My default rule in games is anything that has "magical" powers but are either not attached to a divine power or "smart" enough for sorcerer powers are psions. The rules I use are close enough in flavour to 3rd edition psionics.
Most creatures manifest agaisnt their opponents, who must roll their DC. In this case, DC 13 is their base.
Tigore
N Large Size Magical Creature (Psionic)
Init +3 Senses Low light vision, Scent, Darkvision 60 ft.; Perception +5
DEFENSE
AC 18 touch 12, flat-footed 15 (+3 Dex, +6 natural, -1 size)
hp 51hp (6d10+18 con)
Fort +8, Ref +8, Will +2
OFFENSE
Speed 50 ft.
Melee Bite +10 (1d6+5); 2 claws +7 (1d8+6)
Special Attacks Imp Grab, Pounce, Rake, Psionics
STATISTICS
Str 21, Dex 17, Con 17, Int 5, Wis 10, Cha 13
Base Atk +6 CMB +12 CMD 25
Feats Imp Natural Attack, Psionic Grapple, Multiattack
Skills +8 Acrobatics, +8 Climb, +13 Stealth, +8 Swim, Bonus Stealth + 12
Languages None
ECOLOGY
Environment Any Non-Urban
Organization Hunting Pack (2-6)
Treasure Value None
Psionic tigers or Tigores appear the same as a standard tigers except their skin is green with black stripes, which helps them hide in the forest domain. They have the ability to quite literally change their stripes to camouflage themselves. These large aggressive creatures while not motivated by malice are quick and deadly hunters. They stalk weaker creatures in the forest, using their natural and psionic strengths to take down their foes.
Due to their beautiful thick fur coats, these creature’s hides are desired status symbols by many nobles, and some are willing to pay up to 2,000 crowns (gold pieces) for an unspoiled coat. Large females are often hunted down in hopes of capturing baby cubs - only those raised from birth by a trainer can potentially be loyal to the trainer.
Combat: Tigores attack using stealth, speed and power. They have all of the standard abilities of a tiger along with some lethal psionic abilities. They have incredible patience, willing to wait dozens of hours for the perfect pounce.
Rake: If both front claws hit on a jump attack, they get an additional rake attack
Rake Attack: +6, Damage:1d6+6
Psionics: Manifester Level=6th, PSP 35, DC 13+
Powers: Energy Adaption, Body Equilibrium, Chameleon, Create Sound, Jump (+50 ft)
A gaming blog devoted to my personal gaming world called Nyssa. Using a hash of Pathfinder, OSR, 3.5 DnD where I create things. Focused on gaming monsters or other things you can use behind the scenes.
Blog Archive
Showing posts with label Beast. Show all posts
Showing posts with label Beast. Show all posts
Monday, 25 March 2019
Thursday, 14 March 2019
The Beast without Beauty
Have been doing fey write-ups for a while. This isn't one I've used, but will slip into one of my games as a cursed Lord. In my game world, he has met a "Beauty" many times, but one hasn't fallen for him yet, so he is cursed to continue doing his duty - protecting the nearby villages.
The Beast CR 10
XP 9,600
LE (LG) Medium outsider (native, shapechanger)
Init +9; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 25, touch 16, flat-footed 19 (+5 Dex, +1 dodge, +9 natural)
hp 115 (10d10+60)
Fort +9, Ref +12, Will +8
DR 10/Blessed Silver; SR 25
OFFENSE
Speed 40 ft., Running on all fours - 50 ft
Melee Two Claws +16/+11 (1d10+4/ X3, 15–20)
Special Attacks Detect thoughts, Cursed Charm
Spells Known (CL 7th, Sorcerer)
3rd (5/day)—lightning bolt (DC 16), suggestion (DC 16)
2nd (7/day)—web, invisibility, minor image
1st (7/day)—charm person (DC 14), mage armor, magic missile, shield, silent image
0—dancing lights, detect magic, ghost sound (DC 13), mage hand, mending, message, prestidigitation
STATISTICS
Str 16, Dex 20, Con 22, Int 13, Wis 13, Cha 17 / 5 (see below)
Base Atk +10; CMB +13; CMD 29
Feats Combat Expertise, Dodge, Improved Critical (Claws), Improved Initiative, Power Attack
Skills Bluff +20, Diplomacy +16, Knowledge (Local) +24, Perception +14, Perform +16, Sense Motive +14, Stealth +18; Racial Modifiers +4 Bluff, +8 Knowledge
Languages Common, Infernal, Undercommon, Angelus
SQ change shape (true self, animal form)
ECOLOGY
Environment Property
Organization solitary
Treasure Triple (art, gems, other treasure)
SPECIAL ABILITIES
Detect Thoughts (Su) The Beast can detect thoughts as per the spell of the same name (CL 18th). He can suppress or resume this ability as a free action. When he uses this ability, on his property, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a DC 18 Will save. The save DC is Charisma-based.
Cursed Charm (Su) When near either females or anyone he has an attraction towards, the beast loses all charm and civility, as he can do little but roar out words and commands. If forced into a conversation treat the Beast as having a 5 in charisma. Attraction is used not just sexually, but those he either wants something from or is obligated to.
Change shape: The Beast has three forms, human, as a humanoid beast similar to a werewolf and a wolfhound. He has no control of what he changes into. Normally he will patrol as a wolf for speed, but if he needs to confront foes, he will change to the werewolf form. Only alone, does he change back into human.
* * * * * *
The Beast is a cursed liege who is doomed to protect his crumbling castle and lands from invaders. Once thought that the kiss of a beautiful woman could cure the curse, but this has failed many times. He has lived at least three lifetimes, and none remember his true name, most just call him The Beast or Lord. He appears as a hairy beastly monstrosity, with horns, long ears, sharpened claws and fur.
He still feels the call of his homeland, and every night he patrols the small villages around his keep. Outsiders he believes is a threat he will tear apart. In these nights, away from his keep he radiates a Lawful Evil alignment. Yet, when inside his keep and is peaceful, he has a good alignment. Those who know his tale believe this was his original alignment, as he doesn't hurt anyone unless they try to steal or hurt those under his protection.
What few realize is that inside his castle, he transforms back into his human self until he is called back into action. He does not communicate with anyone, and if he is seen or spoken to, he will change back into his Beast form in a mere moment. On occasion he will use his magic to animate dishes or other household items so that he can amuse himself or guests. While he does not engage visitors, he will sometimes allow visitors to stay a night or two in the castle, as long as they don't steal or break the many artefacts inside. If ever asked why he was turned into the Beast, he simply says that he failed, with no further details.
Even if the Beast is killed in battle, he re-appears back at his castle within two weeks. There is something keeping his spirit bound to the land. He is given respect by fey and outsiders that go through his property. He has access to a teleportation circle, magical labs and prison.
Wednesday, 13 March 2019
Rokan - evil, bat-winged, serpent spell-caster (Anti-Coatl)
My inspiration for the Rokan is to be an evil Coatl - a direct threat, not one hiding in the corners inspiring or teaching, but one that is very active in completing its goals. This is a winged serpent creature that uses magic in devious ways, but it has two aspects, as they can switch to a larger, spell-less figure in physical combat. They join evil groups to learn forbidden magic and gain access to magical nexus sites but will not hesitate to flee if a battle turns against them or the organization.
Rokan
Small Size Magical Beast
Hit Dice: 82 hp (11d8 + 33 con)
Initiative: +9 (small), +2 (Large)
Speed: (when small) 20 ft, Fly 60 (Good); 40 ft (Cannot fly when large sized)
AC: 24 (+8 natural, +1 size, +5 Dex), touch 17, flat-footed 18
Base Attack/Grapple: +3/+10 (Large form only)
Attack: Bite+11 (2d6+5) (Large Size only)
Special Attack: Grapple +15 (3d6) (Large Size only)
2nd Special Attack: Back Slap +10 (2d8+5)
Base Atk +12 CMB +10 CMD 25 (Small)
Special Attacks: Spells as 12th level Sorcerer (Small Size Only), Turn Undead as 8th level evil Cleric
Special Qualities: Change to Large Size; +15 Constrict 2d8 (Grapple)
Saves: Fort +10 Ref +12 (+8 when large) Will +3
Abilities: Str 11, Con 16, Dex 21, Int 16, Wis 10, Cha 20 *Switch Str and Dex scores when they change to large size
Skills: Diplomacy, +12, Knowledge (Arcana) +9, Knowledge (Planes) +9, Perception +12, Move Silently +9, Sense Motive +9, Spellcraft +12, (Escape Artist +20 in small size)
Feats: Eschew Spell Component, Hover, Improved Initiative, Imp Evasion
Environment: Magical Nexi or Evil Temples
Organization: Solitary
Challenge Rating: 12
Treasure: Double Standard
Alignment: Neutral Evil
Advancement: by character class (always Sorcerer)
Radiate protection from Good 20 ft radius: Good-aligned characters will suffer a –2 to all of their attacks and saving throws when facing a Rokan.
Aura of Fear: Creatures within 20 ft of a Rokan are affected by a powerful fear effect. Those who fail a will saving throw (DC 18) will suffer the effects of a fear spell. Those who save are not affected. Creatures who pass their saving throw are unaffected by the same Rokan's fear effect for 24 hours.
Large Size: AC 21, Speed 30 ft., climb 30 ft., swim 30 ft;
The Rokan is a dual sized creature, it`s primary form is a small bat-winged, serpent with small spike horns that wields spells. It's larger body is between 15 to 20 feet long and three feet wide - it is very good in combat, especially at constricting victims. They have a rough black skin with small barely noticeable yellow triangles. When they expand to their large size, their wings are absorbed into their body and these yellow scales dominate most of its scales. They will not hesitate to take down foes using either strategy.
They often work for evil organizations for high payments, either as a protector or a spell-casting ally. While not cowards, they have a habit of retreating when combat is going against them or their allies. This gives them a horrible reputation. When the going is smooth, there are few mortal spell-casters as beneficial as a Rokan to have on your side.
Combat: Rokan are superb natural sorcerers with a wide variety of spells and other abilities. They have no pre-set plan, as they try to gauge any situation and react quickly to almost any situation. They switch to their large form to inflict heavy damage or to constrict foes. All spells they cast upon themselves in their small form are retained if they switch size. They radiate a protection from good and fear aura within a 20 ft radius in both forms.
They can control undead as an 8th level evil priest in their small size only. Undead still listen to Rokan who have switched size - but they cannot attempt to turn more undead in their large format. One of their primary motivators is magical treasure, so they are always keen not to destroy magical items, especially those they can actually use.
Typical Spells as 12th level Sorcerer; Spells per Day: 6/6/6/6/6/5/3; Spells Known: 9/5/5/4/3/2/1*
1st level: Shield, Obscuring Mist, Ray of Enfeeblement, Colour Spray, Magic Missile
2nd level: Protection from Arrows, Glitterdust, Mirror Image, Blindness, Levitate
3rd level: Dispel Magic, Lightning Bolt, Gaseous Form, Vampiric Touch
4th level: Shout, Bestow Curse, Stoneskin
5th level: Dismissal, Feeblemind
6th level: Disintegrate (item only)
Set Form: Rokan never use magic that manipulates their fform, they take a -8 on skill or spell checks if forced into an alternate form.
Rokan
Small Size Magical Beast
Hit Dice: 82 hp (11d8 + 33 con)
Initiative: +9 (small), +2 (Large)
Speed: (when small) 20 ft, Fly 60 (Good); 40 ft (Cannot fly when large sized)
AC: 24 (+8 natural, +1 size, +5 Dex), touch 17, flat-footed 18
Base Attack/Grapple: +3/+10 (Large form only)
Attack: Bite+11 (2d6+5) (Large Size only)
Special Attack: Grapple +15 (3d6) (Large Size only)
2nd Special Attack: Back Slap +10 (2d8+5)
Base Atk +12 CMB +10 CMD 25 (Small)
Special Attacks: Spells as 12th level Sorcerer (Small Size Only), Turn Undead as 8th level evil Cleric
Special Qualities: Change to Large Size; +15 Constrict 2d8 (Grapple)
Saves: Fort +10 Ref +12 (+8 when large) Will +3
Abilities: Str 11, Con 16, Dex 21, Int 16, Wis 10, Cha 20 *Switch Str and Dex scores when they change to large size
Skills: Diplomacy, +12, Knowledge (Arcana) +9, Knowledge (Planes) +9, Perception +12, Move Silently +9, Sense Motive +9, Spellcraft +12, (Escape Artist +20 in small size)
Feats: Eschew Spell Component, Hover, Improved Initiative, Imp Evasion
Environment: Magical Nexi or Evil Temples
Organization: Solitary
Challenge Rating: 12
Treasure: Double Standard
Alignment: Neutral Evil
Advancement: by character class (always Sorcerer)
Radiate protection from Good 20 ft radius: Good-aligned characters will suffer a –2 to all of their attacks and saving throws when facing a Rokan.
Aura of Fear: Creatures within 20 ft of a Rokan are affected by a powerful fear effect. Those who fail a will saving throw (DC 18) will suffer the effects of a fear spell. Those who save are not affected. Creatures who pass their saving throw are unaffected by the same Rokan's fear effect for 24 hours.
Large Size: AC 21, Speed 30 ft., climb 30 ft., swim 30 ft;
The Rokan is a dual sized creature, it`s primary form is a small bat-winged, serpent with small spike horns that wields spells. It's larger body is between 15 to 20 feet long and three feet wide - it is very good in combat, especially at constricting victims. They have a rough black skin with small barely noticeable yellow triangles. When they expand to their large size, their wings are absorbed into their body and these yellow scales dominate most of its scales. They will not hesitate to take down foes using either strategy.
They often work for evil organizations for high payments, either as a protector or a spell-casting ally. While not cowards, they have a habit of retreating when combat is going against them or their allies. This gives them a horrible reputation. When the going is smooth, there are few mortal spell-casters as beneficial as a Rokan to have on your side.
Combat: Rokan are superb natural sorcerers with a wide variety of spells and other abilities. They have no pre-set plan, as they try to gauge any situation and react quickly to almost any situation. They switch to their large form to inflict heavy damage or to constrict foes. All spells they cast upon themselves in their small form are retained if they switch size. They radiate a protection from good and fear aura within a 20 ft radius in both forms.
They can control undead as an 8th level evil priest in their small size only. Undead still listen to Rokan who have switched size - but they cannot attempt to turn more undead in their large format. One of their primary motivators is magical treasure, so they are always keen not to destroy magical items, especially those they can actually use.
