This is a monster inspired/stolen from Dr Who. I am a huge fan of both the old and new versions of the show and I like using stylized beasts based on it.
Ood
Medium-Size Humanoid
Hit Dice: 2d6+2 (11 hp)
Initiative: +1
Speed: 30 ft.
AC: 15 (+1 Dex, +2 Natural, +2 leather armor), touch 5, flat-footed 5
Attacks: Energy Blast Touch +3 melee
Damage: Touch 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Orb blast
Special Qualities: Blindsight, Minor Telepathy
Saves: Fort +1, Ref +4 Will +4
Abilities: Str 8, Dex 10, Con 16, Int 12, Wis 16, Cha 8 / 13
Skills: Athletics +5, Perform +8; Singing +12, Craft +7 (Medicine +10), Survival +8
Climate/Terrain: Any underground or Swamp
Organization: Circle (2-8) or Voice (1 Ood)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral (80% tend towards LN)
Advancement: By Class (Bard, Fighter, Monk, Druid, Artificier)
Alien Appearance: Humanoid, hairless, small black eyes and many short tentacles on their chin. They cannot speak aloud but have a minor telepathy power for creatures that they can see. The difference in their charisma scores are those with an Ood Orb and those without one. Typically no more than two Ood in a circle have an orb.
They can learn to speak if the individual spends time away from their circle, where group speech and thought is assumed. Few Ood choose to do this and are content and comfortable in their circles. Only individual Ood gain more than four HD.
The Ood were once servile slaves, forced to serve Lords from other worlds. Even when free they are driven to help others. If simple tasks they take action right away, but for longer more complicated tasks it takes them time to evaluate what their best choice of action should be.
They are often strangers in my dungeons, ignored by the primary inhabitants unless they can be used as slaves or most often as sources of info.
While generally very quiet, Ood sing collectively wonderful and personal songs when they are emotionally moved.
Magic Items
Ood are not inherently magical, but many have been trained to create magical devices that help them survive, and communicate with other creatures. After seeing a device, they need to spend one day with magical equipment to create a device to assist them. However it is an ood only device, few creatures can ever utilize the items the ood make for their own kin.
Orb: This is the primary item most ood carry, it is an small orb made of a soft metal, that allows them to speak out loud as well as to sing. The orb can release a shock that inflicts 1d6 damage on close range (20 feet or less). Some Ood, especially those that take fighter class take feats to increase the damage and range the orb can inflict beyond the table below.
1-4 HD 1d6 Dmg Range 20 feet
5-6 HD 1d8 Dmg Range 30 feet
7-8 HD 1d10 Dmg Range 50 feet
9 HD + 2d6 Dmg or 1d8 Dmg for 2 targets
Shared Saving Throw: As an individual, the ood are not always the best at saving throws, but when they come together for a purpose, they learn to trust in their comrades. They add +1 to every saving throw for every two additional ood in their collective. If not in groups, give individual Ood -2 on all mental saving throws.
Minor Telepathy: Ood can telepathicly communicate with intelligent creatures but need to have bonded with them.
Stolen from the New Who series
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
Wednesday, 30 January 2019
Tuesday, 29 January 2019
Perfected (Template)
This is an ideal monk like character in my world, using no armor or weapons, rarely utilizes spell and
is known for their wisdom and guidance. Living simple contemplative lives, they want to help, yet they
also prefer to find ways that will accomplish the goal without causing violence or to upset life.
Perfected (Template)
Type Aberration
Hit Dice: +10d8 (40)
Initiative: +4
Speed: +20 ft
AC: +5 deflection bonus
Attacks: Shun all physical attacks
Special Attacks: Gain Stunning Fist (DC 20; 1/HD); Body Spikes (1d20 dmg when grappled)
Special Qualities: Perfect Sight (50 ft all directions), Detect magic/psionics (at will), Dmg Reduction 15/lawful
Saves: F +5, R +5, W +5
Abilities: Cha +4, either Wis +4 or Dex +4
Skills: Knowledge (History) +12, Knowledge (Psionics) +10
Feats: Peaceful Contemplation, Mental Touch
Requirements: Cha or Wis 20; not from a device or magic spell; Vow of non-violence
Climate/Terrain: Any (Usually Ashrams or Temples)
Organization: Always Solitary
Challenge Rating: +4
Treasure: Triple
Alignment: CN, N or LN
The Perfected appear to be any type of humanoid that has reached a point of personal spiritual elevation, while often associated with monks, they never come from this class. They are individuals that eschew violence yet are moved to take action, sometimes to help others but most often for a specific cause. Many come from the cleric class, yet those gifted with these powers, serve the living
and shy away from serving the divine.
They are near ideal specimens of their race, with short hair and dress simply. As they have taken the vow of non-violence, they can never carry or use weapons or armor. Most live simple, devoted lives, getting involved only in the causes they care about, not games of power or policy.
While never evil, a few are selfish and have little patience for imperfect ones who do not recognize their glorious status. Some of the perfected lose their status and their abilities, usually suddenly and without notice and never able to recapture their lofty status. Most however live simple lives, directly involved helping others, staying true to their vows and beliefs.
They are often a source of astonishment, both for their abilities to help and guidance. They have often assisted locals with issues and then given rewards for their guidance, most often resolving issues without bloodshed. They often have small hordes of wealth which they can dole out if needed - again privately or secretly as they do not wish to advertise their status.
Their physical acts are to protect others or accomplish a goal, never simply to punish or do acts of harm. Most times their words and defensive spikes are enough to avoid such things
Special Abilities
Body Spikes: Any time a perfected is grappled or threatened, their body generates anthril body spikes (or generic magic damage) for a moment, inflicting 11-20 damage. This is a passive damage, they do not activate it - but they do not need to be aware or even awake, as their physical body will generate the body spikes if the body is in any kind of physical danger. They can suppress the spikes if they are aware.
Perfect Sight: Allows the perfected to be in constant awareness of all living, unliving and potential threats within 50 ft of them at all times.
