These plant creatures appear to be bundles of vines all round-up and wound together, forming a plant ball, which rolls along the plains or any (somewhat) flat surface. What few creatures realize is these are in fact semi-sentient plant creatures, and can be quite menacing if threatened.
Roller or Rolling Vine
N Small Plant
Init +3 Senses Low-light vision; Perception +6
DEFENSE
AC 16 touch 14, flat-footed 13 (+2 Dex, +4 natural)
hp 19 hp (3d8+6 con)
Fort +5, Ref +4, Will +1
Defensive Abilities Immune mind-affecting effects, poison, sleep, polymorph, stunning
OFFENSE
Speed 20 ft.
Base Attack +2, CMB +2 CMD 15
Melee Ball +4 (1d4+1) (bash, or bite)
Special Attacks Entrap
STATISTICS
Str 13, Dex 16, Con 14, Int 5, Wis 10, Cha 5
Base Atk +3 CMB +5 CMD 17 / +29 to avoid being tripped, bull rushed, etc
Feats Deep Roots, Skill Bonus +4 Perception
Skills +5 Perception , +12 Stealth; +4 Stealth bonus if planted outside
Languages Druid or Fae (Understand spoken, but they cannot read or speak)
ECOLOGY
Environment Any Forest or plains
Organization Pod (11 - 20)
Treasure Value Incidental
SPECIAL ABILITIES
Entrap - these rolling webbed balls try to bite anything that moves towards them, if their attack hits treat as being webbed. Small creatures that have grabbed a creature inflict a -2 attack or saving throw penalty if they bite onto the upper body. If they bite the lower region, they inflict a cumulative 20% reduction in speed. They continue to bite, inflicting damage until the creature collapses, then they release them.
Rollers look like an artificial device, similar to a vine or branch that has been twisted to have a rounded appearance. In fact, these are a semi-sentient plant that forms itself into a ball, so it can roll for both transportation and to roll away in a defensive action. Normally they are spread out against the ground, somewhat similar to a starfish sunning themselves, but when any creature or potential threat nears them, they ball up and roll themselves away. If they or their allies are threatened, rather than roll away, they head towards the danger, attempting to trap their opponent.
They can build up quite the speed from rolling down a hill, these plants have tiny tendrils all over their bodies, they use these to push themselves to gather speed or even climb up surfaces, albeit very slowly.
What many creatures are not aware of, that like many other plants is that Rollers never stop growing, so that these much smaller creatures are common, there are much larger, stronger, faster and keener.
HD Spd Size Base Atk Dmg Attr Skill Bonus Bonus Bonus
3 30 Small +4 1d6+2 +0 +6
6 30 Small +6 1d6+2 +3 +12
9 40 Medium +9 1d8+2 +6 +27
12 40 Medium +12 1d10+2 +9 +36
15+ 50 Large +15 2d8+4 +15 +60
For both attribute bonus and skill bonus, apply as desired but avoid putting more than half their bonus bump in any one attribute score.
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, 13 February 2019
Monday, 11 February 2019
Cracked or Crannick - Inhuman with cracked skin than can destroy objects by touch
So many times it is a picture or image that inspires a monster, for the crannick it is the idea of a man with dozens of small cracks or tattoos all over their bodies. When they touch an item, then can share their cracks but in doing so, they crack the physical object.
Know History, Age and Feature of Object: (3/day) Need a minimum of 3 rounds to observe object (DC 13)
Find Weakness or defect:(3/day) Need a minimum of 3 rounds to observe object (DC 14)
Destroy Doors (2/day + 1 /3 con) Need a minimum of 4 rounds of touching (Ref DC 15)
Shatter Weapon (1/day + 1/4 con) Need a minimum of 5 rounds of touching (Ref DC 16)
Split Wall (2/day + 1 /5 con) Need a minimum of 5 rounds of touching (Ref DC 15)
Crack Armor (1/day + 1/5con) Need a minimum of 2 rounds to destroy object (Fort DC 17)
Crannick
(The Cracked)
Type Medium Monstrous Humanoid
AC 13
HD 1d6 (4 hp)
Saves Fort +2 Ref +2 Will +2
Init +1
Speed 30
BAB +1 CMB +4 CMD 16
Melee Range +2 / 1d6 or by weapon
Special Attacks As per HD listing
Special Defenses As per HD listing
Type Medium Monstrous Humanoid
AC 13
HD 1d6 (4 hp)
Saves Fort +2 Ref +2 Will +2
Init +1
Speed 30
BAB +1 CMB +4 CMD 16
Melee Range +2 / 1d6 or by weapon
Special Attacks As per HD listing
Special Defenses As per HD listing
Str
13
Con
11
Dex
13
Int
9 Wis
11
Cha
8
Skills Any two physical skills +4; Any two mental skills +3
Feats Weapon Finesse
Skills Any two physical skills +4; Any two mental skills +3
Feats Weapon Finesse
Environment
Any Urban
Organization
Penny (1) or Farthing (2-5)
Treasure
Value Standard
Inhuman.
Appears similar to humans except at close range shows cracks in their
skin, especially their hands. Some have connections with Thieving
Guilds or nefarious religious groups but generally work alone as free
agents. It is believed that these were humans broken due to torture or self-experimentation . If the stories are to be believed, the Crannem were
human spirelanders who were part rogues to an evil empire. When they
were recognized for their crimes, they were tortured to give up their
information, but the torture turned them into something else.
Their
bodies torn apart reshaped themselves from their horrific experience,
rebuilt from their cracking, until those experiences literally
defined the Crannem into something else. At first appearance, the
Crannick were a little like bald, lithe humans with tiny cracks in
their skin. But when the Crannick concentrated, they could spread
their cracks to other objects, and immediately share their
experiences about being torn apart, which did exactly that to the
objects. They became experts, not at torturing but at getting
information or equipment, as they could tear apart any prison or
padlock and were paid well for their unique abilities.
The
Crannick are a small group, that fit well into groups of rogues and
scoundrels. They follow orders and complete their missions, but their
loyalty is with their kin, as they are always accomplishing larger
goals that others do not see or understand. They reside in most towns
and cities, in the underbelly of the communities. They are like a
cult, as they accept rogues and warriors who are interested in
joining them. Once they complete the tests to join the group, they
are brought to a remote location and tortured for weeks until they
are transformed into a Crannick. This suffering is needed as it helps
to define the Crannick, without it the newcomer would never
understand the experience.
Abilities
by HD
2 HD Know history, Age and Faults of Object; +10 skill points, Gain Feat
2 HD Find Weakness or defect # 2; +5 skill points; Gain new feat; +1 AC
3 HD +5 skill points; Gain new feat; Destroy Doors (2/day + 1 /3 con)
4 HD Gain + 2 to any Ability Score; Fist 1d6; +1 to AC; +5 skill points; Shatter Weapon
5 HD +5 skill points; Gain new feat; Split Wall (2/day + 1 /3 con)
6 HD +1 to AC; +5 skill points; Gain new feat
7 HD Gain + 2 to any Ability Score; +5 skill points; Gain new feat; Crack Armor (Fort DC 15)
8 HD +1 to AC; +5 skill points; Cracking Touch
9 HD Gain Immunity to Petrification; +5 skill points
10 HD+1 to AC; +5 skill points; Gain new feat; Cracking Touch (3/day)
11 HD Gain + 2 to any 2 Ability Scores; +5 skill points; Gain new feat; Fist 1d10
12 HD Regenerate Other (2/day); +1 to AC; +5 skill points; Cracking Touch (6/day)
13 HD Gain + 2 to any 3 Ability Scores; +12 skill points; +3 to AC; Gain new feat; Remote Cracking
A crackus must complete this HD table before they are able to take other classes, if at any time they take a level or HD in a class, they are unable to take new HD levels.