Typical Spells as 12th level Sorcerer; Spells per Day: 6/6/6/6/6/5/3; Spells Known: 9/5/5/4/3/2/1*
1st level: Shield, Obscuring Mist, Ray of Enfeeblement, Colour Spray, Magic Missile
2nd level: Protection from Arrows, Glitterdust, Mirror Image, Blindness, Levitate
3rd level: Dispel Magic, Lightning Bolt, Gaseous Form, Vampiric Touch
4th level: Shout, Bestow Curse, Stoneskin
5th level: Dismissal, Feeblemind
6th level: Disintegrate (item only)
Set Form: Rokan never use magic that manipulates their fform, they take a -8 on skill or spell checks if forced into an alternate form.
Labels:
Aerial,
Beast,
D&D,
Evil,
Fey,
Monster,
Nyssa,
Outer Planar,
Pathfinder,
PF,
Planescape
Saturday, 3 June 2017
Claw Steed - Wild equine beasts, tooth maw and sharp claws instead of hooves
One of the oldest creatures I ever statted, as the preferred steed in wild regions of my world.
Claw Steed CR 5
XP 1,600
N Large Animal
Init +4 Senses Low-light vision; Perception +8
DEFENSE
AC 17 touch 9, flat-footed 17 (+8 natural, -1 size)
hp 47hp (5d8+25 con)
Fort +9, Ref +4, Will +1
Defensive Abilities Immune to Charm & Hold Spells, +4 on cold or ice spell saving throws
OFFENSE
Speed 30 ft.
Melee 2 Claws +7 (1d8+5/18-20), Bite +4 (d6+2) or Tail +4 (1d4)
Special Attacks: Tail +7 - Back Attack only 1d4 dmg, Stampede
STATISTICS
Str 20, Dex 11, Con 20, Int 6, Wis 11, Cha 11
Base Atk +3 CMB +9 CMD 19
Feats Improved Initiative, Multi-Attack, Imp Critical (18+ double dmg with claw)
Skills +8 Climb, +8 Perception , +5 Swim, +5 Survival, +16 Jump
Other Gear Lone Claw Steeds may have barding
ECOLOGY
Environment Grasslands
Organization Herd (15 - 90)
Treasure Value None
Advancement 6-12 HD (Large)
Wild equine beasts, whose natural environment are on the Kazurn plains, but they roam throughout the domain. They have a tooth filled maw; a long whip like tail and short heavy fur allows them to survive extremely cold temperatures. Their coats mimic the same as horses but it is much thicker and harder to work with. Their wickedly sharp claws enable travel in rocky terrain, capable of them climbing vertical surfaces, graze thru ice & seize medium sized and smaller creatures.
These steeds are the preferred mounts for those who shun air travel or hunt on the wasteland. Their unique features enable these creatures to thrive in environments that leave most creatures defenseless. Much better in combat than flying animals and able to withstand the cold. But they cannot be breed in captivity, thus only adventurers are ever able to find one to be their steed.
Tribal druids may sometimes beseech these creatures into service, but only if the tasks helps both the tribe and the claw steed herd. Many of these same tribes hunt these beasts for meat, fur, bones and blood, not out of disrespect, but desperation. Upon success, the tribe always thanks the spirit totem for the sacrifice.
Combat
Claw Steeds raise their front claws and attack in a claw, claw bite format, using their tail to eliminate sneak attacks. They have incredibly sharp claws (improved critical), which can seize foes or rip them to shreds. When these wild beasts have a rider, they will follow their master’s attack to compliment the combat style.
Stampede (Attack): This attack is determined by herd size, at least 15 claw steeds must be present to form a stampede.For every three members add +1 to the base attack, +1d6 to damage and +1 on the DC for reflex saving throw. Herds with 90 or more members have the following combat stats: +37 Attack, 30d6 damage, DC 40, Ref save for half damage. They usually do this only once per attack sequence- stampeding a foe then running off.
Tail Attack Claw Steeds are always aware of creatures at its backside, getting an attack with their razor sharp tail - lashing anything behind them. This is a free attack, it does not count towards the creatures maximum allowed with their claw and bite routine. Their tail is a thick black whip with small sharp shards, it is constantly swaying back and forth.
Society
The herd is the only society for claw steeds. They run with their herd and follow the oldest and strongest member. Individual claw steeds can part from the herd for a variety of reasons. The most obvious is during a stampede, an individual may have lost footing or wounded and are unable to keep up to the herd. Some hear the call of the divine and leave to become the personal mount for a devout paladin, ranger or druid.
Hunted endlessly, lone members become targets for those seeking a strong and unforgettable mount. Due to their wild natures, a claw steed is immune to all charm and hold spells. A handle animal (DC 40) skill check is required once the creature is subdued but not injured. As a wild, magical beast, claw steeds cannot mate in captivity.
Claw Steed CR 5
XP 1,600
N Large Animal
Init +4 Senses Low-light vision; Perception +8
DEFENSE
AC 17 touch 9, flat-footed 17 (+8 natural, -1 size)
hp 47hp (5d8+25 con)
Fort +9, Ref +4, Will +1
Defensive Abilities Immune to Charm & Hold Spells, +4 on cold or ice spell saving throws
OFFENSE
Speed 30 ft.
Melee 2 Claws +7 (1d8+5/18-20), Bite +4 (d6+2) or Tail +4 (1d4)
Special Attacks: Tail +7 - Back Attack only 1d4 dmg, Stampede
STATISTICS
Str 20, Dex 11, Con 20, Int 6, Wis 11, Cha 11
Base Atk +3 CMB +9 CMD 19
Feats Improved Initiative, Multi-Attack, Imp Critical (18+ double dmg with claw)
Skills +8 Climb, +8 Perception , +5 Swim, +5 Survival, +16 Jump
Other Gear Lone Claw Steeds may have barding
ECOLOGY
Environment Grasslands
Organization Herd (15 - 90)
Treasure Value None
Advancement 6-12 HD (Large)
Wild equine beasts, whose natural environment are on the Kazurn plains, but they roam throughout the domain. They have a tooth filled maw; a long whip like tail and short heavy fur allows them to survive extremely cold temperatures. Their coats mimic the same as horses but it is much thicker and harder to work with. Their wickedly sharp claws enable travel in rocky terrain, capable of them climbing vertical surfaces, graze thru ice & seize medium sized and smaller creatures.
These steeds are the preferred mounts for those who shun air travel or hunt on the wasteland. Their unique features enable these creatures to thrive in environments that leave most creatures defenseless. Much better in combat than flying animals and able to withstand the cold. But they cannot be breed in captivity, thus only adventurers are ever able to find one to be their steed.
Tribal druids may sometimes beseech these creatures into service, but only if the tasks helps both the tribe and the claw steed herd. Many of these same tribes hunt these beasts for meat, fur, bones and blood, not out of disrespect, but desperation. Upon success, the tribe always thanks the spirit totem for the sacrifice.
Combat
Claw Steeds raise their front claws and attack in a claw, claw bite format, using their tail to eliminate sneak attacks. They have incredibly sharp claws (improved critical), which can seize foes or rip them to shreds. When these wild beasts have a rider, they will follow their master’s attack to compliment the combat style.
Stampede (Attack): This attack is determined by herd size, at least 15 claw steeds must be present to form a stampede.For every three members add +1 to the base attack, +1d6 to damage and +1 on the DC for reflex saving throw. Herds with 90 or more members have the following combat stats: +37 Attack, 30d6 damage, DC 40, Ref save for half damage. They usually do this only once per attack sequence- stampeding a foe then running off.
Tail Attack Claw Steeds are always aware of creatures at its backside, getting an attack with their razor sharp tail - lashing anything behind them. This is a free attack, it does not count towards the creatures maximum allowed with their claw and bite routine. Their tail is a thick black whip with small sharp shards, it is constantly swaying back and forth.
Society
The herd is the only society for claw steeds. They run with their herd and follow the oldest and strongest member. Individual claw steeds can part from the herd for a variety of reasons. The most obvious is during a stampede, an individual may have lost footing or wounded and are unable to keep up to the herd. Some hear the call of the divine and leave to become the personal mount for a devout paladin, ranger or druid.
Hunted endlessly, lone members become targets for those seeking a strong and unforgettable mount. Due to their wild natures, a claw steed is immune to all charm and hold spells. A handle animal (DC 40) skill check is required once the creature is subdued but not injured. As a wild, magical beast, claw steeds cannot mate in captivity.
Tuesday, 20 September 2016
Fey Forest Wandering Events Table
Fey Forest Wandering Monster Table
This table lists many of the most common creatures and situations found in a mortal forest that borders fey lands. Use it to generate random wandering monsters or ideas about what characters can find in this situation but my general rule is if you want something specific then use it and don't bother with rolling on the WMT.
Fey Domain
What would a fey domain be like? In an environment where everything can charm you or trick you by using illusions, you just can't run away or try to attack it, well you could, but you won't find it an easy way to overcome your challenges. The inhabitants are smart and have magical abilities, and unlike in places of evil, they are much more likely to have allies around the corner, not someone willing to hide you or can be paid off. Yes, be careful, but there are many wonders and magical situations that can throw you for a loop and your logic may not help you. So - what do you need to do? Stay on the inhabitants good side, be entertaining, bribe them with food or drink, speak with them, drink with them, tell them stories and have lots of trinkets that you can give away when they catch someone's eye.
Most faerie communities are much like human ones, there are places to eat, drink, have a party, & trade but for most citizens the danger is in etiquette not in direct physical threats. Communities are made up of groups of like minded friends and allies, not caring the purpose or alignment of strangers, as long as they obey and are there to have fun. Fey care little for official rules but tradition means much more to them, which is why these magical beings can easily ignore alignment of their fellow fae, as long as they follow protocol. Everyone knows what is and is not acceptable and as long as they stick to the unstated traditions they are mostly fine with their kin. And even if they don't follow tradition, they know not to get caught and are not seen in their community after breaking any of the rules.
Fey in my worlds will usually know the bad reputations and alignments of their kin, but they rarely care. Action and not belief is how they judge their kin, so even if a leprechaun has stolen from you, you probably deserved it. Witches are very common and are tolerated, because they don't generally cause problems in the fairy-lands to the faeries. If someone has caused problems in the human or forest lands, only if the directly wronged party comes and asks for retribution can anything happen.
When they do break the traditions or laws of outsiders there are a number of ways to make amends. One is to reverse the actions, that caused the problem. Another method is to bribe the wronged party for them to keep quiet. Unlike in many humanoid society, doing additional actions will not make the problem disappear as the faerie will not look the other way. In most cases who you kill is less important then why, but for the outsiders they rarely fathom this until too late.
Unlike in many other places, magic is open and freely utilized. Fey have no compunction about using it for their purpose, illusions and charms are used by many to trick both native and visitor. Other fey
believe that this is fine, as long as the person either is not harmed or deserved it. Tricking a visitor for fun is acceptable, but not to cruelly torment them if they have done nothing to provoke it.
One of the biggest differences in how I run these stories is that the Feylands are both a specific location and not. There is a mystical domain that most fey can access and where most reside. Unlike other non-worldly places it is not wholly separate from mortal lands. Humans, may have walked under a bridge or through a door a hundred times, yet the next time they might find themselves in the feylands because of the time or date or other magic in the air. Elves and other fey allies understand these symbiotic place-links, and do their best to shield their homes from these accidental fey-portals but some other mortals get lost here and never make their way out.
Occupations
Instead of organizing the inhabitants into classes, I've use occupations for the fey inhabitants. This gives you the chance to pick the classes (if you want) for the different peoples of the region. Also, use whatever classes as you see fit that fit into the occupation listing, not just those in the PHB.
Standard Occupations: Arcanist (A), Craftsman (C), Entertainer (E), Enforcers (F), Merchant (M), Woodsman (W), Guide (G), Pilgrim (P), Spy (S), A, C, E, F, G, M, P, S, or W
Arcanist - student of arcane lore, Wizard or Sorcerer types. Come to study and practice their crafts.
Crafter - practitioners of physical crafting, all races practice but few are Masters. Any class. Most want to trade, goods for coin.
Enforcer - Hands-on followers, pledge physical action, Fighter, barbarian types
Entertainer - Bards or rogues both official or unofficial practice
Guide - Experts, often of illegal arts and practices, Bard, Cleric Ranger, Rogue, or Wizard
Merchant - Student of mercantile arts, Anyone
Pilgrim - Follower of godly powers, Often cleric, druids or monks. Looking for followers and gifts.
Spy - Practitioners of illegal arts and practices, Bard, Ranger, Rogue, Monk
Woodsman - familiar with older, wilder arts, barbarian, druid or ranger
Level and HD adjustment Rules
X% +1: First number zero adjustment, each percentage will be +X higher HD
Usually, use their CR number as the percentage calculator (2 HD = 20%; CR 5 = 50%, etc)
CR 2 (20% ±1: Roll 01-20 no adjustment, 21-40% +1 HD; 41-60% +2, etc)
CR 5 (30% ±2: Roll 01-30 no adjustment, 31-60% +1 HD; 61-90% +2, etc)
If the listed encounters do not have a HD adjustment number, use base HD.
Encounters
My default is every two hours when traveling in standard populated areas, you can a check. If the party is taking action that may increase the likelihood of an encounter, roll more often. Likewise, if the party is being slower and more careful, decrease the rates - I usually go as low as once every 6 hours during the day. At night, I do two standard checks for most locations, three checks if it is a high population. When there's a chance you might have an encounter, roll the WMT if you have nothing specifically planned or insert as you want.
Chance of running into something: 5 / 20 or a 25% chance. Each time you don't encounter something, add +1 to the next roll. (6/20 on the second roll, 7/20 on the third roll, etc.) When you roll an event, subtract three from the current counter, until the number reaches or falls below 5, then start with that base roll once more. Note there are times, if the encounter isn`t substantial / unusual, I will gloss over it, as apart of the narrative time-skip.
As a side note, I use this current variance allowance in the next situation or environment. For example, if the Heroes are travelling to the Cur of Xennik through the Jorre Forest, and had reached a 9 / 20 chance, I would then add the +4 on their next encounter roll when required at the Cur.
Note that many of these creatures and not just the faeries are good aligned. If the party doesn`t represent a threat, you can speed through the encounter, unless the group wants to interact in order to ask specific questions.
