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Showing posts with label Monster. Show all posts
Showing posts with label Monster. Show all posts

Sunday 3 April 2016

Flumph, Advanced

This was always one of my favorite creatures - and never understood why they were picked on. Yeah they are odd, but lots of creatures in the manuals are weird, and they are interesting.  There are so many beasts that have duplicates ..how many giant variations do we really need? This is how I`ve pictured them, increasing in speed and number of tentacle attacks as they advance in HD.

ADVANCED FLUMPH CR 1
LG Small aberration
Init +3; Senses darkvision 60 ft.; Perception +7

DEFENSE
AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
hp 9 (2d8)
Fort +0, Ref +3, Will +5

OFFENSE
Speed 5 ft., fly 20 ft. (perfect)
Melee sting +5 (1d4 plus acid injection)
Special Attacks stench spray

STATISTICS
Str 10, Dex 16, Con 11, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +0; CMD 13
Feats Weapon Finesse
Skills Diplomacy +2, Fly +18, Perception +7, Sense Motive +3, Stealth +11
Languages Aklo, Common

ECOLOGY
Environment any land or underground
Organization solitary, pair, or colony (4–16)
Treasure standard

SPECIAL ABILITIES

Acid Injection (Ex) When a flumph strikes an opponent with its spikes, it injects a burning, irritating acid that deals 1d4 points of acid damage immediately and another 1d4 points of acid damage on the round after the attack. The target can end the acid's effects by submerging the wound in water for a round or by being treated with a DC 15 Heal check. A creature that grapples or swallows the flumph takes this acid damage automatically every round it maintains this contact with a living flumph.

Stench Spray (Ex) A flumph can spray a 20-foot line of foul- smelling liquid once every 1d4 rounds. This spray functions like the stench universal monster ability, except it only affects creatures struck by the spray, which must make a DC 11 Fortitude save or be sickened for 5 rounds. The save DC is Constitution-based. Alternatively, the flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the flumph must succeed at a ranged touch attack (+5 for most flumphs). If the target is hit, it must make a DC 11 Fortitude save or become nauseated for 5 rounds; otherwise, it is sickened for 5 rounds. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours, and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range).

Flumphs on Nyssa often take an ownership role of many of the under-earth caverns and the less populated spires, wanting to keep them safe if ever needed. While the Flumphs are lawful, they stay in the background, helping out if needed but not enough to be involved, then slowly depart to help another group.

They are not a highly social race but they keep their friends close to them even if separated by long distances as they can reach out via their telepathy abilities. They use this to share knowledge or even show up to assist if needed. They have strong connections to the Dreamlands, and this is what many other creatures heavily associate them with. Some colonies sell their dream travel to non-threatening groups to enter the faerie world awake.

HD Advancement: 6 skill points/HD, 1 new feat every 2 levels

3 HD +2 / +2 to any 2 ability scores, Minor Telepathy, Weapon Use
4 HD Acid Injection (1d6, Heal DC 18), Read Others Dreams
5 HD Stench Spray (DC 15, sickened for 7 rounds),  Two Tentacle Attacks
6 HD +2 / +2 to any 2 ability scores,  Fly Speed 40
7 HD  Acid Injection (1d10, Heal DC 20), Minor Telepathy (2 miles)
8 HD  Stench Spray (DC 19, sickened for 9-16 rounds),  Three Tentacle Attacks
9 HD  Fly Speed 50; Dream Travel
10 HD  Acid Injection (2d8, Heal DC 24); +3 / +3 to any 3 ability scores

At any point a Flumph may proceed in a class level instead of HD advancement. Their typical choices are ranger, rouge or sorcerer.

Small Weapon Use: Flumphs at 3 or higher HD can use small weapons in combat using their tentacles.

Minor Telepathy: Can communicate with any creature of low intelligence or better if they have line of sight

Major Telepathy: Can communicate with allies or individuals they have previously met before and can communicate within 2 miles.  They take 2-5 rounds to make a mental connection, they do not know if the person is there until they spend the entire time mentally looking for them.

Tentacle Attacks: at the HD indicated, they gain multiple tentacle attacks, which can attack at the same time at no penalty

Read Others Dreams: Flumphs can intuitively sense when others are having bad or cursed dreams. They get +20 on sense motive rolls on nearby sleepers to read dreams. They use this to help humanoids overcome any dream or sleep curses.

Dream Travel: Flumphs are one of the few creatures that can travel into the dreams of other creatures and can passengers with them. They do this to break curses for willing allies. They do not take evil or threatening creatures with them when they travel.

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.


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.

Thursday 10 March 2016

Fiddling Cat

Fiddling Cat

Small Sized Magical Beast
Hit Dice: 5d8+5 (26 hp)
Initiative: +3 (dexterity)
Speed: 30 ft

AC 16 touch 13, flat-footed 13 (+3 Dex, +3 Natural)
hp 32hp (5d10+5 con)
Fort +5, Ref +7, Will +3
Base Attacks: +8 Rapier (1d6/19-20) or +2 Claw (1d3)
Special Qualities: Low Light Vision, Elemental Resistance (10), Turn Otherworld Creatures  (as 5th level cleric)

Saves: Fort +5, Ref +7, Will +3
Abilities: Str 8, Dex 17, Con 13, Int 11, Wis 15, Cha 16
Base Atk +5 CMB +4 CMD 17
Skills: Acrobatics +4, Perception +5, Jump +5,  Stealth +5, Perform +8 (Fiddle)
Feats: Combat Reflexes, Skill Focus (Perform), Weapon Finesse

Climate/Terrain: Spirelands or Candyland
Organization: Solitary or Circle (3-6)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral (50% Good)
Advancement Range: By Class (Ranger, Rogue or Bard)

This is a small sized anthropomorphized cat that has excellent music and conversational skills. They were little known as an intelligent felines on the mortal planes, but when some found their way to Candyland, their unique skill set made them a wonderful companion to the visitors to the otherworld. They now reside mostly in the Candyland, most as plump and pampered pets, but they have strong skill sets and are incredibly loyal to the cause of hunting out enemies in the fae-lands. Many wear very nice boots, a stylized hat along with a rapier.

