On Nyssa, all healing magics have a blue colour, and some experts believe it was the use of these blue potions from the blue bees that created the first association.
Blue Bees of Boreth
Dimunitive Outsider (Swarm)
Init: +6
HD: 40hp (9d8+0 con)
Speed: Fly 60 (E)
AC 20 (+2 size, +6 Dex, +2 natural), touch 18, flat-footed 14
BAB +14 CMB -1 CMD 16
Attack: Swarm (2d6)+
SA: Buzzing as Distraction (17)
SQ: Immune to Poison, Swarm traits
Saves: F +6, R +11, W +6
Abilities: S 1, D 22, Co 10, In 7, W 12, Ch 10
Skills: Perception +17
Feats: Alertness, Iron Will, Lightning Reflexes
Environment: Spirelands (Bor-Vessan Region)
Organization: Rave (5-7 Swarms)
CR: 4
Treasure: None
Alignment: Neutral
Advancement: None
The blue bees are infamous in the Boreth Spireland region for many reasons, primarily because of the blue honey made from there nectar. Unlike other kinds of bees, they do not have a poisonous sting, but they do significant damage because of their numbers. Few other creatures would dare hold these creatures prisoner, their buzzing sound drives men insane.
Bee farmers from the region discovered that the buzzing could be countered by concentration, they train their young men to ignore the damning buzz, and it is these few that harvest the blue nectar. These bottles of blue honey are usually sold for 50 crowns (g.p.) but some of the more elaborate bottles can go for much higher. Druids often use the blue honey for components for many potions and elixirs.
Buzzing: Their constant buzzing is maddening, those who hear it must save vs Will 17 or go into a blind rage, unable to control their action and will do anything to get away from the sound.
Swarm: These bees inflict 2d6 on the first round. For each additional round, their attack inflicts +1d6 additional damage.
A gaming blog devoted to my personal gaming world called Nyssa. Using a hash of Pathfinder, OSR, 3.5 DnD where I create things. Focused on gaming monsters or other things you can use behind the scenes.
Blog Archive
Thursday, 21 April 2016
Monday, 18 April 2016
Nyssian Choker
I have always loved the choker creature, as it seems to be the most typical dungeon creeper: looking for food and scraps of treasure, never overly dangerous, but something that fits into the underground lurker theme so well. But I dislike their small size and bare intelligence, Mine is adjusted for levels and size, you can scale the HD to use them not just as threats for the lowest levels. Good stand alone protector, willing to hide until the time is right to strike.
Nyssian Choker
NE Small Aberration
Init +6 Senses Darkvision 60 ft.; Perception +X
Init +6 Senses Darkvision 60 ft.; Perception +X
DEFENSE
AC 17 touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 16hp (3d8+3 con)
Fort +2, Ref +3, Will +4
hp 16hp (3d8+3 con)
Fort +2, Ref +3, Will +4
OFFENSE
Speed 20 ft. Climb 10 ft
Melee 2 Tentacles +6 (1d4+3)
Melee 2 Tentacles +6 (1d4+3)
STATISTICS
Str 16, Dex 14, Con 13, Int 6, Wis 13, Cha 7
Base Atk +2 CMB +4 CMD 16
Feats Improved Initiative, Skill Focus (Stealth)
Skills Climb +16,Stealth + 13
Languages Undercommon, 50% understand local common
Base Atk +2 CMB +4 CMD 16
Feats Improved Initiative, Skill Focus (Stealth)
Skills Climb +16,Stealth + 13
Languages Undercommon, 50% understand local common
ECOLOGY
Environment Any non Extreme (Garden or Urban)
Organization Solitary or Pair
Treasure Value Half Standard
Advancement
Typically Monster / HD or rogue levels
Appear
identical to the standard creature, but increases to a medium size at 4 HD.
They are also much smarter then typical chokers found on many other
worlds. This doesn't mean their primary tactics are vastly different
but they do have an escape route ready if the attack fails. They are anti-social, preferring to be left alone to do their work, guarding small areas, either in dungeons or locations next to them.
Unlike
their kin, they often work for others, as part of lair defenses to
protect an area. they kill weaker creatures and capture others so
they can be questioned. They follow simple orders, as they have
problems with anything too complex. Stories abound over city revolutions, where one group is deposed and another coming into power, and they still don't even know where the choker guards or their safe words to get through dangerous passageways protected by these critters.
HD
Advancement Table
4
HD +6 skills, Feat, Increase to Medium Size, +1 natural AC, Increase Dmg
(1d6+3)*
5
HD +6 skills, Increase Tentacle Dmg (1d6+Double Strength Dmg)
6
HD. +2/+2 to any 2 Ability Scores, +6 skills, Feat, +1 natural AC
7
HD +6 skills, Increase Tentacle Dmg (1d8+Double Strength Dmg)
8
HD Gain +2/+2 to any 2 Ability Scores, +6 skills, Feat, +1 natural AC
9
HD +6 skills, Increase Tentacle Dmg (1d10+Triple Strength Dmg), +1 natural AC
+HD Natural AC increase every other HD, +6 skills, Increase choking multiplier dmg every +3 HD
Monster
HD increase is the most typical route for advancement but the rare
few will gain rogue levels. Once they take non-HD levels they are
unable to gain additional Monster HD.
*Only
one tentacle does maximum damage, the other is one damage level down.
Normally if the first attack is successful that one inflicts max
damage. If the second one hits, it does the higher damage capacity.
Thursday, 14 April 2016
Clockwork Clicker (Winder)
I like clock-works. In a fantasy world, this is the only type of low-level construct that is common place in my setting. I created the default one as the (N)PC humanoid one awhile ago. This one presented here will most likely be the small tinker one. It can be done for a larger, strong base, but it so works like a wind-up toy.
