This was one of the many fairyland monsters I created to run an adventure at a con last year. Didn't actually get a chance to use them.
Biscuit Beast or Cookie Monster
CR 1
N (G); Humanoid (Fey)
Init +1; Perception +5
DEFENSE
AC 12, touch 11, flat-footed 11 (+1 natural, +1 Dexterity)
hp 21 (2d10 +8)
Fort +3, Ref +1, Will +1
OFFENSE
Speed 30 ft.
Melee Bite +2 (1d6+1)
TACTICS
Morale 17 – they very rarely retreat when hungry
STATISTICS
Str 13, Dex 12, Con 19, Int 13, Wis 8, Cha 12
Base Atk +1; CMB 2 CMD 13
Feats: Connoisseur (Double all food related skill rates)
Skills: Perception +5,Survival +5, Knowledge (Food) +12
Weapons: Short Sword or Dagger (Typical)
Languages Faerie, Elf, Dwarven & Common
Location Usually Fey Forest
Alignment Neutral (Good)
Advancement: Bard, Ranger or rogue
Special Abilities
Unending Hunger: While Cookie Monsters can eat a standard amount of food, they are never fully satisfied. If given the opportunity, they eat an unending amount of food without suffering from the ill effects of excess consumption.
Stomach of Iron: Cookie Monsters are not harmed from bad food or natural poison. They may temporarily suffer the ill effects, but once the poison is consumed, it is slowly dissolved into a natural harmless by-products.
Cookie Monsters are five feet tall, blue furred humanoid creatures. They have large eyes and wide mouths. They are welcomed in almost every type of racial community, as dwarves, elves and halfling enjoy their company with open arms for their knowledge of food and food culture. They are infamous in fey communities for their sense of smell and unending hunger – they are never satisfied and will always eat more when offered. While they have an unlimited appetite, they do not need to consume, they merely enjoy it.
Most cookie monsters are quite happy to spend their time in the community or kitchen, but some adventure in order to help friends and allies. A few increase in HD / levels in order to locate rare ingredients.
Raising HD
Increase +5 skill points every HD
+1 in natural AC every HD until 7th, every second HD until 13th, and every three HD thereafter
New feat every second HD
Increase bite damage to higher dice every three HD
Increase attributes every four HD
+1 to Perception and Knowledge (Food) skill ranks every HD
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
Saturday, 25 March 2017
Tuesday, 21 March 2017
Gargoyle Brood ('Goyle or Cross-Breed Template)
One of my favorite creatures in a Tower Dungeon is the Gargoyle and the core idea of this beast was to mix the race to create a mixed variety of them. I really like this template and its one of the most useful templates in my gaming world. The idea is that the Gargoyle brood, referred to as Goyles, is a mish-mash of different creatures, winged warriors with minotaur, elven or dwarven abilities.
I will be honest, it was only after thinking about the whole process that I kinda grossed myself out. It made sense but its ugly. It's not really something that has come up in -game, but its a neat process that works out stylistically.
Gargoyle Brood (Template)
Size and type: Change to Monstrous Humanoid
Speed: As original creature; gains fly 20 (Poor)
Armor Class: +2 natural AC on top of base creature
Attack: Gains Claw Attack (2 X 1d4 dmg)
Feat: Gain Multi-Attack
Adjustments:
1-3 HD: 1d4 dmg; +2 Natural AC Bonus; 1 Dmg Red; Fly 20 (Poor)
3-6 HD:1d6 dmg; +3 Natural AC Bonus; 3 Dmg Red; Fly 30 (Average)
7-8 HD: 1d6 dmg; +4 Natural AC Bonus; 5 Dmg Red; Fly 40 (Average) + Tail Atk (1-3 dmg)
9-10 HD: 1d8 dmg; +5 Natural AC Bonus; 7 Dmg Red; Fly 50 (Good) + Tail Atk (1-6 dmg)
11-13 HD: 1d10 dmg; +6 Natural AC Bonus; 10 Dmg Red; Fly 60 (Good) + Tail Atk (1-8 dmg)
14-16 HD: 2d12 dmg; +8 Natural AC Bonus; 15 Dmg Red; Fly 80 (Perfect) + Tail Atk (1-10 dmg)
Special Attacks: Tail Swing (1d3) at 7 HD
Special Qualities: Dmg Reduction/by HD, Darkvision, Plus feature from maternal side
Abilities: Str +4, Dex +2, Con +4 at birth; +2 / every HD higher
Skills: Gain base skills as per their matron species. Then +4 bonus on acrobatics, intimidate, perception, +8 fly skill check bonus; +6 / every HD higher
Environment: Spirelands or Lonely Towers
Organization: Wing (3-6 gargoyles); Brood (11-20); Family (23-80)
Treasure: Half Standard
Alignment: Always Evil (Tend towards Neutral)
Level Adjustment: As base class +1
Appear quite similar to the standard gargoyle race, but these are the by-products of gargoyle’s ability to inter-breed with other species. Most have small horns, tough leathery skin, long but lightweight wings which appear folded while on foot. While most gargoyles use claws, the brood will use short swords or short bows to gain an advantage on their foes. They prefer smaller weapons as it is easier for them to carry in the air.
