Blog Archive

Showing posts with label Fey. Show all posts
Showing posts with label Fey. Show all posts

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.

Thursday, 28 February 2019

Chavon (Wild, Jungle or Green Elf) Green-skinned & haired wild elf

These are the Jungle elves native to the Sea of Stones location in my game world. Seen as savage by settled peoples, as they disdain organized culture or societal trappings.  While allies say they reject anything that brings harm to the environment, others say it's just as much about boredom and repeated foibles. They ally to those who adventure and fight the same causes as themselves. While many have magical skills they are more renown for their skills with bow and forest subterfuge.

Chavon (Jungle Elf)

Medium Size Humanoid
Hit Dice: 2d8 (10 hp)
Initiative: +2
Speed: 30 ft
AC: 16 (+2 Dex, +4 leaf armor), 12 touch, 12 flat-footed

Base Attack/Grapple: +2 / +2
Attack: +5 Bow (1d6) or +2 Short Sword (1d6)
Full Attack: +5 Bow (1d6) or +2 Short Sword (1d6)
Space/Reach: 5 ft / 5 ft

Special Qualities: Chavon Traits
Saves: Fort: +2, Ref: +3, Wis: +1
Abilities: Str 12, Dex: 15, Con: 10, Int: 12, Wis: 10, Cha: 13
Skills: Climb +4, Perception +5, Perform (Sing and Dance) +5, Hide +5

Feats: Weapon Focus (Bows)
Environment: Sea of Stones
Organization: Hunting Party (11-20) or Tribe (100-400)
Challenge Rating: 1+
Treasure: Standard

Alignment: Usually Chaotic Neutral (40% tend toward Good)
Advancement: By character class
Level Adjustment: +1
Base Level: 2 HD, Typical NPC Level 5-8 HD

Your compatriots are already dead, pierced by a dozen arrows from this deadly green skinned archer.

Slender, green skinned elves that live in the jungle forests of the sea of stones. Most wear green camouflage clothing or cloaks covered by leaves and other foliage to better their subterfuge. Most have dark green skin, and light green hair.

Elusive and extremely chaotic, they shun laws or anything else that attempt to control or enslave others. Their society rejects permanent settlements preferring to live as nomads, in harmony with nature and their animal cohorts. Most tend to be vegetarians, but they as a society allow the individual to choose - this is the same as all other important life choices.

Their enemies call them savage but their allies see them as a graceful and loving people who openly display emotions and never hesitate to fight for the causes they believe in. The Chavon don war-paint, leafy armor and sing wondrous battle cries before combat, after combat or when involved in any major activity.

The Chavon have many more children in comparison with other elven-kin but oddly baby elves have never been seen. Many outside the tribe believe the young are the spirits of the fallen reincarnated within the forest, another theory is that they are actually plant humanoids and are grown in the ground as pods until old enough to walk. They will often welcome the children of allies or even their foes into their tribe, until they are claimed or ready to make a decision. Chavon strongly value the option of choices over any specific one.

One of the few elven peoples that have both barbarians and spell-casters in their families, most societies tend to go one way, but the Chavon believe it is best for the individual to chart their own course. Their light green skin is a result of both their eating habits and rituals - most go to a dark tan if removed from their jungle environment. Lighter skinned elves will change colour if they live with the Chavon and follow the same rituals, tactics and eating habits.

Combat

Chavon have many tactics, but they often mesh illusions, animal companions with the use of their
bows for lightning fast guerrilla strikes before retreating to safety.

Chavon Racial Elf abilities by level:

+2 Dexterity, +2 Charisma, –2 Constitution: Elves are fast in body and spirit, but their physical form is weaker.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment and illusion spells and effects.

Elven Sharp-Eye: Elves receive a +2 racial bonus to confirm critical attacks on archery style attacks

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows, longswords, rapiers, and shortbows, and treat any weapon with the word "elven" in its name as a martial weapon.

Languages: Elves begin play speaking Common, Fey and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Gnoll, Gnome, Goblin, Minotaur, and Phaetox for any extra languages

Optional Bonus for all Chavon *
1st level: Treat as fey if a spell or effect is beneficial to fey, otherwise as humanoid
1st Level: Immune to charm person spells
1st Level: Gain +5 on Perform or Stealth Skill Checks
2nd Level: Jump (level X 10 ft; total excess distance they can jump per day)
3rd Level: +1 / level to survival checks in Jungle Forest  
4th Level: Cat Climb & Cat-Fall (level X 20 ft / HD); +3 to confirm critical attacks with bow
6th Level: +20 to hide checks in Jungle Forest (when not in medium or heavier armor)
8th Level: Non-Detection in Jungle Forest areas; +6 to confirm critical attacks with bow
10th Level: Freedom of Movement in Jungle Forest areas

If these optional abilities are gained, they are +1 ECL; if they are not taken +0 ECL 
Favored Classes: Barbarian, Bard, Druid, Ranger, Rogue, Sorcerer, Wizard (Illusionist or Enchanter).