Clockwork Clicker CR 1
N Small construct (clockwork)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 21hp (2d10+10 size)
Fort +0, Ref +1, Will -1
DR 5 Clockwork traits; Resist cold 10, fire 10
OFFENSE
Speed Flight 30 ft., (Average)
Melee Peck +3 (1d3)
STATISTICS
Str 5, Dex 13, Con 10, Int 3, Wis 9, Cha 5
Base Atk +2; CMB -1; CMD 10
Feats Weapon Finesse
Skills Perception +2
Languages Common (Understand - can not speak)
SQ winding
ECOLOGY
Environment any (Usually urban)
Organization solitary
Treasure none
SPECIAL ABILITIES
Winding (Ex) Clockwork winders need to be wound up in order to be active. The standard model has 12 hours of operation per HD after winding. They form a temporary bond with whoever wound them up. Once their time ends, they cease operating. They do not die from not being wound-up, they are just inactive. If left inactive for long periods of time, their mechanical parts break and they can no longer be wound into action.
Mechanical Tricks (Ex): works similarly to the Teach an Animal a Trick process found in the PHB. Every clockwork can be coded with one trick per two HD by a Mechanist who can code the clockwork with a Knowledge (Clockwork) skill check.
This small metallic creature is shaped like a raven, tiny gears connecting its metal plates. An even smaller wind-up mechanism is at the base.
A typical clockwork clicker or winder is roughly the shape of a small doll or animal, usually 2 feet tall or long and weighs 10 pounds. The stat block here represents an avian companion, but other animal forms and movements are possible. They originated from clerics of Zathera, and became a collectors items. Eventually some mechanist found a way to instill them with a semblance of life-energy, and have been used as mechanical servants ever since.
Most clickers are used to scout or send messages but many have been taught almost any craft skill. They have limited intelligence, but as they are active and experience life, they learn, and this increases their intelligence. Typically their intelligence score is equal to their 1+HD, a few are even higher due to upgrades. Despite their intelligence, they cannot speak. Assume they learn a new language for every +2 intelligence score higher than 10.
Mechanical Skills: Acrobatics, Climb, Craft, Disable Device, Fly, Knowledge (Clockwork, Engineering, local), Perception, Stealth, Swim,
For every additional HD gained:
Gain +4 skill points & +1 to their intelligence score (Int 20 Max)
Gain feat and an +2 increase in two ability scores every second even-numbered HD.
Add +1 to their natural AC and DR every odd-numbered HD.
Upgrade: Every 5 HD they get a +2 to any one of the following: Natural Armor, one skill check, +5 on any movement type, attack with one weapon, damage with one weapon or gain a new feat if they have all of the qualifications.
Clickers, as mechanized objects, do not grow in size. Only experience will enable them to gain HD levels. The object presented in the primary block, started as a 1 HD clockwork. The starting number of tricks = half DC. The DC to create a new clicker clockwork is noted below.
1 HD = Small Size; Knowledge (Clockwork DC 10); Cost 100 exp points, 200 gold pieces
5 HD = Medium Size; Knowledge (Clockwork DC 15); Cost 1000 exp points, 2,000 gold pieces
10 HD = Medium Size; Knowledge (Clockwork DC 25); Cost 10,000 exp points, 10,000 gold pieces
15 HD = Large Size; Knowledge (Clockwork DC 35); Cost 250000 exp points, 30.000 gold pieces
1 HD = Small Weapon (Base 1d3)
5 HD = Medium Weapon (Base 1d6)
10 HD = Two Medium Weapon (Base 1d6) or Heavier Weapon (1d10)
15 HD = Two Large Weapons (Base 1d10) or Single Significant Weapon (Base 3d6)
If at -20 to 0 HP, a knowledge check (clockwork DC 20 or engineering DC 30) will repair a clock work to one hit point. If active this can repair the clockworks for 1d6 hit points once a day. This takes 6 hours to complete.
If under -20 HP, a knowledge check (clockwork DC 25 or engineering DC 35) will reactivate the clockwork, bringing it to 1 hit point. This takes 24 hours to complete and 100 gold pieces per hit point below -20 for replacement parts.
Clockwork Clicker CR 1
N Small construct (clockwork)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 21hp (2d10+10 size)
Fort +0, Ref +1, Will -1
DR 5 Clockwork traits; Resist cold 10, fire 10
OFFENSE
Speed Flight 30 ft., (Average)
Melee Peck +3 (1d3)
STATISTICS
Str 5, Dex 13, Con 10, Int 3, Wis 9, Cha 5
Base Atk +2; CMB -1; CMD 10
Feats Weapon Finesse
Skills Perception +2
Languages Common (Understand - can not speak)
SQ winding
ECOLOGY
Environment any (Usually urban)
Organization solitary
Treasure none
SPECIAL ABILITIES
Winding (Ex) Clockwork winders need to be wound up in order to be active. The standard model has 12 hours of operation per HD after winding. They form a temporary bond with whoever wound them up. Once their time ends, they cease operating. They do not die from not being wound-up, they are just inactive. If left inactive for long periods of time, their mechanical parts break and they can no longer be wound into action.
Mechanical Tricks (Ex): works similarly to the Teach an Animal a Trick process found in the PHB. Every clockwork can be coded with one trick per two HD by a Mechanist who can code the clockwork with a Knowledge (Clockwork) skill check.
This small metallic creature is shaped like a raven, tiny gears connecting its metal plates. An even smaller wind-up mechanism is at the base.
Most clickers are used to scout or send messages but many have been taught almost any craft skill. They have limited intelligence, but as they are active and experience life, they learn, and this increases their intelligence. Typically their intelligence score is equal to their 1+HD, a few are even higher due to upgrades. Despite their intelligence, they cannot speak. Assume they learn a new language for every +2 intelligence score higher than 10.
