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Showing posts with label Evil. Show all posts
Showing posts with label Evil. Show all posts

Wednesday, 23 March 2016

Strangling Jack

Not specifically a creature for Candyland, but one there in the many farms, a deadly strangling vine that strikes at night.

Strangling Jack  CR 4
NE Medium plant
Init +1; Senses low-light vision, tremorsense 500 ft.; Perception +5

DEFENSE

AC 15, touch 8, flat-footed 11 (+2 Dex, +3 natural)
HP 39 (6d8+12 con)
Fort +7, Ref +3, Will +4
Immune plant traits

OFFENSE

Speed 30 ft. (in patch or the farm) otherwise 10 ft
Melee tentacle vine +7 (1d6+4 plus strangling entangle)
Space 5 ft.; Reach 10 ft.
Special Attacks Strangling Vines +8 to maintain hold on CMB; Cumulative damage (add +1d6 each new round); Up to five vines can emerge, but it can only attack any round and no more than one can wrap around the same victim.

STATISTICS

Str 17, Dex 12, Con 14, Int 3, Wis 14, Cha 7
Base Atk +7; CMB +7; CMD 18 (can't be tripped)
Feats Ability Focus, weapon focus (vine)
Skills Climb +4Perception +5, Stealth +20*, Knowledge (Plants or Farming) +5 Bonus: Gain +8 on stealth checks if not moving

ECOLOGY
Environment temperate forests, hills, or plains (farms)
Organization solitary or patch (2–4)
Treasure none

SPECIAL ABILITIES

Strangling Vines (Ex) Strangling Jack will try to hold and choke opponents. They get +8 to maintain the hold on the second and subsequent rounds. They can attack up to five victims, but they can initiate or respond to only one combatant each round. Victims can try to escape by making a DC 16 Reflex save.  While the target is entangled, its vines also grasp at the target's mouth, preventing the target from speaking or casting spells with verbal components while entangled. When a creature is entangled by this ability, the strangling jack can initiate another vine attack on another creature.

A Strangling Jack is a mysterious and deadly figure in the farmer`s patch, as nobody knows where they originate from. Druids believe they emerge from the patch to kill any "invaders" in the plant`s domain. They have strong choking capability and kill most humanoid figures that appear in their patch at night. Most will leave their farmer and their family alone, as it knows that it needs both daytime feedings as well as their nighttime snacks to thrive.

It appears as a mass of vines, usually attached to a pillar or other outdoor feature. It is only when they make a move to strangle a victim does it roughly take a humanoid-like form. Smaller vines or lesser HD (3 HD) will sometimes take on a vague animal like figure (squirrel or dog) and larger vine masses sometimes form rough imitations of elementals (12 HD).

While evil and insular, Strangling Jacks can be requested to help their farmer or fey neighbours against a shared foe. They may wish to feed, but don't want to be left alone. They can be placated with animal sacrifices as opposed to them hunting intelligent beings. Evil druids like to seek out Strangling Jacks and plant them in their lairs.

Sunday, 20 March 2016

Nighttime Lurker (Bed Horror)

One of my few evil Candyland monsters. They haunt both the mundane world and fairy land, slipping in and out of the Dream and Mortal realms to get their screams, and then slip out. Never had a chance to insert them in my Fey themed game, still gonna run a bunch more fey / dream games so they will be getting to make an appearance now and then.


Nighttime Lurker (Candyland Horror) CR 7
NE Small Sized Fey
Init +4; Senses darkvision 90 ft, low-light vision; Perception +16

DEFENSE
AC 20, touch 14, flat-footed 15 (+5 natural)
hp 60 (8d8+24 con)
Fort +5, Ref +10, Will +8
Immune Fear, Charm, Hold Spells

OFFENSE
Speed 30 ft.
Melee 2 claws +10 (1d8+3/18-20)
Special Attacks: Backstab X 2 dmg

STATISTICS
Str 16, Dex 19, Con 16, Int 11, Wis 14, Cha 8
Base Atk +5; CMB +8; CMD 18
Feats Dodge, Improved Critical (claw), Weapon Finesse, Weapon Focus (Claw)
Skills  Disable Device+8, Escape Artist +8, Intimidate + 16, Perception+16, Stealth+16, Sleight of Hand+5

ECOLOGY
Environment  Candyland
Organization  Pair or gang (3–6)
Treasure   Double

Horrific Essence: Lurkers almost by definition are horrific, not to terrify opponent`s but to make opponents hesitate to investigate them. Their aura is to intimidate in a passive way, granting a forget spell, to details the viewer just saw. This gives NPCs a -6 on skill or saving checks on information skill checks against them.

The Lurker is a small, shadowy fey that excels in hiding away and waiting for opportunities to frighten people. It gets considerable glee hearing children or anyone else screaming and it does everything it can to incite others to flee.

A master of intimidation and stealth, it bides its time until it can maximize the affects. They are just smart enough to appreciate partners and do everything they can to be with stronger creatures for support but not to be beholden to them. The hate repaying favors and will hide away to avoid being caught and forced to abide by their promises.

One of the reasons there seems to be so many lurkers is that their haunting is considered a non-lethal kind, so most times they are not considered to be a big enough threat to pursue. But their horrific essence also limits the capacity for others to hunt them down.  Though not undead, will often act as such, so they pretend to be turned, in order to escape conflict.


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
Small Sized Magical Beast

Init +1      
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.

