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Showing posts with label Summon. Show all posts
Showing posts with label Summon. Show all posts

Monday, 21 September 2015

Aether Mist

This is inspired by a famous monster in a storybook that I love. I've never used it in a game, as a feared legend. They have a weakness but you need to have read the story...or if you haven't read the story, just make up your own.  

Aether Mist

Large Sized Outsider
Hit Dice: 20d10 (150 hp)
Initiative: +2
Speed: Fly 50 ft (perfect)
AC: 42 (+30 natural, +2 Dex), 42 touch, 40 flat-footed
Base Attack/Grapple: +19 / +0 (Can not be grappled or tripped)
Attack: Automatic Hit (40-AC dmg)
Full Attack: Automatic Hit (40-AC dmg) or +33 Penetrating Attack (5-50)
Special Attacks: Automatic Damage, Double Damage
Special Qualities: Astral Jaunt, Immunities, Dmg Reduction 20/Adamantite, SR 35
Saves: Fort: -, Ref: +14, Wis: -
Skills: Knowledge (Astral, Magic, Religion) +20, Perception +40
Abilities: Str 28, Dex: 14, Con: -, Int: 10, Wis: 10, Cha: 10
Environment: Deep Ethereal, Aether Domains
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Neutral
Advancement: 25 - 50 HD (Huge)

An immense sized, deeply coloured mist.

These living clouds are approximately 30 feet in radius and 10 feet high. Their origin is somewhere in the deep ethereal. They come to prime worlds when summoned by spell casters using a Monster Summoning VII or greater spell. Spell casters must sacrifice a single magical item worth at least 75,000 g.p.  which is consumed in the casting.

The only other time they can be recruited, is in the minutes after they have successfully completed a mission, they can be requested to stay and complete another mission if a Diplomacy check of DC 30 is made along with the offering of a magic item or gem worth at least 25,000 g.p.

The Ether Mist has never communicated with any other creature. When summoned their instructions must be exactingly precise, or they will interpret it sometimes with dangerous effects. If they have a weakness, it is unknown to scholars.

The colour of its mist determines purpose, when they have a new mission, they change colour.
Grey - guards an item for ten years; they pursue if the item is stolen
Red - Executioner, summoned to execute one creature on that same plane.
Purple - guards a location for ten years unless password is spoken

Combat

An ether mist doesn’t attack, just like a swarm, anytime creatures are in it’s radius, they are automatically crushed.

Swarming: An Ether Mist automatically hits all creatures that is within their radius. They inflict 40 - Victim’s Touch AC every round acting as a +4 weapon. All creatures affected must make a winded check (Fort DC = dmg taken) to remain fully active. If they fail, they are winded and are able to take partial actions for that round and any round they fail their save when in the misty cloud.

Penetrating Attack: This is a focused attack on a single creature, doing 5-50 crushing damage, acting as a +4 weapon. They can take this attack action even if they are using their swarming action, but only one creature is attacked in this manner. Victims cannot be the target of both the penetrating and double damage attack on the same round. A penetrating attack is most done on the second round, if a particular foe seems to have taken less damage than the others,

Double Damage: The Ether Mist on any round can designate any one creature that has taken damage from its swarming as it's primary target. This primary target must save vs a Fort DC 25, or take double damage from its swarming affect. A Red Ether Mist will always use this special attack on their target. They do not stop their crushing until the target is a blood smear.

Astral Jaunt: Ether Mist can re-enter the astral plane as a free action from anywhere. Any creature in the mist at this time must make a Will DC 33 or be transported to the ethereal plane at the same time. Creatures transported do not take swarming damage in the ethereal. It takes one hour for the Ether Mist to come from the astral plane to a material world, and can only be done in specific locations, such as a wizards lab or church with an active obelisk,, etc.

Immunities: Immune to mind-affecting spells, elemental effects, energy effects, poison, sleep, paralysis, stunning, disease, death effects, necromancy spells or any fortitude or wisdom save unless it affects objects. They are not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or massive damage.

Wednesday, 22 July 2015

Corona Salarius

This was an idea that I was playing around with for a while - an outsider spirit that would inhabit mortal creatures and give them a shimmery golden glow and a bunch of powers. Then I realized it was kind of done before - the Incarnate from the 2nd Planescape Monster Compendium (Second Edition). 

Anyway, this is a neat little way to give players a bump-up without increasing their actual levels for a one-shot adventure.

Corona Salarius

Type                Usually Small Outsider
AC                  As per host
HD                  As per host

Saves               Fort +2 Ref +2 Will +2 (Add to host's base)
Init                   +1                               (Add to host's base)
Speed               --
BAB       --      CMB   --    CMD --
Special Defenses +6 on saves versus alignment affecting spells or affects, Lesser Telepathy

Str   --   Con   --    Dex +2                    (Add to host's base)
Int   --   Wis   +5   Cha +5

Skills: Any five: Acrobatics, Climb, Escape Artist, Intimidate, Knowledge (arcana, history, magic, planes or religion), Sense Motive, Survival, or Use Magic Device plus Perception

Typical Feat Selection: Alignment Channel, Alertness, Blind-Fight*, Channel Smite, Deadly Aim, Dodge, Mobility, Eschew Materials, Extra Channel, Iron Will, Lightning Reflexes, Spell Focus, Spell Penetration

Lesser telepathy: Corona can communicate with mortal creatures that are physically near (within 20 feet) their remains or a piece of jewelry their spirit inhabits.

Best known as a shimmering bright halo that surrounds mortal creatures. These “shining lights” are the remains of souls of former outer planar beings that did not depart when their physical forms were defeated on the mortal planes. The heavenly spectres clung to a dungeon on a physical plane, waiting for help from mortals to complete a mission.

Good aligned Corona usually watch mortals to ensure their potential host have similar views to their own. When finding a match, they will ask if they can inhabit the mortal body to complete a specific goal – explaining in detail what is needed and the risks. They accept the answer even if it's not the one they want. 
A mortal's eyes glow golden when utilizing the spells or feats their guest provides for them. Once the task is completed, most Corona depart for the heavens. It is interesting that Corona gives their host the capacity to turn spirits, but they cannot be turned as their host and them form a bond that is only broken when the Corona wishes to depart.

Evil aligned Corona are summoned to the mortal planes by evil clerics for help in their dark plans. These spirits give their hosts apparent freedom, but don't hesitate to exit a host for another of higher level or more useful to them. Some evil Corona may have alternate magics to the spells listed below. They won't hesitate to inhabit lesser beings if they need to escape.

