Blog Archive

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

* * * * * * * * * * * * * * * * * * * * *

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


* * * * * * * * * * * * * * * * * * * * *

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.


* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * 

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.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *     

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.



Monday 4 February 2019

Choll - yellow skinned humanoids that choose their gender

This is the transgender type humanoid in my world. They are a race onto themselves, but are welcoming so others may find a home in their towns and culture. Choll always breed true, regardless of who they mate with. Their communities are hidden from enemies but open to anyone that seeks help in questioning their role or place in society, many spell-casters and artists find their way, for a while to seek solace or to find a new home.

Choll
Chol are bright yellow humanoids, with long arms and legs. Their hair is most often shoulder length and grey, but many choll are able to change colour through concentration. Many do fancy or odd hair styles to express themselves, others wear it short or shave it off completely. Both typical genders exist in their society, but at their Ritual of Aging, they decide their Adult gender identity. They have no hesitation to pick fashion or weapon styles which are seemingly bizzare, but they fit that individual.

Choll society is one of workers and artists, where traditional gender roles and functions exist within a wide spectrum. Some are natural Choll, born and raised by community members, who seek to find their path in life and society.  Just as many are elves, humans or dwarves who travel there, these are first generation, their children are always born to other choll, and are choll. Their society is split into four primary genders: males, females, plus the mixed and the bred. Mixed are individuals who chose their gender, by dress and habit. Bred are those who go through a magical ceremony to pick gender. While there is much social interaction and options, individuals are left alone to make a choice.

Most of their villages are in spire or forest communities where there is plenty of resources, but they can hide their population. It has long been believed that due to their changing of genders they are embarrassed, but this is false, because of their capacity to change, they are sought out by hunters and sorcerers to be instruments of adaption. They are often physically and magically abused, and while many choll do not hesitate to fight for others, they prefer their offspring be sheltered.

Personality: Despite their harsh life and constant threats, choll find beauty, charm and humor in their lives. A large number are in constant threatening situations so they take joy where they can, especially in themselves and their allies. They have many allies that are fey or chaotic, but they appreciate friends no matter where or why - few are lawful, many have noble allies who do not understand their carefree ways, but respect them nonetheless. They form egalitarian societies, as they look for leaders to step forward, regardless of their family history - yet they are also respectful of those who do not want to be apart of their battles. Most are meshed within city society, which is typical of many creatures on Nyssa.

Most males are sorcerers and artists, females usually become rangers or strngth based warriors - the feminine often exist far from the core city centres. United Male or United Female form the largest group that resides in the centre of the community and society. They are very competitive with each other, but most do it in a playful way. Individuals are free to select their role and class.

Physical Description: They are heavily muscled, bright yellow skinned with deep red hair. Many of them wear heavy furs and a backpack filled with everything they may need to survive in the wilds. They ritually brand themselves as physical reminders of personal oaths and victories. Men tend to braid their hair; women cut it short when weaning otherwise flowing long. Women tend to be taller and thinner then men and excel at archery and running, but once they are mothers they refrain from active raid participation.

Relations: They are well versed with other chaotic or fey beings, sharing in their wild parties of glee. They are respectful of anyone who is of differing opinion,but often they are dangerously protective of allies or family which can cause problems. They do not try to cause problems, but many lawfully aligned beings find them distasteful. Choll do not seek recruits, yet they do not need to, many individuals look for this group, especially those who question their role in life or their gender or sexuality or other life decisions. They offer advice to artists and thinkers, many races come through their community, and seek solace or refuge for short periods of time. Choll help people make decisions for themselves and then help them thrive in their selected path. Most civilized people know and accept individuals who have become choll, so these people have allies among most non-evil peoples.

Alignment: While unpredictable, they try to avoid problems with allies. They tend towards chaotic and neutral, but they do have many good aligned allies.

Lands: Choll are community folk, sharing space typically with Elf or Charr. They rarely gather in large enough numbers to form their own self-contained groups.

