The way I created the Sylph is is the opposite of how I handle most beasts. I usually try to scale them down to lower HD levels to introduce them at an earlier point in the story as an (N)PC. If a player wanted to use one, I would just use the Sylph from the PF books - but what is shown here this is the default, for most sylph in my world. They are a happy, energetic people, willing to help fight evil but also to fly around, observe others from afar, play games and music.
Sylph, Nyssian
Medium Sized Fey (Air)
Hit Dice: 5d8+3 (17 hp)
Initiative: +7 (Dex and Imp Initiative)
Speed: 30 ft; Fly 50 ft (good)
AC 17 touch 13, flat-footed 14 (+3 Dex, +4 natural)
Base Atk +2 CMB +0 CMD 13
Melee Rapier +5 (1d6-2) or Shortbow +5 (1d6)
Special Qualities: Invisibility (3 times a day), Spells
Saves: Fort +2, Ref +7, Will +6
Abilities: Str 7, Dex 17, Con 12, Int 11, Wis 14, Cha 17
Skills: Diplomacy +6, Escape Artist +8, Heal +6, Knowledge (local or music) +7, Perception +8, Perform +6 (Wind), Stealth: +8,
Feats: Hover, Imp Initiative, Weapon Finesse
Environment: Any Aerial Location (Towers, Remote Spires or Cloud Isles)
Organization: Solitary or pair
Languages Air Elemental, Avian, Fey, Elf, Dwarf, Common
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Neutral Good
Advancement: By character class (sorcerer, rogue or ranger)
These elemental spirits of air resemble gossamer winged petite humans, usually dressed in light colours and small pieces of jewelry. Attractive and playful; love to tease and joke with good aligned creatures that they encounter. Often their teasing is a form of subtle way of getting potential allies to come to their help in defending against evil or those who would harm nature or animals. They are a reclusive people, it is a rare and dangerous time when more than a few are ever in the same place at the same time.
They rarely speak out in front of crowds, they usually whisper in the ears of allies, but they do laugh out-loud as they cannot help themselves in moments of glee. More then one falling person of good alignment has been mysteriously rescued by an invisible sylph. The have a great deal of respect of spellcasters, musicians and artists, and will often take an opportunity to reflect on beauty or art.
They have a wonderful relationship with most creatures that reside in mountainous or wild locations, in particular Dwarves, Elves, Jahlen & Phaetox. Always willing to help in times of danger, acting as a scout or warning them of danger. At the same time, they do ask favours, and have at times raised small armies to help them in their tasks.
They are heavily associated with spires - mile high mountains that act similar to islands in the sky. Yet, many do have homes in the cities, near Towers of magic or other crafts. They spend much of their time invisible, and watching children and musicians. They would be a terrific force for good if focused on long range plans, but their interest like their attention span is often compared to a fleeting breeze.
Their gossamer wings are fragile to physical attack - if they take more than 5 points of damage, they are hobbled for the day and cannot fly for the rest of the day. Normal physical attacks, even to the Sylphs back does not harm the wings, only a deliberate attack. Treat their wings as having a +5 AC deflection bonus in comparison to their regular AC. Spells or magic cannot harm the wings. They regenerate after 8 hours of rest or a cure critical spell is applied to them.
Many mortals believe all Sylph are female, but their numbers are balanced. They are an openly loving species, often getting or being confused with the standard sexual paradigms some mortal creatures seem bound with. They love, just as much as they consume or play or dance, many sylph fornicate without regard, if their partner is a willing one. Other uptight creatures are sometimes confused when a paramour reveals their gender and it is not what they expected.
Combat
Sylphs rarely engage foes directly. Most will try to use their spells to avoid confrontation or to get potential allies to help them. Their two great advantages are their flight and invisibility. The rare sylph that advances in character level, usually does so as either a sorcerer, rogue or ranger.
Energy Resistance: Sylphs have electricity & wind resistance 15. they gain +2 for any new HD or level gained
Abilities: Gust of Wind, Detect Good (1/charisma bonus)
Featherfall (self or any one other in a 50 ft range), Invisibility (3/day)
A Sylph can remain invisible an unlimited amount of time. If they take an action that would make them noticeable, they remain visible until they get unnoticed for one full minute.
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
Monday, 14 November 2016
Saturday, 29 October 2016
Restless - Undead Template
In my game world, undead are very common as they spontaneously arise from any creature not properly buried or disposed of. This template is the base undead found everywhere, arising due to accident or carelessness, not specifically evil actions.
Restless-Undead [Template]
Restless-Undead [Template]
This template can be added to any dead creature that arise from its corpse being improperly interred. The creature appears as it did
during the time of death often wearing funeral dress or wrapped linen
over some portion of their body. Their eyes have a dark hue that covers most of their face, and many times they have a distinct jerk in their movements, especially at the start.
These undead are similar to self-aware zombies, that struggle to eke out an existence in their undeath. Most reside in crypts or dungeons, uninterested in moving out of the location where they reside.
These undead are similar to self-aware zombies, that struggle to eke out an existence in their undeath. Most reside in crypts or dungeons, uninterested in moving out of the location where they reside.
Size and Type: Change type to
Undead (d12), If originally 3 HD or less, the new creature now has 3 HD. Creatures over 5 HD, lose 2 HD.
Speed: Same as original creature.
Speed: Same as original creature.
Armor Class: Gains a natural
armor bonus of +5, this replaces any natural armor bonus the
creature may have had previously. If they wore armor when buried, they will most likely will still be wearing it.
Attack: If it was originally a beast, the restless gain an additional bite attack doing the same damage as when they were alive. If humanoid, they have two natural slam
attacks. The Restless if they have over a modicum of intelligence (7 or higher) and have their weapons, may opt to continue to use this option.
Size Slam Damage
Small 1d4
Medium 1d6
Large 1d8
Large 1d8
Huge 2d6
Special Attacks: They retain all
the attacks they had in life and gain despair wail & restless fever.
Despair Wail (Su) All creatures within a 60-foot radius that hear a restless must make a Will save at DC 13 (+ 1 / HD). or be paralyzed by fear for 2d5 rounds. Whether or not the save is successful, that creature cannot be affected again by the same despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.
Restless Fever: touch; save Fort DC 14, onset time 1 minute; every 6 hours make another save.
Initial effect: 1d3 Constitution drain.
Ongoing Effect: Every six hours make another save to take another point of Constitution drain.
Save: 2 non-successive successful saves to prevent any additional loss. While the restless effect is happening, the victim cannot properly rest, only magical healing can help revive them. The save DC is Charisma-based. This can also be removed by two successive remove curse spells.
Skills and Feats: Undead of five intelligence or more maintain the skills and feats they had in life.
Game Focus
Most restless have at least faint
memories of their lives before they were killed, but now they exist to try and satiate their endless hunger. Warrior types try to organize any other undead into small legions to protect their property. Former wizards most often are the weakest, as they do not automatically gain spells, have lost some intelligence, and do not have spell books. A few rogues lucky enough to have their equipment can prosper and gain access to buried wealth.
It seems only clerics, who are often buried with symbols of their devotion follow their previous path. If they were evil, they exist to gain power and followers at any cost. If previously good, their existence makes them go slightly mad, and spend their time in their lair, angry at the world. They are still not willing to do evil to others, but will lash out if others come to them. Though rare, sometimes they can be convinced to help the living in good causes within their dark dungeon lairs.
It seems only clerics, who are often buried with symbols of their devotion follow their previous path. If they were evil, they exist to gain power and followers at any cost. If previously good, their existence makes them go slightly mad, and spend their time in their lair, angry at the world. They are still not willing to do evil to others, but will lash out if others come to them. Though rare, sometimes they can be convinced to help the living in good causes within their dark dungeon lairs.
Restless know they are not alive and do not pretend to be. They are obsessed with death, symbols around it and keeping their small circle free from anything they disdain - such as the living.
Any Restless with at least a low intelligence will try to avoid the undead hunting Jackalla.
Special Qualities: An undead
creature has the following features.
d8 Hit Die.
Base attack bonus equal to 3/4 total
Hit Dice (medium progression).
Good Will Saves.
Skill points equal to 4 + Int modifier
(minimum 1) per Hit Die. Many undead, however, are mindless and gain
no skill points or feats. The following are class skills for undead:
Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge
(religion), Perception, Sense Motive, Spellcraft, and Stealth.
Abilities: Adjust the base
creature as follows: Str +4, Con --, Int -4, Wis +4, Dex --, Cha --.
These undead lose some of the intelligence they had in life, but they
gain in most other ways.
* * * * * * * * * * * * * * * * * * * * * * * * * * *
Labels:
3.5,
Crypt,
D&D,
D20,
Nyssa,
Pathfinder,
Restless Template,
Undead,
Wandering Monster
Thursday, 20 October 2016
Fuul or Fool - Small, pink furred winged elven cat
This is probably the fastest creature I have ever stated up. Got a chance to volunteer for a one-night event early next month, and this is the focus of the game... find the Fool!
Fuul CR6
N Small Fey
Init +8 Senses Low-light vision; Perception +9
DEFENSE
AC 17 touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 21hp (6d6+0 con)
Fort +2, Ref +9, Will +6
Misdirect Magic or Arrows, Resistance to Electricity 20
OFFENSE
Speed 40 ft., Fly 20 ft.
Melee Bite +8 (1d3-1)
Special Attacks Evasion, Agility
STATISTICS
Str 8, Dex 19, Con 10, Int 9, Wis 12, Cha 16
Base Atk +3 CMB +1 CMD 15
Feats Improved Initiative, Dodge, Mobility
Skills +20 Fly, +8 Perception, +5 Knowledge (local / nature), +12 Stealth, +5 Sense Motive
Languages Fey or Elven (Understand and read, but cannot speak)
ECOLOGY
Environment Forest, Spire or Dungeon
Organization Solitary, Pack (2-5)
Treasure Value Half Standard (gems, coins, keys)
A Fuul (usually mispronounced Fool) is a fey creature long beloved by Elves and other woodland creatures. It appears as a small, pink furred, double tailed, winged cat. They form very strong attachments to those some who travel into the wilder parts of the forest. They are quite intelligent, and can understand words spoken or written in the lands around them but they cannot speak - they meow or purr.
