Blog Archive

Sunday, 24 February 2019

Neth Canyon, Encounter Table Plus History

This is an area I haven't fully explored in game. I know it is apart of a once prosperous mining area that helped support a formerly strong military operation. The Phaetox (Lawful, Flamed Winged Humanoids that are incapable of lieing) were in wars with the miners after they realized it was a lost cause, but I haven't determined exactly why - yet. There are lots of people struggling to earn a living, they are extremely hostile to anyone trying to steal their claims. Some monsters are frozen both in Callite (think Calcium), Ice or something else.

Most times this is simply a launch-off point for adventurers, asking to ferry or protect miners either going in or going out of the canyon..

Neth Canyon

The Neth is a legendary dangerous mining region in the the Sal-Venth region within the Lower Spirelands. It was once apart of the Cortezan Empire, as one of several prosperous regions that had strong regional representation on the Corzan High Counsel. Once the wars with the Phaetorox peoples began, taxes and militarization increased to continually beef up defenses. At some point the valleys Drel mines no longer turned a profit, as the cost of patrols far exceeded what could be culled from the mining and most of the operations slowly shut down.

Individual mining groups persisted for a long while, hoping to strike a Drel vein so rich that it could be maintained but none did for long. It is a place where many believe a fortune can be made, if they are lucky enough or quick enough or can elude the patrols. But others - old soldiers and miners alike, believe the danger is never worth it, as the Phaetox are relentless, and execute anyone they find. The Phaetox state their reasons plainly without passion, having settlers in these canyons cause them problems. They certainly know the usefulness of Drel, and in the past fortunes were made but their people pay the price for the miners disturbing the lethal havar and are no longer willing to pay the high price, so they do what must be done to shut all operations down.

Yet, while large operations shut down, small groups still go into the valley looking for veins or lost stockpiles of both minerals and other stuff. Even more bizarre, because of it's long continual history of mining, this is one of the places most known by planar travelers, so it is one spot outsiders can come as it is on their (outdated) astral maps. They often come into abandoned towers for a few weeks, rest up, resupply and then head out again. All obelisks in the valley are larger, more complex with significantly more potential for arcana than average ones found in most cities. .

Multiple small towns still eke out a living, trading and supplying the carvans or traders that still go into the valley. Many are independent, run by those who reside there, they strongly avoid entanglements with larger empires or nations . No empire technically runs the land but the local Phaetox Vuvarix try to control travel what goes into and out of the valley but unless trouble happens leave well enough alone.

  %           Finding
01-02 Undead (See Table Below)
03-04 Verrik (1d3, 4-6 HD, LE or LN)
05-06 Jackalla (2d5, 4-6HD, LN)
07-09 Giant (1d3, Cloud or Ice)
10-12 Wagon (80% Derelict, 20% Damaged) 13-14 Goblinoid    (40% Bugbear, 60% Goblin; 2d6)
15-16 Tame (1-2) 17-20 Clockwork (2-4; Miner or Defender) 21-22 Elemental Wave (1d3, Medium to Large Elementals)
23 Black Spectator (Usually 4-5 eyes, # 1-2) 24-25 Chund (5-8) 26-27 Manticore (1-2) 28-30 Harpy (1-2) or Gargoyles (5-8) 31-32 Minotaur Gang (3-4) 33-34 Slassan Hunters
35-36 Ice Hag 37-39 Miner Camp (11-20, Roll on Humanoid Table) 40-46 Bandits (11-20, Roll on Humanoid Table) 47-60 Patrol (11-20, Roll on Humanoid Table) 61-62 Merchants (21-40, Roll on Humanoid Table) 63-64 Trolls (3-4);67-68 Dire Animal (Ape, Bear, Tiger, Wolf)
69-70 Lycanthrope (Bear, Boar, Tiger, Wolf) 71-72 Ter Falcanna or Griffon 73-76 Fey (1d4, Nymph, Pixie, Sprite, Oread, Sylph) 77-78 Cyclops
79-80 Wyvern or Ythrak 81-82 Harrid
83 Snow Cloakers 84-86 Displacer Beast 87-88 Ogre (3-4) 89-90 Grey Render 91-92 Ice Piercers or Other Hazard * 93-94 Psider 95-96 Callanna 97-98 Lillend or Ramadeen 99-100 Drel Mine Site, (20% Small or 80% Abandoned; Roll on Humanoid Table) 101-104 Small Village (Humanoid, 50-200, roll on humanoid table) 105-108 Patrol (Good or Neutra,l; Roll on Humanoid Table) 109-114 Bandits (Neutral or Evil; Roll on Humanoid Table) 115-120 Religious Procession (11-20; Roll on Humanoid Table)
121-130 Circus or Band (31-50; Roll on Humanoid Table)
131-140 Wizard Tower or Location (Choose Humanoid Table; Number 1-6) 140+ Abandoned Drel Mine Site; Roll on Humanoid Table;

Roll % dice, add to the last number rolled.
After you roll over 80, start again at 0 Base


Humanoid  
Roll 2d10 first time starting at "0", if under 11 Roll 2d10 again at "0", if over 11 then Roll 1d12
2-4.     Dwarf         (LN, # 11-20, CR 2+)
5-6.     Lizardith    (N, #2d6, CR 2+, Fighter, Rogue, Monk, Druid)
7.         Ratfolk        (CR 1+, N, # 9-16,  Small Rat like humanoids)
8.    Gnomes    (CR 2+, # 2d10; NG% Miners or Craftsmen, 3d4)
9.    Githzerai    (NG; 50% Warriors; 50% Monks, 2d4)
10-11 Elven Patrol  (CR 5+, N(G), # 12-18)
12-13 Fey Band   (NG; 50% Rogues; 25% Rangers, 25% Bards, 2d4)
14        Clockwork
15 -17 Phaetox Patrols  (LN, #5-8, Lev 2-4)
18    Tengu Traders CR 2+, N(E), # 1-10
19.  Human Traders CR 5+, N, # 11-30
20.      Orynix Hunters (CR 2+, N, # 5-8, Silver Horned Humanoids)

21.   Catfolk,         (CR 2+, N, #1d8)
22.   Shabti             CR 1+, N, #1d3 Golden Humanoids, reborn
23.   Nagaji            CR 1+, LN, #5-8 Reptillian Snake Humanoid
24+   Charr              CR 1., CN, #1d8 Ritually scarred humanoid