Religion: Few are religious, they tend to respect their allies gods, but do not have their own. They do have a small pantheon of High Heros, they look to as guides but not religious ones. The few who do follow a specific deity, organize in ways as elsewhere on Nyssa, except there are no sermons; weekly gatherings at an obelisk happen, but many just stand, pray in silence or meditate. Individuals may seek out guidance, but do so with clerics, sorcerers or even druids. Monks are highly revered, and some have followings based on their capacity to concentrate, or their non-verbalizing leadership.

Language: They speak their own language, and those of breeding also learn common, elven, dwarven or faerie.

Adventurers: For the Choll life is an unexpected adventure. They spend much of their life struggling for themselves and their allies, because there are those who would use their bodies. They want to help other creatures be able to live their lives... unjudged and free.

Choll 
+2 on survival and Knowledge (Either Nature or Society)
Gain Endurance as a free feat
Tribal Weapon - Energy Lash, supernatural ability
+2 dexterity, +2 Constitution, -2 Charisma

Racial Hit Dice: 2d8; Attack, Hit Dice, Saves, and Skills as a fighter of the same level
Base 8 skill points, more if they have exceptional intelligence, to be used on core skills only:

Core Racial Skills: Acrobatics, Climb, Handle Animal, Intimidate, Knowledge (local, geography, nature), Perception, Ride, Stealth, Survival, Swim (core skills are always available)

Level Adjustment: +1 CR

Gain +4 skill points every HD over 1st, feat at second level and every two levels afterwards
1 HD Youth or Non-Combatant
2 HD Gain Energy Lash (1d4)
3 HD gain damage reduction 1 / -; Control Colour, Size and Shape of minor objects by touch
4 HD +2 to Dexterity or Constitution; Modify Physical appearance
5 HD Specialized in Energy Lash (2d4); gain damage reduction 2 / -
6 HD +2 to Dexterity or Constitution; Gain Physical Adaption
7 HD Double Energy Lash Damage; +2 to Dexterity or Constitution
8 HD +2 to strength or Constitution
9 HD gain damage reduction 5 / -; Triple Energy Lash Damage & range (1d12 dmg); +5 to any three ability scores

Advancement by HD levels; most do not gain class levels until 10th; most select Barbarian, Fighter, Ranger, Sorcerer. If they select a standard class before 10th, they cannot advance further on this table.

Energy Lash: Choll have a strong but brief connection to otherworldly elements. Upon concentration, they can release a bright flash of energy, acting as a combined elemental whip weapon. It can affect creatures within a ten foot radius. If they lower the damage, (change to a D6) the energy can be focused to one type of energy (Rock, Water, Air or Sunlight also called Celestial Flame.)

Specialized lash: Increase in damage and length increases to 20 ft

Double Energy Lash: Two energy lash are extended up to 20 feet. The two creatures cannot be more than ten feet apart.

Modify Physical appearance: Have an ability to adjust their physical presence (+/- 50 pounds, +/- 2 feet, change skin and hair colour. for up to one hour.)

Gain Physical Adaption; Adjust their physical features to better fit into one environment. Gain +3 to any physical skill, such as fins for +3 on their swim skill score, or +3 on climbing, etc. Once selected this adaption becomes permanent.

Triple Energy Lash Damage & range: Three energy lashes at a range of 30 feet. The creatures cannot be more than fifteen feet apart.

*   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   * 

This was an idea I have been playing around for awhile, and never got right. Still things that I'm not happy with, but I gotta let it go, and let it be.

Sunday 3 February 2019

C'Tek (Chlorthek) - acid dripping humanoid,



C'Tek (Chlorthek)
Type                         Aberation
Hit Dice:                   13 hp     2d8+4
Initiative:                  +0
Speed:                      30
AC:                         14 (touch 10, flat 14)
Attacks:                    Slam +6 (1d6+3)
Damage:                   By Blade or Slam Weapon
Face/Reach:              5 ft
Special Attacks:         Acidic Touch (1d2)
Special Qualities:       +3 on saves to acid & poison
Saves:                        F +5, R +1, W +5
Abilities:                    Str 13, Dex 10, Con 15, Int 8, Wis 13, Cha 8
Skills:                        Perception +6, Stealth +4, Knowledge (Poison) +4, Craft (alchemy) +10
Feats:                         Imp Grapple (F), Imp Initiative, Resist Magic
Climate/Terrain:          Any, Spires or towns
Organization:             Solitary or Pool (3-12)
Challenge Rating:        2
Treasure:                    Standard
Alignment:                 NG or NE (split between good and evil)
Advancement Range:  By HD or Class (Rogue, Ranger, Druid, Fighter)