Some are trained to act as the hunted foe in an Elven forest game, where the challengers must capture the fool using nets. It is difficult for the challengers to use magic against the Fuul as it can redirect any spell cast near it.
Combat
Misdirect Magic (Su): Twice a round, a Foul can misdirect any magic cast at or near it. They usually redirect it at the caster, or safely away from other creatures. Their tails actually misdirect the spells, if the tails are cut off they lose this ability.
Agility (Su): A Fuul may act as if hasted for a number of rounds per day equal to their Charisma modifier. This ability can be activated or suppressed as a free action.
Fuul CR6
N Small Fey
Init +8 Senses Low-light vision; Perception +9
DEFENSE
AC 17 touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 21hp (6d6+0 con)
Fort +2, Ref +9, Will +6
Misdirect Magic or Arrows, Resistance to Electricity 20
OFFENSE
Speed 40 ft., Fly 20 ft.
Melee Bite +8 (1d3-1)
Special Attacks Evasion, Agility
STATISTICS
Str 8, Dex 19, Con 10, Int 9, Wis 12, Cha 16
Base Atk +3 CMB +1 CMD 15
Feats Improved Initiative, Dodge, Mobility
Skills +20 Fly, +8 Perception, +5 Knowledge (local / nature), +12 Stealth, +5 Sense Motive
Languages Fey or Elven (Understand and read, but cannot speak)
ECOLOGY
Environment Forest, Spire or Dungeon
Organization Solitary, Pack (2-5)
Treasure Value Half Standard (gems, coins, keys)
A Fuul (usually mispronounced Fool) is a fey creature long beloved by Elves and other woodland creatures. It appears as a small, pink furred, double tailed, winged cat. They form very strong attachments to those some who travel into the wilder parts of the forest. They are quite intelligent, and can understand words spoken or written in the lands around them but they cannot speak - they meow or purr.
Some are trained to act as the hunted foe in an Elven forest game, where the challengers must capture the fool using nets. It is difficult for the challengers to use magic against the Fuul as it can redirect any spell cast near it.
Combat
Misdirect Magic (Su): Twice a round, a Foul can misdirect any magic cast at or near it. They usually redirect it at the caster, or safely away from other creatures. Their tails actually misdirect the spells, if the tails are cut off they lose this ability.
Agility (Su): A Fuul may act as if hasted for a number of rounds per day equal to their Charisma modifier. This ability can be activated or suppressed as a free action.
(Pikachu...I see you!!!)
Thursday, 13 October 2016
Doposylla - Green Skinned Slug Disc-Flying, Exo-Biologist-Scientist with Bodily Upgrades / Discoveries
My games are inherently fantasy. I like most of the tropes - elves, fairies, dragons and knights among many others. While I also love sci-fi movies and TV, I generally don't mix the two. The Doposylla is one of the few variations to this rule, as they are aliens flying around on small personal saucers, shooting energy rays and doing augmentations to other creatures. They are seen as kooky and untrustworthy but worthwhile for many races looking for body modifications for their underlings, in particular, their evil masters. The Doposylla are obsessed with body changes and care little for ethics or the health of their subjects. They are heavily inspired by Sil, the alien species from classic Doctor Who.
Doposylla
CN Small Aberation
Init +4 Senses Perception +5
DEFENSE
AC 16 touch 14, flat-footed 12 (+4 Dex, +2 natural)
hp 22hp (3d8+9 con)
Fort +6, Ref +5, Will +4
OFFENSE
Speed 10 ft., Fly 20 ft. (E)
Melee Dagger +3 (1d4+1)
Ranged +6 Electrical Ray (Touch Attack)
STATISTICS
Str 13 (7), Dex 19 (11), Con 17 (10), Int 15, Wis 12, Cha 11 *Unadjusted Scores
Base Atk +2 CMB +3 CMD 17
Feats Weapon Finesse, Iron Will
Skills +5 Perception, +6 Knowledge (Magic or Genetics), +6 Spell Craft, Fly +12
Languages Giant, Dragon, Planar Trade
ECOLOGY
Environment Spirelands or Astral Islands or Large Cities
Organization Solitary, pair, or syndicate (3–6)
Treasure Value Double
Items: Adult Doposylla at 3 HD or higher have a Personal Flying Disc
The Doposylla are infamous small sized, green scaled slugs well known for the abilities to enhance creatures, either by creating cross-breed or boosting beasts. While they are often sought out by evil creatures looking to utilize their unique skills. But they are not evil just self absorbed, focused on doing their experiments. Three foot tall, dark -green overweight, slug-like humanoids with small horns, small arms and no legs. Their skin has many abrasions, cuts as they show signs of multiple incisions from operations, a majority of the injuries are self-inflicted. Most live on a personal flying device, equivalent to a Magic Disc or have large creatures (ogres) to ferry them around on their backs as man-servants.
Originally found in an Outer Plane, as a traveling people around the Great Circle. The rumors have it that their world was invaded by the domineering Hasick Devil-kin and they were put to hard laborious work. Unsuited for typical physical slave labour, one of the few areas they excelled in was medical augmentations that eventually lead them to perform operations to enhance the Master's war slaves. Legends speak of them eventually escaping by cutting their own legs to make a permanent connection with their personal travelling device. Whatever factions made these deals no longer mention it and the Doposylla never reveal anything about their own past.
Most Doposylla are not actually spell casters, but they have learned to use spell components to mimic spells in order to upgrade their target's physical attributes or create temporary boons. They can do this no more than the recipient's natural constitution bonus (i.e. 17 Con = 3 times.) If a recipient wants a repeat, it will be considered duplication in terms of cost. Prices: 4,000 gold piece for 1 adj; 10.000 for the second adjustment; 16000 for the third, etc. Half of the cost is for components. It takes one day per the level of adjustment to prepare the medicine and just as long to recover after the treatment is completed.
Very rarely a young (1 or 2 HD) Doposylla are found, they are incapable of movement, residing in vats of liquid, observing its species and learning. They are fed, but there is little other emotional connection, Doposylla who are strong enough to climb out of the vats, begin working on their first motion machine (usually a disc), once it's completed they are accepted into the community. There is always competition between the infantile slugs, and some of the adults enjoy it when one youth physically maims another one.
Many Doposylla have odd senses of humour and love to test their subjects not just physically but emotionally as well. They are open to working with almost anyone that is willing to experiment on themselves but even more important that are willing to pay them their fees.
Personal Flying Disc - Four foot wide flat disc, that the Doposylla use for travel. The Disc has Flying rating E (Perfect) and speed of 20. It can hold no more than 50 pounds of weight more the Doposylla. A small ray gun or discharge device is attached to the front of the disc. Alternatively, some will have a small flexible grapple hand, that has a 10 ft reach, but can hold things less than 40 pounds. It radiates a small force field, adding +6 on the Doposylla's AC. It cannot fly higher than 5 feet of the ground. Some Dopo upgrade their flying disc with their feats, increasing speed, flying height, force field, grapplers, capacity, etc. They do not sell or make these devices for other beings.
Discharge Device - They have a small electrical ray device, which can shoot a ray out to 50 ft directly in front of them. This is a touch attack. This does 1d6 base electrical damage every round. Some Dopo upgrade their ray gun with their feats.
HD Advancement Table: +7 skill points per level, feats every second level, (+2) ability increases every three HD levels, +1 AC bonus every level (when on their disc.)
Typical Skill Selection: Knowledge (Any), Appraise, Bluff, Diplomacy, Disable Device, Fly, Perception, Survival, Use Magic Device
4 HD - Discovery
5 HD - Improve Ray (Touch Attack, Electrical Discharge 1d8)
6 HD - Discovery
7 HD - Anesthesia
8 HD - Discovery
9 HD - Improve Ray (Touch Attack, Electrical Discharge 1d10, or 2 attacks at 1d6)
10 HD - Discovery
11 HD - Improve Ray (Touch Attack, Electrical Discharge 2d8, or 2 attacks at 1d10)
12 HD - Discovery
+1 HD - Gain New Discovery for every two new HD, Gain an extra electrical discharge at lowest dmg rate every two new HD
This advancement table is the standard way for Doposylla to advance, a rare few advance by taking sorcerer levels. If they don't advance in their Doposylla HD levels, they do not gain new discoveries.
Anesthesia - Can inject apart of their own blood, to provide relief from pain, it dulls the recipient`s senses so that hit point loss is postponed off until the medicine wears off (HD * constitution bonus in number of days.) Most often, they will be in a resting bed and the Doposylla will allow the recipient to heal naturally. The recipient must make a Will DC roll to determine the hit point affect. The Doposylla usually charge 500 gp for this service. The Doposylla can do this any number of times a day, as long as they have the serum ready, which takes 1d3 days to prepare 1d6 doses.
Will DC 13 for 1 HP/ HD up to 5th HD
Will DC 16 for 2 HP/ HD up to 12th HD
Will DC 20 for 3 HP/ HD up to 18th HD
Will DC 25 for 4 HP/ HD up to 15th HD
Will DC 30 for 6 HP/ HD up to 20th HD+
+1 HP / level for every +5 DC beaten
Discovery - A Doposylla finds their own technique for completing a physical upgrade to a body. The assumption is that they need to have done this on themselves.
Typical Discoveries:
Temporary Attribute Boost: Add +5 to any attribute score for 2d10 days
Increase Natural AC - Add +1 to recipient's natural AC
Increase Natural Damage - Increase damage to the next highest dice for a natural weapon, such as claw, bite, etc
Increase Natural Speed - Increase land speed by 10; -2 on all other movement skill checks (climb, fly, etc)
Secrete Base Poison - The creature gets a poison that secretes from their blood. The poison does -2 constitution damage (-4 dmg on a sneak attack or critical) if injected. The save is Dc 10 + HD + Constitution bonus. This is the base Doposylla poison.