While there are no undead in Candyland, there are many otherworld creatures, which is best defined as anything that is in the Candylands that is not asleep. Those that are sleeping, come by Mother Goose's sleep gates and have agreed (knowingly or not) to the rules and conditions. Those that have physically traveled here have not, and can get into all kinds of mischief. These Fiddling Cats have been blessed and they can use music to ward off otherworldly creatures. They must warn the creatures that they are being bothersome or unwanted, then if the unwanted do not depart or stop as they are being asked, the cat can fiddle to ward them away.

Turn / Ward Living: The Will DC is 10 + 1/2 HD + your Charisma modifier. This normally works for 3 rounds + 1 round / charisma bonus. If the creatures affected does not immediately leave, they suffer -3 on all subsequent saving throws, skill checks or attack rolls for double the amount of time they would feel the affects. Fiddling cats can turn for 5 + charisma modifier / day.

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.

Thursday 18 February 2016

Teddy Bear Golem (Candyland)

These Candyland favorites are not natives, as they reside principally in our own land of Mundania. They are children's defenders who have served a mortal child to adulthood, they can sleep-travel to Candyland to help visitors there. Most times they help one child for a night or two, then the child gets a good night sleep and no longer needs them.

Teddy Bear Golem

Size/Type:                  Tiny Construct
Hit Dice:                    2d10   (11 hp)
Initiative:                   +1
Speed:                        20 ft. (4 squares)
Armor Class:               15 (+2 size, +1 Dex, +2 natural)
Base Attack/Grapple: +2 / --
Attack:                        Bite +2 melee (1d2)
Special Qualities: Wielder immune to Fear & Charm effects, Sleepytime
Saves:                         Fort +0, Ref +1, Will +1
Abilities:                    Str 7, Dex 13, Con 10*, Int 10, Wis 12, Cha 16
Skills:                         Perception +5, Knowledge (Candyland & Fey) +6, Stealth +8
Feats:                         Improved Holding On
Alignment                    Neutral Good
Environment:              Candyland
Organization:              Solitary or pair
Challenge Rating: 1
Advancement:             3-8 HD (Small), 9-16 (Medium)

Immune to Magic - Similar to other golem types, Teddy Bears have immunities to mind affecting and other spells.

Sleepytime - Wielder gains the benefits of a full night of sleep as long as they rested for 2 hours (non-cumulative) during the preceding night

Immune to Fear and Charm effects: Those who hold on to the Teddy Bear are granted immunity to fear and charm spells. This bonus is only given to one person at a time, and usually for the smallest or weakest character in a group. This immunity is not granted if the wielder carries the Teddy Bear in a backpack - it must be visible. Also, if the person commits evil actions, the Teddy Bear will stop giving any kind of help.

New feat: Improved Holding: Gain +12 on skill checks or saving throws involved in physically holding on to their ward

It is said that when little kids grow up in the land of Mundania, many toys are misplaced, given away or worse, but there rare few are kept in special places that never stop defending the smallest. They often go missing in the nighttime in their native land, but Candyland residents have long known that Teddy Bears in fact are one of the primary defenders of the lost or accidental visitors in their demi-plane dream realm.

They go to well traveled spots where they believe visitors may be found. Children are the primary users of the Teddy bears but any mortal creatures may use them if they are found and carried around for safety. Teddy bears have weak voices, as they are only able to be heard within the same five foot square foot they are in. They will try to give advice if asked, but only when asked. Their primary concern is always the safety of their ward not of any other well intentioned goal

Wednesday 17 February 2016

Tin Man

Continuing with the creatures that are in my newly created Candyland, for an upcoming con adventure. Here is the consummate warden, the ever shiny and vigilant Tin Man. 

Tin Man (Lesser Golem) CR 3
LN (G)  Medium Sized construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +3

DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
HP  36 (3d10+20)
Fort +1, Ref +2, Will +1
DR 1/-;  Immune construct traits, magic

OFFENSE
Speed 30 ft.
Melee +6 Sharpened Wood Axe (1d6+2/18-20)
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 14, Dex 13, Con 10*, Int 10, Wis 11, Cha 10
Base Atk +5; CMB +7; CMD 16
Feats Weapon Focus (Axe), Skill Focus (Perception)
Skills +4 Survival, +4 Perception, +5 Knowledge (Candyland or Forest),

Environment Candyland
Organization solitary or gang (2–4)
Treasure none

Special Attacks: Sharp Axe - Increase critical range by 2 after three days of sharpening
Special Weakness: Heavy rain or water spells will inflict rusting, causing them to lose full motion. If they are at half hit points due to water damage, they move at 50% speed, if they are at 5% of hit points due to water damage, they lose all physical motion until they are oiled up again.

Tin Men were created long ago by The Great Wizard to help protect Candyland for the times when he was away from his post They were originally stationed at cross-roads, bridges and castles and all other places of high traffic to be gardeners and wardens, to alert the Candy Cane soldiers when problems appeared and assist when force had to be used. Though originally non-sentient like most other Golem types, they eventually became self-aware as the magical energies of the demi-plane soaked into them. Most are not overly smart or wise or highly charismatic, but they certainly do their jobs quite well and are dedicated to the people, places and magic of Candyland.

Most Tin Men will return to their station posts after getting the authorities, but a rare few will engage in quests if they believe it is in the interest of Candyland or the inhabitants. They are uninterested in personal glory or wealth, they are happiest doing their task - alone or with others is meaningless for them as they seem to be uninterested in building personal relationships. Strangely, many citizens that reside near particular Tin Men grow very fond of them, and the citizens realize the Tin Men do not understand or can even appreciate as they often do not pick up on their positive emotional feelings for them.

Higher Level Advancement (HD)

4 HD +3 skill points, Feat, DR 3/Magic, Increase any 2 ability scores by +2
5 HD +3 skill points , Gain Natural AC +2
6 HD  +3 skill points, Track, Increase Wood Axe's Critical range (+1)
7 HD  +3 skill points, Feat, DR 5/Magic, Increase any 2 ability scores by +2
8 HD  +3 skill points, Gain Natural AC +2
9 HD  +9 skill points, Feat, DR 9/Magic, Increase Wood Axe's Critical range (+2), Increase any 3 ability scores by +2

Few Tin Men ever attain 9 HD as they need to adventure and this would mean venturing away from their post which they are highly unlikely to do. In theory, as free-willed constructs they could gain levels in Fighter, Ranger, Paladin or Rogue. It has not been recorded if a Tin Men has ever tried to achieve class levels before 10 HD / level.

