Many times when creating a creature, I take apart the stats, making small adjustment to AC, dmg, skills, etc. Not for the Pink Unicorn, I just wanted to update their magic to better enable them to fight/face lawful creatures, especially ones that try to change others will especially thru magic.
Pink Unicorn
CN (G) Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Aura magic circle against charms & poison
DEFENSE
AC 15, touch 12, flat-footed 12; (+3 Dex, +3 natural, –1 size; +2 deflection vs. evil)
hp 34 (4d10+12)
Fort +7, Ref +7, Will +6; +2 resistance vs. lawful (Any save)
Immune charm, compulsion, poison
OFFENSE
Speed 60 ft.
Melee gore +8 (1d8+4), 2 hooves +5 (1d3+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+8)
Spell-Like Abilities (CL 9th)
At will—detect law (as free action), magical light spray, negate charm (DC 22)
5/day—charm person (short term, 6 hours or less)
1/day—hold monster, teleport-home (within its forest territory)
STATISTICS
Str 18, Dex 17, Con 16, Int 11, Wis 21, Cha 24
Base Atk +4; CMB +9; CMD 22 (26 vs. trip)
Feats Multiattack, Weapon Focus (horn)
Skills Acrobatics +8, Perception +10, Stealth +8, Survival +7 (+10 in forests); Racial Modifiers +3 Survival in forests, +4 Stealth
Languages Common, Fae
SQ magical strike, wild empathy +17
ECOLOGY
Environment temperate sylvan forests
Treasure Gems (Usually Rhinestones)
SPECIAL ABILITIES
Magic Circle against Law (Su) This ability continually duplicates the effect of the spell. A unicorn cannot suppress this ability.
Magical Strike (Ex) A unicorn's gore attack is treated as a magic weapon for the purposes of damage reduction, It is equivalent to a +1 magic weapon. If the horn is removed, it remains a magic weapon. It takes a unicorn a month to regrow a new horn. The removed horn retains its magic for 1d100 days.
Wild Empathy (Su) This works like the druid's wild empathy class feature, except the unicorn has a +4 racial bonus on the check, +8 vs chaotically aligned. Unicorns with druid levels add this racial modifier to their wild empathy checks.
Magical Light Spray is an at will ability. It can either shoot a beam of light out to 150 ft from its horn alternatively they can change any magical light into a kaleidoscope of bright multi-coloured display out to 50 feet. Lawful creatures in this kaleidoscope suffer a -2 to attacks, saves and skill checks. Non-lawful creatures with at least +5 skill ranks in dance gain a +2 to attacks, saves and skill checks if in the magical light.
Negate Charm: Any creature under the effects of charm is freed from the compulsion. (DC 26)
A Pink Unicorn is a sylvan legend, a unicorn with pink streaks of hair and a bright pink horn. It is a charming figure, always looking to make allies to help it in it's tasks, but makes sure that they help it willingly. While their standard kin seems focused on hunting evil, the pink unicorn is devoted to ensuring lawful forces cannot hurt or weaken others. They enjoy acting spontaneously, free to their whims and despise when others enforce their will on weaker creatures. They are welcomed among their sylvan kin, since there are few lawful faeries. Couples in love are sometimes blessed with the appearance of a pink unicorn during moments of coupling or marriage, their appearance foreshadows happiness and good fortune for their future.
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, 12 February 2018
Monday, 5 February 2018
Anchor Cat (Prison Cats)
Anytime players see small cats in a dungeon, it's usually these buggers. Small, unassuming but they have a powerful effect, as they can virtually eliminate teleportation.
