Blog Archive

Monday, 12 February 2018

Pink Unicorn

Many times when creating a creature, I take apart the stats, making small adjustment to AC, dmg, skills, etc. Not for the Pink Unicorn, I just wanted to update their magic to better enable them to fight/face lawful creatures, especially ones that try to change others will especially thru magic.

Pink Unicorn
CN (G) Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Aura magic circle against charms & poison

DEFENSE

AC 15, touch 12, flat-footed 12; (+3 Dex, +3 natural, –1 size; +2 deflection vs. evil)
hp 34 (4d10+12)
Fort +7, Ref +7, Will +6; +2 resistance vs. lawful (Any save)
Immune charm, compulsion, poison

OFFENSE

Speed 60 ft.
Melee gore +8 (1d8+4), 2 hooves +5 (1d3+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+8)
Spell-Like Abilities (CL 9th)
At will—detect law (as free action), magical light spray, negate charm (DC 22)
5/day—charm person (short term, 6 hours or less)
1/day—hold monster, teleport-home (within its forest territory)

STATISTICS

Str 18, Dex 17, Con 16, Int 11, Wis 21, Cha 24
Base Atk +4; CMB +9; CMD 22 (26 vs. trip)
Feats Multiattack, Weapon Focus (horn)
Skills Acrobatics +8, Perception +10, Stealth +8, Survival +7 (+10 in forests); Racial Modifiers +3 Survival in forests, +4 Stealth
Languages Common, Fae
SQ magical strike, wild empathy +17

ECOLOGY

Environment temperate sylvan forests
Treasure Gems (Usually Rhinestones)

SPECIAL ABILITIES

Magic Circle against Law (Su) This ability continually duplicates the effect of the spell. A unicorn cannot suppress this ability.

Magical Strike (Ex) A unicorn's gore attack is treated as a magic weapon for the purposes of damage reduction, It is equivalent to a +1 magic weapon. If the horn is removed, it remains a magic weapon. It takes a unicorn a month to regrow a new horn. The removed horn retains its magic for 1d100 days.

Wild Empathy (Su) This works like the druid's wild empathy class feature, except the unicorn has a +4 racial bonus on the check, +8 vs chaotically aligned.  Unicorns with druid levels add this racial modifier to their wild empathy checks.

Magical Light Spray is an at will ability. It can either shoot a beam of light out to 150 ft from its horn alternatively they can change any magical light into a kaleidoscope of bright multi-coloured display out to 50 feet. Lawful creatures in this kaleidoscope suffer a -2 to attacks, saves and skill checks. Non-lawful creatures with at least +5 skill ranks in dance gain a +2 to attacks, saves and skill checks if in the magical light. 

Negate Charm: Any creature under the effects of charm is freed from the compulsion. (DC 26)

A Pink Unicorn is a sylvan legend, a unicorn with pink streaks of hair and a bright pink horn. It is a charming figure, always looking to make allies to help it in it's tasks, but makes sure that they help it willingly. While their standard kin seems focused on hunting evil, the pink unicorn is devoted to ensuring lawful forces cannot hurt or weaken others. They enjoy acting spontaneously, free to their whims and despise when others enforce their will on weaker creatures. They are welcomed among their sylvan kin, since there are few lawful faeries. Couples in love are sometimes blessed with the appearance of a pink unicorn during moments of coupling or marriage, their appearance foreshadows happiness and good fortune for their future.




Monday, 5 February 2018

Anchor Cat (Prison Cats)

Anytime players see small cats in a dungeon, it's usually these buggers. Small, unassuming but they have a powerful effect, as they can virtually eliminate teleportation.

Anchor Cat
NG Medium Magical Beast
Init +9 Senses Darkvision 60 ft.; Perception +14
 DEFENSE
AC 15 touch 15, flat-footed 10 (+5 Dex)
hp 22hp (4d10+0 con)
Fort +4, Ref +9, Will +2
 OFFENSE
Speed 30 ft.
Melee Claw +9/+9 (1d3) Bite +5 (1d4)
Special Attack Pounce, Slow Bleed, Dimensional Anchor
 STATISTICS
Str 5, Dex 20, Con 10, Int 10, Wis 12, Cha 15
Base Atk +4 CMB +1 CMD 16
Feats Weapon Finesse (2 claws), Improved Initiative
Skills 8 Skill Points , +5 Acrobatics , +14 Perception , +16 Stealth