Mechanical Skills: Acrobatics, Climb, Craft, Disable Device, Fly, Knowledge (Clockwork, Engineering, local), Perception, Stealth, Swim,
For every additional HD gained:
Gain +4 skill points & +1 to their intelligence score (Int 20 Max)
Gain feat and an +2 increase in two ability scores every second even-numbered HD.
Add +1 to their natural AC and DR every odd-numbered HD.
Clickers, as mechanized objects, do not grow in size. Only experience will enable them to gain HD levels. The object presented in the primary block, started as a 1 HD clockwork. The starting number of tricks = half DC. The DC to create a new clicker clockwork is noted below.
1 HD = Small Size; Knowledge (Clockwork DC 10); Cost 100 exp points, 200 gold pieces
5 HD = Medium Size; Knowledge (Clockwork DC 15); Cost 1000 exp points, 2,000 gold pieces
10 HD = Medium Size; Knowledge (Clockwork DC 25); Cost 10,000 exp points, 10,000 gold pieces
15 HD = Large Size; Knowledge (Clockwork DC 35); Cost 250000 exp points, 30.000 gold pieces
1 HD = Small Weapon (Base 1d3)
5 HD = Medium Weapon (Base 1d6)
10 HD = Two Medium Weapon (Base 1d6) or Heavier Weapon (1d10)
15 HD = Two Large Weapons (Base 1d10) or Single Significant Weapon (Base 3d6)
Free willed Clickers (those with Int & Wis = 10 or higher) can choose to gain class levels. When they are free willed, they no longer gain mechanical tricks as listed in the primary entry.
Clockwork Traits: Immune to poison, sleep, paralysis, disease, death effects, necromancy spells or any fortitude save unless it affects objects. They are immune to emotion based spells (fear) but other enchantment charm spells work normally. They are subject to critical hits but not bleeding effects. They gain no constitution bonus. Healing spells, such as Cure Light Wound, have no affect on them but restoration spells or effects (make whole or rapid repair) do work. Potions and magical items that fit humanoids (boots, hats, rings, etc) also do not work or fit them.
They do not sleep. They repair themselves at a rate of 1 hp/hour if they are fully active and take no other action. If they are not wound up, even at full hit points, they cease functioning. When below 0 hit points, they are staggered, and lose 1 hit point for every day they are not repaired. At -20 hit points, they cease operating. At -50 hit points they are damaged beyond repair and can not be repaired short of a wish spell.
If at -20 to 0 HP, a knowledge check (clockwork DC 20 or engineering DC 30) will repair a clock work to one hit point. If active this can repair the clockworks for 1d6 hit points once a day. This takes 6 hours to complete.
Labels:
3.5,
Clockwork,
D&D,
D20,
Lawful-Aligned,
Modron,
Neutral,
Nyssa,
Pathfinder
Monday, 11 April 2016
Candibodies (Candy Antibody Swarm)
Candibodies (Candy Antibody)
NG Tiny vermin (extraplanar, swarm) CR 4
Int+10; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 21, touch 21, flat-footed 14 (+6 Dex, +1 dodge, +4 size)
hp 50 (6d8+36)
Fort +6, Ref +6, Will +4
DR 10/Evil; Immune swarm traits, weapon damage
OFFENSE
Speed Fly 40 ft. (good)
Melee swarm (3d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 15), Candy Ray
STATISTICS
Str 1, Dex 20, Con 14, Int 6, Wis 13, Cha 13
Base Atk +5; CMB —; CMD —
Feats Dodge, Improved Initiative
Skills Fly +21, Perception +8
Languages Candinesse (understand, can not speak)
ECOLOGY
Environment Candyland
Organization solitary, pair, or pack (3–6)
Treasure None
SPECIAL ABILITIES
Candy Ray (Ex) Each candy in a Candibody swarm is equipped with a singular ray, able to inflict a small amount of damage. Each swarm can shoot in any number of directions a single time a round. The ray is a bright coloured jumble of colours, inflicting 1d4 damage to outsiders. (Treat as Magic Missile for defenses, etc)
Borrow Body (Ex): Though rare, sometimes a candibody swarm will inhabit a corpse in order to physically move the body to prevent further damage to it. During this time, they can also experience very recent memories of the fallen.
Appear as mass of small circular flying candies, its outside wrapper acting as wings, with one unblinking eye in front. They arise when outsiders cause damage to either the land, visitors or the fey inhabitants in Candyland. Each can shoot a colorful blast of energy, equivalent to a magic missile once a round. Act as a warning system more then a defense mechanism.
If the land is sprouting these candies to ward off a foe, then the land considers whatever it is to be a threat. All fae and their allies will treat a candibody as a trusted ally, and will do everything they can to assist a candibody in repelling the threat. Since nobody has ever seen a candibody except during times of crisis, everyone treats it such, and will do what they can to assist.
NG Tiny vermin (extraplanar, swarm) CR 4
Int+10; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 21, touch 21, flat-footed 14 (+6 Dex, +1 dodge, +4 size)
hp 50 (6d8+36)
Fort +6, Ref +6, Will +4
DR 10/Evil; Immune swarm traits, weapon damage
OFFENSE
Speed Fly 40 ft. (good)
Melee swarm (3d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 15), Candy Ray
STATISTICS
Str 1, Dex 20, Con 14, Int 6, Wis 13, Cha 13
Base Atk +5; CMB —; CMD —
Feats Dodge, Improved Initiative
Skills Fly +21, Perception +8
Languages Candinesse (understand, can not speak)
ECOLOGY
Environment Candyland
Organization solitary, pair, or pack (3–6)
Treasure None
SPECIAL ABILITIES
Candy Ray (Ex) Each candy in a Candibody swarm is equipped with a singular ray, able to inflict a small amount of damage. Each swarm can shoot in any number of directions a single time a round. The ray is a bright coloured jumble of colours, inflicting 1d4 damage to outsiders. (Treat as Magic Missile for defenses, etc)
Borrow Body (Ex): Though rare, sometimes a candibody swarm will inhabit a corpse in order to physically move the body to prevent further damage to it. During this time, they can also experience very recent memories of the fallen.
