Angelic Appearance. For evil-aligned ones it is small sharp horns, devilish features, and deep sharp claws.

3 HD Detect Alignment*, Curse, Magic; +15 skill points in only their selected skills; Turn as 3rd level cleric
4 HD Gain + 2 to any Ability Score; Turn as 4th level cleric; +5 skill points in their selected skills
5 HD Gain Align Weapon, Remove Curse & Disease;+5 skill points in their selected skills
6 HD Gain Circle against Evil & Discern Lies; Turn as 5th level cleric; +5 skill points in their selected skills
7 HD Gain + 2 to any Ability Score; +5 skill points in their selected skills 
8 HD Dispel Magic & Cure Medium Wounds (2/day); Turn as 6th level cleric; +5 skill points selected skills
9 HD Smite (2/day); Turn as 7th level cleric; +5 skill points in their selected skills
10 HD Blade Barrier (2/day); Turn as 8th level cleric; +5 skill points in their selected skills
11 HD Gain + 2 to any 2 Ability Scores; +5 skill points in their selected skills
12 HD Regenerate Other (2/day); Turn as 12th level cleric

Unlike standard creatures, the levels for a Corona do not change. When a Corona and a mortal merge, the mortal gains the level abilities for the HD or level that they are at.  Also, Corona do not increase skill levels beyond their normal maximum point, so they are not added or increases a character's current skill levels. 

*Spells are cast at the Cleric level indicated or the minimum needed to cast the spell

Friday, 17 July 2015

Rogue Modron

Rogue Modrons were originally outsiders from a lawful plane that were mortally injured on the Nyssian world and unable to continue with their unit. While their internal repair functions fixed them, they were abandoned and are now alone on an alien world.

They are self-aware mechanical units, built for a specific work function not social interactions. Being awkward, they rarely know what to do or say, thus they stand out in mortal communities. Knowing the importance of interaction, they try to fit in to the world by becoming members in lawfully-aligned or large social groups. Most often it's a lawful church (such as Quanna or Casna) or in a city's bureaucracy. From this point, they try to learn the social etiquette, history and culture of their adopted world and the people who they are with and follow the social rules.

If they do not reach an acceptable status point in a hierarchy organization after a certain amount of time, a Rogue Modron usually leaves and strikes it out as an adventurer, seeking fortune, fame and portals to other worlds. If they do reach mid-levels of authority, they are content, and subtlety try to influence law and order in the organization and the world around them.

When Rogue Modrons meet others of its kind, they are instant allies. They physically touch, and immediately share everything about their learning and their own individual pasts.  They never engage in combat or take actions to directly interfere with their kin even if ordered to by their mortal comrades. It is common for Modrons to join with each other in a cause but never as equals, there must be one determined Commander. If they cannot determine among each other this strata - they cannot become partners.

The ultimate goal of a Rogue Modron is to find a portal back to their home plane. Strangely, if they find one, they are hesitant to go through as they are unsure of where or even if they will fit in with "True Modrons". There is no known instance of any Rogue Modron who ever returned back to their home world, so whether they are transformed, destroyed or celebrated is not known among non-kin.

Rogue Modrons

-2 Charisma, +2 Constitution, +2 Intelligence:  Socially inept, the Rogue Modron is nevertheless highly intelligent and their fleshy bodies are optimized for durability.

Box-like body, Face on the upper part of the box, Small legs, Small Wings on their shoulder portion relative to their face. All clothing and armor needs to be custom fitted. Standard pieces of armor or jewelry (even magical pieces) do not fit them.

Outsider (Lawful): Rogue Modrons are lawful aligned outsiders.

Medium: As a Medium creature, a Rogue Modron has no special bonuses or penalties due to its size.

Rogue Modron base land speed is 30 feet. They eventually gain a fly speed (see Wings).

Darkvision: can see 60 feet in the dark.

Racial Skills: A Rogue Modron's outsider levels give it skill points equal to 7 / HD.  Its class skills are Acrobatics, Appraise, Balance, Climb, Craft, Disable Device, Fly, Knowledge (Any, all taken separately), Linguistics, Perception, Profession, Spellcraft, Stealth and Survival.. The rogue Modron gains a +2 racial bonus on Knowledge (Mechanical) and Disable Device checks.

Metal Body: Modrons have some construct traits. While they are healed normally by positive energy, they take half benefit recovery from cleric healing spells. They can count either as a construct type or outsider when its beneficial, but receive none of the types immunities. Rogue Modrons need to eat and sleep at quarter the normal consumption rates of a human. They do not starve if hungry but do slow down. They do not need to breathe.

Racial Feats: A Rogue Modron's outsider levels give it one feat.

Automatic Languages: Rogue Modron. (A non-standard, non-written language based on the Modron Mother tongue.) While unique to the individual rogue modron, others of its kin fully understand
it instantly. Likewise it is 50% likely any Lawfully aligned creature will also understand it.

Bonus Languages: Phaetox, Minotaur, Elven,  Draconic, Dwarven, Celestial, Infernal, and Undercommon.

Natural Armor: Rogue Modrons gain +1 natural armor. As they increase in levels, their armor becomes more hardy. They are unable to wear standard metal armors. Non-metal armors can be sculpted to fir their body template, as it provides little protection to mid or higher level Modrons.

Regulate: A Rogue Modron is able to perform difficult actions with surprising regularity. They can take 10 on any d20 roll 1/day even if it normally would not be able to take 10. It gains an additional use of Regulate at 4th HD and every 4th level beyond. At 20 HD, it becomes an action they can take once per round.

Wings: They possess a pair of small wings on their metal limbs. At low levels they are incapable of supporting themselves in flight, but they minimize falling damage to half or none if they make their saving throw. At 6 HD, the Modron gains a fly speed of 20 feet (poor), and at 9 HD it becomes 50 feet (good).