Humanoid Aberation that has loose grey saggy skin. They need to concentrate for a round in order to pull the skin tight, it stays closely attached for 5 or more rounds. Cursed by circumstances, as their body needs to deform once a day to stay healthy, but they are emotionally affected by the process
and are loathe to do it in front of anyone. Their bodies own acid deforms anything of fine design, so they shy away from anything except the most basic, rudimentary items.

While they seem physically incapable of handling physical challenges, they as a people have learned to adapt and grow with the acids in their own body, adjusting to the situations around them. They prefer dark alleyways in large cities, because leaving little tear or burn marks doesn't gather too much attention. Many are angry at the world and their existence, wanting to inflict pain or take from anyone in their way. Others, understand that their gifts enable them not to have, but to give to others in different ways.

Many good aligned Chlortheks become artists, alchemists or crafters, while many evil ones become rogues, intent to take whatever they want. They are not direct enemies, each understands what the other does, but feels that those actions are not best for them. They are from a people long-ago cursed by the gods for the defilement of a holy site, and their eternal payment seems to be the curse that condemns them. There are stories about Chlortheks who lose the curse for their offspring, but they must pay for the crimes of their ancestors.

By Racial Levels: +6 skill points per HD
1 HD Youth, 6 skill points + 1 feat
2 HD Mature, 6 skill points + 1 feat
3 HD +2 to any attribute score; +1 AC; Acid Touch Dmg 1d3; Auto half damage from Acid
4 HD SR 5, Resist +5 cold & Electricity; Acid Marking
5 HD +2 to any attribute score; Gain 1 Feat; +1 AC; Acid Touch 1d6; Immune to Acid damage
6 HD SR 10; Polymorph Resistance, Resist +10 cold & Electricity
7 HD +2 to any attribute score; Uncanny defense; +1 AC; Acid Touch 1d8
8 HD Acid Throw - As touch dmg, by dex modifier; Gain 1 Feat
9 HD +2 to any attribute score; +1 AC; Acid Touch 2d6
10 HD SR 20; Petrification Resist, Acid Cloud 2d8 dmg, Acid Touch 2d8 dmg
11 HD +2 to any three attribute scores; Gain 1 Feat; +1 AC; Acid Touch 2d10; Formless

These racial HD are the default abilities of a C'Tek, if they alternative abilities for any HD or level they cannot earn any additional racial HD levels.

3 HD Acid Marking: By grazing an item, they can mark it with a unique marking so it can be identified. The marks can be as rough or genteel as desired.

7 HD Acid Throw Can collect a glob of acid to throw it at anything within 20 ft, inflicting 1d6 damage, up to 2+1/dex or con modifier

9 HD Acid Cloud: They can release the acid upon concentration in a cloud form up to three times a day inflicting 2d8 dmg, in a 10 ft X 10 ft X 10 ft. range and it will last 5-10 rounds. If the C'Tek leaves the cloud, decrease damage to 2d6 every round. It takes two rounds for the acid cloud to fully form.

Formless: Able to change into a pool of acid and move in a 20 foot speed. They lose any natural armor class but can attack using their base attack and any dexterity ability boosts to inflict 3d6 dmg. They are able to stay in this form for up to 8 hours at a time. It is a move action to change back into humanoid form, but it is a two round action to change into the acid form and they cannot be wearing non-magical items or they will be destroyed.

Friday 1 February 2019

Chesshire Template (orange striped animal with green ethereal eyes)

Was inspired by a short story  Lilly-White & the Thief of Lesser Night by CSE Cooney for this idea. It works really well as have a ton of creatures from similar types of creatures from nursery rhymes.