Wednesday, 13 January 2016

Prestige Class - Cult of the Vine (Unholy Drunks)

Cult of the Vine

Cult of the Vine is a low-level menace found in virtually every city on Nyssa and are especially active in the warmest parts of the domain. They believe intoxication is a divine state of being and most would prefer to be inebriated as often as they can. While not seen as a grave threat, many communities are torn apart by their celebrations. Their history and lack of culture makes other groups find them distasteful. Even worse they have significant connections with evil groups. Their presence does portend significant dangers.  Many lawful groups ban them but do not actively pursue them, trying to make it more difficult for them to meet or gain new members.

They exploit their members to gain abilities to temporarily boost their capacity to enable them to commit acts. Very few common members understand that this group has dark, twisted intentions as most just associate them with wild, fun communal events. Virtually everything they do is to sow mistrust and dissension so the cult and their allies can grow in their power.

Role: To share their love of excess, engage in fun activities and to watch for signs, then report what they see. Most times, it is meaningless, but these cultists always seem to be watching and preparing for a time to strike their foes down.

Alignment: Any non-lawful or good. They are chaotic by nature.

Hit Dice: D6

Requirements: To qualify to become a Vine Cultist  a character must fulfill all the following criteria.

Base Attack Bonus: +1
Skills: Acrobatics 3 ranks and Perform 3 ranks or Knowledge (Religion) +2 and Knowledge (nature)

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Beer or Winemaking) Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering), Knowledge (nature), Knowledge (Religion), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Attack and saving Throws as a rogue

Class Features: They gain no new weapons or armor

Cult of the Vine

1st: Hideous Laughter (1 + 1/cha bonus), Feat, +6 skill points
2nd: Drunken Rage 1/3 levels; Bonus to Poison Saves (+2), +3 skill points, Gain +2 to any ability score
3rd: Share Damage 1; Share a Drink Effect, +3 skill points, Feat
4th: Hideous Shaking, Debauchery 1/day, +3 skill points
5th: Share Damage 3;  +3 skill points, Gain +2 to any ability score, Bonus to Poison Saves (+5 to saving throws)
6th: Drunk Dance (1/day, ten round max);  Hideous Stare, +3 skill points, Feat
7th: Touch of Drunkenness, Debauchery 3/day, +3 skill points
8th: Share Damage 5; Immunity to mind-affects , +3 skill points, Gain +2 to any ability score
9th Share Damage 9;  +3 skill points, Feat, Immunity to Poison
10th: Debauchery 5/day, +10 skill points, Feat,, Gain +2 to any ability score

Hideous Laughter: Afflicts a subject with uncontrollable laughter as per the spell for 1+ 1/cha bonus rounds. Victim can save every round to avoid. DC 10+Caster Level+Cha Bonus

Drunken Rage: The same as a barbarian's rage, except they can only induce this if they are drinking. It takes one round to be in affect. They do not need to be actually drunk, but once they are in the drunken rage, they cannot exit it until combat is over. They collapse for two times the number of rounds spent in rage induced combat.

Share a Drink: This is a ritual that has long been utilized but rarely recognized unless it's too late. Anyone who shares a drink with a cult of the vine member, has a 24 hour reprieve from taking actions against that cult member, equivalent to a charm person spell. There is no saving throw against the effect though magic resistance is effective. At the end of the drink, the cult member usually announces the effect. If the cult member, leaves without making the announcement, then the effect is nullified. If the drinker leaves and they break the social protocol, or they are not otherwise coerced or tricked, the charm effect is still in place. This trick rarely works more than once, although it could work with another cult member.

Hideous Shaking: Afflicts the subject with uncontrollable shaking, causing victims to take -4 to their dexterity, checks and move at half speed. Victims can save every round to avoid. DC 10+Caster Level+Cha Bonus

Debauchery: Cult of the vine members can psyche themselves up to perform acts of vileness or danger. They can add +3 to any wisdom saving throw or  ability check if they can spend one round preparing themselves. They can hold this advanced save adjustment for the next situation that calls for that roll, but if an unavoidable situation happens, they will use that bonus even if its not what they intended. At 7th level they can gain a +4 to their wisdom save, at 10th level this increases to +5.

Drunk Dance: While looking drunk and awkward, they are incredibly focused on completing their tasks.  They gain +6 to dexterity skill checks and +2 to reflex saving throws.

Hideous Stare: afflicts the subject with an impenetrable and uncontrolled stare, doing nothing else for 4-6 rounds. Victim can save every round to avoid.  DC 10+lev+Cha Bonus

Touch of Drunkeness: Victims who are touched, immediately feel inebriated, they begin to sway, talk loudly and take -4 on dexterity or strength checks due to awkwardness, -2 on attacks, (stacks with dexterity loss). They can take one round to calm down taking no physical action, and they can make a saving throw to throw off the drunken effects. DC 10+lev+Cha Bonus

Gain Bonus to Poison Save: Cult of Poison members prepare themselves by building up a significant range of poisons they have build up resistances to. At 9th level assume they have immunity to any poison that has a DC 24 or under.

Share Damage:  Just as the crowd somehow seems to share mindful tactics, those involved in the cult of the vine divide damage among themselves. They pass along damage to other cult members that are within 20 feet, they can pass one point of damage every round that they take damage. They can do this automatically once every round as long as the recipient would not die or be incapacitated by this damage. At higher levels, they can share more damage, but no recipient can take more than 1 damage any round. For example, if they share 3 damage, none of those members would have been inflicted shared damage from a different cult member that round.

Shared Damage 1 Range: 20 ft
Shared Damage 3 Range: 25 ft
Shared Damage 5 Range: 30 ft
Shared Damage 9 Range: 50 ft

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

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

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.

Monday, 30 November 2015

Ogre (Nyssian Racial HD Advancement)

Ogres are brutes that use their strength and toughness to force their way among allies and enemies alike as they have little else to resolve issues.  Most are evil as their hunger or other appetites lead them to commit vile actions, and once they begin to act they are committed regardless of consequences. Despite their low intelligence and charm, they are often accepted into any army as their brute strength and size offers useful skills. Magic or intimidation are the two ways ogres are usually led - they understand little else.