Cracking Touch is their most renown ability, if able to touch an item for three rounds, they can tear it apart by making the weaknesses multiply until it is no longer effective. At 10 HD it increases to three times a day. At 13 HD, they can do this without the need to physically touch the object, called Remote Cracking
2 HD Know history, Age and Faults of Object; +10 skill points, Gain Feat
2 HD Find Weakness or defect # 2; +5 skill points; Gain new feat; +1 AC
3 HD +5 skill points; Gain new feat; Destroy Doors (2/day + 1 /3 con)
4 HD Gain + 2 to any Ability Score; Fist 1d6; +1 to AC; +5 skill points; Shatter Weapon
5 HD +5 skill points; Gain new feat; Split Wall (2/day + 1 /3 con)
6 HD +1 to AC; +5 skill points; Gain new feat
7 HD Gain + 2 to any Ability Score; +5 skill points; Gain new feat; Crack Armor (Fort DC 15)
8 HD +1 to AC; +5 skill points; Cracking Touch
9 HD Gain Immunity to Petrification; +5 skill points
10 HD+1 to AC; +5 skill points; Gain new feat; Cracking Touch (3/day)
11 HD Gain + 2 to any 2 Ability Scores; +5 skill points; Gain new feat; Fist 1d10
12 HD Regenerate Other (2/day); +1 to AC; +5 skill points; Cracking Touch (6/day)
13 HD Gain + 2 to any 3 Ability Scores; +12 skill points; +3 to AC; Gain new feat; Remote Cracking
A crackus must complete this HD table before they are able to take other classes, if at any time they take a level or HD in a class, they are unable to take new HD levels.
Cracking Touch is their most renown ability, if able to touch an item for three rounds, they can tear it apart by making the weaknesses multiply until it is no longer effective. At 10 HD it increases to three times a day. At 13 HD, they can do this without the need to physically touch the object, called Remote Cracking
Know History, Age and Feature of Object: (3/day) Need a minimum of 3 rounds to observe object (DC 13)
Find Weakness or defect:(3/day) Need a minimum of 3 rounds to observe object (DC 14)
Destroy Doors (2/day + 1 /3 con) Need a minimum of 4 rounds of touching (Ref DC 15)
Shatter Weapon (1/day + 1/4 con) Need a minimum of 5 rounds of touching (Ref DC 16)
Split Wall (2/day + 1 /5 con) Need a minimum of 5 rounds of touching (Ref DC 15)
Crack Armor (1/day + 1/5con) Need a minimum of 2 rounds to destroy object (Fort DC 17)
Saturday, 9 February 2019
Diablo Inspired Monsters
Have long liked this game, but my love of D&D style story and games are so much more stronger than a simple love if the bash your way through method. Here are some of my changed creatures that are more fitted into my game-world.
Spike Fiends CR 7
LE magical beast
Init +6; Senses darkvision 60 ft.,
detect evil, low-light vision, scent; Perception +17
DEFENSE
AC 17, touch 15, flat-footed 14 (+2
Dex, +5 natural)
hp 85 (4d10+12)
Fort +10, Ref +12, Will +10
Resist cold, fire & electricity 20,
Unaffected by undead affects
OFFENSE
Speed 60 ft.
Melee scrapping spikes +7 (2d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks throw spike +5 (1d8+1)
Special Attacks spike blowout +10
(3d6+3)
STATISTICS
Str 13, Dex 15, Con 17, Int 5, Wis 10,
Cha 13
Base Atk +9; CMB +15; CMD 31 (35 vs.
trip)
Feats Iron Will, Weapon Focus (spikes)
Skills Perception +7, Survival +7,
Climb +14
Languages Draconic, 20% may also speak dwarven
ECOLOGY
Environment Dungeon
Organization solitary or trio
Treasure none
SPECIAL ABILITIES
Spike Fiends are found in many dungeons
that touch the etheral worlds. They are hunters that roam dark places
to hunt for food, mainly anything they can hunt down. Appear as
quadrapeds with spikes ranging in size and sharpness emerging from
their bodies. There are so many spikes that they only other appengade
that can be seen are their small, grnarled legs and feet.
Their appetites are unending – never
full. The only small benefit is they are one of the few creatures
that can eat and consume physical undead
* * * * * * * * * *
* * * * * * * * * * *
Hellhound CR 7
LG Large magical beast (air)
Init +6; Senses darkvision 60 ft.,
detect evil, low-light vision, scent; Perception +17
DEFENSE
AC 20, touch 15, flat-footed 14 (+6
Dex, +5 natural, –1 size)
hp 85 (9d10+36)
Fort +10, Ref +12, Will +10
Resist cold, fire & electricity 30,
SR 21
OFFENSE
Speed 60 ft.
Melee gore +14 (1d8+5), 2 hooves +8
(1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (45-ft.
cone, 5d6 rainbow sprinkles, Reflex DC 18 for half, usable every 1d4
rounds), powerful charge (gore, 2d8+14)
STATISTICS
Str 20, Dex 23, Con 18, Int 18, Wis 21,
Cha 23
Base Atk +9; CMB +15; CMD 31 (35 vs.
trip)
Feats Combat Casting, Eschew
MaterialsB, Flyby Attack, Hover, Iron Will, Weapon Focus (gore)
Skills Diplomacy +15, Fly +20,
Knowledge (history) +13, Perception +17, Perform (sing) +15, Sense
Motive +14
Languages Auran, Celestial, Common,
Draconic; telepathy 100 ft.
ECOLOGY
Environment any
Organization solitary or pair
Treasure standard
* * * * * * * * * *
* * * * * * * * * * *
Slithers (Repitilian Hunters or Brazan
Hellhounds)
CR 5
LE Medium magical beast (Hell)
Init +6; Senses darkvision 60 ft.,
detect good, low-light vision, scent; Perception +7
DEFENSE
AC 15, touch 11, flat-footed 14 (+6
Dex, +5 natural, –1 size)
hp 38 (5d8+15)
Fort +6, Ref +3, Will +5
Resist cold & electricity 10,
Resist flame 20, SR 1
OFFENSE
Speed 50 ft.
Melee gore +7 (1d8+5), bite +4
(1d6+2/15-20)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (45-ft.
cone, 5d6 flame, Reflex DC 14 for half, usable every 5 rounds)
STATISTICS
Str 17, Dex 12, Con 16, Int 4, Wis 10,
Cha 6
Base Atk +5; CMB +11; CMD 18 (35 vs.
trip)
Feats Iron Will, Weapon Focus (bite)
Skills Perception +7, Sense Motive +7,
Swim or Climb +7
Languages Lizardith*
ECOLOGY
Environment Dungeon or Swamps
Organization solitary or trio
Treasure none
Appear as medium hound like creatures
except covered in scales rather than fur. Used in dungeons by many
types of creatures as watchers or pets, chained up, that sniff and
yelp when they detect something.
* * * * * * * * * *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Horned Demon, Frost Chargers
CR 10
LE Large magical beast (Frost)
Init +6; Senses darkvision 60 ft.,
detect evil, low-light vision, scent; Perception +17
DEFENSE
AC 20, touch 15, flat-footed 14 (+6
Dex, +5 natural, –1 size)
hp 85 (9d10+36)
Fort +10, Ref +12, Will +10
Resist cold 30, SR 25
OFFENSE
Speed 60 ft.
Melee gore +14 (1d10+5)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore,
3d8+14)
Spell-Like Abilities (CL 9th;
concentration +15)
Constant—detect good, detect magic,
water walk
STATISTICS
Str 20, Dex 18, Con 18, Int 8, Wis 14,
Cha 10
Base Atk +9; CMB +15; CMD 31 (35 vs.
trip)
Feats Iron Will, Weapon Focus (gore),
Improved Initi
Skills Perception +17, Survival +15,
Stealth, +8 Climb
Languages Auran, Celestial, Common,
Draconic; telepathy 100 ft.
ECOLOGY
Environment any
Organization solitary or pair
Treasure standard
Advancement: 5-8 HD (Medium) or 9-16 HD Large
* * * * * * * * * *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Acid Runner
CR 10 LE Large magical beast (Frost)
Init +6; Senses darkvision 60 ft.,
low-light vision, scent; Perception +7
DEFENSE
AC 15, touch 11, flat-footed 14 (+6
Dex, +5 natural, –1 size)
hp 33 (4d10+12)
Fort +5, Ref +7, Will +4
Resist acid 20
OFFENSE
Speed 40 ft.
