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Showing posts with label Humanoid. Show all posts
Showing posts with label Humanoid. Show all posts

Tuesday, 19 February 2019

Dossadai - Chained Ones or Chain-Kin

I make a lot of wandering monster lists to use in my games because I enjoy generating random shit both for my players and for myself. It makes me, at least, a better DM if I don`t plan every inch of the dungeon. With that said, a lot of my games are things I create spontaneously based on reacting to my players. Not sure where this one really came from, but they have been used a few times in the background of stories, in the dungeons or places of inherent magic like ley lines. These are a mortal chain master, something between the earth and the outer planes, dedicated to locks and dungeons and knowing there is a way to get anywhere from inside the deepest darkest places.


Dossadai

Hit Dice:                    4d10+4 (25 hp)
Initiative:                    +2 (dexterity)
Speed:                        30 ft
AC:                             16 (+2 Natural, +2 dexterity, +2 leather armor)
Attacks:                      +6 (melee) Damage: 1d6+2 chain
Special Attacks:         Grapple,
Special Qualities:       Cold resistance 5, Summon Weapon
Saves:                         Fort +9, Ref +14, Will +5
Abilities:                     Str 10, Dex 14, Con 13, Int 11, Wis 13, Cha 8
Lesser Skills:              Disable Device, Escape artist, Knowledge (architecture), Perception, Use                                               magic device, Sleight of Hand +6
Higher Skills:             Crafting (Chains) +10, Any one other: acrobatic, climb, survival, swim +10
Feats:                          Improved Attack (Grapple), Weapon Fetish
Climate/Terrain:         Any Urban
Organization:              Solitary or Pair
Challenge Rating:       3
Treasure:                     Standard
Alignment:                  Usually Neutral
Advancement Range:  By HD or Class (Rogue, Ranger, Sorcerer)

New Feat: Weapon Fetish: These are miniature weapons carried on small ceremonial chains. If the Dossadai break the chain, the actual weapon is summoned into their hands. They must recreate the fetish or weapon link to re-use it, usually takes three days to create a new link. Most Dossadai seen use these for weapons but some have charms to represent artistic or profession tools.

Use Rogue feats or skills normally prohibited.

Dossadai (singular - Dossaden) are grey-skinned humanoids, with unkempt white hair for men, in multiple dreadlocks for their women-kin. Their noses are wide and flatter, their eyes are wider, with two distinct colours for each eye. They have ritual scaring covering their body. They carry no fewer than three small chains found attached to their body or clothing. Some have tribal tattoos, but rarely will the tattoos match with anyone else in a given group. Their chains are ornamental, and can be broken with a deliberate act of strength (DC 7) which they do to make oaths. They prefer small blades, such as daggers, short swords, or hand axes. They will often keep weapons on a small chain. They will wear any non-heavy armor.

They are an institute in large cities, keeping to small families and being involved in various trade craft circles, especially clockwork and locksmithing. For the Dossadai, craft IS magic, and they are dedicated to studying the finer, mystical points in craftsmanship. It`s surprising that few of their kind take spell-casting levels, their craft seems to be all of the magic they need. City folk learn to judge Dossadai carefully - they are often mocked for their slow, very deliberate speech patterns, saying every word with an emphasis. Their crafting though is highly respected by those who know how to grade their works, but a typical collector may not appreciate it's blandness, rarely shiny or glittering with power.

Dossadai seek mates from almost any civilized race, seeming to prefer mixed children to pure ones. The first generation of children is always of the non-Dossadai mate, the second generation are pure Dossadai, even if none of the participants were.

They are driven to explore dungeons, will try to go down into deep dungeons to take samples of the stones or webs. Many adventurers know these creatures as chain-kin, who are often found chained to dungeon areas, kept alive by their sheer will. Some will refer to them as Kyton-kin which they dislike but don`t correct. Kyton heavily despise them and will actively hunt down the Dossadai believing them to be interlopers. Kyton never deliberately kill the Dossadi but do want to hurt them and to hear them scream. Few planar creatures will kill a lone Dossadi believing it unlucky,

2 or 3 HD Dossadai are immature. Most try to work as crafters in cities but some will try to sign up to help explore dungeons, usually as lantern-boys, shovel-men or diggers.