The very few non-evil ogres are individuals that were somehow separated, whether by choice or accident, and found allies that encouraged a non-violent expression of their hunger and other tendencies. Fey in particular will sometimes capture an ogre and charm it for several weeks trying to show it another way, before releasing it and hoping their efforts have subtlety influenced it to become a willing ally.


Ogre
NE Large humanoid (giant)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE
AC 17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5 natural, –1 size)
hp 30 (4d8+12)
Fort +6, Ref +0, Will +3

OFFENSE
Speed 30 ft. (40 ft. base)
Melee: Greatclub +7 (2d8+7)
Ranged: Javelin +1 (1d8+5)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Base Atk +3; CMB +9; CMD 18
Feats Iron Will, Toughness
Skills Climb +7, Perception +5, Knowledge (local)+2 , Profession +2, (Any One); Survival +2
Languages Giant

ECOLOGY

Environment temperate, cold hills or forests
Organization solitary, pair, gang (3–4), or family (5–16)
Treasure standard (hide armor, greatclub, 4 javelins, other treasure)

Advancement
5 HD   +2 Str or Con; +3 in skills; 1 Dmg Reduction, Lesser Feat, Rage
6  HD Increased Natural Weapon Damage (1d8 Claws); +1 in Natural AC, Lesser Feat; +3 in skills
7 HD +2 Str or Con; +3 in skills; 2 Dmg Reduction,  Lesser Feat; +1 in Natural AC
8 HD Increased Natural Weapon Damage  (1d10 Claws / 1d4 Bite); Roar, Lesser Feat, +3 in skills
9 HD +2 Str or Con; +3 in skills;  4 Dmg Reduction, Advanced Feat
10 HD +2 Str or Con; +2 in Natural AC; Leader's Fury, Advanced Feat, +3 in skills
11 HD +3 in skills; Increase Natural weapon Threat Range (18-20), 6 Dmg Reduction, Adv Feat
12 HD +4 Str & Con;Increased Natural Weapon Damage  (2d8 Claws / 1d10 Bite); +7 in skills; +3 in Natural AC, Advanced Feat

Rage - As per Barbarian's Rage ability; (1+ Constitution Bonus / day)
Roar - Instill Rage in other creatures that can hear their screams (2 / day)
Leader's Fury - Lesser allies will be influenced by the ogre's rage by being in his presence and witnessing his fury (2 + Charisma Bonus / day)

Typical Skills: Climb, Perception, Knowledge (Local, Geography, Nature, Tribal), Handle Animal, Profession, Survival

Lesser Feats: Power Attack, Power Swing, Natural Armor (+2), Improved Initiative, Frenzy Rage, Rage

Advanced Feats (Higher than 8 HD) Imp Natural armor (+4), Improve: Intelligence, Wisdom or Charisma by +2, Speak other Language (local), Increase Critical, Stunning Head-Butt,

Few Ogres advance in HD or levels above 12 HD.  Those that do typically advance as barbarian or fighter class. Ogres cannot take non-racial levels until they complete the listed HD.

Tuesday, 27 October 2015

Night of Masks (My Halloween Game this year)

This was my Halloween Game this year, played at a local Meet-Up event. It was a fun but rushed game. I tried to put enough of the story down here, and some broad notes that you could potentially use some of the ideas here.

The basic idea is an evil spell-caster is attempting to usurp a yearly sacrifice to regain his power - he has kidnapped the intended sacrifice for this years event. The PCs should be strangers to the town, as all local law enforcement can't seem to find the young woman. But once they start, it's all downhill from there, and pretty straightforward to complete. Some of what I found when I ran it, I added between asterisks. *

Night of Masks or My 2015 Halloween Game

A. Background & Contact
B. Golden Hounds
C. Tower and Minor Golem
D. Evil Gargoyle Watchers
E. Lawful Dwarf Guards
F. Stairs
G. Small Room
H. Manacle Room
I. Chain Devil 
J. Locked Door
K. Trap Passageway
L. Rape-y Statue
M. Prisoner, Petitioner and Gug (Big Bad Monster)
N. Mask Party and Resolution with Mastermind
O. End

Background: Night of Masks is a Halloween like holiday, in which the participants dress up and are free to break all vows, it has a dark history. Each of the local village towns in the farming Flatlands provide the names of the willing young ladies, one of them chosen during the harvest fest and after a year of living in luxury they are hung to appease the dark spirits. If the dark spirits are not appeased, legend has it that dark monsters will be freed, and will cause chaos and destruction. Something has gone wrong this year, as six days ago the young lady was kidnapped - the town needs to find their sacrifice as there is only three more nights until the Night of Masks.

Contacted by town agents, Nurther (9th level Knight) and Lady Bazznika (12th level Cleric) who have asked the party to meet them privately at a bar. Both are dressed up in fancy party regalia, and ask the party to help find a missing young lady, the annual blood sacrifice. They don't know who could be responsible, as everyone in town could potentially be victims if the spirits are unhappy and their pact is broken. The only thing they know that is different are the golden hounds (blink dogs), a beloved dog that has helped the region in the past is now here in large numbers. (Wildlife DC Low). This town is infamous for their crypt of Lord Volonez, an insane wizard who could summon unworldly creatures. Lord Nurther commands the guards at and near the secret grave all year, he highly doubts it could be him. 

Just outside the pub is a group of small-sized, sleek white dogs with golden streaks called Golden Hounds. They are well known but they rarely stay in town for long. If approached will be peaceful, will bark answers to yes, growl for no. Will not lead them to the Tower during the daytime. One dog accompanies the party.