Melee Two claws + 8 (2d4+3)
Space 10 ft.; Reach 5 ft.
Special Attacks bite +5 (1d6 dmg or DC
15 Fort or 3d8+4)
STATISTICS
Str 14, Dex 15, Con 16, Int 4, Wis 10,
Cha 10
Base Atk +5; CMB +11; CMD 18
Feats Weapon Focus (claw), Improved
Initituition, Tracking
Skills +7 Perception, +8 Survival,
Climb +8
Languages Animal telepathy 60 ft.
ECOLOGY
Environment Dungeon
Organization pair or 5-8
Treasure None
Advancement: 5-8 HD (Medium) or 9-16 HD
Large
Quadraped scavengers, with armoured
skins covered by scales and ridges. Have long sharp finger claws, and
excellent night sight. Long reside in underground caverns, hunting
naturally, but many evil creatures use them as free-running
protections from above-ground adventurers.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Blink Bat Gargoyle
CR 40 LE Small Magical beast
Init +7; Senses darkvision 60 ft.,
low-light vision, Perception +10
DEFENSE
AC 18, touch 12, flat-footed 14 (+6
Dex, +5 natural, –1 size)
hp 33 (4d10+12)
Fort +5, Ref +6, Will +3
Resist acid, cold and electricity 10
OFFENSE
Speed 40 ft; Fly 50 ft (C)
Melee One claws + 5 (1d8+3)
Space 5 ft.; Reach 5 ft.
Special Attacks bite +5 (1d6 dmg or DC
15 Fort or 3d8+4)
Special Defenses
Magic Blink (1/
3 rounds, 30 ft)
STATISTICS
Str 12, Dex 16, Con 17, Int 8, Wis 10,
Cha 10
Base Atk +4; CMB +11; CMD 15
Feats Weapon Focus (claw), Improved
Initituition, Tracking
Skills +10 Perception, +12 Fly
Languages Gargoyle, Common, Dwarven
ECOLOGY
Environment Dungeon
Organization Tribe (5-8)
Treasure Half
Advancement: 5-8 HD (Medium) or 9-16 HD
Large
Grey skinned, humanoids with wings.
Reside in caves and dungeons through-out most of the domain. While
most are not inherently evil, many associate with dark, vile
creatures that affects their tribes. Can be content, almost friendly
if they have enough food and left alone. Many evil creatures
manipulate them to get them to indirectly serve as lair defenders,
even if the gargoyles are not directly taking orders.
Thursday, 7 February 2019
Quashi - Androgynous spell-casting humanoid surrounded in a coral exoskeleton
These are strange, coral wearing humanoids that inhabit remote places in my world. They act as both merchants and collectors of information. While they do not actually need to be foes, they often are, as their arrogance and self-centeredness sometimes means they ignore peaceful solutions to obtain the things they want.
Quashi
CN Medium Outsider
Init +1 Senses Low-light vision; Perception +12
DEFENSE
AC 22 (+1 Dex, +2 natural, +5 coral armor, +4 mage armor), 17 touch, 15 flat-footed
hp 24hp (7d6)
Fort +0, Ref +6, Will +6
Defensive Abilities DR Immune Resist
Melee Rod +3 (1d6-1)
Special Attacks Reflect 4th level or lower spell as a free action
Spells Prepared (CL 6th Sorcerer)
Base Atk +3 CMB +2 CMD 13
Feats: Combat Casting, Silent Spell, Touch Spell, Craft Crystalline Weapons/Armor
Skills +7 Acrobatics, +13 Bluff,, +10 Crafting (Armor), +10 Diplomacy, + 10 Knowledge (Arcana),
+12 Perception, +12 Sense Motive , Spellcraft +14, Use Magic Device, +10
Languages Elven, Phaetox, Dragon, Elemental, Common, Dwarf
Combat Gear Resonating Crystal Rods, Coral Armor
Organization Pair or Carousel (3- 8)
Treasure Value Double Standard
Challenge Rating: 7 (Individuals), 10 (with their bodyguards)
Alignment: Usually Neutral (25% leaning towards Law or Chaos)
Advancement: By character class
Crystal Rods: These rods need only to touch an opponent to inflict damage. These rods are also their spell casting focus, Quashi need no other casting components.
Coral Armor: Coral Armor weighs 25 pounds and adds a +5 armor bonus. The armor is cumulative with any other type of armor enhancing spells or effects (such as mage armor). Also, the armor absorbs all magical energy attacks, so while the Quashi may take damage from an effect, the armor doesn't.
Reflect Spell: A Quashi can reflect any one 4th level or lower spell per round by making a successful spellcraft check (10+level of the spell X 2). This is a move equivalent action.
Spells: Quashi cast spells as a Wizard, Sorcerer or Cleric equivalent to their HD -1 levels.
Slender, androgynous humanoids with delicate features. They wear a stunning coral exoskeleton armor covers their head, arms, legs and most of their body. They carry a small crystal rod glowing brightly with magical energies, which levitates beside them if they need two hands. Their face and hands are pale, looking frail and gaunt.
Quashi are mysterious beings from another world that seek to collect magical lore and sell their wares. They erect obelisks* as magical engines in remote regions to harness energies from the Astral Plane, enabling them to grow coralline and crystalline trees. The crystal is used for their rods and crystalline for their weapons. Coralline is a pale white ground shell, which is molded into customized armor. Quashi cannot exist in the prime world outside their exoskeleton due to their poor health. Their obelisks are temporary energy sites, but can be used as a rudimentary connection site by priests.
They are quiet and reserved among non-kin, they are insufferably arrogant believing themselves to be the greatest spellcasters; they are quick to criticize others and can remember insults for decades. When in cities, they act as merchants or collectors to learn about the magical resources of an area. Quashi never look others in the eye, as they are extremely easy to intimidate by physical means…they stare off into the distance when speaking with anyone of large size.
Combat
Quashi usually leave combat to their hired soldiers, which are always five to ten times the number of Quashi present. These mercenaries are usually between 2-4th level fighters or monks and well armed. If it appears the mercenaries will fail, the Quashi begin casting spells.
Society
While always respectful, these highly arrogant beings show their truest nature around their own kin. Their nastiness comes out as they trash-talk the low life with petty insults, while they are loyal to their kind, they never hesitate to insult and degrade each other. While there are both male and females Quashi, non-kin rarely can tell the difference as they are highly androgynous. They are open to relationships with any gender and any race that they find "intriguing." They propogate using spells, as self-impregnation is very common among Quashi. They come to the mortal plane to create and learn magic and sell their wares.
*Obelisks on my world represent divine magics, found in cities as sources of magic and faith. A Quashi's obelisk is distinct and many faithful see the alien's version as abominations to be immediately destroyed.
Quashi
CN Medium Outsider
Init +1 Senses Low-light vision; Perception +12
DEFENSE
AC 22 (+1 Dex, +2 natural, +5 coral armor, +4 mage armor), 17 touch, 15 flat-footed
hp 24hp (7d6)
Fort +0, Ref +6, Will +6
Defensive Abilities DR Immune Resist
OFFENSE
Speed 30 ft.Melee Rod +3 (1d6-1)
Special Attacks Reflect 4th level or lower spell as a free action
Spells Prepared (CL 6th Sorcerer)
STATISTICS
Str 10 (8), Dex 13, Con 10 (7), Int 23, Wis 13, Cha 15Base Atk +3 CMB +2 CMD 13
Feats: Combat Casting, Silent Spell, Touch Spell, Craft Crystalline Weapons/Armor
Skills +7 Acrobatics, +13 Bluff,, +10 Crafting (Armor), +10 Diplomacy, + 10 Knowledge (Arcana),
+12 Perception, +12 Sense Motive , Spellcraft +14, Use Magic Device, +10
Languages Elven, Phaetox, Dragon, Elemental, Common, Dwarf
Combat Gear Resonating Crystal Rods, Coral Armor
ECOLOGY
Environment Any Remote RegionOrganization Pair or Carousel (3- 8)
Treasure Value Double Standard
Challenge Rating: 7 (Individuals), 10 (with their bodyguards)
Alignment: Usually Neutral (25% leaning towards Law or Chaos)
Advancement: By character class
SPECIAL ABILITIES
Resonating Crystal: After a round of melee or concentration, their crystal rods begin ringing a low hum. This resonating, causes a cumulative –1 penalty to attack rolls to foes. Spellcasters within 90 feet of this hum, must make concentration checks (DC: 10+level of spell + cumulative penalty) to cast spells. Quashi are immune to the hum of their kin's crystal.Crystal Rods: These rods need only to touch an opponent to inflict damage. These rods are also their spell casting focus, Quashi need no other casting components.