 ECOLOGY
Environment     Any land, usually in Settlements
Organization     Solitary
Treasure Value  None  
Advancement    5-12 HD (Small), 13-20 HD (Small)

 SPECIAL ABILITIES
Skills: Cats receive a +8 racial bonus to Stealth and Perception checks

Pounce (Ex): If an anchor cat leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Slow Bleed: Creatures struck or bit by an Anchor Cat have a long lasting bleed. Treat as a confirmed critical, roll 2d6 for the number of rounds they are affected. They bleed 1 dmg for every round. Any additional damage, adds 2d6 for the cumulative number of rounds they will continue to bleed. Any magical healing or effect used will immediately stop this bleeding. Affected creatures never have more than one bleeding woundm multiple attacks increase duration not the number of wounds.

Dimensional Anchor (Su): An anchor cat can block dimensional travel as dimensional anchor as a 17th level Sorcerer once per round as a free action. If the anchor cat can no longer see the target, the effect ends. The ability effects only a single target at a time; if the anchor cat uses this ability on a second target, the first target is freed from the effect. These cats understand magic and psionics and have a good chance of predicting who the caster will be to target their anchor effect on.

A tiny, furry, multi-coloured cat walks out into the room, and every prisoner in the yard seems to keep a safe distance from it.

There are many legends of where Anchor Cats came from but many scholars believe it was in ancient prisons, where the Tarrin, also known as the Eternal Ones, kept the first known unhuman prisoners.

Their origin story speaks of them as cats that were originally brought to Tarran to hunt for vermin. Over time they became linked to the Eternal plane, learning to absorb the prison energy to trap creatures, especially limiting others ability to teleport away, thus essentially anchoring them. After realizing the cats usefulness, the Tarrin made hunting trips to the mortal lands, letting the cats accompany them, and it was the cats that sometimes left their masters to inhabit the mortal planes, in communities all over various worlds.

On Nyssa they first became beloved pets of  the Elder Elves, then Tenderfeet and then to Horn-Kin. Few people fully know their capabilities, they simply accept that they are both pets and defenders, not just of typical vermin but other external and invisible threats.

Anchor cats care nothing about treasure or knowledge, only that their and their allies are not being trampled on. They don't need to be directly cared for, but that doesn't stop them looking for attention. They care little about alignment, only that their owner treats them well and it doesn't see their Master treat others badly.Many evil creatures with an affinity for animals could keep these protective animals in their care.

It is assumed every prison will have prison cats, even if they aren't anchor cats, it is considered bad luck if you go more than three days without seeing a cat.

Tuesday, 30 January 2018

Flesh Ghoul (Living Humanoid with Transparent Skin)

Flesh Ghouls are a scourge in the Spirelands, feared for both their transparent skin and their cannibalistic tendencies. Many believe they are true undead ghouls, but this is untrue - they have twisted ghoulish tendencies but are very much alive with many bad habits and traits.

They are raiders and have little need of trading or adventurous allies. They prefer to attack trading caravans or stealing from smaller Spireland communities. When they attack, they kill what they can and then take anything they need to fill up their larder. Most prisoners are locked up in cages, and half the time they are feasted upon within weeks, the other half they die from ignorance.

Most Flesh Ghouls believe in whoever is the strongest (or smartest or fastest) can lead, but they do so only until their cupboard is bare. While there are sometimes outright revolt, that is not their typical style, most that are unhappy, just leave.

Flesh Ghouls have much the same relationship with their kin, the strongest male usually leads their household, yet some of their matings are equal and more balanced between the partners. Their children are born with some colour in their flesh, but gradually lose it before they reach ten years.

While the overwhelming majority of Flesh Ghouls have twisted habits but like most species, there are variants, but these non-evil versions have few options except to escape.


Flesh Ghoul  

CR 3
NE Humanoid Init +2
Senses detect life, low-light vision; Perception +5

DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 from Dodge)
hp 13 (3d8)
Fort +3, Ref +3, Will +1
Opponents gain -2 to hit them in melee, -4 to hit if using missile weapons

OFFENSE
Speed 30 ft.
Melee short sword +3 (1d6+2)
Ranged short bow +4 (1d6)
Space 5 ft.; Reach 5 ft.