Socially Awkward: A Rogoue Modron is at best socially awkward for both the modron and non-modron's kin alike, taking a -2 to social interactions with any skill check to non-allies.

Aligned Being (Ex): Rogue Modrons gain a +2 racial bonus on attack rolls, skill checks, and ability checks against chaos-aligned creatures. This bonus doubles against creatures with the [Chaos] sub-type. However, they take a -2 penalty on saving throws against chaos aligned spells and effects.

Energy Resistance Select One: Acid, Cold, Fire 10.

Detect Law or chaos: A Rogue Modron can detect presence of law or chaos. at a range of 120 feet.

2nd: Fortification (Ex): A Rogue Modron possess 10% fortification at 2nd level and an additional 10% every additional level. At 11th level and higher, this bonus changes to 1% each new level.

Logical Mind (Ex): Rogue Modron gain a +3 bonus against mind-affecting effects and illusions.

Rogue Modron HD

1st level Metal Body, +1 AC, +12 Skill Points, Regulate Action, Auto Half Dmg from falling
2nd level + 1 AC, +7 skill points, Gain Fortification (10%/level), Choose Energy Resistance Acid,                                    Cold or Fire 5, Gain Feat
3rd level + 1 AC, +7 on skill points, +2 on one of Dex, Con or Int, Logical Mind, Gain Feat
4th level Aligned Actions (Gain +2 on attacks, skill and ability checks vs Chaos-aligned creatures),                                  +7 on skill points, Regulate Action (2/day)
5th level  + 1 AC Armor, +7 on skill points, +2 on one of Dex, Con or Int, Gain Feat
6th level Flight 20 (Poor), Choose Energy Resistance Acid, Cold or Fire 10, +7 on skill points
7th level + 1 AC Armor, +7 on skill points, +2 on one of Dex, Con or Int, Gain Feat
8th level Aligned Actions (Gain +5 on attacks, skill and ability checks vs Chaos-aligned creatures),                                 +7 on skill points, Regulate Action (3/day)
9th level Flight Speed 50 (Good), +7 on skill points, +2 on one of Dex, Con or Int, Gain Feat
10th level   + 1 AC Armor, +7 on skill points, +2 on one of Dex, Con or Int,
11th level   + 3 AC Armor, +12 on skill points, Choose Energy Resistance Acid, Cold orFire 20, +5                                   on any ability score (no more than +2 on any one)

Rogue Modrons do not need to advance up this listed level chart. They can gain non-standard HD or class levels at any time, however, if they ever gain non HD they are unable to further advance in their natural Modron class levels again.

Favored Class: Cleric, Fighter, Monk, or Sorcerer.

Thursday, 9 July 2015

Minion -- Communual Yellow-Skinned Golem-like Servant

Inspired by the many commercials, books and toys my little Peach shows me every time she sees them. This is a way to have a funny referential servant creature in your games that will be a shared joke but still be functional and fitting to either a castle or dungeon setting.

Minion *

Minions were thought to be a golem-like creature from another dimension (sometimes called Deesneey) brought to the mortal plane a long time ago as a type of servant.  When they have strong leaders from the summoning group and are treated well - they serve extraordinarily efficiently, otherwise they just return to their home plane.

Unlike many other creatures Minions don't really evolve as a group, they exist to follow simple directions and then be left alone to complete their task.  However just because the creature doesn't evolve individuals do change, adapting to service a need when it is recognized. They learn special features (listed below) to better survive in their location, in fact there are few creatures better or quicker at adaption.

They appear as small sized yellow skinned humanoids with small legs and arms.  They are in fact a solid blob form, meaning they have no blood or true shape and are immune to bleeding effects. Minions live to a set age, then dissipate. Different tribes have different top-ages but most are between 50-75 years. They often wear a basic uniform of their team or unit with little variation. Most times Minion teams are brought together to perform a service such as maintaining a prison or bridge. They take jobs that are most in need and learn the function. As long as they are treated well, have companionship with their own kin and have enough to eat - they continue to serve. They form extremely tight-knit communities in remote areas, servicing their own needs without interacting with others.  Many times Minions are found in remote locations, they are maintaining a site that has long been forgotten about, by long dead masters but their basic orders are still being followed.

The standard routine is when they are summoned between 1-6 Minions come into the mortal plane by the first level Summon Minion Spell.  If conditions enable, within a week, they summon another 1-4 Minions themselves. The process continues repeatedly until there is enough Minions to service their functions, they are at capacity for their food or space supply, they are either mistreated, suffer loses from the environment or other threats. Barring these negative conditions, Minions continue to summon their own kind until at capacity or there are 100 Minions, they then stop and maintain for a year. After the year point, their top capacity increases by 50% every year, barring no other problems. Minions who are mistreated or starved, just vanish and this usually leads to the entire Minion team leaving service.

As a general rule, Minions fit in and conform to the processes around them. They are not cruel but they seem to ignore these actions if they are not done to their own kind. Many evil masters have tried to summon these simple servants to take care of the non-military aspects of running an empire but the overwhelming majority of times they fail well before the year point, and lose all of the summoned minions.

Minion                                       CR 1
N (tend to LN)                                 Humanoid (Mountains & Desert)
Init +2                                  Senses-  Darkvision 30 ft.