Coral Armor: Coral Armor weighs 25 pounds and adds a +5 armor bonus. The armor is cumulative with any other type of armor enhancing spells or effects (such as mage armor). Also, the armor absorbs all magical energy attacks, so while the Quashi may take damage from an effect, the armor doesn't.
Reflect Spell: A Quashi can reflect any one 4th level or lower spell per round by making a successful spellcraft check (10+level of the spell X 2). This is a move equivalent action.
Spells: Quashi cast spells as a Wizard, Sorcerer or Cleric equivalent to their HD -1 levels.
Quashi are mysterious beings from another world that seek to collect magical lore and sell their wares. They erect obelisks* as magical engines in remote regions to harness energies from the Astral Plane, enabling them to grow coralline and crystalline trees. The crystal is used for their rods and crystalline for their weapons. Coralline is a pale white ground shell, which is molded into customized armor. Quashi cannot exist in the prime world outside their exoskeleton due to their poor health. Their obelisks are temporary energy sites, but can be used as a rudimentary connection site by priests.
They are quiet and reserved among non-kin, they are insufferably arrogant believing themselves to be the greatest spellcasters; they are quick to criticize others and can remember insults for decades. When in cities, they act as merchants or collectors to learn about the magical resources of an area. Quashi never look others in the eye, as they are extremely easy to intimidate by physical means…they stare off into the distance when speaking with anyone of large size.
Combat
Quashi usually leave combat to their hired soldiers, which are always five to ten times the number of Quashi present. These mercenaries are usually between 2-4th level fighters or monks and well armed. If it appears the mercenaries will fail, the Quashi begin casting spells.
Society
While always respectful, these highly arrogant beings show their truest nature around their own kin. Their nastiness comes out as they trash-talk the low life with petty insults, while they are loyal to their kind, they never hesitate to insult and degrade each other. While there are both male and females Quashi, non-kin rarely can tell the difference as they are highly androgynous. They are open to relationships with any gender and any race that they find "intriguing." They propogate using spells, as self-impregnation is very common among Quashi. They come to the mortal plane to create and learn magic and sell their wares.
*Obelisks on my world represent divine magics, found in cities as sources of magic and faith. A Quashi's obelisk is distinct and many faithful see the alien's version as abominations to be immediately destroyed.
Wednesday, 6 February 2019
Jessalox - Purple Furry Haired Humanoid with different modes of action
These creatures are basically living librarians, creatures who exist to store and share knowledge. They usually exist in huge libraries, behaving much like cats, and absorb secrets that are either told to them or that they hear.
Jessalox
N Medium Aberration
Init +6 Senses Darkvision 60 ft.; Perception +10
hp 36hp (8d8+0 con)
Fort +2, Ref +4, Will +10
Defensive Abilities Darkvision, Acid, Electricity, Sonic Resistance: 15, Immune: enchantment, poison polymorph & silence spells; DR 10/magic, SR 17
Melee Slam +7 (1d6+1) or or +12 Talon X 2 (1d10+7 / 17-20 in warrior mode)
Base Atk +6 CMB +7 CMD 19
Feats Improved Initiative, Uncanny Lore, Imp Trip, Precise Memory
Skills +5 Acrobatics , +10 Climb , +8 Escape Artist , +6 Knowledge (any) , +12 Perception, +10 Stealth , +6 Survival
Languages Common, Dwarven, Lizardith
Organization Solitary, Circle (2-5)
Treasure Value Double
New Feat: Precisely Conditioned Memory: This ability enables the Jessalox to unknowingly hold information but not to be aware of it. If their memory, even deep memory is scanned or read what they know is not revealed, but when the pre-set conditions happen, they can recall everything in perfect detail.
A purple furry humanoid gazes at you with two large blue, unblinking eyes…”You, have a question?”
The Jessalox are a mystery. These aberrations were made to be living repositories of legend, with impeccable unfailing memory but where they come from is unknown. They are usually found in remote towers, serving clerics and wizards as living librarians. While they store much knowledge they cannot access it for themselves. Someone needs to ask them a question, before they can regurgitate the information.
They are medium sized humanoids, with light purple furry skin. A unique organ on the outside of their chest acts as both their heart and lungs, a small slice on the side of the beating pump can be seen through furred bone bracke. Their fur is immaculately manicured, as they seem to take immeasurable pride in cleaning in with whatever way they can, licking themselves or their circle colleagues. They have large ears without external lobes. Large, three segmented eyes with a translucent eyelid – they never need to blink, but will sometimes do so in mimicing people they talk with! They have a five foot long tail that is always whisking back and forth. Like cats, Jessalox are reserved beings and only seem to be interested in eating, sleeping or climbing up the walls.
When asked a question, another side to these beings often comes out, they are instantly focused and answer with forthright determination. While intelligent & thoughtful, they can only take specific action if gently nudged, they are very likely to lose their focus. When alone, these creatures are avid readers, going out of their way to read new, different or interesting facts. They rarely show this aspect of their personality to others.
Combat
Few could believe that a creature as docile as a Jessalox has a deadly side, but they transform in the blink of an eye. In fact, this is exactly what happens, when Jessalox blink, their eye colour changes and so do their abilities. The second form is of a warrior. Their last form is of a sonic screamer. Their transformation is a free action in any round.
1st set of eyes: (Blue) Recorder. They memorize everything they see and hear; this is their default form. They can recall almost anything in a month period, but they have unlimited memory if specifically asked to memorize small bits of detail.
2nd set of Eyes: (Red) The Warrior. When trouble comes this form adapts their body for battle. They gain +10 on their strength, +6 to their dexterity & constitution. Their hands change into deadly talons: (1d10+7 / 17-20.) They can maintain this form nearly indefinitely, but when they end combat, they must sleep for ten minutes for every round of combat that they took part in.They cannot revert to their first form, they must sleep, but they can delay this until the trouble is over.
3rd set of Eyes: (Black) Screamer. When they cannot avoid trouble, they change into a statue like form (+15 AC, 5 move; SR: 25.) They emit an incredibly loud scream, inflicting both a shatter effect and 8d8 sonic damage to all creatures within a 60 ft radius; (Will DC 17). Those who fail their save are deafened for 3 hours. Creatures directly in front of the jessalox suffer a –4 to their save. They can do this no more than once every five rounds, and lose 20% of their current hit points.
Jessalox
N Medium Aberration
Init +6 Senses Darkvision 60 ft.; Perception +10
DEFENSE
AC 16 touch 12, flat-footed 14 (+2 Dex, +4 natural) +3 Bonus in Warrior Modehp 36hp (8d8+0 con)
Fort +2, Ref +4, Will +10
Defensive Abilities Darkvision, Acid, Electricity, Sonic Resistance: 15, Immune: enchantment, poison polymorph & silence spells; DR 10/magic, SR 17
OFFENSE
Speed 30 ft.Melee Slam +7 (1d6+1) or or +12 Talon X 2 (1d10+7 / 17-20 in warrior mode)
STATISTICS
Str 13, Dex 14, Con 10, Int 13, Wis 18, Cha 10Base Atk +6 CMB +7 CMD 19
Feats Improved Initiative, Uncanny Lore, Imp Trip, Precise Memory
Skills +5 Acrobatics , +10 Climb , +8 Escape Artist , +6 Knowledge (any) , +12 Perception, +10 Stealth , +6 Survival
Languages Common, Dwarven, Lizardith
ECOLOGY
Environment Any (Usually towers or libraries)Organization Solitary, Circle (2-5)
Treasure Value Double
SPECIAL ABILITIES
Ability (Ex) Uncanny Lore: When asked any question, they can add +10 to someone else’s knowledge checks. They may also utilize any cleric, magical or psionic item that gives a bonus to any intelligence or knowledge based abilities.New Feat: Precisely Conditioned Memory: This ability enables the Jessalox to unknowingly hold information but not to be aware of it. If their memory, even deep memory is scanned or read what they know is not revealed, but when the pre-set conditions happen, they can recall everything in perfect detail.