Undead
2 Wight
3 Wraith
4 Ghoul or Ghast
5 Shadow
6 Corpse Wraith
07-10  Cadaver *
11 Mummy (CR 4 - as Swamp Mummy)
12 Necrocraft
13 Unfinished *
14  Flesh Ghoul
15  Restless - Undead Template (Roll on Humanoid Table)
16  Jackalla  (Undead Hunters, 1d3, 4-6 HD, LN)

Saturday, 23 February 2019

Moss Dryad

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

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

DEFENSE

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

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

STATISTICS

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

ECOLOGY

Environment Any Underground
Organization solitary or pair
Treasure Standard

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

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

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

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

Friday, 22 February 2019

The Narox: The Warring Spires


This is probably the default mini-setting in my world, a wild place where no one is in charge, lots of
races bundled together, old empires, and new ones always bumping into each other. Celestial, demonic,
and just plain weird shite is crammed in here, struggling for dominance.

The Narox: The Warring Spires

Located: Northeast of the free Chavox to the most westerly spires of the Tyrant Wastes

Rule: None. It is a broad land open land that have spires, huge mile high bolts of rocks that are essential
land islands high above the cold wastes.

Description: This land is the opposite of Lyrria in which a large numbers of various races live side-by-
side in relative harmony. Here various groups exist over a huge geographic region, all with the same
goal, domination of the spires and extermination of the other races and groups. This is not done with the
ideal of hatred; rather it is done through expediency. Spires are about territory, there is a limited amount
of space high above, and the only means to acquire more is to drive another race or people off theirs,
whichever way they can. And so they war, endlessly, for another spire for another foothold in this cold
desolate land.

Only one large nation exist in this jumble of spires stretching for most of the northern end of the domain,
known as Dacia, a human feudal nation, just North of the Valline in the Reaches. They are the heart
of the Narox, a central region of commerce and schooling. Only here does the frequency flow true and
obelisks freely rise. Knights of the Griffon maintain order and fiercely patrol for any signs of impending
attacks. Elsewhere the battle is open, but here it is all beneath the surface. As the central pivot, this is
where most of the scheming is done, supplies are bought and sold, sell-swords are hired, and magical
devices are smuggled in. Although the Dacian's do not view themselves as masters or overseers of
anyone else, they certainly attempt to stop any other group from gaining superiority in the rest of the
region. As a collective, the Dacian Empire understands that they are stronger than any other race, but not
if any one force controls the rest of the region. Clerics, Sorcerers and Knights equally share the duties
with almost as many monks and rangers also help in keeping this place safe.

Elsewhere, warriors rule the land. Gargoyles, Gammorrecs (Orcs), Minotaurs, Gith, Human, Dwarf and
Jahlen, all fight to defeat the others. All groups are constantly preparing for battle, defending themselves
or attacking a foe. Nobody understands when or how this all began, these groups have always existed and
battled each other. It is safe for no one to travel these lands and peace happens only when these groups
take a momentary sigh from battle, in preparation for the next.

Legends have it that all this territory was once the Jahlen's homeland, which controlled over two hundred
spires, in small towns and tribes. But when this changed is unknown. They now control less than forty
and their numbers are still shrinking. Four of the largest populated spires have made union with a
Minotaur clan and a nearby Elven city to attempt to carve out a home for themselves. Isolated from the
Dacian nation, they struggle to keep their ties and fight off the rest. This Ginil union has lasted more
than forty years, and is searching for ways to have stronger ties with either other Jahlen spires or Dacia
itself.

Githyanki, have three spires, fortunately all scattered, in destroyed towns. They use their otherworldly
abilities to scry and overwhelm the few survivors in war-torn areas. Their numbers are not large, but they
make use of magic for devastatingly quick raids, usually to assassinate a powerful leader or steal magic.
Their reason for being in the realm is unknown, and their presence is quite upsetting for many Dacian and
Lyrrian wizards, fearing a new planar invasion.

Minotaurs now control eight spires, formerly all united by the Nuthong Empire that was once a direct
threat to Dacia both in terms of size and military strength. Due to a coup, they have splintered into four
major groups, all obsessed more with recapturing the crown then uniting themselves. However, it is
believed certain members of the Dacian elite, knowing what could happen given the Minotaur’s
impressive military strength, supported the coup. These four groups are slowly starting to put former petty
differences, realizing they are losing their territory to the outsiders.

Belthanen is a unique confederation of exiles from Knothia formed three hundred years ago by Minotaur
outcasts who joined with human mystic monks, not to expand but to keep the three spires from falling
into the enemies' hands. The reason why these Minotaurs felt compelled to help these humans is often
debated; some believe the monks have an artifact belonging to the Minotaur’s patron. While this keeps
all Minotaurs from attacking these two spires, many others are compelled to find out the secrets by
taking this magic or artifact by force. Alas, these monks are incredibly strong, able to defeat most
threats through personal combat... yet they know that they cannot defeat an onslaught of any race, their
numbers are too small and, the next raid could be too large and spelling doom.

It is the Gammorrec or Orc threat that has caused more ripples than anything else in the last two
hundred years. They have long fallen to their stronger Minotaur forces and human magic, but they have
found something to give them a greater strength. Their numbers are increasing, and in the last forty years
have overtaken more then 25 spires. They may have been small spires, inhabited by mostly jahlen, but
they have a huge territory and come in waves every three years. They have caused the Minotaurs
at putting aside their petty differences, as well as causing much alarm in the Dacian outposts. The
Gammorrec may not be organized into one military unit, but their chaotic battle plan is working well
enough, so that the three-orc tribes are leaving each other mostly alone, all branching out in different
directions.

Alas, it is the Genesh Empire that stands in their way. Nine spires, closely linked together, this is
another human empire that has long existed in this territory. They are better known as the beast-masters,
as they have controlled various beasts for many differing tasks, such as transportation and defense of the
city, in ways matching the former wizard nation of Hembria. They are not great warriors and do not look
to expand their territory, not in such an obtuse manner anyway. They come in after great battles to clear
house, being a very conservative people. However, they are also ruthless and methodical. In small
numbers, even the Minotaurs can't stand up to the Geneshian war beasts. There have also been times
when they have periodically allied with the tyrants for one time attacks on rivals'. How and why this is
accomplished is unknown, yet they have not been punished by the tyrants for this, so if this was done
with the tyrant’s blessing is a terrifying possibility, one that the others hope doesn't happen too often.