Large tower, on the edge of town overlooking a few boarding houses and some bad taverns. Once the lair of an infamous wizard, Lord Volonez, now it's little used but always watched. Local rumors tell of winged figures haunting the place at night, it's significance is unknown.

If the players approach the Tower windows (50 & 125 ft), they will be attacked by four gargoyles. If PCs are not using magic devices, they will do significantly less damage.

Next stage depends on if they enter thru the top (Gargoyles) or the bottom windows (Golem.) The main doors are locked, they need to knock loudly and request entry, possibly making a diplomacy check. If they come in any other way, they will quickly be attacked by the Golem who will throw blood globs at them. 

The upper areas of the town are demolished, doors broken and every piece of art, destroyed. Slogans about various warlords are spread large across the walls. Small campsites in disarray, destroyed weapons. Freshly killed impaled bodies...which is extremely unusual, probably against the law, especially given the elaborate funeral rituals that happens to ensure undead do not arise. **not used**

A small contingent of 8 Dwarves are stationed near the main stairs, sitting around a table, drinking and playing cards. One of them stands, giving an official greeting, the SR officer is old, sleeping, passed out. They refuse to accept the story about gargoyles in town and say nothing else is here at the station or post. They tell the group they can search the upstairs to see if there's anything around. If they go down the circular stairs, they are warned there are creepies down there but nothing that comes to the surface.

The next level is around 1000 feet down, the stairs are well built, every 12th stone has a slight glow, just enough to see the steps. Lanterns can be lit with a light spell but all of them would be for 300 ft. (Note the stairs only go down - going back up reveals the stairs don't go back up to the top.) **One of the players made a risky choice of sliding down, very fun scene!**

They come to a small room, ten feet around, with a doorway and signs of a door bust through. A short passageway leads to a large heavy door. Locked, (Difficult to open) but with a peering window reveal a much larger room, filled with a dozen manacles on the walls...two of the chains have people.

If they go in, they see more manacles and five people in total, two ladders going up on the opposite wall, and a large double set of doors locked by chains. Looking up, they will see large windows on the ceiling but it shows cavernous walls outside. One ladder goes to a set of locked doors, sealed by a holy glyph the other to an area previously locked, that opens to a room filled with bodies of beasts hanging upside down, covered with glowing runes. In the primary holding room, around 200 hundred feet around, only one of the prisoners was male. The only one still barely alive though is a middle aged woman, badly bruised, unconscious. After they approach the fourth body, a grey circular light flashes, then 3 to 5 gray skinned humanoids appear, with chains dangling from their bodies. A smack down should ensue. (Use medium level outer planar monsters, such as Kyton.)

If they use magic to work awaken the girl, she tells her tale. Her name is Fanara, who works at a tavern, well outside of town. She was kidnapped by gnolls during a raid and she believes she was sold to a vile necromancer, who wore a hood and commanded a bunch of silver winged undead. She remembers awakening here with two dozen others, lots of screaming and tears...individuals taken, experimented on. Slowly the others died, she knows little else. If asked what did they do to her, it was drink poisons...they were always so much vomiting. Those who died, had their arms explode in vermin.

The characters can try to go back but the stairs apparently don't go up to the top, they are a few hundred feet shy. They are forced to go forward, the double doors are next. Not locked directly, but a heavy chain wrapped around the doors. If the characters touch the chain they will be shocked (3d6 Low Level Save) save for half. A character must willingly grab the chain to remove it. If the players use any means to disengage the chain, save again for 10d6 damage (Medium Level Save). 
  **took dmg then defused it**

There are heavy tracks, lots of rope, much of it chewed on. Going forward the floor drops, anyone falling takes 7d10 dmg (half if low acrobatics DC is made). Once the floor drops it is stable for 2d6 minutes. If anyone drops, they are in a area made of the bones of the dead, snakes are coming towards them. They need to put a weight down, then if a rope is lowered they can climb up or just wait until the floor drops again. **reworded this scene that game night, monster tentacles grabbed from below. The party took cultist cowls to go through. The scene took too long, should have stuck with what I had written.**

Going forward they come to an oddly decorated room, with the decor of naked people fornication with demonic beasts being bitten with blood spraying out. In one corner a small group of piously dressed but blindfolded humans walking thru the scene, there. A huge statue of a demon with robes and many hands, but seems to be decorated with blood. Anyone with religion / religious leanings must make a will save as they have images of gratification against the statue and those failing will have dreaming delusions of fornication with the statue. **one of the players got right into it, she had fun. Good scene.**

A cleric detects evil from the entire room. The players should realize the bleeding person in the montage is offering their blood, this scene shows someone must provide a blood sacrifice, inflicting 25 unholy damage. If a religious check is made they will know that this damage can't be healed by clerical spells or magic. The statue takes no damage from spells or weapons. They need to follow the instructions, with someone willing to submit to the beast, with the rest of the party blindfolding or looking away. The characters will hear her tears, her screams and a demonic laughter and the louder pitch. She is drained 25 HP but only 5 of that is unholy damage.

Once the blood is given, another passageway will appear, they will go down further and see an arena with even more walled manacles and a center hole, around it are 9 dark robed individuals chanting. One hooded masked figure on a large raised dais, a figure dressed in green chained beside him...is the victim they are trying to save. **Party took the time to plan, very good planned actions for them.**

The chanting cultists turn to face the heroes but as they do a huge gray arm comes out from the hole. As the bestial form emerges, their chanting increases, what does the party want to do? Large, furry monster, head opens its maw on the top of its head their elbows split, two arms on both sides. When enough of the handlers are taken out, the BLBG will emerge. If the party approaches the dais, Volonez will go out a back door.