Friday, 7 September 2018

Prickett - Large Antler Headed Forest Fey

This was inspired by the mystical Herne the Hunter figure, that was featured in the Robin Hood BBC productions of the 80s, coming from much older legends about the legend.

Prickett
XP 2,400
N Large Fey
Init +5 Senses Low-light vision; Perception +12

 DEFENSE
AC 19 touch 14, flat-footed 14 (+5 Dex, +5 natural, -1 size)
hp 27hp (5d6+10 con)
Fort +3, Ref +9, Will +7
Defensive Abilities    DR 5/Silver

 OFFENSE
Speed 50 ft.
Melee Scimitar +3 (1d8+2)
Ranged Longbow +6 (1d6+2)
Special Attacks Antlers +6  (2d8+2)
Spell Like Abilities (CL 7th level Druid)

Typical Spells: (CL 9th - Druid)
1st Entangle, Blend, Nature’s Ally I
2nd Summon Swarm, Snare, Nature’s Ally 2
3rd Speak with Plants, Nature’s Ally 3
4th Giant Vermin

 STATISTICS
Str 15, Dex 21, Con 14, Int 12, Wis 16, Cha 15
Base Atk +2 CMB +5 CMD 20
Feats Alertness, Track, Brew Potion, Weapon Focus (Antlers)
Skills , +5 Diplomacy,  +9 Perception, +10 Stealth. +10 Steath, +5 Knowledge (nature), +10 Survival
Languages Fey, Common, Elf, Elemental Fire, Celestial

 ECOLOGY
Environment Forest
Organization  Solitary or Hunt (2-5)
Treasure Value Double

 SPECIAL ABILITIES
Invisibility in Forest (+20 to stealth), Immune to natural poison, Non-Changing Form, One with Nature

Invisibility in Forest: A prickett is incredibly difficult to see, gaining invisibility when more than 20 feet away. If a creature is immune to the effects of invisibility treat this as a +20 on their stealth checks

Non-Changing Form: Unlike other druids, who can shapechange at higher levels, a prickett cannot change forms, whether by choice or accident (such as by spells or magic.) They are immune to all spell that changes their form.

One with Nature: If a Pricket calls out to nature, it always heeds their call. They can ask nature to provide bounty, quicken their movements, gain a boon to either physical or magical attacks. They can do this based on their charisma bonus.

These mysterious seven feet tall, antler-headed, hoofed humanoids are fey warriors, and Elven legends say they are the fiercest of all fey. Pricketts have long been a mystery for those who reside or travel in the forest - they seem to have their own agenda. Well known for hiring or luring notorious creatures to do their biding, yet, have just as often been at the core of some righteous cause.

COMBAT
Woe to those who near these creature’s grooves, they are fierce warriors using both spell, animal servants and their own strength to tear foes apart. They are virtually invisible in the forest  (gaining a +20 on stealth checks) and they run faster than any deer could within the thickest brambles, as bushes and trees move from their path. They first use animals to distract their foes; next, they use spells to weaken or split foes from each other, finally they jump into the fray attacking with both their antlers and scimitar. Many consider them equivalent to rangers, however, instead of standard ranger abilities they gain +1 in strength, wisdom and dexterity per character level, as well, the antler damage increases in damage dice for every two levels gained.

SOCIETY
Prickett lairs are fey groves where other traditional fey live their wild and carefree ways beside these violent cousins. They are always quiet, participating in festivities during the equinoxes, but at all other times stand ready to help their smaller cousins and defend the forest. Most Prickett live apart from others of their kind, but do congregate in small hunting groups every few days once a month. They can live up to 700 years and they increase in size and power throughout their lifetimes.

Rangers note two things about prickets, they will not touch the dead of any other species and they never alter their physical form. Little else is known about the prickets society, including who leads these enigmatic figures.

Sunday, 3 September 2017

Quillians - humanoid porcupine with isolationist tendencies

Quillians

A humanoid porcupine, with one to three-inch quills that covers their entire body that lays flat on their skin. Larger quills from five to eight inches are found on their chest and back, and on top of their head, from a distance appearing as long straight hair. Their quills prick upwards when excited or agitated; a few allies can even read their emotions in this fashion. Their unexposed skin colour is brown. Most have blue or green eyes but those with unique destinies may have different colours.

Personality: Quillians are isolationists, preferring not to interact with others. In their own group, they have a range of emotions, but are little shown outside of their immediate friends and allies.

Physical Description: Five feet tall humanoids with quills of various sizes covering their bodies. Most tend not to wear armor, but warriors will wear chain mail or a chain shirt.

Relations: They tend to avoid conflict, and can live in harmony with nature, elves and other fey beings. They will often get into territorial disputes with Minotaur, Giants, evil Naga, Ettercap and any evil creatures that attempt to control territory in forest. While they do not provoke trouble, they won’t back down either.