STATISTICS Str 13, Dex 14, Con 10, Int 8, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 15
Feats: Dodge & Mobility
Skills Escape Artist +5, Perception +5, Stealth +7
Languages Common, Goblin

ECOLOGY
Environment Remote Locations
Organization Gangs (3-12)
Treasure Half
Advancement: By HD or class

SPECIAL ABILITIES
Transparent Skin provides significant advantage, as long as they do not wear armor, opponents gain a -2 if they attack them using melee weapons. If they are using missile weapons within 30 ft, they take a similar -2 disadvantage. If more than 30 ft away this increases to -4 disadvantage. If their opponent is more than 30 feet away, they take -6.

High Level Abilities
4 HD Gain + 2 to any 2 Ability Scores; +1 to AC; +5 skill points
5 HD Rage (1/day); +5 skill points; Gain new feat, Dmg Reduction 2 /Silver
6 HD +1 to AC; +5 skill points; Poisonous Touch
7 HD Gain + 2 to any 2 Ability Scores; +5 skill points; Gain new feat
8 HD Rage (2/day); +1 to AC; +5 skill points; Dmg Reduction 5 /+1
9 HD +5 skill points; Immunity to Poison; Poisonous Touch (DC 18)
10 HD Gain + 2 to any 3 Ability Scores; Rage (3/day); +1 to AC; +10 skill points; Dmg Red 10 /+1

Flesh Ghouls rarely deviate from this HD schedule before 11th Level. If they do take non-core HD then they cannot take further levels from this schedule. Their most often choices are: Rouge, Fighter, Ranger, Cleric & Sorcerer.

Poisonous Touch: By touching an opponent, they inflict a weakening effect, causing a -1 to physical attacks for up to one hour. The opponent must beat a DC 15 to avoid this poison. If their opponent makes this save, they are immune to further attacks for the next 24 hours. If they roll a natural one on the saving throw, the effect is doubled and lasts for six hours. They can do this three times a day.


Inspired by the Nehwonian Ghoul from Fritz Lieber's Fahrd and the Grey Mouser Series.

Monday, 22 January 2018

Low Level Swamp Encounter Table


Jungle Encounter Table (2d12) 

02 Trap (Pit, Falling Logs, Falling Net)
03 Wood Statue (25% Wood Golem, CR4)
04 Spider, Giant (#1d6, CR 1)
05 Dryad                                          (#1d2, CR 3)
06 Cultist                                         (1d4 HD, 1d4)
07 Crocodile                                   (CR 2, 1d3)
08 Lepers or Outcast                         (# 1d4, 1d2 HD)
09 Merchants                                     (# 2d4 ~ 1d4 HD)
10 Undead, Carcass                         (# 1d6, CR 1)
11 Shocker Lizard                           (# 1d4, CR 2)
12 Snake, Anaconda                       (# 1d4, CR 2)
13 Plant (assassin vine)                    (# 1d4, CR 2)
14 Ooze, Garden                             (# 1d4, CR 2)
15 Patrol                                           (# 2d4 ~ 1d4 HD)
16 Gargoyle, (covered with vines)   (# 1d3 ~ CR 4)  **
17 Boggard                                     (1d4 ~ 2 HD)
18 Fey giant toad                             (#1d3, CR 3)
19 Harpy                                        (#1d2, CR 4)
20 Flytrap                                        (#1d3, CR 3)
21 Iron Cobra                                  (#1d4, CR 2)
22 Poison Frog                                 (#1d3, CR 2)
23 Barghest                                     (#1d2, CR 4)
24 Stirge Swarm                              (#1d12, CR 2)

Start with a 5 out of 20 chance encounter. If no encounter is found, reroll and increase the likelihood by +1 every three hours or when the party makes noise / affects the environment.


Typical Jungle Humanoid
2 Leshy (# 2-4,  2-4 HD, Any G or N)
3           Boggard                       (# 3-6,  1-4 HD, Any E)
4 Horn (Minotaur-kin)   (# 1-2,  4-7 HD, Any)
6-10 Lizardith                      (# 1-2,  2-4 HD, Any)
11-13 Human (# 1-20,  1-3 HD, Any)
14-15 Elf (Green Elf)            (# 3-6,  1-3 HD, Any G)
16 Changeling                   (# 1-2,  2-4 HD, Any)
17 Ghoran (# 2-4,  2-5 HD, Any)
18 Goblin                          (#5-8, 1-2 HD, LE)
19 Suli                              (# 1-2,  2-4 HD, Any) 
20 Clockwork                   (# 1-2,  2-4 HD, Any Non-C)