A gargoyle has two ways to reproduce: the first is through a rookery, which creates the standard gargoyle found in the Monster Manual, with small broods every year. As a fecund species, they can mate with any other humanoid species to create a cross-breed with features of both. Many tribes expand their numbers by forcefully mating with humanoids for specific traits to grow their tribes abilities.
For example, a dwarf-breed would be short and squat with abilities mimic their home species ability with precious stones. While a minotaur-breed would be larger and stronger. However, Goyle types are infertile, they cannot reproduce to form their own distinct racial group.
Most times, the "other" or mother species, are kept prisoner in the gargoyle lair, as their gestation period is half the time of the non-goyle. Sadly, due to the birthing process, most mothers do not survive the birth, thus there is always a need for more slaves. Mother is a generic breeding term, as the carrying breed does not actually have to be a female, but since the gargoyles are always looking for a mate that can survive the gestation and birth process, they look for female volunteers.
The brood have long been hated through-out the domain, as their slavery and mating process angers many peoples who have suffered at their hands. Their raids occur in a cyclical pattern usually every five to ten years. They attack towns at night to steal females away. They prefer smaller towns because the defenses are usually a lot less, and it is much easier to travel to and from them without being noticed.
Most packs have lairs in abandoned ruins. They will sometimes work with a lamia or medusa, but they really have no need as they have a wide group of brood members with various abilities. Goyles are fiercely territorial, claiming a mountain or Tower as their own territory and defend it to the bitter end.
Every Goyle pack is unique. Some work wing-on-wing with standard gargoyles, others are seen to be servants to the stone masters, in non-combat roles. They are strongest when the Goyle Brood forms a pack on their own.
Goyles do not gain the Freeze ability of full-blooded Gargoyles naturally, however after 7 HD they can gain it by taking using a feat to gain the ability.
* * * * * * * * * * * * * * * * * * * * * * * * * * *
Minotaur-Goyle
AC 17 touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
hp 60hp (8d10+16 con)
Fort +4, Ref +8, Will +6
Special defenses 8 Dmg reduction
hp 60hp (8d10+16 con)
Fort +4, Ref +8, Will +6
Special defenses 8 Dmg reduction
Speed 30 ft.
Melee Heavy Axe +11 (2d6+6/×3) and gore +4 (1d6+2) or +9/+9 claw (1d10+4)
Special Attacks powerful charge (gore +12, 2d6+6)
Str 19, Dex 14, Con 15, Int 7, Wis 10, Cha 8
Base Atk +8 CMB +13 CMD 25
Feats Great Fortitude, Improved Bull Rush, Power Attack, Multi-Attack, Track
Skills Fly +8, Intimidate +10, Perception +10, Stealth +2, Survival +10; Racial Modifiers +4 Perception, +4 Survival
Languages Minotaur, Gargoyle
Base Atk +8 CMB +13 CMD 25
Feats Great Fortitude, Improved Bull Rush, Power Attack, Multi-Attack, Track
Skills Fly +8, Intimidate +10, Perception +10, Stealth +2, Survival +10; Racial Modifiers +4 Perception, +4 Survival
Languages Minotaur, Gargoyle
Labels:
Brood,
Cross-Breed,
D&D,
D20,
Gargoyle Template,
Monster,
Nyssa,
Pathfinder
Wednesday, 15 March 2017
The Thirteen Questions - City Intrigue
The Thirteen Questions
1. Tell me about a church, temple, ashram, etc. in this neighborhood
There are no holy buildings in this city, instead there are obelisks that are dedicated to a particular idea (justice, equality, etc.) Here in the Orag, is the obelisk of Truth. Once a ten-day, they gather to hear sermons from priests, lecturers or others on this or related subjects. Clerics gain a boon if they have a truth based spell memorized. Best place to obtain scrolls or potions in the area.