Alignment: They tend towards neutral good. Individuals within tribes do exist, and these tend towards chaotic good more than other lawful tendencies. They expel anyone who breaks tribal law or tradition.

Lands: Nomads that wander several of the largest untouched forests through-out Nyssa.

Religion: Quillians have a long druidic tradition; clerics and gods are mostly a foreign concept to them. As fey, these humanoids have a strong connection with forest spirits, and do their best to live peacefully with them.

Language: They understand Faerie, and their own tongue – Quillian. Most adventuring Quillian also usually speak common or elven.

Adventurers: Quillians often leave the tribe to discover the world or to be able to add to the tribe’s collective knowledge. They usually adventure as rangers or fighters, and do their best to succeed in societies they little understand, always preferring rural or even wastelands to civilizations. Those who succeed away, can take on other classes.

Quillian Racial Traits
No ability score adjustments
+2 to survival checks & +2 to knowledge (nature)

Base 20 skill points, more if they have exceptional intelligence, to be used on core skills only (Rogues gain an extra +16 points when creating their character.)

Core Racial Skills: Climb, Handle Animal, Heal, Intimidate, Jump, Knowledge (local, nature, and religion), Perception, Ride, Sense Motive, Survival

Spiky Defense: If not wearing armor, their quills provide a +3 AC bonus if an attacker is weaponless or using a touch attack.

Throw Quills
: Range: 20/40/-, Dmg: 1d4+str dmg

Preferred Classes
: Ranger

Possible Classes
: Barbarian, Druid, Fighter, Rogue, Sorcerer or Psion

Quill Master-ThrowerPrestige Class
Requirements: +5 BAB; Survival 7 ranks; Precise Shot (Quills), Weapon Focus (Quills)

BAB, saves, skills points & feats as ranger for every new level.
1st level: Quill damage increase to 1d6 + Str
2nd Level Double base Range
3rd Level: Fire 2 shots / round; must be at the same target
4th Level Quill damage increase to 1d8 + Str
5th Level: Independent targets; triple base range

Thursday, 20 October 2016

Fuul or Fool - Small, pink furred winged elven cat

This is probably the fastest creature I have ever stated up. Got a chance to volunteer for a one-night event early next month, and this is the focus of the game... find the Fool!

Fuul CR6
N Small Fey
Init +8 Senses Low-light vision; Perception +9

 DEFENSE
AC 17 touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 21hp (6d6+0 con)
Fort +2, Ref +9, Will +6
Misdirect Magic or Arrows, Resistance to Electricity 20

 OFFENSE
Speed 40 ft., Fly 20 ft.
Melee Bite +8 (1d3-1)
Special Attacks Evasion, Agility

 STATISTICS
Str 8, Dex 19, Con 10, Int 9, Wis 12, Cha 16
Base Atk +3 CMB +1 CMD 15
Feats Improved Initiative, Dodge, Mobility
Skills +20 Fly, +8 Perception, +5 Knowledge (local / nature), +12 Stealth, +5 Sense Motive
Languages  Fey or Elven (Understand and read, but cannot speak)

 ECOLOGY
Environment Forest, Spire or Dungeon
Organization Solitary, Pack (2-5)
Treasure Value Half Standard (gems, coins, keys)

A Fuul (usually mispronounced Fool) is a fey creature long beloved by Elves and other woodland creatures.  It appears as a small, pink furred, double tailed, winged cat. They form very strong attachments to those some who travel into the wilder parts of the forest. They are quite intelligent, and can understand words spoken or written in the lands around them but they cannot speak - they meow or purr.

Some are trained to act as the hunted foe in an Elven forest game, where the challengers must capture the fool using nets. It is difficult for the challengers to use magic against the Fuul as it can redirect any spell cast near it.

Combat

Misdirect Magic (Su): Twice a round, a Foul can misdirect any magic cast at or near it.  They usually redirect it at the caster, or safely away from other creatures. Their tails actually misdirect the spells, if the tails are cut off they lose this ability.

Agility (Su): A Fuul may act as if hasted for a number of rounds per day equal to their Charisma modifier. This ability can be activated or suppressed as a free action.










(Pikachu...I see you!!!)

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.  

Thursday, 28 July 2016

Snoopy. Advanced White Hair Beagle (Animal Companion)

Should have wrote this beastie for my Candyland game I ran a few months back. But will be going into my random tables very soon!