Alternates - when you want to switch out a roll
Bog Lights
Large Hanging Web-Coccoon
Green-skinned Swamp Beavers
Sinkhole
True Dead hammered to tree or chained down
Abandoned home (or one belonging to a farmer, recluse, witch, seer, artist)
Derelict Cart

Friday, 19 January 2018

Swamp Swimmer (Dianoga)

Every now and then I am hit by a sudden blast of nostalgia and think of an old toy or game or song that I want to use in my game inspired write-ups. This was definitely one of them. I was looking for the trash monster (Dianoga) from the original Star Wars movie, didn't see it quickly online, and decided to write it up.


Swamp Swimmer (Dianoga)

CN Large aberration
Init +6; Senses blindsight 60 ft.; Perception +5

AC 21, touch 12, flat-footed 17 (-1 Size, +3 Dex, +8 natural)
hp 60hp (8d8+24 con)
Fort +5, Ref +7, Will +6
Defensive Abilities freedom of movement

Speed 20 ft., Swim 40 ft.
Melee bite +11 (1d8+5), 3 tentacles +8 (1d4+3)
Space 5 ft.; Reach 10 ft.

Str 21, Dex 16, Con 18, Int 5, Wis 11, Cha 7
Base Atk +11; CMB +11; CMD 24
Feats Blind-Fight, Improved Initiative, Lightning Reflexes, Power Attack
Skills Swim +15, Perception +5, Stealth +17 (Bonus +10 Stealth and Swim in water or swampy environments)
Languages None spoken (some may understand lizardith or common)
SQ Change colour (add +10 to stealth checks for up to 10 minutes)

Environment Swamp or forest (prefers a wet environment)
Organization solitary
Treasure Incidental
Advancement Large (9 - 15 HD), Huge (16-24 HD)

This creature appears to be a large green-grey slug with at least five ten foot long tentacles and a single eye on a stalk that it can subtly raise out of the water to view everything around it.  It hunts in watery or swampy areas, using it's camouflage abilities to sneak up to their prey. While it can survive on oozes and small creatures that reside in swampy areas, it prefers to hunt larger more intelligent things. Some Swamp Swimmers learn to drown their opponents then store the carcases underwater to feed on them later.

They are equally as active during the day or night. They are solitary creatures, budding one or two tadpole offspring every four to five years, that swim off to survive on their own without need of nurturing.

Many lizardith bards, druids & rangers prefer a Swamp Swimmer to accompany them in their tasks. Unless compelled to, Swamp Swimmers prefer to stick to watery areas, but it can survive for weeks away from its natural habitat. 


Tuesday, 16 January 2018

Finding Unlost Items - Third Game Session

Sent by their team to accompany a caravan wagon in their standard routine both unpacking the goods and handling town security in a long, monotonous route, spending days in the wagon travelling between the barren towns. The communities in the far north are mostly on high island spires, more than a mile above the frozen tundra.  After three weeks of travel the group is taken aside, asked if they want to take on a mission, to help a Master-Smith locate a missing tool. They agree and the caravan turns off their course to go to a spire out of their way.

Once reaching the spire the team departs, told they have ten days to complete their mission. Before they even reach the path going up, a group of soldiers greets them and informs the team they are going to accompany them to the town above. The team hesitates, unsure if they want this to happen but they relent. The trip up is long but free from distractions.

At the top, they see a small city in pristine condition, the roads & gates into the city heavily covered by soldiers, but what they find odd is that they are all in very different uniforms and designs. They realize there is not one army but multiple units from various cities. They learn the city of Fonnashi, has been hit repeatedly by a plague, that causes sickness, rapid aging and death. They have received help from its various neighbours in trying to defeat whatever has been infecting the town. While it has been put down, the plague always returns.

The team wants to learn about this plague so they seek out the nearest obelisk (church) to find a cleric and find the largest nearby one is dedicated to Casna, Lord of Laws. They inquire about the city, its history and the plague and find out the plague is not continuous, but something that has hit the city repeatedly. Nobody is sure why or how it spreads. Magic can detect it, but only after it has infected a carrier, most often rats or other vermin. While it hasn't killed a huge number the fear has driven most inhabitants away.