Aside from the Gammorrec powerhouse gargoyles threaten more spires than anyone else. They control
15 spires, and though they have no united empire behind them, like the Gammorrecs, they work
outward trying to limit their territorial battles. They continually fight the Dacians, perhaps more than
anyone else, and are unimpressed with this feudal nation. They have one powerful advantage, their
natural flight allows them quick travel, and ability to strike in large numbers. Their race are
disadvantaged by their inability to breed. These asexual creatures reproduce thru a hive, however this
process creates physically strong but low-witted drones. Individuals must forcibly mate with other
species. This is a haphazard condition at best, and has long caused inbreeding or violent bouts for
internal control. With some devastating attacks on their hives, Dacian knight crippled the beasts
breeding, at least for one generation; this has stopped the battle for territory for a short time only. But
time will tell when these creatures will return in greater numbers, and this tactic may be a one-time
solution. 

The Presappi dwarves reside in this region. They have long since stopped fighting for territory, but their
cruel raiding and nasty tactics are legendary throughout the domain. They have mastered tunnel warfare,
and more than one army has been stopped due to midnight romps by these sell-swords. They are a wild
card, in a region known for chaos. Open for profit and used by anyone with the coin to hire him or her.
Oromians use them throughout Dacia, in replace of their own Merchant League, to punish anyone who
interferes with their franchise. Due to their treacherous natures, Dacians use them only when absolutely
necessary.

These are not the only spires and races in this region. There are some small spires, with a unique race or
population, hiding and franticly attempting to stay out of the faces of the stronger peoples. Great beasts
sometimes appear terrorizing a random spire or population, but this is rare in such a heavily populated
zone. Tyrant raids stopped over seven hundred years ago, however, as visiting Lyrrian wizards have
pointed out, they still come. But they do so as spectator rather than conqueror, enjoying entertaining
mass carnage.

General Laws

Towers: are Guilds or group of professionals. Most cities are run and controlled by the various Towers,
thru the use of laws and bureaucracies. Some of the most common types of towers include: Sollus (Light),
Spell (Wizard Training) Sorrow (Mortuary), Silence (Martial Arts), Sword (Military Training), Trade,
Paper (Bureaucrats), Merchant or Work. They work both for the nation but mostly their own rules guide.

Taxes: Most travel taxes are paid upon entry thru the city gates paid on the wealth you are carrying,
usually coins or other pieces of value. You pay once every two months, so entry more than once in that
cycle will not cause additional taxes, to areas under the same entity. Rates are based on wealth, status,
identity and role: I use the base: Low (5%), Medium (15%), High (30%.)  Right to Travel, which
prevents taxation on their horse or person when entering the gates. 

Gambling: Small groups of card or dice rollers take and place bets at specific time and places, they often
flee when Lawful groups appear not that they are breaking laws but do not want to be observed.
Casinos are temples of Fatanus (Lady Luck), are located in large communities. There is a fee to
enter the Casino, and taxes happen as soon as winning happen, not when you leave the building, usually
10-15% flat charge but it can be more. Minotaurs and Clockworks are the most common guards.
Magic is strongly hampered by fields. If you cheat and are caught - you die, all casinos use this rule.

Jube: This is the most known and feared drug usually referred to as Spice, often called the Dream Spice.
It is rarely illegal to consume, but to create or transport is strongly discouraged. While most other types
of activity can be covered by bylaws, jube isn't; it is tolerated, never spoken of in polite company and
offered assistance by workers of Darras, the dutiful God of the Poor. Addicts aren't technically arrested
for being addicts but being drunk or disorderly or causing other problems in public; the unspoken rule is
don't arrest anyone if not causing issues for others. Those who use jube, fall into the dream world, losing
control and seeing images of bliss, horror or truth. Many other stories are told of things that can happen.

Prostitution: By Tower and Open. Nearly every general fetish is accommodated. Payment varies from
20 crowns to 200 or more gp depending upon the desired service. Celestial or Devilish or Elemental
entertainers are available in most large cities. Protection is guaranteed, so is discretion. There is little
social stigma in using or being apart of Towers of Pleasure, and a few can earn lucrative pay.

Religion: Except in the largest cities, churches are uncommon. Faith is practiced near an Obelisk which
is dedicated to a specific deity or ideal. Many cities have state religion where a particular church or cult
takes a flat fee from all taxes paid. Quanna (LG), Keran (LE), Casna (LN), Darras (NG) & Japeth (LG)
are the most common.

Slavery: More accustomed to indentured service than purely slavery, freed after a set period of service
(15 years.) Children cannot be held enslaved, women and progeny are always freed at birth. Halflings,
Ogres, Cat-Kin, Gnolls, & Goblins are the most common beings held; In Lawful Bound communities
only Nobles with Right of the Chain may purchase slaves. 

Weapon Laws: Rapier, dagger or club can be carried by anyone, virtually anywhere. Some places have
the same laws with the use of bow. Most professional adventurers have a license which usually costs
from 5 to 50 gp for a year; citizens are apart of the standing army. Some locations have the Right to
Carry; where Nobles can carry weapons without license.

Dueling: Most places have at least one day a week where anyone can duel without a witness. Nobles
and Adventurers can duel as long as the other person also have the same right. It is not illegal to duel
a non-noble or adventurer, but there will be questions if someone dies in a duel. Right of Honour gives
Nobles the right to challenge those who have dishonoured them. Again, it is assumed that dueling is to
the first three strikes, not death. If someone has a reputation for bloodshed, their actions are highly
questioned, and legal experts often find a way to arrest or banish them.

Arena: Similar to Dueling laws except anyone that signs up for Arena fights has no recourse to get out
of it later; death may occur though it is not specifically part of the deal. Gladiators are paid, given
freedom from slavery or prison, or may be given other noble rights. It is never a one shot, often up to
five duels must happen over a month or more. One of the few areas where magic combat openly occurs.
Entry to the arena is usually between 1-4 s.p. and dueling occurs at least once a week. 