New Feats
Peaceful Contemplation: Gain a +20 on knowledge or wisdom checks to resolve an issue or problem. They need to have 10 hours of perfect, peaceful & uninterrupted solace to gain the insight. If they fail to gain enough awareness to resolve the issue, they cannot repeat the process for the same issue. They can do this no more than once every week (10 days).
Mental Touch: If the perfected individual needs to touch something to activate, and there is a danger, they can use their thoughts to open or touch the object in question. Unlike many other abilities, this is exhausting for the perfected, and can do this a limited number of times (Cha Score Bonus / day)
is known for their wisdom and guidance. Living simple contemplative lives, they want to help, yet they
also prefer to find ways that will accomplish the goal without causing violence or to upset life.
Perfected (Template)
Type Aberration
Hit Dice: +10d8 (40)
Initiative: +4
Speed: +20 ft
AC: +5 deflection bonus
Attacks: Shun all physical attacks
Special Attacks: Gain Stunning Fist (DC 20; 1/HD); Body Spikes (1d20 dmg when grappled)
Special Qualities: Perfect Sight (50 ft all directions), Detect magic/psionics (at will), Dmg Reduction 15/lawful
Saves: F +5, R +5, W +5
Abilities: Cha +4, either Wis +4 or Dex +4
Skills: Knowledge (History) +12, Knowledge (Psionics) +10
Feats: Peaceful Contemplation, Mental Touch
Requirements: Cha or Wis 20; not from a device or magic spell; Vow of non-violence
Climate/Terrain: Any (Usually Ashrams or Temples)
Organization: Always Solitary
Challenge Rating: +4
Treasure: Triple
Alignment: CN, N or LN
The Perfected appear to be any type of humanoid that has reached a point of personal spiritual elevation, while often associated with monks, they never come from this class. They are individuals that eschew violence yet are moved to take action, sometimes to help others but most often for a specific cause. Many come from the cleric class, yet those gifted with these powers, serve the living
and shy away from serving the divine.
They are near ideal specimens of their race, with short hair and dress simply. As they have taken the vow of non-violence, they can never carry or use weapons or armor. Most live simple, devoted lives, getting involved only in the causes they care about, not games of power or policy.
While never evil, a few are selfish and have little patience for imperfect ones who do not recognize their glorious status. Some of the perfected lose their status and their abilities, usually suddenly and without notice and never able to recapture their lofty status. Most however live simple lives, directly involved helping others, staying true to their vows and beliefs.
They are often a source of astonishment, both for their abilities to help and guidance. They have often assisted locals with issues and then given rewards for their guidance, most often resolving issues without bloodshed. They often have small hordes of wealth which they can dole out if needed - again privately or secretly as they do not wish to advertise their status.
Their physical acts are to protect others or accomplish a goal, never simply to punish or do acts of harm. Most times their words and defensive spikes are enough to avoid such things
Special Abilities
Body Spikes: Any time a perfected is grappled or threatened, their body generates anthril body spikes (or generic magic damage) for a moment, inflicting 11-20 damage. This is a passive damage, they do not activate it - but they do not need to be aware or even awake, as their physical body will generate the body spikes if the body is in any kind of physical danger. They can suppress the spikes if they are aware.
Perfect Sight: Allows the perfected to be in constant awareness of all living, unliving and potential threats within 50 ft of them at all times.
New Feats
Peaceful Contemplation: Gain a +20 on knowledge or wisdom checks to resolve an issue or problem. They need to have 10 hours of perfect, peaceful & uninterrupted solace to gain the insight. If they fail to gain enough awareness to resolve the issue, they cannot repeat the process for the same issue. They can do this no more than once every week (10 days).
Mental Touch: If the perfected individual needs to touch something to activate, and there is a danger, they can use their thoughts to open or touch the object in question. Unlike many other abilities, this is exhausting for the perfected, and can do this a limited number of times (Cha Score Bonus / day)
Monday, 28 January 2019
Razorvine
Ripped off from 2e Planescape, this nasty barbed wirey vine stuff is located in many parts of my world that is abandoned, but often frequented by outer planar creatures.
Razorvine
Medium-size Plant
HD: 1d8+1 (5 hp)
Initiative: 0
Speed: 0 ft
AC: 15 (+5 Natural Armor)
Attacks: Nil Vines +0 (melee)
Damage: Vines 1d3, 1d4, or 1d6 + base AC
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Vines
Special Qualities: Plant, Weapon Immunity, Fire Resistance 5
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 11, Dex 8, Con 12, Int 5, Wis 15, Cha 2
Climate/Terrain: Any
Organization: Patch (2-20 vine pieces)
CR: 2
Treasure: None
Alignment: Neutral (Always)
Advancement Range: 3-8 HD (Medium-size), 9-16 HD (Large)
Advancement: Increase all ability scores except for intelligence by +3 for each increase in size.
Razorvine's a black-leaved vine with an exceptionally sharp-edged stem hidden under the foliage. The plant's capable of surviving almost any conditions, and flourishes in most environments. Razorvine can grow several inches in a single day, and can cover a small building or untended wall in a few weeks.
The razorvine's leaves are small, clover-shaped, and so dark as to be nearly black. They grow in dense clumps near the stem on short, wiry sprigs. The leaf-edges are serrated, but harmless if one doesn't touch them. A razorvine's stem is triangular in cross-section, with elevated, iron-hard ridges running along the stem.
COMBAT
The razorvine is non-combative, it just lies waiting for someone to fall into it or try to touch it.
Vines (Ex): Razorvine can inflict damage in three ways. Anyone handling the stuff or brushing past are likely to get cut. Anyone trying to slash through it or cut through it might get cut. Anyone falling into it will get cut. Handling razorvine includes wading through the stuff. Each round someone tries to retrieve something or wade through it, they must make a Dexterity check (DC 15.) Those who succeed take 1 point of damage those who suffer suffer 1d3 + base AC in damage.
Hacking through it is as dangerous because the tightly twisted vines are under tension. When a vine is cut, it recoils and might slash the basher who just severed it. If it hits, it deals 1d4 + the base AC in damage to the victim and no save is allowed.