Base List
1 Barometz. CR 15 / PF 4/ N Gigantic Plant Protector
2 Charity and Hopes CR 10 / Mine / NG - Heavy woman with wondrous music and magic
3 Catfolk Patrol CR 4 (2d6; ±50%, +3)
4. Moon Dog CR 9 / PF 5 / NG
5. Blood Hag CR 8 / PF 5 / NE Ghastly pale evil spell using witch
6. Leechroot CR 4 / PF 5 / NE - Evil plant
7. Oxylla CR 5 / Mine / N Silver skinned humanoid with sharp tail
8. Maenned CR 8 / PF 4/ CE Savage female humanoid often covered in blood
9. Annis CR 8 / Mine / NE
10. Location Seed: Stone Circle or Butcher
11. Faerie: Nixie, (12+2d6), HD 1, Align: NG, All Roles
12. Fossegrim CR 4 / PF 4 / NE Fay from the falls
13 Graeae CR 5 / PF 4 / NE Evil Hag spellcaster
14. Vottinna CR 4 / Mine / NE - Blue Monk like humanoid that can drain magic
15. Huldra CR 4 / PF 4 / CN - Fey, wood liney female with fix tale
16. Ijaraq. CR 11 / PF 4 / CN - Fey, wears wrappings with head of caribour skull
17. Prickett CR 6 / Mine / NG - Antler Headed Fey Humanoid,
18. Leaf-Kin (2d4), 40% ±1, Roles: C, F, G, S, P or W
19. Lampad CR 5 / PF 4 / CN - Fey, Moody Nymphs
20. Location Seed: Vazenne Vines or Obelisk, (40 % Undedicated, 40% Mathai, 20% Beast) **
21. Closed off pathway (Trip slows to 10% speed) or Small Pond
22. Faerie: Korred, (6+d6, 50% ±1), HD 4, Align: CN,
23. Living Topiary CR 4 / PF 4 / N - Green, leafy bramble with the rough shape of an animal
24. Nightgaunt CR 4 / PF 4 / N - No face, black body, batlike wings with long prehensile tail
25. Tanuki CR 4/ PF 4 / CN - Short, racoonlike humanoid usually drunk
26. Pard CR 3/ PF 4 / CN - Bright cheetah
27. Tengu Group (6+1d6; ±90%, +4), Align: N, All Roles
28. Pooka CR 2 / PF 4 / CN - Long eared mischevious rabbit
29. Iron Salamander CR 6 / Mine / NE
30. Location Seed: River Bridge or Guide Post
31. Swan Maiden CR 6 / PF 4 / CG - Females that can transform into swans
32. Quillian Partol, (1d6+6; ±80%, +2) HD 2 **, Align: NG, All Roles - Humanoid Purcupines
33. Faerie: Brownie, (10+2d6, ±70%, +3), HD 1, Align: NG, All Roles
34. Gripli Hunters (6+2d6; ±80%, +2); HD 1+, Align: NG, All Roles
35. Tame Harpy CR 6 / Mine / N - Armless Good Harpy with wings, love music
36. Psider CR 4 / Mine / NE - Psionic using crafty spider
37. Derhii CR 5 / PF 4 / N - Winged apes
38. Faun, (5 + 2d6; ±80%, +3), HD 1+, Align: Any G
39. Roadside Location (see below)
40. Location Seed: Duelling Circle or Musical Bandstand
41. Twigjack CR 3 / PF 4 / N ** Tiny humanoid composed of wound sticks
42. Satyr CR 4 / PF 1 / N
43. Kech CR 3 / PF 3 / NE Hairless savage primate
44. Faerie: Leprechaun; (2d4 ±80%, +2); HD 2, Align: CN, All Roles
45. Kabhandha CR 9 / PF 5 / LN - Large headless giant with face in stomach
46. Amphisbema CR 4 / PF 2 / N - 2 headed snake
47. Sabosan CR 5 / PF 3 / NE Batlike Humanoid, covered in fur
48. Vined Soldier CR 4 / Mine / N - Fallen soldiers reincarnated by druidic magic
49. Owlbear. CR 4 / PF 1 / N
50. Location Seed: Hedge Maze or Rising Tower
51. Vanara Tribe (12+1d12; ±50%, +3) Monkey humanoids with prehensile tails
52. Troll CR 5 / Mine / NE
53. Ferrassil CR 4 / Mine / N Green Furred Forest Minotaur
54. Jungle Drake CR 6 / PF 5 / NE Lesser Forest Dragon
55. Faerie: Grig (30+1d20), HD 1, Align: N (G), Non-Combat Roles
56. Aranea. CR 4 / PF 2 / N
57. Ogre. CR 3 / PF 1 / CE
58. Redcap CR 6 / PF 2 / NE Savage fey that carries a big knife and wears red cap
59. Luminal Sprite CR 2 / PF 5 / CN (12+1d12; ±50%, +1) Beautiful tiny fey
60. Abandoned Location (40% Roll on Sites List Below, 40% Tower, 20% Bridge) ***
61 - 63. Undead: Banshee, Dullahan, Gravebound, Totenmaske, Ghost, Ghoul, Shadow, Carcass ***
63. Shimmerling Swarm.CR 8; four inch tall winged fey with dazzling display
64. Leucretta CR 5 / PF 2 / CE
65. Lurker in Light CR 5 / PF 4 / NE (Day) or Mngwa CR 7 / PF 5 / CE (Night)
66. Faerie: Pixie (5d6), HD 4; ±80%, +2, Align: NG, Non-Combat Roles
67. Sylph Followers (1d6; ±50%, +3)
68. Quickling CR 3 / PF 2 / CE
69. Peryton CR 4 / PF 2 / CE
70. Location Seed: Huntsman Kennels or Roadside Crypt
71. Scarecrow CR 4 / Mine / LN
72. Lizardith (1d6+6) Align: Any, All Roles
73. Spriggan CR 3 / PF 2 / CE
74. Kitsune Watchers (1d12; ±50%, +3)
75. Ankheg CR 3 / PF 1 / N
76. Assassin Vine CR 3 / PF 1 / N
77. Faerie: Sprite (3d6), HD 1, Align: N (G), Non-Combat Roles
78. Dire Beast (Bear, Boar, Worg, Wolf) CR 7 / PF 1 / N
79. Doppelganger CR 3 / PF 1 / NE
80. Location Seed: Tent of Miracles or Hanging Grounds
81. Dryad CR 3 / PF 1 / N
82. Ettercaps CR 3 / PF 1 / NE
83. Firbolg CR 4 / PF 5 / N
84. Girallon CR 6 / PF 1 / N
85. Lamia CR 5 / PF 5 / CE
86. Tin Man CR 4 / Mine / N
87. Merchant Caravan, (20 + 1d20; ±80%, +2), Races: Any M, Supplies: local
88. Faerie: Nymph (1d6), HD 7, Align: CG, All non-combat roles
89. Aurumvorax CR 9 / PF 2 / N
90. Location Seed: Mound of Mystery or Untraining Grounds
91. Shambling Mound CR 6 / PF 1 / N
92. Kirin (Pink) Unicorn CR 7 /PF 1/ CG
93. Grey Render CR 8 / PF 1 / N
94. Mongrelman Watch (2d4; ±50%, +2)
95. Shadow Collector CR 8 / PF 5 / CN Youthful, small fey that steals shadows
96. Treeant CR 8 / PF 1 / NG
97. Corpse Lotus CR 13 / PF 5 / N - Huge Plant
98. Leanan Sidhe CR 9 / PF 4 / CN Regal female fey with powerful artistic powers
99. Faerie: Atomie (6d10), HD 1, Align: NG, All non-combat roles
00. DM'S Choice (I usually go with Rainbow Teleportation Portal)
Typical Races - The only difference between a race and a monster is do they establish a settlements, if they do have permanent homes, then there`s trade, patrols, a society - they are a race.
Cat-Kin CR 1 Humanoid Catfolk, All Align; Roles: A, C, E, F, M, G, P, S, or W
Caligni Dark-Kin, Any Role, Evil Alignment
Chaneque CR 1. Small bat humanoid, Evil Align, F, G, P, S, or W
Changeling CR 1. Humanoid that can change appearance, Usually Neutral; A, E, M, G, P, S, or W
Charr. CR 1. Ritual scarred humanoid Often chaotic neutral; C, E, F, M, G, P, S, or W
Clockwork CR 2 Metal machine life, Lawful C, F, G, S, or W
Corlth. CR 3 Thin, Grey-skinned psion using humanoids, Non-Evil; C, E, F, M, G, P, S, or W
Fetchling CR 1 Gaunt, shadowy evil humanoid A, F, M, G, P, S
Forlarren CR 1 Grey skinned, Horned evil fey. A, C, E, F, M, G, P, S, or W
Gripli CR 1 Tree-dwelling frog humanoid; Usually Neutral; G, P, S, or W
Gathlain. CR 1. Small sized winged & can fly; Usually Good; C, E, F, M, G, P, S, or W
Ghoran CR 1 Plant Humanoid, Neutral, C, E, G, M, P, S, or W
Jackalla CR 5 Jackal Faced Humanoid, Hunt Undead; Strongly Lawful; C, E, G, P & S
Kami CR 1 Small Plant Humanoid; Usually Neutral; C, F, P, S, or W
Leshy CR 1-4 Small Sentient Plant; Never Evil; W, G, P or S
Kitsune CR 1 Fox humanoid that can change; Usually Neutral; C, E, F, M, G, P, S, or W
Mercane CR 5 Large sized, Blue Skinned merchant traders; Usually Lawful; A, M, P or C
Mongrelman CR 1 amalgam race of loners; Usually Neutral; C, F, M, G, P, S
Reptoid CR 3 Humanoid Reptiles that hide as humans, Often Evil; G, S
Samsaran CR 1 Grey skinned returned from death; Usually Neutral; A, F, M, G, P, S, or W
Sasquatch CR 2 Red Furred Savage Humanoid; Usually Neutral; F, M, S, or W
Shabti CR3 Blue Humanoid returned from the death; Any non-good; A, G, P, S or W
Skulk CR 1. Invisible, evil, usually lazy humanoids; Any Evil; C, F, G, P, S, or W
Sylph CR 1 Thin, pale winged lady; Usually Good; C, E, F, M, G, P, S, or W
Tengu CR 1 Black Feathered Avian Humanoid; Usually Neutral; A, C, E, F, M, G, P, S, or W
Vanara CR 1 Monkey Humanoid; Usually Neutral; A, C, E, F, M, G, P, S, or W
No Dwarf, Elf, Or Halfling appear on this list - use with extreme caution
Sites - Mentioned Races and numbers are just suggestions. Found either in both fey and mortal lands, or bordering them. There should be no major locations such as Temples or Major Towers, as these should be planned locations sites, not random events.
2. Butchery (4+2d4, HD 3; ±25%, +2), Align Chaotic, Roles C, M or W
3. Duelling Circle (8+2d6, HD 2 ;±45%, +2) Align: Mostly Lawful, Roles F, G, M, P, S
4. Guide Post, (6+d6), HD 2 +, Align: Mostly Lawful, All Roles
5. Hedge Maze (10 + 1d10), Align Lawful, Race Any (Tengu 3-6; ±25%, +2)
6. Hunting Party (6+1d12), Align Any, Race: Any W Race
7. Huntsman Kennels, (5 + 2d10), HD 2+, Align: Any, Any W Race
8. Hanging Grounds, (0 + 6d10), HD 2+, Align Lawful (Jackalla, 5-8, HD 3; ±25%, +2)
9. Mercane - Oddities (1d3 plus 2d6 other) - heavy fortified, Any F
10 Merchant Caravan, (20 + 1d20), Races: Any M, Supplies: local
11. Mound of Mystery - Place of divine bindings, Races: Any
12. Musical Bandstand, (25 + 2d10), HD 2+, Align: N, All Roles
13. Obelisk, Undedicated, (3d6), HD 3, Races Any P (Catfolk, 3-10; ±25%, +2)
14 Rising Tower, (1d6+6) Align: Any, 50% Arcanist; 50% All Other Roles
15 River Bridge - meeting for legal faerie affairs; (0 or 6d10), Any three faerie races
16 Roadside Crypt (Samsaran, 2-4; ±25%, +2)
17 Stone Circle - Fest Spot, 10d10; 2d4 faerie races
18 Tent of Miracles, temporary, (20+5d10), Any non-chaotic, Any Pilgrim
19 Trading Tent (20 + 1d20); Race: Any M, Align Any
20 Tinkerers Repair Wagon, (2d12), Races: Any C, Supplies: Any (Gnome 2-4; ±25%, +2)
21 Travelling Party (10+1d10), HD: 2+, Roll Any Race or Purpose
22 Untraining Grounds (3+2d10; G), HD: 2+, Roll Any Race (3-6 Vanara; ±60%, +5)
23 Vazenne* Vines, (5+2d10), HD: 2+, Any W or Portal Race (Tenderfoot 11-16; ±25%, +2)
24 Wild Orchard, Races: Any M, (Kami 2d6 ±60%, +2), Product: local
*think of Vazenne as linear zig-zag vines, that blossom when creatures of 15+ charisma touch them, and last for a few hours.
This table lists many of the most common creatures and situations found in a mortal forest that borders fey lands. Use it to generate random wandering monsters or ideas about what characters can find in this situation but my general rule is if you want something specific then use it and don't bother with rolling on the WMT.
Fey Domain
What would a fey domain be like? In an environment where everything can charm you or trick you by using illusions, you just can't run away or try to attack it, well you could, but you won't find it an easy way to overcome your challenges. The inhabitants are smart and have magical abilities, and unlike in places of evil, they are much more likely to have allies around the corner, not someone willing to hide you or can be paid off. Yes, be careful, but there are many wonders and magical situations that can throw you for a loop and your logic may not help you. So - what do you need to do? Stay on the inhabitants good side, be entertaining, bribe them with food or drink, speak with them, drink with them, tell them stories and have lots of trinkets that you can give away when they catch someone's eye.
Most faerie communities are much like human ones, there are places to eat, drink, have a party, & trade but for most citizens the danger is in etiquette not in direct physical threats. Communities are made up of groups of like minded friends and allies, not caring the purpose or alignment of strangers, as long as they obey and are there to have fun. Fey care little for official rules but tradition means much more to them, which is why these magical beings can easily ignore alignment of their fellow fae, as long as they follow protocol. Everyone knows what is and is not acceptable and as long as they stick to the unstated traditions they are mostly fine with their kin. And even if they don't follow tradition, they know not to get caught and are not seen in their community after breaking any of the rules.