Anchor Cat
NG Medium Magical Beast
Init +9 Senses Darkvision 60 ft.; Perception +14
hp 22hp (4d10+0 con)
Fort +4, Ref +9, Will +2
Melee Claw +9/+9 (1d3) , Bite +5 (1d4)
Special Attack Pounce, Slow Bleed, Dimensional Anchor
Base Atk +4 CMB +1 CMD 16
Feats Weapon Finesse (2 claws), Improved Initiative
Skills 8 Skill Points , +5 Acrobatics , +14 Perception , +16 Stealth
Organization Solitary
Treasure Value None
Advancement 5-12 HD (Small), 13-20 HD (Small)
Pounce (Ex): If an anchor cat leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Slow Bleed: Creatures struck or bit by an Anchor Cat have a long lasting bleed. Treat as a confirmed critical, roll 2d6 for the number of rounds they are affected. They bleed 1 dmg for every round. Any additional damage, adds 2d6 for the cumulative number of rounds they will continue to bleed. Any magical healing or effect used will immediately stop this bleeding. Affected creatures never have more than one bleeding woundm multiple attacks increase duration not the number of wounds.
Dimensional Anchor (Su): An anchor cat can block dimensional travel as dimensional anchor as a 17th level Sorcerer once per round as a free action. If the anchor cat can no longer see the target, the effect ends. The ability effects only a single target at a time; if the anchor cat uses this ability on a second target, the first target is freed from the effect. These cats understand magic and psionics and have a good chance of predicting who the caster will be to target their anchor effect on.
A tiny, furry, multi-coloured cat walks out into the room, and every prisoner in the yard seems to keep a safe distance from it.
There are many legends of where Anchor Cats came from but many scholars believe it was in ancient prisons, where the Tarrin, also known as the Eternal Ones, kept the first known unhuman prisoners.
Their origin story speaks of them as cats that were originally brought to Tarran to hunt for vermin. Over time they became linked to the Eternal plane, learning to absorb the prison energy to trap creatures, especially limiting others ability to teleport away, thus essentially anchoring them. After realizing the cats usefulness, the Tarrin made hunting trips to the mortal lands, letting the cats accompany them, and it was the cats that sometimes left their masters to inhabit the mortal planes, in communities all over various worlds.
On Nyssa they first became beloved pets of the Elder Elves, then Tenderfeet and then to Horn-Kin. Few people fully know their capabilities, they simply accept that they are both pets and defenders, not just of typical vermin but other external and invisible threats.
Anchor cats care nothing about treasure or knowledge, only that their and their allies are not being trampled on. They don't need to be directly cared for, but that doesn't stop them looking for attention. They care little about alignment, only that their owner treats them well and it doesn't see their Master treat others badly.Many evil creatures with an affinity for animals could keep these protective animals in their care.
It is assumed every prison will have prison cats, even if they aren't anchor cats, it is considered bad luck if you go more than three days without seeing a cat.
Anchor Cat
NG Medium Magical Beast
Init +9 Senses Darkvision 60 ft.; Perception +14
DEFENSE
AC 15 touch 15, flat-footed 10 (+5 Dex)hp 22hp (4d10+0 con)
Fort +4, Ref +9, Will +2
OFFENSE
Speed 30 ft.Melee Claw +9/+9 (1d3) , Bite +5 (1d4)
Special Attack Pounce, Slow Bleed, Dimensional Anchor
STATISTICS
Str 5, Dex 20, Con 10, Int 10, Wis 12, Cha 15Base Atk +4 CMB +1 CMD 16
Feats Weapon Finesse (2 claws), Improved Initiative
Skills 8 Skill Points , +5 Acrobatics , +14 Perception , +16 Stealth
ECOLOGY
Environment Any land, usually in SettlementsOrganization Solitary
Treasure Value None
Advancement 5-12 HD (Small), 13-20 HD (Small)
SPECIAL ABILITIES
Skills: Cats receive a +8 racial bonus to Stealth and Perception checksPounce (Ex): If an anchor cat leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Slow Bleed: Creatures struck or bit by an Anchor Cat have a long lasting bleed. Treat as a confirmed critical, roll 2d6 for the number of rounds they are affected. They bleed 1 dmg for every round. Any additional damage, adds 2d6 for the cumulative number of rounds they will continue to bleed. Any magical healing or effect used will immediately stop this bleeding. Affected creatures never have more than one bleeding woundm multiple attacks increase duration not the number of wounds.