Most Corona inhabit their host as guests and whisper helpful suggestions. In times of stress, they may take a more active role, their hosts exhibit other forms. For good aligned Corona: they take on Golden Halo, Wings, Angelic Appearance. For evil-aligned ones it is small sharp horns, devilish features, and deep sharp claws.

3 HD Detect Alignment*, Curse, Magic; +15 skill points in only their selected skills; Turn as 3rd level cleric
4 HD Gain + 2 to any Ability Score; Turn as 4th level cleric; +5 skill points in their selected skills
5 HD Gain Align Weapon, Remove Curse & Disease;+5 skill points in their selected skills
6 HD Gain Circle against Evil & Discern Lies; Turn as 5th level cleric; +5 skill points in their selected skills
7 HD Gain + 2 to any Ability Score; +5 skill points in their selected skills 
8 HD Dispel Magic & Cure Medium Wounds (2/day); Turn as 6th level cleric; +5 skill points selected skills
9 HD Smite (2/day); Turn as 7th level cleric; +5 skill points in their selected skills
10 HD Blade Barrier (2/day); Turn as 8th level cleric; +5 skill points in their selected skills
11 HD Gain + 2 to any 2 Ability Scores; +5 skill points in their selected skills
12 HD Regenerate Other (2/day); Turn as 12th level cleric

Unlike standard creatures, the levels for a Corona do not change. When a Corona and a mortal merge, the mortal gains the level abilities for the HD or level that they are at.  Also, Corona do not increase skill levels beyond their normal maximum point, so they are not added or increases a character's current skill levels. 

*Spells are cast at the Cleric level indicated or the minimum needed to cast the spell

Friday, 17 July 2015

Rogue Modron


Rogue Modrons were originally outsiders from a lawful plane that were mortally injured on the Nyssian world and unable to continue with their unit. While their internal repair functions fixed them, they were abandoned and are now alone on an alien world.

They are self-aware mechanical units, built for a specific work function not social interactions. Being awkward, they rarely know what to do or say, thus they stand out in mortal communities. Knowing the importance of interaction, they try to fit in to the world by becoming members in lawfully-aligned or large social groups. Most often it's a lawful church (such as Quanna or Casna) or in a city's bureaucracy. From this point, they try to learn the social etiquette, history and culture of their adopted world and the people who they are with and follow the social rules.

If they do not reach an acceptable status point in a hierarchy organization after a certain amount of time, a Rogue Modron usually leaves and strikes it out as an adventurer, seeking fortune, fame and portals to other worlds. If they do reach mid-levels of authority, they are content, and subtlety try to influence law and order in the organization and the world around them.

When Rogue Modrons meet others of its kind, they are instant allies. They physically touch, and immediately share everything about their learning and their own individual pasts.  They never engage in combat or take actions to directly interfere with their kin even if ordered to by their mortal comrades. It is common for Modrons to join with each other in a cause but never as equals, there must be one determined Commander. If they cannot determine among each other this strata - they cannot become partners.

The ultimate goal of a Rogue Modron is to find a portal back to their home plane. Strangely, if they find one, they are hesitant to go through as they are unsure of where or even if they will fit in with "True Modrons". There is no known instance of any Rogue Modron who ever returned back to their home world, so whether they are transformed, destroyed or celebrated is not known among non-kin.

Rogue Modrons

-2 Charisma, +2 Constitution, +2 Intelligence:  Socially inept, the Rogue Modron is nevertheless highly intelligent and their fleshy bodies are optimized for durability.

Box-like body, Face on the upper part of the box, Small legs, Small Wings on their shoulder portion relative to their face. All clothing and armor needs to be custom fitted. Standard pieces of armor or jewelry (even magical pieces) do not fit them.

Outsider (Lawful): Rogue Modrons are lawful aligned outsiders.

Medium: As a Medium creature, a Rogue Modron has no special bonuses or penalties due to its size.

Rogue Modron base land speed is 30 feet. They eventually gain a fly speed (see Wings).

Darkvision: can see 60 feet in the dark.

Racial Skills: A Rogue Modron's outsider levels give it skill points equal to 7 / HD.  Its class skills are Acrobatics, Appraise, Balance, Climb, Craft, Disable Device, Fly, Knowledge (Any, all taken separately), Linguistics, Perception, Profession, Spellcraft, Stealth and Survival.. The rogue Modron gains a +2 racial bonus on Knowledge (Mechanical) and Disable Device checks.

Metal Body: Modrons have some construct traits. While they are healed normally by positive energy, they take half 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. Rogue Modrons need to eat and sleep at quarter the normal consumption rates of a human. They do not starve if hungry but do slow down. They do not need to breathe.

Racial Feats: A Rogue Modron's outsider levels give it one feat.

Automatic Languages: Rogue Modron. (A non-standard, non-written language based on the Modron Mother tongue.) While unique to the individual rogue modron, others of its kin fully understand
it instantly. Likewise it is 50% likely any Lawfully aligned creature will also understand it.

Bonus Languages: Phaetox, Minotaur, Elven,  Draconic, Dwarven, Celestial, Infernal, and Undercommon.


Natural Armor: Rogue Modrons gain +1 natural armor. As they increase in levels, their armor becomes more hardy. They are unable to wear standard metal armors. Non-metal armors can be sculpted to fir their body template, as it provides little protection to mid or higher level Modrons.

Regulate: A Rogue Modron is able to perform difficult actions with surprising regularity. They can take 10 on any d20 roll 1/day even if it normally would not be able to take 10. It gains an additional use of Regulate at 4th HD and every 4th level beyond. At 20 HD, it becomes an action they can take once per round.

Wings: They possess a pair of small wings on their metal limbs. At low levels they are incapable of supporting themselves in flight, but they minimize falling damage to half or none if they make their saving throw. At 6 HD, the Modron gains a fly speed of 20 feet (poor), and at 9 HD it becomes 50 feet (good).

Socially Awkward: A Rogoue Modron is at best socially awkward for both the modron and non-modron's kin alike, taking a -2 to social interactions with any skill check to non-allies.

Aligned Being (Ex): Rogue Modrons gain a +2 racial bonus on attack rolls, skill checks, and ability checks against chaos-aligned creatures. This bonus doubles against creatures with the [Chaos] sub-type. However, they take a -2 penalty on saving throws against chaos aligned spells and effects.

Energy Resistance Select One: Acid, Cold, Fire 10.

Detect Law or chaos: A Rogue Modron can detect presence of law or chaos. at a range of 120 feet.