Magic: There are few general rules regarding wizardly magic use. Some magic and users are heavily
restricted, to the point where nearly every high level spell-caster stays away. In most cities, clerics and
their obelisks minimize the effect of potential spells as some types of spells (damage, cold, illusion,
enchantment, etc) may be blocked. Magic trinkets such as wands are often seized at the gate, to be
handed back upon exit. Only weapons or armor are ignored, unless they are full of gems or valuable
metals, then they are taxed at obvious value.

Nobility: Nobles represent those of power and stature, most often from wealth or past prestige. Many
nobles have unique rights that citizens cannot normally obtain. While the first generation most often
keep the rights of their parents, it does not descend a second generation unless it is earned. Nobles
have unique responsibilities. They cannot turn away from a request from an officer of the city or nation.
They may not have entry fees to a city, but they have a yearly tax, on ALL of their wealth. They may be
able to kill a low level commoner for insult but they cannot bad mouth the crown or it's officers.


Tuesday, 19 February 2019

Dossadai - Chained Ones or Chain-Kin

I make a lot of wandering monster lists to use in my games because I enjoy generating random shit both for my players and for myself. It makes me, at least, a better DM if I don`t plan every inch of the dungeon. With that said, a lot of my games are things I create spontaneously based on reacting to my players. Not sure where this one really came from, but they have been used a few times in the background of stories, in the dungeons or places of inherent magic like ley lines. These are a mortal chain master, something between the earth and the outer planes, dedicated to locks and dungeons and knowing there is a way to get anywhere from inside the deepest darkest places.


Dossadai

Hit Dice:                    4d10+4 (25 hp)
Initiative:                    +2 (dexterity)
Speed:                        30 ft
AC:                             16 (+2 Natural, +2 dexterity, +2 leather armor)
Attacks:                      +6 (melee) Damage: 1d6+2 chain
Special Attacks:         Grapple,
Special Qualities:       Cold resistance 5, Summon Weapon
Saves:                         Fort +9, Ref +14, Will +5
Abilities:                     Str 10, Dex 14, Con 13, Int 11, Wis 13, Cha 8
Lesser Skills:              Disable Device, Escape artist, Knowledge (architecture), Perception, Use                                               magic device, Sleight of Hand +6
Higher Skills:             Crafting (Chains) +10, Any one other: acrobatic, climb, survival, swim +10
Feats:                          Improved Attack (Grapple), Weapon Fetish
Climate/Terrain:         Any Urban
Organization:              Solitary or Pair
Challenge Rating:       3
Treasure:                     Standard
Alignment:                  Usually Neutral
Advancement Range:  By HD or Class (Rogue, Ranger, Sorcerer)

New Feat: Weapon Fetish: These are miniature weapons carried on small ceremonial chains. If the Dossadai break the chain, the actual weapon is summoned into their hands. They must recreate the fetish or weapon link to re-use it, usually takes three days to create a new link. Most Dossadai seen use these for weapons but some have charms to represent artistic or profession tools.

Use Rogue feats or skills normally prohibited.

Dossadai (singular - Dossaden) are grey-skinned humanoids, with unkempt white hair for men, in multiple dreadlocks for their women-kin. Their noses are wide and flatter, their eyes are wider, with two distinct colours for each eye. They have ritual scaring covering their body. They carry no fewer than three small chains found attached to their body or clothing. Some have tribal tattoos, but rarely will the tattoos match with anyone else in a given group. Their chains are ornamental, and can be broken with a deliberate act of strength (DC 7) which they do to make oaths. They prefer small blades, such as daggers, short swords, or hand axes. They will often keep weapons on a small chain. They will wear any non-heavy armor.

They are an institute in large cities, keeping to small families and being involved in various trade craft circles, especially clockwork and locksmithing. For the Dossadai, craft IS magic, and they are dedicated to studying the finer, mystical points in craftsmanship. It`s surprising that few of their kind take spell-casting levels, their craft seems to be all of the magic they need. City folk learn to judge Dossadai carefully - they are often mocked for their slow, very deliberate speech patterns, saying every word with an emphasis. Their crafting though is highly respected by those who know how to grade their works, but a typical collector may not appreciate it's blandness, rarely shiny or glittering with power.

Dossadai seek mates from almost any civilized race, seeming to prefer mixed children to pure ones. The first generation of children is always of the non-Dossadai mate, the second generation are pure Dossadai, even if none of the participants were.

They are driven to explore dungeons, will try to go down into deep dungeons to take samples of the stones or webs. Many adventurers know these creatures as chain-kin, who are often found chained to dungeon areas, kept alive by their sheer will. Some will refer to them as Kyton-kin which they dislike but don`t correct. Kyton heavily despise them and will actively hunt down the Dossadai believing them to be interlopers. Kyton never deliberately kill the Dossadi but do want to hurt them and to hear them scream. Few planar creatures will kill a lone Dossadi believing it unlucky,

2 or 3 HD Dossadai are immature. Most try to work as crafters in cities but some will try to sign up to help explore dungeons, usually as lantern-boys, shovel-men or diggers.

Higher Levels

5 HD Gain +2 in any 2 scores, Chain Person (2 /day +1 each new HD), +6 skills points
6 HD  Complete chain (make whole), Feat, +6 skills points, +1 Natural AC; 2nd Weapon Fetish
7 HD  Gain +2 in any 2 scores, Chain Bond, Cold resistance 15, +6 skills points
8 HD  Dispel chain (At Will), Feat, Chain Barrier (1/ day), +6 skills points, +1 Natural AC; 3rd WF
9 HD   Magic Circle (Any One Type), Chain monster, +6 skills points, +1 Natural AC
10 HD  Gain +2 in any 2 scores,  Chain Barrier (3/ day), Feat, +6 skills points, +1 Natural AC
11 HD  Magic Circle (Any, 4/day), Cold resistance 25, +6 skills points; ; 4th Weapon Fetish
12 HD  Greater Unlock (2/ day), Any 2 feats, Gain +3 in any 3 scores, +15 skills points, +1 Nat AC

Dossadai can take levels in Rogue or Craftsman at any point, and return to these racial class HD levels. If they take levels in any other class, they cannot return to their racial class.