Dimensional Anchor (Su): An anchor cat can block dimensional travel as dimensional anchor as a 17th level Sorcerer once per round as a free action. If the anchor cat can no longer see the target, the effect ends. The ability effects only a single target at a time; if the anchor cat uses this ability on a second target, the first target is freed from the effect. These cats understand magic and psionics and have a good chance of predicting who the caster will be to target their anchor effect on.
A tiny, furry, multi-coloured cat walks out into the room, and every prisoner in the yard seems to keep a safe distance from it.
There are many legends of where Anchor Cats came from but many scholars believe it was in ancient prisons, where the Tarrin, also known as the Eternal Ones, kept the first known unhuman prisoners.
Their origin story speaks of them as cats that were originally brought to Tarran to hunt for vermin. Over time they became linked to the Eternal plane, learning to absorb the prison energy to trap creatures, especially limiting others ability to teleport away, thus essentially anchoring them. After realizing the cats usefulness, the Tarrin made hunting trips to the mortal lands, letting the cats accompany them, and it was the cats that sometimes left their masters to inhabit the mortal planes, in communities all over various worlds.
On Nyssa they first became beloved pets of the Elder Elves, then Tenderfeet and then to Horn-Kin. Few people fully know their capabilities, they simply accept that they are both pets and defenders, not just of typical vermin but other external and invisible threats.
Anchor cats care nothing about treasure or knowledge, only that their and their allies are not being trampled on. They don't need to be directly cared for, but that doesn't stop them looking for attention. They care little about alignment, only that their owner treats them well and it doesn't see their Master treat others badly.Many evil creatures with an affinity for animals could keep these protective animals in their care.
It is assumed every prison will have prison cats, even if they aren't anchor cats, it is considered bad luck if you go more than three days without seeing a cat.
Tuesday, 30 January 2018
Flesh Ghoul (Living Humanoid with Transparent Skin)
Flesh Ghouls are a scourge in the Spirelands, feared for both their transparent skin and their cannibalistic tendencies. Many believe they are true undead ghouls, but this is untrue - they have twisted ghoulish tendencies but are very much alive with many bad habits and traits.
They are raiders and have little need of trading or adventurous allies. They prefer to attack trading caravans or stealing from smaller Spireland communities. When they attack, they kill what they can and then take anything they need to fill up their larder. Most prisoners are locked up in cages, and half the time they are feasted upon within weeks, the other half they die from ignorance.
Most Flesh Ghouls believe in whoever is the strongest (or smartest or fastest) can lead, but they do so only until their cupboard is bare. While there are sometimes outright revolt, that is not their typical style, most that are unhappy, just leave.
Flesh Ghouls have much the same relationship with their kin, the strongest male usually leads their household, yet some of their matings are equal and more balanced between the partners. Their children are born with some colour in their flesh, but gradually lose it before they reach ten years.
While the overwhelming majority of Flesh Ghouls have twisted habits but like most species, there are variants, but these non-evil versions have few options except to escape.
Flesh Ghoul
CR 3
NE Humanoid Init +2
Senses detect life, low-light vision; Perception +5
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 from Dodge)
hp 13 (3d8)
Fort +3, Ref +3, Will +1
Opponents gain -2 to hit them in melee, -4 to hit if using missile weapons
OFFENSE
Speed 30 ft.
Melee short sword +3 (1d6+2)
Ranged short bow +4 (1d6)
Space 5 ft.; Reach 5 ft.