Concentrate poison - Add +2 on saving throws for a creature's own natural poisons
Greater Poison - Add +5 on saving throws for a creature's own natural poisons
Feral Bonus- recipient loses 1d3 on intelligence score but gains 1d4 on a physical attribute
Replacement organs - Gain as needed replacement body parts or organs, these do not need to be attached immediately. (Heart, Lungs, Kidneys, Eyes are the typical ones created.)
Lesser wings - Creature gains wings, (Flight 20, maneuverability: Poor –4 on fly skill checks, 5 minute / level)
Upgrade wings - Creature gains an improvement in their wings, Flight 30, maneuverability: Average +0 on fly skill checks, Flight time 10 min / HD
Small Horns - These small black horns confer +2 on the heads AC, and +4 on stun checks
Larger Horns -These medium sized black horns confer +6 on the heads AC, +4 on intimidation checks and immune to stun checks; upgrade from sharp horns
Tail: Give a recipient a five foot long tail, adding +4 on balance checks.
Sharpened Tail: This upgrade makes the tail much stronger, adding +8 on balance checks and an attack as a primary weapon doing 1d4 dmg (18-20/ X 3 dmg) to creatures behind them.
Lesser Tentacle: The creature gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle enables a tentacle attack to creatures within five foot radius (1d6 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. Those with a tentacle use it as a free attack, it does not count on their normal maximum number of allowable attacks per round.
Upgraded Tentacle: With this upgrade, this tentacle enables a tentacle attack as per their primary attack roll (+2) to seize creatures in a 10 foot radius. (1d10 damage for a Large Tail, 1d8 for a Medium Tail and 1d6 damage for a Small one) with the grab ability. Those with a tentacle use it as a free attack, it does not count on their normal maximum number of allowable attacks per round.
Doposylla
CN Small Aberation
Init +4 Senses Perception +5
DEFENSE
AC 16 touch 14, flat-footed 12 (+4 Dex, +2 natural)
hp 22hp (3d8+9 con)
Fort +6, Ref +5, Will +4
OFFENSE
Speed 10 ft., Fly 20 ft. (E)
Melee Dagger +3 (1d4+1)
Ranged +6 Electrical Ray (Touch Attack)
STATISTICS
Str 13 (7), Dex 19 (11), Con 17 (10), Int 15, Wis 12, Cha 11 *Unadjusted Scores
Base Atk +2 CMB +3 CMD 17
Feats Weapon Finesse, Iron Will
Skills +5 Perception, +6 Knowledge (Magic or Genetics), +6 Spell Craft, Fly +12
Languages Giant, Dragon, Planar Trade
ECOLOGY
Environment Spirelands or Astral Islands or Large Cities
Organization Solitary, pair, or syndicate (3–6)
Treasure Value Double
Items: Adult Doposylla at 3 HD or higher have a Personal Flying Disc
Originally found in an Outer Plane, as a traveling people around the Great Circle. The rumors have it that their world was invaded by the domineering Hasick Devil-kin and they were put to hard laborious work. Unsuited for typical physical slave labour, one of the few areas they excelled in was medical augmentations that eventually lead them to perform operations to enhance the Master's war slaves. Legends speak of them eventually escaping by cutting their own legs to make a permanent connection with their personal travelling device. Whatever factions made these deals no longer mention it and the Doposylla never reveal anything about their own past.
Most Doposylla are not actually spell casters, but they have learned to use spell components to mimic spells in order to upgrade their target's physical attributes or create temporary boons. They can do this no more than the recipient's natural constitution bonus (i.e. 17 Con = 3 times.) If a recipient wants a repeat, it will be considered duplication in terms of cost. Prices: 4,000 gold piece for 1 adj; 10.000 for the second adjustment; 16000 for the third, etc. Half of the cost is for components. It takes one day per the level of adjustment to prepare the medicine and just as long to recover after the treatment is completed.
Very rarely a young (1 or 2 HD) Doposylla are found, they are incapable of movement, residing in vats of liquid, observing its species and learning. They are fed, but there is little other emotional connection, Doposylla who are strong enough to climb out of the vats, begin working on their first motion machine (usually a disc), once it's completed they are accepted into the community. There is always competition between the infantile slugs, and some of the adults enjoy it when one youth physically maims another one.
Many Doposylla have odd senses of humour and love to test their subjects not just physically but emotionally as well. They are open to working with almost anyone that is willing to experiment on themselves but even more important that are willing to pay them their fees.
Personal Flying Disc - Four foot wide flat disc, that the Doposylla use for travel. The Disc has Flying rating E (Perfect) and speed of 20. It can hold no more than 50 pounds of weight more the Doposylla. A small ray gun or discharge device is attached to the front of the disc. Alternatively, some will have a small flexible grapple hand, that has a 10 ft reach, but can hold things less than 40 pounds. It radiates a small force field, adding +6 on the Doposylla's AC. It cannot fly higher than 5 feet of the ground. Some Dopo upgrade their flying disc with their feats, increasing speed, flying height, force field, grapplers, capacity, etc. They do not sell or make these devices for other beings.
Discharge Device - They have a small electrical ray device, which can shoot a ray out to 50 ft directly in front of them. This is a touch attack. This does 1d6 base electrical damage every round. Some Dopo upgrade their ray gun with their feats.
HD Advancement Table: +7 skill points per level, feats every second level, (+2) ability increases every three HD levels, +1 AC bonus every level (when on their disc.)
Typical Skill Selection: Knowledge (Any), Appraise, Bluff, Diplomacy, Disable Device, Fly, Perception, Survival, Use Magic Device
4 HD - Discovery
5 HD - Improve Ray (Touch Attack, Electrical Discharge 1d8)
6 HD - Discovery
7 HD - Anesthesia
8 HD - Discovery
9 HD - Improve Ray (Touch Attack, Electrical Discharge 1d10, or 2 attacks at 1d6)
10 HD - Discovery
11 HD - Improve Ray (Touch Attack, Electrical Discharge 2d8, or 2 attacks at 1d10)
12 HD - Discovery
+1 HD - Gain New Discovery for every two new HD, Gain an extra electrical discharge at lowest dmg rate every two new HD
This advancement table is the standard way for Doposylla to advance, a rare few advance by taking sorcerer levels. If they don't advance in their Doposylla HD levels, they do not gain new discoveries.
Anesthesia - Can inject apart of their own blood, to provide relief from pain, it dulls the recipient`s senses so that hit point loss is postponed off until the medicine wears off (HD * constitution bonus in number of days.) Most often, they will be in a resting bed and the Doposylla will allow the recipient to heal naturally. The recipient must make a Will DC roll to determine the hit point affect. The Doposylla usually charge 500 gp for this service. The Doposylla can do this any number of times a day, as long as they have the serum ready, which takes 1d3 days to prepare 1d6 doses.
Will DC 13 for 1 HP/ HD up to 5th HD
Will DC 16 for 2 HP/ HD up to 12th HD
Will DC 20 for 3 HP/ HD up to 18th HD
Will DC 25 for 4 HP/ HD up to 15th HD
Will DC 30 for 6 HP/ HD up to 20th HD+
+1 HP / level for every +5 DC beaten
Discovery - A Doposylla finds their own technique for completing a physical upgrade to a body. The assumption is that they need to have done this on themselves.
Typical Discoveries:
Temporary Attribute Boost: Add +5 to any attribute score for 2d10 days
Increase Natural AC - Add +1 to recipient's natural AC
Increase Natural Damage - Increase damage to the next highest dice for a natural weapon, such as claw, bite, etc
Increase Natural Speed - Increase land speed by 10; -2 on all other movement skill checks (climb, fly, etc)
Secrete Base Poison - The creature gets a poison that secretes from their blood. The poison does -2 constitution damage (-4 dmg on a sneak attack or critical) if injected. The save is Dc 10 + HD + Constitution bonus. This is the base Doposylla poison.
Concentrate poison - Add +2 on saving throws for a creature's own natural poisons
Greater Poison - Add +5 on saving throws for a creature's own natural poisons
Feral Bonus- recipient loses 1d3 on intelligence score but gains 1d4 on a physical attribute
Replacement organs - Gain as needed replacement body parts or organs, these do not need to be attached immediately. (Heart, Lungs, Kidneys, Eyes are the typical ones created.)
Lesser wings - Creature gains wings, (Flight 20, maneuverability: Poor –4 on fly skill checks, 5 minute / level)
Upgrade wings - Creature gains an improvement in their wings, Flight 30, maneuverability: Average +0 on fly skill checks, Flight time 10 min / HD
Small Horns - These small black horns confer +2 on the heads AC, and +4 on stun checks
Larger Horns -These medium sized black horns confer +6 on the heads AC, +4 on intimidation checks and immune to stun checks; upgrade from sharp horns
Tail: Give a recipient a five foot long tail, adding +4 on balance checks.
Sharpened Tail: This upgrade makes the tail much stronger, adding +8 on balance checks and an attack as a primary weapon doing 1d4 dmg (18-20/ X 3 dmg) to creatures behind them.
Lesser Tentacle: The creature gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle enables a tentacle attack to creatures within five foot radius (1d6 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. Those with a tentacle use it as a free attack, it does not count on their normal maximum number of allowable attacks per round.
Upgraded Tentacle: With this upgrade, this tentacle enables a tentacle attack as per their primary attack roll (+2) to seize creatures in a 10 foot radius. (1d10 damage for a Large Tail, 1d8 for a Medium Tail and 1d6 damage for a Small one) with the grab ability. Those with a tentacle use it as a free attack, it does not count on their normal maximum number of allowable attacks per round.
Wednesday, 5 October 2016
Chund - Blind, Small Sized Blind Eyeballs with a never ending hunger
I use these as a swarm creature. If the PCs are able to do mass damage, they can scare these buggers away in the general swarm type rules. Many of my evil masterminds seem to keep one or more of these in glass cages as specimens / pets.