Appear as mass of small circular flying candies, its outside wrapper acting as wings, with one unblinking eye in front. They arise when outsiders cause damage to either the land, visitors or the fey inhabitants in Candyland. Each can shoot a colorful blast of energy, equivalent to a magic missile once a round. Act as a warning system more then a defense mechanism.
If the land is sprouting these candies to ward off a foe, then the land considers whatever it is to be a threat. All fae and their allies will treat a candibody as a trusted ally, and will do everything they can to assist a candibody in repelling the threat. Since nobody has ever seen a candibody except during times of crisis, everyone treats it such, and will do what they can to assist.
Labels:
Candy,
D&D,
D20,
Magical Location,
Nyssa,
Pathfinder
Wednesday, 6 April 2016
Phaetox, Advanced Creautre Class
The Phaetox is one of my oldest playable PC races, used as a flying bastion of strict order in a world of chaos and destruction. My version is loosely based on the Phaeton from the Dragon Lance setting, which itself was based on the Greek myth of the same name. While they have a significant benefit - flight, the harsh penalty of not being able to lie in even the smallest way was a great trade off to minimize power-gaming.
This is a chance for me to adjust this creature to my new base. I am now leaning most non-player class options to specialized monster levels instead of class ones. When players pick a creature like a Phaetox, they choose whether to advance as the creature or as a class, but if they are an NPC they are always advanced as the creature class.
PhaetoxThese humanoids appear the same as a human, except on concentration they can sprout flame wings as part of their devotion to their heavenly patron – the Eternal Mother of Order, Lady Phoenix. They are the epitome of order, as they instinctively follow rules even if they don't understand or agree with them.
Personality: They are great believers in discipline but others describe them as sour and serious. Most are peaceful, spending most of their lives in simple work and simple pleasures, such as music, art, sports. They defer to others in areas of specialty (such as magic or legal issues) and avoid conflict with most others in philosophy, but are open to friendly discussions with friends.
Physical Description: Phaetox appear as five feet tall, humans with white, blond or red hair. Most wear simple tunics; if armed they usually use a dagger, cross-bow or staff, Their warriors often use small one-handed crossbows. They avoid heavy armor as it can gives movement penalties. When in danger, they can sprout flame wings from their back. The average citizen use their flame wings to quickly avoid dangers but the warrior caste use their wings as many others use a sword.
Relations: Phaetox view elves, jahlen, and halflings with some suspicion, as these races often bring disruption to Phaetox society. They see the dwarves as a potential ally but rarely have formalized relations. They have no pre-set opinion on humans, though individuals who are bound to Law or their heavenly patron are well received. Unless visitors are known fugitives, they are welcomed to their cities, but no one is above Phaetox laws or customs. Likewise, even if one of the chaotic races, once you've proven your loyalty they will show respect and gratitude.
Alignment: They tend towards both law and neutrality. These peaceful people are highly organized and have followed ceremonial laws for millennium.
Lands: Their territories are mountain regions, spires and the cloud isles, preferring cities to rural areas. They do a mix of hunting and harvesting, and trade with other races when they can.
Religion: Their devotion is to the Phoenix, their living connection with the Mother of Order. Phaetox clerics do not exist, but druids, rangers and monks sometimes act as a center piece of their faith through their actions not their words. Though rare, Paladins exist, as they balance roles of both crusader and custodian of laws.
Language: Phaetox & the common tongue. At higher levels they also learn Avian, the language of common flying beasts.
Adventurers: The most common reason why Phaetox adventure it is the chosen path for those who fail the ritual of ascension. They depart from their communities to dedicate themselves to a lawful purpose and learn their personal path along the way. Well over eighty percent of those who leave, return and do so with their faith reinvigorated and ready to ascend into unity with the phoenix. A few however are permanently changed, these exiles are usually evil and are bared from re-entry into Phaetox communities.
Phaetox Racial Traits+2 wisdom, +2 charisma, -2 strength
+2 diplomacy, +2 knowledge (religion), +2 Fly
Flame Wings for 1 minute per point of constitution (15 con = 15 minutes)Speed: Fly 30 (Clumsy), Better movement, fly capacity as fight time increases
Racial Hit Dice: 1d6 / level
Attack and saving throws as Cleric; + 6 skill points per HD
Natural Attack: Flame Wings (1d4 dmg), does not gain bonuses for high strength. If creatures are immune to flame, take only one point of damage. At higher levels, quarter the maximum to determine the damage flame wings will do to flame resistant creatures.
Disadvantage: Unable to lie or tell any falsehoods; can not take ranks in disguise or bluff
HD Adjustment Table
2 HD Radiate Law, Feat, Speak Avian
3 HD Resolve, Law Domain (1st), Feat
4 HD Law Domain (2nd), + 2 Wis & Con, Speak Elemental
5 HD Flame Wings, +2 to wing attacks, 1d8 Damage; Duration (5 min / Con)
6 HD Protection from Chaos - Spells (Constant), Feat, Law Domain (3rd)
7 HD Greater Resolve; + 2 Wis & Con, Speak Elder Lawful
8 HD Flame Wings, +4 to wing attacks, 1d12 damage; Duration (10 min / Con), Law Domain (4th)
9 HD Protection from Chaos 40 ft Radius (3/day), Feat, Law Domain (5th)
10 HD Absolute Resolve, + 2 Wis & Con; Flame Wings, 2d10 damage (at will), Law Domain (6th)
Phaetox cannot deviate from their creature class features until they reach 5 HD. If they change to gain standard classes, they cannot gain their higher level natural class features at a later point.