STATISTICS Str 13, Dex 14, Con 10, Int 8, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 15
Feats: Dodge & Mobility
Skills Escape Artist +5, Perception +5, Stealth +7
Languages Common, Goblin
ECOLOGY
Environment Remote Locations
Organization Gangs (3-12)
Treasure Half
Advancement: By HD or class
SPECIAL ABILITIES
Transparent Skin provides significant advantage, as long as they do not wear armor, opponents gain a -2 if they attack them using melee weapons. If they are using missile weapons within 30 ft, they take a similar -2 disadvantage. If more than 30 ft away this increases to -4 disadvantage. If their opponent is more than 30 feet away, they take -6.
High Level Abilities
4 HD Gain + 2 to any 2 Ability Scores; +1 to AC; +5 skill points
5 HD Rage (1/day); +5 skill points; Gain new feat, Dmg Reduction 2 /Silver
6 HD +1 to AC; +5 skill points; Poisonous Touch
7 HD Gain + 2 to any 2 Ability Scores; +5 skill points; Gain new feat
8 HD Rage (2/day); +1 to AC; +5 skill points; Dmg Reduction 5 /+1
9 HD +5 skill points; Immunity to Poison; Poisonous Touch (DC 18)
10 HD Gain + 2 to any 3 Ability Scores; Rage (3/day); +1 to AC; +10 skill points; Dmg Red 10 /+1
Flesh Ghouls rarely deviate from this HD schedule before 11th Level. If they do take non-core HD then they cannot take further levels from this schedule. Their most often choices are: Rouge, Fighter, Ranger, Cleric & Sorcerer.
Poisonous Touch: By touching an opponent, they inflict a weakening effect, causing a -1 to physical attacks for up to one hour. The opponent must beat a DC 15 to avoid this poison. If their opponent makes this save, they are immune to further attacks for the next 24 hours. If they roll a natural one on the saving throw, the effect is doubled and lasts for six hours. They can do this three times a day.
Inspired by the Nehwonian Ghoul from Fritz Lieber's Fahrd and the Grey Mouser Series.
They are raiders and have little need of trading or adventurous allies. They prefer to attack trading caravans or stealing from smaller Spireland communities. When they attack, they kill what they can and then take anything they need to fill up their larder. Most prisoners are locked up in cages, and half the time they are feasted upon within weeks, the other half they die from ignorance.
Most Flesh Ghouls believe in whoever is the strongest (or smartest or fastest) can lead, but they do so only until their cupboard is bare. While there are sometimes outright revolt, that is not their typical style, most that are unhappy, just leave.
Flesh Ghouls have much the same relationship with their kin, the strongest male usually leads their household, yet some of their matings are equal and more balanced between the partners. Their children are born with some colour in their flesh, but gradually lose it before they reach ten years.
While the overwhelming majority of Flesh Ghouls have twisted habits but like most species, there are variants, but these non-evil versions have few options except to escape.
Flesh Ghoul
CR 3
NE Humanoid Init +2
Senses detect life, low-light vision; Perception +5
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 from Dodge)
hp 13 (3d8)
Fort +3, Ref +3, Will +1
Opponents gain -2 to hit them in melee, -4 to hit if using missile weapons
OFFENSE
Speed 30 ft.
Melee short sword +3 (1d6+2)
Ranged short bow +4 (1d6)
Space 5 ft.; Reach 5 ft.
STATISTICS Str 13, Dex 14, Con 10, Int 8, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 15
Feats: Dodge & Mobility
Skills Escape Artist +5, Perception +5, Stealth +7
Languages Common, Goblin
ECOLOGY
Environment Remote Locations
Organization Gangs (3-12)
Treasure Half
Advancement: By HD or class
SPECIAL ABILITIES
Transparent Skin provides significant advantage, as long as they do not wear armor, opponents gain a -2 if they attack them using melee weapons. If they are using missile weapons within 30 ft, they take a similar -2 disadvantage. If more than 30 ft away this increases to -4 disadvantage. If their opponent is more than 30 feet away, they take -6.
