Blog Archive

Tuesday, 2 October 2018

Muter (Salavanno) - Silver Scaled Lizard Humanoid with Legendary Hearing

Sometimes it is an image that gets me inspired for a creature, and for the hate of everything that is evil, I can't remember what it was for this one.

Muter (Salavanno)

Medium Sized Magical Humanoid
Hit Dice:                            10d8+10 (52 hp)
Initiative:                           +3 (Dexterity)
Speed:                                30 ft
AC:                                    19 (+3 dexterity, +6 Natural), 10 Touch, 19 Flat-Footed
Base Attack/Grapple:         +10 / +10
Attack:                               Slam +10 (1d 8)
Full Attacks:                      Slam +10 (1d 8)
Space/Reach:                     5 ft. by 5 ft.
Special Attacks:                Sound Impulse, Silence Rebound, Night-Vision
Special Qualities:             SR 40 to sound based spells, Blind-sight 200 ft
Saves:                                Fort +7, Ref +8, Will +10
Abilities:                           Str 11, Dex 15, Con 13, Int 14, Wis 16, Cha 8
Skills:                                Perception +40, Knowledge (History)+8, Knowledge (Local): +8,                                                          Move Silently: +8, Sense Motive: +8
Feats:                                Lightning Reflexes, Toughness, Dodge, Mobility
Climate/Terrain:                Mountainous
Organization:                    Solitary or Pair
Challenge Rating:             10
Treasure:                            Half Standard
Alignment:                        Usually neutral
Advancement Range:       By character class (Rogue, Sorcerer)

Silver scaled body with a ridged head and forehead, bright green eyes and small orange fingernails.  They have three silver entwined ponytails, most often go down their backside. They have a multitude of small pock marks all over their body, appearing as something randomly made small cuts on them, these are actually their ears. They have a long tail that snakes along the ground marking their trail, though not capable of fine movement, it can sway things or grab onto a large object if the Muter is falling.

For many years, experts knew what a Salvanno was but could not agree on anything else. For most, they are a lizardith or intelligent lizard humanoid, but no clan claims them, and the lizardith themselves seek the Salvanno out, usually for punishment or execution for learning secrets.

This creature's hearing is legendary, capable of hearing conversations from hundreds of yards away. They can manipulate a sound as a free action.  They are also virtually unaffected by any spells requiring a verbal component cast within fifty feet of them, even if the spell manifests by conjuring a physical object or creature.  Silence spells cast on or near them always rebound, as if they cast the spell, able to change the placement and shape of the silence effect.

They can break even a nearby silence area of effect by diverting a medium level noise or sonic effect into the radius as a free action. Muters have a listening range of over 5000 yards if unimpeded by physical or magical objects.  They have tremendous knowledge on all sorts of information, and can act as terrific contact agents.

If needed they can turn down their hearing by partially closing their ears, if they do so they are able to converse with creatures within 50 feet of them. If they don't hone their hearing, they are immediately aware of all things around them, always careful but unable to focus on any one thing such as a conversation.

Combat
Muters not only avoid combat but they avoid contact with strangers. These enigmatic figures have their own agenda and few if anyone can fathom what it is. Muters tend to manipulate events, by arranging “chance meetings” by warring groups to prevent their own discovery of their lairs. The few times they are seen, is often after major combats, when they mysteriously appear to take items of interest or wealth. Most times, they just do not get involved in any activity.

Sound Impulse: Can reflect and increase the sound impulses within 40 ft. Normal conversation level sounds reflected back inflict 1d3 sonic damage. Shouts reflected result in 2d6 sonic damage. Increased magical sounds (with sonic effects) can inflict 1d6 dmg per spell level when reflected up to 6d6 max.

Blind-Sight: Muters are automatically aware of all beings within a 200 ft radius, unless they are surrounded by a silence & invisibility spells. Invisibility is useless against them within this distance.

Recognize Sound: Just like a dog recognizes smell, a Muter can recognize an individual’s breathing. (Perception DC 2  )

Rebound Silence Effects: Any silence spell cast on or in their vicinity.

Night Vision: As long as they are not in a magical silenced area, treat the Muter as if it had 100 ft vision in all directions.

Sklls: Muters gain a +30 on Perception checks.

Friday, 7 September 2018

Prickett - Large Antler Headed Forest Fey

This was inspired by the mystical Herne the Hunter figure, that was featured in the Robin Hood BBC productions of the 80s, coming from much older legends about the legend.

Prickett
XP 2,400
N Large Fey
Init +5 Senses Low-light vision; Perception +12

 DEFENSE
AC 19 touch 14, flat-footed 14 (+5 Dex, +5 natural, -1 size)
hp 27hp (5d6+10 con)
Fort +3, Ref +9, Will +7
Defensive Abilities    DR 5/Silver

 OFFENSE
Speed 50 ft.
Melee Scimitar +3 (1d8+2)
Ranged Longbow +6 (1d6+2)
Special Attacks Antlers +6  (2d8+2)
Spell Like Abilities (CL 7th level Druid)

Typical Spells: (CL 9th - Druid)
1st Entangle, Blend, Nature’s Ally I
2nd Summon Swarm, Snare, Nature’s Ally 2
3rd Speak with Plants, Nature’s Ally 3
4th Giant Vermin