The Jessalox are a mystery. These aberrations were made to be living repositories of legend, with impeccable unfailing memory but where they come from is unknown. They are usually found in remote towers, serving clerics and wizards as living librarians. While they store much knowledge they cannot access it for themselves. Someone needs to ask them a question, before they can regurgitate the information.
They are medium sized humanoids, with light purple furry skin. A unique organ on the outside of their chest acts as both their heart and lungs, a small slice on the side of the beating pump can be seen through furred bone bracke. Their fur is immaculately manicured, as they seem to take immeasurable pride in cleaning in with whatever way they can, licking themselves or their circle colleagues. They have large ears without external lobes. Large, three segmented eyes with a translucent eyelid – they never need to blink, but will sometimes do so in mimicing people they talk with! They have a five foot long tail that is always whisking back and forth. Like cats, Jessalox are reserved beings and only seem to be interested in eating, sleeping or climbing up the walls.
When asked a question, another side to these beings often comes out, they are instantly focused and answer with forthright determination. While intelligent & thoughtful, they can only take specific action if gently nudged, they are very likely to lose their focus. When alone, these creatures are avid readers, going out of their way to read new, different or interesting facts. They rarely show this aspect of their personality to others.
Combat
Few could believe that a creature as docile as a Jessalox has a deadly side, but they transform in the blink of an eye. In fact, this is exactly what happens, when Jessalox blink, their eye colour changes and so do their abilities. The second form is of a warrior. Their last form is of a sonic screamer. Their transformation is a free action in any round.
1st set of eyes: (Blue) Recorder. They memorize everything they see and hear; this is their default form. They can recall almost anything in a month period, but they have unlimited memory if specifically asked to memorize small bits of detail.
2nd set of Eyes: (Red) The Warrior. When trouble comes this form adapts their body for battle. They gain +10 on their strength, +6 to their dexterity & constitution. Their hands change into deadly talons: (1d10+7 / 17-20.) They can maintain this form nearly indefinitely, but when they end combat, they must sleep for ten minutes for every round of combat that they took part in.They cannot revert to their first form, they must sleep, but they can delay this until the trouble is over.
3rd set of Eyes: (Black) Screamer. When they cannot avoid trouble, they change into a statue like form (+15 AC, 5 move; SR: 25.) They emit an incredibly loud scream, inflicting both a shatter effect and 8d8 sonic damage to all creatures within a 60 ft radius; (Will DC 17). Those who fail their save are deafened for 3 hours. Creatures directly in front of the jessalox suffer a –4 to their save. They can do this no more than once every five rounds, and lose 20% of their current hit points.
Monday, 4 February 2019
Choll - yellow skinned humanoids that choose their gender
This is the transgender type humanoid in my world. They are a race onto themselves, but are welcoming so others may find a home in their towns and culture. Choll always breed true, regardless of who they mate with. Their communities are hidden from enemies but open to anyone that seeks help in questioning their role or place in society, many spell-casters and artists find their way, for a while to seek solace or to find a new home.
Choll
Chol are bright yellow humanoids, with long arms and legs. Their hair is most often shoulder length and grey, but many choll are able to change colour through concentration. Many do fancy or odd hair styles to express themselves, others wear it short or shave it off completely. Both typical genders exist in their society, but at their Ritual of Aging, they decide their Adult gender identity. They have no hesitation to pick fashion or weapon styles which are seemingly bizzare, but they fit that individual.
Choll society is one of workers and artists, where traditional gender roles and functions exist within a wide spectrum. Some are natural Choll, born and raised by community members, who seek to find their path in life and society. Just as many are elves, humans or dwarves who travel there, these are first generation, their children are always born to other choll, and are choll. Their society is split into four primary genders: males, females, plus the mixed and the bred. Mixed are individuals who chose their gender, by dress and habit. Bred are those who go through a magical ceremony to pick gender. While there is much social interaction and options, individuals are left alone to make a choice.
Most of their villages are in spire or forest communities where there is plenty of resources, but they can hide their population. It has long been believed that due to their changing of genders they are embarrassed, but this is false, because of their capacity to change, they are sought out by hunters and sorcerers to be instruments of adaption. They are often physically and magically abused, and while many choll do not hesitate to fight for others, they prefer their offspring be sheltered.
Personality: Despite their harsh life and constant threats, choll find beauty, charm and humor in their lives. A large number are in constant threatening situations so they take joy where they can, especially in themselves and their allies. They have many allies that are fey or chaotic, but they appreciate friends no matter where or why - few are lawful, many have noble allies who do not understand their carefree ways, but respect them nonetheless. They form egalitarian societies, as they look for leaders to step forward, regardless of their family history - yet they are also respectful of those who do not want to be apart of their battles. Most are meshed within city society, which is typical of many creatures on Nyssa.
Most males are sorcerers and artists, females usually become rangers or strngth based warriors - the feminine often exist far from the core city centres. United Male or United Female form the largest group that resides in the centre of the community and society. They are very competitive with each other, but most do it in a playful way. Individuals are free to select their role and class.
Physical Description: They are heavily muscled, bright yellow skinned with deep red hair. Many of them wear heavy furs and a backpack filled with everything they may need to survive in the wilds. They ritually brand themselves as physical reminders of personal oaths and victories. Men tend to braid their hair; women cut it short when weaning otherwise flowing long. Women tend to be taller and thinner then men and excel at archery and running, but once they are mothers they refrain from active raid participation.
Relations: They are well versed with other chaotic or fey beings, sharing in their wild parties of glee. They are respectful of anyone who is of differing opinion,but often they are dangerously protective of allies or family which can cause problems. They do not try to cause problems, but many lawfully aligned beings find them distasteful. Choll do not seek recruits, yet they do not need to, many individuals look for this group, especially those who question their role in life or their gender or sexuality or other life decisions. They offer advice to artists and thinkers, many races come through their community, and seek solace or refuge for short periods of time. Choll help people make decisions for themselves and then help them thrive in their selected path. Most civilized people know and accept individuals who have become choll, so these people have allies among most non-evil peoples.
Alignment: While unpredictable, they try to avoid problems with allies. They tend towards chaotic and neutral, but they do have many good aligned allies.
Lands: Choll are community folk, sharing space typically with Elf or Charr. They rarely gather in large enough numbers to form their own self-contained groups.
Religion: Few are religious, they tend to respect their allies gods, but do not have their own. They do have a small pantheon of High Heros, they look to as guides but not religious ones. The few who do follow a specific deity, organize in ways as elsewhere on Nyssa, except there are no sermons; weekly gatherings at an obelisk happen, but many just stand, pray in silence or meditate. Individuals may seek out guidance, but do so with clerics, sorcerers or even druids. Monks are highly revered, and some have followings based on their capacity to concentrate, or their non-verbalizing leadership.
Language: They speak their own language, and those of breeding also learn common, elven, dwarven or faerie.
Adventurers: For the Choll life is an unexpected adventure. They spend much of their life struggling for themselves and their allies, because there are those who would use their bodies. They want to help other creatures be able to live their lives... unjudged and free.