2. Tell me about a shop that sells standard equipment and one of the shopkeeper's quirks
An'Ram - A Jahlen, former adventurer well recognized for his stake in a multitude of adventuring parties. Is willing to equip or sell at a discount, but only until he hears the parties plans and intents. Some say he has hundreds of maps from his former patrons.
3. Tell me about someone who sells something illicit in this neighborhood
Quenno, a Tenderfoot (Halfling) notorious for his expertise in poisons. Has every recognized antidote in his shop, but its open only once a month for three days, and he never seems to be there. Lawful groups question why nobody has ever tried arresting him.
4. Tell me about a powerful wizard or warlock in this neighborhood
Shirik D'Kamag - Of the Elven Kamag Family. Was sent away for formal schooling, but came back with an understanding of Imps. Rumoured to be able to summon them almost at will, he sends them far and wide on little missions. On at least two occasions has summoned a horde of them for his own purposes.
5. Tell me about a feared warrior who lives in this neighborhood
Bruthos, Minotaur, 9th High Quartermaster. A former beloved gladiator who was ridiculed for cheating, and then came to the backwaters due to banishment. Has helped numerous times in bringing fugitives to justice if they have bounties, but has also been warned for bullying others. A notorious drunkard.
6. Tell me about someone who is wealthy in this neighborhood
Fanyen D'Kamag - half-elf trader, who was originally an adventurer, but was the lone survivor of an expedition to the Yaross (Islands), who came ashore with a sizable stash. Bought his way onto the city counsel, and has kept a paw in the antiquities trade ever since.
7. Tell me about someone you can go to for help in this neighborhood
City Knights of the Purple Shield. These former soldiers patrol every area in the city and are comprised of honourable or rich anyway men who survived local port battles. In order to keep their Walking Rights (non-taxation status) they must do two hours of patrol every week. They ensure all laws, customs, and civic duties are adhered to with absolute precision. They are the only ones that can kill someone in non-lawful combat without interference.
8. Tell me about some
Head Post - A site of a former hangman`s noose, where the formless dead seem to gather. They watch the living, then whisper secrets based on what script is read. Some adventuring groups use this as a way to gather secrets about local dungeons. Others say the undead can inhabit the living to get their revenge by hopping into the would-be heros.
9. Tell me about a gang or criminal organization operating in this neighborhood
Four Fingers - a group that operates throughout the region. They have their spies in virtually every group, cult or order. If you want to know or get a small favour done, they are the ones to go to. Long tolerated, as they don't bother the ruling elites, who use them to spy on the lower classes.
10. Tell me about a pub, club, cabaret, gymnasium, bathhouse, etc. where adventurers hang out
Eye of the Bull: A pub that formerly was a cults HQ which is infused with magical influences, as the trace of magic energies from days or weeks gone by, are apparent to everyone. Strangely, spellcasters glow spectacularly, and even worse, they get drunk within minutes of coming into the Eye. Lots of games are played here, as it is one of the few places where magic cannot influence the outcome.
and
Dorrine's, the lounge of choice for illusionists, who have been come here to get paid free drinks to change the apparent identity of the customer's to cavort with leisure.
11. Tell me about an ongoing problem in this neighborhood
Sekkets - a vile poisonous snake long thought wiped out in the wild, its venom is a popular mixture when processed as a dreaming potion, a very expensive draught. But these wild snakes seem to be causing the dream madness without the alchemical processing. Dreamists, the official group, who own the rights to the dream potion are upset that citizens are Drezzing without their concoction. But lots of teens and soldiers alike, are coming here for the freebie experience.
