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Showing posts with label Green-Skinned. Show all posts
Showing posts with label Green-Skinned. Show all posts

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).

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.

Wednesday 16 March 2016

Night Gremlin

This is the gremlin creature inspired by 1984 movie of the same name as opposed to the system version. I've gotten rid of the transformation from cutie to monster, and instead of them multiplying by water, the leader (Primary Gremlin) is able to summon others of their kind.

Night Gremlin

Size/Type: Small Outsider (Native, Shadow)
Hit Dice: 13 hp (2d10+4 con)
Initiative: +3 (+3 Dex)
Speed: 20 ft
Armor Class: 16 (+3 Dex, +1 size, +2 Natural), touch 13, flat-footed 12
Base Atk +2           CMB +2           CMD 15
Full Attack: Bite +5 (1d2/18-20) or 2 Claws +4 (1d4)
Space/Reach: 5 ft/5
Special Attacks: Summoning A, Primary Master
Special Qualities: Low-light vision, Darkvision 60ft, Light Sensitivity, Vulnerability to Sunlight
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 10, Dex 17, Con 15, Int 10, Wis 8, Cha 10*
Skills: Climb, +3, Disable Device, +5, Escape Artist, +4, Perception, +4,  Stealth +7
Feats: Weapon Finesse, Multi-Attack
Environment: Plane of Shadow, Underground, any Urban
Alignment: Chaotic Evil
Organization: Gang (5-20), Throng (21-40), Cult (41-140)
Challenge Rating: 1
Treasure: Half

Primary Gremlin: Gremlin society revolves around a leader, called the Primary Gremlin, which are usually the first to arrive via teleport, Only the Primary Gremlin can summon their kin, he also makes sure that all other Gremlins follow his command. As long as the Gremlins are well fed, his pack will follow his orders. If the Primary Gremlin is killed, the tribe scatters. There is always only one primary, if others come to the location at the same time they either fight or accept his leadership. There are no elections in Night Gremlin society, the pack follows a leader or they destroy each other thru in-fighting. The Primary Gremlin is normally at least 2 HD above their common-kin.

Summon Night Gremlin A: 1/day they can summon 1d4 of their kin, if they roll 4, they roll 1d3 and continue adding if they max the dice.

Light Sensitivity: In places of natural light, they suffer from -2 on attacks and saving throws

Vulnerability to Sunlight: They take a cumulative -1 dmg for every round in direct sunlight. Taking -2 on the second round, then -3 dmg, etc. When they reach 0 hp by sunlight they explode, inflicting 1d3 dmg/HD (Reflex DC 10+HD) to creatures within 10 feet. Night Gremlins can not be raised from the dead.


Night Gremlins are small sized abhorrent outsiders from another plane. They usually arrive by hitching a ride on summoning spells as extras, passengers when other beings are summoned, they ride along. They have green-blackish scaled skin, large ears, with sharp claws and teeth. All Night Gremlins are male, and no females of their kind have ever been seen on mortal planes - experts are unsure how they propagate their kin. Not seen as threatening, except if they are apart of their Cults which can grow to enormous size if the right conditions appear.

Annoying more than anything at the start, as the majority are low level that can be easily eliminated.
Their Cult needs a leader, and it can increase in size quickly if a single gremlin is able to establish dominance. If they have the food supply, they can grow their numbers quickly and overwhelm locations. But if they are hassled by personality or other conflicts, they are stuck in the single digits, and no Primary Gremlin emerges.

While intelligent, night gremlins are creatures of passion - they can spend days planning intricate strategy, and execute half the plan, but then lose themselves in a fit of jolly, bursting into laughter, or attacking one of their kin for failing a simple execution. Fortunately, they are limited due to their weakness to sunlight, unless they are deep underground or somewhere their foes cannot use the light to devastate them,

HD Advancement: Gain 6 skill points, 2 attribute points & 1d10 hp/HD

3 HD - Increase Natural Weapon Damage (1d4/1d6); Feat; Short teleport (20 ft)
4 HD - Increase Natural Weapon Damage (1d6/1d8), +1 Natural AC
5 HD - Increase Threat Range (+2), Summon Brethren B, Feat
6 HD - Increase Dexterity +4, Short teleport (100 ft); +1 Natural AC
7 HD - Increase Natural Weapon Damage (1d8/1d10), Summon Brethren C
8 HD - Increase Threat Range (+2); +1 Natural AC; Feat
9 HD - Increase Dexterity +4, Short teleport (500 ft); +1 Natural AC
10 HD - Increase Natural Weapon Damage (1d10/2d6) , Summon Brethren D; +1 Natural AC, Feat

Summon Brethren A: 1/day they can summon 1d4 of their kin, if they roll 4, they roll 1d3 and continue adding if they max the dice
Summon Brethren B: 1/day they can summon 1d6 of their kin, if they roll 6, they roll 1d3 and  continue adding if they max the dice
Summon Brethren C: 2/day they can summon 1d8 of their kin, if they roll 8, they roll 1d4 and continue adding if they max the dice
Summon Brethren D: 3/day they can summon 1d12 of their kin, if they roll 12, they roll 1d6 and continue adding if they max the dice

Short teleport - They can do this 1+constitution bonus per day.