Ch'und
Ch'und
Small-size Aberration
Hit Dice: 3d8+3(15 hp) or 90 hp
Initiative: +2 (Dex)
Speed: Fly 40 ft.(good)
AC: 16 (+2, Dex,+4 natural)
Single Attack Bite + 4 melee / Swarm Attack *
Single Dmg Bite 1d6+1 / Swarm Damage 4d6
SA Individuals have Improved grab (bite damage every round)
SQ Scent, Night Vision, Immune to necromantic attacks or energy
Saves Fort+4,Ref+18,Will+2
Abilities Str 13,Dex 15, Con 12, Int 2, Wis 8, Cha 5
Skills Fly +12, Perception +6, Survival +8
Feats: None
Climate/Terrain: Underground
Organization: Pod (7-12)
Challenge Rating: 5 or (treat as 6 HD if more than
9 are present)
Treasure: Half
Alignment: Usually neutral evil
Advancement Range: 3 or 4 HD
Chund are a two foot round cylindrical bodies that float in dungeons with long tails resembling stalks that droop down almost touching the floor. They have a single
large black splotch in the center of their mouth, which falsely
resembles an eye. While they cannot see, they have an incredible sense of
smell, able to track living creatures in order to hunt them down.
They try to eat nearly anything that moves near them with a scent. Their lair is below ground, close to openings.
They try to eat nearly anything that moves near them with a scent. Their lair is below ground, close to openings.
These beasts cannot be reasoned with,
and it is very hard to safely approach them, as they want to feed on
virtually anything. Some evil masters use them in
protecting lairs, often try to team them up with other
beasts that wouldn't set off their hunger pangs, such as undead or
constructs.
Labels:
3.5,
D&D,
D20,
Monster,
Nyssa,
Pathfinder,
Underground
Tuesday, 20 September 2016
Fey Forest Wandering Events Table
Fey Forest Wandering Monster Table
This table lists many of the most common creatures and situations found in a mortal forest that borders fey lands. Use it to generate random wandering monsters or ideas about what characters can find in this situation but my general rule is if you want something specific then use it and don't bother with rolling on the WMT.
Fey Domain
What would a fey domain be like? In an environment where everything can charm you or trick you by using illusions, you just can't run away or try to attack it, well you could, but you won't find it an easy way to overcome your challenges. The inhabitants are smart and have magical abilities, and unlike in places of evil, they are much more likely to have allies around the corner, not someone willing to hide you or can be paid off. Yes, be careful, but there are many wonders and magical situations that can throw you for a loop and your logic may not help you. So - what do you need to do? Stay on the inhabitants good side, be entertaining, bribe them with food or drink, speak with them, drink with them, tell them stories and have lots of trinkets that you can give away when they catch someone's eye.
Most faerie communities are much like human ones, there are places to eat, drink, have a party, & trade but for most citizens the danger is in etiquette not in direct physical threats. Communities are made up of groups of like minded friends and allies, not caring the purpose or alignment of strangers, as long as they obey and are there to have fun. Fey care little for official rules but tradition means much more to them, which is why these magical beings can easily ignore alignment of their fellow fae, as long as they follow protocol. Everyone knows what is and is not acceptable and as long as they stick to the unstated traditions they are mostly fine with their kin. And even if they don't follow tradition, they know not to get caught and are not seen in their community after breaking any of the rules.
Fey in my worlds will usually know the bad reputations and alignments of their kin, but they rarely care. Action and not belief is how they judge their kin, so even if a leprechaun has stolen from you, you probably deserved it. Witches are very common and are tolerated, because they don't generally cause problems in the fairy-lands to the faeries. If someone has caused problems in the human or forest lands, only if the directly wronged party comes and asks for retribution can anything happen.
When they do break the traditions or laws of outsiders there are a number of ways to make amends. One is to reverse the actions, that caused the problem. Another method is to bribe the wronged party for them to keep quiet. Unlike in many humanoid society, doing additional actions will not make the problem disappear as the faerie will not look the other way. In most cases who you kill is less important then why, but for the outsiders they rarely fathom this until too late.
Unlike in many other places, magic is open and freely utilized. Fey have no compunction about using it for their purpose, illusions and charms are used by many to trick both native and visitor. Other fey
believe that this is fine, as long as the person either is not harmed or deserved it. Tricking a visitor for fun is acceptable, but not to cruelly torment them if they have done nothing to provoke it.
One of the biggest differences in how I run these stories is that the Feylands are both a specific location and not. There is a mystical domain that most fey can access and where most reside. Unlike other non-worldly places it is not wholly separate from mortal lands. Humans, may have walked under a bridge or through a door a hundred times, yet the next time they might find themselves in the feylands because of the time or date or other magic in the air. Elves and other fey allies understand these symbiotic place-links, and do their best to shield their homes from these accidental fey-portals but some other mortals get lost here and never make their way out.
Occupations
Instead of organizing the inhabitants into classes, I've use occupations for the fey inhabitants. This gives you the chance to pick the classes (if you want) for the different peoples of the region. Also, use whatever classes as you see fit that fit into the occupation listing, not just those in the PHB.
Standard Occupations: Arcanist (A), Craftsman (C), Entertainer (E), Enforcers (F), Merchant (M), Woodsman (W), Guide (G), Pilgrim (P), Spy (S), A, C, E, F, G, M, P, S, or W
Arcanist - student of arcane lore, Wizard or Sorcerer types. Come to study and practice their crafts.
Crafter - practitioners of physical crafting, all races practice but few are Masters. Any class. Most want to trade, goods for coin.
Enforcer - Hands-on followers, pledge physical action, Fighter, barbarian types
Entertainer - Bards or rogues both official or unofficial practice
Guide - Experts, often of illegal arts and practices, Bard, Cleric Ranger, Rogue, or Wizard
Merchant - Student of mercantile arts, Anyone
Pilgrim - Follower of godly powers, Often cleric, druids or monks. Looking for followers and gifts.
Spy - Practitioners of illegal arts and practices, Bard, Ranger, Rogue, Monk
Woodsman - familiar with older, wilder arts, barbarian, druid or ranger
Level and HD adjustment Rules
X% +1: First number zero adjustment, each percentage will be +X higher HD
Usually, use their CR number as the percentage calculator (2 HD = 20%; CR 5 = 50%, etc)
CR 2 (20% ±1: Roll 01-20 no adjustment, 21-40% +1 HD; 41-60% +2, etc)
CR 5 (30% ±2: Roll 01-30 no adjustment, 31-60% +1 HD; 61-90% +2, etc)
If the listed encounters do not have a HD adjustment number, use base HD.
Encounters
My default is every two hours when traveling in standard populated areas, you can a check. If the party is taking action that may increase the likelihood of an encounter, roll more often. Likewise, if the party is being slower and more careful, decrease the rates - I usually go as low as once every 6 hours during the day. At night, I do two standard checks for most locations, three checks if it is a high population. When there's a chance you might have an encounter, roll the WMT if you have nothing specifically planned or insert as you want.
Chance of running into something: 5 / 20 or a 25% chance. Each time you don't encounter something, add +1 to the next roll. (6/20 on the second roll, 7/20 on the third roll, etc.) When you roll an event, subtract three from the current counter, until the number reaches or falls below 5, then start with that base roll once more. Note there are times, if the encounter isn`t substantial / unusual, I will gloss over it, as apart of the narrative time-skip.
As a side note, I use this current variance allowance in the next situation or environment. For example, if the Heroes are travelling to the Cur of Xennik through the Jorre Forest, and had reached a 9 / 20 chance, I would then add the +4 on their next encounter roll when required at the Cur.
Note that many of these creatures and not just the faeries are good aligned. If the party doesn`t represent a threat, you can speed through the encounter, unless the group wants to interact in order to ask specific questions.