Not sure how to help the city, the group refocuses on their primary mission - and head towards the large, impressive Forge Tower. They enter to find a busy workplace, inside are a dozen dwarves in the midst of their duties slowly building devices and shaping the furnace fires. The Dwarven workers slow as they watch the group come in and look around. All but one of the dwarves look very old and frail, far more feeble than they would have expected. The team asks questions about the ongoing curse but also about their jobs at the forge and why the difference between the dwarves. One of them speaks up and says that the others are near obsessed with production, very rarely leaving the furnaces. When asked about the city, the same younger dwarf says that people get in a fit when a new case is found, but the population had long left in patches over the last 20 years.

They ask about Kossail, the Master-Smith who they were asked to assist, and the dwarves point to a large double door, quite elegant as opposed to the bare and simple decorations and furnishings in the rest of the area. They tell the party that he is an ally but a distant one, mostly concerned with his own efforts. Those who hire him, do so if they have the coin and the materials, many are people from away, not just from the spirelands but many coming to this place just to speak with him. He is distant but dutiful, every month he pays his shares to the Furnace.

Going through the doors they are impressed with decor of a higher substance, intricate detailing showing craftsman of different regions and processors. They immediate see a substantial supply of weapons laid out on racks, various styles and makes. In the center of the room is an intense covered furnace of a completely different style than the dwarves. Solauder, the Drow Sorcerer feels a connection to the warmth here, one unlike he's found anywhere else in the world. Upon concentration, his hands once again covered in holy flame, as it once was. He feels the power, and energy and connection with his magic unlike anywhere else. Near the heat, there are two small grotesque figures, one with angelic wings and markings of peace, the other with cloven hooves, demonic horns and pitchfork. Their eyes seem to turn to watch any who approach too closely.

Kossail, the older man in his full furnace apron and gloves greets them, he is human but something about him looks off. He is quite formal and asks if they need his abilities as a builder. They explain that they have been hired to help him, and ask what it is he needs. The artisan tells them he has misplaced a hammering tool, one that is quite important as he is unable to get proper replacements here. His friends have been looking for it, but even with their spells, they are unable to find it. The only thing he is certain is that it's not far away...it has to be somewhere in the city, as he would know if it was taken farther away.

The drow believes that something is not exactly right, he goes toward the furnace, it is more than what he initially thought, is this an actual connection to the plane of flames? Here in this world, this world. Approaching the flames he feels the burning warmth, then his eyes open and realizes the room as being separate from the realm, the statues are in fact living figures, and Kossail is not a man, but a figure of light, something not of this mortal world, nothing here in this room is.

When asked what he is, where they are, Kossail tells him he is exactly what he appears to be - a builder, just not one from this world. He finds it highly useful for him to be here, on a mortal world. He needs the missing tool, someone has taken it, and he believes it is someone that knows what he is and is trying to hurt him.

The team asks if he can assist them in their task, and he believes so. He gives them a charged arrow amulet, and tells them they can seek out what they need. Stepping back, the drow concentrates on the carving horn. He gets no images. Something is missing, something isn't right. They are not sure what it is. Concentrating again about the plague, he is given directions in his mind, a path heading away.

They leave right away, going towards a much poorer section of the city. They head through an unholy area, supported by a small obelisk to Keran, the dark Lord. No worshipers or other dark features, just menacing. Going into low society housing, where many of the poorer folk reside, they go to a tenement building. Mostly abandoned, just like the rest of the city.

Some of the locals see them, and come out to assist. The tenets open the door and give directions to things in the area that might be helpful. Like the dwarves, they all seem older than they should be.  Making their way through the house, the go through the near abandoned house reaching
stairs heading down...as they do they enter the dark basement, and in a few minutes face three large translucent rats, with a dark greenish smudge on them. Taking defensive stances they move forward, but the rats, jump towards them. Using their spells, they take one out right away as the dwarven fighter blasts forward, smashing another one down. The last rat scratches but misses his aim, as the spells and blade of the dwarf  take it out. They gather up some of the droppings into a glass vial, then doing as they always do use Holy Sand to eradicate the scrappings of the dead rats. They head back to Kossail with a few more questions.


Tuesday, 2 January 2018

Rhinto - Hunting Hound with a prominent forehead horn

A hunter's hound long feared when they hunt in packs. Long associated with goblins and other evil hunters, but it is more how they are raised than the animal itself. Some are trained to excel in running and have running speeds far beyond what is listed below.

