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Showing posts with label PF. Show all posts
Showing posts with label PF. Show all posts

Saturday 9 February 2019

Diablo Inspired Monsters


Have long liked this game, but my love of D&D style story and games are so much more stronger than a simple love if the bash your way through method. Here are some of my changed creatures that are more fitted into my game-world.


Spike Fiends CR 7
LE magical beast
Init +6; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +17

DEFENSE
AC 17, touch 15, flat-footed 14 (+2 Dex, +5 natural)
hp 85 (4d10+12)
Fort +10, Ref +12, Will +10
Resist cold, fire & electricity 20, Unaffected by undead affects

OFFENSE

Speed 60 ft.
Melee scrapping spikes +7 (2d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks throw spike +5 (1d8+1)
Special Attacks spike blowout +10 (3d6+3)

STATISTICS

Str 13, Dex 15, Con 17, Int 5, Wis 10, Cha 13
Base Atk +9; CMB +15; CMD 31 (35 vs. trip)

Feats Iron Will, Weapon Focus (spikes)
Skills Perception +7, Survival +7, Climb +14
Languages Draconic, 20% may also speak dwarven

ECOLOGY

Environment Dungeon
Organization solitary or trio
Treasure none

SPECIAL ABILITIES

Spike Fiends are found in many dungeons that touch the etheral worlds. They are hunters that roam dark places to hunt for food, mainly anything they can hunt down. Appear as quadrapeds with spikes ranging in size and sharpness emerging from their bodies. There are so many spikes that they only other appengade that can be seen are their small, grnarled legs and feet.

Their appetites are unending – never full. The only small benefit is they are one of the few creatures that can eat and consume physical undead

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Hellhound CR 7
LG Large magical beast (air)
Init +6; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +17

DEFENSE
AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 85 (9d10+36)
Fort +10, Ref +12, Will +10
Resist cold, fire & electricity 30, SR 21

OFFENSE

Speed 60 ft.
Melee gore +14 (1d8+5), 2 hooves +8 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (45-ft. cone, 5d6 rainbow sprinkles, Reflex DC 18 for half, usable every 1d4 rounds), powerful charge (gore, 2d8+14)

STATISTICS

Str 20, Dex 23, Con 18, Int 18, Wis 21, Cha 23
Base Atk +9; CMB +15; CMD 31 (35 vs. trip)

Feats Combat Casting, Eschew MaterialsB, Flyby Attack, Hover, Iron Will, Weapon Focus (gore)
Skills Diplomacy +15, Fly +20, Knowledge (history) +13, Perception +17, Perform (sing) +15, Sense Motive +14
Languages Auran, Celestial, Common, Draconic; telepathy 100 ft.

ECOLOGY

Environment any
Organization solitary or pair
Treasure standard


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Slithers (Repitilian Hunters or Brazan Hellhounds)
CR 5
LE Medium magical beast (Hell)
Init +6; Senses darkvision 60 ft., detect good, low-light vision, scent; Perception +7

DEFENSE
AC 15, touch 11, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 38 (5d8+15)
Fort +6, Ref +3, Will +5
Resist cold & electricity 10, Resist flame 20, SR 1

OFFENSE

Speed 50 ft.
Melee gore +7 (1d8+5), bite +4 (1d6+2/15-20)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (45-ft. cone, 5d6 flame, Reflex DC 14 for half, usable every 5 rounds)

STATISTICS

Str 17, Dex 12, Con 16, Int 4, Wis 10, Cha 6
Base Atk +5; CMB +11; CMD 18 (35 vs. trip)

Feats Iron Will, Weapon Focus (bite)
Skills Perception +7, Sense Motive +7, Swim or Climb +7
Languages Lizardith*

ECOLOGY

Environment Dungeon or Swamps
Organization solitary or trio
Treasure none

Appear as medium hound like creatures except covered in scales rather than fur. Used in dungeons by many types of creatures as watchers or pets, chained up, that sniff and yelp when they detect something.