High Level Abilities
4 HD Gain + 2 to any 2 Ability Scores; +1 to AC; +5 skill points
5 HD Rage (1/day); +5 skill points; Gain new feat, Dmg Reduction 2 /Silver
6 HD +1 to AC; +5 skill points; Poisonous Touch
7 HD Gain + 2 to any 2 Ability Scores; +5 skill points; Gain new feat
8 HD Rage (2/day); +1 to AC; +5 skill points; Dmg Reduction 5 /+1
9 HD +5 skill points; Immunity to Poison; Poisonous Touch (DC 18)
10 HD Gain + 2 to any 3 Ability Scores; Rage (3/day); +1 to AC; +10 skill points; Dmg Red 10 /+1
Flesh Ghouls rarely deviate from this HD schedule before 11th Level. If they do take non-core HD then they cannot take further levels from this schedule. Their most often choices are: Rouge, Fighter, Ranger, Cleric & Sorcerer.
Poisonous Touch: By touching an opponent, they inflict a weakening effect, causing a -1 to physical attacks for up to one hour. The opponent must beat a DC 15 to avoid this poison. If their opponent makes this save, they are immune to further attacks for the next 24 hours. If they roll a natural one on the saving throw, the effect is doubled and lasts for six hours. They can do this three times a day.
Inspired by the Nehwonian Ghoul from Fritz Lieber's Fahrd and the Grey Mouser Series.
Monday, 22 January 2018
Low Level Swamp Encounter Table
Jungle Encounter Table (2d12)
03 Wood Statue (25% Wood Golem, CR4)
04 Spider, Giant (#1d6, CR 1)
05 Dryad (#1d2, CR 3)
06 Cultist (1d4 HD, 1d4)
07 Crocodile (CR 2, 1d3)
08 Lepers or Outcast (# 1d4, 1d2 HD)
09 Merchants (# 2d4 ~ 1d4 HD)
10 Undead, Carcass (# 1d6, CR 1)
11 Shocker Lizard (# 1d4, CR 2)
12 Snake, Anaconda (# 1d4, CR 2)
13 Plant (assassin vine) (# 1d4, CR 2)
14 Ooze, Garden (# 1d4, CR 2)
15 Patrol (# 2d4 ~ 1d4 HD)
16 Gargoyle, (covered with vines) (# 1d3 ~ CR 4) **
17 Boggard (1d4 ~ 2 HD)
18 Fey giant toad (#1d3, CR 3)
19 Harpy (#1d2, CR 4)
20 Flytrap (#1d3, CR 3)
21 Iron Cobra (#1d4, CR 2)
22 Poison Frog (#1d3, CR 2)
23 Barghest (#1d2, CR 4)
24 Stirge Swarm (#1d12, CR 2)
Start with a 5 out of 20 chance encounter. If no encounter is found, reroll and increase the likelihood by +1 every three hours or when the party makes noise / affects the environment.
Typical Jungle Humanoid
2 Leshy (# 2-4, 2-4 HD, Any G or N)
3 Boggard (# 3-6, 1-4 HD, Any E)
4 Horn (Minotaur-kin) (# 1-2, 4-7 HD, Any)
6-10 Lizardith (# 1-2, 2-4 HD, Any)
11-13 Human (# 1-20, 1-3 HD, Any)
14-15 Elf (Green Elf) (# 3-6, 1-3 HD, Any G)
16 Changeling (# 1-2, 2-4 HD, Any)
17 Ghoran (# 2-4, 2-5 HD, Any)
18 Goblin (#5-8, 1-2 HD, LE)
19 Suli (# 1-2, 2-4 HD, Any)
20 Clockwork (# 1-2, 2-4 HD, Any Non-C)
Alternates - when you want to switch out a roll
Bog Lights
Large Hanging Web-Coccoon
Green-skinned Swamp Beavers
Sinkhole
True Dead hammered to tree or chained down
Abandoned home (or one belonging to a farmer, recluse, witch, seer, artist)
Derelict Cart
Labels:
D&D,
Low Level,
Nyssa,
Pathfinder,
Swamp,
Wandering Monster
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