Snoopy
Advanced White Haired Beagle
Small Sized Fae CR 3

AC 17 touch 14, flat-footed 13 (+4 Dex, +3 natural) 
HD 5D6+15 (32 hp)
Saves Fort +4 Ref +8 Will +4
Init +8
Speed 30 or 50 when running on four paws
BAB +2 CMB +2  CMD +16
Melee +6 bite (1d6) or by weapon +6 (Hammer, Dagger or Slingshot)

Special Attacks Backstab as rogue (Backstab damage as HD for = Rogue Level)
Special Defenses Dmg Reduction 5 / Magic
Skills Climb +7, Bluff +9, Perception +9; Perform (Dance) +8, Knowledge (Geography, Magic, Music) +10, Stealth +12, Swim +8
Feats Track, Dodge, Weapon Finesse, Imp Initiative
Str 11 Con 17 Dex 19. Int 13. Wis 11. Cha 15

Environment Garden or Candyland
Organization Solitary or Pair
Treasure Average (Coins or gems)
Advancement By HD

Many of my NPC ranger types will have an apparently simple white hound as a pet. They are often in the background, ready to do simple tasks for its master or their allies. Often a Snoopy will leave their master for short periods of time to help allies.

An advanced beagle hound - usually white haired dog with small black spots. They appears to be a hound that can stand upright, walk and run erect and manipulate items or devices with considerable skill with their front paws. They have strong connections with both mortals and fey, seemingly always wanting to help - ready in the background for their friends, watching and protecting when they can. Very well regarded by the Faerie in the Dreamlands, they often hang around portals waiting for their many mates. 

A Snoopy is poor in combat as they rarely use weapons and cannot utilize standard armors. But while not strong in direct confrontations they excel as rogues, having an excellent maneuverability, back stab and knowledge skills. A Snoopy does everything they can to help their allies, but is also willing to abandon them if unable to assist them. Most are careful, thoughtful allies trying to be prepared.

Non Target: A Snoopy cannot be specifically targeted by spells, any attempt to target him fails. They can be caught in an area of effect spell where the Snoopy is one of a number of non specified targets. But they cannot be individualized as the target such as with an aiming spell like magic missile.

Imagineering: A Snoopy can add +20 to any skill rolls every day. He can add these bonuses as an non-named adjustment bonus to single or multiple checks, as long as the cumulative adjustment total does not add to more than 20 in any given day.

Advancement A Snoopy gains 6 skill points and +2 DR every new HD, +1 AC every 2 HD. 
Bite damage is increased by dice every 3 HD to the next dice.

Special Attack Backstab : Their backstab attack is always a bite. 

Wednesday, 18 May 2016

Smurfling - Small Sized, Blue Coloured Fey

I wanted to create something like these for my fae themed game a while ago, but didn't come up with a good way to run them. Inspired by the tv cartoon that I used to watch in my youth.

Smurfling
Tiny Sized Fey                                   CR 1

AC 16 (+2 Dex, +2 Natural, Size +6), Touch 13, Flat 13
HD 1D6+1 (4 hp)
Saves Fort +1 Ref +4 Will +2
Init +2
Speed 10

Str 5 Con 12 Dex 15. Int 10. Wis 11. Cha 13
Base Atk +3      CMB -4      CMD 8
Melee +3 weapon (Hammer or Slingshot 1d3)
Special Attacks Joined Attack
Special Defenses. Reduce Injury 3 / -, Playful Demeanor
Skills Craft (Any One)+ 3, Climb or Swim +4, Perception +3; Perform (Dance) +10*, Stealth +6
Feats Weapon Finesse or Skill Focus (Any Craft)

Environment Garden or Candyland
Organization Gathering (50-400)
Treasure Half (gems, coins or potions)
Alignment  Any Good ("Bad" Smurflings are Neutral aligned)
Advancement By class (Expert, Rogue, Druid or Ranger most common)

For every additional HD achieved: +2 in Reduce Injury and +1/+1 in ability score adjustments. They also increase +1 in natural AC for every 2 HD gained.

Reduce Injury: Similar to Damage Reduction except it minimizes only after basic injury is inflicted, reducing damage on a one-to-one basis until its limit. For example a 1 HD Smurf would be affected: 
One damage Inflicted = One HP Dmg Taken
Two damage Inflicted = One HP Dmg Taken
Three damage Inflicted = Two HP Dmg Taken

Joined Attack: The few times Smurflings cannot use their charm or escape an encounter through wit, they are able to attack en masse. For every four that attack the same foe, increase both the base calculation and damage dice. (1d3 -- 1d4 -- 1d6 -- 1d8 - 1d10). 

Playful Demeanour Smurflings gain +8 on social skills due to their playfulness. Fey and good aligned outsiders would never consider hurting a Smurfling.

Smurflings are one and a half foot tall fey that have blue skin. They reside in mushroom homes within their forest villages, living in balance with the environment around them. Friendly and helpful, they are keen on making new allies but prefer to avoid strangers as they have been hurt in the past. 

These magical creatures are at one with the animals, plants and fey beings around them. Most of their allies believe they arise spontaneously during blue moon months, a new Smurfling is born inside a blossoming flower. Smurflings are a male species, while there are crazy rumours of females being hatched, this has never been proven. 

Most of their kind focuses on one type of craft to specialize in, not for profit but for the benefits it brings to their village. Smurflings sometimes gain Rogue or Ranger classes to defend their kin and friends from the dangers of the forest. Druid is the most common spell-caster, though Bards just as respected. 