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Horned Demon, Frost Chargers
CR 10
LE Large magical beast (Frost)
Init +6; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +17

DEFENSE
AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 85 (9d10+36)
Fort +10, Ref +12, Will +10
Resist cold 30, SR 25

OFFENSE

Speed 60 ft.
Melee gore +14 (1d10+5)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 3d8+14)

Spell-Like Abilities (CL 9th; concentration +15)

Constant—detect good, detect magic, water walk

STATISTICS

Str 20, Dex 18, Con 18, Int 8, Wis 14, Cha 10
Base Atk +9; CMB +15; CMD 31 (35 vs. trip)

Feats Iron Will, Weapon Focus (gore), Improved Initi
Skills Perception +17, Survival +15, Stealth, +8 Climb
Languages Auran, Celestial, Common, Draconic; telepathy 100 ft.

ECOLOGY

Environment any
Organization solitary or pair
Treasure standard
Advancement: 5-8 HD (Medium) or 9-16 HD Large


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Acid Runner
CR 10 LE Large magical beast (Frost)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +7

DEFENSE
AC 15, touch 11, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 33 (4d10+12)
Fort +5, Ref +7, Will +4
Resist acid 20

OFFENSE

Speed 40 ft.
Melee Two claws + 8 (2d4+3)
Space 10 ft.; Reach 5 ft.
Special Attacks bite +5 (1d6 dmg or DC 15 Fort or 3d8+4)

STATISTICS

Str 14, Dex 15, Con 16, Int 4, Wis 10, Cha 10
Base Atk +5; CMB +11; CMD 18

Feats Weapon Focus (claw), Improved Initituition, Tracking
Skills +7 Perception, +8 Survival, Climb +8
Languages Animal telepathy 60 ft.

ECOLOGY

Environment Dungeon
Organization pair or 5-8
Treasure None
Advancement: 5-8 HD (Medium) or 9-16 HD Large

Quadraped scavengers, with armoured skins covered by scales and ridges. Have long sharp finger claws, and excellent night sight. Long reside in underground caverns, hunting naturally, but many evil creatures use them as free-running protections from above-ground adventurers.

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Blink Bat Gargoyle
CR 40 LE Small Magical beast
Init +7; Senses darkvision 60 ft., low-light vision, Perception +10

DEFENSE
AC 18, touch 12, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 33 (4d10+12)
Fort +5, Ref +6, Will +3
Resist acid, cold and electricity 10

OFFENSE

Speed 40 ft; Fly 50 ft (C)
Melee One claws + 5 (1d8+3)
Space 5 ft.; Reach 5 ft.
Special Attacks bite +5 (1d6 dmg or DC 15 Fort or 3d8+4)
Special Defenses
Magic Blink (1/
3 rounds, 30 ft)

STATISTICS

Str 12, Dex 16, Con 17, Int 8, Wis 10, Cha 10
Base Atk +4; CMB +11; CMD 15

Feats Weapon Focus (claw), Improved Initituition, Tracking
Skills +10 Perception, +12 Fly
Languages Gargoyle, Common, Dwarven

ECOLOGY

Environment Dungeon
Organization Tribe (5-8)
Treasure Half
Advancement: 5-8 HD (Medium) or 9-16 HD Large

Grey skinned, humanoids with wings. Reside in caves and dungeons through-out most of the domain. While most are not inherently evil, many associate with dark, vile creatures that affects their tribes. Can be content, almost friendly if they have enough food and left alone. Many evil creatures manipulate them to get them to indirectly serve as lair defenders, even if the gargoyles are not directly taking orders.

Wednesday 6 February 2019

Jessalox - Purple Furry Haired Humanoid with different modes of action

These creatures are basically living librarians, creatures who exist to store and share knowledge. They usually exist in huge libraries, behaving much like cats, and absorb secrets that are either told to them or that they hear.

