Blog Archive

Monday, 11 February 2019

Cracked or Crannick - Inhuman with cracked skin than can destroy objects by touch

So many times it is a picture or image that inspires a monster, for the crannick it is the idea of a man with dozens of small cracks or tattoos all over their bodies. When they touch an item, then can share their cracks but in doing so, they crack the physical object.

Crannick (The Cracked)

Type
Medium Monstrous Humanoid
AC
13
HD
 1d6 (4 hp)
Saves
Fort +2 Ref +2 Will +2
Init
+1
Speed
30
BAB
+1 CMB +4 CMD 16
Melee
Range +2 / 1d6 or by weapon
Special Attacks As per HD listing
Special Defenses  
As per HD listing
Str 13 Con 11 Dex 13 Int 9 Wis 11 Cha 8
Skills Any two physical skills +4; Any two mental skills +3
Feats Weapon Finesse
Environment Any Urban
Organization Penny (1) or Farthing (2-5)
Treasure Value Standard

Inhuman. Appears similar to humans except at close range shows cracks in their skin, especially their hands. Some have connections with Thieving Guilds or nefarious religious groups but generally work alone as free agents. It is believed that these were humans broken due to torture or self-experimentation . If the stories are to be believed, the Crannem were human spirelanders who were part rogues to an evil empire. When they were recognized for their crimes, they were tortured to give up their information, but the torture turned them into something else.

Their bodies torn apart reshaped themselves from their horrific experience, rebuilt from their cracking, until those experiences literally defined the Crannem into something else. At first appearance, the Crannick were a little like bald, lithe humans with tiny cracks in their skin. But when the Crannick concentrated, they could spread their cracks to other objects, and immediately share their experiences about being torn apart, which did exactly that to the objects. They became experts, not at torturing but at getting information or equipment, as they could tear apart any prison or padlock and were paid well for their unique abilities.

The Crannick are a small group, that fit well into groups of rogues and scoundrels. They follow orders and complete their missions, but their loyalty is with their kin, as they are always accomplishing larger goals that others do not see or understand. They reside in most towns and cities, in the underbelly of the communities. They are like a cult, as they accept rogues and warriors who are interested in joining them. Once they complete the tests to join the group, they are brought to a remote location and tortured for weeks until they are transformed into a Crannick. This suffering is needed as it helps to define the Crannick, without it the newcomer would never understand the experience.

Abilities by HD
2 HD Know history, Age and Faults of Object; +10 skill points, Gain Feat
2 HD Find Weakness or defect # 2; +5 skill points; Gain new feat; +1 AC
3 HD +5 skill points; Gain new feat; Destroy Doors (2/day + 1 /3 con)
4 HD Gain + 2 to any Ability Score; Fist 1d6; +1 to AC; +5 skill points; Shatter Weapon
5 HD +5 skill points; Gain new feat; Split Wall (2/day + 1 /3 con)
6 HD +1 to AC; +5 skill points; Gain new feat
7 HD Gain + 2 to any Ability Score; +5 skill points; Gain new feat; Crack Armor (Fort DC 15)
8 HD +1 to AC; +5 skill points; Cracking Touch
9 HD Gain Immunity to Petrification; +5 skill points
10 HD+1 to AC; +5 skill points; Gain new feat; Cracking Touch (3/day)
11 HD Gain + 2 to any 2 Ability Scores; +5 skill points; Gain new feat; Fist 1d10
12 HD Regenerate Other (2/day); +1 to AC; +5 skill points; 
Cracking Touch (6/day)
13 HD Gain + 2 to any 3 Ability Scores; +12 skill points; +3 to AC; Gain new feat; Remote Cracking

A crackus must complete this HD table before they are able to take other classes, if at any time they take a level or HD in a class, they are unable to take new HD levels.

Cracking Touch is their most renown ability, if able to touch an item for three rounds, they can tear it apart by making the weaknesses multiply until it is no longer effective. At 10 HD it increases to three times a day. At 13 HD, they can do this without the need to physically touch the object, called Remote Cracking

Know History, Age and Feature of Object: (3/day) Need a minimum of 3 rounds to observe object (DC 13)

Find Weakness or defect:(3/day) Need a minimum of 3 rounds to observe object (DC 14)

Destroy Doors (2/day + 1 /3 con) Need a minimum of 4 rounds of touching (Ref DC 15)

Shatter Weapon  (1/day + 1/4 con) Need a minimum of 5 rounds of touching (Ref DC 16)

Split Wall (2/day + 1 /5 con) Need a minimum of 5 rounds of touching (Ref DC 15)

Crack Armor (1/day + 1/5con) Need a minimum of 2 rounds to destroy object  (Fort DC 17)

Saturday, 9 February 2019

Diablo Inspired Monsters


Have long liked this game, but my love of D&D style story and games are so much more stronger than a simple love if the bash your way through method. Here are some of my changed creatures that are more fitted into my game-world.