As a magically enriched fey race, Smurflings are living spell components, they do not need components for spells of less than 5th level. In addition, they can create spells that typically fit into another casters area of specialty, but the Smurfling casters can still cast. If working in conjunction with others, they can enhance spells or reduce saving throws beyond comprehension by dance or musical accompaniment. For this reason many evil spell casters seek them out, waiting to use them to buff their castings. While their allies are always concerned, these fey always finds a way to overcome threats.

*    *    *   *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *  

I am leaning towards using  Reduce Injury to replace simple Damage reduction.

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.


Saturday, 19 March 2016

Mother Goose (Faerie Queen)

As I was preparing for my upcoming Fey themed game, I knew that the lady herself should make an appearance. And for me, in this game, this is the Queen of the Fey, known by most mortals as Mother Goose.

Mother Goose   NG Medium Fey 12 HD* Fey
Init +6 Senses Low-light vision; Perception +15
AC 24 touch 19, flat-footed 22 (+2 Dex, +5 natural, +7 Magic Armor)
hp 84 (13d8+26 con)
Fort +5, Ref +9, Will +12
Defensive Abilities    DR 25    Immune: All Charm and Elemental Attacks

 OFFENSE
Speed 30 ft; Fly (Good) 80 (Broom)
Melee Diamond Encrusted Sharp Rapier +8 (1d6-1 / 12-20 *5 )

Special Attacks See Below

 STATISTICS
Str 10, Dex 15, Con 15, Int 18, Wis 20, Cha 25
Base Atk +5 CMB +4 CMD 16

Feats Improved Initiative, Alertness, Iron Will, Power Attack, Toughness, Weapon Focus (Rapier)

Skills +17 Bluff , +17 Diplomacy , +7, Escape Artist , +18 Fly, +10 Knowledge (geography),  +17 Perception , +14 / +14 Perform  (Lute & Whistle), +17 Sense Motive , 12 Sleight of Hand , +15 Ride +15, Stealth,  +9 Use Magic Device

Languages Fae, Elven, Common, Dwarf, and 12 others

Legendary Gear Storybook of the Fey, Pen of Happy Dreams, Fey Broomstick

 ECOLOGY
Environment Faelands, Candyland or Mortal Plane
Organization Solitary
Treasure Value Triple (Coins, Gems & Old Spell-Books)

As far as most visitors can tell, Mother Goose is an elderly human female, though physically frail she is wise and very charismatic, making friends and allies with both the inhabitants and the many sleeping visitors. While best known for helping sleeping children, she also helps fae and other inhabitants in the Candyland. What few visitors realize is that she is called by another name by the fey - Faerie Queen.

One of the highest level fae in Candyland. She is a well known but mysterious figure as she has had a presence both here and in mortal lands for hundreds of years. Her main foes are those that would steal or otherwise take advantage of the sleeping visitors. She has waged war on both the devils and demons (and many others) but she usually leaves them alone as long as they do not cause problems. Her servants are always watching outsiders.

What is little understood is that there are times Mother Goose is unable to cast her highest level spells or effects, essentially being a mid-level caster while other times she can cast the most powerful spells in all of Candyland. Most believe that she is outside of time, so there are times she appears as various version of herself. She knows the fey and their stories as they are apart of her but does not always remember every mortal creature she interacts with.  Roll below to determine where Mother Goose is in her circle.

Roll below once /night.
01 - 60  As 9 HD Fey
61-70   As 10 HD Fey
71-80   As 12 HD Fey
81-85   As 14 HD Fey
86-90   As 16 HD Fey
91-95   As 18 HD  Fey
96+      As 20 HD Fey

Add +1/attacks & saving throws for every HD added.

 SPECIAL ABILITIES

Constant Friendship to Fey, Animals and Elementals - Both in the feylands and in mortal realms see Mother Goose as a trusted friend.

Charm Speech (Will DC 20) Constant affect, Those she is able to speak with are treated as if they are charmed. Only if they actively resist, do they get a saving throw to avoid. She uses this to convince both allies and foes to stop taking violent action agaisnt fey and others. She will not use this to take advantage of others.

Banish (Will DC 24 - 3 / day) she can banish creatures, having them unable to come back into the Feylands for 72 hours.

Summon Fey - 4 / day - Can summon 20 HD of fae creatures 4 times a day, the only two stipulations are she must have met them before and they are on the same plane as her.

Sleep (Will DC 20 - 2/day) Can affect creatures up to 15 HD, her sleep effect can put anything asleep that naturally sleeps as their base HD level shown below. If they normally do not sleep (Golems, Undead) treat them as double HD, so she can affect them but to a much lesser extent.