Jessalox

N Medium Aberration
Init +6 Senses Darkvision 60 ft.; Perception +10

 DEFENSE
AC 16 touch 12, flat-footed 14 (+2 Dex, +4 natural) +3 Bonus in Warrior Mode
hp 36hp (8d8+0 con)
Fort +2, Ref +4, Will +10
Defensive Abilities  Darkvision, Acid, Electricity, Sonic Resistance: 15, Immune: enchantment, poison polymorph & silence spells; DR 10/magic, SR 17

 OFFENSE
Speed 30 ft.
Melee Slam +7 (1d6+1) or or +12 Talon X 2 (1d10+7 / 17-20 in warrior mode)

 STATISTICS
Str 13, Dex 14, Con 10, Int 13, Wis 18, Cha 10
Base Atk +6 CMB +7 CMD 19
Feats Improved Initiative, Uncanny Lore, Imp Trip, Precise Memory
Skills +5 Acrobatics , +10 Climb , +8 Escape Artist , +6 Knowledge (any) , +12 Perception, +10 Stealth , +6 Survival
Languages Common, Dwarven, Lizardith
 ECOLOGY
Environment  Any (Usually towers or libraries)
Organization  Solitary, Circle (2-5)
Treasure Value  Double
 SPECIAL ABILITIES
Ability (Ex)  Uncanny Lore: When asked any question, they can add +10 to someone else’s knowledge checks. They may also utilize any cleric, magical or psionic item that gives a bonus to any intelligence or knowledge based abilities.

New Feat: Precisely Conditioned Memory: This ability enables the Jessalox to unknowingly hold information but not to be aware of it. If their memory, even deep memory is scanned or read what they know is not revealed, but when the pre-set conditions happen, they can recall everything in perfect detail.

A purple furry humanoid gazes at you with two large blue, unblinking eyes…”You, have a question?”

The Jessalox are a mystery. These aberrations were made to be living repositories of legend, with impeccable unfailing memory but where they come from is unknown.  They are usually found in remote towers, serving clerics and wizards as living librarians.  While they store much knowledge they cannot access it for themselves. Someone needs to ask them a question, before they can regurgitate the information.

They are medium sized humanoids, with light purple furry skin. A unique organ on the outside of their chest acts as both their heart and lungs, a small slice on the side of the beating pump can be seen through furred bone bracke. Their fur is immaculately manicured, as they seem to take immeasurable pride in cleaning in with whatever way they can, licking themselves or their circle colleagues. They have large ears without external lobes. Large, three segmented eyes with a translucent eyelid – they never need to blink, but will sometimes do so in mimicing people they talk with! They have a five foot long tail that is always whisking back and forth. Like cats, Jessalox are reserved beings and only seem to be interested in eating, sleeping or climbing up the walls.

When asked a question, another side to these beings often comes out, they are instantly focused and answer with forthright determination. While intelligent & thoughtful, they can only take specific action if gently nudged, they are very likely to lose their focus. When alone, these creatures are avid readers, going out of their way to read new, different or interesting facts. They rarely show this aspect of their personality to others.

Combat
Few could believe that a creature as docile as a Jessalox has a deadly side, but they transform in the blink of an eye. In fact, this is exactly what happens, when Jessalox blink, their eye colour changes and so do their abilities. The second form is of a warrior. Their last form is of a sonic screamer. Their transformation is a free action in any round.

1st set of eyes: (Blue) Recorder. They memorize everything they see and hear; this is their default form. They can recall almost anything in a month period, but they have unlimited memory if specifically asked to memorize small bits of detail.

2nd set of Eyes: (Red) The Warrior. When trouble comes this form adapts their body for battle. They gain +10 on their strength, +6 to their dexterity & constitution. Their hands change into deadly talons: (1d10+7 / 17-20.) They can maintain this form nearly indefinitely, but when they end combat, they must sleep for ten minutes for every round of combat that they took part in.They cannot revert to their first form, they must sleep, but they can delay this until the trouble is over.