Base List
1 Barometz. CR 15 / PF 4/ N Gigantic Plant Protector
2 Charity and Hopes CR 10 / Mine / NG - Heavy woman with wondrous music and magic
3 Catfolk Patrol CR 4 (2d6; ±50%, +3)
4. Moon Dog CR 9 / PF 5 / NG
5. Blood Hag CR 8 / PF 5 / NE Ghastly pale evil spell using witch
6. Leechroot CR 4 / PF 5 / NE - Evil plant
7. Oxylla CR 5 / Mine / N Silver skinned humanoid with sharp tail
8. Maenned CR 8 / PF 4/ CE Savage female humanoid often covered in blood
9. Annis CR 8 / Mine / NE
10. Location Seed: Stone Circle or Butcher
11. Faerie: Nixie, (12+2d6), HD 1, Align: NG, All Roles
12. Fossegrim CR 4 / PF 4 / NE Fay from the falls
13 Graeae CR 5 / PF 4 / NE Evil Hag spellcaster
14. Vottinna CR 4 / Mine / NE - Blue Monk like humanoid that can drain magic
15. Huldra CR 4 / PF 4 / CN - Fey, wood liney female with fix tale
16. Ijaraq. CR 11 / PF 4 / CN - Fey, wears wrappings with head of caribour skull
17. Prickett CR 6 / Mine / NG - Antler Headed Fey Humanoid,
18. Leaf-Kin (2d4), 40% ±1, Roles: C, F, G, S, P or W
19. Lampad CR 5 / PF 4 / CN - Fey, Moody Nymphs
20. Location Seed: Vazenne Vines or Obelisk, (40 % Undedicated, 40% Mathai, 20% Beast) **
21. Closed off pathway (Trip slows to 10% speed) or Small Pond
22. Faerie: Korred, (6+d6, 50% ±1), HD 4, Align: CN,
23. Living Topiary CR 4 / PF 4 / N - Green, leafy bramble with the rough shape of an animal
24. Nightgaunt CR 4 / PF 4 / N - No face, black body, batlike wings with long prehensile tail
25. Tanuki CR 4/ PF 4 / CN - Short, racoonlike humanoid usually drunk
26. Pard CR 3/ PF 4 / CN - Bright cheetah
27. Tengu Group (6+1d6; ±90%, +4), Align: N, All Roles
28. Pooka CR 2 / PF 4 / CN - Long eared mischevious rabbit
29. Iron Salamander CR 6 / Mine / NE
30. Location Seed: River Bridge or Guide Post
31. Swan Maiden CR 6 / PF 4 / CG - Females that can transform into swans
32. Quillian Partol, (1d6+6; ±80%, +2) HD 2 **, Align: NG, All Roles - Humanoid Purcupines
33. Faerie: Brownie, (10+2d6, ±70%, +3), HD 1, Align: NG, All Roles
34. Gripli Hunters (6+2d6; ±80%, +2); HD 1+, Align: NG, All Roles
35. Tame Harpy CR 6 / Mine / N - Armless Good Harpy with wings, love music
36. Psider CR 4 / Mine / NE - Psionic using crafty spider
37. Derhii CR 5 / PF 4 / N - Winged apes
38. Faun, (5 + 2d6; ±80%, +3), HD 1+, Align: Any G
39. Roadside Location (see below)
40. Location Seed: Duelling Circle or Musical Bandstand
41. Twigjack CR 3 / PF 4 / N ** Tiny humanoid composed of wound sticks
42. Satyr CR 4 / PF 1 / N
43. Kech CR 3 / PF 3 / NE Hairless savage primate
44. Faerie: Leprechaun; (2d4 ±80%, +2); HD 2, Align: CN, All Roles
45. Kabhandha CR 9 / PF 5 / LN - Large headless giant with face in stomach
46. Amphisbema CR 4 / PF 2 / N - 2 headed snake
47. Sabosan CR 5 / PF 3 / NE Batlike Humanoid, covered in fur
48. Vined Soldier CR 4 / Mine / N - Fallen soldiers reincarnated by druidic magic
49. Owlbear. CR 4 / PF 1 / N
50. Location Seed: Hedge Maze or Rising Tower
51. Vanara Tribe (12+1d12; ±50%, +3) Monkey humanoids with prehensile tails
52. Troll CR 5 / Mine / NE
53. Ferrassil CR 4 / Mine / N Green Furred Forest Minotaur
54. Jungle Drake CR 6 / PF 5 / NE Lesser Forest Dragon
55. Faerie: Grig (30+1d20), HD 1, Align: N (G), Non-Combat Roles
56. Aranea. CR 4 / PF 2 / N
57. Ogre. CR 3 / PF 1 / CE
58. Redcap CR 6 / PF 2 / NE Savage fey that carries a big knife and wears red cap
59. Luminal Sprite CR 2 / PF 5 / CN (12+1d12; ±50%, +1) Beautiful tiny fey
60. Abandoned Location (40% Roll on Sites List Below, 40% Tower, 20% Bridge) ***
61 - 63. Undead: Banshee, Dullahan, Gravebound, Totenmaske, Ghost, Ghoul, Shadow, Carcass ***
63. Shimmerling Swarm.CR 8; four inch tall winged fey with dazzling display
64. Leucretta CR 5 / PF 2 / CE
65. Lurker in Light CR 5 / PF 4 / NE (Day) or Mngwa CR 7 / PF 5 / CE (Night)
66. Faerie: Pixie (5d6), HD 4; ±80%, +2, Align: NG, Non-Combat Roles
67. Sylph Followers (1d6; ±50%, +3)
68. Quickling CR 3 / PF 2 / CE
69. Peryton CR 4 / PF 2 / CE
70. Location Seed: Huntsman Kennels or Roadside Crypt
71. Scarecrow CR 4 / Mine / LN
72. Lizardith (1d6+6) Align: Any, All Roles
73. Spriggan CR 3 / PF 2 / CE
74. Kitsune Watchers (1d12; ±50%, +3)
75. Ankheg CR 3 / PF 1 / N
76. Assassin Vine CR 3 / PF 1 / N
77. Faerie: Sprite (3d6), HD 1, Align: N (G), Non-Combat Roles
78. Dire Beast (Bear, Boar, Worg, Wolf) CR 7 / PF 1 / N
79. Doppelganger CR 3 / PF 1 / NE
80. Location Seed: Tent of Miracles or Hanging Grounds
81. Dryad CR 3 / PF 1 / N
82. Ettercaps CR 3 / PF 1 / NE
83. Firbolg CR 4 / PF 5 / N
84. Girallon CR 6 / PF 1 / N
85. Lamia CR 5 / PF 5 / CE
86. Tin Man CR 4 / Mine / N
87. Merchant Caravan, (20 + 1d20; ±80%, +2), Races: Any M, Supplies: local
88. Faerie: Nymph (1d6), HD 7, Align: CG, All non-combat roles
89. Aurumvorax CR 9 / PF 2 / N
90. Location Seed: Mound of Mystery or Untraining Grounds
91. Shambling Mound CR 6 / PF 1 / N
92. Kirin (Pink) Unicorn CR 7 /PF 1/ CG
93. Grey Render CR 8 / PF 1 / N
94. Mongrelman Watch (2d4; ±50%, +2)
95. Shadow Collector CR 8 / PF 5 / CN Youthful, small fey that steals shadows
96. Treeant CR 8 / PF 1 / NG
97. Corpse Lotus CR 13 / PF 5 / N - Huge Plant
98. Leanan Sidhe CR 9 / PF 4 / CN Regal female fey with powerful artistic powers
99. Faerie: Atomie (6d10), HD 1, Align: NG, All non-combat roles
00. DM'S Choice (I usually go with Rainbow Teleportation Portal)
Typical Races - The only difference between a race and a monster is do they establish a settlements, if they do have permanent homes, then there`s trade, patrols, a society - they are a race.
Cat-Kin CR 1 Humanoid Catfolk, All Align; Roles: A, C, E, F, M, G, P, S, or W
Caligni Dark-Kin, Any Role, Evil Alignment
Chaneque CR 1. Small bat humanoid, Evil Align, F, G, P, S, or W
Changeling CR 1. Humanoid that can change appearance, Usually Neutral; A, E, M, G, P, S, or W
Charr. CR 1. Ritual scarred humanoid Often chaotic neutral; C, E, F, M, G, P, S, or W
Clockwork CR 2 Metal machine life, Lawful C, F, G, S, or W
Corlth. CR 3 Thin, Grey-skinned psion using humanoids, Non-Evil; C, E, F, M, G, P, S, or W
Fetchling CR 1 Gaunt, shadowy evil humanoid A, F, M, G, P, S
Forlarren CR 1 Grey skinned, Horned evil fey. A, C, E, F, M, G, P, S, or W
Gripli CR 1 Tree-dwelling frog humanoid; Usually Neutral; G, P, S, or W
Gathlain. CR 1. Small sized winged & can fly; Usually Good; C, E, F, M, G, P, S, or W
Ghoran CR 1 Plant Humanoid, Neutral, C, E, G, M, P, S, or W
Jackalla CR 5 Jackal Faced Humanoid, Hunt Undead; Strongly Lawful; C, E, G, P & S
Kami CR 1 Small Plant Humanoid; Usually Neutral; C, F, P, S, or W
Leshy CR 1-4 Small Sentient Plant; Never Evil; W, G, P or S
Kitsune CR 1 Fox humanoid that can change; Usually Neutral; C, E, F, M, G, P, S, or W
Mercane CR 5 Large sized, Blue Skinned merchant traders; Usually Lawful; A, M, P or C
Mongrelman CR 1 amalgam race of loners; Usually Neutral; C, F, M, G, P, S
Reptoid CR 3 Humanoid Reptiles that hide as humans, Often Evil; G, S
Samsaran CR 1 Grey skinned returned from death; Usually Neutral; A, F, M, G, P, S, or W
Sasquatch CR 2 Red Furred Savage Humanoid; Usually Neutral; F, M, S, or W
Shabti CR3 Blue Humanoid returned from the death; Any non-good; A, G, P, S or W
Skulk CR 1. Invisible, evil, usually lazy humanoids; Any Evil; C, F, G, P, S, or W
Sylph CR 1 Thin, pale winged lady; Usually Good; C, E, F, M, G, P, S, or W
Tengu CR 1 Black Feathered Avian Humanoid; Usually Neutral; A, C, E, F, M, G, P, S, or W
Vanara CR 1 Monkey Humanoid; Usually Neutral; A, C, E, F, M, G, P, S, or W
No Dwarf, Elf, Or Halfling appear on this list - use with extreme caution
Sites - Mentioned Races and numbers are just suggestions. Found either in both fey and mortal lands, or bordering them. There should be no major locations such as Temples or Major Towers, as these should be planned locations sites, not random events.
2. Butchery (4+2d4, HD 3; ±25%, +2), Align Chaotic, Roles C, M or W
3. Duelling Circle (8+2d6, HD 2 ;±45%, +2) Align: Mostly Lawful, Roles F, G, M, P, S
4. Guide Post, (6+d6), HD 2 +, Align: Mostly Lawful, All Roles
5. Hedge Maze (10 + 1d10), Align Lawful, Race Any (Tengu 3-6; ±25%, +2)
6. Hunting Party (6+1d12), Align Any, Race: Any W Race
7. Huntsman Kennels, (5 + 2d10), HD 2+, Align: Any, Any W Race
8. Hanging Grounds, (0 + 6d10), HD 2+, Align Lawful (Jackalla, 5-8, HD 3; ±25%, +2)
9. Mercane - Oddities (1d3 plus 2d6 other) - heavy fortified, Any F
10 Merchant Caravan, (20 + 1d20), Races: Any M, Supplies: local
11. Mound of Mystery - Place of divine bindings, Races: Any
12. Musical Bandstand, (25 + 2d10), HD 2+, Align: N, All Roles
13. Obelisk, Undedicated, (3d6), HD 3, Races Any P (Catfolk, 3-10; ±25%, +2)
14 Rising Tower, (1d6+6) Align: Any, 50% Arcanist; 50% All Other Roles
15 River Bridge - meeting for legal faerie affairs; (0 or 6d10), Any three faerie races
16 Roadside Crypt (Samsaran, 2-4; ±25%, +2)
17 Stone Circle - Fest Spot, 10d10; 2d4 faerie races
18 Tent of Miracles, temporary, (20+5d10), Any non-chaotic, Any Pilgrim
19 Trading Tent (20 + 1d20); Race: Any M, Align Any
20 Tinkerers Repair Wagon, (2d12), Races: Any C, Supplies: Any (Gnome 2-4; ±25%, +2)
21 Travelling Party (10+1d10), HD: 2+, Roll Any Race or Purpose
22 Untraining Grounds (3+2d10; G), HD: 2+, Roll Any Race (3-6 Vanara; ±60%, +5)
23 Vazenne* Vines, (5+2d10), HD: 2+, Any W or Portal Race (Tenderfoot 11-16; ±25%, +2)
24 Wild Orchard, Races: Any M, (Kami 2d6 ±60%, +2), Product: local
*think of Vazenne as linear zig-zag vines, that blossom when creatures of 15+ charisma touch them, and last for a few hours.