AC 12, touch 10, flat-footed 10
hp 3 (1d8-1)
Fort +1, Ref +1, Will -1


Speed 20 ft.
Melee: Bow -1 (1d6), Flail or Mace -2 (1d6)


Str 7 Dex 12 Con 8 Int 8 Wis 9 Cha 8
Attack -2; CMB -2; CMD 9
Feat: Share Skill Knowledge
Base Skills:  Climb, Disable Device, Any 1 Knowledge (Nature, Magic, Plane, Engineering), Perception, Use Magic Device +2
Typical Feat Choices: Agile Maneuvers, Alertness, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point-Blank Shot, Weapon Finesse
Languages: Minion-kin and pick one of Goblin, Dwarven or Common


Share Skill Knowledge: If able to spend three uninterrupted hours watching another minions perform a specific skill action, they gain +3 to their skill level. Minions can only benefit from this once a month - if they go through the watching ritual again, they lose the bonus and do not re-gain it to a new skill. If they do not go through the performance ritual every month, they lose the skill bonus.


1 HD:  Limited Telepathy, Co-Operate, Share health, Small Size
2 HD: Gain 1 advanced Feature; +4 skill points; Gain Feat, Summon Other Minion
3 HD: Gain +3 attribute points; +4 skill points; Immune to Alignment affecting spells or effects
4 HD: Gain +3 attribute points; Gain 2 advanced Features; +4 skill points; Gain Feat  
5 HD: Immune to Charm Spells; +4 skill points, Minion Telepathy (50 ft)
6 HD: Gain +3 attribute points; +4 skill points; Gain Feat
7 HD:  Gain +3 attribute points; Gain 3 advanced Features; +4 skill points
8 HD  Immune to Illusion Spells; +4 skill points; Gain Feat, Minion Telepathy, Greater (500 ft)
9 HD  Grow to Medium Size; Gain +6 attribute points (no more than 2 in any specific ability score); +10 skill points; Gain 4 advanced features

+1 HD Gain level in character class (Bard, Monk, Psion, Ranger, Rogue & Fighter are preferred classes)

Minions do not need to advance up this listed level chart. They can gain non-Minion levels at any time, however, if they ever gain non-Minion HD they are unable to further advance in these natural class levels again.


1st Level: Limited Telepathy: Minions have a basic empathy with each other, picking up on the raw emotions of other minions within 100 ft.

1st Level: Share health: Minions can share their hit points through touch. They do this to minimize injuries. They can do this to non-Minions but only if the Minions know and trust them.

1st Level: Co-Operate: Gain +1 to a skill check for every five additional Minions that have the same skill ranking. Twenty-Four Minions with +7 in crafting for example would gain +7, then another three +1, so in total +10 to the skill check.

2nd Level: Advanced Feature. Roll below on the advanced feature listing to determine their learned ability. (20% of tribes share the same features)

5th level: Minion Telepathy:  Minions at this level gain full telepathy with all other Minions within 50 ft radius. as long as one minion with this ability is in the radius, all other Minions share the same mental-link

2nd level: Summon Other Minion: As communal creatures, Minions do not feel comfortable alone. As long as they have the basics needs, a Minion is able to summon others of his kind. They are fine in a community of between 6-10 Minions. Once they are at this point, they do not summon more of their own kind unless it is needed to perform basic functions to their specific location.

3rd Level: Immune to Alignment Affecting Spells: Gain +5 to avoid alignment affecting spells if alone, and another +1 for every three additional minions in a 50 ft radius,

5th Level: Immune to Charm: Immunity to charm person spell. They gain +5 on charm related spell saving throws. For every three additional minions in a 100 ft radius, they gain another +1 on saving throws related to charms spells

8th Level: Immune to Illusions: Gain +5 on illusion spell saving throws. For every five other minions in a 300 ft radius, they another +1 on saving throws related to Illusions

Advanced Features (Roll d100)