3rd set of Eyes: (Black) Screamer. When they cannot avoid trouble, they change into a statue like form (+15 AC, 5 move; SR: 25.) They emit an incredibly loud scream, inflicting both a shatter effect and 8d8 sonic damage to all creatures within a 60 ft radius; (Will DC 17). Those who fail their save are deafened for 3 hours. Creatures directly in front of the jessalox suffer a –4 to their save. They can do this no more than once every five rounds, and lose 20% of their current hit points.



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.

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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.

Monday 19 November 2018

Seymourian

A native and twisted plant form found in some of the deepest jungles of the land. While unsure of their origin, they have long been a nightmare to root out. These twisted entities try to manipulate the environments to control others to do their bidding.

Seymourian

NE Medium Plant
Init +2 Senses Low-light vision; Perception +6

 DEFENSE

AC 16 touch 9, flat-footed 16 (+7 natural, -1 size)
hp 75hp (10d8+30 con)
Fort +10, Ref +3, Will +3
Defensive Abilities Immune mind-affecting effects, poison, sleep, polymorph, stunning

 OFFENSE
Speed 10 ft.
Melee Bite +8 (1d12+2/X3), Root Tentacles +6 (1d8+3)
Special Attacks Tentacles Reach 25 ft
Spell Like Abilities (CL 9th)
Summon Small Animals, Detect Alignment or Magic (5/day)
Charm Animal or Humanoid (4/day; DC 14) & Control Plant (4/day; DC 15)

 STATISTICS
Str 19, Dex 11, Con 16, Int 13, Wis 11, Cha 11
Base Atk +7 CMB +12 CMD 22 / +12 to avoid being tripped, bull rushed, etc
Feats Deep Roots, Multi-Attack
Skill Bonus +4 Perception
Skills +7 Perception , +10 Stealth; +8 Knowledge (Plant), +4 Stealth bonus if planted outside
Languages Druid, Fae, Elf plus one

 ECOLOGY
Environment    Any Forest
Organization   Solitary or Pod (2-4)
Treasure Value  Standard
Advancement (11-16 HD - Medium), (17-22 HD Large)

 SPECIAL ABILITIES

Root Reach - Their roots can stretch out up to 200 ft their base. They cannot attack in this area, but can move objects closer to them.

Non-Detection: The Seymourian has a DC 25 to be found or caught by magic spells, otherwise they are observed as normal plants.

This plant has long been a nuisance in forests and gardens. Appear as larger than normal plants, with an extensive root system. But when cultivated by either an evil druid or someone with knowledge they can breed a smart and quite dangerous specimen that is sentient. These creatures control an environment as their home, and anything in their radius can be affected by their charms.

Appear as a large sized, heavily rooted, broad leafed flower, with a bright rose or red petals. While it is almost impossible to immediately notice them (DC 18) if intruders see the Seymourian talk, they notice small eyes, nose and mouth in the largest petal. Seymourians try to control the creatures around them for their own purposes, whether looking for followers, wealth or love.

It often has allies that are only vaguely aware of what they are, they just know the entity can protect or raid a forest area better than anyone else.

Sunday 14 October 2018

Vanglore - Strong, brutish, heavily scarred race some have morphing ability


The Vanglore are an ugly but very strong hunting race that fight for territory in almost every environment. They use brute tactics to kill perceived enemies – both real and imagined.

Most Vanglorem are uncharacteristic as they rely on strength and internal power plays to determine their leadership. Often, when a leader is absent the group withdraws from any activity as they are accustomed to harsh penalties if they don't follow a leaders orders, even if its one that hasn't determined who is actually currently leading them.

A small subset of them have a unique magic ability: morphing. While most Vangalorem can morph their body to resemble the body of other races, few can change and adapt, by picking up a trait or useful skill to help the group. 