They must face the BLBG beast who tries to demolish them, battle should be heroic as the beast uses awesome blow to beat them down. When completed, they should be exhausted. They approach the chained victim, unable to get her out of the chains. She is pleading with them to get her free. They know that they cannot cut her out, she must be whole before the ceremony. They cannot pick the locks or break them...The only chance is to find the Lord Volonez, who has the keys. **two party members chase after Volonez, I dumped the fight making it much easier..warrior and cleric took him on and the rogue tried to free the enslaved woman.**

When they go after him, they lead up first into a proper dungeon, then a well lit area, then into a huge wine cellar, from there to another set of stairs, until finally a huge formal dining area inhabited by four hundred or more masked party goers, all enjoying the Night of Masks fete. As soon as they enter, immediately healed then given buffing spells, contacted in their minds by Lady Bazznik ...she will ask them: Why are they here at the Gala? What do they need? They see her in the same dress, with her knight very close by. There are dozens of other soldiers in the room, you know they are loyal to the lady that will assist when needed. Did the players pay attention? (Perception roll to see if they remembered.)

Lord Volonez pays close attention to the goings-on, back to the wall. He has some allies here but he knows he is heavily outnumbered. He has knowledge but is unable to cast spells in his current state which is why he needs to spoil the sacrifice to begin his rebuilding of power. If not spotted, will use a distraction to escape. During the distraction only if players are paying attention do they get a chance to foil his escape and confront him. They can stop him in an alleyway and attack to kill him where he reveals what he is - can they get the keys?  If they are able to kill him, he breaks apart into a colony of thousands of bugs and insects, it is only his pure malevolence that binds this creature together. 

**My plan was ruined, as the rogue was a few steps behind Volonez...pointed him out at the party. The spell-casters blasted...him down. We were running out of time anyway, and since I didn't note that the door Volonez was running through should be locked, I wouldn't have felt right about changing it. **

Ending

If they are unable to capture Volonez, describe them going back into the dungeon, still being unable to break or open the locks holding the victim. Lady Bazznik then gets the PCs to help guard the victim until the Night, when two sacrifices are done, the public one solemnly witnessed that happens for the crowd. and a private one, in the sewers, done with a crying, desperate pained sacrifice. She has a tattoo that heals her, so the rope breaks until a chin is used, all the time crying out in despair and pain. This is intended to be an horrific scene that you may want to just rush through.

Regardless of what happens, the PCs should have made a few decent allies that can potentially lead to more missions.


Monster Listing

Gargoyle = Low Level Flying CR
Blink Dog = CR 2
Low Level Golem CR 4 – 6
Medium Level Bad Guy = Kyton CR 4
High Level Bad Guy = Gug or a 12 HD evil outer planar
Mastermind Bad Guy = Volonez, a Worm that Walks, stats below.

Worm That Walks: AC High, Saves as a 10th lev Wizard; Immune to critical attacks, Dmg Reduction 15/-,Physical Attack: Insect Engulf 3d6 dmg; HP 90; One magical Atk Bolt of shadows +10 to hit / 3d6 evil dmg - he can cast once a round.

Volonez was a high level evil wizard but was killed while committing his crimes. He needs to ruin the purity of this sacrifice, to grow in power, perhaps enough to reclaim his body. His spirit infected a pile of insects to carry his soul, but will only have his full spell-power once he reclaims his body. 

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

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.



Tuesday, 29 September 2015

District - Sea of Stones

One of my districts that I have used in many games.

Sea of Stones

An area in the South East naturally protected from the cold, containing the only known large body of unfrozen water. A tropical temperature dominates with jungle environments found on many small islands that dot the region. It is also the last living vestige of the Hembrian Empire, the people blamed for bringing the Great Winter to the land. Those who live here best exemplify the ancient traditions, both good and bad, of the lost people.

Two main nations exist, Tharon & Lazell, each represent an extreme opposite outlook. Lazell is ruled by a mix of clerics and knights, voted into power by all of the citizenry. Isolated to one island, they represent an ideal as they are the only known location that has a compliant dragon population to help keep them safe. They do not accept an influx of refugees or visitors, only those of noble heritage or those of extreme wealth are permitted to reside here, outside of their citizens. 

The strongest nation, certainly in terms of size and population is Tharon, a human empire ruled by wizards, according to the ancient Hembrian customs. Everyone in Tharon society belongs to a caste; wizards are on top, followed by knights, priests, nobility, soldiers, guild-men and serfs. Each has a distinct set of responsibilities, but only the male wizards truly have power. Most bureaucracies in Tharon are determined by local counsel, and controlled by a family clan or house. Both the clan and bureaucrats keep these lucrative positions for as long as they prove successful.

The eldest male wizard has complete control of their noble house if they can manage it. If they cannot, family members may kill them without political or criminal consequence. Family issues are considered an in-house problem, and only failure of duty brings official prosecution. In fact, the eldest son is required by tradition to kill their fathers to grab the ring of power. The fathers do not resent them for trying, only for failing to do so. It is a weird power game that most non-Tharons fail to grasp. Fratricide is common, as positions within the family are also fought for as is the political connections for specific bureaucracies. Women, as a general rule are outside the political arena, thus, they are not prey to the same kind of machinations. However, once women throw their hat into the ring, they are fair game. Most women do not however play these games, many prefer to work behind the scenes to get wealthy rather than for pure power. Others try to gain power by getting involved in the church of Keran.

Beyond this, while other Tharon nobles cannot directly use force to gain new positions, there is much bloodshed and sponsored violence to eliminate other threats and failures. Those playing this game must be careful, for while murder in the family is ignored, between houses it is not; and failure is punished on both the individual and the house.