Spike Fiends CR 7
LE magical beast
Init +6; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +17

DEFENSE
AC 17, touch 15, flat-footed 14 (+2 Dex, +5 natural)
hp 85 (4d10+12)
Fort +10, Ref +12, Will +10
Resist cold, fire & electricity 20, Unaffected by undead affects

OFFENSE

Speed 60 ft.
Melee scrapping spikes +7 (2d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks throw spike +5 (1d8+1)
Special Attacks spike blowout +10 (3d6+3)

STATISTICS

Str 13, Dex 15, Con 17, Int 5, Wis 10, Cha 13
Base Atk +9; CMB +15; CMD 31 (35 vs. trip)

Feats Iron Will, Weapon Focus (spikes)
Skills Perception +7, Survival +7, Climb +14
Languages Draconic, 20% may also speak dwarven

ECOLOGY

Environment Dungeon
Organization solitary or trio
Treasure none

SPECIAL ABILITIES

Spike Fiends are found in many dungeons that touch the etheral worlds. They are hunters that roam dark places to hunt for food, mainly anything they can hunt down. Appear as quadrapeds with spikes ranging in size and sharpness emerging from their bodies. There are so many spikes that they only other appengade that can be seen are their small, grnarled legs and feet.

Their appetites are unending – never full. The only small benefit is they are one of the few creatures that can eat and consume physical undead

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Hellhound CR 7
LG Large magical beast (air)
Init +6; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +17

DEFENSE
AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 85 (9d10+36)
Fort +10, Ref +12, Will +10
Resist cold, fire & electricity 30, SR 21

OFFENSE

Speed 60 ft.
Melee gore +14 (1d8+5), 2 hooves +8 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (45-ft. cone, 5d6 rainbow sprinkles, Reflex DC 18 for half, usable every 1d4 rounds), powerful charge (gore, 2d8+14)

STATISTICS

Str 20, Dex 23, Con 18, Int 18, Wis 21, Cha 23
Base Atk +9; CMB +15; CMD 31 (35 vs. trip)

Feats Combat Casting, Eschew MaterialsB, Flyby Attack, Hover, Iron Will, Weapon Focus (gore)
Skills Diplomacy +15, Fly +20, Knowledge (history) +13, Perception +17, Perform (sing) +15, Sense Motive +14
Languages Auran, Celestial, Common, Draconic; telepathy 100 ft.

ECOLOGY

Environment any
Organization solitary or pair
Treasure standard


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Slithers (Repitilian Hunters or Brazan Hellhounds)
CR 5
LE Medium magical beast (Hell)
Init +6; Senses darkvision 60 ft., detect good, low-light vision, scent; Perception +7

DEFENSE
AC 15, touch 11, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 38 (5d8+15)
Fort +6, Ref +3, Will +5
Resist cold & electricity 10, Resist flame 20, SR 1

OFFENSE

Speed 50 ft.
Melee gore +7 (1d8+5), bite +4 (1d6+2/15-20)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (45-ft. cone, 5d6 flame, Reflex DC 14 for half, usable every 5 rounds)

STATISTICS

Str 17, Dex 12, Con 16, Int 4, Wis 10, Cha 6
Base Atk +5; CMB +11; CMD 18 (35 vs. trip)

Feats Iron Will, Weapon Focus (bite)
Skills Perception +7, Sense Motive +7, Swim or Climb +7
Languages Lizardith*

ECOLOGY

Environment Dungeon or Swamps
Organization solitary or trio
Treasure none

Appear as medium hound like creatures except covered in scales rather than fur. Used in dungeons by many types of creatures as watchers or pets, chained up, that sniff and yelp when they detect something.