 STATISTICS
Str 15, Dex 21, Con 14, Int 12, Wis 16, Cha 15
Base Atk +2 CMB +5 CMD 20
Feats Alertness, Track, Brew Potion, Weapon Focus (Antlers)
Skills , +5 Diplomacy,  +9 Perception, +10 Stealth. +10 Steath, +5 Knowledge (nature), +10 Survival
Languages Fey, Common, Elf, Elemental Fire, Celestial

 ECOLOGY
Environment Forest
Organization  Solitary or Hunt (2-5)
Treasure Value Double

 SPECIAL ABILITIES
Invisibility in Forest (+20 to stealth), Immune to natural poison, Non-Changing Form, One with Nature

Invisibility in Forest: A prickett is incredibly difficult to see, gaining invisibility when more than 20 feet away. If a creature is immune to the effects of invisibility treat this as a +20 on their stealth checks

Non-Changing Form: Unlike other druids, who can shapechange at higher levels, a prickett cannot change forms, whether by choice or accident (such as by spells or magic.) They are immune to all spell that changes their form.

One with Nature: If a Pricket calls out to nature, it always heeds their call. They can ask nature to provide bounty, quicken their movements, gain a boon to either physical or magical attacks. They can do this based on their charisma bonus.

These mysterious seven feet tall, antler-headed, hoofed humanoids are fey warriors, and Elven legends say they are the fiercest of all fey. Pricketts have long been a mystery for those who reside or travel in the forest - they seem to have their own agenda. Well known for hiring or luring notorious creatures to do their biding, yet, have just as often been at the core of some righteous cause.

COMBAT
Woe to those who near these creature’s grooves, they are fierce warriors using both spell, animal servants and their own strength to tear foes apart. They are virtually invisible in the forest  (gaining a +20 on stealth checks) and they run faster than any deer could within the thickest brambles, as bushes and trees move from their path. They first use animals to distract their foes; next, they use spells to weaken or split foes from each other, finally they jump into the fray attacking with both their antlers and scimitar. Many consider them equivalent to rangers, however, instead of standard ranger abilities they gain +1 in strength, wisdom and dexterity per character level, as well, the antler damage increases in damage dice for every two levels gained.

SOCIETY
Prickett lairs are fey groves where other traditional fey live their wild and carefree ways beside these violent cousins. They are always quiet, participating in festivities during the equinoxes, but at all other times stand ready to help their smaller cousins and defend the forest. Most Prickett live apart from others of their kind, but do congregate in small hunting groups every few days once a month. They can live up to 700 years and they increase in size and power throughout their lifetimes.

Rangers note two things about prickets, they will not touch the dead of any other species and they never alter their physical form. Little else is known about the prickets society, including who leads these enigmatic figures.

Sunday, 26 August 2018

Get rid of your damage dice

Get rid of your damage dice
Your damage is based on your attack roll.

Attack as normal, if you hit, then damage is done as shown below. So, if you need a 14, and roll 13, you miss. But if that hits, do as shown below.

20=double dmg
19=full dmg + double str dmg
18=full dmg + 1 + str dmg
17=full dmg
16=full dmg
15=full dmg
14=3/4 dmg
13=3/4 dmg
12=3/4 dmg
11=1/2 dmg
10=1/2 dmg (no str dmg)
9=1/2 dmg (no str dmg)
8=1/4 dmg (no str dmg)
7=1/4 dmg (no str dmg)
6=1/4 dmg (no str dmg)
5=minimal dmg (4 points of damage)
4=minimal dmg (3 points of damage)
3= minimal dmg (2 points of damage)
2= minimal damage (1 point of damage)
1=fumble!

Tuesday, 14 August 2018

Serpent Vines

For an upcoming jungle / forest / fey story that I am working on for my (ir)regular gaming group.  They will be going through a forest maze to rescue an imprisoned fey princeling.


Serpent Vines CR 4
N Large magical beast
Init +9; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +11

DEFENSE

AC 17 touch 13, flat-footed 22 (+5 Dex, +14 natural, -2 size)
hp 47hp (4d10+70 con)
Fort +10, Ref +3, Will +7

OFFENSE

Speed 40 ft., Climb 30 ft.
Melee Bite +9 (2d10+7)
Space 5 ft.; Reach 10 ft.
Special Attacks Poison

STATISTICS

Str 13, Dex 17, Con 20, Int 10, Wis 13, Cha 5
Base Atk +8 CMB +5 CMD 18 (42 vs trip)
Feats Skill Focus (Perception),
Skills Perception +5; Stealth +11

ECOLOGY

Environment Jungle
Organization solitary
Treasure None

SPECIAL ABILITIES

Poison: DC 16 (Con -4 / Con -4) The second save is DC 16, after one minute

Serpent vines that are exact duplicate of seemingly simple vines, they just happen to combine the physical features of both snakes and vines. These wild creatures are quite dangerous and they are impossible to detect and have a virulent poison that slows down their victims. All of their animal features are part of the vine, so even if one were to be holding and looking directly at the plant, it would be nearly impossible to determine. (Knowledge Nature DC 18)

Serpent vines are carnivores, seeking out the easiest prey to devour. Their poison weaken their victims, enough to enable them to take down their prey. Typically, the serpent vines then buries their food in leafs, branches and small rocks. It takes the serpent between 10-15 days to completely devour their victim.