Gain Natural AC - These are physical improvements and better quality metal used in their bodies.

DR - The damage reduction is for non-magic weapons only.

Weapon Critical Range - They can increase any axe or bladed weapon`s critical range. It takes one week per range increase. The Tin Man must continually sharpen it, otherwise it slowly loses its sharpness after one day being uncared for. It will lose one +1 for each successive day it is not sharpened.

Construct Constitution - In my games constructs have 10 on their constitution. They do not gain or lose hit points, it always remains at this point and it cannot be drained.

Tuesday 16 February 2016

Winged Monkeys

Another one of the Candyland Monsters that will make an appearance at a local con I am doing very soon. This is a winged pest, that once served evil masters but today is mostly a nuisance.  They make a great companion for evil druids or witches.

Winged Monkeys
Small Sized Magical Beast

Init +1      
Senses low-light vision; Perception +3

AC 15, touch 13, flat-footed 13 (+2 natural, +2 Dex, +1 Size)
HP 16 (3d8+3)
Fort +5, Ref +5, Will +0 DR 1/cold iron

Speed 30 ft. Fly 50 (Average)
Melee 2 claws +4 (1d3+1), Bite +4 (1d4+1)
Special Attacks Swoop

Str 12, Dex 15, Con 14, Int 5, Wis 9, Cha 8
Base Atk +5; CMB +3; CMD 15

Feats Weapon Focus (claw),Multi-Attack
Skills Fly+10 , Perception+3 Survival +4, Stealth+3; Bonus +8 on Fly

Alignment: Neutral (Evil)
Environment Candyland
Organization Small Flock (3-12) o Large Flock (30 - 120)
Treasure Quarter 
Advancement 4-6 HD (Medium); 7-10 HD (Large)

Swoop: Gain a +3 bonus on a single claw attack  if they are able swoop down ten feet down during combat. 

It is believed these creatures were an experiment in cross-breeding by one of Candyland's former Witch Mistresses. They have since escaped and bred wild. 

At one time, their flocks numbered in the hundreds, and they could turn the bright pink sky black as they descended to attack creatures or travelers. But when their masters lost access to the huge revell (corn) fields, they could not be controlled and the flocks broke apart to look for food on their own. Now they mostly survive by raiding or harassing farmlands or sniping travelers.. They can be quite cunning, using their stealth to sneak in and take small objects but they usually just us their numbers to take what they want by strength.

This is the typical specimen, there are more advanced versions that sometimes advance HD in fighter, rogue or druid levels. Some evil druids select these creatures as minions but only if they have been to Candyland previously.

Monday 15 February 2016

Eggston (Egg Man)

I was preparing a fairy tale adventure and needed some storybook monsters. Didn't really find any monsters that fit the Egg-type mold and was inspired to create my Eggston. A bit serious but a kind-hearted fey, they hold important positions in Candyland, a demi-plane of sweet delight.

Eggston    (Egg Man)
Medium Sized Fey

Hit Dice: 11 hp (2d6+4 con)
Initiative: +2 (dexterity)
Speed: 30 ft

AC: 13 (+2, dexterity, +1 natural)
Base Atk +1 CMB +3 CMD 15 (Trip 18)
Melee Attacks: +0 Cudgel (1d6)
Range Attacks: +3 Small Crossbow (1d4)
Special Attacks: Rolling Attack +6 (Trip)
Special Qualities: Rolling, DR 1 / Blades and Missiles

Saves: Fort +2, Ref +5, Will +2
Abilities: Str 8, Dex 14, Con 15, Int 12, Wis 8, Cha 14
Skills: +5 Acrobatics , +5 Climb , +4 Diplomacy, +4 Knowledge (local & Fey) +5 Perception
Feats: Weapon Focus (Roll)

Climate/Terrain: Candyland or any Neutral Planar World
Organization: Solitary, Pair or by Pack (3-10)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral (tends towards LN)
Advancement Range: 3-7 HD (Medium)

Disadvantage: Suffer a -4 on saving throws versus crushing & blunt falling damage
Rolling Attack: Dropping to their side as an instant action, they gain a +6 to their rolling attacks in an attempt to trip up their foes. They roll back to their feet in the same round of an attack. They must be able to roll between ten to twenty feet. If the Eggston succeeds on their CMD check, the opponent is knocked down. If they fail by ten or more vs the opponent's CMD, they end their turn on the prone.

A famous humanoid race found throughout Candyland. Appear as a five foot tall egg with short legs and arms. Most wear clothing to fit in with humanoids they interact with but in their own shell-towns they normally only wear their bare white or brown egg shell.

There are many races and creatures found in Candyland, some as travelers or adventurers, but the Egg-shaped Eggston is one of the few true native inhabitants. They are looked to for advice and often given minor positions of authority as they have an intelligence that is thoroughly respected though sometimes misplaced. They are keen to help visitors, and in some instances their advice will actually help. Many times their apparent sophistication is for naught, as they rarely admit that they do not know, and can give false information and not even realize it. Because of their dutiful nature, they rarely turn away from tasks that help defend their posts. The rare Eggston above 7 HD gain levels in bard, rogue, or fighter.

Higher Level HD

3 HD Acrobatics & Climb (Add 3 X HD to Jump and Climb Skill Scores), See Invisible, +1 Natural AC, +6 Skills Points
4 HD Gain +2 to any two ability scores, Immunity to Charm Spells, +1 Natural AC, Feat, +6 Skills Points
5 HD Immunity to Natural Poison, DR 3/Blades and Missiles, Gain +4 on Fae & Bard reaction checks, +6 Skill Points
6 HD Gain +2 to any two ability scores, +1 Natural AC, Feat, +6 Skill Points 
7 HD Gain +2 to any two ability scores, SR 15, DR 5/Blades and Missiles , Feat, +6 Skill Points

See Invisible (Su): Due to their keen senses, they have a 85% chance, before rolling a perception check to determine if there are invisible creatures in their line of sight. This increases to 95% if the creature is within twenty feet of them.