2nd: Fortification (Ex): A Rogue Modron possess 10% fortification at 2nd level and an additional 10% every additional level. At 11th level and higher, this bonus changes to 1% each new level.

Logical Mind (Ex): Rogue Modron gain a +3 bonus against mind-affecting effects and illusions.


Rogue Modron HD

1st level Metal Body, +1 AC, +12 Skill Points, Regulate Action, Auto Half Dmg from falling
2nd level + 1 AC, +7 skill points, Gain Fortification (10%/level), Choose Energy Resistance Acid,                                    Cold or Fire 5, Gain Feat
3rd level + 1 AC, +7 on skill points, +2 on one of Dex, Con or Int, Logical Mind, Gain Feat
4th level Aligned Actions (Gain +2 on attacks, skill and ability checks vs Chaos-aligned creatures),                                  +7 on skill points, Regulate Action (2/day)
5th level  + 1 AC Armor, +7 on skill points, +2 on one of Dex, Con or Int, Gain Feat
6th level Flight 20 (Poor), Choose Energy Resistance Acid, Cold or Fire 10, +7 on skill points
7th level + 1 AC Armor, +7 on skill points, +2 on one of Dex, Con or Int, Gain Feat
8th level Aligned Actions (Gain +5 on attacks, skill and ability checks vs Chaos-aligned creatures),                                 +7 on skill points, Regulate Action (3/day)
9th level Flight Speed 50 (Good), +7 on skill points, +2 on one of Dex, Con or Int, Gain Feat
10th level   + 1 AC Armor, +7 on skill points, +2 on one of Dex, Con or Int,
11th level   + 3 AC Armor, +12 on skill points, Choose Energy Resistance Acid, Cold orFire 20, +5                                   on any ability score (no more than +2 on any one)

Rogue Modrons do not need to advance up this listed level chart. They can gain non-standard HD or class levels at any time, however, if they ever gain non HD they are unable to further advance in their natural Modron class levels again.

Favored Class: Cleric, Fighter, Monk, or Sorcerer.

Thursday, 9 July 2015

Minion -- Communual Yellow-Skinned Golem-like Servant

Inspired by the many commercials, books and toys my little Peach shows me every time she sees them. This is a way to have a funny referential servant creature in your games that will be a shared joke but still be functional and fitting to either a castle or dungeon setting.

Minion *

Minions were thought to be a golem-like creature from another dimension (sometimes called Deesneey) brought to the mortal plane a long time ago as a type of servant.  When they have strong leaders from the summoning group and are treated well - they serve extraordinarily efficiently, otherwise they just return to their home plane.

Unlike many other creatures Minions don't really evolve as a group, they exist to follow simple directions and then be left alone to complete their task.  However just because the creature doesn't evolve individuals do change, adapting to service a need when it is recognized. They learn special features (listed below) to better survive in their location, in fact there are few creatures better or quicker at adaption.

They appear as small sized yellow skinned humanoids with small legs and arms.  They are in fact a solid blob form, meaning they have no blood or true shape and are immune to bleeding effects. Minions live to a set age, then dissipate. Different tribes have different top-ages but most are between 50-75 years. They often wear a basic uniform of their team or unit with little variation. Most times Minion teams are brought together to perform a service such as maintaining a prison or bridge. They take jobs that are most in need and learn the function. As long as they are treated well, have companionship with their own kin and have enough to eat - they continue to serve. They form extremely tight-knit communities in remote areas, servicing their own needs without interacting with others.  Many times Minions are found in remote locations, they are maintaining a site that has long been forgotten about, by long dead masters but their basic orders are still being followed.

The standard routine is when they are summoned between 1-6 Minions come into the mortal plane by the first level Summon Minion Spell.  If conditions enable, within a week, they summon another 1-4 Minions themselves. The process continues repeatedly until there is enough Minions to service their functions, they are at capacity for their food or space supply, they are either mistreated, suffer loses from the environment or other threats. Barring these negative conditions, Minions continue to summon their own kind until at capacity or there are 100 Minions, they then stop and maintain for a year. After the year point, their top capacity increases by 50% every year, barring no other problems. Minions who are mistreated or starved, just vanish and this usually leads to the entire Minion team leaving service.

As a general rule, Minions fit in and conform to the processes around them. They are not cruel but they seem to ignore these actions if they are not done to their own kind. Many evil masters have tried to summon these simple servants to take care of the non-military aspects of running an empire but the overwhelming majority of times they fail well before the year point, and lose all of the summoned minions.


Minion                                       CR 1
N (tend to LN)                                 Humanoid (Mountains & Desert)
Init +2                                  Senses-  Darkvision 30 ft.

DEFENSE

AC 12, touch 10, flat-footed 10
hp 3 (1d8-1)
Fort +1, Ref +1, Will -1

OFFENSE

Speed 20 ft.
Melee: Bow -1 (1d6), Flail or Mace -2 (1d6)

STATISTICS

Str 7 Dex 12 Con 8 Int 8 Wis 9 Cha 8
Attack -2; CMB -2; CMD 9
Feat: Share Skill Knowledge
Base Skills:  Climb, Disable Device, Any 1 Knowledge (Nature, Magic, Plane, Engineering), Perception, Use Magic Device +2
Typical Feat Choices: Agile Maneuvers, Alertness, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point-Blank Shot, Weapon Finesse
Languages: Minion-kin and pick one of Goblin, Dwarven or Common

NEW FEAT

Share Skill Knowledge: If able to spend three uninterrupted hours watching another minions perform a specific skill action, they gain +3 to their skill level. Minions can only benefit from this once a month - if they go through the watching ritual again, they lose the bonus and do not re-gain it to a new skill. If they do not go through the performance ritual every month, they lose the skill bonus.

LISTED FEATURES:

1 HD:  Limited Telepathy, Co-Operate, Share health, Small Size
2 HD: Gain 1 advanced Feature; +4 skill points; Gain Feat, Summon Other Minion
3 HD: Gain +3 attribute points; +4 skill points; Immune to Alignment affecting spells or effects
4 HD: Gain +3 attribute points; Gain 2 advanced Features; +4 skill points; Gain Feat  
5 HD: Immune to Charm Spells; +4 skill points, Minion Telepathy (50 ft)
6 HD: Gain +3 attribute points; +4 skill points; Gain Feat
7 HD:  Gain +3 attribute points; Gain 3 advanced Features; +4 skill points
8 HD  Immune to Illusion Spells; +4 skill points; Gain Feat, Minion Telepathy, Greater (500 ft)
9 HD  Grow to Medium Size; Gain +6 attribute points (no more than 2 in any specific ability score); +10 skill points; Gain 4 advanced features

+1 HD Gain level in character class (Bard, Monk, Psion, Ranger, Rogue & Fighter are preferred classes)

Minions do not need to advance up this listed level chart. They can gain non-Minion levels at any time, however, if they ever gain non-Minion HD they are unable to further advance in these natural class levels again.