Choll
+2 on survival and Knowledge (Either Nature or Society)
Gain Endurance as a free feat
Tribal Weapon - Energy Lash, supernatural ability
+2 dexterity, +2 Constitution, -2 Charisma
Racial Hit Dice: 2d8; Attack, Hit Dice, Saves, and Skills as a fighter of the same level
Base 8 skill points, more if they have exceptional intelligence, to be used on core skills only:
Core Racial Skills: Acrobatics, Climb, Handle Animal, Intimidate, Knowledge (local, geography, nature), Perception, Ride, Stealth, Survival, Swim (core skills are always available)
Level Adjustment: +1 CR
Gain +4 skill points every HD over 1st, feat at second level and every two levels afterwards
1 HD Youth or Non-Combatant
2 HD Gain Energy Lash (1d4)
3 HD gain damage reduction 1 / -; Control Colour, Size and Shape of minor objects by touch
4 HD +2 to Dexterity or Constitution; Modify Physical appearance
5 HD Specialized in Energy Lash (2d4); gain damage reduction 2 / -
6 HD +2 to Dexterity or Constitution; Gain Physical Adaption
7 HD Double Energy Lash Damage; +2 to Dexterity or Constitution
8 HD +2 to strength or Constitution
9 HD gain damage reduction 5 / -; Triple Energy Lash Damage & range (1d12 dmg); +5 to any three ability scores
Advancement by HD levels; most do not gain class levels until 10th; most select Barbarian, Fighter, Ranger, Sorcerer. If they select a standard class before 10th, they cannot advance further on this table.
Energy Lash: Choll have a strong but brief connection to otherworldly elements. Upon concentration, they can release a bright flash of energy, acting as a combined elemental whip weapon. It can affect creatures within a ten foot radius. If they lower the damage, (change to a D6) the energy can be focused to one type of energy (Rock, Water, Air or Sunlight also called Celestial Flame.)
Specialized lash: Increase in damage and length increases to 20 ft
Double Energy Lash: Two energy lash are extended up to 20 feet. The two creatures cannot be more than ten feet apart.
Modify Physical appearance: Have an ability to adjust their physical presence (+/- 50 pounds, +/- 2 feet, change skin and hair colour. for up to one hour.)
Gain Physical Adaption; Adjust their physical features to better fit into one environment. Gain +3 to any physical skill, such as fins for +3 on their swim skill score, or +3 on climbing, etc. Once selected this adaption becomes permanent.
Triple Energy Lash Damage & range: Three energy lashes at a range of 30 feet. The creatures cannot be more than fifteen feet apart.
* * * * * * * * * * * * * * * * * * * * *
This was an idea I have been playing around for awhile, and never got right. Still things that I'm not happy with, but I gotta let it go, and let it be.
Choll
Chol are bright yellow humanoids, with long arms and legs. Their hair is most often shoulder length and grey, but many choll are able to change colour through concentration. Many do fancy or odd hair styles to express themselves, others wear it short or shave it off completely. Both typical genders exist in their society, but at their Ritual of Aging, they decide their Adult gender identity. They have no hesitation to pick fashion or weapon styles which are seemingly bizzare, but they fit that individual.
Choll society is one of workers and artists, where traditional gender roles and functions exist within a wide spectrum. Some are natural Choll, born and raised by community members, who seek to find their path in life and society. Just as many are elves, humans or dwarves who travel there, these are first generation, their children are always born to other choll, and are choll. Their society is split into four primary genders: males, females, plus the mixed and the bred. Mixed are individuals who chose their gender, by dress and habit. Bred are those who go through a magical ceremony to pick gender. While there is much social interaction and options, individuals are left alone to make a choice.
Most of their villages are in spire or forest communities where there is plenty of resources, but they can hide their population. It has long been believed that due to their changing of genders they are embarrassed, but this is false, because of their capacity to change, they are sought out by hunters and sorcerers to be instruments of adaption. They are often physically and magically abused, and while many choll do not hesitate to fight for others, they prefer their offspring be sheltered.
Personality: Despite their harsh life and constant threats, choll find beauty, charm and humor in their lives. A large number are in constant threatening situations so they take joy where they can, especially in themselves and their allies. They have many allies that are fey or chaotic, but they appreciate friends no matter where or why - few are lawful, many have noble allies who do not understand their carefree ways, but respect them nonetheless. They form egalitarian societies, as they look for leaders to step forward, regardless of their family history - yet they are also respectful of those who do not want to be apart of their battles. Most are meshed within city society, which is typical of many creatures on Nyssa.
Most males are sorcerers and artists, females usually become rangers or strngth based warriors - the feminine often exist far from the core city centres. United Male or United Female form the largest group that resides in the centre of the community and society. They are very competitive with each other, but most do it in a playful way. Individuals are free to select their role and class.
Physical Description: They are heavily muscled, bright yellow skinned with deep red hair. Many of them wear heavy furs and a backpack filled with everything they may need to survive in the wilds. They ritually brand themselves as physical reminders of personal oaths and victories. Men tend to braid their hair; women cut it short when weaning otherwise flowing long. Women tend to be taller and thinner then men and excel at archery and running, but once they are mothers they refrain from active raid participation.
Relations: They are well versed with other chaotic or fey beings, sharing in their wild parties of glee. They are respectful of anyone who is of differing opinion,but often they are dangerously protective of allies or family which can cause problems. They do not try to cause problems, but many lawfully aligned beings find them distasteful. Choll do not seek recruits, yet they do not need to, many individuals look for this group, especially those who question their role in life or their gender or sexuality or other life decisions. They offer advice to artists and thinkers, many races come through their community, and seek solace or refuge for short periods of time. Choll help people make decisions for themselves and then help them thrive in their selected path. Most civilized people know and accept individuals who have become choll, so these people have allies among most non-evil peoples.
Alignment: While unpredictable, they try to avoid problems with allies. They tend towards chaotic and neutral, but they do have many good aligned allies.
Lands: Choll are community folk, sharing space typically with Elf or Charr. They rarely gather in large enough numbers to form their own self-contained groups.
Religion: Few are religious, they tend to respect their allies gods, but do not have their own. They do have a small pantheon of High Heros, they look to as guides but not religious ones. The few who do follow a specific deity, organize in ways as elsewhere on Nyssa, except there are no sermons; weekly gatherings at an obelisk happen, but many just stand, pray in silence or meditate. Individuals may seek out guidance, but do so with clerics, sorcerers or even druids. Monks are highly revered, and some have followings based on their capacity to concentrate, or their non-verbalizing leadership.
Language: They speak their own language, and those of breeding also learn common, elven, dwarven or faerie.
Adventurers: For the Choll life is an unexpected adventure. They spend much of their life struggling for themselves and their allies, because there are those who would use their bodies. They want to help other creatures be able to live their lives... unjudged and free.
Choll
+2 on survival and Knowledge (Either Nature or Society)
Gain Endurance as a free feat
Tribal Weapon - Energy Lash, supernatural ability
+2 dexterity, +2 Constitution, -2 Charisma
Racial Hit Dice: 2d8; Attack, Hit Dice, Saves, and Skills as a fighter of the same level
Base 8 skill points, more if they have exceptional intelligence, to be used on core skills only:
Core Racial Skills: Acrobatics, Climb, Handle Animal, Intimidate, Knowledge (local, geography, nature), Perception, Ride, Stealth, Survival, Swim (core skills are always available)
Level Adjustment: +1 CR
Gain +4 skill points every HD over 1st, feat at second level and every two levels afterwards
1 HD Youth or Non-Combatant
2 HD Gain Energy Lash (1d4)
3 HD gain damage reduction 1 / -; Control Colour, Size and Shape of minor objects by touch
4 HD +2 to Dexterity or Constitution; Modify Physical appearance
5 HD Specialized in Energy Lash (2d4); gain damage reduction 2 / -
6 HD +2 to Dexterity or Constitution; Gain Physical Adaption
7 HD Double Energy Lash Damage; +2 to Dexterity or Constitution
8 HD +2 to strength or Constitution
9 HD gain damage reduction 5 / -; Triple Energy Lash Damage & range (1d12 dmg); +5 to any three ability scores
Advancement by HD levels; most do not gain class levels until 10th; most select Barbarian, Fighter, Ranger, Sorcerer. If they select a standard class before 10th, they cannot advance further on this table.
Energy Lash: Choll have a strong but brief connection to otherworldly elements. Upon concentration, they can release a bright flash of energy, acting as a combined elemental whip weapon. It can affect creatures within a ten foot radius. If they lower the damage, (change to a D6) the energy can be focused to one type of energy (Rock, Water, Air or Sunlight also called Celestial Flame.)
