2025-12-28

Hope, Fear, And A Lot Of Cards: A First Look At Daggerheart RPG

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Daggerheart – Hope, Fear, And A Lot Of Cards

Recently, since my Legend Of Five Rings campaign went into a hibernation for the winter takes a hiatus for about six-to-nine months (and not longer, hopefully), my group started looking for something else to play. Initially, we were supposed to follow Legend with Enemy Within Campaign (Warhammer RPG 4th edition), but then two of the coplayers got their Daggerheart rulebooks (deluxe sets, if I am correc), so we decided to give it a try...

Wait, what?

Daggerheart is a new fantasy roleplaying game from Darrington Press, a publishing company created by Critical Role, who made Candela Obscura, Tal'Dorei Campaign Settings, Vox Machina Art Books, and other products.

The First Impression

The game is beautiful. The graphics, both the actual color illustrations and the concept drawings are gorgeous. The tone is mostly heroic fantasy full of color (aside of concept drawings in the character creation section which look, to my dilettante eyes, to be pencil drawn).

The character sheets and tables are clean and readable without looking boring or ugly, and the ability cards, of which I will be speaking more later, help organize character information – the pictures on the cards are probably the darkest graphics (in the graphic sense, not their themes) in the game so far.

The Characters

The game stresses importance of Session Zero, the early meeting where the players and the game master share their ideas and expectations about the game, to make sure they see eye-to-eye about the game they want to play, the themes they want to cover and/or exclude, dividing the roles and specializations to avoid having all four coming with exactly the same build, and so on. It also involves making initial decisions about the setting – the core rulebook offers a few general frameworks that work as foundations on which the group can build their own world (we picked Five Banners Burning because the GM wanted a degree of politics in the background) and often defining what connects individual party members and deciding why they are keeping together.

Character creation is quick and simple. First you pick a class – there are nine classes, each combining two domains: Bard (Grace & Codex), Druid (Arcana & Sage), Guardian (Valor & Blade), Ranger (Bone & Sage), Rogue (Midnight & Grace), Seraph (Splendor & Valor), Sorcerer (Arcana & Midnight), Warrior (Bone & Valor), and Wizard (Codex & Splendor).
*Seraph is a basically a paladin, Guardian is the more tanky fighter, Warrior is the more fighty fighter.

Each class offers you some core features, including a way to spend Hope, access to two domains. You also pick one out of two (so far) specializations, for example druid has a rather disappointing healing specialization and an elemental-focused one, while rogue has a shadow-jumping Nightwalker and more socially focused Spider Syndicate. You get the starting specialization features at 1st level and get to select advanced abilities later on, though you sacrifice your access to advanced specialization abilities if you choose to multiclass (which gives you core features of another class).

Once you picked what you want to do, you create your Heritage, selecting your Ancestry and combining it with the Community in which you were raised. Each ancestry grants you two features, and you can make a hybrid by picking two ancestries and a single feature from each ancestry. Communities grant single features each. No mixing-and-matching here.

The ancestries in the core book are Clanks (sentient mechanical beings), Drakona (draconic humanoids), Dwarves, Elves, Faeries, Fauns, Firbolg (who are cowfolk for some reason), Fungril (sapient fungi), Galapa (turtlefolk), Giants, Goblins, Halflings, Humans, Infernis (tieflings), Katari (catfolk), Orcs, Ribbets (frog and toadfolk), and Simiah (monkey/ape folk). Each of the ancestries offers a lot of cosmetic variations when it comes to their concept art – probably my favorite part of the rulebook when it comes to graphics – presenting many different approaches to well-established ideas know from fantasy works.

Communities covered are Highborne (nobility), Loreborne (scholars), Orderborne (community focused on a conviction, faith, and discipline), Ridgeborne (community living in mountains or on cliffs), Seaborne, Slyborne (criminal communities), Underborne (those who live underground), Wanderborne (nomads), and Wildborne (forests and jungles).

After you decided on your origins, you get to assign your traits: Agility, Strength, Finesse, Instincts, Knowledge, and Presence. Your starting scores are +2, +1, +1, 0, 0, and –1. Each Almost every class has a spellcasting trait, which you will be using for tests of most of your abilities and some domain abilities rely on specific traits, so you want to keep that in mind. On the other hand, there is a selection of weapons for each trait to use, so you never make yourself incapable of fighting regardless of your trait spread unless you insist on using incompatible weapon.
*Agility vs. Finesse? Agility covers movement, speed, leaping, and maneuvers, and also bows, while Finesse is about precise control, hiding, tinkering, crossbows, and firearms.