Higher Levels

5 HD Gain +2 in any 2 scores, Chain Person (2 /day +1 each new HD), +6 skills points
6 HD  Complete chain (make whole), Feat, +6 skills points, +1 Natural AC; 2nd Weapon Fetish
7 HD  Gain +2 in any 2 scores, Chain Bond, Cold resistance 15, +6 skills points
8 HD  Dispel chain (At Will), Feat, Chain Barrier (1/ day), +6 skills points, +1 Natural AC; 3rd WF
9 HD   Magic Circle (Any One Type), Chain monster, +6 skills points, +1 Natural AC
10 HD  Gain +2 in any 2 scores,  Chain Barrier (3/ day), Feat, +6 skills points, +1 Natural AC
11 HD  Magic Circle (Any, 4/day), Cold resistance 25, +6 skills points; ; 4th Weapon Fetish
12 HD  Greater Unlock (2/ day), Any 2 feats, Gain +3 in any 3 scores, +15 skills points, +1 Nat AC

Dossadai can take levels in Rogue or Craftsman at any point, and return to these racial class HD levels. If they take levels in any other class, they cannot return to their racial class.

Chain Person - Can summon a small thin chain (or use a loose one in the area) to wrap around a person. It can reach out to 20 feet at 4th level, plus another 5 feet for every additional HD achieved. They gain additional chains at 8 HD and 11 HD. The victim can make a DC 14 (Reflex) to avoid, or a STR 17 to break-out. For every additional level, add +1 on the DC and Str checks. If the intended victim escapes the initial chaining, this does not count on their daily chain limit.

Complete Chain - Repair broken or incomplete chains at will, must touch the chain for 3 rounds

Chain Bond - Can make immediate changes to chain connections, swapping them out or re-attaching, without breaking them as long as chains are within three feet of each other and their hands never let go until the re-attachment is complete. Use at will.

Chain Barrier - Matches the blade barrier spell in effect, except it`s comprised of small, sharp unconnected chain links. It never does any damage if creatures do not try to go through.

Dispel Chain: Disconnect any non-magical chain by touch.

Chain monster: Same as chain person except it can reach out to 60 feet, and it takes a reflex save (DC 20) to avoid. A strength check (DC 24) is required to escape. These last for one hour per charisma bonus. (minimum of one hour or DC 21 for another person to cut them free.)

Greater Unlock (Disable Device): Gain +30 on attempts to manually disable traps, including magical ones, as long as they are able to physically grasp a lock. Use their manual Disable Device score along with the bonus and add a d20 roll. For normal or manual checks, this will open all locks in a 50 ft radius. Gain additional uses every 2 HD higher.


Monday, 11 February 2019

Cracked or Crannick - Inhuman with cracked skin than can destroy objects by touch

So many times it is a picture or image that inspires a monster, for the crannick it is the idea of a man with dozens of small cracks or tattoos all over their bodies. When they touch an item, then can share their cracks but in doing so, they crack the physical object.

Crannick (The Cracked)

Type
Medium Monstrous Humanoid
AC
13
HD
 1d6 (4 hp)
Saves
Fort +2 Ref +2 Will +2
Init
+1
Speed
30
BAB
+1 CMB +4 CMD 16
Melee
Range +2 / 1d6 or by weapon
Special Attacks As per HD listing
Special Defenses  
As per HD listing
Str 13 Con 11 Dex 13 Int 9 Wis 11 Cha 8
Skills Any two physical skills +4; Any two mental skills +3
Feats Weapon Finesse
Environment Any Urban
Organization Penny (1) or Farthing (2-5)
Treasure Value Standard

Inhuman. Appears similar to humans except at close range shows cracks in their skin, especially their hands. Some have connections with Thieving Guilds or nefarious religious groups but generally work alone as free agents. It is believed that these were humans broken due to torture or self-experimentation . If the stories are to be believed, the Crannem were human spirelanders who were part rogues to an evil empire. When they were recognized for their crimes, they were tortured to give up their information, but the torture turned them into something else.