Bonus to Jump and Climb skills: Eggston are very adept at quickly moving around, getting a bonus equal to three times current HD to their base skill before rolling d20. They get these adjustments 2 + Cha bonus

Immunity to Natural Poison: Immunity to natural poisons found in the woods - usually from animals or reptiles and those directly from plants. This gives a +4 to  manufactured poison saving throws.


Sunday 14 February 2016

Cupid - small angelic figures

These small angelic figures inhabit temples and places that serve alcohol. Their main task is to find people willing to take on holy tasks, but they have a weakness for supporting lonely hearts into finding mates. While not confirmed, many believe that children can see them, even if they invisible.

Cupid                CR 4
CG* Small outsider (native)
Init +3; Senses Darkvision 60 ft, low-light vision; Perception +16

DEFENSE
AC 17, touch 14, flat-footed 13 (+3 Natural, +3 Dex, +1 size)
HP 32hp (5d8+10 con)
Fort +3, Ref +4, Will +3
DR 10/magic;

OFFENSE
Speed 20 ft., Fly 50 ft. (Good)
Melee: Unarmed
Ranged +3 shortbow +10  (1d4)

STATISTICS
Str 8, Dex 17, Con 14, Int 13, Wis 8, Cha 17
Base Atk +2; CMB +2; CMD 15
Feats Point-Blank, Precise shot, weapon focus (short bow)
Skills: Bluff +11, Fly +25, Knowledge (Religion)+15, Perception +16, Sense motive +14

Languages Common, Elven, Faerie.

ECOLOGY
Environment Obelisk (Non-Evil)
Organization solitary, pair, heart (4-7)
Treasure Usually Silver Coins or chocolate hearts

SPECIAL ABILITIES

Bonus to Emotion Based Spells: Gain +1 per their HD to any spells that affect emotions

Invisibility (Sp) Can turn invisible five times a day. Each time they shoot an arrow, they become visible until they re-use this ability.

Possess Other (Sp) A cupid's official task is to seek mortals to do missions for their heavenly patrons. They determine which of the faithful can best accomplish a task and then try to steer them back to their patron's temple. The most used method is to possess them for short periods of time (10-20 minutes.)

Enchanted Arrows (Sp)  They are armed with magical short bows that shoot arrows that can either damage the flesh or the heart.  A cupid can utilize 2+Cha Bonus magic arrows every day, created when the arrow is knocked.  Those struck by a cupid’s arrow are struck as if by a spell-like ability at a caster level equal to the cupid’s Hit Dice. All saves are Charisma based.

Some of the varieties of cupid’s magic arrows are:

Dream - Fall into a deep slumber for 10-60 minutes, Will DC 14

Love - Fall for the nearest person they are looking at, having a -5 to suggestions (or polite requests) made by the same person for the next 24 hours, Will DC 17

Misery - Lose all interest in any positive interaction, wishing to imbibe alcohol or similar substances for the next 20-200 minutes, Will DC 15


Cupids are small angelic spirits best known for helping lovers find their mates but they have many magical skills.  They are found in many temples or small pubs looking to help the faithful in tasks. When flirting about a city, they will often use their magic to help out various causes.  They are rumored to have many other arrows with emotion affecting magics. While their primary job is not to make mortals fall romantically for each other, they have a weakness for lonely people and try to make them happy.

They have a very strong affection for children and will usually take time to play with or inspire them to engage in artistic endeavors. It is often said that children can see through a Cupid's invisibility.

Oddly, they have a changing alignment, it teeters between neutral and good, dedicated and free. Despite this they have free reign in many good temples as they are rarely seen as a misaligned force.  

Saturday 13 February 2016

Oompa-Loompa

Have used these a few times in my games, usually as slave labor in a dark twisted dungeon. These are mystical candy-makers, often found in factories anywhere in the Prime or Outer Planes.

Oompa-Loompa

Small Sized Humanoid
Hit Dice:                    2d8 (9 hp)
Initiative:                    +2
Speed:                        20 feet (4 squares)
Armor Class:               13 (+2 Dex +1 size), touch 12, flat-footed 11
Base Attack/Grapple: +0/-3
Attack:                        Slam +2 melee (cudgel 1d3)
Special Qualities: low-light vision, teamwork
Saves:                         Fort +1, Ref +3, Will +1
Abilities:                    Str 10, Dex 14, Con 10, Int 12, Wis 11, Cha 15
Skills:                         Craft (any) +3, Perform (Any) +5, Profession (Chocolatier) +5
Feats:                          Skill Focus (Any Candymaking Skill)
Environment:              Any (Loompaland or candy Factory)
Organization:              Usually in a Workteam (5-8)
Challenge Rating: 1
Treasure:                    Standard, items
Alignment:                  Usually Lawful Neutral
Level Adjustment: Most Gain Levels as Craftsman (Rogue or Bard 10th level Max)

Skill Focus (Candy creation): They have a long history of working with confectionery, gaining +3 in any related profession.

Teamwork: Gain +1 bonus on manual skills performed with their kin. They can gain a bonus up to the number of their kin working with them, normally five for projects.

Oompa-Loompae are known for their small size, colourful hair, orange skin, and white pants with loud boisterous voices. They are mischievous, love good-nature practical jokes, and singing. While not actually fey, they have a personality that fits in with them. They also get along with dwarves and halflings as well. While not always keen for humans, they do appreciate craftsmen who dedicate themselves to an art form.

The few of their kin who do not specialize in candy making usually become rogues and bards.to help take care of their factory home. Rogues take care of security, setting up traps to stop intruders. Bards to encourage the workers and but occasionally to help stop misfits that have found their way into the factory. They also accept small sized humanoids to assist them in their homes - such as halflings, fey or dwarves if they show talent in confectionery or magic.

Though it has never been proven, many believe the Oompa-Loompa are heavy drinkers. There are many unsubstantiated stories of balooshes (beer bashes) that happen at night when the factory is closed, as the fey from Santa's workshop and rabbits from the High Bunny's Warren come over for events.