Fey in my worlds will usually know the bad reputations and alignments of their kin, but they rarely care. Action and not belief is how they judge their kin, so even if a leprechaun has stolen from you, you probably deserved it. Witches are very common and are tolerated, because they don't generally cause problems in the fairy-lands to the faeries. If someone has caused problems in the human or forest lands, only if the directly wronged party comes and asks for retribution can anything happen.
When they do break the traditions or laws of outsiders there are a number of ways to make amends. One is to reverse the actions, that caused the problem. Another method is to bribe the wronged party for them to keep quiet. Unlike in many humanoid society, doing additional actions will not make the problem disappear as the faerie will not look the other way. In most cases who you kill is less important then why, but for the outsiders they rarely fathom this until too late.
Unlike in many other places, magic is open and freely utilized. Fey have no compunction about using it for their purpose, illusions and charms are used by many to trick both native and visitor. Other fey
believe that this is fine, as long as the person either is not harmed or deserved it. Tricking a visitor for fun is acceptable, but not to cruelly torment them if they have done nothing to provoke it.
One of the biggest differences in how I run these stories is that the Feylands are both a specific location and not. There is a mystical domain that most fey can access and where most reside. Unlike other non-worldly places it is not wholly separate from mortal lands. Humans, may have walked under a bridge or through a door a hundred times, yet the next time they might find themselves in the feylands because of the time or date or other magic in the air. Elves and other fey allies understand these symbiotic place-links, and do their best to shield their homes from these accidental fey-portals but some other mortals get lost here and never make their way out.
Occupations
Instead of organizing the inhabitants into classes, I've use occupations for the fey inhabitants. This gives you the chance to pick the classes (if you want) for the different peoples of the region. Also, use whatever classes as you see fit that fit into the occupation listing, not just those in the PHB.
Standard Occupations: Arcanist (A), Craftsman (C), Entertainer (E), Enforcers (F), Merchant (M), Woodsman (W), Guide (G), Pilgrim (P), Spy (S), A, C, E, F, G, M, P, S, or W
Arcanist - student of arcane lore, Wizard or Sorcerer types. Come to study and practice their crafts.
Crafter - practitioners of physical crafting, all races practice but few are Masters. Any class. Most want to trade, goods for coin.
Enforcer - Hands-on followers, pledge physical action, Fighter, barbarian types
Entertainer - Bards or rogues both official or unofficial practice
Guide - Experts, often of illegal arts and practices, Bard, Cleric Ranger, Rogue, or Wizard
Merchant - Student of mercantile arts, Anyone
Pilgrim - Follower of godly powers, Often cleric, druids or monks. Looking for followers and gifts.
Spy - Practitioners of illegal arts and practices, Bard, Ranger, Rogue, Monk
Woodsman - familiar with older, wilder arts, barbarian, druid or ranger
Level and HD adjustment Rules
X% +1: First number zero adjustment, each percentage will be +X higher HD
Usually, use their CR number as the percentage calculator (2 HD = 20%; CR 5 = 50%, etc)
CR 2 (20% ±1: Roll 01-20 no adjustment, 21-40% +1 HD; 41-60% +2, etc)
CR 5 (30% ±2: Roll 01-30 no adjustment, 31-60% +1 HD; 61-90% +2, etc)
If the listed encounters do not have a HD adjustment number, use base HD.
Encounters
My default is every two hours when traveling in standard populated areas, you can a check. If the party is taking action that may increase the likelihood of an encounter, roll more often. Likewise, if the party is being slower and more careful, decrease the rates - I usually go as low as once every 6 hours during the day. At night, I do two standard checks for most locations, three checks if it is a high population. When there's a chance you might have an encounter, roll the WMT if you have nothing specifically planned or insert as you want.
As a side note, I use this current variance allowance in the next situation or environment. For example, if the Heroes are travelling to the Cur of Xennik through the Jorre Forest, and had reached a 9 / 20 chance, I would then add the +4 on their next encounter roll when required at the Cur.
Note that many of these creatures and not just the faeries are good aligned. If the party doesn`t represent a threat, you can speed through the encounter, unless the group wants to interact in order to ask specific questions.
Base List
1 Barometz. CR 15 / PF 4/ N Gigantic Plant Protector
2 Charity and Hopes CR 10 / Mine / NG - Heavy woman with wondrous music and magic
3 Catfolk Patrol CR 4 (2d6; ±50%, +3)
4. Moon Dog CR 9 / PF 5 / NG
5. Blood Hag CR 8 / PF 5 / NE Ghastly pale evil spell using witch
6. Leechroot CR 4 / PF 5 / NE - Evil plant
7. Oxylla CR 5 / Mine / N Silver skinned humanoid with sharp tail
8. Maenned CR 8 / PF 4/ CE Savage female humanoid often covered in blood
9. Annis CR 8 / Mine / NE
10. Location Seed: Stone Circle or Butcher
11. Faerie: Nixie, (12+2d6), HD 1, Align: NG, All Roles
12. Fossegrim CR 4 / PF 4 / NE Fay from the falls
13 Graeae CR 5 / PF 4 / NE Evil Hag spellcaster
14. Vottinna CR 4 / Mine / NE - Blue Monk like humanoid that can drain magic
15. Huldra CR 4 / PF 4 / CN - Fey, wood liney female with fix tale
16. Ijaraq. CR 11 / PF 4 / CN - Fey, wears wrappings with head of caribour skull
17. Prickett CR 6 / Mine / NG - Antler Headed Fey Humanoid,
18. Leaf-Kin (2d4), 40% ±1, Roles: C, F, G, S, P or W
19. Lampad CR 5 / PF 4 / CN - Fey, Moody Nymphs
20. Location Seed: Vazenne Vines or Obelisk, (40 % Undedicated, 40% Mathai, 20% Beast) **
21. Closed off pathway (Trip slows to 10% speed) or Small Pond
22. Faerie: Korred, (6+d6, 50% ±1), HD 4, Align: CN,
23. Living Topiary CR 4 / PF 4 / N - Green, leafy bramble with the rough shape of an animal
24. Nightgaunt CR 4 / PF 4 / N - No face, black body, batlike wings with long prehensile tail
25. Tanuki CR 4/ PF 4 / CN - Short, racoonlike humanoid usually drunk
26. Pard CR 3/ PF 4 / CN - Bright cheetah
27. Tengu Group (6+1d6; ±90%, +4), Align: N, All Roles
28. Pooka CR 2 / PF 4 / CN - Long eared mischevious rabbit
29. Iron Salamander CR 6 / Mine / NE
30. Location Seed: River Bridge or Guide Post
31. Swan Maiden CR 6 / PF 4 / CG - Females that can transform into swans
32. Quillian Partol, (1d6+6; ±80%, +2) HD 2 **, Align: NG, All Roles - Humanoid Purcupines
33. Faerie: Brownie, (10+2d6, ±70%, +3), HD 1, Align: NG, All Roles
34. Gripli Hunters (6+2d6; ±80%, +2); HD 1+, Align: NG, All Roles
35. Tame Harpy CR 6 / Mine / N - Armless Good Harpy with wings, love music
36. Psider CR 4 / Mine / NE - Psionic using crafty spider
37. Derhii CR 5 / PF 4 / N - Winged apes
38. Faun, (5 + 2d6; ±80%, +3), HD 1+, Align: Any G
39. Roadside Location (see below)
40. Location Seed: Duelling Circle or Musical Bandstand
41. Twigjack CR 3 / PF 4 / N ** Tiny humanoid composed of wound sticks
42. Satyr CR 4 / PF 1 / N
43. Kech CR 3 / PF 3 / NE Hairless savage primate
44. Faerie: Leprechaun; (2d4 ±80%, +2); HD 2, Align: CN, All Roles
45. Kabhandha CR 9 / PF 5 / LN - Large headless giant with face in stomach
46. Amphisbema CR 4 / PF 2 / N - 2 headed snake
47. Sabosan CR 5 / PF 3 / NE Batlike Humanoid, covered in fur
48. Vined Soldier CR 4 / Mine / N - Fallen soldiers reincarnated by druidic magic
49. Owlbear. CR 4 / PF 1 / N
50. Location Seed: Hedge Maze or Rising Tower
51. Vanara Tribe (12+1d12; ±50%, +3) Monkey humanoids with prehensile tails
52. Troll CR 5 / Mine / NE
53. Ferrassil CR 4 / Mine / N Green Furred Forest Minotaur
54. Jungle Drake CR 6 / PF 5 / NE Lesser Forest Dragon
55. Faerie: Grig (30+1d20), HD 1, Align: N (G), Non-Combat Roles
56. Aranea. CR 4 / PF 2 / N
57. Ogre. CR 3 / PF 1 / CE
58. Redcap CR 6 / PF 2 / NE Savage fey that carries a big knife and wears red cap
59. Luminal Sprite CR 2 / PF 5 / CN (12+1d12; ±50%, +1) Beautiful tiny fey
60. Abandoned Location (40% Roll on Sites List Below, 40% Tower, 20% Bridge) ***
61 - 63. Undead: Banshee, Dullahan, Gravebound, Totenmaske, Ghost, Ghoul, Shadow, Carcass ***
63. Shimmerling Swarm.CR 8; four inch tall winged fey with dazzling display
64. Leucretta CR 5 / PF 2 / CE
65. Lurker in Light CR 5 / PF 4 / NE (Day) or Mngwa CR 7 / PF 5 / CE (Night)
66. Faerie: Pixie (5d6), HD 4; ±80%, +2, Align: NG, Non-Combat Roles
67. Sylph Followers (1d6; ±50%, +3)
68. Quickling CR 3 / PF 2 / CE
69. Peryton CR 4 / PF 2 / CE
70. Location Seed: Huntsman Kennels or Roadside Crypt
71. Scarecrow CR 4 / Mine / LN
72. Lizardith (1d6+6) Align: Any, All Roles
73. Spriggan CR 3 / PF 2 / CE
74. Kitsune Watchers (1d12; ±50%, +3)
75. Ankheg CR 3 / PF 1 / N
76. Assassin Vine CR 3 / PF 1 / N
77. Faerie: Sprite (3d6), HD 1, Align: N (G), Non-Combat Roles
78. Dire Beast (Bear, Boar, Worg, Wolf) CR 7 / PF 1 / N
79. Doppelganger CR 3 / PF 1 / NE
80. Location Seed: Tent of Miracles or Hanging Grounds
81. Dryad CR 3 / PF 1 / N
82. Ettercaps CR 3 / PF 1 / NE
83. Firbolg CR 4 / PF 5 / N
84. Girallon CR 6 / PF 1 / N
85. Lamia CR 5 / PF 5 / CE
86. Tin Man CR 4 / Mine / N
87. Merchant Caravan, (20 + 1d20; ±80%, +2), Races: Any M, Supplies: local
88. Faerie: Nymph (1d6), HD 7, Align: CG, All non-combat roles
89. Aurumvorax CR 9 / PF 2 / N
90. Location Seed: Mound of Mystery or Untraining Grounds
91. Shambling Mound CR 6 / PF 1 / N
92. Kirin (Pink) Unicorn CR 7 /PF 1/ CG
93. Grey Render CR 8 / PF 1 / N
94. Mongrelman Watch (2d4; ±50%, +2)
95. Shadow Collector CR 8 / PF 5 / CN Youthful, small fey that steals shadows
96. Treeant CR 8 / PF 1 / NG
97. Corpse Lotus CR 13 / PF 5 / N - Huge Plant
98. Leanan Sidhe CR 9 / PF 4 / CN Regal female fey with powerful artistic powers
99. Faerie: Atomie (6d10), HD 1, Align: NG, All non-combat roles
00. DM'S Choice (I usually go with Rainbow Teleportation Portal)
Typical Races - The only difference between a race and a monster is do they establish a settlements, if they do have permanent homes, then there`s trade, patrols, a society - they are a race.
Cat-Kin CR 1 Humanoid Catfolk, All Align; Roles: A, C, E, F, M, G, P, S, or W
Caligni Dark-Kin, Any Role, Evil Alignment
Chaneque CR 1. Small bat humanoid, Evil Align, F, G, P, S, or W
Changeling CR 1. Humanoid that can change appearance, Usually Neutral; A, E, M, G, P, S, or W
Charr. CR 1. Ritual scarred humanoid Often chaotic neutral; C, E, F, M, G, P, S, or W
Clockwork CR 2 Metal machine life, Lawful C, F, G, S, or W
Corlth. CR 3 Thin, Grey-skinned psion using humanoids, Non-Evil; C, E, F, M, G, P, S, or W
Fetchling CR 1 Gaunt, shadowy evil humanoid A, F, M, G, P, S
Forlarren CR 1 Grey skinned, Horned evil fey. A, C, E, F, M, G, P, S, or W
Gripli CR 1 Tree-dwelling frog humanoid; Usually Neutral; G, P, S, or W
Gathlain. CR 1. Small sized winged & can fly; Usually Good; C, E, F, M, G, P, S, or W
Ghoran CR 1 Plant Humanoid, Neutral, C, E, G, M, P, S, or W
Jackalla CR 5 Jackal Faced Humanoid, Hunt Undead; Strongly Lawful; C, E, G, P & S
Kami CR 1 Small Plant Humanoid; Usually Neutral; C, F, P, S, or W
Leshy CR 1-4 Small Sentient Plant; Never Evil; W, G, P or S
Kitsune CR 1 Fox humanoid that can change; Usually Neutral; C, E, F, M, G, P, S, or W
Mercane CR 5 Large sized, Blue Skinned merchant traders; Usually Lawful; A, M, P or C
Mongrelman CR 1 amalgam race of loners; Usually Neutral; C, F, M, G, P, S
Reptoid CR 3 Humanoid Reptiles that hide as humans, Often Evil; G, S
Samsaran CR 1 Grey skinned returned from death; Usually Neutral; A, F, M, G, P, S, or W
Sasquatch CR 2 Red Furred Savage Humanoid; Usually Neutral; F, M, S, or W
Shabti CR3 Blue Humanoid returned from the death; Any non-good; A, G, P, S or W
Skulk CR 1. Invisible, evil, usually lazy humanoids; Any Evil; C, F, G, P, S, or W
Sylph CR 1 Thin, pale winged lady; Usually Good; C, E, F, M, G, P, S, or W
Tengu CR 1 Black Feathered Avian Humanoid; Usually Neutral; A, C, E, F, M, G, P, S, or W
Vanara CR 1 Monkey Humanoid; Usually Neutral; A, C, E, F, M, G, P, S, or W
No Dwarf, Elf, Or Halfling appear on this list - use with extreme caution
Sites - Mentioned Races and numbers are just suggestions. Found either in both fey and mortal lands, or bordering them. There should be no major locations such as Temples or Major Towers, as these should be planned locations sites, not random events.