1 Choose any Feature from Number 90 or lower
2 Gain +2 on any Ability Score
3  Gain +2 on any Saving Throw
4 Ability Damage and Drain (Ex or Su)
5 All-Around Vision (Ex) Same as Trait of same name
5-6 Amorphous (Ex) Same as Trait of same name
7-8 Amphibious (Ex) Same as Trait of same name
9-10 Attach (Ex) Same as Trait of same name plus +4 to maintain Grapple
11-12 Blindsense (Ex) Blindsense at 30 ft.
13-14 Blindsight (Ex) Same as Trait of same name
15-16 Burrow (Ex) Gain Burrow movement at 20 ft
17-18 Climb                         Gain +15 to their climb skill
19-20 Compression (Ex) Same as Trait of same name
21-22 Stench (Ex) Same as Trait of same name
23-24 Curse (Su) Victims must make a D12+ D-Minions Charisma Score Bonus or                suffer a -3 to physical skill checks for 48 hours
25-26 Disease (Ex or Su) Disease - Itching (Ex) Scratch—injury; save Fort DC 15, onset                    1d2 hours, effect 3 Con damage, cure 2 consecutive saves
27-28 Distraction (Ex) Distraction (DC 15) or nauseated for 1-2 rounds
29-30 Earth Glide (Ex) Same as Trait of same name, can use the ability 3 times / day
31-32 Sound Mimicry (Ex) Same as Trait of same name
33-34 Fear (Su or Sp) As Fear Ray, Will save (DC 12 + racial HD + creature's Cha                         modifier) 3/day
35-36 Ferocity (Ex) Same as Trait of same name
37-38 Flight (Ex or Su) Can sprout wings twice a day @ 30 ft. (average)
39-40 Fortification (Ex) Same as Trait of same name
41-42 Freeze (Ex) Same as Trait of same name
43-44 Frightful Presence (Ex) Same as Trait of same name
47-48 Greensight (Su) Same as Trait of same name
49-50 Heat (Ex) Same as Trait of same name
51-52 Hold Breath (Ex) Same as Trait of same name
53-54 Immunity (Ex or Su) Immune to one type: acid, charm, cold, fire, illusion, paralysis                           (roll d6)
55-56 Incorporeal (Ex) Can become incorporeal for up to five rounds - twice a day
57-58 Keen Scent (Ex) Gain the scent ability
59-60 Lifesense (Su) Same as Trait of same name
61-62 Low-Light Vision (Ex) Same as Trait of same name
63-64 Natural Attacks Gain a natural claw attack (1d6) as a natural attack
65-66 No Breath (Ex) They gain breath through their skin at will
67-68 Paralysis (Ex or Su) Touch effect 3/ day, Will save (DC 12 + racial HD + creature's                            Cha modifier)
69-70 Plant Traits (Ex) Same as Trait of same name
71-72 Poison (Ex or Su) Contact Poison (Fort DC 15 - onset 1d2 hours, effect 3 Con                               damage, cure 2 consecutive saves)
73-74 Pounce (Ex) Same as Trait of same name
75-76 Resistance (Ex)                     Roll: 10 resistance in one of 1-2 Air, 3-4 Earth,  5-6 Electrical, 7-8                     Fire or 9-10 Water
77-78 See in Darkness (Su) Same as Trait of same name
79-80 Spell Resistance (Ex) Gain SR 15
81-82 Telepathy (Su) Gain Telpathy 100 ft, Unlike the creatures base version of this                           affect, can work with non Minion creatures
83-84 Summon (Sp)   Able to summon a specific local small creature 3 times a day.
85-86 Tremorsense (Ex) Same as Trait of same name
87-88 Web (Ex) Same as Trait of same name
89-90 Water Breathing (Ex) Same as Trait of same name
91-92 Unnatural Aura (Su) Same as Trait of same name
93   Breath Weapon (Su) Choose (Fire, Cold, Electricity, Stone) DC 15, 3d6 dmg; 3 / day
94   Change Shape (Su) Change into one creature same as spell effect of same name 2/day
95   Damage Reduction (Su) Gain +10 Dmg Reduction
96   Construct Traits (Ex) Same as Trait of same name
97      Regeneration (Ex) Regenerate 2 hp / rnd
98      Summon Summon Monster Level 4 - Able to cast 2/day
99      Burn (Ex) Same as Trait of same name
100    Greater Flight Sprout wings at will. Speed 50 ft. (average)

* This idea is borrowed from a very popular movie franchise - no copyright infringement is intended*

Monday, 6 July 2015

Sharavan (Pleasure Genie)

The original idea was a kind of sex genie, kept as a servant, primarily in dungeoms where the male to female ratio was low. They could be kept in places like walls or wells, and were apart of the dungeon but not the environment. But when I actually used them, they were less a concubine than a side-power in the throne room, not someone trying to control the whole game but someone who had a corner to herself and used her contacts to advance her causes. This is not too uncommon in my games, as the main power figures clashes and there are interesting parts playimg their role in the shadows.

Sharavan  CR 2
N (NG, NE, LN or CN) Medium monstrous humanoid (Elemental Water)
Init +2 Senses darkvision 60 ft.; Perception +8


AC 14, touch 11, flat-footed 14 (+2 Dex, +2 natural)
hp 25 (3d8+3)
Fort +4, Ref +3, Will +1; DR 12


Speed 30 ft.
Melee: dagger  +1 (1d4)


Str 9 Dex 15 Con 13 Int 12 Wis 10 Cha 19
Base Atk +1; CMB +1; CMD 13
Feats: Combat Reflexes, Elemental Channel (Water)
Primary Skills: Bluff, Diplomacy, Intimidate, Knowledge:Any 2 (Magic, Religion, Plane, Local), Sense Motive +4 Perception  +8,
Racial Modifiers +4 Perception
Languages Elemntal Water, Phastian, Jackalla,

3 HD   +2 to any ability score; +6 in skills; First Stage Spells, +2 Dmg Reduction,
4 HD  +1 in Natural AC; Extra Feat, Recognize Portal
5 HD +2 to any ability score; +6 in skills; Second Stage Spells, +2 Dmg Reduction,
6 HD +1 in Natural AC; Extra Feat, Portal History
7 HD +2 to any ability score; +6 in skills; Spell: Irresistible, +2 Dmg Reduction,
8 HD +1 in Natural AC; Gain  Extra Feat, Create Portal Pass
9 HD +2 to any ability score; +6 in skills; Third Stage Spells, +2 Dmg Reduction,
10 HD +4 Dex & Cha; +3 in Natural AC, +9 in skills,  Extra Feat,  2 Dmg Reduction,


First Stage Spells: (Calm Person, Lullabye, Create Food and Water): as 2nd level Cleric
Second Stage Spells:(Minor Creation, Open Portal, Resist Energy): as 4th level Cleric
Third Stage Spells: (Bestow Curse, Charm Monster, Dispel Magic): as 6th level Cleric

Irresistible (Su) They project a charisma of 25 for ten minutes as long as the subject is not defensive about the Sharavan or her activities. They use this effect to ask for favours on humanoids they 
interact with. They can cast this spell-effect three times a day.DC.

Few mortal beings on the mortal plane of Nyssa are as attractive as these genies. They seemingly exist to serve others as servants by bringing all kinds of pleasure to humanoids.  Depending upon who you are they may be known as ladies of intrigue, legendary lovers, women of splendid contacts or a deadly rival. They use their bodies the way fighters use their swords, always to advance their cause.

While many mortals have heard of these Genies very few actually understand that these Genie's have secret agendas very different than their traditional tasks. They are continually searching for "sources of soft power" either by pursuing political power, wealth, or a network of contacts that they can call upon when needed. For a Sharavan, it is about having a connection so favours can be used or provided when requested. Caravans in both the desert and the spirelands rely on Sharavan and their networks of contacts.