12. Tell me about a popular form of entertainment or a popular entertainer in this neighborhood
Darts
13. Tell me about a food or drink that is popular in this neighborhood
Dried Vennth, made from the Venn Bat, one of the local bat species that haunts the neighbourhood. Some say it can turn the hair or face a hot-pink colour if properly prepared.
Inspired by :
http://talesofthegrotesqueanddungeonesque.blogspot.ca/2017/03/the-neighborhood-game.html
Wednesday, 8 March 2017
Nemesis or Evil Magical Twin - Template
A long time ago but still in this same galaxy, I loved playing the old Prince of Persia computer game. I adored the jumping, running and timing mechanics of the game. There was an enemy you created by going through a mirror, a magic duplicate. That was the inspiration for this monstrous template.
The Nemesis are often created by interaction with an artefact, powerful magical items that seek to protect its presence or influence others. While similar to a curse, it doesn't exactly manifest like one. It doesn't or shouldn't need a player to fail a saving throw, instead it is done by action, setting off a grisly turn of events. The Nemesis has only one objective, ruining the life of its generator.
A Nemesis can be used for a one-shot or specific dungeon. That's why it has the damage reduction and deflection bonuses. It is a perfect mirror of the character (attributes, skills, etc) except for the magic items so they should still be significantly weaker than the base character. While set up as a short-term dungeon foe, another way to use this enemy could be a long-term one. The creature sets out to ruin the PC by committing treasonous acts, not necessarily excessively evil ones so allies will know its not the individual. If you intend to use this type of creature, tone down the AC and damage reduction aspects, as it will have time to properly gear oneself.
Nemesis [Template]
This template can be added to any living Humanoid or Monstrous Humanoid. It happens when
good creatures are touched or affected by evil magics which creates an exact physical duplicate of the creature but it’s an evil, version; existing only to destroy the original creature.
Size and Type: It retains the creature type of the base creature. Do not recalculate hit points, skills, saves or BAB.
Speed: The base creature's speed is increased by 10.
Armor Class: Gains a deflection armor bonus of +4 versus it’s main target, +12 versus all other
creatures. It may have items that are common in an area, so give the creature weapons or items that typical humanoid creatures in a dungeon might have found.
Attack: A Nemesis retains any natural attacks it had before, and gains two natural slam attacks,
both of which are treated as primary natural attacks. If fighting in melee, a Nemesis prefers to
use it's slam attacks.
Size Slam Damage
Small 1d8 + any dmg for high strength
Medium 1d10 + any dmg for high strength
Large 1d12 + any dmg for high strength
Full Attack: A Nemesis fighting without weapons uses both of its slam attacks when making a
full attack, as well as any secondary natural attacks it might have. A Nemesis usually only uses
ranged weapons as part of a full attack.
Special Attacks: A Nemesis retains any special attacks from its base form.
Special Qualities: A Nemesis has the special qualities of the base creature, plus the following
qualities.
-Darkvision out to 60 feet
-Damage reduction 5 /-- against its primary foe
-Damage reduction 20 / -- against all other foes
A Nemesis has near perfect immunity from creatures that are not it’s mimic copy. However, it has a 5/- against it’s original creature.
Frightful Presence (Ex): A Nemesis can radiate an aura of fear within a 50 foot radius around it. The Will saving throw DC for this effect is equal to 10 + the Nemesis' total HD plus any positive Charisma modifiers. Those who fail the save, do everything reasonable to avoid the creature's presence. If they are unable to leave the presence, they cower, taking no actions against the Nemesis.
It's mimic copy is never affected by its fright ability.
Unique Weakness (Su): Many times a nemesis has a unique, personal weakness due to its own history. A childhood toy, a wedding ring, etc that if confronted with can make them hesitate, causing a -3 penalty to its attack for the next hour. Give a Will DC 18 to avoid this connection. Additional times being confronted by this item will required will save by 2. (DC 16 on the second time, etc.)
Abilities: Adjust from the base creature as follows: Str +4, Con --, Int -2, Wis +2, Cha -2.