On a wider scale, there are seventeen districts each ruled by a Lord, and each has complete authority in their region. While district competition is rife violence is frowned upon the High Counsel. Each Lord has the requirement to attend the High Counsel at least three times a year where regional disputes are settled. They elect a High Lord, who essentially acts as a judge between the regions, and has direct taxation powers. The High Lord has, in theory, complete authority but there have been times when these kings have been silently replaced if they fail to act in the best interest of the Tharon people. Of course, those who try with a coup must make sure they are successful, as those who fail lose more than their power.

Knights fall under the auspices of the local houses, while not officially the power-arm of the nobility they are often treated as such. There are three kinds of knights; lesser nobles who fail magical training, guild-sponsored knights who serve a specific purpose for a special group, and lastly, military knights who arose from successful service in the military to be awarded their positions. All three types are in a given bureaucracy and serve their masters with great autonomy. Violence between knights is forbidden. The only way to grow beyond this position is through valuable service.

Priests are next on the line of power, but they serve a very limited function of succor, aid and advice. While in previous times, the priesthood could also serve as nobles, this was taken away as too many Keranic priests used their position to serve the church before the needs of the nation. With this being said, most family members do try to sponsor a few clerics in addition to their wizards, as it is useful for the house armies to access the healing and prophecy capacities. Most families tend to worship two or three of the powers, and make sure that some of their family members are in the hierarchies of these groups. Women, in particular are asked to serve and almost 65 % of all clerics are priestess. Often the youngest sisters of powerful older brothers in line for the knife…or ready to backstab the father are asked to serve. Sometimes, however, these priestess’ realize the futility of the entire Tharon power structure, and turn away from their family and their role, which is an utter disgrace to the house. Another role the priests serve, especially the lawful ones of Casna, Zalia, and Keran is to act as judges between houses in times when the local lord does not have to get involved.

Next are the noblemen and women - most serve charities or non-military functions. This is probably the most ignored and safest positions, as there is very little violence for those who don't seek power. Left alone, they help guide the nation in their quiet ways. They are always encouraging trade and communication between both the island districts and various races. They are one of the few groups that can hire independent soldiers, body guards and bounty hunters as long as things are recorded in the bureaucratic towers. They are one of the few groups to have strong non-family connections, so knight, wizard, priest and guild-man all have a few nobles as comrades, ready to bribe to sway things their way.

Soldiers and guild-men are next, and these form the bulk of the lower classes. They do every role except for farmer, which is usually reserved for tenderfoot slaves. Guild-men in particular while having no significant rights do have great chance for wealth if they are cunning or just lucky. Commerce is open in Tharon, and while they can not compete with a Noble House directly, what often happens is that two or three Houses tear each other apart (either literally or just in business) while the lower guild-men come up through the middle, having a fine business in dealing with the non-nobleman. Business is cut-throat and many guilders like it this way, as Nobles are just as busy with politics to realize what is going on. An even more so, due to the strict Tharon laws, many items are expensive and there are vast amounts of crowns (gold coins) to be made with smuggling.

Soldiers serve either in a bureaucracy or serve as part of a house’s standing army. Their lot is cruel; they get paid little and asked to risk their life constantly. Many flee, and willing to risk their lives among the pirates and monsters of the seas as sailors, than serve in a death march. For those who survive, the chance of becoming a knight with a lower house and all the privileges awaits.

At the bottom of the soldiers are two forms of scum: sailors and slaves. Sailors are treated as miscreants in Tharon, there to serve on the waters and be tucked away in the worst areas of the cities. They risk their lives every time they go to sea. Their pay is significant, but then again it has to be to get anyone in the open water. When they are on land, they live to drink and whore and waste their lives with jube and crake…and then when out of coin, to go back to the sea. This is actually the only half way decent life an elf can make officially in Tharon; usually they are killed when coming into the Common. But this is also a great way for criminals and escaped slaves to make a living.

Below even sailors, are slaves, or better put anyone other than human, dwarf or Minotaur. Tharon are slavers and do not give these non-humans full rights. Tenderfeet have an open bounty for capture. Elves are usually killed on sight, unless they are under a sea captain. Anyone else, they are usually captured, imprisoned and if they are not found to have a useful skill, are put to work in the fields. This is their life, unless they can escape.

Dwarves are the only race to have full rights within Tharon, and one of the reasons is that Tharon need the political and commerce connections that many Dwarven nations can provide. They are seen as guilders without guild, and do not need papers to walk freely in the cities. Many cities in fact have Dwarven ghettos, or the largest, actual embassies. Dwarven knights and mercenaries, while having no place under Tharon law, flourish for the same reason as guildmen - they can be trusted to do their job, and not betray their employer for wealth or prestige.. 

Minotaurs were the only significant threat the Tharon Empire ever faced. (Lazell is a political & philosophical enemy, while they may have fought skirmishes, they have never been at war.) However, more than five hundred years ago, after a millennium of war the Tharons finally won. They respected the Minotaurs for their strength and battle prowess, and rather than reducing them to mere slaves, they created a place for these hulks in their society. As spell-less creatures, Minotaurs serve a unique role for the nobles, body guards, without the usual fear of magical reprisals. Those who grow to maturity serve the nobles directly for significant pay. 