Rhinto (sometimes called Rhint Dog)
CN Medium Sized magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +7

DEFENSE

AC 15, touch 12, flat-footed 13; (+3 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +1
+4 on saves vs cold

OFFENSE

Speed 40 ft.
Melee gore +5 (1d6+4), bite +3 (1d4+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, X3 dmg)

STATISTICS

Str 17, Dex 17, Con 15, Int 3, Wis 12, Cha 6
Base Atk +2; CMB +4; CMD 17 (21 vs. trip)
Feats Weapon Focus (horn)
Skills Perception +4, Survival +3 (+7 in forests)
Languages Understand bits of their master's language

ECOLOGY

Environment temperate forests
Organization solitary or hunt (3–6)
Treasure none
Advancement: Medium (3 - 6 HD), Large (7-12 HD)

SPECIAL ABILITIES

Powerful Charge: If a Rhinto is able to do a full charge on it's first attack, it's gore can do triple damage on a confirmed critical hit.

A Rhinto is thought by many to be a breed of hound breed by goblins to help in their night raids. It appears to be a medium-sized, black skinned hound with a hand sized horn in the middle of it's forehead. It is an aggressive animal that hunts in small packs, what it devours is always the nearest creature in their path. Violent and seemingly always hungry, they are greatly feared by many people. They are taught to rarely bark, they wait until they are in the midst of their attacks.

Yet as harsh as these creatures are assumed are, many rangers have seen a playful, loving side to them. If they are raised properly, around their pack, and given enough food and time to play and learn camaraderie -  another less savage side appears.

Saturday, 30 December 2017

Astyral Swarm - Ghost fishes found in dungeons

An Astyral Swarm is a silvery ghost fish, they swim in a misty otherworldly fog, that comes from nowhere and goes to more of the same. They are creepily calming, and some dungeon walkers seek them out to either watch their ethereal displays or to feed on their famed succulence.


Astyral Swarm 

N Tiny Magical Beast (Aquatic) (Incorporeal)
Init +7; Senses blindsense 30 ft., keen scent, low-light vision; Perception +3

DEFENSE
AC 18 touch 18, flat-footed 13 (+1 deflection, +5 Dex, +2 size)
hp 30hp (4d10+8 con), Individual hp 7
Fort +6, Ref +9, Will +2
Defensive Abilities swarm traits

OFFENSE
Speed swim 30 ft.
Melee Individual Prime Bite +11 (1d3 dmg)
Melee Astyral swarm (3d6)
Space 10 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 21, Con 15, Int 1, Wis 12, Cha 12
Base Atk +4 CMB +2 CMD 17

Feats Improved Initiative, Skill Focus (Stealth)
Skills +17 Stealth , +16 Swim; +8 Bonus to Swim Score

ECOLOGY
Environment Dungeon and Astyral
Organization Shoal (2–5 swarms), or school (6–10 swarms)
Treasure none

Astyral Flippers are an otherworldly fish that can exist in multiple planes. They are small, thin, and silvery fish with a colourful stripe on their bellies. They swim in the Astyral, a fog like mist that while exists primarily in the Astral plane, seeps into everywhere that magic exists. For mortals, they appear like ghost fishes swimming in a mist coming from literally nowhere going to the same, strangely a calming presence.

Most times the swarm swims through an area, and if a party simply waits a few minutes, the swarm will pass back into the Astral. If the party attempts to interact with the fishes, and attacks the fish, there is a 25% cumulative chance per round the swarm will swim closer to the prime world, and then use the swarm attack damage. Once fully in the prime, they have a 10% chance (non-cumulative) of leaving. every round

The Astyral Flipper is an incredible, indescribable taste, and many foodies are willing to pay small sums (250+ gp) for the chance of trying it as it's taste is legendary. There is no known way of cultivating them, they must be caught individually and in the wild.


Saturday, 23 December 2017

Ice Hag often called Ice Crone


This is the default hag on my world, as icy conditions predominate. They are usually found in icy caves, found throughout the realm in virtually every location.

