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Showing posts with label Underground. Show all posts
Showing posts with label Underground. Show all posts

Sunday 24 March 2019

Centourax - twenty-foot long centipede

Cities are by far the safest place in my world, thousands of people come together in areas protected from the cold, undead and other threats. One of the side benefits is that there are lots of places where beasts can thrive - underneath the city is a very common one, and that's where the Centipede Maurax, or Centourax reside.

These are very long centipedes, (though classified as medium sized creatures) they usually find a place with water and start building tunnel complexes. If they grow large enough, the tunnels can be large enough for small, medium or sometimes even large creatures to walk thru them.

Centourax
Medium Abberation
AC 15 .(+5 natural)
Hit Points 2 HD (7 hp)
INIT -1
SPEED 30 ft, Run 50 ft, Tunnel 5 ft
Attack tentacle  +4 1d6 dmg
Fort +4 / Reflex +0 / Will +1
Dmg Reduction 1/2*
Skills: Perception +5, Stealth +8, Climb +16, Craft +2
Feat: Co-Ordinate, Fast Retreat
CMB +7, CMD +16 (fast centipede, foot long)
Environment: Underground
Alignment: - Neutral
Advancement HD 3-8 (Medium); 9-16 HD (Large)
Increase HD Dmg for every Advancement (1d8 @ 3-8; 1d10 @ 9-16)

Special Defenses: Centipede Maurax can be affected by mental, mind or control matter but the effect lasts no more than one minute.

Feat: Co-Ordinate: Gain +1 in craft skills for every 5 workers that work together on the same project.
Feat: Fast Retreat: Once a day a Centourax can do a straight run for three rounds to avoid potential danger

Twenty-foot long centipede, 50 plus small legs, around one foot tall and wide with eight inch maxilla (mouth tentacles), small but very sharp mandibles with black outer shell with yellow squares throughout it's skin.

They work in groups towards a common goal, most times they have no obvious leader just a shared consciousness that co-ordinates activity. They prefer eating meat as it helps them grow, but they can survive on grubs and mushrooms if it's easier to obtain.

Damage Reduction: 1 point,

Wis-Ants


Wis-Ants 
Size Small
# Appearing 50-80 
AC 12, Typical 
HD 1-3; 75% are 1 or 2 HD
Attack: Mandible +3 1d2+1 dmg 
Str 6    Con 10    Dex 12    Int 8    Wis 7     Cha 4    
Skills: Perception +5, Stealth +9 or Craft (Building)+8
Feats: Social Integration, Tracking
Environment: Any but water or cold
Treasure: Incidental
Alignment: Neutral


These are small sized ants but highly intelligent. Quite capable with their intricate crafting skills. Most reside far underground in armies that number in hundreds of individual ants that work together to complete tasks.

Social Integration: When groups of twenty or more Wis-Ants work together on a problem, add +1 on their collective intelligence, wisdom, attack or building skills for each ten Wis-Ants are involved. .

Saturday 23 February 2019

Moss Dryad

This is the below earth version of the dryad, that resides in caverns beneath the earth. Many are found on the edges of dwarven territory and use their skills to help good aligned beings, that are either lost or adventuring.

Moss Dryad
CG Medium Sized fey
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +10

DEFENSE

AC 15, touch 12, flat-footed 13; (+3 Dex, +2 natural)
hp 33 (6d6+12)
Fort +5, Ref +9, Will +7;
DR 5/cold iron

OFFENSE
Speed 30 ft.
Melee Dagger +7 (1d4) or Short Sword (1d6)
Range: Bow +7 (1d6)
Space 10 ft.; Reach 5 ft.
Spell Like Abilities as 9th level Druid
Constant - Speak with Spider (touch)
At Will - Mushroom Shape, Meld with Walls
3/day - Charm Person, Entangle (vines), Walk thru walls - 1 minute slow absorption
1/day - Web

STATISTICS

Str 10, Dex 19, Con 15, Int 14, Wis 12, Cha 16
Base Atk +3; CMB +13; CMD 22 (26 vs. trip)
Feats Gret Fortitude, Weapon Finesse, Stealth
Skills Climb +9, Craft (Wine or Sculpting)+11, Escape Artist+15, Handle Animal+10 (+18 for spider and kin), Knowledge (Nature)+11, Perception+11, Stealth+15, Survival +8
Languages Common, Fae and Dwarf

ECOLOGY

Environment Any Underground
Organization solitary or pair
Treasure Standard

Mushroom Shape: Can affect a mushroom by boosting its efficiency by 50%, either increasing its size, taste or other qualities

A Moss Dryad is an underground version of the Dryad fey that resides in forests. This fey is a bit more quiet and reserved, as they are often near horrific monsters who are constantly hunting & killing. They maintain a distance from the evils while engaging in their fun.