Wednesday 27 January 2016

Novarin - Dungeon Caretakers

The core idea for these creatures is kind of like petitioners for dungeons.  These are dungeon inhabitants, not monsters, not adventurers but people who look after the dungeon...picking up things, cleaning up the messes, etc. They should be neutral to both sides of the adventuring game, neither to help the creatures or the adventurers. Fun to use when the major scene is over and they come in to do some clean-up, see the adventuring party on spot, then have them make an awkward exit.

Novarin

N Medium Humanoid
Init +2 Senses Low-Light Vision, Perception +4

 DEFENSE
AC 14 touch 14, flat-footed 12 (+2 Dex, +2 natural)
hp 11hp (2d8+2 con)
Fort +4, Ref +2, Will +0
Defensive Abilities   Dmg Rebound +1 / 2 levels for native creatures; +1/level for outsiders  

 OFFENSE
Speed 30 ft.
Melee Short Sword +3 (1d6+1)
Ranged Short Bow+3 (1d6)

 STATISTICS
Str 12, Dex 14, Con 13, Int 10, Wis 11, Cha 12
Base Atk +1 CMB +2 CMD 14
Feats Weapon Focus
Skills Acrobatics, Knowledge (Dungeon), Perception, Stealth, +4
Languages Dwarf, or Common
Typical Gear: Hammer, Bucket, Pitons, Rope, Lantern

 ECOLOGY
Environment      Always Dungeon or outside of a dungeon entrance
Organization      Group (3-6) or Clan (21-40)
Treasure Value  Poor, Quarter of the stated wealth of adventurers

Novarin are an odd group, humanoids whose job is to work at the most infamous dungeons in the land but not as raiders or even protectors but caretakers. They clean up messes, instruct visitors of the etiquette, clear bodies when they begin to reek, and try to keep vermin under control. They remain neutral in terms of the dungeon process as they are are not permitted inside of sealed or locked doors nor take treasure.

Only accidents or mortal creatures harm them in the dungeons that they care for as they have a damage rebound - the dungeon itself is taking care of them, harming those that hurt the Novarin. Evil creatures are fully aware of them and most just ignore them. Some try to torment the caretakers but the Novarin try to to be vigilant for illusions or other tricks that the monsters use. These evil creatures may get local mortal creatures to attack the Novarin, knowing they suffer less rebound damage. While threatened or ridiculed, the wisest of the Novarin understand that their job is not to serve the monsters but the dungeon itself as a living entity, so they refuse many orders that the monster inhabitants may try to impose on them.

They appear very similar to the local human population, but their eyes are pupil-less. Their hair grows in small circular batches on their head, never growing very long. Their skins brightly shine, especially in darkness thus most wrap themselves tightly in bandages when inside dungeons. Unwrapping their facial bandages is a highly personal act of trust, never doing so in front of creatures they do not trust. Their skins cannot be permanently marked even by tattoos, as their skin always repairs itself within a few days of cutting or marking.

Novarin appear as full adults at the dungeon they are to serve, within small villages that often appear outside dungeon sites. They seem to know the general areas of the dungeon by instinct but not the secret or hidden places. They do not willingly discuss the dungeon or its features. They state only vague generalities such as the rumors around the dungeon or creatures within, never confirming anything. One of the dungeon services they do provide are supplies, outside an entrance site, selling various items. Some of these items may be useful, some are not, it is based on what a typical adventurer will bring – not what is actually needed. This is one of the ways they can earn their own limited funds. Few adventurers should ever realize these little recognized vendors outside the dungeon are also inside it, doing maintenance.

No children or youth of their kind have ever been seen. Some claim that they are the offspring of adventurers caught in the bowels of dungeons, raised by a lawful entity until ready to serve. Others believe they are the reincarnated adventurers who died in a dungeon, nobody is sure and since the Novarin have no knowledge of their predecessors it remains a mystery. There is no stratum or level among the Novarin, all are equal, all serve the dungeon and do not give orders to each other, instinctively knowing their task for the day.

These humanoids serve active dungeons with willing adventurers and inhabitants regardless of the alignment of either. When dungeons are cleared of both monsters and treasure, their numbers start to dwindle as they seem to be reassigned to other locations. Some believe this means there must be a divine power with a portfolio of dungeons that either rules or controls the Novarin.

The overwhelming number of Novarin serve their dungeon faithfully but a few take risks for personal gain. If caught by their kin, they can be stripped of their status as dungeon inhabitants. These forsaken individuals must turn away from dungeons as every door, trap or mechanism fails in their presence, not just their own but in every dungeon they enter.

2 HD Damage Rebound 1 / 2 HD; Open Door or Portal; +5 skill points; +2 to any ability score
3 HD Charm Person (3/day);+5 skill points; feat
4 HD Damage Rebound 1 / HD; +1 in Natural AC; +5 skill points; +2 to any ability score
5 HD Dimension Door (200 feet); +5 skill points; feat;  +1 in Natural AC
6 HD Double Rebound (2/day); +5 skill points;
7 HD Charm Monster (3/day); +1 in Natural AC; +5 skill points; feat; +2 to any ability score
8 HD Charm Fey (3/day); +5 skill points; +1 in Natural AC
9 HD Triple Rebound +3 dmg (3/day);  +5 skill points; feat
10 HD Charm Elemental or  (3/day); +3 in Natural AC; +10 skill points; ; +2 to any 3 ability scores

Novarin continue this racial ability chart when they gain levels. For the few that reach the highest HD, they can choose to gain new levels as fighter, rogues but bard, cleric or sorcerer is also possible. Except for the forsaken, no Novarin chose other classes until they complete this listing.

Open Door: When in their native Dungeon, Novarin can mentally open or close doors within 200 ft.

Damage Rebound: One of their main defenses is that the dungeon gives them a type of damage rebound, any time they are damaged (by spell or weapon), one half their HD level is reflected back onto their attacker each round. Foes only take this type damage once a round, regardless of how many Novarinn they hurt in any given round. At higher levels, they can temporarily increase the rebound damage inflicted (double at 6 HD, triple at 9 HD) for the same number of rounds as their HD. Outsiders automatically suffer an increased multiplier, so at 4 HD, they suffer two damage per HD instead of 1 damage, etc.