BASIC FEATURES:

1st Level: Limited Telepathy: Minions have a basic empathy with each other, picking up on the raw emotions of other minions within 100 ft.

1st Level: Share health: Minions can share their hit points through touch. They do this to minimize injuries. They can do this to non-Minions but only if the Minions know and trust them.

1st Level: Co-Operate: Gain +1 to a skill check for every five additional Minions that have the same skill ranking. Twenty-Four Minions with +7 in crafting for example would gain +7, then another three +1, so in total +10 to the skill check.

2nd Level: Advanced Feature. Roll below on the advanced feature listing to determine their learned ability. (20% of tribes share the same features)

5th level: Minion Telepathy:  Minions at this level gain full telepathy with all other Minions within 50 ft radius. as long as one minion with this ability is in the radius, all other Minions share the same mental-link

2nd level: Summon Other Minion: As communal creatures, Minions do not feel comfortable alone. As long as they have the basics needs, a Minion is able to summon others of his kind. They are fine in a community of between 6-10 Minions. Once they are at this point, they do not summon more of their own kind unless it is needed to perform basic functions to their specific location.

3rd Level: Immune to Alignment Affecting Spells: Gain +5 to avoid alignment affecting spells if alone, and another +1 for every three additional minions in a 50 ft radius,

5th Level: Immune to Charm: Immunity to charm person spell. They gain +5 on charm related spell saving throws. For every three additional minions in a 100 ft radius, they gain another +1 on saving throws related to charms spells

8th Level: Immune to Illusions: Gain +5 on illusion spell saving throws. For every five other minions in a 300 ft radius, they another +1 on saving throws related to Illusions

Advanced Features (Roll d100)

1 Choose any Feature from Number 90 or lower
2 Gain +2 on any Ability Score
3  Gain +2 on any Saving Throw
4 Ability Damage and Drain (Ex or Su)
5 All-Around Vision (Ex) Same as Trait of same name
5-6 Amorphous (Ex) Same as Trait of same name
7-8 Amphibious (Ex) Same as Trait of same name
9-10 Attach (Ex) Same as Trait of same name plus +4 to maintain Grapple
11-12 Blindsense (Ex) Blindsense at 30 ft.
13-14 Blindsight (Ex) Same as Trait of same name
15-16 Burrow (Ex) Gain Burrow movement at 20 ft
17-18 Climb                         Gain +15 to their climb skill
19-20 Compression (Ex) Same as Trait of same name
21-22 Stench (Ex) Same as Trait of same name
23-24 Curse (Su) Victims must make a D12+ D-Minions Charisma Score Bonus or                suffer a -3 to physical skill checks for 48 hours
25-26 Disease (Ex or Su) Disease - Itching (Ex) Scratch—injury; save Fort DC 15, onset                    1d2 hours, effect 3 Con damage, cure 2 consecutive saves
27-28 Distraction (Ex) Distraction (DC 15) or nauseated for 1-2 rounds
29-30 Earth Glide (Ex) Same as Trait of same name, can use the ability 3 times / day
31-32 Sound Mimicry (Ex) Same as Trait of same name
33-34 Fear (Su or Sp) As Fear Ray, Will save (DC 12 + racial HD + creature's Cha                         modifier) 3/day
35-36 Ferocity (Ex) Same as Trait of same name
37-38 Flight (Ex or Su) Can sprout wings twice a day @ 30 ft. (average)
39-40 Fortification (Ex) Same as Trait of same name
41-42 Freeze (Ex) Same as Trait of same name
43-44 Frightful Presence (Ex) Same as Trait of same name
47-48 Greensight (Su) Same as Trait of same name
49-50 Heat (Ex) Same as Trait of same name
51-52 Hold Breath (Ex) Same as Trait of same name
53-54 Immunity (Ex or Su) Immune to one type: acid, charm, cold, fire, illusion, paralysis                           (roll d6)
55-56 Incorporeal (Ex) Can become incorporeal for up to five rounds - twice a day
57-58 Keen Scent (Ex) Gain the scent ability
59-60 Lifesense (Su) Same as Trait of same name
61-62 Low-Light Vision (Ex) Same as Trait of same name
63-64 Natural Attacks Gain a natural claw attack (1d6) as a natural attack
65-66 No Breath (Ex) They gain breath through their skin at will
67-68 Paralysis (Ex or Su) Touch effect 3/ day, Will save (DC 12 + racial HD + creature's                            Cha modifier)
69-70 Plant Traits (Ex) Same as Trait of same name
71-72 Poison (Ex or Su) Contact Poison (Fort DC 15 - onset 1d2 hours, effect 3 Con                               damage, cure 2 consecutive saves)
73-74 Pounce (Ex) Same as Trait of same name
75-76 Resistance (Ex)                     Roll: 10 resistance in one of 1-2 Air, 3-4 Earth,  5-6 Electrical, 7-8                     Fire or 9-10 Water
77-78 See in Darkness (Su) Same as Trait of same name
79-80 Spell Resistance (Ex) Gain SR 15
81-82 Telepathy (Su) Gain Telpathy 100 ft, Unlike the creatures base version of this                           affect, can work with non Minion creatures
83-84 Summon (Sp)   Able to summon a specific local small creature 3 times a day.
85-86 Tremorsense (Ex) Same as Trait of same name
87-88 Web (Ex) Same as Trait of same name
89-90 Water Breathing (Ex) Same as Trait of same name
91-92 Unnatural Aura (Su) Same as Trait of same name
93   Breath Weapon (Su) Choose (Fire, Cold, Electricity, Stone) DC 15, 3d6 dmg; 3 / day
94   Change Shape (Su) Change into one creature same as spell effect of same name 2/day
95   Damage Reduction (Su) Gain +10 Dmg Reduction
96   Construct Traits (Ex) Same as Trait of same name
97      Regeneration (Ex) Regenerate 2 hp / rnd
98      Summon Summon Monster Level 4 - Able to cast 2/day
99      Burn (Ex) Same as Trait of same name
100    Greater Flight Sprout wings at will. Speed 50 ft. (average)

* This idea is borrowed from a very popular movie franchise - no copyright infringement is intended*

Tuesday, 9 June 2015

Elder World - Local Outer Plane

Long ago for my gaming, I decided the planar stuff was a little convoluted. I liked the ideas though, and came up with a linked outer planar world that would be the base of most planar excursions. Essentially, this was home to my own version of the Titans or Elders, who were like little gods. They each had their own realm and were in between everything. Mortals came seeking knowledge and equipment, gods came for recruits and magic, and the dead came both as free and bound petitioners.
Each Elder realm was independent with specific rules and rites.