Radiate Law: +2 reaction bonus from lawful creatures; -4 from chaotic creatures
Flame Wings are considered a magical touch attack. They inflict damage on creatures that suffer from damage from fire or from a lawful aligned weapon. Their flames are temporary in nature, they do not cause material items such as wood or paper to be consumed. Phaetox can take weapon feats to gain additional specialty or abilities when using their wings in combat.
Resolve: Gain Wis or Cha bonus on saves vs illusions or falsehoods
Greater Resolve; Gain HD bonus + Wis / Cha bonus on saves vs illusions or falsehoods
Absolute Resolve: Immune to falsehoods and illusions
Speak Lawful Languages: While appearing very similar to humans, they are in fact closer to planar beings. As they adventure, they learn to speak avian, then elemental, and finally a lawful dialect that all lawfully aligned creatures understand
Law Domain: Cast Spells from this domain, Can use either their wisdom or charisma score to determine highest level and saving throws same as other spell-casters. Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster
Core Racial Skills: Craft (any), Diplomacy, Heal, Knowledge (local, geography, history, religion), Perception, Perform (Any), Sense Motive, Stealth, Survival
Preferred Classes: Fighter, Monk, Ranger, Sorcerer,
Restricted Classes: Barbarian and Cleric
Phaetar In some locations there is a lawful evil variation called the Phaetar that have pale white skin and their wings are pitch black flames. As they gain levels, they gain protection from good instead of chaos. These are individuals that failed or chose not to ascend. They have chosen another path, one where they lead instead of following laws. Most of these exiles try to gin levels in wizard cabals or evil churches (usually Keran) for power, but a cavalier or ranger options are fairly popular as well. While Phaetar seek power, comfort and personal wealth, they try to take these things from others, as few have the confidence to face their kin as they rarely return to their native lands.
This is a chance for me to adjust this creature to my new base. I am now leaning most non-player class options to specialized monster levels instead of class ones. When players pick a creature like a Phaetox, they choose whether to advance as the creature or as a class, but if they are an NPC they are always advanced as the creature class.
PhaetoxThese humanoids appear the same as a human, except on concentration they can sprout flame wings as part of their devotion to their heavenly patron – the Eternal Mother of Order, Lady Phoenix. They are the epitome of order, as they instinctively follow rules even if they don't understand or agree with them.
Personality: They are great believers in discipline but others describe them as sour and serious. Most are peaceful, spending most of their lives in simple work and simple pleasures, such as music, art, sports. They defer to others in areas of specialty (such as magic or legal issues) and avoid conflict with most others in philosophy, but are open to friendly discussions with friends.
Physical Description: Phaetox appear as five feet tall, humans with white, blond or red hair. Most wear simple tunics; if armed they usually use a dagger, cross-bow or staff, Their warriors often use small one-handed crossbows. They avoid heavy armor as it can gives movement penalties. When in danger, they can sprout flame wings from their back. The average citizen use their flame wings to quickly avoid dangers but the warrior caste use their wings as many others use a sword.
Relations: Phaetox view elves, jahlen, and halflings with some suspicion, as these races often bring disruption to Phaetox society. They see the dwarves as a potential ally but rarely have formalized relations. They have no pre-set opinion on humans, though individuals who are bound to Law or their heavenly patron are well received. Unless visitors are known fugitives, they are welcomed to their cities, but no one is above Phaetox laws or customs. Likewise, even if one of the chaotic races, once you've proven your loyalty they will show respect and gratitude.
Alignment: They tend towards both law and neutrality. These peaceful people are highly organized and have followed ceremonial laws for millennium.
Lands: Their territories are mountain regions, spires and the cloud isles, preferring cities to rural areas. They do a mix of hunting and harvesting, and trade with other races when they can.
Religion: Their devotion is to the Phoenix, their living connection with the Mother of Order. Phaetox clerics do not exist, but druids, rangers and monks sometimes act as a center piece of their faith through their actions not their words. Though rare, Paladins exist, as they balance roles of both crusader and custodian of laws.
Language: Phaetox & the common tongue. At higher levels they also learn Avian, the language of common flying beasts.
Adventurers: The most common reason why Phaetox adventure it is the chosen path for those who fail the ritual of ascension. They depart from their communities to dedicate themselves to a lawful purpose and learn their personal path along the way. Well over eighty percent of those who leave, return and do so with their faith reinvigorated and ready to ascend into unity with the phoenix. A few however are permanently changed, these exiles are usually evil and are bared from re-entry into Phaetox communities.
Phaetox Racial Traits+2 wisdom, +2 charisma, -2 strength
+2 diplomacy, +2 knowledge (religion), +2 Fly
Flame Wings for 1 minute per point of constitution (15 con = 15 minutes)Speed: Fly 30 (Clumsy), Better movement, fly capacity as fight time increases
Racial Hit Dice: 1d6 / level
Attack and saving throws as Cleric; + 6 skill points per HD
Natural Attack: Flame Wings (1d4 dmg), does not gain bonuses for high strength. If creatures are immune to flame, take only one point of damage. At higher levels, quarter the maximum to determine the damage flame wings will do to flame resistant creatures.
Disadvantage: Unable to lie or tell any falsehoods; can not take ranks in disguise or bluff
HD Adjustment Table
2 HD Radiate Law, Feat, Speak Avian
3 HD Resolve, Law Domain (1st), Feat
4 HD Law Domain (2nd), + 2 Wis & Con, Speak Elemental
5 HD Flame Wings, +2 to wing attacks, 1d8 Damage; Duration (5 min / Con)
6 HD Protection from Chaos - Spells (Constant), Feat, Law Domain (3rd)
7 HD Greater Resolve; + 2 Wis & Con, Speak Elder Lawful
8 HD Flame Wings, +4 to wing attacks, 1d12 damage; Duration (10 min / Con), Law Domain (4th)
9 HD Protection from Chaos 40 ft Radius (3/day), Feat, Law Domain (5th)
10 HD Absolute Resolve, + 2 Wis & Con; Flame Wings, 2d10 damage (at will), Law Domain (6th)
Phaetox cannot deviate from their creature class features until they reach 5 HD. If they change to gain standard classes, they cannot gain their higher level natural class features at a later point.