They are usually dressed more conservatively, in grey robes, that covers their body and hair. When they are comfortable and feel safe they often disrobe to hop into warm baths. They have bright green hair, eyes and fingernails. Most try to maintain a pale white skin, but it is difficult as they need an equal measure of both sunlight and moonlight. They are often gifted magic items from adventurers they help, so most will have magicked daggers, bows or armor granting devices.

Moss Dryads require a bed of moss, but since few know much about the plant that grows almost everywhere their presence can be missed for years before they are ever noticed. Moss Dryads maintain good relationships with a variety of creatures, not just good or neutral aligned ones. While generally peaceful, many Moss Dryads have gone on sprees of retaliation on vile residents of the caves if their friends are killed.

Wednesday 5 October 2016

Chund - Blind, Small Sized Blind Eyeballs with a never ending hunger

I use these as a swarm creature. If the PCs are able to do mass damage, they can scare these buggers away in the general swarm type rules. Many of my evil masterminds seem to keep one or more of these in glass cages as specimens / pets.

 Ch'und

Small-size Aberration
Hit Dice: 3d8+3(15 hp)  or 90 hp
Initiative: +2 (Dex)
Speed: Fly 40 ft.(good)
AC: 16 (+2, Dex,+4 natural)
Single Attack Bite + 4 melee / Swarm Attack *
Single Dmg Bite 1d6+1 / Swarm Damage 4d6
SA Individuals have Improved grab (bite damage every round)
SQ Scent, Night Vision, Immune to necromantic attacks or energy
Saves Fort+4,Ref+18,Will+2
Abilities Str 13,Dex 15, Con 12, Int 2, Wis 8, Cha 5
Skills Fly +12, Perception +6, Survival +8
Feats: None
Climate/Terrain: Underground
Organization: Pod (7-12)
Challenge Rating: 5 or (treat as 6 HD if more than 9 are present)
Treasure: Half
Alignment: Usually neutral evil
Advancement Range: 3 or 4 HD

Chund are a two foot round cylindrical bodies that float in dungeons with long tails resembling stalks that droop down almost touching the floor. They have a single large black splotch in the center of their mouth, which falsely resembles an eye. While they cannot see, they have an incredible sense of smell, able to track living creatures in order to hunt them down.

They try to eat nearly anything that moves near them with a scent. Their lair is below ground, close to openings. 

These beasts cannot be reasoned with, and it is very hard to safely approach them, as they want to feed on virtually anything. Some evil masters use them in protecting lairs, often try to team them up with other beasts that wouldn't set off their hunger pangs, such as undead or constructs.

Friday 9 September 2016

Underground Tunnels (Wandering Monster Tables)


Far beneath much of the snowy lands on Nyssa, is a wide geography of tunnels where huge swaths of civil and uncivil races reside. They fight, plunder or hunt, looking for lost magic, treasure and weapons - trying to gain an edge before another group does them in. Just as often it is adventurers from above, as monsters from below. Allies can be made, but assume most things you meet will try to kill you.

Many non-adventures assume everything is controlled by the Lizardith or Lizard men city-nations. 
While they certainly have the largest individual mass, and the most numbers, they tear each other apart just as quick as attack strangers from anywhere. 

Monsters are found in the Pathfinder Monster books I - V, as well as my own beasties, some  left overs from 3.5 edition and other books.

In most dungeons I do an approximate 50-50% breakdown of set creatures and wandering monsters. 
For example in Rooms A, C, E, & F there may be known creatures or situations that the party will most likely interact with. In the other places - Rooms B, D, G - I roll a wandering monster check. Then anytime the party makes significant noise, rests, disturbs the area, etc roll the +/- chance as normal.

Base Chance: 3 / 20 base likelihood.  Add +1 for every missed opportunity. After a hit, reduce by half but never lower than base. 

Otherwise, use the table as you see fit. 