CHESHIRE Template CR +2
CN Magical beast
Init +8; Senses darkvision 60 ft., low-light vision; Perception +11

DEFENSE

AC +6 luck bonus
hp +2d8 HD fast healing 2
Fort +6, Ref +6, Will +6
Defensive Abilities Immune mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun; SR 19

OFFENSE

Speed As base creature
Melee 2 claws +5 (1d4 plus poison), bite +5 (1d3 plus poison)
Special Attacks Ethereal Poison, sneak attack +2d6
Spell-Like Abilities (CL 10th; concentration +16)
Spells—ethereal jaunt (2/day); greater invisibility 3/day (10% failure rate)

STATISTICS

Dex +4, Cha +2, Wis -2
Feat Bumps Dimensional Assault, Improved Initiative, Weapon Finesse
Skills Bumps: Bluff +8, Perception +8, Stealth +12
Languages Common, Elven, Faerie plus other common languages in the area
--------------------
SPECIAL ABILITIES
--------------------
Ethereal Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round; effect slip into the ethereal for an unspecified number of rounds; cure 1 save. The save DC is Constitution-based. The time the poison lasts depends on the saving throw. If a 1 is rolled, use 11-20 rounds; if 2 is rolled, use 9-16 rounds, if a 3 is rolled use 7-12 rounds, if a 4 or higher is rolled use 3 or 4 rounds. Any roll effectively higher but that still fails, causes the victim to slip into the ethereal for 1d2 rounds.
--------------------
ECOLOGY
--------------------
Environment Wonderland (Faerie)
Organization solitary
Treasure standard
Advancement: As monster HD or class

The Cheshire Template is for animals or creatures exposed to the madening effect of the Cheshire disease.They appear the same as the animal or creature they originated from, but have bright orange or purple stripes all over their body and green ethereal eyes. When they experience surprise or feel threatened, they need to roll a will saving throw or they lose themselves to the ethereal and fade into the other plane.

Most adventurers don't know about the Chessires and those that do, just believe them harmless. In fact, Chessires have the ability to hide so well that they are just unnoticed. They often follow adventurers going into a dungeon, simply for the kicks, and remain hidden or invisible until something strikes it's fancy and then will lose focus and become visible. Cheshire's are generally cautious, and will run away or go ethereal but when roused or care about individuals, they can be brave and cunning to help their allies.

Cheshire Creatures abstain from combat, simply because they can. They have no real allies, as they spend much of their time around sites they find interesting or following other creatures. They also have no true enemies, as they don't tend to cause problems. Some high level Sorcerers or Alchemists seek Chessire beasts to milk them for their ethereal poison glands. A rare number make connections with adventurers and wish to travel around with them, but they seem to be interested in fun not combat and especially not getting treasure.

While most Chessires tend to be aloof, some are in fact extremely curious and want to get involved in power plays to help their cause.

Experts are not entirely sure what causes a few creatures to become inflicted with the Chesshire disease template. It was formerly believed to be their bite, but now most experts do not think this is the case. Others surmise it is simply spending time around a chesshire or even sleeping near one.

Invisibility Flaw: There is a 10% chance that when trying to go invisible, not all of their body is affected by their spell-like ability, and this part will still remain visible. Sometimes a leg, tail or part of their face is visible. A failed attempt does not count in their daily invisibility usages.

Inspired by: Lilly-White & the Thief of Lesser Night by CSE Cooney in the collection Mad Hatters and March Hares short story collection



Thursday 31 January 2019

Manufactured - Template

Many creatures in my dungeons are not natural creatures, but have been created to serve a specific set function. They are not exactly machines, but they do have a purpose and function. They are free-willed but feel obligated to act in a specific way over specific .

Created or Manufactured creatures - look, feel, sound exactly like living creatures, as they were designed to be just that, beings that exist for a specific reason, at a specific place and time. But if you remove them from those specifics, they start to go wonky, as they no longer perfectly fit and their programming is far less useful.

Most manufactured creatures perfectly mimic the creatures to fit a specific role. They do not just appear similar, but essentially are the creature they were intended to be. They do fully realize that they are not a true version, but as long as they fulfill the mission they were intended to do, it causes them no mental hardship. Also, hearing from someone else that they are artificial is meaningless to them, they do not need or want your opinion on their existence, they are fully self assured.