Falling into a patch is deadly because most folk will bleed to death before getting out. This deals 1d8 + (20 - base AC) with no save or attack roll needed. When someone falls into a patch, they take no damage, except for when they fall or tumble into it or try to move out of it. Each round that they try to get out, they suffer full falling in damage all over again. Normally it takes 1-3 rounds to get out.
A person's base AC is his armor without Dexterity bonuses, shields, or magical adjustments that don't actually cover his or her whole body or rely on misdirection.
Weapon Immunity (EX): Razorvines are only affected by slashing weapons.
Fire Vulnerability (Ex): Razorvine is unusually resistant to fire. Normal fire only blackens and hardens the stem while burning the leaves off. Magical fire affects the plant, as normal fire would normally do.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing unless targeted to work on plants. Not subject to critical hits.
Tuesday, 25 December 2018
Synast - gaunt psionic humanoid, with a large extended brain and no skull
These were some of my ongoing evil masterminds, found in dungeons or other places of wealth. They are basically 3.5 psionic creatures, I've been working on a new Nyssian Psionic process, but I don't game enough and I'm always a bit too busy working on something else.
Synast CR 7
NE Medium Humanoid
Init +1 Senses Perception +7
DEFENSE
AC 13 touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 45hp (7d8+14 con)
Fort +7, Ref +3, Will +4
Defensive Abilities DR 10/magic
OFFENSE
Speed 30 ft.
Melee Short Sword +6 (1d6+1)
Special Attacks Synaptic Blast
Spell Like Abilities (CL 7th - Psion)
STATISTICS
Str 11, Dex 12, Con 7, Int 15, Wis 14, Cha 13
Base Atk +5 CMB +6 CMD 17
Feats Synaptic Focus, Inquisitor, Opportunity Power
Skills Autohypnosis+10, Bluff +10, Disguise: +9, Diplomacy +12, Sense Motive +10, Knowledge (Psionics) +9, Knowledge (History)+9, Perception +7
Languages Dwarven, Giant, Elven, Common
ECOLOGY
Environment: Usually Urban (towers and libraries)
Organization: Solitary, Pair, Trio, Synod (5-9)
Treasure Value Double
Alignment: Usually Neutral Evil
Advancement: By character class
SPECIAL ABILITIES
Synaptic Blast: This psionic ray slows a creatures ability to maneuver and attack, inflicting a –2 attack penalty on attack capacity for the next three rounds. To avoid this effect, a victim must make a Will DC of 14. Unlike their other powers, this has no psp cost for a synast to manifest. Also, the three round duration begins when the first round the ray has stopped, so if a character is hit for four consecutive rounds, they will suffer a –8 for the three rounds.
A gaunt, grey-skinned humanoid with a large extended brain and no apparent skull-case around it, a cerebrum twice the size of a regular man. When using their psionic powers, the blood vessels in its brain glow a bright green. They seemingly always appear as frail especially during of times of physical stress.
Synasts are evil humanoids obsessed with obtaining great riches or powerful artifacts. While often seen alone, synasts always work in synods, teams loyal to each other and a particular goal. Death of an individual member doesn't deter them from their goals, and sometimes may motivate them to invite others into their group. Synod leaders are at least 5th level psions.
With sharp eyes and keen minds, they carefully study both problems and people before taking action. Synasts may work with other races or groups in an apparent subservient role but they usually control events behind their master’s back. Even without psionics, a synast can easily manipulate creatures, convincing others to do its dirty work. They are content to let things stream quietly if things are going as they need them to but if problems occur, synasts don't have a problem completely taking over.
Combat
A synast is a nasty combatant as they can control other creature’s synapses, able to paralyze, blind or turn some men temporarily insane with a touch. These cowards avoid danger whenever possible, preferring to manipulate events behind the scenes.
New Feat: Synaptic Focus: A Synast is considered always focused when it comes to its synaptic powers. They never need to make a focus check to activate or renew any synaptic power.
Psionic Powers* They manifest as a 7th level Psionic; DC 13+ power level; 56 PSPs
4th Level: Synaptic Shut-Down, Psychic Vampire
3rd Level: Synaptic Short, Hustle, Energy Retort
2nd Level Power: Synaptic Lock, Animal Affinity, Mental Disruption, Chameleon
1st level Power: Synaptic Manipulation, Synaptic Grapple, Call to Mind, Inertial Armor, Energy Ray
*These are the typical powers known by a synast, some may choose different powers per power level.
Synaptic Manipulation: This ability temporarily makes a ligament move in the direction the psion desires. It is for one round only Required Touch; Cost: Base 1 PSP, Save: SC11+1
Synaptic Lock: This ability temporarily locks a ligament so it cannot move. It is for three rounds. Required Touch; Cost: Base 2 PSP, Save: SC12+1
Synaptic Short: This ability shorts a ligament so it cannot move. The effect lasts for five rounds. Even if the victim makes their saving throw on the first round, they must make it again every round to be free. Cost: Base 2 PSP, Save: SC12+1
Synast CR 7
NE Medium Humanoid
Init +1 Senses Perception +7
DEFENSE
AC 13 touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 45hp (7d8+14 con)
Fort +7, Ref +3, Will +4
Defensive Abilities DR 10/magic
OFFENSE
Speed 30 ft.
Melee Short Sword +6 (1d6+1)
Special Attacks Synaptic Blast
Spell Like Abilities (CL 7th - Psion)
STATISTICS
Str 11, Dex 12, Con 7, Int 15, Wis 14, Cha 13
Base Atk +5 CMB +6 CMD 17
Feats Synaptic Focus, Inquisitor, Opportunity Power
Skills Autohypnosis+10, Bluff +10, Disguise: +9, Diplomacy +12, Sense Motive +10, Knowledge (Psionics) +9, Knowledge (History)+9, Perception +7
Languages Dwarven, Giant, Elven, Common
ECOLOGY
Environment: Usually Urban (towers and libraries)
Organization: Solitary, Pair, Trio, Synod (5-9)
Treasure Value Double
Alignment: Usually Neutral Evil
Advancement: By character class
SPECIAL ABILITIES
Synaptic Blast: This psionic ray slows a creatures ability to maneuver and attack, inflicting a –2 attack penalty on attack capacity for the next three rounds. To avoid this effect, a victim must make a Will DC of 14. Unlike their other powers, this has no psp cost for a synast to manifest. Also, the three round duration begins when the first round the ray has stopped, so if a character is hit for four consecutive rounds, they will suffer a –8 for the three rounds.