From Scroll Vitae Laenum Nem Xl IIV  -  Elderworld History

The home plane of the Elders (once referred to as Titans) the original offspring of the gods. These immortal beings are feared for being able to tap directly into mystical energies found in every plane. Some scholars call these energies arcane or even divine sources, but for the Elders it is all the same, and is used to power their personal abilities. Even more than the gods, these creatures are spurred by their own personal direction - not a particular idea, religion, faith or view. Thus it is incredibly difficult to gauge them except as individuals. Like the gods, their alignment varies, but, they usually don't interfere with each others plans unless they directly contradict.

It is believed humans were their spawn, and originally lived on the Elderworld. How long mortals were underlings is unknown, but how it changed is recognised due to the actions of one person, a human named Hamja. While perhaps not the first one to discover how to escape, he was the first known individual that left via the magical planar gates.to travel to the lower mortal worlds. Upon realising they could escape, many mortals began the treacherous act of running away from their cruel masters. This enraged the Elders, many began limiting their servant's activities as well as hunting down and destroying the rebellious offspring in the mortal world.

Knowing he was to blame for their suffering, Hamja returned to the Elderworld, demanding to be put on trial for his actions. The Elders tried to immediately attack him, but couldn't, as he was protected by the gods, a singularly rare event on the Elderworld. Agreeing to terms, a trial was held, witnessed by Casna, Lord of Justice.

The trial was quick. Hamja was found guilty of sedition but not for escaping. The humans who escaped were free and the Elders couldn't, by divine decree, recapture them by using force. The gods essentially shut down the planar gates, so the Elders couldn't travel to the lower world. This had a treacherous side-affect,while the knowledge was now recognised, the mortals lost their chance to escape.  (*For Hamja`s fate see Scroll Vitae Laenum Nem XX V ven Q*)

The Elders didn't realise the gods were intending to use the mortals as free and willing servants instead of the slaves as the Elders were using them. Within less than a century after their escape, the humans numbers had exploded and they had found a magical energy that they could utilise, that of the divine faith in the gods.

For their part, Elders, never organised a mass retrieval of the mortals. Some clamped down on their personal servants, others put up more elaborate traps to keep their servants in line and just as many to keep others out. A few learned other lessons, and begin to give their mortal children more freedoms to serve both themselves and their masters equally.

(Linked to Scroll Vitae Laenum Nem OV ven ii*) Most scholars know the Elder World as the mid-level between the Heavens and Mortal Planes. It is now understood that all mortal souls must return to this realm for a mere moment, as they travel to their final destination to the heavens or hells. What is not fully understood is the small number of souls that don`t leave the Elder World but are reborn as petitioners, destined to live a new life here in service to the plane and its needs without memories of their previous mortal existence.

Each individual Elder rules their own realm. Most are the size of a small mortal town; the largest are enormous counties with various races and beasts from across the planes. The spaces between the Elder Realms are wild, with shifting physical features causing near constant danger - while physical travel is possible, usually it is done via linked portals, indirectly from realm to another, often using multiple linked portals,

Many of these communities trade with Outer Planar groups, contact with the mortal realms is rare but a few have connections with High Level Wizards or Clerics. Portals to the High Planes are common and often permanent in the Elders communities. Those to the Lower Mortal Planes are rarer and seemingly uncontrolled, when they appear it is usually in remote areas and are open for short periods of time.

Elder World Random Encounter Table

02  High Petitioner (8th level or higher)
03  Githzen
04  Kyton
05  Reave
06  Yugoloth (Usually Mezzoloth or Nycaloth)
07  Nightmare
08  Night Hag
09  Astral Giant
10  Mortal Travellers (3-18, Levels 3+)
11  Imp (# 2-12)
12  Nightmare
13  Bladeling
14  Einheriar
15  Jackalla
16  Angel
17  Lower Level Elder Petitioner (1-3)
18   Quashi
19  Maelephant
20  Manticore
21  Yeth Hounds
22  Sphinx
23  Lillend
24  Coatl

Thursday, 14 May 2015

Cenobite

A horror monster from the 80's, which I have used as a creepy-crawler many times in my games. Often seen as genie-like beings, tempting players with favours and rewards until they risk calling them too many times or are seen as vulnerable, then these figures will turn the table and try to capture one of the party members inside the box.

One idea, if some of your gaming party is away, instead of cancelling a game, players may find themselves inside the Cenob Box, to do missions of rescuing or finding treasures.

Cenobite

Lawful Evil     Medium Outsider
Init +6 Senses Darkvision 60 ft.; Perception +12

 DEFENSE
AC 19 touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 110hp (13d10+39 con)
Fort +11, Ref +10, Will +6

Defensive Abilities  
DR  10/+1  Immune: Fear, Pain, Blindness, Paralyzation, Petrification  
Resistance: All Elemental 20  

OFFENSE
Speed Fly 50 ft.
Melee Scythe or Whip +16/+11 (1d10+3)
Special Attacks: Hooks of Pain

Spell Like Abilities: Cast as 13th level Necromancer. They are able to use each of their spell-effects once a day. Every time one of their Hooks of Pain contacts, they are able to recast any one of their spells again.