1-3 HD; 24 hours
4-5 HD; 12 hours
6-7 HD; 6 hours
8-9 HD; 3 hours
10  HD; 2 hours
11  HD; 1 hour
12  HD; 20 minutes

10 HD  - Forget Me Now: Enemies who are hit by this touch causes them to forget their negative impulses. Creatures who are charmed or otherwise magically affected are brought back to their base emotion. Foes need to save on a Will DC 21. Can affect creatures only once every day. Most planar creatures automatically return to their home plane due to confusion.

12 HD - Dream Realm: Enemies hit by this ray must make a will save vs DC 23 or fall into their own personal realm for a range of time similar to sleep, except they need to re-save every day as the dream realm is highly personal and quite enjoyable. They must realize they are imprisoned, then actively save to escape it (adding +1 on their saves for each successive night.)

14 HD - Deepest Darkest: The Faerie Queen immediately learns a creature's deepest darkest secret. Those trying to resist must make a Will Save vs DC 19.

16 HD - Awakened: One of the few non-aggressive affects the Faerie Queen has. This will awaken a creature to full sentience (Int and Cha to 10.) This is most often done to get immediate helpers to assist with a threatening foe.

18 HD - Am I really here: Somewhat similar to her Forget Me Now affect, but with this, they don't even realize they exist, believing themselves to be images in the dream realm. Most creatures will just wander around as if in a dreamy-sleep state, taking neither negative or positive actions. They need to save once a week as a Will Save vs  DC 25 to break free.

20 HD - No More Dreams (DC 25) If she is able to touch an opponent, she forcibly rips them out of the dream state and prevents them from getting back to the dreaming realm. The consequences are that they are unable to obtain new spells. Most creatures in fact slowly go insane after not sleeping for the number of days equal to their charisma score.


Saturday, 5 March 2016

Thorne-Kin (Plant HD character race)

Thornes are a naturally growing sentient plant race found in my game world, their natural colours mimic the natural foliage of the area they reside in.  They see themselves as kin to other plants, and do their best to help protect them. Have small thorns throughout their skin which is a key defense. They also get excellent grapple bonuses at higher levels.

After reviewing my initial racial creature had to adjust them to a higher HD - the base plant defenses made them very powerful for a playable-type race at lower levels.

Thorne-Kin

Abilities: Wis +2, Con +2
Medium Size
Speed 30
Special Abilities: Darkvision, Speak with plant 1/HD every day
Feats Unarmed Strike or Weapon Focus (Club, Mace or Short Sword)
Racial Skill: +2 Climb, +2 Stealth, +6 Knowledge (nature)
Special:  no need for food; need normal human half water requirements and sunlight
Weakness: 2 hour per day must bask in sun;
Weakness: Speed is reduced by 10 ft  during the night or when underground in excess of 12 hours
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Languages: Common and Sylvan
Classes: Ranger and Druid are preferred classes
Alignment: NG or True N

Skills: Climb, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature, geography), Perception,                Sense Motive, Stealth, Survival,
Level Increase:  +4 Skill points, feats every other level, +1 AC every other level, +2 to any ability score every third level (3rd/6th/9th)

The Thorne are a plant humanoid race found in every forest on the realm but most common in areas that have a strong elven presence. They are medium sized green-skinned humanoid plant, but fully aware and capable of movement.

Most live quiet simple lives, tending not to get involved in political or commercial affairs. They reside in forests, and try to help their neighbours, especially to help keep balance in the area. Tend towards a passive lifestyle, uninterested in wealth or fame. Most Thorne think of all plants as kin, some are active and some more passive, though none are more important than anyone else. They come to their protection from over-eager lumberjacks. See the animal or avian inhabitants of their region as neighbours.

They do not tend to wear clothing in their rural habitat but may do so in urban areas to better fit in. Few use metal armor and shields, but they may use their feats to gain proficiency. They consume magical potions and use items created from plants, but will always make sure the plant was in its 'final cycle time' meaning if the plant was sentient (by their standards) it was willing to give of itself
as it didnèt have much time left. Some Thornes shy away from any object made from their related-kin but this is a minority. They fully understand the natural cycle and understand their least kin are consumed on a regular basis but since their cycle is short, this is normal and acceptable.

Thornes rarely come together in groups of more than ten except in times of danger. They realize they need to have their eyes and ears everywhere in order to better protect their kin. Have good relationships with elves, halflings, rangers but above all druids. Most quietly worship the gods, usually either the Lady of the Forest (Holon, N) or the Shining Light (Quanna, LG) most often both.

Thorne HD Advancement

4 HD: Skin of the forest, +1/ HD to stealth checks; Woodland Stride,
5 HD: Thorne Skin (+1 dmg for touch attack, +2 Grapple checks); Improved Grapple
6 HD: Animal friendship and Speak with Animals (1+1/charisma bonus/day)
7 HD  Plantspeech - non-verbal communication with any plant in a 500 ft radius (1 /day)
8 HD Thorne Skin (2-4 dmg for touch attack, +6 Grapple checks); Woodland Protector
9 HD Woodland Defenses
10 HD Throw Thornes (2-7 dmg / 50 foot area, 3+constitution bonus / day)
11 HD Hardened Thorne Skin (5-8 for touch attack; +12 to grapple)
12 HD Commune with Forest (500 mile radius; 1 /week );  +15 Skill points, Gain +3 to any 2 ability scores

Most Thorne that advance do so using this HD advancement table. If they take standard character classes before 12 HD, they cannot take new natural HD levels.