Synasts are evil humanoids obsessed with obtaining great riches or powerful artifacts. While often seen alone, synasts always work in synods, teams loyal to each other and a particular goal. Death of an individual member doesn't deter them from their goals, and sometimes may motivate them to invite others into their group. Synod leaders are at least 5th level psions.
With sharp eyes and keen minds, they carefully study both problems and people before taking action. Synasts may work with other races or groups in an apparent subservient role but they usually control events behind their master’s back. Even without psionics, a synast can easily manipulate creatures, convincing others to do its dirty work. They are content to let things stream quietly if things are going as they need them to but if problems occur, synasts don't have a problem completely taking over.
Combat
A synast is a nasty combatant as they can control other creature’s synapses, able to paralyze, blind or turn some men temporarily insane with a touch. These cowards avoid danger whenever possible, preferring to manipulate events behind the scenes.
New Feat: Synaptic Focus: A Synast is considered always focused when it comes to its synaptic powers. They never need to make a focus check to activate or renew any synaptic power.
Psionic Powers* They manifest as a 7th level Psionic; DC 13+ power level; 56 PSPs
4th Level: Synaptic Shut-Down, Psychic Vampire
3rd Level: Synaptic Short, Hustle, Energy Retort
2nd Level Power: Synaptic Lock, Animal Affinity, Mental Disruption, Chameleon
1st level Power: Synaptic Manipulation, Synaptic Grapple, Call to Mind, Inertial Armor, Energy Ray
*These are the typical powers known by a synast, some may choose different powers per power level.
Synaptic Manipulation: This ability temporarily makes a ligament move in the direction the psion desires. It is for one round only Required Touch; Cost: Base 1 PSP, Save: SC11+1
Synaptic Lock: This ability temporarily locks a ligament so it cannot move. It is for three rounds. Required Touch; Cost: Base 2 PSP, Save: SC12+1
Synaptic Short: This ability shorts a ligament so it cannot move. The effect lasts for five rounds. Even if the victim makes their saving throw on the first round, they must make it again every round to be free. Cost: Base 2 PSP, Save: SC12+1
Tuesday, 18 December 2018
Silver Bulette
Most of the time adventurers in my games are in spires or underground dungeons but at mid to lower levels much of the story is getting to the locations, so wandering monsters are a big part of the game. That's where the Silver Bullete comes in, a huge size, hungry creature that can jump teleport. Plus I just love the name of the creature and what it can do...
Silver Bulette CR 10
XP 3,200
N Huge magical beast
Init +9; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +11
DEFENSE
AC 27 touch 13, flat-footed 22 (+5 Dex, +14 natural, -2 size)
hp 147hp (14d10+70 con)
Fort +14, Ref +14, Will +5
OFFENSE
Speed 40 ft., burrow 20 ft.
Melee Bite +19 (2d10+7) and 2 claws +15 (2d8+7)
Space 15 ft.; Reach 10 ft.
Special Attacks leap, savage bite, Silvery Flash
STATISTICS
Str 25, Dex 20, Con 20, Int 5, Wis 13, Cha 3
Base Atk +14 CMB +23 CMD 38 (42 vs trip)
Feats Improved Initiative, Iron Will, Skill Focus (Perception), Weapon Focus (bite), X3
Skills Acrobatics +11 (+19 jumping), Perception +15; Racial Modifiers +4 on Acrobatics checks made to jump
ECOLOGY
Environment temperate hills or underground
Organization solitary (adult)
Treasure Incidental (gems or coins stuck to its hide)
SPECIAL ABILITIES
Leap (Ex) A silver bulette can perform a special kind of pounce attack by jumping into combat. When a bullette charges, it can make a DC 16 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite attack.
Savage Bite (Ex) A bulette's bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 18–20.
Silvery Flash: A Silver Bulette can dimensional jump, moving up to 500 feet away in one round. Treat as an improved bull rush if any creatures are in it's path. It can do this 3 times a day. When it moves in this fashion, there is a momentary flash of silver when it enters and exits the astral.
A Silver Bullette is a legend from the Spirelands - a huge creature that burrows just beneath the surface. It normally feeds on creatures that are in it's path, but if hungry it will go out of its way to attack caravans or other large groups. It is peaceful as long as it gets enough to eat, but when it does not, it starts to look for easy targets that are near it to feed on.
Named after its ability to jump or teleport small ranges, with the associated silvery flash.
These creatures are sexless, they spontaneously compost into three or four smaller versions of themselves that stay together for 8 - 10 months until they grow large enough to survive on their own.
Silver Bulette CR 10
XP 3,200
N Huge magical beast
Init +9; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +11
DEFENSE
AC 27 touch 13, flat-footed 22 (+5 Dex, +14 natural, -2 size)
hp 147hp (14d10+70 con)
Fort +14, Ref +14, Will +5
OFFENSE
Speed 40 ft., burrow 20 ft.
Melee Bite +19 (2d10+7) and 2 claws +15 (2d8+7)
Space 15 ft.; Reach 10 ft.
Special Attacks leap, savage bite, Silvery Flash
STATISTICS
Str 25, Dex 20, Con 20, Int 5, Wis 13, Cha 3
Base Atk +14 CMB +23 CMD 38 (42 vs trip)
Feats Improved Initiative, Iron Will, Skill Focus (Perception), Weapon Focus (bite), X3
Skills Acrobatics +11 (+19 jumping), Perception +15; Racial Modifiers +4 on Acrobatics checks made to jump
ECOLOGY
Environment temperate hills or underground
Organization solitary (adult)
Treasure Incidental (gems or coins stuck to its hide)
SPECIAL ABILITIES
Leap (Ex) A silver bulette can perform a special kind of pounce attack by jumping into combat. When a bullette charges, it can make a DC 16 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite attack.