Charm Person (or Monster, Fey, Elemental): For the most part, they allow monster or animal or adventurer to do as they wish, however, if creatures interfere with their activities, they can use their magic charming to convince them to depart.

Dimension Door: As per the spell of the same name. They get another casting every two additional levels.

Wednesday 20 January 2016

Spire Giant

Spire Giant

N(E) Giant                CR 14
Init +1 Senses Perception +10

 DEFENSE
AC 22 touch 11, flat-footed 21 (+2 Leather Armor, +11 natural) 
hp 142hp (15d8+75 con)
Fort +14, Ref +5, Will +7
    
 OFFENSE
Speed 40 ft.
Melee Slam +21 (2d10+10) 

 STATISTICS
Str 31, Dex 10, Con 21, Int 6, Wis 14, Cha 8
Base Atk +11 CMB +21 CMD 32
Feats: Awesome Blow, Cleave, Great Cleave, Improved Sunder, Intimidating Prowess, Iron Will, Power Attack
Skills Climb +16, Jump +15, Intimidation +15, Perception +10, Survival +12 
Languages Giant, Common or one other local (Dwarven or Jahlen most common)
SQ Low Light Vision, Elemental Resistance (20), Unnamed Magical Resistance (20), Immune to Necromancy or Undead spells or effects

 ECOLOGY
Environment      Spirelands
Organization      Solitary or Group (3-6); Tribes rarely have more than 100 members
Treasure Value   Quarter Standard

This is the default giant-kin on Nyssa, a brute which is both gentle outside battle but savage in combat.  Standing 20 feet tall and weighing more then two tons, these giants are a sight to behold. Incredibly strong and physically in proportion to humans. Most mimic in a very general way, the local human population lifestyle.

They are among the most destructive creatures known when provoked or hungry. They usually reside in remote caverns and spires, and are utterly despised for their unceasing hunger, hunting all animal life in the region around them. When an area is depleted, they move on to find a new hunting ground. It usually takes a giant clan 10-20 years before clearing a 500 mile radius of all life. Spire Giants fear nothing and attack all animal life they encounter. One of the most dangerous consequences of these giants moving into a new area is their constant attack on ice-jammers (ships) by bombarding these vehicles with rocks and spears. While it is rarely successful in destroying a vessel, it certainly does tend to limit travel to those regions. Perhaps the only benefit to Spire Giants invading an area is their their ability to devour any type of carrion or corpse. They are one of the few creatures known to consume corporeal undead (ghouls, skeletons); thus when they clear out a region it is virtually empty of all moving entities not smart enough to hide or too slow to run.

While far from intellectuals, spire giants are not mindless. These creatures organize patrols, and are selective before moving to a new area. Manically violent when hunting, they are peaceful around kin, they care for and educate their young, rarely engage in group fighting and even attempt artistic endeavors. The few treaties they have made, they devoutly keep. However they are usually paid off with food, and when the food runs out they tend to go back to hunting everything in sight. Rangers and druids understand it is their hunger that drives their impulses - and while they are quick to attack a ship or caravan, small groups can beseech them for favors or to work for a cause.

Elemental & Magical Resistance: Spire Giants have 20 resistance versus any type of elemental and unnamed magical damage.

Saturday 26 December 2015

Maedar - Male Medusae

Maedar

Type Medium Monstrous Humanoid
NE Medium Aberration
Init +2 Senses Darkvision 60 ft.; Perception +4

 DEFENSE
AC 14 touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 11 hp (2d8+2 con)
Fort +1, Ref +2, Will +3

 OFFENSE
Speed 30 ft.
Melee One-Handed Weapon +3 (1d6+1) or Fist +2 (1d6+1)
Ranged Weapon +3 (Heavy Crossbow 1d6)

 STATISTICS
Str 13, Dex 15, Con 12, Int 9, Wis 10, Cha 8
Base Atk +1 CMB +2 CMD 14
Feats Weapon Finesse
Skills +2 Disguise, +3 Perception , +4 Stealth , +4 Survival

 ECOLOGY
Environment      Mountainous or Deep Caverns 
Organization      Solitary or Duo or Trio
Treasure Value  Half

Male medusa, often referred to as maedar, happens when a medusa mates with a male of another species. Dark spidery skin, highly muscular, but they are unable to grow hair anywhere on their body. Most have tattoos on their arms and upper body to denote who owns these lesser medusa.

They are lower status beings in the medusa clans, as the matriarchs rule their familial groups. There are fewer who survive their young years as many are killed due to their mistresses rage. They are trained in a specialized function such as soldier, servant or spy. Because of their status, many maedar look for opportunities to escape the clan. Those that find their way out, are often quite successful in both legal or nefarious skills, but few will speak of their time with the medusa clans.

When maedar mate with medusa, they give birth to large sized intelligent snakes. When they mate with human or elf females, half the time the mother's give birth to female members of their mother's species or a medusa, otherwise their children are maedar.

What is little recognized by members of the medusa clans is that while maedar are born weaker, as they age they grow in power and eventually have more powers than their female kin. Few clans realize this, as many maedar are killed by kin well before they show any status or signs of power.

Abilities by HD
3 HD Shatterstone (1/day); +5 skill points; Gain new feat
4 HD Gain + 2 to any Ability Score; Fist 1d8; +1 to AC; +5 skill points
5 HD Shatterstone (3/day);+5 skill points; Gain new feat
6 HD Speak with Stone (2/day);+1 to AC; +5 skill points; Gain new feat
7 HD Gain + 2 to any Ability Score; Fist 1d10; +5 skill points; Gain new feat
8 HD Summon Lesser Elemental Earth Form (1/day); +1 to AC; +5 skill points
9 HD Liquefy Earth by touch (at will); Gain Immunity to Petrification; +5 skill points
10 HD Shatterstone (1/hour); +1 to AC; +5 skill points; Gain new feat
11 HD Gain + 2 to any 3 Ability Scores; Fist 2d8; +5 skill points; Gain new feat
12 HD Restore Stone to Flesh by touch; +3 to AC; +12 skill points

Maedar do not need to advance up this listed level chart. They can gain non-Maedar levels at any time, however, if they ever gain non-Maedar HD they are unable to further advance in their natural Maedar class levels again.