 STATISTICS
Str 16, Dex 14, Con 16, Int 10, Wis 15, Cha 9
Base Atk +13 CMB +16 CMD 28
Feats Cleave, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Skill: +9 Bluff , +12 Craft (Armor and Chains) , +15 Knowledge (arcana, planes, religion) , +12 Perception , +10 Sense Motive , +12 Stealth
Languages Dwarf, Minotaur, Kyton, Elf, Common

 ECOLOGY
Environment                             Any Mortal Plane (Always found near a Cenob Box)
Organization                              Small Units (1-3)
Treasure Value                          Half Normal  (Small bits of treasure and magic that can be worn)

 SPECIAL ABILITIES
Spell Like Abilities: Cast as 13th level Priest; Saving Throw (DC 13 + spell level)

Detect: Magic, Invisibility, Illusion (Constant)
Rays of: enfeeblement, paralyze, rusting & fear (all usable 1 / day)
Touches of: Silence, Confusion, Blindness, Polymorph, Electricity (11-20) (all usable 1 / day)

Field of Mercy: Cenobites radiate a 25 foot radius of empathy towards outer-planar beings. Any non-natives that approach a Cenobite on a mortal plane must beat a Will DC 24 to break the field and act normally. However, they are unable to take physical actions or cast spells against a Cenobite until the second round. This effect likewise prevents a Cenobite to take any counter action on planars until the third round. Meaning, on the second round they are totally defenseless against a creature in their field who has made their saving throw. This is a constant effect that they cannot evade. This effects only the Cenobites, not the Cenob Box or their mortal servant.


The Cenobites are outer-planar beings that seek to cause suffering to mortals.  Most were former mortals themselves who manipulated an arcane device called the Cenob Box, which is often used to give physical pleasures, but its main purpose can be used to summon these horrific beings that brings mortals to their world. Most forced into the device, endlessly suffer, but a few are transformed into beings who serve the device, these are the Cenobites. They appear as pale skin humanoids often with visual signs of torture on their bodies, wearing deep-black leather armor. They seem to lack emotion, except for when their sadistic side comes out when interrogating or attacking mortals. Most use scythes or whips, but a small number use other types of weapons.

The Cenob Box is actually a portal to the Demi-Plane of Pain. Cenobites can only come to mortal worlds when summoned through this device. Most who use the devise seek physical pleasure until that sensation is lost - and they are driven to seek the suffering of others. Eventually those who uses the device, can summon the Cenobites, once every 24 hours. While they come to serve the wielder, they always require a "pound of flesh" before they return to the Box. Wielders instinctively know the Cennobites obey the holder of the Cenob Box by attacking, capturing or otherwise destroying an
enemy. When they are able to incapacitate a victim, they drag them into the Cenob Portal and in return the wielder is given a permanent boon 1-3 hp. What few wielders realize is that if they are unsuccessful at finding a victim at least once every ten days, the Cenobites may punish the wielder by permanently draining the wielder 2-5 hp.

While outer-planar, Cenobites prefer the company of mortal beings. They are sometimes seen in medical houses or places or torture, just to hear the screams of victims. They have a deep fear of other Outer planar beings, even those they should have some connection to. They emanate a Field of Mercy which enables them to re-enter the Cenob Box to avoid confrontation. They understand though, if the current mortal wielder is unable to escape, the Cenob box might be found by those they are unable to manipulate.

Hooks of Pain (Su) Cenobites can summon chained hooks to attack a singular victim at +13 to touch attack, inflicting a cumulative 1d6 dmg and a -2 on all rolls (second hook inflicts 2d6 dmg and -4 to rolls, etc.) Each time a chain attaches to a victim, it connects to the nearest hard surface; if the hook does not hit a victim, it disintegrates the next round. When at least three chained hooks are on a victim, the Cenobites can call the victim into the Cenob Box, or whenever they leave. Each of the first three hooks add 20% chance, additional hooks adds +5%. If the victim fails this roll, they are sucked into the Cenob Box. The only way to free the victim is to defeat the Cenobite or destroy the chains holding the victim (AC 30, Requires a +3 weapon, 50 hp).  What many don't realize is that a Cenobite may summon the Hooks even without a Cenob Box, but then it is done merely to inflict suffering.

Cenob Box: A small, intricately carved wooden, bone or metal box with small sliding pieces that when re-positioned change the carvings on the device.  While believed to be a singular artifact, they are in fact several versions in any given mortal plane. These boxes are portals to the Demi-Plane of Pain. By manipulating the pictures, wielders receive happy sensations. The first few times, it is always positive (24 hour +4 bonus to their preferred ability score, rush of happy memories or feelings, etc) but by the fourth time, these leave the wielder wanting something else - usually to inflict pain on others.

Box wielders must then call out the Cenobites at least once every ten days, these beings appear for their sacrifice, and if no one else is there, the Cenobites take their sacrifice from the wielder.  If a wielder is able to go more than 99 days without providing a sacrifice, the Cenobites will either teleport the Box away or begin to tempt another would-be wielder to take it from the current wielder. Once the Cenob Box summons the Cenobite back, it cannot be used again for 24 hours, if they were not successful in having a sacrifice, they must wait 48 hours.

Tuesday, 5 May 2015

Abandoned (Lost Dabus)

I  love the planescape rules, the ideas of being able to travel and adventure in other worlds and face demons or angels. Here is something I borrowed and used a few times, a lost figure that could represent a pathway for some of your players.

Abandoned  (Lost Dabus)

Size/Type:                 Medium Outsider (Extraplanar)
Hit Dice:                   3d8-3 (14 hp)
Initiative:                  +1
Speed:                       30ft.
Armor Class:              13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
Base Attack/Grapple: +3/+4
Attack:                      Masterwok Tool +3 (1d6)
Special Qualities: Hover
Saves:                        Fort +3, Ref +5, Will +4
Abilities:                   Str 11, Dex 13, Con 8, Int 10, Wis 10, Cha 9
Skills:         Craft +13, Disable Device +10, Perception +12, Knowledge (The Planes) +8, Climb +10
Feats:                        Skill Focus (Craft), Endurance
Environment:             Any isolated location
Organization:             Solitary
Challenge Rating:       3
Treasure:                   Masterwork Tools
Alignment:                 Chaotic Neutral (30%), Lawful Neutral (50%)
Advancement:            By HD, those higher than 10 have class levels

Tall, slender humanoids, usually dark grey or light yellow in skin colour, with short horns at their side. Many wear faded work uniforms from their previous existence, along with tools or other personal artefacts. Dabus are best known as workers who maintain the Great Portal city, these outcasts are individuals, usually called Abandoned who were banished from their homes, and in their absence are becoming something else entirely. Reknown for the riddle picture flow or rebus that floats above their heads as this is how they communicate with other creatures. When asked about how they came to be Abandoned, they usually show a picture of a circular tube tearing apart.

Abandoned are solitary beings found in virtually any remote place, usually mortal worlds, rarely found with others of their kind. Many collect debris they find, and construct odd physical replicas of places they once knew well. Their absence from their home both makes them sad but it also inspires them to learn to be more than they ever were. The first thing most Abandoned learn is to use their rebus to imitate a physical mouth and imitate the most common language they hear.  They are often seen as local experts, and help to trade or make connections with beings who would otherwise not get along or trade, acting as a middle-man to distinct parties. They seem to have goals that are little understood, collecting items of indecipherable purpose that will help in tasks later on in their or their allies lived.