Savage Bite (Ex) A bulette's bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 18–20.
Silvery Flash: A Silver Bulette can dimensional jump, moving up to 500 feet away in one round. Treat as an improved bull rush if any creatures are in it's path. It can do this 3 times a day. When it moves in this fashion, there is a momentary flash of silver when it enters and exits the astral.
A Silver Bullette is a legend from the Spirelands - a huge creature that burrows just beneath the surface. It normally feeds on creatures that are in it's path, but if hungry it will go out of its way to attack caravans or other large groups. It is peaceful as long as it gets enough to eat, but when it does not, it starts to look for easy targets that are near it to feed on.
Named after its ability to jump or teleport small ranges, with the associated silvery flash.
These creatures are sexless, they spontaneously compost into three or four smaller versions of themselves that stay together for 8 - 10 months until they grow large enough to survive on their own.
Tuesday, 11 December 2018
Ferroplasmic Feline (Psionic Cat)
Ferroplasmic Feline (Psionic Cat)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (dexterity)
Speed: 30 ft
AC: 16 (+2 size, +2 Natural, +2 Dexterity)
BAB / Grapple: +2 / -2
Attacks: +3 Bite (1d3+1)
Special Attacks: None
Special Qualities: Detect Psionics, Scent, Buffer
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 6, Dex 14, Con 12, Int 8, Wis 17, Cha 10
Skills: Acrobatics +8, Stealth +8, Move Silently +9, Perception +9, Sense Motive +12
Feats: Weapon Finesse (Bite), Rubbing Buffer
Climate/Terrain: Any (usually urban)
Organization: Solitary or Hex (6 cats)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral good
Advancement Range: 3-6 HD (Small) 7-12 HD (Small)
Rubbing Buffer: After three rounds of rubbing their skin or tail on one creature, that creature gains a +3 on the first saving throw they need to make. Given to allies, most often children.
A small blob of goo is in a corner of the room, jumps up, and moments later you see a small orange colored cat take form hissing at something from afar.
Most generally appear the same size and shape as a regular sized cat, most are black and white or dull orange in color. Often they are trained to hunt & detect undead, rats or other vermin. They are not true cats, as their natural form is a gooey blob of green goo. But they spend so much time in the mortal world they are just as accustomed to their alternate cat form.
Their natural home is a webby nest, within a very small opening, seemingly impossible for them to get through. They can breed both domestically and wild - they prefer to hunt for their own foods, but some are spoiled by human, dwarf or tenderfoot owners. Families are sometimes adopted by the cat, especially if there are friendly children that inhabit the same same area.
Rubbing Buffer: After three rounds of rubbing their skin or tail on one creature, that creature gains a +3 on the first saving throw they need to make. Given to allies, most often children.
A small blob of goo is in a corner of the room, jumps up, and moments later you see a small orange colored cat take form hissing at something from afar.
Most generally appear the same size and shape as a regular sized cat, most are black and white or dull orange in color. Often they are trained to hunt & detect undead, rats or other vermin. They are not true cats, as their natural form is a gooey blob of green goo. But they spend so much time in the mortal world they are just as accustomed to their alternate cat form.
Their natural home is a webby nest, within a very small opening, seemingly impossible for them to get through. They can breed both domestically and wild - they prefer to hunt for their own foods, but some are spoiled by human, dwarf or tenderfoot owners. Families are sometimes adopted by the cat, especially if there are friendly children that inhabit the same same area.
Psionics: detect dimensional space, detect evil, dimension door (20 ft), sense link (100 ft), ectoplasmic form; PSP 15; Psion Level: 2
Thursday, 29 November 2018
Grey Dwarves (or Gravity Dwarves) plus Trel Magical Ore
Have long used the fantasy trope of clouds as islands in the sky. These grey dwarves are the major inhabitant. They mine a white ore in the clouds, that enables levitation.
Grav (Grey or Gravity or Cloud Dwarves)
Medium Sized Humanoids
Hit Dice: 2d8+6 (17 hp)
Initiative: -1
Speed: 20*
AC: 20 (+3 natural, +1 size, +2 Shield, +5 Breastplate), 14 Touch, 17 Flat
Base Attack/Grapple: +2
Attack: Hammer +6 (1d10+3), Heavy Crossbow +2 (1d8)
Special Attacks: Mass Manipulation, Psionics
Special Qualities: Low-Light Vision
Saves: Fort +5 Ref -1 Will +1
Abilities (Soldier) Str 16, Dex 7, Con 17, Int 10, Wis 12, Cha 10
Typical Appraise +3, Craft (Stonecutting) +3, Craft (Mining) +3, Perception +3
Feats: Weapon Focus (Hammer); Stone Interaction (+5 skill bonus)
Climate/Terrain: Cloud Isles
Organization: Patrol (2-7), Army (20-50), Town (500-2000)
Challenge Rating: 2
Treasure: Double Standard
Alignment: Lawful Neutral
Advancement Range: By Class
Gray skinned dwarves, three feet tall and almost as wide, with short white beards that are over 300 pounds. Most wear light metal armor, and use either a pick or hammer for both their work and combat weapon.
Grav are best known as reclusive cloud miners, who exclusively control trel production which is a magical ore that gives the wielder levitation properties. These psionic creatures can manipulate gravity, to levitate or featherfall almost at will. When the grav are transporting their goods they become targets of raiders, so they often look to hire adventuring companions.
Society: Grav society is extremely codified; every citizen knows their exact duties. Leaders are chosen at birth based on exhibiting greater psionic talents. They are taken away for instruction by the elder counsel, never knowing their birth families only the responsibilities that come with prestige and political power. Nobility or societal rank is rarely hereditary, higher level military station comes from success in battle, similarly, higher social rank comes from action, wealth and fame. Grav give nothing away, those who have something, have it because they earned it.
Those of the lower class usually take one of two roles: soldier or miner. Both are dangerous jobs, however, everyone in grav society has the possibility to advance upward due to performance. They may have little money, but they are a content lot and few grav would ever disobey their elders. Like their land based kin, grav enjoy pints of mead, and it is a little nervy to witness dozens of them drinking together in near perfect unison, no planned co-ordination but their natural instincts taking over.