2. Butchery (4+2d4, HD 3; ±25%, +2), Align Chaotic, Roles C, M or W
3. Duelling Circle (8+2d6, HD 2 ;±45%, +2) Align: Mostly Lawful, Roles F, G, M, P, S
4. Guide Post, (6+d6), HD 2 +, Align: Mostly Lawful, All Roles
5. Hedge Maze (10 + 1d10), Align Lawful, Race Any (Tengu 3-6; ±25%, +2)
6. Hunting Party (6+1d12), Align Any, Race: Any W Race
7. Huntsman Kennels, (5 + 2d10), HD 2+, Align: Any, Any W Race
8. Hanging Grounds, (0 + 6d10), HD 2+, Align Lawful (Jackalla, 5-8, HD 3; ±25%, +2)
9. Mercane - Oddities (1d3 plus 2d6 other) - heavy fortified, Any F
10 Merchant Caravan, (20 + 1d20), Races: Any M, Supplies: local
11. Mound of Mystery - Place of divine bindings, Races: Any
12. Musical Bandstand, (25 + 2d10), HD 2+, Align: N, All Roles
13. Obelisk, Undedicated, (3d6), HD 3, Races Any P (Catfolk, 3-10; ±25%, +2)
14 Rising Tower, (1d6+6) Align: Any, 50% Arcanist; 50% All Other Roles
15 River Bridge - meeting for legal faerie affairs; (0 or 6d10), Any three faerie races
16 Roadside Crypt (Samsaran, 2-4; ±25%, +2)
17 Stone Circle - Fest Spot, 10d10; 2d4 faerie races
18 Tent of Miracles, temporary, (20+5d10), Any non-chaotic, Any Pilgrim
19 Trading Tent (20 + 1d20); Race: Any M, Align Any
20 Tinkerers Repair Wagon, (2d12), Races: Any C, Supplies: Any (Gnome 2-4; ±25%, +2)
21 Travelling Party (10+1d10), HD: 2+, Roll Any Race or Purpose
22 Untraining Grounds (3+2d10; G), HD: 2+, Roll Any Race (3-6 Vanara; ±60%, +5)
23 Vazenne* Vines, (5+2d10), HD: 2+, Any W or Portal Race (Tenderfoot 11-16; ±25%, +2)
24 Wild Orchard, Races: Any M, (Kami 2d6 ±60%, +2), Product: local
*think of Vazenne as linear zig-zag vines, that blossom when creatures of 15+ charisma touch them, and last for a few hours.
Labels:
Beast,
D&D,
D20,
Faerie,
Fey,
Forest,
Good-Aligned,
Magical Location,
Monster,
NPC,
Nyssa,
Pathfinder
Monday, 18 April 2016
Nyssian Choker
I have always loved the choker creature, as it seems to be the most typical dungeon creeper: looking for food and scraps of treasure, never overly dangerous, but something that fits into the underground lurker theme so well. But I dislike their small size and bare intelligence, Mine is adjusted for levels and size, you can scale the HD to use them not just as threats for the lowest levels. Good stand alone protector, willing to hide until the time is right to strike.
Nyssian Choker
NE Small Aberration
Init +6 Senses Darkvision 60 ft.; Perception +X
Init +6 Senses Darkvision 60 ft.; Perception +X
DEFENSE
AC 17 touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 16hp (3d8+3 con)
Fort +2, Ref +3, Will +4
hp 16hp (3d8+3 con)
Fort +2, Ref +3, Will +4
OFFENSE
Speed 20 ft. Climb 10 ft
Melee 2 Tentacles +6 (1d4+3)
Melee 2 Tentacles +6 (1d4+3)
STATISTICS
Str 16, Dex 14, Con 13, Int 6, Wis 13, Cha 7
Base Atk +2 CMB +4 CMD 16
Feats Improved Initiative, Skill Focus (Stealth)
Skills Climb +16,Stealth + 13
Languages Undercommon, 50% understand local common
Base Atk +2 CMB +4 CMD 16
Feats Improved Initiative, Skill Focus (Stealth)
Skills Climb +16,Stealth + 13
Languages Undercommon, 50% understand local common
ECOLOGY
Environment Any non Extreme (Garden or Urban)
Organization Solitary or Pair
Treasure Value Half Standard
Advancement
Typically Monster / HD or rogue levels
Appear
identical to the standard creature, but increases to a medium size at 4 HD.
They are also much smarter then typical chokers found on many other
worlds. This doesn't mean their primary tactics are vastly different
but they do have an escape route ready if the attack fails. They are anti-social, preferring to be left alone to do their work, guarding small areas, either in dungeons or locations next to them.
Unlike
their kin, they often work for others, as part of lair defenses to
protect an area. they kill weaker creatures and capture others so
they can be questioned. They follow simple orders, as they have
problems with anything too complex. Stories abound over city revolutions, where one group is deposed and another coming into power, and they still don't even know where the choker guards or their safe words to get through dangerous passageways protected by these critters.
HD
Advancement Table
4
HD +6 skills, Feat, Increase to Medium Size, +1 natural AC, Increase Dmg
(1d6+3)*
5
HD +6 skills, Increase Tentacle Dmg (1d6+Double Strength Dmg)
6
HD. +2/+2 to any 2 Ability Scores, +6 skills, Feat, +1 natural AC
7
HD +6 skills, Increase Tentacle Dmg (1d8+Double Strength Dmg)
8
HD Gain +2/+2 to any 2 Ability Scores, +6 skills, Feat, +1 natural AC
9
HD +6 skills, Increase Tentacle Dmg (1d10+Triple Strength Dmg), +1 natural AC
+HD Natural AC increase every other HD, +6 skills, Increase choking multiplier dmg every +3 HD
Monster
HD increase is the most typical route for advancement but the rare
few will gain rogue levels. Once they take non-HD levels they are
unable to gain additional Monster HD.
*Only
one tentacle does maximum damage, the other is one damage level down.
Normally if the first attack is successful that one inflicts max
damage. If the second one hits, it does the higher damage capacity.
Wednesday, 16 March 2016
Night Gremlin
This is the gremlin creature inspired by 1984 movie of the same name as opposed to the system version. I've gotten rid of the transformation from cutie to monster, and instead of them multiplying by water, the leader (Primary Gremlin) is able to summon others of their kind.
Night Gremlin
Size/Type: Small Outsider (Native, Shadow)
Hit Dice: 13 hp (2d10+4 con)
Initiative: +3 (+3 Dex)
Speed: 20 ft
Armor Class: 16 (+3 Dex, +1 size, +2 Natural), touch 13, flat-footed 12
Base Atk +2 CMB +2 CMD 15
Full Attack: Bite +5 (1d2/18-20) or 2 Claws +4 (1d4)
Space/Reach: 5 ft/5
Special Attacks: Summoning A, Primary Master
Special Qualities: Low-light vision, Darkvision 60ft, Light Sensitivity, Vulnerability to Sunlight
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 10, Dex 17, Con 15, Int 10, Wis 8, Cha 10*
Skills: Climb, +3, Disable Device, +5, Escape Artist, +4, Perception, +4, Stealth +7
Feats: Weapon Finesse, Multi-Attack
Environment: Plane of Shadow, Underground, any Urban
Alignment: Chaotic Evil
Organization: Gang (5-20), Throng (21-40), Cult (41-140)
Challenge Rating: 1
Treasure: Half
Primary Gremlin: Gremlin society revolves around a leader, called the Primary Gremlin, which are usually the first to arrive via teleport, Only the Primary Gremlin can summon their kin, he also makes sure that all other Gremlins follow his command. As long as the Gremlins are well fed, his pack will follow his orders. If the Primary Gremlin is killed, the tribe scatters. There is always only one primary, if others come to the location at the same time they either fight or accept his leadership. There are no elections in Night Gremlin society, the pack follows a leader or they destroy each other thru in-fighting. The Primary Gremlin is normally at least 2 HD above their common-kin.
Summon Night Gremlin A: 1/day they can summon 1d4 of their kin, if they roll 4, they roll 1d3 and continue adding if they max the dice.
Light Sensitivity: In places of natural light, they suffer from -2 on attacks and saving throws
Vulnerability to Sunlight: They take a cumulative -1 dmg for every round in direct sunlight. Taking -2 on the second round, then -3 dmg, etc. When they reach 0 hp by sunlight they explode, inflicting 1d3 dmg/HD (Reflex DC 10+HD) to creatures within 10 feet. Night Gremlins can not be raised from the dead.
Night Gremlins are small sized abhorrent outsiders from another plane. They usually arrive by hitching a ride on summoning spells as extras, passengers when other beings are summoned, they ride along. They have green-blackish scaled skin, large ears, with sharp claws and teeth. All Night Gremlins are male, and no females of their kind have ever been seen on mortal planes - experts are unsure how they propagate their kin. Not seen as threatening, except if they are apart of their Cults which can grow to enormous size if the right conditions appear.
Annoying more than anything at the start, as the majority are low level that can be easily eliminated.
Their Cult needs a leader, and it can increase in size quickly if a single gremlin is able to establish dominance. If they have the food supply, they can grow their numbers quickly and overwhelm locations. But if they are hassled by personality or other conflicts, they are stuck in the single digits, and no Primary Gremlin emerges.
While intelligent, night gremlins are creatures of passion - they can spend days planning intricate strategy, and execute half the plan, but then lose themselves in a fit of jolly, bursting into laughter, or attacking one of their kin for failing a simple execution. Fortunately, they are limited due to their weakness to sunlight, unless they are deep underground or somewhere their foes cannot use the light to devastate them,
HD Advancement: Gain 6 skill points, 2 attribute points & 1d10 hp/HD
3 HD - Increase Natural Weapon Damage (1d4/1d6); Feat; Short teleport (20 ft)
4 HD - Increase Natural Weapon Damage (1d6/1d8), +1 Natural AC
5 HD - Increase Threat Range (+2), Summon Brethren B, Feat
6 HD - Increase Dexterity +4, Short teleport (100 ft); +1 Natural AC
7 HD - Increase Natural Weapon Damage (1d8/1d10), Summon Brethren C
8 HD - Increase Threat Range (+2); +1 Natural AC; Feat
9 HD - Increase Dexterity +4, Short teleport (500 ft); +1 Natural AC
10 HD - Increase Natural Weapon Damage (1d10/2d6) , Summon Brethren D; +1 Natural AC, Feat
Summon Brethren A: 1/day they can summon 1d4 of their kin, if they roll 4, they roll 1d3 and continue adding if they max the dice
Summon Brethren B: 1/day they can summon 1d6 of their kin, if they roll 6, they roll 1d3 and continue adding if they max the dice
Summon Brethren C: 2/day they can summon 1d8 of their kin, if they roll 8, they roll 1d4 and continue adding if they max the dice
Summon Brethren D: 3/day they can summon 1d12 of their kin, if they roll 12, they roll 1d6 and continue adding if they max the dice
Short teleport - They can do this 1+constitution bonus per day.
Night Gremlin
Size/Type: Small Outsider (Native, Shadow)
Hit Dice: 13 hp (2d10+4 con)
Initiative: +3 (+3 Dex)
Speed: 20 ft
Armor Class: 16 (+3 Dex, +1 size, +2 Natural), touch 13, flat-footed 12
Base Atk +2 CMB +2 CMD 15
Full Attack: Bite +5 (1d2/18-20) or 2 Claws +4 (1d4)
Space/Reach: 5 ft/5
Special Attacks: Summoning A, Primary Master
Special Qualities: Low-light vision, Darkvision 60ft, Light Sensitivity, Vulnerability to Sunlight
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 10, Dex 17, Con 15, Int 10, Wis 8, Cha 10*
Skills: Climb, +3, Disable Device, +5, Escape Artist, +4, Perception, +4, Stealth +7
Feats: Weapon Finesse, Multi-Attack
Environment: Plane of Shadow, Underground, any Urban
Alignment: Chaotic Evil
Organization: Gang (5-20), Throng (21-40), Cult (41-140)
Challenge Rating: 1
Treasure: Half
Primary Gremlin: Gremlin society revolves around a leader, called the Primary Gremlin, which are usually the first to arrive via teleport, Only the Primary Gremlin can summon their kin, he also makes sure that all other Gremlins follow his command. As long as the Gremlins are well fed, his pack will follow his orders. If the Primary Gremlin is killed, the tribe scatters. There is always only one primary, if others come to the location at the same time they either fight or accept his leadership. There are no elections in Night Gremlin society, the pack follows a leader or they destroy each other thru in-fighting. The Primary Gremlin is normally at least 2 HD above their common-kin.
Summon Night Gremlin A: 1/day they can summon 1d4 of their kin, if they roll 4, they roll 1d3 and continue adding if they max the dice.
Light Sensitivity: In places of natural light, they suffer from -2 on attacks and saving throws
Vulnerability to Sunlight: They take a cumulative -1 dmg for every round in direct sunlight. Taking -2 on the second round, then -3 dmg, etc. When they reach 0 hp by sunlight they explode, inflicting 1d3 dmg/HD (Reflex DC 10+HD) to creatures within 10 feet. Night Gremlins can not be raised from the dead.
Night Gremlins are small sized abhorrent outsiders from another plane. They usually arrive by hitching a ride on summoning spells as extras, passengers when other beings are summoned, they ride along. They have green-blackish scaled skin, large ears, with sharp claws and teeth. All Night Gremlins are male, and no females of their kind have ever been seen on mortal planes - experts are unsure how they propagate their kin. Not seen as threatening, except if they are apart of their Cults which can grow to enormous size if the right conditions appear.
Annoying more than anything at the start, as the majority are low level that can be easily eliminated.
Their Cult needs a leader, and it can increase in size quickly if a single gremlin is able to establish dominance. If they have the food supply, they can grow their numbers quickly and overwhelm locations. But if they are hassled by personality or other conflicts, they are stuck in the single digits, and no Primary Gremlin emerges.