Night Crone
NE  Large Humanoid
Init +1 Sense Perception +9, Nightvision 120 ft
 DEFENSE
A C 19 touch 10, flat-footed 18 (+1 Dex, +9 natural, -1 size)
hp 76hp (9d8+36 con)
Fort +10, Ref +4, Will +4
Dmg Reduction 9/Blunt, Darkvision, Spell Resistance 18
 OFFENSE
Speed 40 ft., Climb 40 ft.
Melee 2 Claws +12 (1d6+7), Bite +8 (1d8+2)
Ranged Icy Staff +6 (1d10+12)
Special Attacks Charming Gaze (DC 18)

Spell Like Abilities (CL 11th)
At will: Meld with Ice, Chill metal, Pass without Trace, Icy Sheen (+4 to AC) 
Snowball swarm (5/day, 3d8 dmg), Wall of ice (3/day).

 STATISTICS
Str 25, Dex 12, Con 18, Int 13, Wis 13, Cha 10
Base Atk +6 CMB +14 CMD 25
Feats Blind-Fight, Combat Casting, Dodge, Mobility, Vital Strike
Skills +5 Climb, +5 Perception, +2 Survival, +10 Craft (Ice)
Languages  Local Dialect, Giant, Dwarf, Elf

 ECOLOGY
Environment Icy Wastes
Organization  Solitary or Covey (3-9)
Treasure Value  Double
 SPECIAL ABILITIES

Charming Gaze (Ability Ex) Anytime a victim meets an ice hag’s gaze, they must resist their powerful trance. The will save is Will DC 18. (The save DC is Charisma based.) The hag must continually look at the victim to keep up the gaze, if the gaze is broken, so too is the powerful charming effect.

A frozen, withered crone looks at you and crackles, you know you are in deep shit.

Horrible creature found throughout the cold wastes of Nyssa, who seek to feed on the living and use the dead as zombies under their command. Hags prefer to attack lone travelers or small groups, when this is not possible, they use their ice manipulation to create scenarios to isolate individuals.

While hags live in communal cave lairs, they work together only for mutual defense. They sometimes share meals in good times, however treasure and magic are always kept hidden from the other covey members. Often one hag’s jealousy can lead to infighting. Once they have fed, an ice hag can easily be bribed with coin or magic.

Hags are similar to undead in that they are created by victims from other races. They trap victims in an icy pit, ice block or similar area, and after years of imprisonment, with both their minds and physical bodies decimated by ice - they emerge as new Ice Crones with a hunger for inflicting horror and carnage on others.

An ice hag uses their spells to weaken and separate groups before entering melee.  What many travelers in the ice often fail to reckon is the horrible, twisted crone they sometimes must face in the wild, can be a sweet, even kind elderly folk that they know. It is not a different personality but a split spirit, in some ways, something like a lycanthrope.

Thursday, 7 December 2017

Tinker Faerie (Advanced Pixie)

While I was watching Peter Pan recently, I thought how great it would be for a Tinkerbell companion. I looked at the Pixie creature and wanted to buff it up a bit. I would use these as companion creatures for PCs gaining experience at half the points their companion gains.


Tinker Faerie (Advanced Pixie)

Personality: These fickle beings want to see and experience everything they can. They have a wonderful sense of humour, loving to laugh or make others do the same. While typically not loyal to anything or anyone, the few things that do earn their trust have an ally that will never abandon them. Their size means they care little about possessions, and have a fondness for beings with the same traits. Many have a fascination with children, animals or magic users. They avoid anyone that shows cruelty, regardless of the reason.

Physical Description: They are 12 inches tall and weigh around 2 pounds, smaller than the typical pixie cousins. Most have pale skin, bright blue eyes, with gossamer wings, but pixies from other lands have other skin colours. They usually wear light or green coloured clothing. Most have either tiny rapiers or bows, but tend to rarely use them. They often wear a magical ring as a belt, as this is typically the only type of magic item they can use.

Relations: They get along with other fey and children of any race with a sense of wonder or adventure. They generally shun larger mortal creatures. Some magic users, elves or rangers can earn their trust.

Alignment: Like many fae, they tend towards chaos, shunning rules and order to simply do what they want. Rarely do they desire to hurt other creatures, unless the others represent a threat to them or their fae kin.

Lands: They are found in any fae lands or mortal lands which border these areas, which can be either city or rural areas. They have never actually ruled any lands as they do not care about such things.