This table lists many of the most common creatures and situations found in a mortal forest that borders fey lands. Use it to generate random wandering monsters or ideas about what characters can find in this situation but my general rule is if you want something specific then use it and don't bother with rolling on the WMT.
Fey Domain
What would a fey domain be like? In an environment where everything can charm you or trick you by using illusions, you just can't run away or try to attack it, well you could, but you won't find it an easy way to overcome your challenges. The inhabitants are smart and have magical abilities, and unlike in places of evil, they are much more likely to have allies around the corner, not someone willing to hide you or can be paid off. Yes, be careful, but there are many wonders and magical situations that can throw you for a loop and your logic may not help you. So - what do you need to do? Stay on the inhabitants good side, be entertaining, bribe them with food or drink, speak with them, drink with them, tell them stories and have lots of trinkets that you can give away when they catch someone's eye.
Most faerie communities are much like human ones, there are places to eat, drink, have a party, & trade but for most citizens the danger is in etiquette not in direct physical threats. Communities are made up of groups of like minded friends and allies, not caring the purpose or alignment of strangers, as long as they obey and are there to have fun. Fey care little for official rules but tradition means much more to them, which is why these magical beings can easily ignore alignment of their fellow fae, as long as they follow protocol. Everyone knows what is and is not acceptable and as long as they stick to the unstated traditions they are mostly fine with their kin. And even if they don't follow tradition, they know not to get caught and are not seen in their community after breaking any of the rules.
Fey in my worlds will usually know the bad reputations and alignments of their kin, but they rarely care. Action and not belief is how they judge their kin, so even if a leprechaun has stolen from you, you probably deserved it. Witches are very common and are tolerated, because they don't generally cause problems in the fairy-lands to the faeries. If someone has caused problems in the human or forest lands, only if the directly wronged party comes and asks for retribution can anything happen.
When they do break the traditions or laws of outsiders there are a number of ways to make amends. One is to reverse the actions, that caused the problem. Another method is to bribe the wronged party for them to keep quiet. Unlike in many humanoid society, doing additional actions will not make the problem disappear as the faerie will not look the other way. In most cases who you kill is less important then why, but for the outsiders they rarely fathom this until too late.
Unlike in many other places, magic is open and freely utilized. Fey have no compunction about using it for their purpose, illusions and charms are used by many to trick both native and visitor. Other fey
believe that this is fine, as long as the person either is not harmed or deserved it. Tricking a visitor for fun is acceptable, but not to cruelly torment them if they have done nothing to provoke it.
One of the biggest differences in how I run these stories is that the Feylands are both a specific location and not. There is a mystical domain that most fey can access and where most reside. Unlike other non-worldly places it is not wholly separate from mortal lands. Humans, may have walked under a bridge or through a door a hundred times, yet the next time they might find themselves in the feylands because of the time or date or other magic in the air. Elves and other fey allies understand these symbiotic place-links, and do their best to shield their homes from these accidental fey-portals but some other mortals get lost here and never make their way out.
Occupations
Instead of organizing the inhabitants into classes, I've use occupations for the fey inhabitants. This gives you the chance to pick the classes (if you want) for the different peoples of the region. Also, use whatever classes as you see fit that fit into the occupation listing, not just those in the PHB.
Standard Occupations: Arcanist (A), Craftsman (C), Entertainer (E), Enforcers (F), Merchant (M), Woodsman (W), Guide (G), Pilgrim (P), Spy (S), A, C, E, F, G, M, P, S, or W
Arcanist - student of arcane lore, Wizard or Sorcerer types. Come to study and practice their crafts.
Crafter - practitioners of physical crafting, all races practice but few are Masters. Any class. Most want to trade, goods for coin.
Enforcer - Hands-on followers, pledge physical action, Fighter, barbarian types
Entertainer - Bards or rogues both official or unofficial practice
Guide - Experts, often of illegal arts and practices, Bard, Cleric Ranger, Rogue, or Wizard
Merchant - Student of mercantile arts, Anyone
Pilgrim - Follower of godly powers, Often cleric, druids or monks. Looking for followers and gifts.
Spy - Practitioners of illegal arts and practices, Bard, Ranger, Rogue, Monk
Woodsman - familiar with older, wilder arts, barbarian, druid or ranger
Level and HD adjustment Rules
X% +1: First number zero adjustment, each percentage will be +X higher HD
Usually, use their CR number as the percentage calculator (2 HD = 20%; CR 5 = 50%, etc)
CR 2 (20% ±1: Roll 01-20 no adjustment, 21-40% +1 HD; 41-60% +2, etc)
CR 5 (30% ±2: Roll 01-30 no adjustment, 31-60% +1 HD; 61-90% +2, etc)
If the listed encounters do not have a HD adjustment number, use base HD.
Encounters
My default is every two hours when traveling in standard populated areas, you can a check. If the party is taking action that may increase the likelihood of an encounter, roll more often. Likewise, if the party is being slower and more careful, decrease the rates - I usually go as low as once every 6 hours during the day. At night, I do two standard checks for most locations, three checks if it is a high population. When there's a chance you might have an encounter, roll the WMT if you have nothing specifically planned or insert as you want.
As a side note, I use this current variance allowance in the next situation or environment. For example, if the Heroes are travelling to the Cur of Xennik through the Jorre Forest, and had reached a 9 / 20 chance, I would then add the +4 on their next encounter roll when required at the Cur.
Note that many of these creatures and not just the faeries are good aligned. If the party doesn`t represent a threat, you can speed through the encounter, unless the group wants to interact in order to ask specific questions.
Base List
1 Barometz. CR 15 / PF 4/ N Gigantic Plant Protector
2 Charity and Hopes CR 10 / Mine / NG - Heavy woman with wondrous music and magic
3 Catfolk Patrol CR 4 (2d6; ±50%, +3)
4. Moon Dog CR 9 / PF 5 / NG
5. Blood Hag CR 8 / PF 5 / NE Ghastly pale evil spell using witch
6. Leechroot CR 4 / PF 5 / NE - Evil plant
7. Oxylla CR 5 / Mine / N Silver skinned humanoid with sharp tail
8. Maenned CR 8 / PF 4/ CE Savage female humanoid often covered in blood
9. Annis CR 8 / Mine / NE
10. Location Seed: Stone Circle or Butcher
11. Faerie: Nixie, (12+2d6), HD 1, Align: NG, All Roles
12. Fossegrim CR 4 / PF 4 / NE Fay from the falls
13 Graeae CR 5 / PF 4 / NE Evil Hag spellcaster
14. Vottinna CR 4 / Mine / NE - Blue Monk like humanoid that can drain magic
15. Huldra CR 4 / PF 4 / CN - Fey, wood liney female with fix tale
16. Ijaraq. CR 11 / PF 4 / CN - Fey, wears wrappings with head of caribour skull
17. Prickett CR 6 / Mine / NG - Antler Headed Fey Humanoid,
18. Leaf-Kin (2d4), 40% ±1, Roles: C, F, G, S, P or W
19. Lampad CR 5 / PF 4 / CN - Fey, Moody Nymphs
20. Location Seed: Vazenne Vines or Obelisk, (40 % Undedicated, 40% Mathai, 20% Beast) **
21. Closed off pathway (Trip slows to 10% speed) or Small Pond
22. Faerie: Korred, (6+d6, 50% ±1), HD 4, Align: CN,
23. Living Topiary CR 4 / PF 4 / N - Green, leafy bramble with the rough shape of an animal
24. Nightgaunt CR 4 / PF 4 / N - No face, black body, batlike wings with long prehensile tail
25. Tanuki CR 4/ PF 4 / CN - Short, racoonlike humanoid usually drunk
26. Pard CR 3/ PF 4 / CN - Bright cheetah
27. Tengu Group (6+1d6; ±90%, +4), Align: N, All Roles
28. Pooka CR 2 / PF 4 / CN - Long eared mischevious rabbit