Other Genies show disdain for these lesser kin, vieing them as non pure strain of genie as as other elemental figures.  Yet, many Genies and other outer planar beings, use these courtesans to make connections and deals that few others could not arrange otherwise.

Some prime Sharavan are bound to a magic device that they cannot be more than a mile away from. In many cases, they have ownership of this device, in other cases, someone has possession, thus they can greatly control their servant's movement. They usually use portals, very often the Church Obelisks found in every town, to travel to exotic or remote locations.

Thursday, 25 June 2015

Tame Harpy

This is an idea I don't think I've ever used in game. It's a type of good Harpy, that doesn't share anything with the other creature of the same name except for their name and a set of wings. They have an appreciation of music and art but are hesitant to interact with other intelligent beings because they are often attacked.

Tame Harpy CR 5
N (G) Medium Sized humanoid
Init +2; Perception +7


AC 18, touch 13, flat-footed 12 (+3 Dex, Leather armor)
hp 53   (7d10+14)
Fort +4, Ref +7, Will +6


Speed Fly 40 ft. (Average)
Melee  Sword +3 (1d6)
Melee Crossbow +5 (1d6)
Melee Talons +5 (1d4)


Str 10 Dex 15 Con 12 Int 9 Wis 13 Cha 15
Base Atk +4; CMB 14; CMD 16
Feats: Dodge, Flyby Attack, Weapon Focus (Spear or Bow)
Skills: Bluff +8, Diplomacy +7, Intimidate +7, Perception +9, Perform +7 / +7 , Knowledge (Any One +7)
Languages  Common, Avian, Aerial, Elf, Dwarf, Minotaur


3 HD: Affinity to Neutrality: The Tame gain a +4 on attempts to make peace with other creatures that are neutral in alignment (NG, NE, LN, CN). They gain +3 on saves to avoid Harpy magic.

4 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Gain +1d6 dmg for talon damage

5 HD: Peaceful Zone Song (DC 13, +1/2 additional singer): When their affinity does not make accord, their song puts intelligent beings at ease, so they can make some sort of deal with them.

6 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Plus one feat; Gain +1d8 dmg for talon damage

7 HD Tactical Strike (+4 to hit; X4 dmg) When they are able to dive more that twenty feet down, usable every ten minutes. They gain immunity to charm effects, including the Harpies songs.

8 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Plus one feat

9 HD: Charming Song: This is a powerful tool that the Tame Elders use. Need three rounds of uninterrupted singing and their targets must make a saving throw (Will DC 22) or fall into a sleep-like slumber for 12 hours. It can affect up to 12 targets.  

10 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Plus one feat; Gain 1d10 for talon damage

Called the Tame by their allies and contacts, often called Tame Harpy by strangers. Appear as falcon or hawk-headed humanoid with great feathery wings and taloned claws for feet. They must use their wings for movement as their feet is ill-disposed to land transportation. They are often hunted by humanoids for their resemblance to "true harpies," which is a term the Tame despise. This is a non-evil subset that prefers lonely peaks and isolation, but because of their resemblance to their distantly related kin, are rarely gifted with peace. 

They are not specifically enemies with standard Harpies, but they don't agree with them on their tactics. The Tame are always trying to negotiate non-violent actions for everyone. .More than once they make amends by freeing prisoners that Harpies take hostage.

Have a great affection of physical art, but because of their hawk wings have little capacity for it. They have sometimes hired bards to play music in a valley or other locations. When they sing they can charm foes into putting down their weapons but they do not eat flesh, they lead foes away. The worst they will do is lead charmed foes into an area trapped or otherwise inhabited by a strong foe that will punish if the creature takes its natural or instinctual actions. Their preferred lairs are remote Gothic temples that they can watch the visitors and fly undisturbed at night.

Sunday, 14 June 2015

Tenderfeet (Nyssian Halflings)

The Halflings found in my world are much the same as the standard ones but they are highly focused on their herbalism and connection to the natural world. For their level abilities, I gave them communication skills, as I wanted them to be the connector between the wild and communities.  It also significantly help in the druid and thieving skills, able to find out useful information even before the adventure starts.

I also prefer the term Tenderfoot over Halfling as they don't believe they are half of anything, It's also a better descriptor of who they are.

Tenderfoot CR 1
NG Small Sized humanoid
Init +3; Perception +5


AC 15, touch 13, flat-footed 12 (+3 Dex, Leather armor)
hp 6   (1d8+1)
Fort +3, Ref +3, Will +0


Speed 20 ft.
Melee  Knife +3 (1d3)
Melee Crossbow +3 (1d6)


Str 7, Dex 16, Con 12, Int 10, Wis 11, Cha 13
Base Atk -1; CMB -3; CMD 10
Typical Feat:  Combat Reflexes
Skills Perception +2, Stealth +6, Profession (Farming)+4, Knowledge (Nature)+2
Racial Modifiers +2 Stealth, +2 Perception, +2 Knowledge (Nature)
Languages  Tenderfoot, Common Any bonus languages for high intelligence (Elf, Dwarf, Minotaur)


Halfling Racial Traits
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Green Thumb: +4 Bonus to Farming / Agriculture checks; Knowledge (Nature) +2
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Those with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Level Abilities
3rd level: Gain +4 on reaction rolls w/Plants; Speak with Plants (cast 1+ charisma bonus every day)
5th level: Gain +4 on reaction rolls with Fey; Speak with Fey (cast 1+ charisma bonus every day)
7th level: Cast Expeditious Retreat on oneself (cast 2/day)
9th level: Gain +4 on reaction rolls with Animals and Vermin; Speak with Animals or Vermin (cast 1+ charisma bonus every day)

These are well known diminutive humanoids that resemble human children. Many humans refer to them as Halflings, but they prefer the term Tenderfeet for themselves.