Fist: A maedar learns to harden their fist into stone for a few moments in battle, this is why this simple attack can become so deadly at higher levels.

Shatterstone: By touching stone, they can create a hole in a large area, just enough for a medium sized creature to pass thru. At 3 HD, this can be five feet in height and distance; length at 5 HD this can be twenty feet in distance length; at 10 HD it can be 100 feet in distance length

Speak with Stone: Able to get visual images of creatures who passed near the stone within a 24 hour period at 6 HD, a month at 8 HD, and a year at 10 HD.

Summon Lesser Elemental Earth Form - As per Medium Sized Elemental. Will either engage in combat or stay and serve in other capacity for 12 hours.

Liquefy Earth: Create an area on stone that a medium sized creature can walk through. Can be roughly twice the size of the hole created via shatterstone. It is very difficult to discover (Perception DC 30) as it appears identical to normal stone and lasts for ten minutes.If inside the bolt-hole when it collapses, they are shunted out in the direction they came from.

Restore Stone to Flesh: Able to restore creatures turned to stone as long as their full body is still apart of the statue, if organs or appendages are missing, the restoration will not work. It takes one full minute per year that the creature was petrified of uninterrupted touch.

Sunday 20 December 2015

Iron Salamander

My gaming home world is one of various styles: high magic, high technology, social interaction, divine interactions, etc but one of the few sticky points is the unending threat of the cold. Large swathes of the land are still covered in the Icy Death, and getting around this is a significant challenge especially at lower levels. 

While I have lots of unique creatures but there are a few classic ones that I shouldn't use as they violate the spirit of the themes. The Iron Salamander is one of those alternates to let me use the creature adjusted to fit my campaign world. So instead of the fiery salamander, this is the one I use, representing iron strength and metal sharpness.

Iron Salamander
CR 6
LE. Medium Outsider
Init + 1. Senses: Darkvision 60 ft, Perception

AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
HP 76    (8d10+32)
Fort +10 Ref +7 Will +6

DR 10 / Magic Immune Silver or 1st level Spells
Speed 30 

Str 16, Dex 13, Con 18, Int 14, Wis 15, Cha 13
Base Atk +8; CMB +11 (+15 grapple); CMD 22 (can't be tripped)
Melee. +11 / +6 Spear (d8+4 plus metal spray +1d6)
Constrict. 2d6+4 
Feats Cleave, Iron Will, Power Attack, Skill Focus (Crafting)
Skills: Acrobatics, Bluff, Intimidate, Perception, Sense Motive +5, Craft (Weapon), Knowledge (Planes), Knowledge (Religion or Magic) +8

Environment: Plane of Iron
Organization: Hunting Party (11-20) or Tribe (100-400)
Challenge Rating: 6
Treasure: Standard

Tail Metal Spray: Their tail is a continuous swirling slag of metal. Normally when they attack, their tail flails in the same direction, throwing spikes, doing damage as listed. They can have their ten foot long tail to attack another distinct direction, except they must make separate attack rolls in this circumstance.

Tracking Penalty: Iron Salamanders continuously shed small iron shavings, giving opponents tracking them gain a +4 on their attempts. These shavings usually disintegrate after 12 hours on prime worlds.

Metal Weakness: Iron Salamanders suffer a -2 to sonic saving throws

The Iron Salamander is an intelligent foe from another plane, that comes to many prime worlds to raid for resources and slaves. They are well known in many locations on Nyssa because they have long used portals to make lightning quick attacks to take what they need. Their standard routine is to take over a defensible short-term lair, gather their items and then depart.

They appear bright and shiny in their youth as their silver metal scales cover their serpentine body. As they age, their metal sharpens but the metal fades into an iron like rigidity and colour. Most of these Iron Salamanders work on sharpening their tails, both for decoration and for battle functionality. While they have expertly made weapons such as spears and war hammers, they relish using their tails in battle with weaker creatures.

They are similar to a military society where every citizen understands their role and may be called upon to help in a raid. They usually follow orders when it comes to raids or defense, but they are given flexibility otherwise. Most towns will raid once every two or three years, when their supplies start to run low. Communities are independent of one another but will typically help an allied community if they are not in the midst of planning or executing a raid.

Iron Salamanders are a non specific gender, they go through periods where they change their gender, usually a female in their earlier years and a male in their later ones. Most Iron Salamanders hatched during specific periods will share their role and gender with every other salamander during that same six to nine month period. Gender roles are not recognized, unless the female is pregnant, then it takes priority for the community and they have a five year refrain from taking part in raids.

The listed example is a base Iron Salamander, they can gain levels in fighter, ranger, rogue or sorcerer. Leaders are from all all classes, as they move upward in their society ranking for success in their missions - Salamanders respect cunning and strength above all else.

Monday 14 December 2015

Disenchanter Beast (multi-tiered template)

I have used these creatures a lot in my dungeons to explain why magic items can be rare. These creatures seek it out and feed on it, not evil creatures but natural ones who are following their instincts. They affect enchanted magic items only, so in my world that means created items. Many simple items are natural and these cannot be enhanced nor drained. These creatures are often raised by non-magic using species to temper the threat of spell-casters.

Disenchanter Beast (3 template bases - Lesser, Greater, Master)

Size and type: does not change
Hit Dice Adjustment: +2 HD or +6 HD or +10 HD
Speed: As original creature

Armor Class: +3 deflection bonus for Lesser, +6 bonus for Greater; +12 bonus for Master
Attack: As per the original creature plus HD bonus
Full Attack: As per the original creature
Spell resistance: SR 15 / SR 20 / SR 25
Special Abilities: Drain Magic, Sense Magic: Anti-Magic Aura, Awakened Ferocity
Special Qualities: Dmg Reduction 3/5/10

Abilities: As base creature plus  +2 / +4 / +8 on any three ability scores
Skills: +5 on perception checks and sense motive; +3 to skill checks for every additional HD attained

Environment: Remote locations
Organization: Solitary
Treasure: None
Alignment: Usually Neutral

Drain Magic: Magic items that touches a disenchanter beast must save vs Will DC 25 / 30 / 35 or be nullified. Items with charges lose all charges, if it is a permanent magic item, the lose it's magic properties for 1d12 hours / 1d3 days / 2d4 days.