Manufactured Template

Size and Type Change to Construct Type
HD                 Change to d10, gain max (see below)
AC                 Gains +1 natural AC for HD over 5 (8 HD = +3 AC) in addition to any listed for base                                                 creature
Special Qualities Created Mind
                               Hardness 5/ +1 Gain 1 hardness for HD higher than 10
                               Metal Body
                               Resist acid, cold & fire 5 + 1/HD higher than 10
                               Vulnerability to electricity: Double damage on failed save, 1/2 dmg on made save
                               Windup Key - need one hour of winding every day, or will act at half                                                           effectiveness for 24 hours, after that it will shut down.
                              Artificial - Manufactured creatures do not eat, sleep at lower rates and do not heal                                       naturally. They are healed by magic, they slowly weaken from any damage

Abilities               Str +4, Dex +4;
                              Over 5 HD, they gain +1/ HD to Int, Wis, Cha up to 15 HD
                              Constructs always have 10 Constitution
Skills (2+int) X HD; Gain +2 Knowledge (Constructs) per HD/level


Created Mind: Most constructs have a set purpose. They are allowed to pursue other goals as long as it does not cause deviation from their primary one.  They get a +6 on saving throws if any spell would cause them to deviate from their stated purpose. For example, a Construct created to maintain a bridge, spells like Charm would still work, unless you request they ignore damage inflicted on the bridge.

Metal Body: Manufactured Creatures have construct traits but are treated and detected as mortal creatures. While they are partially healed normally by positive energy, they take quarter benefit recovery from cleric healing spells. They can count either as a construct type or outsider when its beneficial, but receive none of the types immunities. Manufactured creatures do not need to eat and sleep at quarter  the normal rate of a human, usually two hours a night. They are not healed from rest.
They do not need to breathe yet if they do stop breathing for more than ten rounds they go into a stupor, and will take an hour per minute break-down to re-awaken.

Windup Key: need one hour of winding every day, or will act at half effectiveness for 24 hours, after that it will shut down. Once they are shut down, they can be re-activated by someone making a
Craft (Construct) skill check - 20+1/day inactive. Most times the key is hidden and attached to their body, often on their back but it may be their heart or back of their brain. By default they cannot self wind.

Constructs in my game world have 10 Constitution, no benefits or penalties, and it cannot be changed thru magic or engineering. Manufactured constructs have max HP at creation, but they do not have the means to heal or wind themselves, so if they are abandoned, they quickly shut down. I normally determine by dice roll what condition they are in, assuming 40% + 2d6 X 5%, but sometimes just pick out their current status.


Wednesday 30 January 2019

Ood - tentacled faced humanoid

This is a monster inspired/stolen from Dr Who. I am a huge fan of both the old and new versions of the show and I like using stylized beasts based on it.


Ood

Medium-Size Humanoid
Hit Dice: 2d6+2 (11 hp)
Initiative: +1
Speed: 30 ft.
AC: 15 (+1 Dex, +2 Natural, +2 leather armor), touch 5, flat-footed 5
Attacks: Energy Blast Touch +3 melee
Damage: Touch 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Orb blast
Special Qualities: Blindsight, Minor Telepathy
Saves: Fort +1, Ref +4 Will +4
Abilities: Str 8, Dex 10, Con 16, Int 12, Wis 16, Cha 8 / 13
Skills: Athletics +5, Perform +8; Singing +12, Craft +7 (Medicine +10), Survival +8
Climate/Terrain: Any underground or Swamp
Organization: Circle (2-8) or Voice (1 Ood)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral (80% tend towards LN)
Advancement: By Class (Bard, Fighter, Monk, Druid, Artificier)


Alien Appearance: Humanoid, hairless, small black eyes and many short tentacles on their chin. They cannot speak aloud but have a minor telepathy power for creatures that they can see. The difference in their charisma scores are those with an Ood Orb and those without one. Typically no more than two Ood in a circle have an orb.

They can learn to speak if the individual spends time away from their circle, where group speech and thought is assumed. Few Ood choose to do this and are content and comfortable in their circles. Only individual Ood gain more than four HD.