The Abandoned are not combative creatures but they find and fit into the roles they have found outside their worker existence. They go on adventures both to build up alliances and to find the unseemingly odd objects that they are bound to collect. They fight with weapons they summon, being fully proficient even if they have never touched the weapon before.

4 HD Speak Other, Gain +2 on Ability Scores
5 HD Summon Dagger
6 HD Magic Circle 10 ft, Gain +2 on Ability Scores
7 HD Summon Whip
8 HD Object Reading, Summon Small Objects, Gain +2 on Ability Scores
9 HD Summon Cage
10 HD Summon Sword, Gain +2 on Ability Scores
11 HD Open Travel Portal (30% chance)

Hover (Ex): A dabus floats off the ground, in a manner similar to flight, save that it cannot hover higher than it's natural reach. They are unimpeded by terrain of any type but they are not considered as flying for effects that interact with that (like wind effects).

Speak Other: Can communicate with any one creature using that creature's native language via a small mouth they project. Their rebus copies the speech words, so everyone can understand what is being said.

Summon Weapon (Dagger, Whip or Sword): Weapons are summoned within two feet of the Abandoned. They attack as if proficient with these summoned weapons. If they lose the weapon (such as being disarmed) they are able to revisualize the weapon automatically the next round.

Magic Circle 10 ft: They can project a ten foot circle, gaining a +2 to attacks versus one specific type of creature. It is a ten minute ritual to change the creature their magic circle affects.

Summon Small Objects: They can visualize any item that is worth less than 100 GP and weighs less than 50 pounds, they can then materialize the item out of their picture flow to use the same as their weapons.

Summon Cage: Can summon a 20 X 10 ft cage within fifty feet of themselves. The cage has standard dimensions and weight, and lasts for ten minutes per HD of the summoner. They can summon it once a day.  Once active, anyone inside the cage cannot summon other items or beings. An abandoned can enter the cage, but if they do, they cannot leave unless they end the spell effect.

Open Travel Portal: The Abandoned can automatically open any portal that they are within fifty feet and direct to any known location. They do not need portal keys, they can open them at will.

Friday, 20 February 2015

Lego d20

This is something I consider weirdly functional as it`s ideas that I have been playing with in one form or another for a long time. Again, these don`t perfectly fit into any world almost by design, as they are alien but it`s fun and weird which are combinations that I can`t resist.

Lego d20 *

Lego entities are not a natural part of a fantasy ecosystem, they are most often brought to worlds as slaves or they come as refugees. They exist as a living block, some with sentience, others inert. Both are still considered fully Lego.

As far as experts can determine, Lego are alive and come from an existence that is distinct from our own. They can be found in virtually any dungeon environment, living their lives separate
from most other creatures, as they have a long history of outsiders taking advantage of them. There are some individuals, usually small sized humanoids like Halflings or Dwarves who have gained the Lego communities trust. Individual Lego will adventure, to learn about their neighbours and find ways to stop evil creatures from taking advantage of their kin.

For the most part, their society matches the non-Lego one, needing to eat, sleep, compete and co-operate. Since they are all Lego, they also have a bond with each other which helps define their existence, as they can uniquely feel and be bonded with everyone in their community. They are almost always aligned to the Neutral Good Alignment. Individuals who do not believe in the shared community are isolationists and are usually Neutral Evil, who seek power for themselves.

Lego generally do not believe in gods, or, for the most part they do not believe they are governed by gods. They respect other creatures beliefs and can co-operate with anyone that they share a connection with. Their clerics adhere to the One Brick, though they do not elaborate what this means with others.

Lastly, Lego strongly follow a shared network of ideas and actions. Outsiders can become a part of a community, as long as they are willing to share ideas, wealth and a commitment to the Lego-kin.
Strangely, it is their own people who have literally grown to a new size (at 7 HD) that seem to have outgrown their connection. These outsiders are needed as stalwart defenders yet do not fit, torn by their responsibility to their kin and their personal desires for wealth or other drivers.

Lego                              CR 1
NG                                Humanoid (Mountains & Desert)
Init +2;                         Senses darkvision 30 ft.

DEFENSE

AC 12, touch 10, flat-footed 10
hp 4 (1d8-2)
Fort +0, Ref +3, Will +0

OFFENSE

Speed 20 ft.
Melee: Bow +3 (1d6+3)

STATISTICS

Str 7 Dex 15 Con 8 Int 8 Wis 8 Cha 10
Base Atk +0; CMB +-3; CMD 12
Feats Skill Power Attack, Improved Unarmed Strike (Combat)
Minor Skills: Acrobatics, Disable Device, Knowledge (Nature, Engineering, Local), Perception, Use                    Magic Device +2
Major Skills:Climb & Stealth +5
Typical Feat Choices: Agile Maneuvers, Alertness, Endurance, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Point-Blank Shot, Weapon Finesse
Languages: Lego-kin and pick one of Elven, Dwarven or Common

FEATURES:

1 HD: No Part Alone, Bricks, Lego energy, Small Size, Vulnerable to Force
2 HD: Assemble 1, Absorb,Locked Lego, Gain +2 attribute points
3 HD: Disassemble, Lesser Bond
4 HD: Part of the Whole, Gain +2 attribute points  
5 HD: Regular Bond
6 HD: Assemble 2, Gain +2 attribute points
7 HD: Full Absorb, Grow to Medium Size (Gain +2 in Strength and Constitution)
8 HD  Assemble 3
9 HD  Wholy Linked, Strong Bond, Gain +5 attribute points (no more than 2 in any specific ability score)

+1 HD Gain level in character class (Bard, Cleric, Monk, Psion, Ranger, Rogue & Fighter are preferred classes)

Lego-kin do not need to advance up this listed level chart. They can gain non-Lego levels at any time, however, if they ever gain non-Lego HD they are unable to further advance in their natural Lego
class levels again.

Bricks: Unlike many other creatures, Lego have components that are both distinct and apart of the full entity. Anytime they are hit by a blunt force, they can take the damage to one part instead of their whole body, thus separating individual parts instead of taking damage to their HP. 20% of their total HP can be converted from direct damage into losing one of their appendages (their arms or legs). They can take up to 80% of their total HP as brick damage. Any extra damage is not lost, it must be taken to their HP total. It takes one minute per convertible HP to reassemble the piece.