Sense Magic: Can sense the presence of any magic (spells or items) in the radius of 500 feet.

Anti-Magic Aura: Magic has a hard time working in a disenchanters presence. Casters must make a concentration check DC 20/25 /30 to be able to cast spells within 50 ft of a disenchanter beast. Items with charges lose three times / five / ten the required charge every time they are used in the 50 ft radius.

Awakened Ferocity: Disenchanters gain a +5 morale bonus if disturbed from their sleep; this bonus applies to all saves, attacks and skills.

Reduced Stealth: When their scales flare due to the presence of magic, they suffer a -5 / -10 / -15 to their stealth checks as their blue scales flare brightly

These creatures were originally breed by the Society of  Contemplation - a neutral aligned cult dedicated to creating magic free areas but they eventually escaped to breed wild and true. Now they usually exist as wild creatures inhabiting herds of their base animal. Most common known herds include:snakes, gorillas, bears, wolves, ferrets and eagles

They are similar in size and shape with their base creature, except they always have light blue skin with dark electric blue triangles spot their body. When in the presence of magic their skin flares to dark blue. These creatures feed on magic items, which they can naturally sense up to 500 feet away.

Disenchanters are passive creatures, attacking only when other beings approach them. It is difficult for adventurers to approach them, as the presence of magic aggravates them to the point of aggression. Items left within 50 feet of the snake’s presence for more than 24 hours; permanently loses their dweomer without a saving throw. For this reason, adventurers avoid disenchanters whenever possible. If they snatch powerful items, they retreat to their lair, curl around it and sleep. In this hibernation, they are actually more aware of their surroundings then when awake as per their ferocity ability.

These creatures often run in the same packs that their base creature come from, with one or two members being of the disenchanter variety and the rest being standard beasts. They are fully compatible with non-magic versions of themselves but their offspring is 90% likely to have disenchanter abilities. Disenchanters, regardless of their type never attack other spell-draining creatures; few are able to communicate with each other but they inherently understand that they share a goal. Most of the oldest varieties haunt lonely tombs, spires and abandoned lairs.

There are a few places that successfully use these creatures to curb the presence of magic. Most fail as they cannot preserve the creatures ferocity with their need to control them. The best, such as the spire city of Lecenna, have wild disenchanter monkeys roaming around, stopping magical threats but limiting their own spell-casters capacities.

Tuesday 8 December 2015

Ferrasil - Forest Minotaur

My standard forest Minotaur, a creature often found lurking around abandoned temples or other sites. Unlike their labyrinth kin, they are less likely to attack strangers or even get involved, they would rather stay in the background.   

Ferrasil - Forest Minotaur

N Medium Humanoid
Init +0 Senses Perception +5

AC 15 touch 13, flat-footed 15 (+2 natural)
hp 11 hp (2d8+2 con)
Fort +4, Ref +0, Will +0

Speed 30 ft.
Melee Heavy Axe +5 (1d8+5) or Horns +4 (1d4+3)
Special Attack: Horn Charge +6 (2d4+3 or double base horn damage) usable with a 20 ft dash
Abilities: Scent

Str 16, Dex 10, Con 13, Int 9, Wis 10, Cha 8
Base Atk +2 CMB +4 CMD 14
Feats  Improved Charge (Double damage with horns)
Skills +3 Climb, +4 Handle Animal , +4 Survival, +5 Perception

Environment: Any forest
Organization: Solitary or pair of cluster (4-8)
Challenge Rating: 2

Treasure: Standard
Alignment: Usually neutral
Advancement: By character class

Kin of the standard Minotaur, these neutral aligned hermits inhabit dark corners of great forests. These broad humanoids are comparable in size and build to an orc warrior in their youth with bull ears, short horns, and neatly combed green fur that covers their entire body except for their face, hands and hooves. They grow in size and brute strength as they age, especially their horns which eventually grow to be more than four feet high. Like all Nyssian Minotaurs, Ferrasil is a male species, with no female Minotaurs they must mate with other species to birth their young. Male offspring are Minotaurs 90% of the time, females are always of the mother's species.

Some believe the Ferrasil are less intelligent than their standard kin, this is untrue as they just prefer to observe opponents over confrontation until absolutely necessary. Their preferred companions are druids, followed by rangers or faerie. Although they can speak Minotaur, their usual response to any question is a snort; fortunately friends usually learn what any given snort means: yes, no, or leave me alone. They learn Elven, Faerie or Phaetox languages in that order.

Ferrasil are neutral on their interactions with many other races, caring little what other creatures do unless it directly interferes with the forest. They don't share territory with the labyrinth delving kind or other horn-kin, so they leave well enough alone. They generally don't get along with elves or small, talkative races, but as long as they keep their hands and voices to themselves, the Ferrasil won't do anything to them. They actively dislike dwarves, but they also rarely interact. For most others, it depends on why they are in the forest and if they intend to harm the land or its inhabitants.

Combat
Ferrasil usually fight with great axes, maces or spears but only if there is no other alternative, They usually charge with their horns as their primary gambit, then bash the foe down.

Character Adjustments
+2 constitution; +2 Strength
+2 racial bonus to Survival and Perception checks

Racial Hit Dice: 2d8; Attack Bonus, skill points and saving throws as Fighter for NPCs

Natural Attack: Horns 1d4+2 dmg 1st - 2nd level
Horns 1d6+4 dmg 3rd - 5th level
Horns 1d8+5 dmg 6th - 9th level, Large Size, +2 on strength and constitution scores
Horns 1d10+6 dmg 10th- 14th level
Horns 1d12+8 dmg 15th + level
Horn Charge inflicts double base horn damage when charging

The additional strength damage is inflicted regardless of their actual strength score. It is not further affected if they are given enhancing or weakening magic.

Preferred Classes: Barbarian, Fighter, Ranger, Rogue

Monday 30 November 2015

Ogre (Nyssian Racial HD Advancement)

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

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


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

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

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

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

ECOLOGY

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

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

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

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

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

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

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