29. Iron Salamander CR 6 / Mine / NE
30. Location Seed: River Bridge or Guide Post
31. Swan Maiden CR 6 / PF 4 / CG - Females that can transform into swans
32. Quillian Partol, (1d6+6; ±80%, +2) HD 2 **, Align: NG, All Roles - Humanoid Purcupines
33. Faerie: Brownie, (10+2d6, ±70%, +3), HD 1, Align: NG, All Roles
34. Gripli Hunters (6+2d6; ±80%, +2); HD 1+, Align: NG, All Roles
35. Tame Harpy CR 6 / Mine / N - Armless Good Harpy with wings, love music
36. Psider CR 4 / Mine / NE - Psionic using crafty spider
37. Derhii CR 5 / PF 4 / N - Winged apes
38. Faun, (5 + 2d6; ±80%, +3), HD 1+, Align: Any G
39. Roadside Location (see below)
40. Location Seed: Duelling Circle or Musical Bandstand
41. Twigjack CR 3 / PF 4 / N ** Tiny humanoid composed of wound sticks
42. Satyr CR 4 / PF 1 / N
43. Kech CR 3 / PF 3 / NE Hairless savage primate
44. Faerie: Leprechaun; (2d4 ±80%, +2); HD 2, Align: CN, All Roles
45. Kabhandha CR 9 / PF 5 / LN - Large headless giant with face in stomach
46. Amphisbema CR 4 / PF 2 / N - 2 headed snake
47. Sabosan CR 5 / PF 3 / NE Batlike Humanoid, covered in fur
48. Vined Soldier CR 4 / Mine / N - Fallen soldiers reincarnated by druidic magic
49. Owlbear. CR 4 / PF 1 / N
50. Location Seed: Hedge Maze or Rising Tower
51. Vanara Tribe (12+1d12; ±50%, +3) Monkey humanoids with prehensile tails
52. Troll CR 5 / Mine / NE
53. Ferrassil CR 4 / Mine / N Green Furred Forest Minotaur
54. Jungle Drake CR 6 / PF 5 / NE Lesser Forest Dragon
55. Faerie: Grig (30+1d20), HD 1, Align: N (G), Non-Combat Roles
56. Aranea. CR 4 / PF 2 / N
57. Ogre. CR 3 / PF 1 / CE
58. Redcap CR 6 / PF 2 / NE Savage fey that carries a big knife and wears red cap
59. Luminal Sprite CR 2 / PF 5 / CN (12+1d12; ±50%, +1) Beautiful tiny fey
60. Abandoned Location (40% Roll on Sites List Below, 40% Tower, 20% Bridge) ***
61 - 63. Undead: Banshee, Dullahan, Gravebound, Totenmaske, Ghost, Ghoul, Shadow, Carcass ***
63. Shimmerling Swarm.CR 8; four inch tall winged fey with dazzling display
64. Leucretta CR 5 / PF 2 / CE
65. Lurker in Light CR 5 / PF 4 / NE (Day) or Mngwa CR 7 / PF 5 / CE (Night)
66. Faerie: Pixie (5d6), HD 4; ±80%, +2, Align: NG, Non-Combat Roles
67. Sylph Followers (1d6; ±50%, +3)
68. Quickling CR 3 / PF 2 / CE
69. Peryton CR 4 / PF 2 / CE
70. Location Seed: Huntsman Kennels or Roadside Crypt
71. Scarecrow CR 4 / Mine / LN
72. Lizardith (1d6+6) Align: Any, All Roles
73. Spriggan CR 3 / PF 2 / CE
74. Kitsune Watchers (1d12; ±50%, +3)
75. Ankheg CR 3 / PF 1 / N
76. Assassin Vine CR 3 / PF 1 / N
77. Faerie: Sprite (3d6), HD 1, Align: N (G), Non-Combat Roles
78. Dire Beast (Bear, Boar, Worg, Wolf) CR 7 / PF 1 / N
79. Doppelganger CR 3 / PF 1 / NE
80. Location Seed: Tent of Miracles or Hanging Grounds
81. Dryad CR 3 / PF 1 / N
82. Ettercaps CR 3 / PF 1 / NE
83. Firbolg CR 4 / PF 5 / N
84. Girallon CR 6 / PF 1 / N
85. Lamia CR 5 / PF 5 / CE
86. Tin Man CR 4 / Mine / N
87. Merchant Caravan, (20 + 1d20; ±80%, +2), Races: Any M, Supplies: local
88. Faerie: Nymph (1d6), HD 7, Align: CG, All non-combat roles
89. Aurumvorax CR 9 / PF 2 / N
90. Location Seed: Mound of Mystery or Untraining Grounds
91. Shambling Mound CR 6 / PF 1 / N
92. Kirin (Pink) Unicorn CR 7 /PF 1/ CG
93. Grey Render CR 8 / PF 1 / N
94. Mongrelman Watch (2d4; ±50%, +2)
95. Shadow Collector CR 8 / PF 5 / CN Youthful, small fey that steals shadows
96. Treeant CR 8 / PF 1 / NG
97. Corpse Lotus CR 13 / PF 5 / N - Huge Plant
98. Leanan Sidhe CR 9 / PF 4 / CN Regal female fey with powerful artistic powers
99. Faerie: Atomie (6d10), HD 1, Align: NG, All non-combat roles
00. DM'S Choice (I usually go with Rainbow Teleportation Portal)
Typical Races - The only difference between a race and a monster is do they establish a settlements, if they do have permanent homes, then there`s trade, patrols, a society - they are a race.
Cat-Kin CR 1 Humanoid Catfolk, All Align; Roles: A, C, E, F, M, G, P, S, or W
Caligni Dark-Kin, Any Role, Evil Alignment
Chaneque CR 1. Small bat humanoid, Evil Align, F, G, P, S, or W
Changeling CR 1. Humanoid that can change appearance, Usually Neutral; A, E, M, G, P, S, or W
Charr. CR 1. Ritual scarred humanoid Often chaotic neutral; C, E, F, M, G, P, S, or W
Clockwork CR 2 Metal machine life, Lawful C, F, G, S, or W
Corlth. CR 3 Thin, Grey-skinned psion using humanoids, Non-Evil; C, E, F, M, G, P, S, or W
Fetchling CR 1 Gaunt, shadowy evil humanoid A, F, M, G, P, S
Forlarren CR 1 Grey skinned, Horned evil fey. A, C, E, F, M, G, P, S, or W
Gripli CR 1 Tree-dwelling frog humanoid; Usually Neutral; G, P, S, or W
Gathlain. CR 1. Small sized winged & can fly; Usually Good; C, E, F, M, G, P, S, or W
Ghoran CR 1 Plant Humanoid, Neutral, C, E, G, M, P, S, or W
Jackalla CR 5 Jackal Faced Humanoid, Hunt Undead; Strongly Lawful; C, E, G, P & S
Kami CR 1 Small Plant Humanoid; Usually Neutral; C, F, P, S, or W
Leshy CR 1-4 Small Sentient Plant; Never Evil; W, G, P or S
Kitsune CR 1 Fox humanoid that can change; Usually Neutral; C, E, F, M, G, P, S, or W
Mercane CR 5 Large sized, Blue Skinned merchant traders; Usually Lawful; A, M, P or C
Mongrelman CR 1 amalgam race of loners; Usually Neutral; C, F, M, G, P, S
Reptoid CR 3 Humanoid Reptiles that hide as humans, Often Evil; G, S
Samsaran CR 1 Grey skinned returned from death; Usually Neutral; A, F, M, G, P, S, or W
Sasquatch CR 2 Red Furred Savage Humanoid; Usually Neutral; F, M, S, or W
Shabti CR3 Blue Humanoid returned from the death; Any non-good; A, G, P, S or W
Skulk CR 1. Invisible, evil, usually lazy humanoids; Any Evil; C, F, G, P, S, or W
Sylph CR 1 Thin, pale winged lady; Usually Good; C, E, F, M, G, P, S, or W
Tengu CR 1 Black Feathered Avian Humanoid; Usually Neutral; A, C, E, F, M, G, P, S, or W
Vanara CR 1 Monkey Humanoid; Usually Neutral; A, C, E, F, M, G, P, S, or W
No Dwarf, Elf, Or Halfling appear on this list - use with extreme caution
Sites - Mentioned Races and numbers are just suggestions. Found either in both fey and mortal lands, or bordering them. There should be no major locations such as Temples or Major Towers, as these should be planned locations sites, not random events.
2. Butchery (4+2d4, HD 3; ±25%, +2), Align Chaotic, Roles C, M or W
3. Duelling Circle (8+2d6, HD 2 ;±45%, +2) Align: Mostly Lawful, Roles F, G, M, P, S
4. Guide Post, (6+d6), HD 2 +, Align: Mostly Lawful, All Roles
5. Hedge Maze (10 + 1d10), Align Lawful, Race Any (Tengu 3-6; ±25%, +2)
6. Hunting Party (6+1d12), Align Any, Race: Any W Race
7. Huntsman Kennels, (5 + 2d10), HD 2+, Align: Any, Any W Race
8. Hanging Grounds, (0 + 6d10), HD 2+, Align Lawful (Jackalla, 5-8, HD 3; ±25%, +2)
9. Mercane - Oddities (1d3 plus 2d6 other) - heavy fortified, Any F
10 Merchant Caravan, (20 + 1d20), Races: Any M, Supplies: local
11. Mound of Mystery - Place of divine bindings, Races: Any
12. Musical Bandstand, (25 + 2d10), HD 2+, Align: N, All Roles
13. Obelisk, Undedicated, (3d6), HD 3, Races Any P (Catfolk, 3-10; ±25%, +2)
14 Rising Tower, (1d6+6) Align: Any, 50% Arcanist; 50% All Other Roles
15 River Bridge - meeting for legal faerie affairs; (0 or 6d10), Any three faerie races
16 Roadside Crypt (Samsaran, 2-4; ±25%, +2)
17 Stone Circle - Fest Spot, 10d10; 2d4 faerie races
18 Tent of Miracles, temporary, (20+5d10), Any non-chaotic, Any Pilgrim
19 Trading Tent (20 + 1d20); Race: Any M, Align Any
20 Tinkerers Repair Wagon, (2d12), Races: Any C, Supplies: Any (Gnome 2-4; ±25%, +2)
21 Travelling Party (10+1d10), HD: 2+, Roll Any Race or Purpose
22 Untraining Grounds (3+2d10; G), HD: 2+, Roll Any Race (3-6 Vanara; ±60%, +5)
23 Vazenne* Vines, (5+2d10), HD: 2+, Any W or Portal Race (Tenderfoot 11-16; ±25%, +2)
24 Wild Orchard, Races: Any M, (Kami 2d6 ±60%, +2), Product: local
*think of Vazenne as linear zig-zag vines, that blossom when creatures of 15+ charisma touch them, and last for a few hours.
Labels:
Beast,
D&D,
D20,
Faerie,
Fey,
Forest,
Good-Aligned,
Magical Location,
Monster,
NPC,
Nyssa,
Pathfinder
Friday, 9 September 2016
Underground Tunnels (Wandering Monster Tables)
Far beneath much of the snowy lands on Nyssa, is a wide geography of tunnels where huge swaths of civil and uncivil races reside. They fight, plunder or hunt, looking for lost magic, treasure and weapons - trying to gain an edge before another group does them in. Just as often it is adventurers from above, as monsters from below. Allies can be made, but assume most things you meet will try to kill you.