Chain Person - Can summon a small thin chain (or use a loose one in the area) to wrap around a person. It can reach out to 20 feet at 4th level, plus another 5 feet for every additional HD achieved. They gain additional chains at 8 HD and 11 HD. The victim can make a DC 14 (Reflex) to avoid, or a STR 17 to break-out. For every additional level, add +1 on the DC and Str checks. If the intended victim escapes the initial chaining, this does not count on their daily chain limit.

Complete Chain - Repair broken or incomplete chains at will, must touch the chain for 3 rounds

Chain Bond - Can make immediate changes to chain connections, swapping them out or re-attaching, without breaking them as long as chains are within three feet of each other and their hands never let go until the re-attachment is complete. Use at will.

Chain Barrier - Matches the blade barrier spell in effect, except it`s comprised of small, sharp unconnected chain links. It never does any damage if creatures do not try to go through.

Dispel Chain: Disconnect any non-magical chain by touch.

Chain monster: Same as chain person except it can reach out to 60 feet, and it takes a reflex save (DC 20) to avoid. A strength check (DC 24) is required to escape. These last for one hour per charisma bonus. (minimum of one hour or DC 21 for another person to cut them free.)

Greater Unlock (Disable Device): Gain +30 on attempts to manually disable traps, including magical ones, as long as they are able to physically grasp a lock. Use their manual Disable Device score along with the bonus and add a d20 roll. For normal or manual checks, this will open all locks in a 50 ft radius. Gain additional uses every 2 HD higher.


Sunday, 17 February 2019

Modron, Nyssian Bound

Have long loved the idea of the Modron - aliens to the mortal realms that are stuck to the rigidity of law. Or perhaps, it is the thought of the outsiders, torn between their lawful-bound rules and the particulars of living in the mortal's world. These Nyssian Bound, are those who are 2nd or 3rd generation, still stuck to the same outer planar rules, yet they are fully mortal creatures. 

Modron, Nyssian Bound

These Modrons are outsiders from a lawful plane that were mortally injured on Nyssa, an alien world and unable to continue with their mission.  While their internal repair functions eventually repaired them, the few who were abandoned here learned to function on this prime world.

They are best described as self-aware bio-mechanical units, built for a specific work function not social interactions. Most have grey metal-skin, on a box-like body with small legs, arms and other features. Within their shell, they do have fleshy organs, which can bleed and get sick. Their joints, skin and internal bones are all metal.

Being socially awkward, they rarely know what to do or say, so they stand out in other mortal communities. Yet, due to knowing the importance of interaction, they try to fit in to the world by becoming members in lawfully-aligned or large social groups. Most often it's a lawful church (such as Quanna or Casna) or in a city's bureaucracy. From this they try to learn the social etiquette, history and culture of their adopted world and the people who they are with and follow the social rules. At a certain point they learned how to generate their own kin, then they create small & specialized communities that rarely number more than 23 units.

When Modrons meet others of its kind, they are almost always immediate enemies, while both may be lawful neutral, it is rarely enough to offset their mistrust of strangers. Unless their functions directly oppose each other, they will not get into physical combat. If they ever physically touch peacefully, they reflexively share everything about their learning and their own individual pasts.  It is common for Modrons to join with each other in a cause but never as equals, there must be one determined Commander. If they cannot determine among each other this strata - they cannot become partners.

The starting goal of a Bound Modron is to find a portal back to their home plane. Strangely, if they find one, they are hesitant to go through as they are unsure of where or even if they will fit in with "True Modrons". There is no known instance of any Bound Modron who ever returned back to their home world, so whether they are transformed, destroyed or celebrated is not known among the prime world kind.

Bound Modrons that adventure do so because their unit has been either been hampered or the individual has been assigned to learn about an aspect of the world and travelling or adventuring is the best way to do this.

Modrons

-2 Charisma, +2 Constitution, +2 Intelligence:  Socially inept, the Rogue Modron is nevertheless highly intelligent and their fleshy bodies are optimized for durability.

Box-like body, They have a face on the upper part of the box, small legs at the bottom, small wings on their shoulder portion relative to their face, their skin . All clothing and armor needs to be custom fitted. Standard pieces of armor or jewelry (even magical pieces) do not fit them. Nyssian Modrons match the Quadrone description regardless of their HD.

Nyssian Modrons do not change shape or form, most retain their box-like regardless of their HD or level, which is very distinct from Modrons on other planar worlds who transform when ready to ascend levels or HD. Modrons that travel the multiverse may learn how to change their form but they lose the ability if they return to another primal location.

Alignment: Modrons are devoted to lawful neutral aligned beliefs.

Medium: As a Medium creature, Modron has no special bonuses or penalties due to its size.

Speed: Modron base land speed is 30 feet. They may gain a fly speed (see Wings).

Darkvision: Modrons can see 60 feet in the dark.

Racial Skills: A Modron's outsider levels give it skill points equal to 5 / HD.  Its class skills are Acrobatics, Appraise, Balance, Climb, Craft, Disable Device, Knowledge (Any, all taken separately), Linguistics, Perception, Profession, Spellcraft, Stealth and Survival. They gain a +2 racial bonus on Knowledge (Mechanical) or Disable Device checks. In their first five HD, any knowledge skills taken, is automatically doubled.

Metal Body: Modrons have construct traits but are treated and detected as mortal creatures. While they are healed normally by positive energy, they take half the standard benefits from cleric healing spells from chaotic aligned individuals. They can count either as a construct type or outsider when its beneficial, but receive none of the types immunities. Modrons need to eat and sleep at half the normal consumption rates of a human. They do not starve if hungry but do slow down. 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.

Matched Parts: As sentient constructs, Modrons are created by bursts of magical energies into fully formed but inactive bots. These are awakened into living, sentient, metal bodies by divine, mental or magical energies directed into them, usually by other Modrons or allies. Every standard Modron have perfectly matched parts, so they can replace arms, legs and wings if needed.

Racial Feats: They gain one feat at first level, and a new one every 2nd HD

Automatic Languages: Modron (A standard, non-written language.) It will speak a common tongue of the region they are in. It usually uses either common or dwarven for their written language.

Bonus Languages: Choose more based on intelligence score - Phaetox, Minotaur, Elven, Dwarven, Celestial, Infernal, and Undercommon.