Laws
Taxes: Paid once a ten-day, depending upon role. Reasonable rates; most pay with service not coin
Prostitution: Officially sanctioned; much cheaper and non-reported in port areas
Weapons: Soldiers and knights only. Sell-swords only with a mark of standing.
Jube and other drugs: officially banned, but readily available in port areas
Magic Items: officially banned, many are readily available
Necromancy: banned, ruthlessly enforced by Jackalla who also hunt undead
Slavery: Any non-Tharon human or dwarf; without a Mark of Freedom, can be seized for service 
Thievery: Imprisonment or loss of rights.
Psionics: Banned and imprisoned/killed on sight
Wizard Spells: Rigidly controlled. Non-Tharon Nobles will be arrested on sight.
Clerical Spells: Taxed 300% at any obelisk or Temple
Sorcerer Spells: Treated the same as clerical spells
Gambling: Open; but no official guilds
Duels: Only soldiers, knights, men of standing and nobles. Note it is illegal for a non-noble to duel a noble unless it is sanctioned during Sword Day. This is the only way to legally kill a noble.

Style: The Sea of Stones is reminiscent of the Greek islands during the days when their city states ruled the Mediterranean. In terms of the military, nothing comes close to threatening their rule; while the green elves, giants, and lizardith harass the fringes, they are insignificant challenges to Tharon dominance of the region.

The greatest danger nobleman face is internal, as the rich and powerful outwit each other for wealth and favor. While there are many laws that prevent virtually any danger or vice, corruption is rampant, many cities have marketplaces set up to cater to the needs and whims of the criminal element. Assassins, poison, black magic, and even marks of authority or nobility are available without too much effort. Nobody acknowledges what lurks beneath the veneer of Tharon society.

Officially, adventurers exist to protect the borders, but many make their living by facing each other in the alleyways at night, sneaking into their rival houses, sabotaging trade or even planting evidence of betrayal. For those that can play the game, there is much profit to be made. The two side activities are pirating and adventuring in the desert Pharonic lands where there seems to be an endless supply of riches to find. Nobles lead in both of these activities, sometimes publicly but most often quietly. Virtually every noble house has at least one pirate ship, and they attack their rivals, especially traders in other districts. As long as cities are safe, and are not invaded, the royal houses allow the petty nobles to play their games.

Coin is not the most important tenet of Tharon society, but it is critical. Nobility understand that wealth is a means of showing and acquiring power. Territorial gain is exceedingly limited, as to the south the phastian desert lies, to the north and east – the wasteland, and to the west, the Endless Sea itself. So, those who provide tribute, are the ones who keep the favor of the royalty.

Tuesday, 8 September 2015

Nyssian Creature Listing


One of my favorite things about gaming is the creation of both the story adventures and monsters, well, especially the creatures. I have so many new, different or just modified creatures that I will make up on the spot. Others I have been using for a long time, some more than 20 years.  Others, are creatures I thought of and wrote up just for my blog posting. In case you want to peruse, the listing of what I posted to the blog over the last few years to this game blog are below. Many more are to come!

(A) Alt Creature - Nyssian Version of creature
(B) Base Race - Generally open to players
(C) PC Race - Open to players but not at lower levels
(F) Fan devotion

1 Jahlen - Golden Horned Ram Humanoid   (Horn Kin)                                                 (B)
2 Charr - Barbarian with supernatural tribal weapon                                                       (B)
3 Nyssian Piercer                                                                                                              (A)
4 Purple Owl - Favoured Creature of Lawful Forces
5 Leaf-Kin, Children of the Forest                                                                                   (C)
6 Medusa Elder - More snakes, more spells                                                                     (A)
7 Phaetox - Flame Winged Phoenix Humanoids,  Unable to tell lies                              (B)
8 Shal - Enhanced Lizardith-female
9 Nyssian Imp - Long-Tailed Imp                                                                                    (A)
10 Chaonaos - Orb of Magical Chaos
11 Nyssian Troll                                                                                                                (A)
12 Clockwork  - Golem Like Intelligent Machine                                                            (C)
13 Snow Nymph                                                                                                                (A)    
14 Nareg Gargoyle                                                                                                             (A)
15 Cat Sphinx - Common pet, smart and magical
16 Wooren - Furred, Strong Armed, Noble Savage aka wookies
17 Gammorec - heavy-set, green brutish thugs  aka Gammorean or Alt Orcs                   (A)
18 Jawatha - Desert bandits & Traders - Jawas
19 Tuthken -Desert Nomads & Raiders -Tusken Raider
20 Primal - Racial Animal Humanoid   aka Lycanthropes                                                  (A)
21 Nyssian Leprechaun                                                                                                       (A)
22 Ter Falcana - Magical Avian
23 Fae-Nom:  Faerie Race                                                                                                   (C)
24 Necrites - Undead Character Race                                                                                  (C)
25 Shandar-Kai - Shadowy Urban Fey
26 Favoured of Keran -  Warrior Servant of an Evil God
27 Lego d20  - Small-sized block humanoid                                                                        (F)
28 Lizardith  - Lizard Man PC                                                                                              (B)
29 Vottinna - Blue Skinned, Magic-Item Destroying Humanoid
30 Elemental Options - Pick Your Own: Plug and Play Beasts                                           (A)
31 Charity and Hopes - Angelic figure spreads goodwill with magical butterflies
32 Giff - Heavy Hippopotamus Humanoid                                                                          (A)
33 Abandoned - Lost Dabus, From Planescape, surviving in mortal lands                          (A)
34 Cenobite - Cool Horror Movie Monster                                                                           (F)
35 Skin Devils - Ability Score Thieves
36 Tenderfeet (Nyssian Halflings)                                                                                        (A)
37 Tame -  Avian Headed Noble Creature with artistic bent
38 Sharavan - Pleasure Genie
39 Minion -- Communal Yellow-Skinned Golem-like Servant                                            (F)
40 Rogue Modron - Abandoned Visitor from Lawful Worlds                                             (C)
41 Corona Salarius - Magical Aura that helps adventurers
42 Sand Dwarves (Zinth) Dwarves whose magical abilities revolve around sand               (B)
43 Spawning creatures and their never lonely Creator Mistress
44 Orynix - Gazelle Humanoids (Horn-Kin)                                                                        (B)
45 Nyssian Centaur                                                                                                               (A)
46 Orange Slaad                                                                                                                    (A)
47 Nyssian Beholder (Black, Blue, Gold, Purple, Red, Black)                                            (A)





Saturday, 29 August 2015

Mortal Slaad (Orange Slaad)

Many of the things that I create could potentially be used for PCs, especially in short-term games or one shots but not this one which is purely Monster Material. This is a savage creature, created when the bloody ooze from a slaughtered Red or Blue Slaad infects mortals on Nyssa. Unlike many creatures I create, this one is intended to be infused by chaos or unbalance, so it's not necessarily a "bad guy" just never a nice or fully sane one.