Their bodies torn apart reshaped themselves from their horrific experience, rebuilt from their cracking, until those experiences literally defined the Crannem into something else. At first appearance, the Crannick were a little like bald, lithe humans with tiny cracks in their skin. But when the Crannick concentrated, they could spread their cracks to other objects, and immediately share their experiences about being torn apart, which did exactly that to the objects. They became experts, not at torturing but at getting information or equipment, as they could tear apart any prison or padlock and were paid well for their unique abilities.

The Crannick are a small group, that fit well into groups of rogues and scoundrels. They follow orders and complete their missions, but their loyalty is with their kin, as they are always accomplishing larger goals that others do not see or understand. They reside in most towns and cities, in the underbelly of the communities. They are like a cult, as they accept rogues and warriors who are interested in joining them. Once they complete the tests to join the group, they are brought to a remote location and tortured for weeks until they are transformed into a Crannick. This suffering is needed as it helps to define the Crannick, without it the newcomer would never understand the experience.

Abilities by HD
2 HD Know history, Age and Faults of Object; +10 skill points, Gain Feat
2 HD Find Weakness or defect # 2; +5 skill points; Gain new feat; +1 AC
3 HD +5 skill points; Gain new feat; Destroy Doors (2/day + 1 /3 con)
4 HD Gain + 2 to any Ability Score; Fist 1d6; +1 to AC; +5 skill points; Shatter Weapon
5 HD +5 skill points; Gain new feat; Split Wall (2/day + 1 /3 con)
6 HD +1 to AC; +5 skill points; Gain new feat
7 HD Gain + 2 to any Ability Score; +5 skill points; Gain new feat; Crack Armor (Fort DC 15)
8 HD +1 to AC; +5 skill points; Cracking Touch
9 HD Gain Immunity to Petrification; +5 skill points
10 HD+1 to AC; +5 skill points; Gain new feat; Cracking Touch (3/day)
11 HD Gain + 2 to any 2 Ability Scores; +5 skill points; Gain new feat; Fist 1d10
12 HD Regenerate Other (2/day); +1 to AC; +5 skill points; 
Cracking Touch (6/day)
13 HD Gain + 2 to any 3 Ability Scores; +12 skill points; +3 to AC; Gain new feat; Remote Cracking

A crackus must complete this HD table before they are able to take other classes, if at any time they take a level or HD in a class, they are unable to take new HD levels.

Cracking Touch is their most renown ability, if able to touch an item for three rounds, they can tear it apart by making the weaknesses multiply until it is no longer effective. At 10 HD it increases to three times a day. At 13 HD, they can do this without the need to physically touch the object, called Remote Cracking

Know History, Age and Feature of Object: (3/day) Need a minimum of 3 rounds to observe object (DC 13)

Find Weakness or defect:(3/day) Need a minimum of 3 rounds to observe object (DC 14)

Destroy Doors (2/day + 1 /3 con) Need a minimum of 4 rounds of touching (Ref DC 15)

Shatter Weapon  (1/day + 1/4 con) Need a minimum of 5 rounds of touching (Ref DC 16)

Split Wall (2/day + 1 /5 con) Need a minimum of 5 rounds of touching (Ref DC 15)

Crack Armor (1/day + 1/5con) Need a minimum of 2 rounds to destroy object  (Fort DC 17)

Thursday, 7 February 2019

Quashi - Androgynous spell-casting humanoid surrounded in a coral exoskeleton

These are strange, coral wearing humanoids that inhabit remote places in my world. They act as both merchants and collectors of information. While they do not actually need to be foes, they often are, as their arrogance and self-centeredness sometimes means they ignore peaceful solutions to obtain the things they want.