Many non-adventures assume everything is controlled by the Lizardith or Lizard men city-nations.
While they certainly have the largest individual mass, and the most numbers, they tear each other apart just as quick as attack strangers from anywhere.
Monsters are found in the Pathfinder Monster books I - V, as well as my own beasties, some left overs from 3.5 edition and other books.
In most dungeons I do an approximate 50-50% breakdown of set creatures and wandering monsters.
For example in Rooms A, C, E, & F there may be known creatures or situations that the party will most likely interact with. In the other places - Rooms B, D, G - I roll a wandering monster check. Then anytime the party makes significant noise, rests, disturbs the area, etc roll the +/- chance as normal.
Otherwise, use the table as you see fit.
Underground Wandering Monster Table
1. Adult White Dragon CR 10 PF 1
2.
Omox CR 12 PF 3
3. Neothelid CR 15 PF 1
4. Roper CR 12 PF 1
4. Roper CR 12 PF 1
5.
Cave In (25% something in the debris is useful)
6.
Azruverda CR 13 PF 2
7.
Gorazagh CR 13 PF 2
8.
Mihstu CR 8 PF 3
9.
Vemerak CR 14 PF 3
10.
Giant CR 10 PF 1
11.
Destrachun CR 8 PF 3
12.
Deathtrap Ooze CR 8 PF 2
13.
Caulborn CR 7 PF 2
14.
Chaos Beast CR 7 PF 3
15.
Statue (# 2d4; Reroll to Monster or Humanoid Type)
16.
Gug CR 10 PF 3
17.
Black Pudding CR 7 PF 1
18.
Civilized Contact (See Subrace Table Below)
19.
Shard Slag CR 8 PF 4
21.
Dire Bear CR 7 PF 1
22.
Cerebrc Fungus CR 3 PF 2
23.
Brain Ooze CR 7 PF 2
24.
Disenchanter Snake CR 3 PF 2
25.
Abandoned Campsite (25% something in the debris is useful)
26. Myceloid CR 4 PF 2
26. Myceloid CR 4 PF 2
27.
Adherer. CR 3 PF 2
28.
Ascomid CR 5 PF 2
29.
Diplomatic (See Subrace Table Below)
30.
Belker CR 6 PF 3
31
Amphisbema CR 4 PF 3
32
Blood Hag CR 8 PF 4
33
Blindheim CR 2 PF 3
34 Iron Salamander CR 5 PF 1
35
Stalactites # 2-16 (Reroll to determine if anything is hiding, DMs discretion if not usable)
36
Crysmal CR 3 PF 3
37
Dark Ones CR 2+ PF 3
38
Decampus CR 4 PF 3
39.
Magma Elemental CR V PF 3
40.
Mud Elemental CR V PF 3
41.
Faceless Stalker CR 4 PF 3
42
Fungal Crawler CR 3 PF 3
43.
Tarantula Giant CR 8 PF 3
44
Grick CR 3 PF 3
45
Pit (see below)
46.
Ogre CR 3 PF 1
47. Pech CR 3 PF 3
48.
Phycomid CR 4 PF 3
49.
Sandman CR 3 PF 3
50
- 51. Patrol (See Subrace Table Below)
52.
Seagathi CR 5 PF 3
53. Slithering Tracker CR 4 PF 3
53. Slithering Tracker CR 4 PF 3
54.
Slur CR 2 PF 3
55.
Petrified Mushrooms # 2-16 (Reroll to determine if anything is hiding, DMs discretion if useful)
56.
Rock Troll CR 4 PF 3
57. Buggane CR 5 PF 4
57. Buggane CR 5 PF 4
58. Beholder, Lesser Nyssian CR 6 (Six eyes)
59.
Fungal Beast CR 4 PF 4
60.
Graeae CR 5 PF 4
61.
Lampad CR 5 PF 4
62.
Lurking Ray CR 4 PF 4
63.
Mudlord CR 6 PF 4
64.
Nightgaunt CR 4 PF 4
65.
Stone Stairs (70% Up, 30% down)
66.
Shriezak CR 4 PF 4
67.
Animated Object CR 6 PF 1 (reroll on object table)
68.
Lesser Barghest CR 3 PF 1
69.
Basilisk CR 5 PF 1
70.
Cave Fisher CR 2 PF 1
71.
Choker CR 2 PF 1
72.
Cloaker CR 5 PF 1
73. Cyclops, Kabandha CR 9 PF 5
74.
Gelatinous Cube CR 3 PF 1
75. Shrine / Obelisk / Burial Site (50% something useful at site)
76.
Gray Ooze CR 4 PF 1
77.
Kyton CR 6 PF 1
78.
Mephit CR 3 PF 1
79.
Mimic CR 4 PF 1 (reroll on object
table)
80.
Trader (See Subrace Table Below)
81.
Morlock CR 2 PF 1
82.
Ochre Jelly CR 5 PF 1
83.
Otyugh CR 4 PF 1
84.
Rust Monster CR 3 PF 1
85. Pool of Water (80% bad stench)
86.
Giant Scorpion CR 3 PF 1
87.
Shadow CR 3 PF 1
88. Gibbering Mouther CR 5 PF 1
89. Gorgon CR 8 PF 1
90. Caller in Darkness CR 9 PF 5
91. Greater Barghest CR 7 PF 1
91. Greater Barghest CR 7 PF 1
92.
Medusa CR 7 PF 1
93.
Dark Naga CR 8 PF 1
94.
Intellect Devourer CR 8 PF 1
95. Waterfall (01-30% hiding monster, 31-70 reroll for hidden monster; 71+ hidden passageway)
96.
Undead (See Subrace Table Below)
97. Ghoul, Leng CR 10 PF 5
98.
Denizen of Leng CR 8 PF 3
99.
Purple Worm CR 12 PF 1
100. DM's Choice
Pits are usually 20-80 feet deep and covers most of the width of the cave. (Reroll to determine what's inside the Pit) or 5% Reverse Pit (Fall Up to the ceiling; 50% dmg base)
When a general type of monster is found, use the sub-race table and description listed below for purpose. A DM can pick as needed or use the default mentioned by asterisk (*).
Pits are usually 20-80 feet deep and covers most of the width of the cave. (Reroll to determine what's inside the Pit) or 5% Reverse Pit (Fall Up to the ceiling; 50% dmg base)
When a general type of monster is found, use the sub-race table and description listed below for purpose. A DM can pick as needed or use the default mentioned by asterisk (*).
Hunting Patrol Commerce Diplomatic
2. Human 2. Axomite 2. Jackalla *
3. Jahlen 3 - 4. Dwarf * 3. Mongrelman
4 - 6. Lizardith * 5 - 6. Troglydyte 4. Corlth
7. Derro 7. Human 5. Trox
8. Dwarf 8. Corlth 6. Human
9. Clockwork 9. Goblin 7. Dwarf
10. Trox 10. Lizardith 8 - 9. Lizardith
11. Goblin 11. Corlth 10. Goblin
12. Minotaur 12. Mercane 11. Troglydyte
12. Ratling 13. Ratling 12. Azer
14. Azer 13. Ratling
15. Axomite 14. Samsaran
16. Shabti 15. Minotaur
14. Azer 13. Ratling
15. Axomite 14. Samsaran
16. Shabti 15. Minotaur
16. Caligni
Civilized Crypt Common Underground Object
2. Skum 2-3. Shabti 2. Small Statue
3. Troglydyte 4. Crypt Thing 3. Wheel
3. Troglydyte 4. Crypt Thing 3. Wheel
4 Corlth 5 . Restless 4. Debris (Usually Mechanical)
5. Flumph 6-8. Cadaver * 5. Broken Weapon
6. Mongrelman 9. Lesser Mummy 6. Broken Armor
7. Goblin 10. Wight 7. Busted Barrel
8. Derro 11. Wraith 8. Boxes
8. Derro 11. Wraith 8. Boxes
9. Human 12. Shadow 9. Broken Camping Gear
10. Lizardith 13 Festering Spirit 10. Animal Carcass
11. Minotaur 14. Samsaran 11. Iron Rations (40% Stale)
12. Azer 15 - 16 Jackalla 12. Beer, Barrel or Bottle
13. Ratling * 13. Wine / Alcohol Bottles
14. Sinspawn 14. Bundles of Rope
15. Oread 15. Candles or Torches 2-4
16. Changeling 16. Ornamental Decoration / Holy Symbol
17. Trox 17. Climbing Gear
18. Samsaran 18. Broken Mirror
19. Axomite 19. Unidentified Corpse
20. Mercane 20. Burnt Lamp 21. Caligni 21. 50% One Boot; 50% two good boots
22. Ghoran 22. 2 silver arrows OR daggers (DM`s choice)
23. Shabti 23. Magical Potion
24. Jackalla 24. Coin Purse (1d00 silver pieces)
Hunting Patrols: 2-8 individuals, with typical weapons for the race in question. 10% likelihood they are returning home. May provide a +/- 2 on next roll if they are engaged in conversation or bribed via any social skill interaction the DM feels appropriate (Social DC 15).
Commerce: 11-20 people, with trading gear. Half the travelers are defenders. Most groups have a way to hide or protect themselves. 20% likelihood they are returning home. May provide a +/- 3 on next roll if they are engaged in conversation or bribed. (Social DC 18)
Civilized: 23-80 individuals, inhabiting a small settlement. 10% chance they will have trading supplies. May provide a +/- 4 on next roll if they are engaged in conversation, have able goods or bribed. (Social DC 13)
Crypt: 2-8 individuals. Most are lost, hungry or otherwise purposeless, rarely a direct threat to other groups unless the party seems very weak. Undead groups often come from another common groups found in the same region - often they don`t even realize they are dead. Many travelers simply leave any undead they find without interacting with them unless absolutely necessary. Samsaran are living creatures that automatically reincarnate (one time) from dead corpses- they come to crypts to look for guidance. Shabti are former wealthy people who paid for resurrection. Jackalla are undead hunters.
Labels:
3.5,
D&D,
D20,
Nyssa,
Pathfinder,
Tunnel,
Underground,
Wandering Monster
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