Skills: A Nemesis has skill points equal to its base creature despite the changes in it’s ability
scores.
Challenge Rating:As base creature +1
Alignment:Always Neutral Evil or Chaotic Evil. Lawful Creatures will always have a Chaotic
version of themselves, all other creatures have a Neutral Evil mimic.
Dedicated to the my beautiful wife, one day I'll be brave enough to ask if she's the evil twin or not.
The Nemesis are often created by interaction with an artefact, powerful magical items that seek to protect its presence or influence others. While similar to a curse, it doesn't exactly manifest like one. It doesn't or shouldn't need a player to fail a saving throw, instead it is done by action, setting off a grisly turn of events. The Nemesis has only one objective, ruining the life of its generator.
A Nemesis can be used for a one-shot or specific dungeon. That's why it has the damage reduction and deflection bonuses. It is a perfect mirror of the character (attributes, skills, etc) except for the magic items so they should still be significantly weaker than the base character. While set up as a short-term dungeon foe, another way to use this enemy could be a long-term one. The creature sets out to ruin the PC by committing treasonous acts, not necessarily excessively evil ones so allies will know its not the individual. If you intend to use this type of creature, tone down the AC and damage reduction aspects, as it will have time to properly gear oneself.
Nemesis [Template]
This template can be added to any living Humanoid or Monstrous Humanoid. It happens when
good creatures are touched or affected by evil magics which creates an exact physical duplicate of the creature but it’s an evil, version; existing only to destroy the original creature.
Size and Type: It retains the creature type of the base creature. Do not recalculate hit points, skills, saves or BAB.
Speed: The base creature's speed is increased by 10.
Armor Class: Gains a deflection armor bonus of +4 versus it’s main target, +12 versus all other
creatures. It may have items that are common in an area, so give the creature weapons or items that typical humanoid creatures in a dungeon might have found.
Attack: A Nemesis retains any natural attacks it had before, and gains two natural slam attacks,
both of which are treated as primary natural attacks. If fighting in melee, a Nemesis prefers to
use it's slam attacks.
Size Slam Damage
Small 1d8 + any dmg for high strength
Medium 1d10 + any dmg for high strength
Large 1d12 + any dmg for high strength
Full Attack: A Nemesis fighting without weapons uses both of its slam attacks when making a
full attack, as well as any secondary natural attacks it might have. A Nemesis usually only uses
ranged weapons as part of a full attack.
Special Attacks: A Nemesis retains any special attacks from its base form.
Special Qualities: A Nemesis has the special qualities of the base creature, plus the following
qualities.
-Darkvision out to 60 feet
-Damage reduction 5 /-- against its primary foe
-Damage reduction 20 / -- against all other foes
A Nemesis has near perfect immunity from creatures that are not it’s mimic copy. However, it has a 5/- against it’s original creature.
Frightful Presence (Ex): A Nemesis can radiate an aura of fear within a 50 foot radius around it. The Will saving throw DC for this effect is equal to 10 + the Nemesis' total HD plus any positive Charisma modifiers. Those who fail the save, do everything reasonable to avoid the creature's presence. If they are unable to leave the presence, they cower, taking no actions against the Nemesis.
It's mimic copy is never affected by its fright ability.
Unique Weakness (Su): Many times a nemesis has a unique, personal weakness due to its own history. A childhood toy, a wedding ring, etc that if confronted with can make them hesitate, causing a -3 penalty to its attack for the next hour. Give a Will DC 18 to avoid this connection. Additional times being confronted by this item will required will save by 2. (DC 16 on the second time, etc.)
Abilities: Adjust from the base creature as follows: Str +4, Con --, Int -2, Wis +2, Cha -2.
Skills: A Nemesis has skill points equal to its base creature despite the changes in it’s ability
scores.
Challenge Rating:As base creature +1
Alignment:Always Neutral Evil or Chaotic Evil. Lawful Creatures will always have a Chaotic
version of themselves, all other creatures have a Neutral Evil mimic.
Dedicated to the my beautiful wife, one day I'll be brave enough to ask if she's the evil twin or not.
Labels:
Curse,
D&D,
D20,
Magical,
Nemesis,
Nyssa,
Pathfinder,
Twin Template
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