Specialized lash: Increase in damage and length increases to 20 ft
Double Energy Lash: Two energy lash are extended up to 20 feet. The two creatures cannot be more than ten feet apart.
Modify Physical appearance: Have an ability to adjust their physical presence (+/- 50 pounds, +/- 2 feet, change skin and hair colour. for up to one hour.)
Gain Physical Adaption; Adjust their physical features to better fit into one environment. Gain +3 to any physical skill, such as fins for +3 on their swim skill score, or +3 on climbing, etc. Once selected this adaption becomes permanent.
Triple Energy Lash Damage & range: Three energy lashes at a range of 30 feet. The creatures cannot be more than fifteen feet apart.
* * * * * * * * * * * * * * * * * * * * *
This was an idea I have been playing around for awhile, and never got right. Still things that I'm not happy with, but I gotta let it go, and let it be.
Sunday, 3 February 2019
C'Tek (Chlorthek) - acid dripping humanoid,
C'Tek (Chlorthek)
Type Aberation
Hit Dice: 13 hp 2d8+4
Initiative: +0
Speed: 30
AC: 14 (touch 10, flat 14)
Attacks: Slam +6 (1d6+3)
Damage: By Blade or Slam Weapon
Face/Reach: 5 ft
Special Attacks: Acidic Touch (1d2)
Special Qualities: +3 on saves to acid & poison
Saves: F +5, R +1, W +5
Abilities: Str 13, Dex 10, Con 15, Int 8, Wis 13, Cha 8
Skills: Perception +6, Stealth +4, Knowledge (Poison) +4, Craft (alchemy) +10
Feats: Imp Grapple (F), Imp Initiative, Resist Magic
Climate/Terrain: Any, Spires or towns
Organization: Solitary or Pool (3-12)
Challenge Rating: 2
Treasure: Standard
Alignment: NG or NE (split between good and evil)
Advancement Range: By HD or Class (Rogue, Ranger, Druid, Fighter)
Humanoid Aberation that has loose grey saggy skin. They need to concentrate for a round in order to pull the skin tight, it stays closely attached for 5 or more rounds. Cursed by circumstances, as their body needs to deform once a day to stay healthy, but they are emotionally affected by the process
and are loathe to do it in front of anyone. Their bodies own acid deforms anything of fine design, so they shy away from anything except the most basic, rudimentary items.
While they seem physically incapable of handling physical challenges, they as a people have learned to adapt and grow with the acids in their own body, adjusting to the situations around them. They prefer dark alleyways in large cities, because leaving little tear or burn marks doesn't gather too much attention. Many are angry at the world and their existence, wanting to inflict pain or take from anyone in their way. Others, understand that their gifts enable them not to have, but to give to others in different ways.
Many good aligned Chlortheks become artists, alchemists or crafters, while many evil ones become rogues, intent to take whatever they want. They are not direct enemies, each understands what the other does, but feels that those actions are not best for them. They are from a people long-ago cursed by the gods for the defilement of a holy site, and their eternal payment seems to be the curse that condemns them. There are stories about Chlortheks who lose the curse for their offspring, but they must pay for the crimes of their ancestors.
By Racial Levels: +6 skill points per HD
1 HD Youth, 6 skill points + 1 feat
2 HD Mature, 6 skill points + 1 feat
3 HD +2 to any attribute score; +1 AC; Acid Touch Dmg 1d3; Auto half damage from Acid
4 HD SR 5, Resist +5 cold & Electricity; Acid Marking
5 HD +2 to any attribute score; Gain 1 Feat; +1 AC; Acid Touch 1d6; Immune to Acid damage
6 HD SR 10; Polymorph Resistance, Resist +10 cold & Electricity
7 HD +2 to any attribute score; Uncanny defense; +1 AC; Acid Touch 1d8
8 HD Acid Throw - As touch dmg, by dex modifier; Gain 1 Feat
9 HD +2 to any attribute score; +1 AC; Acid Touch 2d6
10 HD SR 20; Petrification Resist, Acid Cloud 2d8 dmg, Acid Touch 2d8 dmg
11 HD +2 to any three attribute scores; Gain 1 Feat; +1 AC; Acid Touch 2d10; Formless
These racial HD are the default abilities of a C'Tek, if they alternative abilities for any HD or level they cannot earn any additional racial HD levels.
3 HD Acid Marking: By grazing an item, they can mark it with a unique marking so it can be identified. The marks can be as rough or genteel as desired.
7 HD Acid Throw Can collect a glob of acid to throw it at anything within 20 ft, inflicting 1d6 damage, up to 2+1/dex or con modifier
9 HD Acid Cloud: They can release the acid upon concentration in a cloud form up to three times a day inflicting 2d8 dmg, in a 10 ft X 10 ft X 10 ft. range and it will last 5-10 rounds. If the C'Tek leaves the cloud, decrease damage to 2d6 every round. It takes two rounds for the acid cloud to fully form.
Formless: Able to change into a pool of acid and move in a 20 foot speed. They lose any natural armor class but can attack using their base attack and any dexterity ability boosts to inflict 3d6 dmg. They are able to stay in this form for up to 8 hours at a time. It is a move action to change back into humanoid form, but it is a two round action to change into the acid form and they cannot be wearing non-magical items or they will be destroyed.
Friday, 1 February 2019
Chesshire Template (orange striped animal with green ethereal eyes)
Was inspired by a short story Lilly-White & the Thief of Lesser Night by CSE Cooney for this idea. It works really well as have a ton of creatures from similar types of creatures from nursery rhymes.
CHESHIRE Template CR +2
CN Magical beast
Init +8; Senses darkvision 60 ft., low-light vision; Perception +11
DEFENSE
AC +6 luck bonus
hp +2d8 HD fast healing 2
Fort +6, Ref +6, Will +6
Defensive Abilities Immune mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun; SR 19
OFFENSE
Speed As base creature
Melee 2 claws +5 (1d4 plus poison), bite +5 (1d3 plus poison)
Special Attacks Ethereal Poison, sneak attack +2d6
Spell-Like Abilities (CL 10th; concentration +16)
Spells—ethereal jaunt (2/day); greater invisibility 3/day (10% failure rate)
STATISTICS
Dex +4, Cha +2, Wis -2
While most Chessires tend to be aloof, some are in fact extremely curious and want to get involved in power plays to help their cause.
CHESHIRE Template CR +2
CN Magical beast
Init +8; Senses darkvision 60 ft., low-light vision; Perception +11
DEFENSE
AC +6 luck bonus
hp +2d8 HD fast healing 2
Fort +6, Ref +6, Will +6
Defensive Abilities Immune mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun; SR 19
OFFENSE
Speed As base creature
Melee 2 claws +5 (1d4 plus poison), bite +5 (1d3 plus poison)
Special Attacks Ethereal Poison, sneak attack +2d6
Spell-Like Abilities (CL 10th; concentration +16)
Spells—ethereal jaunt (2/day); greater invisibility 3/day (10% failure rate)
STATISTICS
Dex +4, Cha +2, Wis -2
Feat Bumps Dimensional Assault,
Improved Initiative, Weapon Finesse
Skills Bumps: Bluff +8, Perception +8,
Stealth +12
Languages Common, Elven, Faerie plus
other common languages in the area
--------------------
SPECIAL ABILITIES
--------------------
Ethereal Poison (Ex) Bite—injury;
save Fort DC 19; frequency 1/round; effect slip into the ethereal for
an unspecified number of rounds; cure 1 save. The save DC is
Constitution-based. The time the poison lasts depends on the saving
throw. If a 1 is rolled, use 11-20 rounds; if 2 is rolled, use 9-16
rounds, if a 3 is rolled use 7-12 rounds, if a 4 or higher is rolled
use 3 or 4 rounds. Any roll effectively higher but that still fails, causes the victim to slip into the ethereal for 1d2 rounds.
--------------------
ECOLOGY
--------------------
Environment Wonderland (Faerie)
Organization solitary
Treasure standard
Advancement: As monster HD or class
The Cheshire Template is for animals or
creatures exposed to the madening effect of the Cheshire disease.They appear the same as the animal or creature they originated from, but have bright orange or purple stripes all over their body and green ethereal eyes. When they experience surprise or feel threatened, they need to roll a will saving throw or they lose themselves to the ethereal and fade into the other
plane.