While friendly, Grav rarely do well with strangers. They don't understand things like artistic expression that doesn't fit into pre-determined functional slots. But what many non-Grav often find most surprising is that for a codified society, they have little fear about expressing themselves or their ideas. All Grav are free to express themselves and to question the reasons for decisions their elders make, the only difference is once a group or society makes a decision, few Grav ever question it, as they trust each other.
Combat They fight using psionics to control the weight of the weapons and armor foes use, making it impossible to wield in battle or strong enough to move more than a few feet without extreme effort. Grav often grapple foes and drag them off a cliff or mountainside then safely levitating back up. They concentrate on an enemies leaders or spellcasters. Grav soldiers never surrender and willingly sacrifice their lives.
Psionics:
Miner or Soldier: mass manipulation (self) PSP: 5 (by HD)
Noble: mass manipulation, phobia amplification (heights), levitate; PSP: 15 (3 HD minimum)
Grav as Characters
+2 Constitution, +2 Strength, -4 Dexterity
Bonus Feat: Weapon Focus (Hammer)
Speed: 20 (15 in armor)
+1 Natural Armor Bonus / 3 HD or class levels
Fighter is the preferred class for soldiers;
Psion for Nobles.
Psionics: +5 PSP, Mass Manipulation
Trelline (Trel) is one of the base magical metals on Nyssa. It is mined almost entirely by the Grav dwarves in the clouds above the land. It is a pure white stone, with small cracks on its surface. The Grav must go into the deepest parts of the cloud to obtain the ore. With a processed piece of Trel, upon concentration, the user can slowly levitate upwards - speed and distance depends upon the user. Their communities are based on permanent cloud isles that must mine for Trel, they need to go to new clouds, find a line and do their work to extract the ore. Unlike traditional ground ores, Trel is always being naturally generated in new clouds. Clouds have a centralized gravity, meaning down is towards the cloud centre base.
Grav (Grey or Gravity or Cloud Dwarves)
Medium Sized Humanoids
Hit Dice: 2d8+6 (17 hp)
Initiative: -1
Speed: 20*
AC: 20 (+3 natural, +1 size, +2 Shield, +5 Breastplate), 14 Touch, 17 Flat
Base Attack/Grapple: +2
Attack: Hammer +6 (1d10+3), Heavy Crossbow +2 (1d8)
Special Attacks: Mass Manipulation, Psionics
Special Qualities: Low-Light Vision
Saves: Fort +5 Ref -1 Will +1
Abilities (Soldier) Str 16, Dex 7, Con 17, Int 10, Wis 12, Cha 10
Typical Appraise +3, Craft (Stonecutting) +3, Craft (Mining) +3, Perception +3
Feats: Weapon Focus (Hammer); Stone Interaction (+5 skill bonus)
Climate/Terrain: Cloud Isles
Organization: Patrol (2-7), Army (20-50), Town (500-2000)
Challenge Rating: 2
Treasure: Double Standard
Alignment: Lawful Neutral
Advancement Range: By Class
Gray skinned dwarves, three feet tall and almost as wide, with short white beards that are over 300 pounds. Most wear light metal armor, and use either a pick or hammer for both their work and combat weapon.
Grav are best known as reclusive cloud miners, who exclusively control trel production which is a magical ore that gives the wielder levitation properties. These psionic creatures can manipulate gravity, to levitate or featherfall almost at will. When the grav are transporting their goods they become targets of raiders, so they often look to hire adventuring companions.
Society: Grav society is extremely codified; every citizen knows their exact duties. Leaders are chosen at birth based on exhibiting greater psionic talents. They are taken away for instruction by the elder counsel, never knowing their birth families only the responsibilities that come with prestige and political power. Nobility or societal rank is rarely hereditary, higher level military station comes from success in battle, similarly, higher social rank comes from action, wealth and fame. Grav give nothing away, those who have something, have it because they earned it.
Those of the lower class usually take one of two roles: soldier or miner. Both are dangerous jobs, however, everyone in grav society has the possibility to advance upward due to performance. They may have little money, but they are a content lot and few grav would ever disobey their elders. Like their land based kin, grav enjoy pints of mead, and it is a little nervy to witness dozens of them drinking together in near perfect unison, no planned co-ordination but their natural instincts taking over.
While friendly, Grav rarely do well with strangers. They don't understand things like artistic expression that doesn't fit into pre-determined functional slots. But what many non-Grav often find most surprising is that for a codified society, they have little fear about expressing themselves or their ideas. All Grav are free to express themselves and to question the reasons for decisions their elders make, the only difference is once a group or society makes a decision, few Grav ever question it, as they trust each other.
Combat They fight using psionics to control the weight of the weapons and armor foes use, making it impossible to wield in battle or strong enough to move more than a few feet without extreme effort. Grav often grapple foes and drag them off a cliff or mountainside then safely levitating back up. They concentrate on an enemies leaders or spellcasters. Grav soldiers never surrender and willingly sacrifice their lives.
Miner or Soldier: mass manipulation (self) PSP: 5 (by HD)
Noble: mass manipulation, phobia amplification (heights), levitate; PSP: 15 (3 HD minimum)
Grav as Characters
+2 Constitution, +2 Strength, -4 Dexterity
Bonus Feat: Weapon Focus (Hammer)
Speed: 20 (15 in armor)
+1 Natural Armor Bonus / 3 HD or class levels
Fighter is the preferred class for soldiers;
Psion for Nobles.
Psionics: +5 PSP, Mass Manipulation
Trelline (Trel) is one of the base magical metals on Nyssa. It is mined almost entirely by the Grav dwarves in the clouds above the land. It is a pure white stone, with small cracks on its surface. The Grav must go into the deepest parts of the cloud to obtain the ore. With a processed piece of Trel, upon concentration, the user can slowly levitate upwards - speed and distance depends upon the user. Their communities are based on permanent cloud isles that must mine for Trel, they need to go to new clouds, find a line and do their work to extract the ore. Unlike traditional ground ores, Trel is always being naturally generated in new clouds. Clouds have a centralized gravity, meaning down is towards the cloud centre base.