Natural Armor: Modrons gain +1 natural armor at 1 HD. As they increase in levels, their armor becomes more hardy and they increase in natural armor benefits. They are unable to wear standard metal armors. Metal armors can be sculpted to fit their body template, but it provides little protection to mid or higher level Modrons. They do not gain benefits wearing standard armors, though some do wear sculpted magical armor types or AC granting magic pieces such as rings or capes.

Regulate: A Modron is able to perform difficult actions with surprising regularity. They can take 10 on any single d20 roll 1/day even if it normally would not be able to take 10. It gains an additional use of regulate at 4th HD and every 4th level beyond. At 20 HD, it becomes an action they can take once per round. They must select what each usage can be utilized for, each usage they can select a new action.

Wings: Even at their lowest HD, they possess a pair of small wings on their metal limbs, but are incapable of supporting themselves in flight, but they can minimize falling damage to half or none if they make their saving throw. At 6 HD, the Modron gains a fly speed of 20 feet (poor), and at 9 HD it becomes 40 feet (good). At 15th HD it becomes 60 (perfect.) They gain +2 to their fly skill / HD at 6 HD and higher. Some Modrons forego wing advancement - if they choose this they gain +1 in AC at 6th, 9th & 15th HD instead.

Socially Awkward: A Modron is socially awkward for anyone not in their circle, taking a -2 to social interactions with any skill check to non-allies. Once a Modron has been introduced and is socially familiar to an individual, (5+ times) they lose the -2 social interaction penalty

Aligned Being (Ex): Modrons gain a +2 racial bonus on attack rolls, skill checks, and ability checks against chaos-aligned creatures in combat interactions. They also take a -2 penalty on saving throws against chaos aligned spells and effects in non-immediate combat scenarios..

Nyssian Bound: Treat Nyssa as the prime world for Bound Nyssian Modron Units

Energy Resistance Select One: Acid, Cold, Fire 5.

Detect Law or chaos: A Rogue Modron can detect presence of law or chaos at a range of 120 feet once per HD / level

2nd: Fortification (Ex): A Rogue Modron possess 10% fortification at 2nd level and an additional 5% every additional HD level. At 11th level and higher, this bonus changes to 1% each new level.

3rd: Logical Mind (Ex): Rogue Modron gain a +3 bonus against mind-affecting, chaos and illusion
spell effects.

Increase Attacks and Saving Throws as clerics of the same HD

Nyssian Modron HD

1st level Metal Body, +2 AC, +12 Skill Points, Regulate Action, Auto Half Dmg from falling; Increase Dmg, Replacaple Parts, Nyssian Bound

2nd level + 1 AC, +5 skill points, Gain Fortification (10%/level), Choose Energy Resistance                                    Acid, Cold or Fire 5, Gain Feat

3rd level + 1 AC, +5 on skill points, +2 on one of Dex, Con or Int; Logical Mind, Gain Feat

4th level Aligned Actions (Gain +2 on attacks, skill and ability checks vs Chaos-aligned creatures),                               +5 on skill points, Regulate Action (2/day); Increase Dmg

5th level + 1 AC Armor, +5 on skill points, +2 on one of Dex, Con or Int, Gain Feat

6th level Flight 20 (Poor), Choose Energy Resistance Acid, Cold or Fire 10, +5 on skill points

7th level +5 on skill points, +2 on one of Dex, Con or Int, Gain Feat; Increase Dmg, + 1 AC Armor

8th level Aligned Actions (Gain +5 on attacks, skill and ability checks vs Chaos-aligned creatures),                                 +5 on skill points, Regulate Action (3/day)

9th level Flight Speed 50 (Good), +5 on skill points, +2 on one of Dex, Con or Int, Gain Feat;                                        Increase Dmg, + 1 AC Armor

10th level   +5 on skill points, +2 on one of Dex, Con or Int; Increase Dmg

11th level   +12 on skill points, Choose Energy Resistance Acid, Cold or Fire 20, +5 on any selection                       ability scores (no more than +2 on any one), Gain Feat, + 3 AC Armor

Rogue Modrons do not need to advance up this listed level chart. They can gain non-standard HD or class levels at any time, however, if they ever gain non core HD they are unable to further advance in their natural Modron class levels again.

After 12th HD their most preferred class options are: Fighter, Monk, or Sorcerer.


Saturday, 16 February 2019

Blood Thorne

These are some of the dangerous plants that reside in my world. They can be hidden virtually anywhere both in cities, jungles or along the ceilings of abandoned buildings.  Many of these plants are cultivated by druids to secure locations, others just infest an area and never let go.

Blood Thorne
N (E) Medium Plant
Init +4; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +5

DEFENSE

AC 13 touch 13, flat-footed 10 (+5 Dex, +14 natural, -2 size)
hp 19hp (2d10+4)
Fort +5, Ref +1,Will +4

OFFENSE

Speed 0 ft.
Melee Grapple +5 (1d6+2)*
Space 5 ft.; Reach 10 ft.
Special Attacks Camoflage, Blood Drain

STATISTICS

Str 15, Dex 10, Con 15, Int 5, Wis 13, Cha 3
Base Atk +4 CMB +4 CMD 13
Feats Improved Initiative, Great Fortitude
Skills Perception +20; Stealth +13 (+8 bonus from camoflage special attack feature; +15 bonus from tremor sense)

ECOLOGY

Environment Any Forest or Urban area
Organization solitary
Treasure Incidental (gems or coins fallen in the dirt)
Advancement 3-12 HD (Medium); 13-20 (Large)

SPECIAL ABILITIES

Larger versions have 1 vine tentacle attack for every 5 HD. (2 HD = 1 ATk, 5 HD = 2 ATKs, 10 HD = 3 ATKS, etc).  Blood Thornes never attack the same victim with more than one vine.

Blood Drain: Once a Blood Thorne attacks, assume it has grappled their victim, they will continue to drain their victim every round

Increase Damage based on HD Size (2 HD = 1d4 dmg, 5 HD = 1d8 dmg, 10 HD = 1d12 dmg)

Camouflage: Knowledge (Plant) DC 16 to spot a Blood Thorne from more than ten feet away.