Most adventurers don't know about the
Chessires and those that do, just believe them harmless. In fact, Chessires have the
ability to hide so well that they are just unnoticed. They often
follow adventurers going into a dungeon, simply for the kicks, and
remain hidden or invisible until something strikes it's fancy and
then will lose focus and become visible. Cheshire's are generally
cautious, and will run away or go ethereal but when roused or care about individuals, they can be brave and cunning to help their allies.
Cheshire Creatures abstain from
combat, simply because they can. They have no real allies, as they
spend much of their time around sites they find interesting or
following other creatures. They also have no true enemies, as they
don't tend to cause problems. Some high level Sorcerers or Alchemists
seek Chessire beasts to milk them for their ethereal poison glands. A rare number make connections with adventurers and wish to travel around with them, but they seem to be interested in fun not combat and especially not getting treasure.
While most Chessires tend to be aloof, some are in fact extremely curious and want to get involved in power plays to help their cause.
Experts are not entirely sure what
causes a few creatures to become inflicted with the Chesshire disease
template. It was formerly believed to be their bite, but now most
experts do not think this is the case. Others surmise it is simply
spending time around a chesshire or even sleeping near one.
Invisibility Flaw: There is a
10% chance that when trying to go invisible, not all of their body is
affected by their spell-like ability, and this part will still remain visible.
Sometimes a leg, tail or part of their face is visible. A failed
attempt does not count in their daily invisibility usages.
Inspired by: Lilly-White & the
Thief of Lesser Night by CSE Cooney in the collection Mad Hatters and
March Hares short story collection
Labels:
Cheshire,
D&D,
Ethereal Poison,
Fairytale,
Template
Thursday, 31 January 2019
Manufactured - Template
Many creatures in my dungeons are not natural creatures, but have been created to serve a specific set function. They are not exactly machines, but they do have a purpose and function. They are free-willed but feel obligated to act in a specific way over specific .
Created or Manufactured creatures - look, feel, sound exactly like living creatures, as they were designed to be just that, beings that exist for a specific reason, at a specific place and time. But if you remove them from those specifics, they start to go wonky, as they no longer perfectly fit and their programming is far less useful.
Most manufactured creatures perfectly mimic the creatures to fit a specific role. They do not just appear similar, but essentially are the creature they were intended to be. They do fully realize that they are not a true version, but as long as they fulfill the mission they were intended to do, it causes them no mental hardship. Also, hearing from someone else that they are artificial is meaningless to them, they do not need or want your opinion on their existence, they are fully self assured.
Manufactured Template
Size and Type Change to Construct Type
HD Change to d10, gain max (see below)
AC Gains +1 natural AC for HD over 5 (8 HD = +3 AC) in addition to any listed for base creature
Special Qualities Created Mind
Hardness 5/ +1 Gain 1 hardness for HD higher than 10
Metal Body
Resist acid, cold & fire 5 + 1/HD higher than 10
Vulnerability to electricity: Double damage on failed save, 1/2 dmg on made save
Windup Key - need one hour of winding every day, or will act at half effectiveness for 24 hours, after that it will shut down.
Artificial - Manufactured creatures do not eat, sleep at lower rates and do not heal naturally. They are healed by magic, they slowly weaken from any damage
Abilities Str +4, Dex +4;
Over 5 HD, they gain +1/ HD to Int, Wis, Cha up to 15 HD
Constructs always have 10 Constitution
Skills (2+int) X HD; Gain +2 Knowledge (Constructs) per HD/level
Created Mind: Most constructs have a set purpose. They are allowed to pursue other goals as long as it does not cause deviation from their primary one. They get a +6 on saving throws if any spell would cause them to deviate from their stated purpose. For example, a Construct created to maintain a bridge, spells like Charm would still work, unless you request they ignore damage inflicted on the bridge.
Metal Body: Manufactured Creatures have construct traits but are treated and detected as mortal creatures. While they are partially healed normally by positive energy, they take quarter benefit recovery from cleric healing spells. They can count either as a construct type or outsider when its beneficial, but receive none of the types immunities. Manufactured creatures do not need to eat and sleep at quarter the normal rate of a human, usually two hours a night. They are not healed from rest.
They do not need to breathe yet if they do stop breathing for more than ten rounds they go into a stupor, and will take an hour per minute break-down to re-awaken.
Windup Key: need one hour of winding every day, or will act at half effectiveness for 24 hours, after that it will shut down. Once they are shut down, they can be re-activated by someone making a
Craft (Construct) skill check - 20+1/day inactive. Most times the key is hidden and attached to their body, often on their back but it may be their heart or back of their brain. By default they cannot self wind.
Constructs in my game world have 10 Constitution, no benefits or penalties, and it cannot be changed thru magic or engineering. Manufactured constructs have max HP at creation, but they do not have the means to heal or wind themselves, so if they are abandoned, they quickly shut down. I normally determine by dice roll what condition they are in, assuming 40% + 2d6 X 5%, but sometimes just pick out their current status.
Created or Manufactured creatures - look, feel, sound exactly like living creatures, as they were designed to be just that, beings that exist for a specific reason, at a specific place and time. But if you remove them from those specifics, they start to go wonky, as they no longer perfectly fit and their programming is far less useful.
Most manufactured creatures perfectly mimic the creatures to fit a specific role. They do not just appear similar, but essentially are the creature they were intended to be. They do fully realize that they are not a true version, but as long as they fulfill the mission they were intended to do, it causes them no mental hardship. Also, hearing from someone else that they are artificial is meaningless to them, they do not need or want your opinion on their existence, they are fully self assured.
Manufactured Template
Size and Type Change to Construct Type
HD Change to d10, gain max (see below)
AC Gains +1 natural AC for HD over 5 (8 HD = +3 AC) in addition to any listed for base creature
Special Qualities Created Mind
Hardness 5/ +1 Gain 1 hardness for HD higher than 10
Metal Body
Resist acid, cold & fire 5 + 1/HD higher than 10
Vulnerability to electricity: Double damage on failed save, 1/2 dmg on made save
Windup Key - need one hour of winding every day, or will act at half effectiveness for 24 hours, after that it will shut down.
Artificial - Manufactured creatures do not eat, sleep at lower rates and do not heal naturally. They are healed by magic, they slowly weaken from any damage
Abilities Str +4, Dex +4;
Over 5 HD, they gain +1/ HD to Int, Wis, Cha up to 15 HD
Constructs always have 10 Constitution
Skills (2+int) X HD; Gain +2 Knowledge (Constructs) per HD/level
Created Mind: Most constructs have a set purpose. They are allowed to pursue other goals as long as it does not cause deviation from their primary one. They get a +6 on saving throws if any spell would cause them to deviate from their stated purpose. For example, a Construct created to maintain a bridge, spells like Charm would still work, unless you request they ignore damage inflicted on the bridge.
Metal Body: Manufactured Creatures have construct traits but are treated and detected as mortal creatures. While they are partially healed normally by positive energy, they take quarter benefit recovery from cleric healing spells. They can count either as a construct type or outsider when its beneficial, but receive none of the types immunities. Manufactured creatures do not need to eat and sleep at quarter the normal rate of a human, usually two hours a night. They are not healed from rest.
They do not need to breathe yet if they do stop breathing for more than ten rounds they go into a stupor, and will take an hour per minute break-down to re-awaken.
Craft (Construct) skill check - 20+1/day inactive. Most times the key is hidden and attached to their body, often on their back but it may be their heart or back of their brain. By default they cannot self wind.
Constructs in my game world have 10 Constitution, no benefits or penalties, and it cannot be changed thru magic or engineering. Manufactured constructs have max HP at creation, but they do not have the means to heal or wind themselves, so if they are abandoned, they quickly shut down. I normally determine by dice roll what condition they are in, assuming 40% + 2d6 X 5%, but sometimes just pick out their current status.
Wednesday, 30 January 2019
Ood - tentacled faced humanoid
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
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
Subscribe to:
Posts (Atom)