While intelligent, night gremlins are creatures of passion - they can spend days planning intricate strategy, and execute half the plan, but then lose themselves in a fit of jolly, bursting into laughter, or attacking one of their kin for failing a simple execution. Fortunately, they are limited due to their weakness to sunlight, unless they are deep underground or somewhere their foes cannot use the light to devastate them,
HD Advancement: Gain 6 skill points, 2 attribute points & 1d10 hp/HD
3 HD - Increase Natural Weapon Damage (1d4/1d6); Feat; Short teleport (20 ft)
4 HD - Increase Natural Weapon Damage (1d6/1d8), +1 Natural AC
5 HD - Increase Threat Range (+2), Summon Brethren B, Feat
6 HD - Increase Dexterity +4, Short teleport (100 ft); +1 Natural AC
7 HD - Increase Natural Weapon Damage (1d8/1d10), Summon Brethren C
8 HD - Increase Threat Range (+2); +1 Natural AC; Feat
9 HD - Increase Dexterity +4, Short teleport (500 ft); +1 Natural AC
10 HD - Increase Natural Weapon Damage (1d10/2d6) , Summon Brethren D; +1 Natural AC, Feat
Summon Brethren A: 1/day they can summon 1d4 of their kin, if they roll 4, they roll 1d3 and continue adding if they max the dice
Summon Brethren B: 1/day they can summon 1d6 of their kin, if they roll 6, they roll 1d3 and continue adding if they max the dice
Summon Brethren C: 2/day they can summon 1d8 of their kin, if they roll 8, they roll 1d4 and continue adding if they max the dice
Summon Brethren D: 3/day they can summon 1d12 of their kin, if they roll 12, they roll 1d6 and continue adding if they max the dice
Short teleport - They can do this 1+constitution bonus per day.
Sunday, 21 February 2016
Pinocchio (Candyland)
A Candyland resident brought in to act as replacement children. Normally these reside with human or elf residents, acting as a servant and helping in mundane tasks. They often go out at night-time looking for some fun, this is when they get into trouble or find mates to adventure with.
Pinocchio CR 3
N (G) Medium construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 16, touch 13, flat-footed 13 (+2 Dex, +3 natural)
HP 36 (3d10+20)
Fort +1, Ref +4, Will +0
Construct traits, hardness 1; Resist electricity 5, Cold 5
Weaknesses vulnerable to critical hits
OFFENSE
Speed 30 ft.
Melee 1 Hammer +6 (1d6)
Range 1 Slingshot +6 (1d4)
STATISTICS
Str 11, Dex 17, Con 10*, Int 10, Wis 8, Cha 13
Base Atk +6; CMB +3; CMD 16
Feats Weapon Finesse, Improved Initiative, Iron Will - B
Skills Climb +3, Disguise +3 (+11 to appear human), Disable device +3, Perception +2, Profession (Farming, Fishing, Carving, etc) +5
Languages Common
Advancement: Above 3 HD they gain class levels, most tend to gain rogue levels.
SPECIAL ABILITIES
Spell Affinity: Unlike most constructs, human spells (charm, healing, etc) work normally on a Pinochio. They are healed by construct spells as well.
Human Appearance (Ex) Designed to fit the role of a human child, a pinocchio appears identical to one when 30 feet or more away. They gain +8 bonus on Disguise checks to appear human (but not to impersonate a specific human).
Vulnerable to critical hits - Despite being constructs, they are vulnerable to critical hits, although they cannot bleed
These were originally made by an famous wood-carver for parents who lost their children due to a curse. Most were loved and cared for for many years, but they were eventually put-aside as a new generation of human children were being born and they were no loner needed. A fey bard cast a spell to bring these marionettes to Candyland, and in doing so the magic of the realm brought them to life. Since this point, many have been adopted both to help in doing chores and care for children or other simple tasks. They are unaging but prone to being broken due to injury - this is how many become so brittle they are unable to continue in their tasks.
Most Pinocchios are happy to live their lives in a semi-human, existence. A few try to become more, to become fully human or to lose their humanity and to fully embrace their construct nature. Some skip out at night to go on fun adventures, and a few become embroiled in wild adventurers, on either side of the conflict - they generally don't care as long as they are having fun.
Individual Pinocchios are of any alignment, most tend towards good, but with the wrong influences, some will head in an evil direction, looking for wealth or to inflict cruelty for their own self above all else.
*Constructs on Nyssa gain 10 on their constitution scores. they do not gain benefits or hindrances from this ability score. As a general rule, this is a fixed number that does not change and they cannot lose hit points or be drained.
Pinocchio CR 3
N (G) Medium construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 16, touch 13, flat-footed 13 (+2 Dex, +3 natural)
HP 36 (3d10+20)
Fort +1, Ref +4, Will +0
Construct traits, hardness 1; Resist electricity 5, Cold 5
Weaknesses vulnerable to critical hits
OFFENSE
Speed 30 ft.
Melee 1 Hammer +6 (1d6)
Range 1 Slingshot +6 (1d4)
STATISTICS
Str 11, Dex 17, Con 10*, Int 10, Wis 8, Cha 13
Base Atk +6; CMB +3; CMD 16
Feats Weapon Finesse, Improved Initiative, Iron Will - B
Skills Climb +3, Disguise +3 (+11 to appear human), Disable device +3, Perception +2, Profession (Farming, Fishing, Carving, etc) +5
Languages Common
Advancement: Above 3 HD they gain class levels, most tend to gain rogue levels.
Spell Affinity: Unlike most constructs, human spells (charm, healing, etc) work normally on a Pinochio. They are healed by construct spells as well.
Human Appearance (Ex) Designed to fit the role of a human child, a pinocchio appears identical to one when 30 feet or more away. They gain +8 bonus on Disguise checks to appear human (but not to impersonate a specific human).
Vulnerable to critical hits - Despite being constructs, they are vulnerable to critical hits, although they cannot bleed
These were originally made by an famous wood-carver for parents who lost their children due to a curse. Most were loved and cared for for many years, but they were eventually put-aside as a new generation of human children were being born and they were no loner needed. A fey bard cast a spell to bring these marionettes to Candyland, and in doing so the magic of the realm brought them to life. Since this point, many have been adopted both to help in doing chores and care for children or other simple tasks. They are unaging but prone to being broken due to injury - this is how many become so brittle they are unable to continue in their tasks.
Most Pinocchios are happy to live their lives in a semi-human, existence. A few try to become more, to become fully human or to lose their humanity and to fully embrace their construct nature. Some skip out at night to go on fun adventures, and a few become embroiled in wild adventurers, on either side of the conflict - they generally don't care as long as they are having fun.
Individual Pinocchios are of any alignment, most tend towards good, but with the wrong influences, some will head in an evil direction, looking for wealth or to inflict cruelty for their own self above all else.
*Constructs on Nyssa gain 10 on their constitution scores. they do not gain benefits or hindrances from this ability score. As a general rule, this is a fixed number that does not change and they cannot lose hit points or be drained.
Friday, 19 February 2016
Bon Homme
Bon Homme CR 8
NG Medium Elemental (Seven Feet Tall)
Init +5; Senses darkvision 30 ft., low-light vision; Perception +7
DEFENSE
AC 19, touch 15, flat-footed 14 (+4 natural, +5 Dexterity)
HP 60 (8d8+24 con)
Fort +9, Ref +7, Will +2
Immune cold, Regenerate 5 hp / subzero temperatures
Weaknesses vulnerability to fire (Suffer -3 to all fire saves)
OFFENSE
Speed 50 ft.
Melee 2 Fists + (2d6+6/X4)
Range Snowball +12 (1d10/ X 4) or 3 X Snowball Blitz +8 (1d8)
STATISTICS
Str 21, Dex 20, Con 16, Int 13, Wis 11, Cha 15
Base Atk +10; CMB +10; CMD 25
Feats Weapon Focus (Snowball), Upgrade Weapon Damage, Increase Weapon Critical Range X 2
Skills
+9 Diplomacy, +7 Perception, +8 Performance (Dance, Sing and Instrument)+5 Knowledge (Elemental)+5 Track, +15 stealth (Bonus +8 on Stealth checks in winter)
SQ freeze
ECOLOGY
Environment any land (Quinois)
Organization solitary
Treasure Triple
Bon Homme est une créature de neige élémentaire des terres culturelles de l'élite . Leur tâche principale est de protéger les villages Quinois . Tandis habituellement jovial, ils peuvent être terrifiant si son de personnes sont menacées . Il aime se faire plaisir et de voir les autres avoir du plaisir aussi !
* * * * * * *
Bon Homme is an elemental creature of ice from the cultural lands of the elite. Their main job is protecting the Quinois villages. while ordinarily jovial, they can be terrifying if his
people are threatened. He loves to enjoy himself and see others have fun too!
...pour mon petite fille!
Labels:
Beast,
Candy,
Elemental,
Fey,
Good-Aligned,
NPC,
Nyssa,
Pathfinder
Tuesday, 16 February 2016
Winged Monkeys
Another one of the Candyland Monsters that will make an appearance at a local con I am doing very soon. This is a winged pest, that once served evil masters but today is mostly a nuisance. They make a great companion for evil druids or witches.
Winged Monkeys
Winged Monkeys
Small
Sized Magical Beast
Init
+1
Senses low-light vision; Perception +3
Senses low-light vision; Perception +3
AC
15, touch 13, flat-footed 13 (+2 natural, +2 Dex, +1 Size)
HP 16 (3d8+3)
Fort
+5, Ref +5, Will +0 DR 1/cold iron
Speed
30 ft. Fly 50 (Average)
Melee
2 claws +4 (1d3+1), Bite +4 (1d4+1)
Special
Attacks Swoop
Str
12, Dex 15, Con 14, Int 5, Wis 9, Cha 8
Base
Atk +5; CMB +3; CMD 15
Feats
Weapon Focus (claw),Multi-Attack
Skills
Fly+10 , Perception+3 Survival +4, Stealth+3; Bonus +8 on Fly
Alignment:
Neutral (Evil)
Environment
Candyland
Organization Small Flock (3-12) o Large Flock (30 - 120)
Treasure
Quarter
Advancement
4-6 HD (Medium); 7-10 HD (Large)
Swoop:
Gain a +3 bonus on a single claw attack if they are able swoop down ten feet down during combat.
It is believed these creatures were an
experiment in cross-breeding by one of Candyland's former Witch
Mistresses. They have since escaped and bred wild.
At one time, their flocks numbered in
the hundreds, and they could turn the bright pink sky black as they
descended to attack creatures or travelers. But when their masters
lost access to the huge revell (corn) fields, they could not be controlled and the
flocks broke apart to look for food on their own. Now they mostly
survive by raiding or harassing farmlands or sniping travelers.. They can be quite cunning, using their stealth to sneak in and take small objects but they usually just us their numbers to take what they want by strength.
This is the typical specimen, there are more advanced versions that sometimes advance HD in fighter, rogue or druid levels. Some evil druids select these creatures as minions but only if they have been to Candyland previously.
Sunday, 14 February 2016
Cupid - small angelic figures
These small angelic figures inhabit temples and places that serve alcohol. Their main task is to find people willing to take on holy tasks, but they have a weakness for supporting lonely hearts into finding mates. While not confirmed, many believe that children can see them, even if they invisible.
Cupid CR 4
CG* Small outsider (native)
Init +3; Senses Darkvision 60 ft, low-light vision; Perception +16
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 Natural, +3 Dex, +1 size)
HP 32hp (5d8+10 con)
Fort +3, Ref +4, Will +3
DR 10/magic;
OFFENSE
Speed 20 ft., Fly 50 ft. (Good)
Melee: Unarmed
Ranged +3 shortbow +10 (1d4)
STATISTICS
Str 8, Dex 17, Con 14, Int 13, Wis 8, Cha 17
Base Atk +2; CMB +2; CMD 15
Feats Point-Blank, Precise shot, weapon focus (short bow)
Skills: Bluff +11, Fly +25, Knowledge (Religion)+15, Perception +16, Sense motive +14
Languages Common, Elven, Faerie.
ECOLOGY
Environment Obelisk (Non-Evil)
Organization solitary, pair, heart (4-7)
Treasure Usually Silver Coins or chocolate hearts
SPECIAL ABILITIES
Bonus to Emotion Based Spells: Gain +1 per their HD to any spells that affect emotions
Invisibility (Sp) Can turn invisible five times a day. Each time they shoot an arrow, they become visible until they re-use this ability.
Possess Other (Sp) A cupid's official task is to seek mortals to do missions for their heavenly patrons. They determine which of the faithful can best accomplish a task and then try to steer them back to their patron's temple. The most used method is to possess them for short periods of time (10-20 minutes.)
Enchanted Arrows (Sp) They are armed with magical short bows that shoot arrows that can either damage the flesh or the heart. A cupid can utilize 2+Cha Bonus magic arrows every day, created when the arrow is knocked. Those struck by a cupid’s arrow are struck as if by a spell-like ability at a caster level equal to the cupid’s Hit Dice. All saves are Charisma based.
Some of the varieties of cupid’s magic arrows are:
Dream - Fall into a deep slumber for 10-60 minutes, Will DC 14
Love - Fall for the nearest person they are looking at, having a -5 to suggestions (or polite requests) made by the same person for the next 24 hours, Will DC 17
Misery - Lose all interest in any positive interaction, wishing to imbibe alcohol or similar substances for the next 20-200 minutes, Will DC 15
Cupids are small angelic spirits best known for helping lovers find their mates but they have many magical skills. They are found in many temples or small pubs looking to help the faithful in tasks. When flirting about a city, they will often use their magic to help out various causes. They are rumored to have many other arrows with emotion affecting magics. While their primary job is not to make mortals fall romantically for each other, they have a weakness for lonely people and try to make them happy.
They have a very strong affection for children and will usually take time to play with or inspire them to engage in artistic endeavors. It is often said that children can see through a Cupid's invisibility.
Cupid CR 4
CG* Small outsider (native)
Init +3; Senses Darkvision 60 ft, low-light vision; Perception +16
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 Natural, +3 Dex, +1 size)
HP 32hp (5d8+10 con)
Fort +3, Ref +4, Will +3
DR 10/magic;
OFFENSE
Speed 20 ft., Fly 50 ft. (Good)
Melee: Unarmed
Ranged +3 shortbow +10 (1d4)
STATISTICS
Str 8, Dex 17, Con 14, Int 13, Wis 8, Cha 17
Base Atk +2; CMB +2; CMD 15
Feats Point-Blank, Precise shot, weapon focus (short bow)
Skills: Bluff +11, Fly +25, Knowledge (Religion)+15, Perception +16, Sense motive +14
Languages Common, Elven, Faerie.