Mortal Slaad (Also called Orange Slaad)

CR 2
NE        
Init +2; Perception +3

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 natural AC, +2 Dex)
hp 13 (2d8+4)
Fort +4, Ref +5, Will -1

OFFENSE
Speed 30 ft.
Melee Claws +4
Damage 1d6 + 2
SR sonic and acid resistance 5

TACTICS

Morale 15

They are wild and savage in combat, taking no time to leap into battle to tear their enemies apart.

STATISTICS
Str 15, Dex 14, Con 12, Int 8, Wis 8, Cha 7
Base Atk +4; CMB +4 CMD 16
Attacks: Claw 1d6+2, or two attacks at +1 attack doing d6+1 each
1d10 skills 1st to 4th levels; 1d12 5th to 7th; 1d8 points 9-10
Feats: 1st, 2nd, 4th, 7th, 9th, 10th

Feat: multi-attack (claws)
Skills Perception +3, Acrobatics +5, Survival +5, Escape Artist +8 (Bonus +4 to their escape chances due to their oily skins.)
Languages: Choose any two: Minotaur, Dwarf or Common
Environment   Warm Swamps or Deep Caverns
Organization   Gang (4d4) at lower levels (1-2) at higher levels
Treasure          Quarter

Mortal Slaad are things of chaos and madness that should not exist on prime worlds. The few experts who have studied them believe they were previously humans that were warped into this variant of the chaotic slaad by exposure to the slimy ooze containing their microscopic eggs when a Red or Blue Slaad were killed on a mortal plane. Most are hatched in groups of a dozen or more pods, sticking with each other as a frenzied hunting family group. 

They are a disturbing sight, a mixture of a large orange frog with human features. Their eye stalks are high on the head, their arms are too long for their body with stubby legs that are for a far shorter beast. They seem to have multiple hearts and other internal organs visible on the outside of their bodies, most of these are non-functioning but some beat at random points during the day. Their body secretes slime when they are nervous or excited which happens to be most of the time.

These creates exist in wet, slimy spots - usually dungeons and swamps. They often reside in small numbers, usually less than ten. At lower levels, they work together, hunting and collecting things. At higher levels, they rarely work with each other, as jealousy often results in fratricide.

Most seek to get into the outer planes to join their perceived kin. The few who reach the outer planes, usually die quick and alone as the other Slaad barely recognize each other as kin let alone this warped variation.

A few who don't end up on the planes, grow in enough wisdom to seek other goals. Often they ally with non-good and non-lawful creatures for power and to revel in destruction. Higher level slaad use their ability to transform into oozes to sneak into lower dungeon levels or escape if ever cornered.

Racial Level Advancement

Gain +6 skill points every level

Typical Skills: Acrobatics, bluff, craft, disable device, disguise, escape artist, knowledge (planes, dungeons, geography, religion), perception, spellcraft, stealth, survival,

SR: 5 at 2 HD. Gain +1 on SR by HD or character level.

Feat Levels: 1st, 2nd, 4th, 7th, 9th, 10th levels

2 HD +2 to natural AC, sonic and acid resistance 5; Immune to Acid, Claws dmg 1d6; +12 skill points; Str, Dex, Con (+2); Wis & Cha (-2)
3 HD Fast Healing (Swamps, underwater, underground) 1/5 rounds, +1 to AC
4 HD +2 to any 2 abilities; align weapon chaos, Gain Multi-Attack (Gain bite attack); Spray Poison 1 / ten minutes (DC 14, Slimy skin, -4 to physical ability checks), +2 to AC
5 HD +3 on saves vs chaos spells or affects, Infuse confusion by touch -  Fort DC 16 (lasts d8 rounds)
6 HD +7 on CMD, claws 1d8, dmg reduction 7/lawful, +3 to AC
7 HD +2 to any 2 abilities, Transform into lesser ooze 1/2 HD
8 HD Align weapons (claws 2d6 extra dmg, 4/day), Spray Poison 1 / 3 rounds (Fort DC 18, Slimy bones, -7 to attacks, lasts 6 rounds)
9 HD Constant Non-detection, Sonic Resistance 26, Immune to Madness spells and effects, dmg reduction 13/lawful, +2 to AC
10 HD Transform to Greater Ooze; Claws 3d6; align weapons against non-chaotic creatures (claws + 3d8 extra dmg, 4/day); +3 to any 3 abilities, +3 to AC

After 10 HD they increase in fighter, rogue or sorcerer class levels. They cannot take these levels until they are a fully grown Slaad

Lesser Ooze: Medium Sized Puddle, Move 20, AC +6, Atk -, SA Acidic Touch (1d6), SA submersion (3d8 / rnd), Saves: No Change, Two rounds to complete change

Large Greater Ooze: Move 40, AC +12, Atk Pseudopod (touch), SA Acidic Touch (3d6), SA submersion (8d8 / rnd), Saves: +5 to all saves. One round to complete change