A majority of them reside among other race`s settlements though there are some that live in secretive valleys and other little known locations. Viewed as the best gardeners of the domain, having an affinity for raising crops both in and out of Garden Towers. This is one reason why many people believe that Tenderfeet are inherently lucky, they assure the survival of many communities - many common folk refuse to harm them believing it will bring about a curse to the land. Their skills also deems them useful to evil-aligned groups who often enslaved them to grow their crops. When equal members of a community, they prefer to live in burrows surrounding a garden, farm or Ever-Green Tower.

Their lives revolve around the plant`s cycle, including hibernating during the winter and giving birth in the spring.  Their elders often act as ambassadors to animal and plant spirits at least unofficially, speaking on behalf of a community even without the official leaders knowing about it. They are a harmonious people but they do have opinions and they speak out for themselves and others.

Many of their villages have abundant fey, plant and animal protectors that freely come and go, always willing to protect the Tenderfeet and their ways. Tenderfeet are rarely outwardly religious, they appreciate the powers and knowledge of a druid and their connection with the land's spirits but avoid the formal rituals and prayers of the priestly class. Similarly, while wizards are not unknown among their kind, their lack of Spell Towers means most who want to learn spells need to leave for the human cities, few ever return. These industrious hard working kin have a deep appreciation for the works of the vine, enjoying the fruits of their labors as often as they can.

It has often been believed by many that Tenderfeet rarely adventure, this is not true. Many feel the urge to travel and see wondrous sights, such as the Sea of Stones or the forest valley on the Isle of Oromos. Freeing their own kin from the bounds of slavery prompts many into action - especially as rogue and rangers

Druid, Ranger and Rogue are their preferred classes having no class limitation.
Warrior, Bard, Cleric and Wizard all have a 10th level maximum class potential.

Tuesday, 9 June 2015

Elder World - Local Outer Plane

Long ago for my gaming, I decided the planar stuff was a little convoluted. I liked the ideas though, and came up with a linked outer planar world that would be the base of most planar excursions. Essentially, this was home to my own version of the Titans or Elders, who were like little gods. They each had their own realm and were in between everything. Mortals came seeking knowledge and equipment, gods came for recruits and magic, and the dead came both as free and bound petitioners.
Each Elder realm was independent with specific rules and rites.

From Scroll Vitae Laenum Nem Xl IIV  -  Elderworld History

The home plane of the Elders (once referred to as Titans) the original offspring of the gods. These immortal beings are feared for being able to tap directly into mystical energies found in every plane. Some scholars call these energies arcane or even divine sources, but for the Elders it is all the same, and is used to power their personal abilities. Even more than the gods, these creatures are spurred by their own personal direction - not a particular idea, religion, faith or view. Thus it is incredibly difficult to gauge them except as individuals. Like the gods, their alignment varies, but, they usually don't interfere with each others plans unless they directly contradict.

It is believed humans were their spawn, and originally lived on the Elderworld. How long mortals were underlings is unknown, but how it changed is recognised due to the actions of one person, a human named Hamja. While perhaps not the first one to discover how to escape, he was the first known individual that left via the magical planar travel to the lower mortal worlds. Upon realising they could escape, many mortals began the treacherous act of running away from their cruel masters. This enraged the Elders, many began limiting their servant's activities as well as hunting down and destroying the rebellious offspring in the mortal world.

Knowing he was to blame for their suffering, Hamja returned to the Elderworld, demanding to be put on trial for his actions. The Elders tried to immediately attack him, but couldn't, as he was protected by the gods, a singularly rare event on the Elderworld. Agreeing to terms, a trial was held, witnessed by Casna, Lord of Justice.

The trial was quick. Hamja was found guilty of sedition but not for escaping. The humans who escaped were free and the Elders couldn't, by divine decree, recapture them by using force. The gods essentially shut down the planar gates, so the Elders couldn't travel to the lower world. This had a treacherous side-affect,while the knowledge was now recognised, the mortals lost their chance to escape.  (*For Hamja`s fate see Scroll Vitae Laenum Nem XX V ven Q*)

The Elders didn't realise the gods were intending to use the mortals as free and willing servants instead of the slaves as the Elders were using them. Within less than a century after their escape, the humans numbers had exploded and they had found a magical energy that they could utilise, that of the divine faith in the gods.

For their part, Elders, never organised a mass retrieval of the mortals. Some clamped down on their personal servants, others put up more elaborate traps to keep their servants in line and just as many to keep others out. A few learned other lessons, and begin to give their mortal children more freedoms to serve both themselves and their masters equally.

(Linked to Scroll Vitae Laenum Nem OV ven ii*) Most scholars know the Elder World as the mid-level between the Heavens and Mortal Planes. It is now understood that all mortal souls must return to this realm for a mere moment, as they travel to their final destination to the heavens or hells. What is not fully understood is the small number of souls that don`t leave the Elder World but are reborn as petitioners, destined to live a new life here in service to the plane and its needs without memories of their previous mortal existence.

Each individual Elder rules their own realm. Most are the size of a small mortal town; the largest are enormous counties with various races and beasts from across the planes. The spaces between the Elder Realms are wild, with shifting physical features causing near constant danger - while physical travel is possible, usually it is done via linked portals, indirectly from realm to another, often using multiple linked portals,

Many of these communities trade with Outer Planar groups, contact with the mortal realms is rare but a few have connections with High Level Wizards or Clerics. Portals to the High Planes are common and often permanent in the Elders communities. Those to the Lower Mortal Planes are rarer and seemingly uncontrolled, when they appear it is usually in remote areas and are open for short periods of time.