ECOLOGY
Environment Obelisk (Non-Evil)
Organization solitary, pair, heart (4-7)
Treasure Usually Silver Coins or chocolate hearts
SPECIAL ABILITIES
Bonus to Emotion Based Spells: Gain +1 per their HD to any spells that affect emotions
Invisibility (Sp) Can turn invisible five times a day. Each time they shoot an arrow, they become visible until they re-use this ability.
Possess Other (Sp) A cupid's official task is to seek mortals to do missions for their heavenly patrons. They determine which of the faithful can best accomplish a task and then try to steer them back to their patron's temple. The most used method is to possess them for short periods of time (10-20 minutes.)
Enchanted Arrows (Sp) They are armed with magical short bows that shoot arrows that can either damage the flesh or the heart. A cupid can utilize 2+Cha Bonus magic arrows every day, created when the arrow is knocked. Those struck by a cupid’s arrow are struck as if by a spell-like ability at a caster level equal to the cupid’s Hit Dice. All saves are Charisma based.
Some of the varieties of cupid’s magic arrows are:
Dream - Fall into a deep slumber for 10-60 minutes, Will DC 14
Love - Fall for the nearest person they are looking at, having a -5 to suggestions (or polite requests) made by the same person for the next 24 hours, Will DC 17
Misery - Lose all interest in any positive interaction, wishing to imbibe alcohol or similar substances for the next 20-200 minutes, Will DC 15
Cupids are small angelic spirits best known for helping lovers find their mates but they have many magical skills. They are found in many temples or small pubs looking to help the faithful in tasks. When flirting about a city, they will often use their magic to help out various causes. They are rumored to have many other arrows with emotion affecting magics. While their primary job is not to make mortals fall romantically for each other, they have a weakness for lonely people and try to make them happy.
They have a very strong affection for children and will usually take time to play with or inspire them to engage in artistic endeavors. It is often said that children can see through a Cupid's invisibility.
Oddly, they have a changing alignment, it teeters between neutral and good, dedicated and free. Despite this they have free reign in many good temples as they are rarely seen as a misaligned force.
Sunday, 20 December 2015
Iron Salamander
My gaming home world is one of various styles: high magic, high technology, social interaction, divine interactions, etc but one of the few sticky points is the unending threat of the cold. Large swathes of the land are still covered in the Icy Death, and getting around this is a significant challenge especially at lower levels.
While I have lots of unique creatures but there are a few classic ones that I shouldn't use as they violate the spirit of the themes. The Iron Salamander is one of those alternates to let me use the creature adjusted to fit my campaign world. So instead of the fiery salamander, this is the one I use, representing iron strength and metal sharpness.
Iron Salamander
CR 6
LE. Medium Outsider
Init + 1. Senses: Darkvision 60 ft, Perception
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
HP 76 (8d10+32)
Fort +10 Ref +7 Will +6
DR 10 / Magic Immune Silver or 1st level Spells
Speed 30
Str 16, Dex 13, Con 18, Int 14, Wis 15, Cha 13
Base Atk +8; CMB +11 (+15 grapple); CMD 22 (can't be tripped)
Melee. +11 / +6 Spear (d8+4 plus metal spray +1d6)
Constrict. 2d6+4
Feats Cleave, Iron Will, Power Attack, Skill Focus (Crafting)
Skills: Acrobatics, Bluff, Intimidate, Perception, Sense Motive +5, Craft (Weapon), Knowledge (Planes), Knowledge (Religion or Magic) +8
Environment: Plane of Iron
Organization: Hunting Party (11-20) or Tribe (100-400)
Challenge Rating: 6
Treasure: Standard
CR 6
LE. Medium Outsider
Init + 1. Senses: Darkvision 60 ft, Perception
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
HP 76 (8d10+32)
Fort +10 Ref +7 Will +6
DR 10 / Magic Immune Silver or 1st level Spells
Speed 30
Str 16, Dex 13, Con 18, Int 14, Wis 15, Cha 13
Base Atk +8; CMB +11 (+15 grapple); CMD 22 (can't be tripped)
Melee. +11 / +6 Spear (d8+4 plus metal spray +1d6)
Constrict. 2d6+4
Feats Cleave, Iron Will, Power Attack, Skill Focus (Crafting)
Skills: Acrobatics, Bluff, Intimidate, Perception, Sense Motive +5, Craft (Weapon), Knowledge (Planes), Knowledge (Religion or Magic) +8
Environment: Plane of Iron
Organization: Hunting Party (11-20) or Tribe (100-400)
Challenge Rating: 6
Treasure: Standard
Tail
Metal Spray: Their tail is a continuous swirling slag of metal. Normally when they attack, their tail flails in the same direction, throwing spikes, doing damage as listed. They can have their ten foot long tail
to attack
another distinct direction, except they must make separate attack rolls in this circumstance.
Tracking Penalty: Iron Salamanders continuously shed small iron shavings, giving opponents tracking them gain a +4 on their attempts. These shavings usually disintegrate after 12 hours on prime worlds.
Metal Weakness: Iron Salamanders suffer a -2 to sonic saving throws
Metal Weakness: Iron Salamanders suffer a -2 to sonic saving throws
The Iron Salamander is an intelligent foe from another plane, that comes to many prime worlds to raid for resources and slaves. They are well known in many locations on Nyssa because they have long used portals to make lightning quick attacks to take what they need. Their standard routine is to take over a defensible short-term lair, gather their items and then depart.
They appear bright and shiny in their youth as their silver metal scales cover their serpentine body. As they age, their metal sharpens but the metal fades into an iron like rigidity and colour. Most of these Iron Salamanders work on sharpening their tails, both for decoration and for battle functionality. While they have expertly made weapons such as spears and war hammers, they relish using their tails in battle with weaker creatures.
They are similar to a military society where every citizen understands their role and may be called upon to help in a raid. They usually follow orders when it comes to raids or defense, but they are given flexibility otherwise. Most towns will raid once every two or three years, when their supplies start to run low. Communities are independent of one another but will typically help an allied community if they are not in the midst of planning or executing a raid.
Iron Salamanders are a non specific gender, they go through periods where they change their gender, usually a female in their earlier years and a male in their later ones. Most Iron Salamanders hatched during specific periods will share their role and gender with every other salamander during that same six to nine month period. Gender roles are not recognized, unless the female is pregnant, then it takes priority for the community and they have a five year refrain from taking part in raids.
The listed example is a base Iron Salamander, they can gain levels in fighter, ranger, rogue or sorcerer. Leaders are from all all classes, as they move upward in their society ranking for success in their missions - Salamanders respect cunning and strength above all else.
Labels:
Beast,
D&D,
D20,
Evil,
Forest,
Lawful-Aligned,
Monster,
NPC,
Nyssa,
Outer Planar
Monday, 14 December 2015
Disenchanter Beast (multi-tiered template)
I have used these creatures a lot in my dungeons to explain why magic items can be rare. These creatures seek it out and feed on it, not evil creatures but natural ones who are following their instincts. They affect enchanted magic items only, so in my world that means created items. Many simple items are natural and these cannot be enhanced nor drained. These creatures are often raised by non-magic using species to temper the threat of spell-casters.
Disenchanter Beast (3 template bases - Lesser, Greater, Master)
Size and type: does not change
Hit Dice Adjustment: +2 HD or +6 HD or +10 HD
Speed: As original creature
Armor Class: +3 deflection bonus for Lesser, +6 bonus for Greater; +12 bonus for Master
Attack: As per the original creature plus HD bonus
Full Attack: As per the original creature
Spell resistance: SR 15 / SR 20 / SR 25
Special Abilities: Drain Magic, Sense Magic: Anti-Magic Aura, Awakened Ferocity
Special Qualities: Dmg Reduction 3/5/10
Abilities: As base creature plus +2 / +4 / +8 on any three ability scores
Skills: +5 on perception checks and sense motive; +3 to skill checks for every additional HD attained
Environment: Remote locations
Organization: Solitary
Treasure: None
Alignment: Usually Neutral
Drain Magic: Magic items that touches a disenchanter beast must save vs Will DC 25 / 30 / 35 or be nullified. Items with charges lose all charges, if it is a permanent magic item, the lose it's magic properties for 1d12 hours / 1d3 days / 2d4 days.
Sense Magic: Can sense the presence of any magic (spells or items) in the radius of 500 feet.
Anti-Magic Aura: Magic has a hard time working in a disenchanters presence. Casters must make a concentration check DC 20/25 /30 to be able to cast spells within 50 ft of a disenchanter beast. Items with charges lose three times / five / ten the required charge every time they are used in the 50 ft radius.
Awakened Ferocity: Disenchanters gain a +5 morale bonus if disturbed from their sleep; this bonus applies to all saves, attacks and skills.
Reduced Stealth: When their scales flare due to the presence of magic, they suffer a -5 / -10 / -15 to their stealth checks as their blue scales flare brightly
These creatures were originally breed by the Society of Contemplation - a neutral aligned cult dedicated to creating magic free areas but they eventually escaped to breed wild and true. Now they usually exist as wild creatures inhabiting herds of their base animal. Most common known herds include:snakes, gorillas, bears, wolves, ferrets and eagles
They are similar in size and shape with their base creature, except they always have light blue skin with dark electric blue triangles spot their body. When in the presence of magic their skin flares to dark blue. These creatures feed on magic items, which they can naturally sense up to 500 feet away.
Disenchanters are passive creatures, attacking only when other beings approach them. It is difficult for adventurers to approach them, as the presence of magic aggravates them to the point of aggression. Items left within 50 feet of the snake’s presence for more than 24 hours; permanently loses their dweomer without a saving throw. For this reason, adventurers avoid disenchanters whenever possible. If they snatch powerful items, they retreat to their lair, curl around it and sleep. In this hibernation, they are actually more aware of their surroundings then when awake as per their ferocity ability.
These creatures often run in the same packs that their base creature come from, with one or two members being of the disenchanter variety and the rest being standard beasts. They are fully compatible with non-magic versions of themselves but their offspring is 90% likely to have disenchanter abilities. Disenchanters, regardless of their type never attack other spell-draining creatures; few are able to communicate with each other but they inherently understand that they share a goal. Most of the oldest varieties haunt lonely tombs, spires and abandoned lairs.
There are a few places that successfully use these creatures to curb the presence of magic. Most fail as they cannot preserve the creatures ferocity with their need to control them. The best, such as the spire city of Lecenna, have wild disenchanter monkeys roaming around, stopping magical threats but limiting their own spell-casters capacities.
Disenchanter Beast (3 template bases - Lesser, Greater, Master)
Size and type: does not change
Hit Dice Adjustment: +2 HD or +6 HD or +10 HD
Speed: As original creature
Armor Class: +3 deflection bonus for Lesser, +6 bonus for Greater; +12 bonus for Master
Attack: As per the original creature plus HD bonus
Full Attack: As per the original creature
Spell resistance: SR 15 / SR 20 / SR 25
Special Abilities: Drain Magic, Sense Magic: Anti-Magic Aura, Awakened Ferocity
Special Qualities: Dmg Reduction 3/5/10
Abilities: As base creature plus +2 / +4 / +8 on any three ability scores
Skills: +5 on perception checks and sense motive; +3 to skill checks for every additional HD attained
Environment: Remote locations
Organization: Solitary
Treasure: None
Alignment: Usually Neutral
Drain Magic: Magic items that touches a disenchanter beast must save vs Will DC 25 / 30 / 35 or be nullified. Items with charges lose all charges, if it is a permanent magic item, the lose it's magic properties for 1d12 hours / 1d3 days / 2d4 days.
Sense Magic: Can sense the presence of any magic (spells or items) in the radius of 500 feet.
Anti-Magic Aura: Magic has a hard time working in a disenchanters presence. Casters must make a concentration check DC 20/25 /30 to be able to cast spells within 50 ft of a disenchanter beast. Items with charges lose three times / five / ten the required charge every time they are used in the 50 ft radius.
Awakened Ferocity: Disenchanters gain a +5 morale bonus if disturbed from their sleep; this bonus applies to all saves, attacks and skills.
Reduced Stealth: When their scales flare due to the presence of magic, they suffer a -5 / -10 / -15 to their stealth checks as their blue scales flare brightly
These creatures were originally breed by the Society of Contemplation - a neutral aligned cult dedicated to creating magic free areas but they eventually escaped to breed wild and true. Now they usually exist as wild creatures inhabiting herds of their base animal. Most common known herds include:snakes, gorillas, bears, wolves, ferrets and eagles
They are similar in size and shape with their base creature, except they always have light blue skin with dark electric blue triangles spot their body. When in the presence of magic their skin flares to dark blue. These creatures feed on magic items, which they can naturally sense up to 500 feet away.
Disenchanters are passive creatures, attacking only when other beings approach them. It is difficult for adventurers to approach them, as the presence of magic aggravates them to the point of aggression. Items left within 50 feet of the snake’s presence for more than 24 hours; permanently loses their dweomer without a saving throw. For this reason, adventurers avoid disenchanters whenever possible. If they snatch powerful items, they retreat to their lair, curl around it and sleep. In this hibernation, they are actually more aware of their surroundings then when awake as per their ferocity ability.
These creatures often run in the same packs that their base creature come from, with one or two members being of the disenchanter variety and the rest being standard beasts. They are fully compatible with non-magic versions of themselves but their offspring is 90% likely to have disenchanter abilities. Disenchanters, regardless of their type never attack other spell-draining creatures; few are able to communicate with each other but they inherently understand that they share a goal. Most of the oldest varieties haunt lonely tombs, spires and abandoned lairs.
There are a few places that successfully use these creatures to curb the presence of magic. Most fail as they cannot preserve the creatures ferocity with their need to control them. The best, such as the spire city of Lecenna, have wild disenchanter monkeys roaming around, stopping magical threats but limiting their own spell-casters capacities.
Thursday, 15 October 2015
Cadaver - base undead
Cadaver (Nyssian Zombies)
This is the base undead found on Nyssa.
Cadavers appear the same as zombies at lower levels - slow
speed, flesh hanging off them with rotting organs always eager
to devour living flesh. As they age, they lose all of their
flesh and organs, becoming skeletal in appearance. Just as
significant, most of them gain in intelligence and charisma, so they
become a very different type of threat at higher levels.