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.
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.
Thursday, 15 November 2018
Corpse Wraith - Undead Template
Wraith Lords are the undead abominations that seek to end life merely to cause suffering to others. While some creatures are driven by greed or sadism, these creatures have no dark passion, they merely want to destroy other things and beings, just for the sake of destruction. Cunning and seemingly cruel, they display no outward emotion.
Corpse Wraith (Template)
Size and type: Change to undead; do not recalculate hp
Hit Dice: Change to d12, 3 HD is the base, it can be higher
Speed: As original creature; loses swim burrow or climb movement, gains fly 40 (good)
Armor Class: +5 deflection bonus (if not in host), otherwise as host
Attack: Incorporeal Touch
Full Attack: Incorporeal Touch
Damage: based on HD
3-4 HD: 1d6 dmg + 1 charisma drain, +1 deflection AC bonus
5-8 HD: 1d10 dmg + 2 charisma drain, +2 deflection AC bonus
9-12 HD: 2d8 dmg + 2 charisma drain, +4 deflection AC bonus
13-16 HD: 2d12 dmg + 3 charisma drain, +6 deflection AC bonus
17 HD +: 3d10 dmg + 1d6 charisma drain, +9 deflection AC bonus
Level tiered effects
3-4 HD: +1 deflection AC bonus; +1 on SA effect DCs
5-8 HD: +2 deflection AC bonus; +2 on SA effect DCs
9-12 HD: +4 deflection AC bonus; +4 on SA effect DCs
13-16 HD: +6 deflection AC bonus; +6 on SA effect DCs
17 HD +: +9 deflection AC bonus; +8 on SA effect DCs
Special Features
Displacement: 50% miss for missile weapons or spells that require attack rolls.
Special Attacks:
Paralysis Stare (DC 13), paralyzed for 10 rounds or less, can do once every 1d3 rounds. Subtract the saving throw from 17 to find the number of rounds the victim is paralyzed. Those affected can mumble with great effort but cannot cast spells, turn or activate magic items requiring words.
Chill Metal: (DC 11) can affect any piece of metal once a day, it is an auto effect if not being controlled or touched by a living creature.
Word of Terror: (Will DC 15) or tremble in fear for 1d4 rounds, if less than 6HD/levels will flee, usable once an hour
Possess Corpse: Can infest any dead humanoid body. Corpse Wraiths retain their mental stats but take on the corpse. They do this usually to escape detection. They have limited capacity to retain their host's memory.
Wraith lords retain the memories and abilities they had in life, including any spell casting abilities. Most reside in urban settings, where it is easy to hide their presence as well as to find a new host body if needed. They are hunted down with religious zeal by Jackalla, the undead hunters of Nyssa.
They appear as a dark spirit, all their features matching who or what they were during their life, but they have an evil, ominous presence.
Creatures killed by wraith lords have their spirits or souls absorbed by the wraith lord, and can only be freed once the wraith itself is vanquished. New Corpse Wraiths are created by necromancers who are seeking undead servants. Unlike with many other types of undead, corpse wraiths are not mindless servants, once created they serve themselves and try to get freedom and accomplish their own goals.
The most powerful ones are released by their masters to serve as free-willed terrors, not in their thrall but in equal service. Appear as grey-shaded humanoids, in tatters mostly in the background unnoticed as they go about their actions. When they attack, they seem to instantly change to vengeful warrior spirits, full of dread, power inflicting horror on anyone within fifty feet.
Corpse Wraith (Template)
Size and type: Change to undead; do not recalculate hp
Hit Dice: Change to d12, 3 HD is the base, it can be higher
Speed: As original creature; loses swim burrow or climb movement, gains fly 40 (good)
Armor Class: +5 deflection bonus (if not in host), otherwise as host
Attack: Incorporeal Touch
Full Attack: Incorporeal Touch
Damage: based on HD
3-4 HD: 1d6 dmg + 1 charisma drain, +1 deflection AC bonus
5-8 HD: 1d10 dmg + 2 charisma drain, +2 deflection AC bonus
9-12 HD: 2d8 dmg + 2 charisma drain, +4 deflection AC bonus
13-16 HD: 2d12 dmg + 3 charisma drain, +6 deflection AC bonus
17 HD +: 3d10 dmg + 1d6 charisma drain, +9 deflection AC bonus
Level tiered effects
3-4 HD: +1 deflection AC bonus; +1 on SA effect DCs
5-8 HD: +2 deflection AC bonus; +2 on SA effect DCs
9-12 HD: +4 deflection AC bonus; +4 on SA effect DCs
13-16 HD: +6 deflection AC bonus; +6 on SA effect DCs
17 HD +: +9 deflection AC bonus; +8 on SA effect DCs
Special Features
Displacement: 50% miss for missile weapons or spells that require attack rolls.
Special Attacks:
Paralysis Stare (DC 13), paralyzed for 10 rounds or less, can do once every 1d3 rounds. Subtract the saving throw from 17 to find the number of rounds the victim is paralyzed. Those affected can mumble with great effort but cannot cast spells, turn or activate magic items requiring words.
Chill Metal: (DC 11) can affect any piece of metal once a day, it is an auto effect if not being controlled or touched by a living creature.
Word of Terror: (Will DC 15) or tremble in fear for 1d4 rounds, if less than 6HD/levels will flee, usable once an hour
Possess Corpse: Can infest any dead humanoid body. Corpse Wraiths retain their mental stats but take on the corpse. They do this usually to escape detection. They have limited capacity to retain their host's memory.
Wraith lords retain the memories and abilities they had in life, including any spell casting abilities. Most reside in urban settings, where it is easy to hide their presence as well as to find a new host body if needed. They are hunted down with religious zeal by Jackalla, the undead hunters of Nyssa.
They appear as a dark spirit, all their features matching who or what they were during their life, but they have an evil, ominous presence.