Skin of the forest: Their coloration matches the natural foliage of a forest, giving them a +1 bonus / HD to their stealth checks

Thorne Skin: Similar to many natural flowers, their entire body grows small defensive thorns. They cause damage by coming into contact with predators. This also gives bonuses to grapple checks.

Woodland Protector: Can infuse a small spark of their sentience to a plant defender. Must take 2 months to grow and teach the golem. Appear as a vaguely humanoid walking plant. Most are stationary, most do not travel with their Thorne, but stay in a primary lair. This is the base woodland protector, some get help from other Thornes or allies to grow larger and stronger versions.

AC           15   (+3 Natural, +2 Dex)    
Move       30    
HD           5 HD 
Attack       +6 / 2-8 dmg (Fist)
Str 15    Con 15     Dex 15     Int 5   Wis 10    Cha 5
Special Defenses: Regenerate 1 hp / hour

Woodland Defenses: Gain +3 on AC and saving throws when in natural foliage, as the plants help protect their kin. Gain this benefit (2+ charisma bonus/day)  

Throw Thornes: Have a 50 feet range, doing 2-7 damage

Sunday, 28 February 2016

Candyland Witch

This is the default spell-caster in Candyland, usually seen as a brightly dressed young lady on a broom. They are most known for their capacity to create potions which they use to help allies. Overwhelmingly good in alignment with many fae and magical creature allies. This was one of the most trickiest Candyland encounter creatures for me to write up though easy for me to picture, I wanted to distinguish them from the witch class in the standard rules.

CANDY WITCH       CR 5
NG (NE) Medium monstrous humanoid
Init +1; Senses darkvision 90 ft.; Perception +15

DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
39hp (6d10+6 con)
Fort +5, Ref +6, Will +6
SR 16

OFFENSE
Speed 30 ft.
Melee Dagger +8 (1d4)
Spell-Like Abilities (CL 9th)
Constant — Create Food & Water, Tongues, Speak to Animals
At will — alter self, dancing lights, consecrate, invisibility, make whole, whispering wind
magic missile (4/ day)

STATISTICS
Str 11, Dex 12, Con 12, Int 15, Wis 13, Cha 14
Base Atk +6; CMB +6; CMD 17
Feats Alertness, Blind-Fight, Combat Casting, Craft Potion, Great Fortitude
Skills Bluff +10, Diplomacy +18, Disguise +10, Spellcraft +11, Perception +15, Sense Motive +9, Stealth +13,
Languages Common, Giant, Elf, Faerie
SQ +4 reaction bonus to faerie; Advanced Potion Craft, Witches Broom

ECOLOGY
Environment Candyland
Organization solitary or coven (3 witches of any kind)
Treasure standard
Advancement: Most often they take Druid or another class levels

SPECIAL ABILITIES

Witches Broom (Su) A candy witch can create a flying broom with their spell-craft knowledge. The broom has a flight speed of 50 and maneuverability of Average. A green witch can cast her spells on the broom without making balance checks. If the broom is attacked, it has an +4 AC versus the witches own AC. If destroyed, the witch will automatically featherfall. It will take a witch 7 days to create a new broom after taking a day to gather the required components. For some unknown reason, Witches are unable to use invisibility while on their flying brooms.

Advanced Potion Craft (Su) A green witch can create any potion used to mimic a 1st-4th level spell from either the cleric or wizard's spell listing. They can only have up to 1 + their wisdom bonus in potions at any time. Their potions lasts four days per point of intelligence bonus.

Candy Witches are female spell-casters native to Candyland. Almost all are youthful in appearance, dressing in bright colours, with pretty decorations on their clothes, with blond or pink hair very common. Most are quite polite and pleasant, a little self obsessed but otherwise good citizens.  The majority are happy and helpful but a small number of them are vile spellcasters, intent on wrecking vengeance on those they believe have caused them grief.

Most Candy Witches make their living selling potions or minor magical trinkets. They get involved in the adventurers by their friends and allies who sometimes get in trouble and need help to get out of Candyland.

The evil Candy witches are those that have been spurned or tormented and they turn to vile magics to enact their revenge but in doing will horrifically wrinkle their skin and turn it green. Most often Candy Witches will not spurn their evil kin, and try to turn them back to good. Witches rarely fight each other, but each side will try to undermine the worst of their opposite kin. Fortunately, the good aligned witches vastly outnumber the evil ones and can sometimes convince the evil ones to help out in a plan for the common good.