Elder World Random Encounter Table

02  High Petitioner (8th level or higher)
03  Githzen
04  Kyton
05  Reave
06  Yugoloth (Usually Mezzoloth or Nycaloth)
07  Nightmare
08  Night Hag
09  Astral Giant
10  Mortal Travellers (3-18, Levels 3+)
11  Imp (# 2-12)
12  Nightmare
13  Bladeling
14  Einheriar
15  Jackalla
16  Angel
17  Lower Level Elder Petitioner (1-3)
18   Quashi
19  Maelephant
20  Manticore
21  Yeth Hounds
22  Sphinx
23  Lillend
24  Coatl

Thursday, 28 May 2015

Skin Devils - Ability Score Thieves

Humanoids with light grey skin, large-sized hands, feet and ears - they can usually pass for human in the distance, bad weather or when wearing a cowl. Stronger than average in strength and speed, they don't look particularly threatening. Their palms have small sticky bulbs that instantly attach to any other living flesh in comes in contact with, While this appendage immediately releases, but when it does, they tear away some of their victim's abilities. This body theft is their primary skill focus; they seem to master physical attacks and strategies in order to better steal abilities from their victims.

Because of their reputation as body thiefs, Gleshialis or Skin Devils as they are usually called, spend their lives as highway brigands trying to stay ahead of lawful forces that hunt them down, They often lurk outside dungeons in small groups, scouting for potential victims who are about to go inside or leave- but they rarely go inside dungeons themselves. Most are evil and greedy but not particularly bloodthirsty despite their reputations. They will sometimes use the threat of permanently stealing a creature's abilities in order to extract information. They are notorious drunks, few of them are able to handle strong alcohol, and get addicted quickly to almost any foreign substance which is one of many reasons why their leaders avoid cities if they can make their profits in raiding or on the road.

Skin Devils
CR 2
NE         Humanoid
Init +0; Perception +5

AC 16, touch 15, flat-footed 14 (+4 Armor, +1 natural)
hp 15 (2d10+4)
Fort +3, Ref +1, Will +1

Speed 30 ft.
Melee Long sword +3 (1d8+3)
Special Absorb Touch +14 vs CMD

Skin devils are masters of melee combat, and quickly attempt to tear down their foes. Usually found in small groups, they disdain range combat with intelligent creatures, as they need to be able to touch an opponent in order to temporarily absorb a feature or ability the creature has.

Morale 15 (As the default save, if they are inflicted in the middle of a group.)

Str 12, Dex 13, Con 14, Int 8, Wis 9, Cha 8
Base Atk +2; CMB 13 CMD 21
Feats Weapon Focus (Long sword), Combat Expertise
Skills Perception +5, Craft (Armor or Weapons) +5, Acrobatics +5, Survival +5
Languages Common, Dwarven or Minotaur
SQ Absorb 1 Feature

Absorb: Skin Devils have the unique ability to absorb other creature's abilities, ability scores, specific skills, class features or even spells. In order to do this they must touch the creature they wish to absorb the feature. While some believe that this absorption steals the feature, this is not true, it enables the skin devil to borrow it temporarily. They are able to steal from any physical ability score (strength, constitution, dexterity or charisma), Their victim must make a fortitude save to suffer half the absorption, their ability score loss returns in 24 hours. Once a victim has an ability score stolen from them, they are immune to other thefts of the same ability score for the next twelve hours.

Absorb:  Gain 1d6 at 2 HD, lasts one hour
               Gain 1d8 at 5 HD or 1 Spell Level (2/day), lasts six hours
               Gain 1d6 X 2 at 8HD or 2 Spell Levels or 1 Class Feature (3/day), lasts 12 hours
               Gain 1d6 X 3 at 12HD or 4 Spell Levels or 1 Class Feature or 1 Racial Feature (5/day) lasts                                 24 hours

By Racial Levels
2 HD  Absorb 1 feature, +2 Str, +2 Con, + 2 Dex; +1 AC
3 HD SR 5, Immune to Poison, Resist 5 cold, acid & Electricity
4 HD +2 str, + 2 Con, + 2 Dex; Gain 1 Feat; +1 AC
5 HD Absorb 2 feature, Immune to Polymorph, Resist 5 cold, acid & Electricity
6 HD SR 10, Uncanny defence; +1 AC
7 HD +2 str, + 2 Con, + 2 Dex; Gain 1 Feat
8 HD Absorb 3 features,  ; +1 AC
9 HD SR 15, Immune to Petrification, Resist 10 cold, acid & Electricity
10 HD +2 str, + 2 Con, + 2 Dex; Gain 1 Feat; +1 AC
11 HD Gain 1 Feat; +1 AC
12 HD Absorb 4 features, SR 20; +1 AC
+1 HD or Level: Gain +1 on SR by HD or level   

Skin Devils can veer away from these racial levels by taking a standard class, but if they do they cannot increase in their natural humanoid racial levels.

Side Note: Unlike a lot of other humanoids I post, I wouldn't really want this as something available for players. It makes a great threat, but nothing that works as a player character, at least a regular character but possible for a short term game sessions.

Thursday, 14 May 2015


A horror monster from the 80's, which I have used as a creepy-crawler many times in my games. Often seen as genie-like beings, tempting players with favours and rewards until they risk calling them too many times or are seen as vulnerable, then these figures will turn the table and try to capture one of the party members inside the box.

One idea, if some of your gaming party is away, instead of cancelling a game, players may find themselves inside the Cenob Box, to do missions of rescuing or finding treasures.