Vines have an AC the same as the base plant and hp equal to HD X 2, these hit points are only for the vine and does not affect the primary body

Appear as common vines with very small red berries found inside sharp thornes. Found through-out warm forests, especially on old buildings. These vines are actually a sinister variety of thornes that seek flesh to feed upon a creature's blood.  Anytime flesh comes within five feet, the thorne lashes out, trying to wrap around the flesh to feed upon. If it is successful,  it wraps around and continues to drain blood.

While most building owners try to weed these creatures out of their area, others actively encourage these plant creatures as it is a great way to discourage others from climbing or trying to break into a building. The small reddish berries have a very sharp flavour that can be used to make a potent wine, it's a very slow and dangerous

These sentient plants develop a connection with humanoids that they regularly see and interact with. One needs to make a DC 15 Knowledge - Plants  or Profession - Farmer (15) to know how to interact with them. Druids often plant these seeds in abandoned buildings to discourage settlers if the area is violent. Many of these are trained not to attack if a specific password or action is taken.


Friday, 15 February 2019

Advanced & Superior Petitioner

One of the planar creatures I enjoy using is the petitioner, a mortal that has died and are en route to their version of heaven but they get stuck in someplace in between. I really like the thematic idea of a place between the heavens and the mortal plane. That's why I created the Elder World, which is where petitioners (and many others) reside in my game reality. These are the more advanced versions of petitioners found in the core books.

A Not so Final Destination

When intelligent creatures die, if they are not yet ready to enter their final destination to the heaven of their beliefs, most are reborn in the afterlife as petitioners, preparing for when they are ready. What is much less recognized is that for some beings this becomes a preferred existence and they continue to grow, learn and exude their faith but never commit to going to their final destination.

While most reborn into this stage remain just for a short time, for a very few petitioners have key positions that they or their sponsors want them to continue especially if the "greater cause" would suffer if the current holder would leave. These rare few are bound to remain in their position for indefinite periods and can gain in stature and power. Nobody can truly fathom why some petitioners stay in their role for a lifetime or more but those who are are truly devoted to the cause and cannot be swayed from their personal divine path.

At the moment of their creation, most petitioners have no memories of their past mortal existence. A few may have a flash of one point of their lives but the advanced ones remember much more of their mortal lives simply because the more they exist, the more chances they have to remember. Some grey-beards believe memories are stained into a soul and can be reawakened with specific actions. 

Their appearance matches the description found for the general petitioner entry in Bestiary 2, but since they are rediscovering their former existence small features of who they once were begin to bleed into who they are now.

Most petitioners in the Outer-Lands are rural folk as there are few large communities, their roles are to help the departed reach their final goal as they try to find how to do the same. Advanced and Superior Petitioners are very different, having individual and unique roles required by both the plane, citizens, visitors and even the faithful. They do not have to attack or prevent others from travelling thru or interacting with their common brethren, only if the opposition is preventing the faithful from moving onto their next destination - that is the only absolute crime in the Elder-Lands.

While petitioners have various viewpoints and alignments they are rarely enemies with each other, even if a different alignment. However they are usually defensive when outer Planar beings visit, they need to balance distinct allegiances. Their task is to help newly reborn find their place in the afterlife, they are mentors and guides but rarely actually leave their communities.

All petitioners start as the Low or Basic petitioner, and then through service they may advance in levels which eventually means they attain a higher level of performance. They keep their primary appearance but become more angelic (or demonic if appropriate) gaining wings, halo, golden glow and divine weapons or tools as fits their status and power.

As unliving creatures, they can be turned, but not in the Outer-Lands. While they are immortal creatures they can be killed, and some believe that this is their point when their soul is pushed towards the higher level plane.

Advanced Petitioner
Type                           Medium Outsider                   
AC                             18         (+3 natural, +2 Dex, +3 light armour)
HD                             5                                              
Saves                         Fort     +3        Ref      +3        Will   +0
Init                             +5                                           
Speed                        40 ft                                       
BAB                         CMB               CMD              
Melee                          Range             
Special Attacks           Memory Flood, 3rd level Summon Once/day                                  
Special Defenses         Dmg Reduction 5/+1, Immune to Mind Effecting affects,   
Skills                           Craft, Knowledge (Any 2) +10, Perception, Sense Motive Survival +12
Typical Feats               Dodge, Mobility, Cleave, Imp Bull Rush, Iron Will  
Attribute Boons: Arrange boons +3,+2 X 2, +1 X 3
Str       14        Con     16        Dex     15       
Int       12        Wis      14        Cha      13

Environment                       Elder World
Organisation                       2-8 (when on a mission), 1-2 with 11-30 least petitioners
Treasure                              Half Typical

Typical Roles: librarian, soldier, guide, watcher, sneak, historian. 

Spells:   Bless, Sanctuary, Holy Word 3/week, Commune (1/day)

Petitioner Lesser - Memory Flood, Summon, Imitation, 40 skill points, 4 Feats, 13 SR, 5 HD

Memory Flood: Petitioners spend a second lifetime (or longer) learning about their own and other beings histories, so they have a wealth of memories and history to call upon. Three times a day they can infuse good or negative memories to enable others a + / - 4 to any roll for creatures they can see. There is no saving throw to avoid the affect but magic resistance can prevent it.This is a near instant affect, for example, if someone was attacking the petitioner they could flood the foe with feelings of weakness and failure, and it would affect their next attack roll. They can also do this to discourage foes, by making them forget key facts thus hoping they will lose focus.

Summon: Able to call a 1-2 HD native creature to assist them in running errands or contact allies

Skill Imitation: If they are near someone with a higher skill level than them (swimming, climbing, hiding, etc) they can imitate the expert, gaining half of the experts base skill. Do not use bonuses from higher attribute bonus or magic bonuses to determine the skill boost. They can do this five times a day. 

Bathed in the waters of the Pure, cleansed and pure, these are pure souls dedicated to a specific purpose, guiding the newly dead to their ultimate destination. Each newly dead soul has a path that they must find and take, but it is unique to them. It usually takes days or months before a petitioner finds their own way.