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Horned Demon, Frost Chargers
CR 10
LE Large magical beast (Frost)
Init +6; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +17

DEFENSE
AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 85 (9d10+36)
Fort +10, Ref +12, Will +10
Resist cold 30, SR 25

OFFENSE

Speed 60 ft.
Melee gore +14 (1d10+5)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 3d8+14)

Spell-Like Abilities (CL 9th; concentration +15)

Constant—detect good, detect magic, water walk

STATISTICS

Str 20, Dex 18, Con 18, Int 8, Wis 14, Cha 10
Base Atk +9; CMB +15; CMD 31 (35 vs. trip)

Feats Iron Will, Weapon Focus (gore), Improved Initi
Skills Perception +17, Survival +15, Stealth, +8 Climb
Languages Auran, Celestial, Common, Draconic; telepathy 100 ft.

ECOLOGY

Environment any
Organization solitary or pair
Treasure standard
Advancement: 5-8 HD (Medium) or 9-16 HD Large


* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * 
Acid Runner
CR 10 LE Large magical beast (Frost)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +7

DEFENSE
AC 15, touch 11, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 33 (4d10+12)
Fort +5, Ref +7, Will +4
Resist acid 20

OFFENSE

Speed 40 ft.
Melee Two claws + 8 (2d4+3)
Space 10 ft.; Reach 5 ft.
Special Attacks bite +5 (1d6 dmg or DC 15 Fort or 3d8+4)

STATISTICS

Str 14, Dex 15, Con 16, Int 4, Wis 10, Cha 10
Base Atk +5; CMB +11; CMD 18

Feats Weapon Focus (claw), Improved Initituition, Tracking
Skills +7 Perception, +8 Survival, Climb +8
Languages Animal telepathy 60 ft.

ECOLOGY

Environment Dungeon
Organization pair or 5-8
Treasure None
Advancement: 5-8 HD (Medium) or 9-16 HD Large

Quadraped scavengers, with armoured skins covered by scales and ridges. Have long sharp finger claws, and excellent night sight. Long reside in underground caverns, hunting naturally, but many evil creatures use them as free-running protections from above-ground adventurers.

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Blink Bat Gargoyle
CR 40 LE Small Magical beast
Init +7; Senses darkvision 60 ft., low-light vision, Perception +10

DEFENSE
AC 18, touch 12, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 33 (4d10+12)
Fort +5, Ref +6, Will +3
Resist acid, cold and electricity 10

OFFENSE

Speed 40 ft; Fly 50 ft (C)
Melee One claws + 5 (1d8+3)
Space 5 ft.; Reach 5 ft.
Special Attacks bite +5 (1d6 dmg or DC 15 Fort or 3d8+4)
Special Defenses
Magic Blink (1/
3 rounds, 30 ft)

STATISTICS

Str 12, Dex 16, Con 17, Int 8, Wis 10, Cha 10
Base Atk +4; CMB +11; CMD 15

Feats Weapon Focus (claw), Improved Initituition, Tracking
Skills +10 Perception, +12 Fly
Languages Gargoyle, Common, Dwarven

ECOLOGY

Environment Dungeon
Organization Tribe (5-8)
Treasure Half
Advancement: 5-8 HD (Medium) or 9-16 HD Large

Grey skinned, humanoids with wings. Reside in caves and dungeons through-out most of the domain. While most are not inherently evil, many associate with dark, vile creatures that affects their tribes. Can be content, almost friendly if they have enough food and left alone. Many evil creatures manipulate them to get them to indirectly serve as lair defenders, even if the gargoyles are not directly taking orders.

Thursday, 7 February 2019

Quashi - Androgynous spell-casting humanoid surrounded in a coral exoskeleton

These are strange, coral wearing humanoids that inhabit remote places in my world. They act as both merchants and collectors of information. While they do not actually need to be foes, they often are, as their arrogance and self-centeredness sometimes means they ignore peaceful solutions to obtain the things they want.