For example: A lego creature with 20 HP, they could convert 4 hp damage to brick damage.  In this example, if they took 7 points of blunt force damage, they can convert 4 points to lose attachment to an arm, but the remainder of 3 points would be lost as HP damage. It would take four minutes to reabsorb a severed appendage.

No Part Alone: Lego-kin are individual entities free to chose and act, however they are bound mentally with others of their kind. Lego can communicate with all others of their kind, gaining base
empathy with any other lego they touch, including inert ones.  (1st)

Lego Energy: As beings from another world, Lego bring an energy not usually found in physical, mortal worlds, as such they are vulnerable, as many evil beings convert Lego to spell energy.  For every 1 HD of active Lego energy, spell casters can gain 1/2 spell level to a spell or enchantment. For every 10 HD of non-active Lego energy, evil spell casters can gain the same amount. Some higher level spell casters can likewise convert this Lego energy to temporarily boost their spells, but it is considered an evil action as the Lego will die  (1st)

Vulnerable to Force: Lego suffer a -2 saving throw penalty to avoid Force effects

Assemble: Lego-kin are part of the infinite Lego-ness, being one with the infinite brick enables them to manipulate Lego in a way that others can not fanthom.
They do not need to roll an intelligence check to build a greater unit.  (2nd)

Absorb: Lego entities are able to absorb other Lego to heal themselves. They can convert 1 pound of loose Lego to heal 1d3 damage. They can do this to heal themselves or other Lego creatures as a standard action up to their Charisma Bonus each day. (2nd)

Lesser Bond: Lego can form strong attachment bonds with their kin. It is a type of magical glue that unites a Lego with others of its kin. It takes DC 12 + Strength Bonus + Lego HD to separate Lego from Lego  (3rd)

Disassemble: Most non-lego creatures that have interacted with Lego, know that Lego shapes can be  taken part through brute force. However, non lego-kin can make an intelligence check (DC 14 + base)  in order to take the pieces apart. Lego do not need to make this check, if they take time they can always disassemble a simple block. (3rd)

Part of the Whole: Lego-kin can communicate with other intelligent Lego through sight, sending messages to each other with subtle movements that no non-Lego can comprehend. treat as full
comprehension as long as the receiver can see some part of their Lego-Kin (4th)

Regular Bond: At this level, it takes DC 15 + Wis Bonus + Str Bonus  + HD to separate Lego from Lego  (5 HD)

Assemble 2: By touching Lego for one full round, they are able to unlock and free blocks from other Lego blocks. They do this in order to reassemble the block in a new formation or to travel past that point. Once they change the blocks arrangement, it is relocked (6 HD)

Full Absorb: They are able to absorb other Lego to heal themselves. They can convert 1 pound of loose Lego to heal 1d6 damage. They can do this to heal themselves or other creatures the same as a healing spell. They can do this once per their HD or level (7 HD)

Assemble 3: Lego-kin gain the ability to manipulate lego without touching it. As long as they are within twenty feet, they can manipulate blocks to lock or unblock by concentration alone. Anything that blocks or hinders Telepathy also blocks this capacity  (8 HD)

Wholly Linked: Lego-kin at this level have made a deep connection with any other lego, able to communicate from any distance with one lego-kin per HD or level. These must be individuals the lego-kin has met and formed an attachment to. Once an individual is named, they are never removed from the list, even if the person is dead or is on another plane. (9 HD)

Strong Bond: At this point, it takes DC 20 + Wis Bonus + Str Bonus + Int or Cha Bonus + HD to separate Lego from Lego (9 HD)

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Other Lego Rules

Lego Beasts: In places where Lego entities are found, Lego Template creatures should also be found. These are animal or monster types that have the same square-block look that Lego Figures are famous for.  Use the Brick rule from the above listing to enable Lego creatures to lose their arms or legs in the same manner.

Non-Lego characters can utilize a Knowledge (Engineering) for Lego Crafting Skills.

Lego Bricks are considered to have a Hardness 2 and Hit Points of  10/in. of thickness. Consider them to have a break DC of 30.  Lego don`t usually decompose, unless they are affected by the equivalent of disintegration, they just fall into smaller and smaller pieces.

* This is all for the fun of gaming and combining stuff I loved as a kid and still have a fondness for. This should in no way be considered an infringement of any rights the Lego Corp has.

Sunday, 23 February 2014

Ter Falcana - Magical Flying Avian

Ter Falcana   CR 10
N (NG)  Magical Beast
Init +7; Senses Perception +15

DEFENSE

AC 24, touch 24, flat-footed 7 (+7 Dexterity, +7 natural)
HP 85 (10d10 +30 hp)
Fort +9, Ref +14, Will +3
DR 5/magic, Cold, Electricity and Fire resistance 20. Immune to air spells

OFFENSE

Speed 10 ft., fly 90 ft. (Great)
Melee +10 Bite (1d12+2), +7 claws (1d8+1 claws)
Special Attacks  Dive: Triple damage with claws, Wounding with claws

STATISTICS

Str 14, Dex 24, Con 15, Int 10, Wis 14, Cha 14
Base Atk +8; CMB +12; CMD +29
Feats Aerial Dodge, Improved Critical (claws on 15+), Flyby Attack, Wing-Over, Improved Initiative
Skills Fly +24, Perception  +15, Special: Knowledge (Geography) +20, Fly +12
Languages Avian, Common

Environment: Clouds, Mountain Peaks or the Plane of Air
Organization: Solitary or mated pair

Aerial Dodge: They gain a +4 on their armor class vs non-flying foes.  They also get this benefit to all saving throws versus non-flying foes.

A noble white eagle with a diamond beak and talons.

Ter Falcana are descendants of a great air elemental that appeared on the prime material plane and mated with an avian. They have a great hatred for dragons and will warn towns and good tribes of imminent attack. They speak avian, but understand common. Ter Falcanna can be psionically or magically contacted and beseeched to act as a companion for up to two weeks. They serve as an airborne set of eyes, a guide, or simply a good-aligned creature willing to share their knowledge of geography and any other matters that they have observed.

They inhabit cloud isles or remote mountain peaks amidst the strongest known winds. These ladies of the air rarely engage in combat, as their flight enables them to flee before virtually every confrontation.

Combat
When forced to engage in combat, they prefer to dive at their foes, tearing them apart with their diamond tipped claws. Once they inflict the wounds, they depart quickly, soaring into the clouds for cover.