Lawful Evil     Medium Outsider
Init +6 Senses Darkvision 60 ft.; Perception +12

AC 19 touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 110hp (13d10+39 con)
Fort +11, Ref +10, Will +6

Defensive Abilities  
DR  10/+1  Immune: Fear, Pain, Blindness, Paralyzation, Petrification  
Resistance: All Elemental 20  

Speed Fly 50 ft.
Melee Scythe or Whip +16/+11 (1d10+3)
Special Attacks: Hooks of Pain

Spell Like Abilities: Cast as 13th level Necromancer. They are able to use each of their spell-effects once a day. Every time one of their Hooks of Pain contacts, they are able to recast any one of their spells again.

Str 16, Dex 14, Con 16, Int 10, Wis 15, Cha 9
Base Atk +13 CMB +16 CMD 28
Feats Cleave, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Skill: +9 Bluff , +12 Craft (Armor and Chains) , +15 Knowledge (arcana, planes, religion) , +12 Perception , +10 Sense Motive , +12 Stealth
Languages Dwarf, Minotaur, Kyton, Elf, Common

Environment                             Any Mortal Plane (Always found near a Cenob Box)
Organization                              Small Units (1-3)
Treasure Value                          Half Normal  (Small bits of treasure and magic that can be worn)

Spell Like Abilities: Cast as 13th level Priest; Saving Throw (DC 13 + spell level)

Detect: Magic, Invisibility, Illusion (Constant)
Rays of: enfeeblement, paralyze, rusting & fear (all usable 1 / day)
Touches of: Silence, Confusion, Blindness, Polymorph, Electricity (11-20) (all usable 1 / day)

Field of Mercy: Cenobites radiate a 25 foot radius of empathy towards outer-planar beings. Any non-natives that approach a Cenobite on a mortal plane must beat a Will DC 24 to break the field and act normally. However, they are unable to take physical actions or cast spells against a Cenobite until the second round. This effect likewise prevents a Cenobite to take any counter action on planars until the third round. Meaning, on the second round they are totally defenseless against a creature in their field who has made their saving throw. This is a constant effect that they cannot evade. This effects only the Cenobites, not the Cenob Box or their mortal servant.

The Cenobites are outer-planar beings that seek to cause suffering to mortals.  Most were former mortals themselves who manipulated an arcane device called the Cenob Box, which is often used to give physical pleasures, but its main purpose can be used to summon these horrific beings that brings mortals to their world. Most forced into the device, endlessly suffer, but a few are transformed into beings who serve the device, these are the Cenobites. They appear as pale skin humanoids often with visual signs of torture on their bodies, wearing deep-black leather armor. They seem to lack emotion, except for when their sadistic side comes out when interrogating or attacking mortals. Most use scythes or whips, but a small number use other types of weapons.

The Cenob Box is actually a portal to the Demi-Plane of Pain. Cenobites can only come to mortal worlds when summoned through this device. Most who use the devise seek physical pleasure until that sensation is lost - and they are driven to seek the suffering of others. Eventually those who uses the device, can summon the Cenobites, once every 24 hours. While they come to serve the wielder, they always require a "pound of flesh" before they return to the Box. Wielders instinctively know the Cennobites obey the holder of the Cenob Box by attacking, capturing or otherwise destroying an
enemy. When they are able to incapacitate a victim, they drag them into the Cenob Portal and in return the wielder is given a permanent boon 1-3 hp. What few wielders realize is that if they are unsuccessful at finding a victim at least once every ten days, the Cenobites may punish the wielder by permanently draining the wielder 2-5 hp.

While outer-planar, Cenobites prefer the company of mortal beings. They are sometimes seen in medical houses or places or torture, just to hear the screams of victims. They have a deep fear of other Outer planar beings, even those they should have some connection to. They emanate a Field of Mercy which enables them to re-enter the Cenob Box to avoid confrontation. They understand though, if the current mortal wielder is unable to escape, the Cenob box might be found by those they are unable to manipulate.

Hooks of Pain (Su) Cenobites can summon chained hooks to attack a singular victim at +13 to touch attack, inflicting a cumulative 1d6 dmg and a -2 on all rolls (second hook inflicts 2d6 dmg and -4 to rolls, etc.) Each time a chain attaches to a victim, it connects to the nearest hard surface; if the hook does not hit a victim, it disintegrates the next round. When at least three chained hooks are on a victim, the Cenobites can call the victim into the Cenob Box, or whenever they leave. Each of the first three hooks add 20% chance, additional hooks adds +5%. If the victim fails this roll, they are sucked into the Cenob Box. The only way to free the victim is to defeat the Cenobite or destroy the chains holding the victim (AC 30, Requires a +3 weapon, 50 hp).  What many don't realize is that a Cenobite may summon the Hooks even without a Cenob Box, but then it is done merely to inflict suffering.

Cenob Box: A small, intricately carved wooden, bone or metal box with small sliding pieces that when re-positioned change the carvings on the device.  While believed to be a singular artifact, they are in fact several versions in any given mortal plane. These boxes are portals to the Demi-Plane of Pain. By manipulating the pictures, wielders receive happy sensations. The first few times, it is always positive (24 hour +4 bonus to their preferred ability score, rush of happy memories or feelings, etc) but by the fourth time, these leave the wielder wanting something else - usually to inflict pain on others.

Box wielders must then call out the Cenobites at least once every ten days, these beings appear for their sacrifice, and if no one else is there, the Cenobites take their sacrifice from the wielder.  If a wielder is able to go more than 99 days without providing a sacrifice, the Cenobites will either teleport the Box away or begin to tempt another would-be wielder to take it from the current wielder. Once the Cenob Box summons the Cenobite back, it cannot be used again for 24 hours, if they were not successful in having a sacrifice, they must wait 48 hours.