Abilities
+2 on Climb, Survival and Intimidation
Gain Endurance as a free feat
Tribal Weapon Advantage +2 on either to hit or damage attacks with one weapon, chose at the sart of any combat
+4 Strength, +4 Constitution, -4 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, Survival, Swim (core skills are always available)
Class Options: Fighter, Monk, Ranger

Typical Scores
Str 2d8+4
Dex 3d6
Con 2d8+4
Int 2d8+1
Wis 4d4
Cha 2d6+2

Level Adjustment: +1 CR

Gain +4 skill points every HD, feat at second level and every two levels afterwards
1 HD Youth or Non-Combatant, Tribal Weapon
2 HD Gain Magic Resistance; +2 to any ability score;
3 HD Gain damage reduction 1 / - ; Gain Bash
4 HD +2 to any ability score; Modify Physical appearance (Minor)
5 HD Gain damage reduction 2 / -
6 HD +2 to any ability score; Gain Physical Adaption
7 HD Double Bash Damage; +2 to strength or Constitution
8 HD +2 to any ability score; Modify Physical appearance (Major)
9 HD gain damage reduction 5 / -; Triple Bash Damage

Magic Resistance Gain advantage on spell resistance
Bash: Gain 1.5 Damage on physical attacks with their fists
Double Bash Damage on physical attacks with their fists
Triple Bash Damage on physical attacks with their fists

Modify Physical appearance (Minor) Can change their physical appearance for up to one minute.
Modify Physical appearance (Major) Can alter their physical body to mimic other creatures physical abilities for up to ten minutes per charisma bonus

Loosely based on the Mangalores from the Fifth Element movie

Sunday 26 August 2018

Get rid of your damage dice

Get rid of your damage dice
Your damage is based on your attack roll.

Attack as normal, if you hit, then damage is done as shown below. So, if you need a 14, and roll 13, you miss. But if that hits, do as shown below.

20=double dmg
19=full dmg + double str dmg
18=full dmg + 1 + str dmg
17=full dmg
16=full dmg
15=full dmg
14=3/4 dmg
13=3/4 dmg
12=3/4 dmg
11=1/2 dmg
10=1/2 dmg (no str dmg)
9=1/2 dmg (no str dmg)
8=1/4 dmg (no str dmg)
7=1/4 dmg (no str dmg)
6=1/4 dmg (no str dmg)
5=minimal dmg (4 points of damage)
4=minimal dmg (3 points of damage)
3= minimal dmg (2 points of damage)
2= minimal damage (1 point of damage)
1=fumble!

Tuesday 14 August 2018

Serpent Vines

For an upcoming jungle / forest / fey story that I am working on for my (ir)regular gaming group.  They will be going through a forest maze to rescue an imprisoned fey princeling.


Serpent Vines CR 4
N Large magical beast
Init +9; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +11

DEFENSE

AC 17 touch 13, flat-footed 22 (+5 Dex, +14 natural, -2 size)
hp 47hp (4d10+70 con)
Fort +10, Ref +3, Will +7

OFFENSE

Speed 40 ft., Climb 30 ft.
Melee Bite +9 (2d10+7)
Space 5 ft.; Reach 10 ft.
Special Attacks Poison

STATISTICS

Str 13, Dex 17, Con 20, Int 10, Wis 13, Cha 5
Base Atk +8 CMB +5 CMD 18 (42 vs trip)
Feats Skill Focus (Perception),
Skills Perception +5; Stealth +11

ECOLOGY

Environment Jungle
Organization solitary
Treasure None

SPECIAL ABILITIES

Poison: DC 16 (Con -4 / Con -4) The second save is DC 16, after one minute

Serpent vines that are exact duplicate of seemingly simple vines, they just happen to combine the physical features of both snakes and vines. These wild creatures are quite dangerous and they are impossible to detect and have a virulent poison that slows down their victims. All of their animal features are part of the vine, so even if one were to be holding and looking directly at the plant, it would be nearly impossible to determine. (Knowledge Nature DC 18)

Serpent vines are carnivores, seeking out the easiest prey to devour. Their poison weaken their victims, enough to enable them to take down their prey. Typically, the serpent vines then buries their food in leafs, branches and small rocks. It takes the serpent between 10-15 days to completely devour their victim.