Quashi
CN  Medium Outsider
Init +1 Senses Low-light vision; Perception +12
DEFENSE
AC 22 (+1 Dex, +2 natural, +5 coral armor, +4 mage armor), 17 touch, 15 flat-footed
hp 24hp (7d6)
Fort +0, Ref +6, Will +6
Defensive Abilities    DR    Immune    Resist
 OFFENSE
Speed 30 ft.
Melee Rod +3 (1d6-1)
Special Attacks Reflect 4th level or lower spell as a free action
Spells Prepared (CL 6th Sorcerer)
 STATISTICS
Str 10 (8), Dex 13, Con 10 (7), Int 23, Wis 13, Cha 15
Base Atk +3 CMB +2 CMD 13
Feats: Combat Casting, Silent Spell, Touch Spell, Craft Crystalline Weapons/Armor
Skills +7 Acrobatics, +13 Bluff,, +10 Crafting (Armor), +10 Diplomacy, + 10 Knowledge (Arcana),
+12 Perception, +12 Sense Motive , Spellcraft +14,  Use Magic Device, +10

Languages Elven, Phaetox, Dragon, Elemental, Common, Dwarf
Combat Gear Resonating Crystal Rods, Coral Armor
 ECOLOGY
Environment Any Remote Region
Organization  Pair or Carousel (3- 8)
Treasure Value Double Standard
Challenge Rating: 7 (Individuals), 10 (with their bodyguards)
Alignment: Usually Neutral (25% leaning towards Law or Chaos)
Advancement: By character class
 SPECIAL ABILITIES
Resonating Crystal: After a round of melee or concentration, their crystal rods begin ringing a low hum. This resonating, causes a cumulative –1 penalty to attack rolls to foes. Spellcasters within 90 feet of this hum, must make concentration checks (DC: 10+level of spell + cumulative penalty) to cast spells. Quashi are immune to the hum of their kin's crystal.

Crystal Rods: These rods need only to touch an opponent to inflict damage. These rods are also their spell casting focus, Quashi need no other casting components.

Coral Armor: Coral Armor weighs 25 pounds and adds a +5 armor bonus. The armor is cumulative with any other type of armor enhancing spells or effects (such as mage armor). Also, the armor absorbs all magical energy attacks, so while the Quashi may take damage from an effect, the armor doesn't.

Reflect Spell: A Quashi can reflect any one 4th level or lower spell per round by making a successful spellcraft check (10+level of the spell X 2). This is a move equivalent action.

Spells: Quashi cast spells as a Wizard, Sorcerer or Cleric equivalent to their HD -1 levels.

Slender, androgynous humanoids with delicate features. They wear a stunning coral exoskeleton armor covers their head, arms, legs and most of their body. They carry a small crystal rod glowing brightly with magical energies, which levitates beside them if they need two hands. Their face and hands are pale, looking frail and gaunt.

Quashi are mysterious beings from another world that seek to collect magical lore and sell their wares. They erect obelisks* as magical engines in remote regions to harness energies from the Astral Plane, enabling them to grow coralline and crystalline trees. The crystal is used for their rods and crystalline for their weapons. Coralline is a pale white ground shell, which is molded into customized armor. Quashi cannot exist in the prime world outside their exoskeleton due to their poor health. Their obelisks are temporary energy sites, but can be used as a rudimentary connection site by priests.

They are quiet and reserved among non-kin, they are insufferably arrogant believing themselves to be the greatest spellcasters; they are quick to criticize others and can remember insults for decades. When in cities, they act as merchants or collectors to learn about the magical resources of an area. Quashi never look others in the eye, as they are extremely easy to intimidate by physical means…they stare off into the distance when speaking with anyone of large size.