Underground Wandering Monster Table

1. Adult White Dragon               CR 10 PF 1 
2. Omox                                      CR 12 PF 3
3. Neothelid                                CR 15 PF 1   
4. Roper                                      CR 12 PF 1
5. Cave In     (25% something in the debris is useful)
6. Azruverda                               CR 13 PF 2
7. Gorazagh                                CR 13 PF 2
8. Mihstu                                     CR 8  PF 3
9. Vemerak                                  CR 14 PF 3
10. Giant                                     CR 10 PF 1
11. Destrachun                            CR 8   PF 3
12. Deathtrap Ooze                     CR 8   PF 2
13. Caulborn                               CR 7   PF 2
14. Chaos Beast                          CR 7   PF 3
15. Statue     (# 2d4; Reroll to Monster or Humanoid Type)                   
16. Gug                                      CR 10 PF 3
17. Black Pudding                      CR 7  PF 1
18. Civilized Contact (See Subrace Table Below)
19. Shard Slag                            CR 8 PF 4
21. Dire Bear                              CR 7 PF 1
22. Cerebrc Fungus                    CR 3 PF 2
23. Brain Ooze                            CR 7 PF 2
24. Disenchanter Snake              CR 3 PF 2
25. Abandoned Campsite (25% something in the debris is useful)
26. Myceloid                                CR 4 PF 2
27. Adherer.                                 CR 3 PF 2
28. Ascomid                                 CR 5 PF 2
29. Diplomatic (See Subrace Table Below)
30. Belker                                     CR 6 PF 3
31 Amphisbema                           CR 4 PF 3
32 Blood Hag                               CR 8 PF 4
33 Blindheim                               CR 2 PF 3
34 Iron Salamander                      CR 5 PF 1    
35 Stalactites # 2-16 (Reroll to determine if anything is hiding, DMs discretion if not usable)
36 Crysmal                                  CR 3 PF 3
37 Dark Ones                               CR 2+ PF 3
38 Decampus                               CR 4 PF 3
39. Magma Elemental                 CR V PF 3
40. Mud Elemental                      CR V PF 3
41. Faceless Stalker                     CR 4 PF 3
42 Fungal Crawler                       CR 3 PF 3
43. Tarantula Giant                      CR 8 PF 3
44 Grick                                       CR 3 PF 3
45 Pit (see below)
46. Ogre                                        CR 3 PF 1
47. Pech                                        CR 3 PF 3
48. Phycomid                                CR 4 PF 3
49. Sandman                                 CR 3 PF 3   
50 - 51. Patrol (See Subrace Table Below)
52. Seagathi                                  CR 5 PF 3   
53. Slithering Tracker                   CR 4 PF 3        
54. Slur                                         CR 2 PF 3
55. Petrified Mushrooms # 2-16 (Reroll to determine if anything is hiding, DMs discretion if useful)
56. Rock Troll                               CR 4 PF 3  
57. Buggane                                  CR 5 PF 4
58. Beholder, Lesser Nyssian       CR 6  (Six eyes)
59. Fungal Beast                           CR 4 PF 4
60. Graeae                                     CR 5 PF 4
61. Lampad                                   CR 5 PF 4
62. Lurking Ray                            CR 4 PF 4
63. Mudlord                                  CR 6 PF 4
64. Nightgaunt                              CR 4 PF 4
65. Stone Stairs (70% Up, 30% down)
66. Shriezak                                  CR 4 PF 4
67. Animated Object                     CR 6 PF 1 (reroll on object table)
68. Lesser Barghest                       CR 3 PF 1
69. Basilisk                                   CR 5 PF 1
70. Cave Fisher                            CR 2 PF 1
71. Choker                                    CR 2 PF 1
72. Cloaker                                   CR 5 PF 1
73. Cyclops, Kabandha                 CR 9 PF 5
74. Gelatinous Cube                     CR 3 PF 1
75. Shrine / Obelisk / Burial Site    (50% something useful at site)
76. Gray Ooze                              CR 4 PF 1
77. Kyton                                      CR 6 PF 1
78. Mephit                                    CR 3 PF 1
79. Mimic                                     CR 4 PF 1 (reroll on object table)
80. Trader (See Subrace Table Below)
81. Morlock                                   CR 2 PF 1
82. Ochre Jelly                               CR 5 PF 1
83. Otyugh                                     CR 4 PF 1
84. Rust Monster                           CR 3 PF 1
85. Pool of Water  (80% bad stench)
86. Giant Scorpion                        CR 3  PF 1
87. Shadow                                    CR 3 PF 1 
88. Gibbering Mouther                  CR 5 PF 1 
89. Gorgon                                     CR 8 PF 1
90. Caller in Darkness                   CR 9  PF 5
91. Greater Barghest                      CR 7 PF 1
92. Medusa                                    CR 7 PF 1
93. Dark Naga                                CR 8 PF 1
94. Intellect Devourer                    CR 8 PF 1
95. Waterfall  (01-30% hiding monster, 31-70 reroll for hidden monster; 71+ hidden passageway) 
96. Undead (See Subrace Table Below)
97. Ghoul, Leng                            CR 10  PF 5
98. Denizen of Leng                      CR 8  PF 3
99. Purple Worm                           CR 12 PF 1
100. DM's Choice


Pits are usually 20-80 feet deep and covers most of the width of the cave. (Reroll to determine what's inside the Pit) or 5% Reverse Pit (Fall Up to the ceiling; 50% dmg base)

When a general type of monster is found, use the sub-race table and description listed below for purpose. A DM can pick as needed or use the default mentioned by asterisk (*).  