Creatures killed by wraith lords have their spirits or souls absorbed by the wraith lord, and can only be freed once the wraith itself is vanquished. New Corpse Wraiths are created by necromancers who are seeking undead servants. Unlike with many other types of undead, corpse wraiths are not mindless servants, once created they serve themselves and try to get freedom and accomplish their own goals.
The most powerful ones are released by their masters to serve as free-willed terrors, not in their thrall but in equal service. Appear as grey-shaded humanoids, in tatters mostly in the background unnoticed as they go about their actions. When they attack, they seem to instantly change to vengeful warrior spirits, full of dread, power inflicting horror on anyone within fifty feet.
Monday, 5 November 2018
Frush
Frush, are weird tentacled creatures that reside in the ships and many temples mostly in and around the Isle of Oromos. They can telepathically move things, and best known for their capacity to move ships, skimming across the top of the shiven, While they are fully cognizant of the prime world much of their energies exist on the astral, so they are creatures stuck between the different planes and realities.
Frush
City, D&D, D20, Nyssa, Pathfinder, Electronic
CR 5
N Medium Aberration
Init +0 Senses Darkvision 60 ft.; Perception +8
DEFENSE
AC 17 touch 10, flat-footed 17 (+5 natural)
hp 26 hp (4d8+8 con)
Fort +3, Ref +1, Will +5
OFFENSE
Speed 20 ft., Climb 20 ft, Swim 20 ft
Melee Grapple +4 (1d8+3)
Special Attacks Psionics, Constrict (1d4+3), Imp Grab
Special Qualities: All Around sight
STATISTICS
Str 7, Dex 10, Con 13, Int 13, Wis 10, Cha 13
Base Atk +3 CMB +6 CMD 16
Feats Mind-Link
Skills +9 Perception , +9 Survival, +9 Deception
Languages Understand basic common but speak via Mindlink
ECOLOGY
Environment Underground or City Tunnels and Jammers
Organization Solitary
Treasure Value Double
Advancement By HD 5 - 8 (Medium), 9-16 (Large)
Alignment: Neutral (50% tend towards LN)
Frush are medium sized collections of sentient pink plazene - appearing as frazzled strings emerging from a core glowing spiked ball. It has all the functions and features of other mortal creatures such as eyes and ears, yet they mostly ignore these as they highly prefer to touch through their plazene, their nerve tentacles. When they move, they blast new tentacles to new location, then pull themselves towards that direction and the other planted tentacles drop. It seems to take considerable effort and co-ordination, so it is obvious that there is a centralized intelligence controlling the motion. The challenge is most of the time they are inanimate, blobs on a wall or ceiling, almost invisible except to those that are already aware of them.
Who or how they were discovered was lost long ago, but they have a presence in many cities where they are relied on for their unnerving capacity to monitor and control. Light, sound, even motion can be tracked, simply by having a frush view an area. When they are placed they subtlely control for the betterment of their masters. They take over any area, mechanically controlling any object or device with movement in a 90 foot radius. Many parks and jails in Oromos among many other places have a Frush in a central location, controlling and commanding the physical structure.
Frush
City, D&D, D20, Nyssa, Pathfinder, Electronic
CR 5
N Medium Aberration
Init +0 Senses Darkvision 60 ft.; Perception +8
DEFENSE
AC 17 touch 10, flat-footed 17 (+5 natural)
hp 26 hp (4d8+8 con)
Fort +3, Ref +1, Will +5
OFFENSE
Speed 20 ft., Climb 20 ft, Swim 20 ft
Melee Grapple +4 (1d8+3)
Special Attacks Psionics, Constrict (1d4+3), Imp Grab
Special Qualities: All Around sight
STATISTICS
Str 7, Dex 10, Con 13, Int 13, Wis 10, Cha 13
Base Atk +3 CMB +6 CMD 16
Feats Mind-Link
Skills +9 Perception , +9 Survival, +9 Deception
Languages Understand basic common but speak via Mindlink
ECOLOGY
Environment Underground or City Tunnels and Jammers
Organization Solitary
Treasure Value Double
Advancement By HD 5 - 8 (Medium), 9-16 (Large)
Alignment: Neutral (50% tend towards LN)
Frush are medium sized collections of sentient pink plazene - appearing as frazzled strings emerging from a core glowing spiked ball. It has all the functions and features of other mortal creatures such as eyes and ears, yet they mostly ignore these as they highly prefer to touch through their plazene, their nerve tentacles. When they move, they blast new tentacles to new location, then pull themselves towards that direction and the other planted tentacles drop. It seems to take considerable effort and co-ordination, so it is obvious that there is a centralized intelligence controlling the motion. The challenge is most of the time they are inanimate, blobs on a wall or ceiling, almost invisible except to those that are already aware of them.
Who or how they were discovered was lost long ago, but they have a presence in many cities where they are relied on for their unnerving capacity to monitor and control. Light, sound, even motion can be tracked, simply by having a frush view an area. When they are placed they subtlely control for the betterment of their masters. They take over any area, mechanically controlling any object or device with movement in a 90 foot radius. Many parks and jails in Oromos among many other places have a Frush in a central location, controlling and commanding the physical structure.
Oromians around 500 hundred years ago learned to plant a Frush inside a ship to enable movement. The creature needs to settle and once it does enables the ship to move through the First Ether Plane - physically moving the ship, usually a few feet above the ground. Eventually they realized with higher level specialized wizards to pilot the ship, they could travel into and out of the astral enabling travel between known portals in hours, instead of the days it used to take. These ships are called Jammers, and enable movement through-out the domains, but only by the Oromians, who control and manipulate the ships for trade purposes.
Psionics: PSP: 25; DC 14+ (1d12); Manifests as a 5th level Psionic
Powers: Biocurrent, Control Movement, Create Sound, Levitate, Sense Presence
Mind-Link is my basic psionic telepathy. Any creature with the psionic feat and a current reserve of 1 PSP, can contact an Open Mind, free of PSP charge and send or receive a short message within a 1 mile radius. They can do this any round, but it is an action to send information, except on the first round of mental transmission.
Labels:
D&D,
Frush,
Jammer,
Nyssa,
Pathfinder,
Ships,
Spell-Jammer,
Tentacle
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