Combat
Quashi usually leave combat to their hired soldiers, which are always five to ten times the number of Quashi present. These mercenaries are usually between 2-4th level fighters or monks and well armed. If it appears the mercenaries will fail, the Quashi begin casting spells.

Society
While always respectful, these highly arrogant beings show their truest nature around their own kin. Their nastiness comes out as they trash-talk the low life with petty insults, while they are loyal to their kind, they never hesitate to insult and degrade each other. While there are both male and females Quashi, non-kin rarely can tell the difference as they are highly androgynous. They are open to relationships with any gender and any race that they find "intriguing." They propogate using spells, as self-impregnation is very common among Quashi. They come to the mortal plane to create and learn magic and sell their wares.

*Obelisks on my world represent divine magics, found in cities as sources of magic and faith. A Quashi's obelisk is distinct and many faithful see the alien's version as abominations to be immediately destroyed.





Monday, 4 February 2019

Choll - yellow skinned humanoids that choose their gender

This is the transgender type humanoid in my world. They are a race onto themselves, but are welcoming so others may find a home in their towns and culture. Choll always breed true, regardless of who they mate with. Their communities are hidden from enemies but open to anyone that seeks help in questioning their role or place in society, many spell-casters and artists find their way, for a while to seek solace or to find a new home.

Choll
Chol are bright yellow humanoids, with long arms and legs. Their hair is most often shoulder length and grey, but many choll are able to change colour through concentration. Many do fancy or odd hair styles to express themselves, others wear it short or shave it off completely. Both typical genders exist in their society, but at their Ritual of Aging, they decide their Adult gender identity. They have no hesitation to pick fashion or weapon styles which are seemingly bizzare, but they fit that individual.

Choll society is one of workers and artists, where traditional gender roles and functions exist within a wide spectrum. Some are natural Choll, born and raised by community members, who seek to find their path in life and society.  Just as many are elves, humans or dwarves who travel there, these are first generation, their children are always born to other choll, and are choll. Their society is split into four primary genders: males, females, plus the mixed and the bred. Mixed are individuals who chose their gender, by dress and habit. Bred are those who go through a magical ceremony to pick gender. While there is much social interaction and options, individuals are left alone to make a choice.

Most of their villages are in spire or forest communities where there is plenty of resources, but they can hide their population. It has long been believed that due to their changing of genders they are embarrassed, but this is false, because of their capacity to change, they are sought out by hunters and sorcerers to be instruments of adaption. They are often physically and magically abused, and while many choll do not hesitate to fight for others, they prefer their offspring be sheltered.

Personality: Despite their harsh life and constant threats, choll find beauty, charm and humor in their lives. A large number are in constant threatening situations so they take joy where they can, especially in themselves and their allies. They have many allies that are fey or chaotic, but they appreciate friends no matter where or why - few are lawful, many have noble allies who do not understand their carefree ways, but respect them nonetheless. They form egalitarian societies, as they look for leaders to step forward, regardless of their family history - yet they are also respectful of those who do not want to be apart of their battles. Most are meshed within city society, which is typical of many creatures on Nyssa.

Most males are sorcerers and artists, females usually become rangers or strngth based warriors - the feminine often exist far from the core city centres. United Male or United Female form the largest group that resides in the centre of the community and society. They are very competitive with each other, but most do it in a playful way. Individuals are free to select their role and class.

Physical Description: They are heavily muscled, bright yellow skinned with deep red hair. Many of them wear heavy furs and a backpack filled with everything they may need to survive in the wilds. They ritually brand themselves as physical reminders of personal oaths and victories. Men tend to braid their hair; women cut it short when weaning otherwise flowing long. Women tend to be taller and thinner then men and excel at archery and running, but once they are mothers they refrain from active raid participation.