Radiate Law: +2 reaction bonus from lawful creatures; -4 from chaotic creatures
Flame Wings are considered a magical touch attack. They inflict damage on creatures that suffer from damage from fire or from a lawful aligned weapon. Their flames are temporary in nature, they do not cause material items such as wood or paper to be consumed. Phaetox can take weapon feats to gain additional specialty or abilities when using their wings in combat.
Resolve: Gain Wis or Cha bonus on saves vs illusions or falsehoods
Greater Resolve; Gain HD bonus + Wis / Cha bonus on saves vs illusions or falsehoods
Absolute Resolve: Immune to falsehoods and illusions
Speak Lawful Languages: While appearing very similar to humans, they are in fact closer to planar beings. As they adventure, they learn to speak avian, then elemental, and finally a lawful dialect that all lawfully aligned creatures understand
Law Domain: Cast Spells from this domain, Can use either their wisdom or charisma score to determine highest level and saving throws same as other spell-casters. Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster
Core Racial Skills: Craft (any), Diplomacy, Heal, Knowledge (local, geography, history, religion), Perception, Perform (Any), Sense Motive, Stealth, Survival
Preferred Classes: Fighter, Monk, Ranger, Sorcerer,
Restricted Classes: Barbarian and Cleric
Phaetar In some locations there is a lawful evil variation called the Phaetar that have pale white skin and their wings are pitch black flames. As they gain levels, they gain protection from good instead of chaos. These are individuals that failed or chose not to ascend. They have chosen another path, one where they lead instead of following laws. Most of these exiles try to gin levels in wizard cabals or evil churches (usually Keran) for power, but a cavalier or ranger options are fairly popular as well. While Phaetar seek power, comfort and personal wealth, they try to take these things from others, as few have the confidence to face their kin as they rarely return to their native lands.
Labels:
D&D,
D20,
Flame,
Lawful-Aligned,
NPC,
Nyssa,
Pathfinder,
Phaetox,
Racial Class,
Winged
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
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.
Sunday, 27 March 2016
Little Piggies (Candyland)
Another one of the Candyland beasts that I created but didn't get a chance to use in my game.
Little Piggies (Minchies)
N(G) Small Fey CR 1
N(G) Small Fey CR 1
DEFENSE
Fort +1, Ref +5, Will +1
OFFENSE
Melee Light Hammer or Axe +3 (1d3)
Ranged Short Bow +3 (1d4)
Special Attacks Squeal
STATISTICS
Base Atk +0 CMB -1 CMD 12
Feats
ECOLOGY
Environment Candyland
Organization Solitary or Foot (5 Piggies), Sty (21-40)
Treasure Value Average (Coins or gems)
Organization Solitary or Foot (5 Piggies), Sty (21-40)
Treasure Value Average (Coins or gems)
Advancement By HD or Class (Bard, Druid, Ranger, or Rogue)
Squeal
After one round of combat, a Piggie can squeal, and all other Piggies gain +1 on combat and damage rolls if within 40 ft. A squeal can last
for 1 + 1d4 rounds. Higher HD piggies can squeal for a stronger
effect. For every 2 additional HD, add +1 to the and squeal bonus. (3 HD=+2, 5 HD=+3, etc) Some higher HD Piggies can make their squeal last much longer, but they specialize by using their feats to increase its efficiency.
Little Piggies (sometimes called Minchies) are one of the oldest inhabitants of Candyland, as they have
been there for at least twenty generations, and found in much of the written stories of ages past. They reside almost
everywhere in the Dreamlands, as they are well respected for their
hard work and friendliness. Almost every game
or story town will have a small community of Piggies that has official duties plus others who will help when needed.
They appear as four feet
tall pigs with rounded ears, snouts, short wiry tails and cloven hooves. Most are very careful about their
appearance, wearing sharp-dressed fashion and make sure they stand out from each other. They have
very elaborate rituals for almost every aspect of their lives and
interactions as they need to make sure they do not offend. While
careful and polite, they sometimes get playfully wild when drinking
at night, never enough to hurt each other, but still very different
from their calm and polite demeanor during the day.
Appear as the perfect cross
between domestic pigs and orcs. They are unsure if they are the
result of magical cross-breeding or not but they have no one to ask. One interesting tidbit about them is that all of their spells always
affect an orc – in fact, most orcs do not get saving throws for
most mind affecting spells cast by their Piggie brethren. They prefer raw vegetables over meats and they never
consume pork, and find it bothersome when others eat it in their
presence.
Most Piggies are good-aligned and very helpful to citizen and sleeping visitor. But they can be very pig-headed, stubborn to the point of excess. Since they are a communal species, they share the efforts and rewards to everyone in their sty. Occasionally, an intense rivalry will appear between sties, causing friction or worse. Some of these groups break apart, and some go rogue - rarely attacking but will cause other problems with groups of their kin and fey allies.
HD Adjustment: +6 skill points / level
2 HD Reaction bonus +2 from other fey and fey allies; +1 to AC, Gain Feat
3 HD Gain +2 to Squeal bonus, Gain Tracking Feat*
4 HD Gain +3 / +3 to any two attributes; +1 to AC , Gain Feat
5 HD Gain +3 to Squeal bonus, Increase Reaction Bonus to +5 to animals, plants and fey
6 HD Gain +3 / +3 to any two attributes; +1 to AC , Gain Feat, SR 16
*can substitute with another combat feat
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 +4, Perception +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.
