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

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

Thursday 14 May 2015

Cenobite

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

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

Cenobite

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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