Relations: They are well versed with other chaotic or fey beings, sharing in their wild parties of glee. They are respectful of anyone who is of differing opinion,but often they are dangerously protective of allies or family which can cause problems. They do not try to cause problems, but many lawfully aligned beings find them distasteful. Choll do not seek recruits, yet they do not need to, many individuals look for this group, especially those who question their role in life or their gender or sexuality or other life decisions. They offer advice to artists and thinkers, many races come through their community, and seek solace or refuge for short periods of time. Choll help people make decisions for themselves and then help them thrive in their selected path. Most civilized people know and accept individuals who have become choll, so these people have allies among most non-evil peoples.

Alignment: While unpredictable, they try to avoid problems with allies. They tend towards chaotic and neutral, but they do have many good aligned allies.

Lands: Choll are community folk, sharing space typically with Elf or Charr. They rarely gather in large enough numbers to form their own self-contained groups.

Religion: Few are religious, they tend to respect their allies gods, but do not have their own. They do have a small pantheon of High Heros, they look to as guides but not religious ones. The few who do follow a specific deity, organize in ways as elsewhere on Nyssa, except there are no sermons; weekly gatherings at an obelisk happen, but many just stand, pray in silence or meditate. Individuals may seek out guidance, but do so with clerics, sorcerers or even druids. Monks are highly revered, and some have followings based on their capacity to concentrate, or their non-verbalizing leadership.

Language: They speak their own language, and those of breeding also learn common, elven, dwarven or faerie.

Adventurers: For the Choll life is an unexpected adventure. They spend much of their life struggling for themselves and their allies, because there are those who would use their bodies. They want to help other creatures be able to live their lives... unjudged and free.

Choll 
+2 on survival and Knowledge (Either Nature or Society)
Gain Endurance as a free feat
Tribal Weapon - Energy Lash, supernatural ability
+2 dexterity, +2 Constitution, -2 Charisma

Racial Hit Dice: 2d8; Attack, Hit Dice, Saves, and Skills as a fighter of the same level
Base 8 skill points, more if they have exceptional intelligence, to be used on core skills only:

Core Racial Skills: Acrobatics, Climb, Handle Animal, Intimidate, Knowledge (local, geography, nature), Perception, Ride, Stealth, Survival, Swim (core skills are always available)

Level Adjustment: +1 CR

Gain +4 skill points every HD over 1st, feat at second level and every two levels afterwards
1 HD Youth or Non-Combatant
2 HD Gain Energy Lash (1d4)
3 HD gain damage reduction 1 / -; Control Colour, Size and Shape of minor objects by touch
4 HD +2 to Dexterity or Constitution; Modify Physical appearance
5 HD Specialized in Energy Lash (2d4); gain damage reduction 2 / -
6 HD +2 to Dexterity or Constitution; Gain Physical Adaption
7 HD Double Energy Lash Damage; +2 to Dexterity or Constitution
8 HD +2 to strength or Constitution
9 HD gain damage reduction 5 / -; Triple Energy Lash Damage & range (1d12 dmg); +5 to any three ability scores

Advancement by HD levels; most do not gain class levels until 10th; most select Barbarian, Fighter, Ranger, Sorcerer. If they select a standard class before 10th, they cannot advance further on this table.

Energy Lash: Choll have a strong but brief connection to otherworldly elements. Upon concentration, they can release a bright flash of energy, acting as a combined elemental whip weapon. It can affect creatures within a ten foot radius. If they lower the damage, (change to a D6) the energy can be focused to one type of energy (Rock, Water, Air or Sunlight also called Celestial Flame.)

Specialized lash: Increase in damage and length increases to 20 ft

Double Energy Lash: Two energy lash are extended up to 20 feet. The two creatures cannot be more than ten feet apart.

Modify Physical appearance: Have an ability to adjust their physical presence (+/- 50 pounds, +/- 2 feet, change skin and hair colour. for up to one hour.)

Gain Physical Adaption; Adjust their physical features to better fit into one environment. Gain +3 to any physical skill, such as fins for +3 on their swim skill score, or +3 on climbing, etc. Once selected this adaption becomes permanent.

Triple Energy Lash Damage & range: Three energy lashes at a range of 30 feet. The creatures cannot be more than fifteen feet apart.