Hunting Patrol           Commerce                           Diplomatic
2. Human                     2. Axomite                           2. Jackalla *
3. Jahlen                       3 - 4. Dwarf *                      3. Mongrelman
4 - 6. Lizardith *          5 - 6. Troglydyte                  4. Corlth
7. Derro                        7. Human                             5. Trox
8. Dwarf                       8. Corlth                               6. Human
9. Clockwork               9. Goblin                              7. Dwarf
10. Trox                       10. Lizardith                         8 - 9. Lizardith
11. Goblin                    11. Corlth                             10. Goblin
12. Minotaur                12. Mercane                         11. Troglydyte
12. Ratling                   13. Ratling                           12.  Azer
                                     14. Azer                               13. Ratling
                                     15. Axomite                        14. Samsaran
                                     16. Shabti                            15. Minotaur      
                                                                                 16. Caligni 

   
Civilized                       Crypt                                 Common Underground Object  
2. Skum                       2-3.  Shabti                           2. Small Statue
3. Troglydyte               4. Crypt Thing     3. Wheel
4 Corlth                       5 .  Restless    4. Debris (Usually Mechanical)
5. Flumph                    6-8. Cadaver *  5. Broken Weapon
6. Mongrelman            9.   Lesser Mummy              6. Broken Armor
7. Goblin                     10.  Wight                             7. Busted Barrel    
8. Derro                       11.  Wraith                            8. Boxes       
9. Human                     12.  Shadow                          9. Broken Camping Gear   
10. Lizardith                13   Festering Spirit              10. Animal Carcass 
11. Minotaur                14. Samsaran                        11. Iron Rations (40% Stale)
12. Azer                       15 - 16 Jackalla                    12. Beer, Barrel or Bottle  
13. Ratling *                                                              13. Wine / Alcohol Bottles  
14. Sinspawn                                                             14. Bundles of Rope     
15. Oread                                                                   15. Candles or Torches  2-4 
16. Changeling                                                          16. Ornamental Decoration / Holy Symbol     
17. Trox                                                                     17. Climbing Gear      
18. Samsaran                                                             18. Broken Mirror      
19. Axomite                                                               19. Unidentified Corpse
20. Mercane                                                               20. Burnt Lamp     
21. Caligni                                                                 21. 50% One Boot; 50% two good boots
22. Ghoran                                                                 22. 2 silver arrows OR daggers (DM`s choice)
23. Shabti                                                                   23. Magical Potion
24. Jackalla                                                                 24. Coin Purse (1d00 silver pieces)
                                                                             
Hunting Patrols: 2-8 individuals, with typical weapons for the race in question. 10% likelihood they are returning home. May provide a +/- 2 on next roll if they are engaged in conversation or bribed via any social skill interaction the DM feels appropriate (Social DC 15).

Commerce: 11-20 people, with trading gear. Half the travelers are defenders. Most groups have a way to hide or protect themselves. 20% likelihood they are returning home. May provide a +/- 3 on next roll if they are engaged in conversation or bribed. (Social DC 18)

Diplomatic: 9-16 people who have arranged to make a meeting to discuss peace. will have 25% or more of spell casters. 33% likelihood they are returning home. May provide a +/- 2 on next roll if they are engaged in conversation or bribed. (Social DC 16)

Civilized: 23-80 individuals, inhabiting a small settlement. 10% chance they will have trading supplies. May provide a +/- 4 on next roll if they are engaged in conversation, have able goods or bribed. (Social DC 13)  

Crypt: 2-8 individuals. Most are lost, hungry or otherwise purposeless, rarely a direct threat to other groups unless the party seems very weak. Undead groups often come from another common groups found in the same region - often they don`t even realize they are dead. Many travelers simply leave any undead they find without interacting with them unless absolutely necessary. Samsaran are living creatures that automatically reincarnate (one time) from dead corpses- they come to crypts to look for guidance. Shabti are former wealthy people who paid for resurrection. Jackalla are undead hunters.