*   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   

Superior Petitioner
AC                  20                    (+7 natural, +3 Dex)  
HD                  14                                            
Saves               Fort     +7        Ref      +7        Will   +5
Init                  +5                                           
Speed              40 ft                                       
BAB                CMB               CMD              
Melee                                      Range             
Special Attacks           Memory Flood (5/day), 6th level Summon     **                   
Special Defenses         Dmg Reduction 15 /+2, SR 21, Immune to Mind Influencing affects
Skills                           Acrobatics, Intimidate, Knowledge (Any 3) +15, Perception, Sense Motive,                                               Stealth +12
Typical Feats                Dodge, Mobility, Cleave, Imp Bull Rush, Iron Will  
Typical Boons:              Str       18        Con     19        Dex     17       
                                      Int       14        Wis      18        Cha     16 (24 to petitioners of their faith)
Environment                       Elder World
Organisation                       1, 2-4 (when on a mission), 1-2 with 11-30 least petitioners
Treasure                              Triple Typical

|Superior petitioners are often the souls of adventurers who have become apart of the heavenly missions for a long time. They have served for such a long time many do not know how to let go of this part of their existence. Their main goal is hunting down and stopping impediments for souls to get to their final destinations. They are leaders of their kind, and have incredible influence among petitioners. Good aligned ones are often mistaken for angels, as they may have wings, halo, etc. 

Spells: As 8th level cleric, DC 15+ spell level,

Spells Known: Sanctuary, Bless, Bestow Curse, Dispel Magic, Charm Monster, Dimension Door, Discern Lies, Hold Person;  Commune (3/day); Open Magical Portal 1/day & Holy Word 2 /day
Greater Memory Flood: As Advanced Petitioner but 7 times a day at +/- 6
Higher Skill Imitation: As Advanced Petitioner but 7 times a day and matches the experts bonus
Summon: Able to call a 5 HD native creature to assist them in running errands or contact allies

75 skill points, 7 Feats, 21 SR, 10 HD


Thursday, 14 February 2019

Dexo-Pus, Sentient, 10 tentacled Octopus variant

I was originally going to call this creature the Hexopus but then realized that this was the greek base for six, not ten. While I still kinda like that sound better, I'm gonna stick with the Dexo. Think of this as a sentient, kinda nasty, octopus creature, with fully capable tentacles. As they age, they learn to utilize more of their tentacles in combat.

Dexopus

N Medium Aberration
Init +1 Senses Darkvision 60 ft.; Perception +0
 DEFENSE
AC 12 touch 12, flat-footed 10 (+2 Dex)
hp 13hp (2d8+4 con)
Fort +2, Ref +2, Will +3
 OFFENSE
Speed 30 ft., Swim 40 ft.
Melee Tentacle +4 (1d4+1)
Ranged Spear +4 (d6)
Hindrance: -1 on constitution checks / saves if they do not bathe once a day

 STATISTICS
Str 12, Dex 14, Con 14, Int 10, Wis 11, Cha 9
Base Atk +1 CMB +2 CMD 13
Feats Weapon Finesse
Skills Escape Artist +6, Swim +12, Climb +3; Racial Modifiers +2 Escape Artist, +4 Swim
Languages Lizardith
Other Gear Net, Spear or other hunting items
 ECOLOGY
Environment Any non desert
Organization   Pool (2-4) or Pod (20-80)
Treasure Value  Average (Coins or gems)
 SPECIAL ABILITIES

The Dexopus is a cunning creature capable of using complex tactics. It appears the same as their water-based, animal kin the octopus, except it has ten tentacles and is either red, pink or orange in colour. Their tentacles are approximately ten feet in length, but they use most of it for their height which mirrors a five foot tall humanoid.

Like their ocean kin they are incredible swimmers, most are just as good on land and many have fantastic climbing abilities. Enemies often believe they are solely water-based, but this is not true, they only need to soak themselves in water for one hour a day, and many pods are in the mountains or forests, so they are not actually bound to oceans.

Just the same as many creatures, they desire wealth and magic, if they can do so through peaceful means, like commerce. If not, they are willing to take any risks necessary. They make allies with like-minded creatures, equally willing to partner with humanoids or monsters for mutual defense. Though not violent, they are aggressive beings, as they look for ways to increase their influence. Since much magic and money are found underground, that's where the dexopus tends to settle down. They sometimes welcome other aberrations into their communities - especially those gifted with magic.

Lizardith is one of the most utilized languages in my game world. Lizard Men are highly intelligent and virtually control large portions of the under-earth caverns, sharing and competing with Dwarf for food & resources. The Dexopus often have small pod towns in warm caverns, but are more likely to be competitors than allies with the Lizard Men.

HD Advancement
3 HD +5 in skills; Gain 1 Feat; +1 in Natural AC
4 HD +2 to any attribute; +5 in skills, Multiattack
5 HD Gain 1 Feat; +5 in skills; +1 in Natural AC, Increase Tentacle Damage
6 HD +2 to any attribute; +5 in skills; Perfect Climb
7 HD +1 in Natural AC; Gain 1 Feat,  Gain additional tentacle attack (3rd attack using tentacle)
8 HD +2 to any attribute, Increase Tentacle Damage
9 HD +1 in Natural AC; +5 in skills; Gain 1 Feat, Increase Tentacle Damage
10 HD +4 to any two attributes; +10 in skills, +3 in Natural AC, Gain additional tentacle attack (4th tentacle  attack), Gain 2 Feat

A Dex-o-Pus normally advances through this table. If they take a level in any class, they are unable to advance any further on this table. Most members of their pod advance using the HD table below, but some members pick rogue, ranger or sorcerer class. Most of their leaders are usually sorcerers who have gained 2-4 levels.

Ink Cloud A dex-o-pus can emit a 10-foot-radius sphere of ink once per hour as a free action. The ink provides total concealment for one round and a 50% chance of missing with aimed attacks and a 25% chance with physical attacks for another two rounds. Some Dexopusi specialize with ink clouds, they are able to increase either the length of time the cloud will increase vision.

Sticky Tentacles (Ex): Their tentacles have small suckers that enable a powerful sticky capacity if it is able to latch on to someone or something. Add +6 bonus on CMD if holding on to someone.

Perfect Climb: As long as they have eight or more tentacles touching a wall or ceilings, treat as they are affected by the Spider Climb Spell, so they never fall unless forced down. They can attack no more than once if also maintaining their grip to climb, or twice if they are simply standing still.

Increase Tentacle Dmg: 1-4 HD: 1d4 dmg; 5-7 HD 1d6 dmg, 8 HD 1d8 dmg, 9 HD 1d10 dmg, 10 HD 2d12 dmg