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

This was an idea I have been playing around for awhile, and never got right. Still things that I'm not happy with, but I gotta let it go, and let it be.

Sunday, 3 February 2019

C'Tek (Chlorthek) - acid dripping humanoid,



C'Tek (Chlorthek)
Type                         Aberation
Hit Dice:                   13 hp     2d8+4
Initiative:                  +0
Speed:                      30
AC:                         14 (touch 10, flat 14)
Attacks:                    Slam +6 (1d6+3)
Damage:                   By Blade or Slam Weapon
Face/Reach:              5 ft
Special Attacks:         Acidic Touch (1d2)
Special Qualities:       +3 on saves to acid & poison
Saves:                        F +5, R +1, W +5
Abilities:                    Str 13, Dex 10, Con 15, Int 8, Wis 13, Cha 8
Skills:                        Perception +6, Stealth +4, Knowledge (Poison) +4, Craft (alchemy) +10
Feats:                         Imp Grapple (F), Imp Initiative, Resist Magic
Climate/Terrain:          Any, Spires or towns
Organization:             Solitary or Pool (3-12)
Challenge Rating:        2
Treasure:                    Standard
Alignment:                 NG or NE (split between good and evil)
Advancement Range:  By HD or Class (Rogue, Ranger, Druid, Fighter)

Humanoid Aberation that has loose grey saggy skin. They need to concentrate for a round in order to pull the skin tight, it stays closely attached for 5 or more rounds. Cursed by circumstances, as their body needs to deform once a day to stay healthy, but they are emotionally affected by the process
and are loathe to do it in front of anyone. Their bodies own acid deforms anything of fine design, so they shy away from anything except the most basic, rudimentary items.

While they seem physically incapable of handling physical challenges, they as a people have learned to adapt and grow with the acids in their own body, adjusting to the situations around them. They prefer dark alleyways in large cities, because leaving little tear or burn marks doesn't gather too much attention. Many are angry at the world and their existence, wanting to inflict pain or take from anyone in their way. Others, understand that their gifts enable them not to have, but to give to others in different ways.

Many good aligned Chlortheks become artists, alchemists or crafters, while many evil ones become rogues, intent to take whatever they want. They are not direct enemies, each understands what the other does, but feels that those actions are not best for them. They are from a people long-ago cursed by the gods for the defilement of a holy site, and their eternal payment seems to be the curse that condemns them. There are stories about Chlortheks who lose the curse for their offspring, but they must pay for the crimes of their ancestors.

By Racial Levels: +6 skill points per HD
1 HD Youth, 6 skill points + 1 feat
2 HD Mature, 6 skill points + 1 feat
3 HD +2 to any attribute score; +1 AC; Acid Touch Dmg 1d3; Auto half damage from Acid
4 HD SR 5, Resist +5 cold & Electricity; Acid Marking
5 HD +2 to any attribute score; Gain 1 Feat; +1 AC; Acid Touch 1d6; Immune to Acid damage
6 HD SR 10; Polymorph Resistance, Resist +10 cold & Electricity
7 HD +2 to any attribute score; Uncanny defense; +1 AC; Acid Touch 1d8
8 HD Acid Throw - As touch dmg, by dex modifier; Gain 1 Feat
9 HD +2 to any attribute score; +1 AC; Acid Touch 2d6
10 HD SR 20; Petrification Resist, Acid Cloud 2d8 dmg, Acid Touch 2d8 dmg
11 HD +2 to any three attribute scores; Gain 1 Feat; +1 AC; Acid Touch 2d10; Formless

These racial HD are the default abilities of a C'Tek, if they alternative abilities for any HD or level they cannot earn any additional racial HD levels.

3 HD Acid Marking: By grazing an item, they can mark it with a unique marking so it can be identified. The marks can be as rough or genteel as desired.