At the start, they are low intelligence beings whose only purpose seems to be hunt and devour living creatures. While believed to be ruthlessly evil this is not entirely true, at their youthful stages and HD they seek to feed on the flesh of living beings. Those that advance often become neutrally aligned, as higher HD ones usually wish for solace, and will only feed only on living beings who disturb their slumber. Some believe it is their transition to undeath which causes the hunger for flesh, as there have been good aligned Cadavers, while incredibly rare, who are not inflicted with these pangs.
At higher level HD, a Cadaver is incredibly influential and charismatic to other undead, in fact this is how many undead hordes converge. Some of these undead are destroyed by their Cadaver Lord if they do not comply with their commanders orders to control where and when they feed.
Cadaver
CR 1
XP
600
NE
(N)
Medium undead
Init
+2
Senses darkvision 120 ft.; Perception +5
DEFENSE
AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp
5 (1d8)
Fort
+0; Ref -1; Will +3
DR
2/slashing; Resist cold 20, undead traits
OFFENSE
Speed
20 ft.
Melee
Weapon +2 (1d6+1)
SQ
Regeneration
STATISTICS
Str
13, Dex 7, Con 10, Int 5, Wis 10, Cha 5
Base
Atk +1; CMB +2; CMD 13
Skills:
Climb +5, Perception +5, Stealth +5, Knowledge (Religion) +5
Feats
Improved Initiative
ECOLOGY
Environment Any
Organization Team (3-6)
Treasure Value Quarter Standard (Usually worn clothing, jewelry or weapons)
SPECIAL
ABILITIES
Regeneration
(Su) When reduced to 0 hit points or less, a cadaver is not
destroyed; rather it falls inert and begins the process of
reanimating. Hit points lost to magical weapons or spells are
regained at the rate of one per day, those lost from non-magical
weapons are regained 1 every hour. When the creature reaches its
full hit point total, it stands up, ready to fight again. They
are permanently destroyed if interned on a holy site or if a holy
weapon is used to inflict the damage.
HD
Advancement
Gain
+2 skill points only in skill options (not just their base skills)
Gain
+2 in charisma reaction to other undead creatures
Gain +1 in natural AC every other HD
Gain +1 in natural AC every other HD
2
HD Pact of Peace (Other Low Level Undead); SR 5; Gain 1 Feat
3
HD Bone Reading, +2 to any three ability scores; Dmg
Reduction 4/bludgeoning or magic
4
HD Speak with Living (1/day) Gain 1 Feat; Move 30 ft
5
HD Pact of Peace (Animals); SR 10; Dmg Reduction 6/bludgeoning
or magic
6
HD Pact of Peace (Faeries & Good Aligned Outsiders) , +2 to any
four ability scores, Move 40 ft
7
HD Gain 1 Feat; Speak with Living (3/day); SR 15; Dmg Reduction
8/bludgeoning or magic
8
HD Pact of peace (Lawful Creatures, Death Figures and Religious); No
Scent; Gain 1 Feat
9
HD Immunity to Ward Against Death, +2 to any three ability scores;
SR 20; Dmg Reduction ,10/magic, Move 50 ft
Bone Reading: Touching a piece of bone will reveal the name, race and class of who the bone belonged to. Usable 3 / day
Speak with Living: Undead have no workable body parts, so this spell enables them to communicate with the living. It can enable communication for up to five minutes.
Pacts of Peace: Cadavers emit a non-threatening aura for the creatures listed, unless the undead takes violent action, those listed just ignore the undead as non-threats. It is the intent not the actions, if undead are even considering breaking the peace, the creatures will not recognize the peace pact. Their pacts of peace are for NPCs only, not PCs or their companions.
No
Scent: At this point, cadavers emit no scent and cannot be
tracked in a standard manner
Immunity
to Ward Against Death: Spells or effects that normally affect
undead have no affect on Cadavers (this includes clerical turning).
This only works if the Cadaver is in their home base. Once a Cadaver
leaves their home, they can be affected normally.
Feats Options:
Quick Strikes (Ex): With this feat, a zombie can make one additional attack at its highest base attack bonus.
Death Burst (Ex): When a zombie dies with this feat, it explodes in a burst of decay. All creatures adjacent to the plague zombie are exposed to its plague as if struck by a slam attack and must make a Fortitude save or contract zombie rot.
Feats Options:
Quick Strikes (Ex): With this feat, a zombie can make one additional attack at its highest base attack bonus.
Death Burst (Ex): When a zombie dies with this feat, it explodes in a burst of decay. All creatures adjacent to the plague zombie are exposed to its plague as if struck by a slam attack and must make a Fortitude save or contract zombie rot.
Thursday, 24 September 2015
Inhuman Subtype
Many of the creatures that I create could in other game or styles be called mutants. I have mixed feelings about that term. Instead, in my fantasy games I prefer to use Inhuman to designate creatures that have been altered through either accident or perversion to be something beyond the human type creature.
Inhuman Subtype
A humanoid subtype that has two arms, two legs, and one head; many are initially undetectable as different than a typical human from the geographic region they are from, Inhumans have a minimum of one supernatural or extraordinary ability that helps define them. They rarely form entire societies as they reside in small numbers. Most survive in specialist niches a part of larger societies within urban environments. They breed with other humanoids, their offspring is noted in their description if they breed true or revert back to their original form. They are Medium sized.
Start as humanoids with 1 Hit Die and can grow in power level and stature in their Inhuman Hit Dice. They can abandon their Inhuman advancement and grow in an NPC or PC class but if they do then they are unable to further advance in their natural Inhuman talents.
Inhumans have the following features:
Traits: A humanoid possesses the following traits (unless otherwise noted in a creature's entry).
Inhuman Subtype
A humanoid subtype that has two arms, two legs, and one head; many are initially undetectable as different than a typical human from the geographic region they are from, Inhumans have a minimum of one supernatural or extraordinary ability that helps define them. They rarely form entire societies as they reside in small numbers. Most survive in specialist niches a part of larger societies within urban environments. They breed with other humanoids, their offspring is noted in their description if they breed true or revert back to their original form. They are Medium sized.
Start as humanoids with 1 Hit Die and can grow in power level and stature in their Inhuman Hit Dice. They can abandon their Inhuman advancement and grow in an NPC or PC class but if they do then they are unable to further advance in their natural Inhuman talents.
Inhumans have the following features:
- d8 Hit Die.
- Base attack bonus equal to 3/4 total Hit Dice (medium progression).
- One good save, usually Fortitude.
- Skill points equal to 6 + Int modifier per Hit Die or by character class. The following are class skills for those without a character class: Bluff, Climb, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Any 1), Profession, Stealth and Survival. Humanoids with a character class use their class's skill list instead. Humanoids with both a character class and racial HD add these skills to their list of class skills.
Traits: A humanoid possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with all simple weapons.
- Proficient with light or medium armor. They are able to take heavy armor as a feat at higher levels. Unless the Inhumans are noted for a shield proficiency in their description, they will not be proficient with them,
- Inhumans breathe, eat, and sleep.
Monday, 21 September 2015
Aether Mist
This is inspired by a famous monster in a storybook that I love. I've never used it in a game, as a feared legend. They have a weakness but you need to have read the story...or if you haven't read the story, just make up your own.
Aether Mist
Large Sized Outsider
Hit Dice: 20d10 (150 hp)
Initiative: +2
Speed: Fly 50 ft (perfect)
AC: 42 (+30 natural, +2 Dex), 42 touch, 40 flat-footed
Base Attack/Grapple: +19 / +0 (Can not be grappled or tripped)
Attack: Automatic Hit (40-AC dmg)
Full Attack: Automatic Hit (40-AC dmg) or +33 Penetrating Attack (5-50)
Special Attacks: Automatic Damage, Double Damage
Special Qualities: Astral Jaunt, Immunities, Dmg Reduction 20/Adamantite, SR 35
Saves: Fort: -, Ref: +14, Wis: -
Skills: Knowledge (Astral, Magic, Religion) +20, Perception +40
Abilities: Str 28, Dex: 14, Con: -, Int: 10, Wis: 10, Cha: 10
Environment: Deep Ethereal, Aether Domains
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Neutral
Advancement: 25 - 50 HD (Huge)
An immense sized, deeply coloured mist.
These living clouds are approximately 30 feet in radius and 10 feet high. Their origin is somewhere in the deep ethereal. They come to prime worlds when summoned by spell casters using a Monster Summoning VII or greater spell. Spell casters must sacrifice a single magical item worth at least 75,000 g.p. which is consumed in the casting.
The only other time they can be recruited, is in the minutes after they have successfully completed a mission, they can be requested to stay and complete another mission if a Diplomacy check of DC 30 is made along with the offering of a magic item or gem worth at least 25,000 g.p.
The Ether Mist has never communicated with any other creature. When summoned their instructions must be exactingly precise, or they will interpret it sometimes with dangerous effects. If they have a weakness, it is unknown to scholars.
The colour of its mist determines purpose, when they have a new mission, they change colour.
Grey - guards an item for ten years; they pursue if the item is stolen
Red - Executioner, summoned to execute one creature on that same plane.
Purple - guards a location for ten years unless password is spoken
Combat
An ether mist doesn’t attack, just like a swarm, anytime creatures are in it’s radius, they are automatically crushed.
Swarming: An Ether Mist automatically hits all creatures that is within their radius. They inflict 40 - Victim’s Touch AC every round acting as a +4 weapon. All creatures affected must make a winded check (Fort DC = dmg taken) to remain fully active. If they fail, they are winded and are able to take partial actions for that round and any round they fail their save when in the misty cloud.
Penetrating Attack: This is a focused attack on a single creature, doing 5-50 crushing damage, acting as a +4 weapon. They can take this attack action even if they are using their swarming action, but only one creature is attacked in this manner. Victims cannot be the target of both the penetrating and double damage attack on the same round. A penetrating attack is most done on the second round, if a particular foe seems to have taken less damage than the others,
Double Damage: The Ether Mist on any round can designate any one creature that has taken damage from its swarming as it's primary target. This primary target must save vs a Fort DC 25, or take double damage from its swarming affect. A Red Ether Mist will always use this special attack on their target. They do not stop their crushing until the target is a blood smear.
Astral Jaunt: Ether Mist can re-enter the astral plane as a free action from anywhere. Any creature in the mist at this time must make a Will DC 33 or be transported to the ethereal plane at the same time. Creatures transported do not take swarming damage in the ethereal. It takes one hour for the Ether Mist to come from the astral plane to a material world, and can only be done in specific locations, such as a wizards lab or church with an active obelisk,, etc.
Immunities: Immune to mind-affecting spells, elemental effects, energy effects, poison, sleep, paralysis, stunning, disease, death effects, necromancy spells or any fortitude or wisdom save unless it affects objects. They are not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or massive damage.
Aether Mist
Large Sized Outsider
Hit Dice: 20d10 (150 hp)
Initiative: +2
Speed: Fly 50 ft (perfect)
AC: 42 (+30 natural, +2 Dex), 42 touch, 40 flat-footed
Base Attack/Grapple: +19 / +0 (Can not be grappled or tripped)
Attack: Automatic Hit (40-AC dmg)
Full Attack: Automatic Hit (40-AC dmg) or +33 Penetrating Attack (5-50)
Special Attacks: Automatic Damage, Double Damage
Special Qualities: Astral Jaunt, Immunities, Dmg Reduction 20/Adamantite, SR 35
Saves: Fort: -, Ref: +14, Wis: -
Skills: Knowledge (Astral, Magic, Religion) +20, Perception +40
Abilities: Str 28, Dex: 14, Con: -, Int: 10, Wis: 10, Cha: 10
Environment: Deep Ethereal, Aether Domains
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Neutral
Advancement: 25 - 50 HD (Huge)
An immense sized, deeply coloured mist.
These living clouds are approximately 30 feet in radius and 10 feet high. Their origin is somewhere in the deep ethereal. They come to prime worlds when summoned by spell casters using a Monster Summoning VII or greater spell. Spell casters must sacrifice a single magical item worth at least 75,000 g.p. which is consumed in the casting.
The only other time they can be recruited, is in the minutes after they have successfully completed a mission, they can be requested to stay and complete another mission if a Diplomacy check of DC 30 is made along with the offering of a magic item or gem worth at least 25,000 g.p.
The Ether Mist has never communicated with any other creature. When summoned their instructions must be exactingly precise, or they will interpret it sometimes with dangerous effects. If they have a weakness, it is unknown to scholars.
The colour of its mist determines purpose, when they have a new mission, they change colour.
Grey - guards an item for ten years; they pursue if the item is stolen
Red - Executioner, summoned to execute one creature on that same plane.
Purple - guards a location for ten years unless password is spoken
Combat
An ether mist doesn’t attack, just like a swarm, anytime creatures are in it’s radius, they are automatically crushed.
Swarming: An Ether Mist automatically hits all creatures that is within their radius. They inflict 40 - Victim’s Touch AC every round acting as a +4 weapon. All creatures affected must make a winded check (Fort DC = dmg taken) to remain fully active. If they fail, they are winded and are able to take partial actions for that round and any round they fail their save when in the misty cloud.
Penetrating Attack: This is a focused attack on a single creature, doing 5-50 crushing damage, acting as a +4 weapon. They can take this attack action even if they are using their swarming action, but only one creature is attacked in this manner. Victims cannot be the target of both the penetrating and double damage attack on the same round. A penetrating attack is most done on the second round, if a particular foe seems to have taken less damage than the others,
Double Damage: The Ether Mist on any round can designate any one creature that has taken damage from its swarming as it's primary target. This primary target must save vs a Fort DC 25, or take double damage from its swarming affect. A Red Ether Mist will always use this special attack on their target. They do not stop their crushing until the target is a blood smear.
Astral Jaunt: Ether Mist can re-enter the astral plane as a free action from anywhere. Any creature in the mist at this time must make a Will DC 33 or be transported to the ethereal plane at the same time. Creatures transported do not take swarming damage in the ethereal. It takes one hour for the Ether Mist to come from the astral plane to a material world, and can only be done in specific locations, such as a wizards lab or church with an active obelisk,, etc.
Immunities: Immune to mind-affecting spells, elemental effects, energy effects, poison, sleep, paralysis, stunning, disease, death effects, necromancy spells or any fortitude or wisdom save unless it affects objects. They are not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or massive damage.
Labels:
Aether,
Beast,
D&D,
D20,
Elemental,
Misc,
Monster,
Nyssa,
Outer Planar,
Pathfinder,
Planescape,
Summon
Subscribe to:
Posts (Atom)