The Ood were once servile slaves, forced to serve Lords from other worlds. Even when free they are driven to help others. If simple tasks they take action right away, but for longer more complicated tasks it takes them time to evaluate what their best choice of action should be.

They are often strangers in my dungeons, ignored by the primary inhabitants unless they can be used as slaves or most often as sources of info.

While generally very quiet, Ood sing collectively wonderful and personal songs when they are emotionally moved.

Magic Items
Ood are not inherently magical, but many have been trained to create magical devices that help them survive, and communicate with other creatures. After seeing a device, they need to spend one day with magical equipment to create a device to assist them. However it is an ood only device, few creatures can ever utilize the items the ood make for their own kin.

Orb: This is the primary item most ood carry, it is an small orb made of a soft metal, that allows them to speak out loud as well as to sing. The orb can release a shock that inflicts 1d6 damage on close range (20 feet or less). Some Ood, especially those that take fighter class take feats to increase the damage and range the orb can inflict beyond the table below.

1-4 HD      1d6 Dmg           Range 20 feet
5-6 HD      1d8 Dmg           Range 30 feet
7-8 HD      1d10 Dmg         Range 50 feet
9 HD +       2d6 Dmg or 1d8 Dmg for 2 targets

Shared Saving Throw: As an individual, the ood are not always the best at saving throws, but when they come together for a purpose, they learn to trust in their comrades. They add +1 to every saving throw for every two additional ood in their collective. If not in groups, give individual Ood -2 on all mental saving throws.

Minor Telepathy: Ood can telepathicly communicate with intelligent creatures but need to have bonded with them.

Stolen from the New Who series

Tuesday 29 January 2019

Perfected (Template)

This is an ideal monk like character in my world, using no armor or weapons, rarely utilizes spell and
is known for their wisdom and guidance. Living simple contemplative lives, they want to help, yet they
also prefer to find ways that will accomplish the goal without causing violence or to upset life.


        Perfected (Template)

Type Aberration
Hit Dice:                +10d8 (40)
Initiative:                +4
Speed: +20 ft
AC:                       +5 deflection bonus
Attacks:                 Shun all physical attacks
Special Attacks: Gain Stunning Fist (DC 20; 1/HD); Body Spikes (1d20 dmg when grappled)
Special Qualities: Perfect Sight (50 ft all directions), Detect magic/psionics (at will), Dmg Reduction 15/lawful
Saves: F +5, R +5, W +5
Abilities:     Cha +4, either Wis +4 or Dex +4
Skills: Knowledge (History) +12, Knowledge (Psionics) +10
Feats: Peaceful Contemplation, Mental Touch
Requirements: Cha or Wis 20; not from a device or magic spell; Vow of non-violence
Climate/Terrain: Any (Usually Ashrams or Temples)
Organization: Always Solitary
Challenge Rating: +4
Treasure:                Triple
Alignment: CN, N or LN

The Perfected appear to be any type of humanoid that has reached a point of personal spiritual elevation, while often associated with monks, they never come from this class. They are individuals that eschew violence yet are moved to take action, sometimes to help others but most often for a specific cause. Many come from the cleric class, yet those gifted with these powers, serve the living
and shy away from serving the divine.

They are near ideal specimens of their race, with short hair and dress simply. As they have taken the vow of non-violence, they can never carry or use weapons or armor. Most live simple, devoted lives, getting involved only in the causes they care about, not games of power or policy.

While never evil, a few are selfish and have little patience for imperfect ones who do not recognize their glorious status. Some of the perfected lose their status and their abilities, usually suddenly and without notice and never able to recapture their lofty status. Most however live simple lives, directly involved helping others, staying true to their vows and beliefs.

They are often a source of astonishment, both for their abilities to help and guidance. They have often assisted locals with issues and then given rewards for their guidance, most often resolving issues without bloodshed. They often have small hordes of wealth which they can dole out if needed - again privately or secretly as they do not wish to advertise their status.

Their physical acts are to protect others or accomplish a goal, never simply to punish or do acts of harm. Most times their words and defensive spikes are enough to avoid such things

Special Abilities 

Body Spikes: Any time a perfected is grappled or threatened, their body generates anthril body spikes (or generic magic damage) for a moment, inflicting 11-20 damage. This is a passive damage, they do not activate it - but they do not need to be aware or even awake, as their physical body will generate the body spikes if  the body is in any kind of physical danger. They can suppress the spikes if they are aware.