7 HD Acid Throw Can collect a glob of acid to throw it at anything within 20 ft, inflicting 1d6 damage, up to 2+1/dex or con modifier

9 HD Acid Cloud: They can release the acid upon concentration in a cloud form up to three times a day inflicting 2d8 dmg, in a 10 ft X 10 ft X 10 ft. range and it will last 5-10 rounds. If the C'Tek leaves the cloud, decrease damage to 2d6 every round. It takes two rounds for the acid cloud to fully form.

Formless: Able to change into a pool of acid and move in a 20 foot speed. They lose any natural armor class but can attack using their base attack and any dexterity ability boosts to inflict 3d6 dmg. They are able to stay in this form for up to 8 hours at a time. It is a move action to change back into humanoid form, but it is a two round action to change into the acid form and they cannot be wearing non-magical items or they will be destroyed.

Wednesday, 30 January 2019

Ood - tentacled faced humanoid

This is a monster inspired/stolen from Dr Who. I am a huge fan of both the old and new versions of the show and I like using stylized beasts based on it.


Ood

Medium-Size Humanoid
Hit Dice: 2d6+2 (11 hp)
Initiative: +1
Speed: 30 ft.
AC: 15 (+1 Dex, +2 Natural, +2 leather armor), touch 5, flat-footed 5
Attacks: Energy Blast Touch +3 melee
Damage: Touch 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Orb blast
Special Qualities: Blindsight, Minor Telepathy
Saves: Fort +1, Ref +4 Will +4
Abilities: Str 8, Dex 10, Con 16, Int 12, Wis 16, Cha 8 / 13
Skills: Athletics +5, Perform +8; Singing +12, Craft +7 (Medicine +10), Survival +8
Climate/Terrain: Any underground or Swamp
Organization: Circle (2-8) or Voice (1 Ood)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral (80% tend towards LN)
Advancement: By Class (Bard, Fighter, Monk, Druid, Artificier)


Alien Appearance: Humanoid, hairless, small black eyes and many short tentacles on their chin. They cannot speak aloud but have a minor telepathy power for creatures that they can see. The difference in their charisma scores are those with an Ood Orb and those without one. Typically no more than two Ood in a circle have an orb.

They can learn to speak if the individual spends time away from their circle, where group speech and thought is assumed. Few Ood choose to do this and are content and comfortable in their circles. Only individual Ood gain more than four HD.

The Ood were once servile slaves, forced to serve Lords from other worlds. Even when free they are driven to help others. If simple tasks they take action right away, but for longer more complicated tasks it takes them time to evaluate what their best choice of action should be.

They are often strangers in my dungeons, ignored by the primary inhabitants unless they can be used as slaves or most often as sources of info.

While generally very quiet, Ood sing collectively wonderful and personal songs when they are emotionally moved.

Magic Items
Ood are not inherently magical, but many have been trained to create magical devices that help them survive, and communicate with other creatures. After seeing a device, they need to spend one day with magical equipment to create a device to assist them. However it is an ood only device, few creatures can ever utilize the items the ood make for their own kin.

Orb: This is the primary item most ood carry, it is an small orb made of a soft metal, that allows them to speak out loud as well as to sing. The orb can release a shock that inflicts 1d6 damage on close range (20 feet or less). Some Ood, especially those that take fighter class take feats to increase the damage and range the orb can inflict beyond the table below.

1-4 HD      1d6 Dmg           Range 20 feet
5-6 HD      1d8 Dmg           Range 30 feet
7-8 HD      1d10 Dmg         Range 50 feet
9 HD +       2d6 Dmg or 1d8 Dmg for 2 targets

Shared Saving Throw: As an individual, the ood are not always the best at saving throws, but when they come together for a purpose, they learn to trust in their comrades. They add +1 to every saving throw for every two additional ood in their collective. If not in groups, give individual Ood -2 on all mental saving throws.

Minor Telepathy: Ood can telepathicly communicate with intelligent creatures but need to have bonded with them.

Stolen from the New Who series