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 +4, Perception +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.
Labels:
Candy,
D&D,
D20,
Evil,
Fey,
Green-Skinned,
Monster,
Nyssa,
Pathfinder
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.
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.
Saturday, 19 March 2016
Mother Goose (Faerie Queen)
As I was preparing for my upcoming Fey themed game, I knew that the lady herself should make an appearance. And for me, in this game, this is the Queen of the Fey, known by most mortals as Mother Goose.
Mother Goose NG Medium Fey 12 HD* Fey
Init +6 Senses Low-light vision; Perception +15
AC 24 touch 19, flat-footed 22 (+2 Dex, +5 natural, +7 Magic Armor)
hp 84 (13d8+26 con)
Fort +5, Ref +9, Will +12
Defensive Abilities DR 25 Immune: All Charm and Elemental Attacks
OFFENSE
Speed 30 ft; Fly (Good) 80 (Broom)
Melee Diamond Encrusted Sharp Rapier +8 (1d6-1 / 12-20 *5 )
Special Attacks See Below
STATISTICS
Str 10, Dex 15, Con 15, Int 18, Wis 20, Cha 25
Base Atk +5 CMB +4 CMD 16
Feats Improved Initiative, Alertness, Iron Will, Power Attack, Toughness, Weapon Focus (Rapier)
Skills +17 Bluff , +17 Diplomacy , +7, Escape Artist , +18 Fly, +10 Knowledge (geography), +17 Perception , +14 / +14 Perform (Lute & Whistle), +17 Sense Motive , 12 Sleight of Hand , +15 Ride +15, Stealth, +9 Use Magic Device
Languages Fae, Elven, Common, Dwarf, and 12 others
Legendary Gear Storybook of the Fey, Pen of Happy Dreams, Fey Broomstick
ECOLOGY
Environment Faelands, Candyland or Mortal Plane
Organization Solitary
Treasure Value Triple (Coins, Gems & Old Spell-Books)
As far as most visitors can tell, Mother Goose is an elderly human female, though physically frail she is wise and very charismatic, making friends and allies with both the inhabitants and the many sleeping visitors. While best known for helping sleeping children, she also helps fae and other inhabitants in the Candyland. What few visitors realize is that she is called by another name by the fey - Faerie Queen.
One of the highest level fae in Candyland. She is a well known but mysterious figure as she has had a presence both here and in mortal lands for hundreds of years. Her main foes are those that would steal or otherwise take advantage of the sleeping visitors. She has waged war on both the devils and demons (and many others) but she usually leaves them alone as long as they do not cause problems. Her servants are always watching outsiders.
What is little understood is that there are times Mother Goose is unable to cast her highest level spells or effects, essentially being a mid-level caster while other times she can cast the most powerful spells in all of Candyland. Most believe that she is outside of time, so there are times she appears as various version of herself. She knows the fey and their stories as they are apart of her but does not always remember every mortal creature she interacts with. Roll below to determine where Mother Goose is in her circle.
Roll below once /night.
01 - 60 As 9 HD Fey
61-70 As 10 HD Fey
71-80 As 12 HD Fey
81-85 As 14 HD Fey
86-90 As 16 HD Fey
91-95 As 18 HD Fey
96+ As 20 HD Fey
Add +1/attacks & saving throws for every HD added.
SPECIAL ABILITIES
Constant Friendship to Fey, Animals and Elementals - Both in the feylands and in mortal realms see Mother Goose as a trusted friend.
Charm Speech (Will DC 20) Constant affect, Those she is able to speak with are treated as if they are charmed. Only if they actively resist, do they get a saving throw to avoid. She uses this to convince both allies and foes to stop taking violent action agaisnt fey and others. She will not use this to take advantage of others.
Banish (Will DC 24 - 3 / day) she can banish creatures, having them unable to come back into the Feylands for 72 hours.
Summon Fey - 4 / day - Can summon 20 HD of fae creatures 4 times a day, the only two stipulations are she must have met them before and they are on the same plane as her.
Sleep (Will DC 20 - 2/day) Can affect creatures up to 15 HD, her sleep effect can put anything asleep that naturally sleeps as their base HD level shown below. If they normally do not sleep (Golems, Undead) treat them as double HD, so she can affect them but to a much lesser extent.
1-3 HD; 24 hours
4-5 HD; 12 hours
6-7 HD; 6 hours
8-9 HD; 3 hours
10 HD; 2 hours
11 HD; 1 hour
12 HD; 20 minutes
10 HD - Forget Me Now: Enemies who are hit by this touch causes them to forget their negative impulses. Creatures who are charmed or otherwise magically affected are brought back to their base emotion. Foes need to save on a Will DC 21. Can affect creatures only once every day. Most planar creatures automatically return to their home plane due to confusion.
12 HD - Dream Realm: Enemies hit by this ray must make a will save vs DC 23 or fall into their own personal realm for a range of time similar to sleep, except they need to re-save every day as the dream realm is highly personal and quite enjoyable. They must realize they are imprisoned, then actively save to escape it (adding +1 on their saves for each successive night.)
14 HD - Deepest Darkest: The Faerie Queen immediately learns a creature's deepest darkest secret. Those trying to resist must make a Will Save vs DC 19.
16 HD - Awakened: One of the few non-aggressive affects the Faerie Queen has. This will awaken a creature to full sentience (Int and Cha to 10.) This is most often done to get immediate helpers to assist with a threatening foe.
18 HD - Am I really here: Somewhat similar to her Forget Me Now affect, but with this, they don't even realize they exist, believing themselves to be images in the dream realm. Most creatures will just wander around as if in a dreamy-sleep state, taking neither negative or positive actions. They need to save once a week as a Will Save vs DC 25 to break free.