Religion: Their devotion is to the the fae realm. Few of them worship the gods and they do not have clerics among their own kind. Many mortal philosophers believe they do not have the intellect for such faith, this is not true, they simply do not feel the need to follow any specific one. If killed, their bodies are transformed into pixie dust and their spirit, like many other faeries, is usually reborn.

Language: Fae & the common tongue. At higher HD they learn to speak with plants, animals and any mortals

Adventurers: For Tinker Faeries they tend to zip around looking for things that capture their interests. They align themselves with mortal creatures who have similar personalities or interests. These are the ony ones who gain HD / levels.


Tinker Faerie (Advanced Pixie)
• -8 Strength, +12 Dexterity
• Tiny size: +4 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Stealth checks, -2 penalty on CMB, lifting and carrying limits ½ those of Medium characters.
• A pixie's base land speed is 20 feet. has a base fly speed of 30 feet (Average); Fly +10
• Low-light vision.
• Racial hit dice: 1d4 ; they start with 2 hp
• +2 racial bonus on Perception checks.
• +1 natural armor bonus.
• Start with 10 skill points at 1 HD
• Gain a +1 bonus at 1 HD  if they chose any skills from the following list: Bluff, Escape Artist, Knowledge (Any 1 listed), Perception,

Special Qualities

Damage Reduction 5 plus 1 per HD /cold iron.

Spell Resistance equal to 10 + 3 X HD.

Light (Ex) : A Tinker Faerie is continuously surrounded by a 1 ft radius of light. At 3 HD they can expand it to a five foot radius, at 6 HD to ten foot radius. If their effect is dispelled, it takes 3 rounds for them to reactivate as a full round action.

Skill Selection: Acrobatics, Bluff, Craft, Disable Device, Escape Artist, Fly, Heal, Knowledge (geography, nature, local, magic), Perception, Sense Motive, Sleight of Hand, Stealth, Use Magic Device

HD Advancement
2 HD +1 AC; +5 skill points; New Feat; Minor Invisibility (3/day);  Know Alignment (at will)
3 HD +1 AC; +5 skill points; Fly 40 ft; Speak with Plants; See Invisibility
4 HD +1 AC; +5 skill points; New Feat; Fairy Dust (3 doses a day + 2/ additional HD)
5 HD +1 AC; +5 skill points; Fly 50 ft (Good); Speak with Animals; Minor Invisibility (at will)
6 HD +1 AC; +5 skill points; New Feat; Summon Insects (2/day)
7 HD +1 AC; +5 skill points; Fly 60 ft; Speak with Other; Summon Fey (1 / day)
8 HD +1 AC; +5 skill points; New Feat; Greater Invisibility (2 / Day + 1 per charisma)
9 HD +3 AC; +15 skill points; New Feat; Teleport Home (1/week)

Tinker Faeries cannot take standard classes. They always advance as per this table. They only gain hit points, skills and feats after 9 HD

Minor Invisibility: As per the invisibility spell in the PHB. At 5 HD, they can activate the spell at will. If their spell is dispelled, it takes 3 rounds for them to reactivate as a full round action.

Speak with plants, animals and other:  They must either be touching or within a five foot radius to activate these abilities. They can use each of these abilities any number of times a day but each use on a particular creature lasts no more than ten rounds.

Fairy Dust: A Tinker learns the secrets to make magical fairy dust and store them in a faerie pouch. They must have one free hand to utilize and this is a free action. These are the most popular dusts a Tinker Faerie makes, but others are possible. If they lose the pouch, the dusts will dissipate in four hours. It takes a week for the Tinker to make a new pouch. They know how to make 2 types of fairy dust at 4 HD plus another type per HD gained.

Levitate (Yellow) 1 dose for medium sized creature;
Fly (Pink): 2 doses for medium sized creatures,
Minor Healing (Blue) 1 dose @ 1d6 healing, creatures can be only healed their charisma bonus each day;
Dispel magic (Red) 2 doses as a druid at 10+their HD;
Friendship (Orange) 1 dose for chaotic alignments (DC 13); 2 doses for other alignments
Slow (DC 14) (Green) 2 doses;
Dancing lights (DC 14) (Purple) 2 doses;
Entangle (DC 15) (Silver) 3 doses
Web (DC 14) (Grey) 2 doses

Teleport Home: Their highest spell invocation. They are able to select one locale they have been to previously as a home base, and once per week they can teleport themselves and up to five others back. It is a full round action to teleport. Once they select a home base, they cannot change the location.