Quashi
CN  Medium Outsider
Init +1 Senses Low-light vision; Perception +12
DEFENSE
AC 22 (+1 Dex, +2 natural, +5 coral armor, +4 mage armor), 17 touch, 15 flat-footed
hp 24hp (7d6)
Fort +0, Ref +6, Will +6
Defensive Abilities    DR    Immune    Resist
 OFFENSE
Speed 30 ft.
Melee Rod +3 (1d6-1)
Special Attacks Reflect 4th level or lower spell as a free action
Spells Prepared (CL 6th Sorcerer)
 STATISTICS
Str 10 (8), Dex 13, Con 10 (7), Int 23, Wis 13, Cha 15
Base Atk +3 CMB +2 CMD 13
Feats: Combat Casting, Silent Spell, Touch Spell, Craft Crystalline Weapons/Armor
Skills +7 Acrobatics, +13 Bluff,, +10 Crafting (Armor), +10 Diplomacy, + 10 Knowledge (Arcana),
+12 Perception, +12 Sense Motive , Spellcraft +14,  Use Magic Device, +10

Languages Elven, Phaetox, Dragon, Elemental, Common, Dwarf
Combat Gear Resonating Crystal Rods, Coral Armor
 ECOLOGY
Environment Any Remote Region
Organization  Pair or Carousel (3- 8)
Treasure Value Double Standard
Challenge Rating: 7 (Individuals), 10 (with their bodyguards)
Alignment: Usually Neutral (25% leaning towards Law or Chaos)
Advancement: By character class
 SPECIAL ABILITIES
Resonating Crystal: After a round of melee or concentration, their crystal rods begin ringing a low hum. This resonating, causes a cumulative –1 penalty to attack rolls to foes. Spellcasters within 90 feet of this hum, must make concentration checks (DC: 10+level of spell + cumulative penalty) to cast spells. Quashi are immune to the hum of their kin's crystal.

Crystal Rods: These rods need only to touch an opponent to inflict damage. These rods are also their spell casting focus, Quashi need no other casting components.

Coral Armor: Coral Armor weighs 25 pounds and adds a +5 armor bonus. The armor is cumulative with any other type of armor enhancing spells or effects (such as mage armor). Also, the armor absorbs all magical energy attacks, so while the Quashi may take damage from an effect, the armor doesn't.

Reflect Spell: A Quashi can reflect any one 4th level or lower spell per round by making a successful spellcraft check (10+level of the spell X 2). This is a move equivalent action.

Spells: Quashi cast spells as a Wizard, Sorcerer or Cleric equivalent to their HD -1 levels.

Slender, androgynous humanoids with delicate features. They wear a stunning coral exoskeleton armor covers their head, arms, legs and most of their body. They carry a small crystal rod glowing brightly with magical energies, which levitates beside them if they need two hands. Their face and hands are pale, looking frail and gaunt.

Quashi are mysterious beings from another world that seek to collect magical lore and sell their wares. They erect obelisks* as magical engines in remote regions to harness energies from the Astral Plane, enabling them to grow coralline and crystalline trees. The crystal is used for their rods and crystalline for their weapons. Coralline is a pale white ground shell, which is molded into customized armor. Quashi cannot exist in the prime world outside their exoskeleton due to their poor health. Their obelisks are temporary energy sites, but can be used as a rudimentary connection site by priests.

They are quiet and reserved among non-kin, they are insufferably arrogant believing themselves to be the greatest spellcasters; they are quick to criticize others and can remember insults for decades. When in cities, they act as merchants or collectors to learn about the magical resources of an area. Quashi never look others in the eye, as they are extremely easy to intimidate by physical means…they stare off into the distance when speaking with anyone of large size.

Combat
Quashi usually leave combat to their hired soldiers, which are always five to ten times the number of Quashi present. These mercenaries are usually between 2-4th level fighters or monks and well armed. If it appears the mercenaries will fail, the Quashi begin casting spells.

Society
While always respectful, these highly arrogant beings show their truest nature around their own kin. Their nastiness comes out as they trash-talk the low life with petty insults, while they are loyal to their kind, they never hesitate to insult and degrade each other. While there are both male and females Quashi, non-kin rarely can tell the difference as they are highly androgynous. They are open to relationships with any gender and any race that they find "intriguing." They propogate using spells, as self-impregnation is very common among Quashi. They come to the mortal plane to create and learn magic and sell their wares.

*Obelisks on my world represent divine magics, found in cities as sources of magic and faith. A Quashi's obelisk is distinct and many faithful see the alien's version as abominations to be immediately destroyed.





Wednesday, 6 February 2019

Jessalox - Purple Furry Haired Humanoid with different modes of action

These creatures are basically living librarians, creatures who exist to store and share knowledge. They usually exist in huge libraries, behaving much like cats, and absorb secrets that are either told to them or that they hear.