20 HD - No More Dreams (DC 25) If she is able to touch an opponent, she forcibly rips them out of the dream state and prevents them from getting back to the dreaming realm. The consequences are that they are unable to obtain new spells. Most creatures in fact slowly go insane after not sleeping for the number of days equal to their charisma score.
Mother Goose NG Medium Fey 12 HD* Fey
Init +6 Senses Low-light vision; Perception +15
AC 24 touch 19, flat-footed 22 (+2 Dex, +5 natural, +7 Magic Armor)
hp 84 (13d8+26 con)
Fort +5, Ref +9, Will +12
Defensive Abilities DR 25 Immune: All Charm and Elemental Attacks
OFFENSE
Speed 30 ft; Fly (Good) 80 (Broom)
Melee Diamond Encrusted Sharp Rapier +8 (1d6-1 / 12-20 *5 )
Special Attacks See Below
STATISTICS
Str 10, Dex 15, Con 15, Int 18, Wis 20, Cha 25
Base Atk +5 CMB +4 CMD 16
Feats Improved Initiative, Alertness, Iron Will, Power Attack, Toughness, Weapon Focus (Rapier)
Skills +17 Bluff , +17 Diplomacy , +7, Escape Artist , +18 Fly, +10 Knowledge (geography), +17 Perception , +14 / +14 Perform (Lute & Whistle), +17 Sense Motive , 12 Sleight of Hand , +15 Ride +15, Stealth, +9 Use Magic Device
Languages Fae, Elven, Common, Dwarf, and 12 others
Legendary Gear Storybook of the Fey, Pen of Happy Dreams, Fey Broomstick
ECOLOGY
Environment Faelands, Candyland or Mortal Plane
Organization Solitary
Treasure Value Triple (Coins, Gems & Old Spell-Books)
As far as most visitors can tell, Mother Goose is an elderly human female, though physically frail she is wise and very charismatic, making friends and allies with both the inhabitants and the many sleeping visitors. While best known for helping sleeping children, she also helps fae and other inhabitants in the Candyland. What few visitors realize is that she is called by another name by the fey - Faerie Queen.
One of the highest level fae in Candyland. She is a well known but mysterious figure as she has had a presence both here and in mortal lands for hundreds of years. Her main foes are those that would steal or otherwise take advantage of the sleeping visitors. She has waged war on both the devils and demons (and many others) but she usually leaves them alone as long as they do not cause problems. Her servants are always watching outsiders.
What is little understood is that there are times Mother Goose is unable to cast her highest level spells or effects, essentially being a mid-level caster while other times she can cast the most powerful spells in all of Candyland. Most believe that she is outside of time, so there are times she appears as various version of herself. She knows the fey and their stories as they are apart of her but does not always remember every mortal creature she interacts with. Roll below to determine where Mother Goose is in her circle.
Roll below once /night.
01 - 60 As 9 HD Fey
61-70 As 10 HD Fey
71-80 As 12 HD Fey
81-85 As 14 HD Fey
86-90 As 16 HD Fey
91-95 As 18 HD Fey
96+ As 20 HD Fey
Add +1/attacks & saving throws for every HD added.
SPECIAL ABILITIES
Constant Friendship to Fey, Animals and Elementals - Both in the feylands and in mortal realms see Mother Goose as a trusted friend.
Charm Speech (Will DC 20) Constant affect, Those she is able to speak with are treated as if they are charmed. Only if they actively resist, do they get a saving throw to avoid. She uses this to convince both allies and foes to stop taking violent action agaisnt fey and others. She will not use this to take advantage of others.
Banish (Will DC 24 - 3 / day) she can banish creatures, having them unable to come back into the Feylands for 72 hours.
Summon Fey - 4 / day - Can summon 20 HD of fae creatures 4 times a day, the only two stipulations are she must have met them before and they are on the same plane as her.
Sleep (Will DC 20 - 2/day) Can affect creatures up to 15 HD, her sleep effect can put anything asleep that naturally sleeps as their base HD level shown below. If they normally do not sleep (Golems, Undead) treat them as double HD, so she can affect them but to a much lesser extent.
1-3 HD; 24 hours
4-5 HD; 12 hours
6-7 HD; 6 hours
8-9 HD; 3 hours
10 HD; 2 hours
11 HD; 1 hour
12 HD; 20 minutes
10 HD - Forget Me Now: Enemies who are hit by this touch causes them to forget their negative impulses. Creatures who are charmed or otherwise magically affected are brought back to their base emotion. Foes need to save on a Will DC 21. Can affect creatures only once every day. Most planar creatures automatically return to their home plane due to confusion.
12 HD - Dream Realm: Enemies hit by this ray must make a will save vs DC 23 or fall into their own personal realm for a range of time similar to sleep, except they need to re-save every day as the dream realm is highly personal and quite enjoyable. They must realize they are imprisoned, then actively save to escape it (adding +1 on their saves for each successive night.)
14 HD - Deepest Darkest: The Faerie Queen immediately learns a creature's deepest darkest secret. Those trying to resist must make a Will Save vs DC 19.
16 HD - Awakened: One of the few non-aggressive affects the Faerie Queen has. This will awaken a creature to full sentience (Int and Cha to 10.) This is most often done to get immediate helpers to assist with a threatening foe.
18 HD - Am I really here: Somewhat similar to her Forget Me Now affect, but with this, they don't even realize they exist, believing themselves to be images in the dream realm. Most creatures will just wander around as if in a dreamy-sleep state, taking neither negative or positive actions. They need to save once a week as a Will Save vs DC 25 to break free.
20 HD - No More Dreams (DC 25) If she is able to touch an opponent, she forcibly rips them out of the dream state and prevents them from getting back to the dreaming realm. The consequences are that they are unable to obtain new spells. Most creatures in fact slowly go insane after not sleeping for the number of days equal to their charisma score.
Subscribe to:
Posts (Atom)