Perfect Sight: Allows the perfected to be in constant awareness of all living, unliving and potential threats within 50 ft of them at all times.

New Feats

Peaceful Contemplation: Gain a +20 on knowledge or wisdom checks to resolve an issue or problem. They need to have 10 hours of perfect, peaceful & uninterrupted solace to gain the insight. If they fail to gain enough awareness to resolve the issue, they cannot repeat the process for the same issue. They can do this no more than once every week (10 days).

Mental Touch: If the perfected individual needs to touch something to activate, and there is a danger, they can use their thoughts to open or touch the object in question. Unlike many other abilities, this is exhausting for the perfected, and can do this a limited number of times (Cha Score Bonus / day)


Monday 28 January 2019

Razorvine


Ripped off from 2e Planescape, this nasty barbed wirey vine stuff is located in many parts of my world that is abandoned, but often frequented by outer planar creatures.


Razorvine
Medium-size Plant

HD:                      1d8+1 (5 hp)
Initiative:              0
Speed:                   0 ft
AC:                      15 (+5 Natural Armor)
Attacks:                Nil Vines +0 (melee)
Damage:               Vines 1d3, 1d4, or 1d6 + base AC
Face/Reach:          5 ft x 5 ft/5 ft
Special Attacks:    Vines
Special Qualities:  Plant, Weapon Immunity, Fire Resistance 5
Saves:                     Fort +3, Ref +0, Will +0
Abilities:                Str 11, Dex 8, Con 12, Int 5, Wis 15, Cha 2

Climate/Terrain:    Any
Organization:        Patch (2-20 vine pieces)
CR:                           2
Treasure:               None
Alignment:            Neutral (Always)
Advancement Range: 3-8 HD (Medium-size), 9-16 HD (Large)

Advancement: Increase all ability scores except for intelligence by +3 for each increase in size.

Razorvine's a black-leaved vine with an exceptionally sharp-edged stem hidden under the foliage. The plant's capable of surviving almost any conditions, and flourishes in most environments. Razorvine can grow several inches in a single day, and can cover a small building or untended wall in a few weeks.

The razorvine's leaves are small, clover-shaped, and so dark as to be nearly black. They grow in dense clumps near the stem on short, wiry sprigs. The leaf-edges are serrated, but harmless if one doesn't touch them. A razorvine's stem is triangular in cross-section, with elevated, iron-hard ridges running along the stem.

COMBAT
The razorvine is non-combative, it just lies waiting for someone to fall into it or try to touch it.

Vines (Ex): Razorvine can inflict damage in three ways. Anyone handling the stuff or brushing past are likely to get cut. Anyone trying to slash through it or cut through it might get cut. Anyone falling into it will get cut. Handling razorvine includes wading through the stuff. Each round someone tries to retrieve something or wade through it, they must make a Dexterity check (DC 15.) Those who succeed take 1 point of damage those who suffer suffer 1d3 + base AC in damage.

Hacking through it is as dangerous because the tightly twisted vines are under tension. When a vine is cut, it recoils and might slash the basher who just severed it. If it hits, it deals 1d4 + the base AC in damage to the victim and no save is allowed.

Falling into a patch is deadly because most folk will bleed to death before getting out. This deals 1d8 + (20 - base AC) with no save or attack roll needed. When someone falls into a patch, they take no damage, except for when they fall or tumble into it or try to move out of it. Each round that they try to get out, they suffer full falling in damage all over again. Normally it takes 1-3 rounds to get out.

A person's base AC is his armor without Dexterity bonuses, shields, or magical adjustments that don't actually cover his or her whole body or rely on misdirection.

Weapon Immunity (EX): Razorvines are only affected by slashing weapons.

Fire Vulnerability (Ex): Razorvine is unusually resistant to fire. Normal fire only blackens and hardens the stem while burning the leaves off. Magical fire affects the plant, as normal fire would normally do.

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing unless targeted to work on plants. Not subject to critical hits.