Jessalox

N Medium Aberration
Init +6 Senses Darkvision 60 ft.; Perception +10

 DEFENSE
AC 16 touch 12, flat-footed 14 (+2 Dex, +4 natural) +3 Bonus in Warrior Mode
hp 36hp (8d8+0 con)
Fort +2, Ref +4, Will +10
Defensive Abilities  Darkvision, Acid, Electricity, Sonic Resistance: 15, Immune: enchantment, poison polymorph & silence spells; DR 10/magic, SR 17

 OFFENSE
Speed 30 ft.
Melee Slam +7 (1d6+1) or or +12 Talon X 2 (1d10+7 / 17-20 in warrior mode)

 STATISTICS
Str 13, Dex 14, Con 10, Int 13, Wis 18, Cha 10
Base Atk +6 CMB +7 CMD 19
Feats Improved Initiative, Uncanny Lore, Imp Trip, Precise Memory
Skills +5 Acrobatics , +10 Climb , +8 Escape Artist , +6 Knowledge (any) , +12 Perception, +10 Stealth , +6 Survival
Languages Common, Dwarven, Lizardith
 ECOLOGY
Environment  Any (Usually towers or libraries)
Organization  Solitary, Circle (2-5)
Treasure Value  Double
 SPECIAL ABILITIES
Ability (Ex)  Uncanny Lore: When asked any question, they can add +10 to someone else’s knowledge checks. They may also utilize any cleric, magical or psionic item that gives a bonus to any intelligence or knowledge based abilities.

New Feat: Precisely Conditioned Memory: This ability enables the Jessalox to unknowingly hold information but not to be aware of it. If their memory, even deep memory is scanned or read what they know is not revealed, but when the pre-set conditions happen, they can recall everything in perfect detail.

A purple furry humanoid gazes at you with two large blue, unblinking eyes…”You, have a question?”

The Jessalox are a mystery. These aberrations were made to be living repositories of legend, with impeccable unfailing memory but where they come from is unknown.  They are usually found in remote towers, serving clerics and wizards as living librarians.  While they store much knowledge they cannot access it for themselves. Someone needs to ask them a question, before they can regurgitate the information.

They are medium sized humanoids, with light purple furry skin. A unique organ on the outside of their chest acts as both their heart and lungs, a small slice on the side of the beating pump can be seen through furred bone bracke. Their fur is immaculately manicured, as they seem to take immeasurable pride in cleaning in with whatever way they can, licking themselves or their circle colleagues. They have large ears without external lobes. Large, three segmented eyes with a translucent eyelid – they never need to blink, but will sometimes do so in mimicing people they talk with! They have a five foot long tail that is always whisking back and forth. Like cats, Jessalox are reserved beings and only seem to be interested in eating, sleeping or climbing up the walls.

When asked a question, another side to these beings often comes out, they are instantly focused and answer with forthright determination. While intelligent & thoughtful, they can only take specific action if gently nudged, they are very likely to lose their focus. When alone, these creatures are avid readers, going out of their way to read new, different or interesting facts. They rarely show this aspect of their personality to others.

Combat
Few could believe that a creature as docile as a Jessalox has a deadly side, but they transform in the blink of an eye. In fact, this is exactly what happens, when Jessalox blink, their eye colour changes and so do their abilities. The second form is of a warrior. Their last form is of a sonic screamer. Their transformation is a free action in any round.

1st set of eyes: (Blue) Recorder. They memorize everything they see and hear; this is their default form. They can recall almost anything in a month period, but they have unlimited memory if specifically asked to memorize small bits of detail.

2nd set of Eyes: (Red) The Warrior. When trouble comes this form adapts their body for battle. They gain +10 on their strength, +6 to their dexterity & constitution. Their hands change into deadly talons: (1d10+7 / 17-20.) They can maintain this form nearly indefinitely, but when they end combat, they must sleep for ten minutes for every round of combat that they took part in.They cannot revert to their first form, they must sleep, but they can delay this until the trouble is over.

3rd set of Eyes: (Black) Screamer. When they cannot avoid trouble, they change into a statue like form (+15 AC, 5 move; SR: 25.) They emit an incredibly loud scream, inflicting both a shatter effect and 8d8 sonic damage to all creatures within a 60 ft radius; (Will DC 17). Those who fail their save are deafened for 3 hours. Creatures directly in front of the jessalox suffer a –4 to their save. They can do this no more than once every five rounds, and lose 20% of their current hit points.