Candy Covens
When three witchs of any type gather, they can form a coven to gain increased magical ability to serve their good cause. Most witches try to meet with their covens at least once a month to share tips and socialize.

Whenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use any of the following spell-like abilities once a day: Bless, remove curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, speak with dead, veil (DC 19), vision.

Thursday, 25 February 2016

Card Soldiers (Candyland)

Apart of the Candyland game I am putting together. There are dozens of different colours or design on their back. Each is part of a distinct card family. They can be aligned or enemies of each other, for the outsider, there is no way to tell who works with which other family.

Card Soldiers
Type Magical Construct  (Mid Rank)

Init +3
AC 21 (+3 Dex, +3 Natural, +4 chain armor)
58 hp  (7d10+20 size) (card # 6-8)
Saves Fort +2  Ref +5    Will +3

Speed 30
BAB+11  CMB +11   CMD  +24
Melee +11  Long Sword or Mace  d8+5 
Range +9  Long Bow (1d8)
Special Defenses. Dmg Reduction 5/+1, Elemental Resistance 20

Skills Acrobatics, Acrobatics, Climb, Perception, Survival +7; Knowledge (Games) +11
Feats Dodge, Paired Attack, Power Attack, Weapon Focus (Long Sword)
Str 18 Con 10 Dex 17  Int 11 Wis 13 Cha 12

ECOLOGY
Environment Candyland
Organization Pair (1-2), Apart of Deck (54 Soldiers)
Treasure none
Advancement: Unless they get promoted, No Advancement


SPECIAL ABILITIES

Paired Attack: Card soldiers are trained to attack from all sides of an opponent. As long as there is a two to one ratio and enough room for them to maneuver. they gain +2 to their attacks on foes.

Appear as five foot tall by two and a half feet wide playing card with a distinct coloured pattern on their backside. When they move or intereact with objects (including combat) they no longer appear to be 2-dimensional beings, instead they are fully recognized 3D creatures.

Playing Cards were once considered a magical construct controlled by a master, objects that had a defined purpose. At some point in the near past, a group of them found a way to escape from their master's evil purposes to become free. Now they work as a self-contained group, independent and free to make allies among other free-willed beings. Primary purpose is always to to find 54 unscathed corpses from four distinct races to complete their deck. But they also look for well-defendable sites to make their lairs.

There are four ranks, Low (2-5), Junior (6-8), Mid (9-10) and Senior (J-Q-K-A-Joker). All senior levels have distinct ability by suit. 

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.

Saturday, 20 February 2016

Gourd-Men (Candyland Scarecrow)

Continuing on in the listing of low-level monster creatures that inhabit Candyland. This is the Gourd-Man, a plant-humanoid who was made to watch over growing crops to scare pests and avians away.

Gourd-Men  (Candyland Scarecrow) CR 3
N Medium construct
Init -1; Senses darkvision 120 ft., low-light vision; Perception +5

DEFENSE
AC 13, touch 10, flat-footed 16 (+3 natural)
hp 42 (4d10+20)
Fort +1, Ref +0, Will +3
Immune cold, construct traits
Weaknesses vulnerability to fire (Suffer -3 to all fire saves)

OFFENSE
Speed 30 ft.
Melee 2 scythe +6 (2d4+2/X4)

STATISTICS
Str 13, Dex 8, Con 10, Int 11, Wis 14, Cha 13
Base Atk +5; CMB +8; CMD 18
Feats Weapon Focus (Scythe), Skill Focus (Handle Animal)
Skills +4 Diplomacy, +5 Perception, +6 Handle Animal, +5 Knowledge (Agriculture & Candyland)
SQ freeze

ECOLOGY
Environment any land
Organization solitary, pair, or gang (3–6)
Treasure none

Freeze (Ex) The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, etc ). The creature can take 20 on its Stealth check to hide in plain sight as this kind of inanimate object.

Gourd-Men are a farmer's tool meant to scare avians away from their stock, in candyland (and in some other magically innate domains) they become infused by the magic of the land to come to life. Appear as a rudimentary mundane scarecrows, with an intricately carved pumpkin or other gourd for their head. They are usually armed with a club or scythe.

While physically awkward and of adequate intelligence, they are invaluable to farmers and travelers who come to rely on them for their advice. They are not book-smart, but they have considerable experience of working on the farm and interacting with animals and fey that inhabit the lands. Unlike many other candyland residents, they are ill-disposed to adventure but they sometimes fall into it to help out someone they know. They have considerable attachment to the farmer that created them, and once they gain sentience, will help them and their families doing chores around the farmstead. Gourd-Men speak very little, even to the ones they care about, for them, they show their emotions by doing kind-hearted actions instead.

It is not possible for Gourd-Men to gain experience as they very rarely adventure. However, some farmers will pay for improvements to increase their HD with a local spell-caster. Higher level ones often gain animal empathy or fear abilities to better ward their homes.