Starting Evasion (the number that opponent needs to roll to hit you) and Hit Points are determined by your class, while everyone has starting Stress of 6. Ancestries, some class features and specialties, as well as domain cards and equipment can slightly modify this values.

You get to start with either a one-handed primary and a secondary weapon or a two-handed primary weapon selected from a list of tier 1 weapons. There is a choice for each trait, and you can even start with a magical weapon fitting your character style (returning blade, my preciousssss!).

Finally, you pick up two 1st level domain cards coming from either of two domains associated with your class. This can be spells or abilities, both active and passive.

The final step of the character creation is picking or inventing two Experiences with an initial value of +2. Those are descriptors of your characters skills, jobs, past achievements, values, and so on.

Myself, I went with a wildborne simiah nightwalker rogue, kidnapped by amoral wizard experimenters from the setting's magocratic city state, who bonded with a inferni sorceress who is their outcast scion.

The Game Mechanics

The game mechanics are simple. The players roll the Duality Dice: a pair of d12 in different colors and add them together. One of those is a Hope die (we decided on lighter one) and the other is Fear die. Depending on which die shows the higher result, the roll is said to be made with Hope, or made with Fear. If both dice show the same result it is critical success and counts as roll with Hope, deals extra damage (if it is an attack) and allows you to heal a point of Stress.

Rolling with Hope means you get a point of Hope (up to a maximum of 6). If it is success, it's a very good success, if it is failure, there are some mitigating factors. Rolling with Fear gives game master a Fear token (up to a maximum of 12), and something goes badly. If it is a success there is some consequence or side effect, if it is failure, it hurts.

You add results of both dice, and the most suitable trait and compare it to the difficulty of the roll (5 being very easy, 10 easy, 15 average, 20 hard, with 25-30 being very hard to nearly impossible results).

Before making the roll you can spend a point of Hope to add one of your experiences if it is relevant to the situation. We found it to be a dubious gamble at best: +2 on a 2d12 roll doesn't feel enough for a Hope point that is better spend on activating spells or class abilities, or even aiding others.

Various circumstances can also grant you an advantage or disadvantage on your roll. Advantages and disadvantages negate each other one-to-one, so getting more advantages is good. You roll number of d6 equal to remaining advantages (or disadvantages) with your normal Duality Dice and add (or subtract) the result of the highest d6 to the final result, which means that with at least net advantage you can potentially roll natural 30 (12+12+6) before adding other modifiers. The most common source of advantage is another character spending a point of Hope to aid you in some way.

The Combat

When attacking the players roll Duality Dice and adding a trait determined by weapon used, plusy any other bonuses they managed to apply and comparing to Difficult of the enemy, while the GM rolls d20 adding the attack bonus in the NPCs statistics and comparing to the PC's Evasion score (which is typically between 9 and 12).

On a successful  attack, the attacker rolls damage dice of their attack, determined by their weapon or spell, their proficiency (Tier 1 is 1st level and you roll one weapon die, Tier 2 is 2-4 where you roll two weapon dice. Tier 3 is 5-7 with three weapon dice, and Tier 4 is 8-10 and four weapon dice, but various effects and enhancements can increase proficiency and thus the number of dice rolled by 1 or more), and abilities used. Or whatever is listed in the adversary's description. The total result is compared to damage thresholds which is based on armor worn, character level and special abilities (e.g. starting character might have something like 6/12, though starting full plate can give 9/18 while reducing Evasion by 2 and Agility by 1). If the result is lower than the lower threshold, the target loses 1 Hit Point, if the result is at least equal to lower threshold, but under the higher threshold, 2 Hit Points are lost, and if the damage equals or exceeds the higher threshold, 3 Hit Points are lost. Critical hit increases damage total by adding a bonus equal to maximum the weapon dice can roll.

After the actual Hit Point loss is determined, the target of the attack my decide to sacrifice one point of Armor to reduce damage by one step. Judging when to accept Hit Point damage and when to reduce it with armor is part of your resource management. The starting characters have between 5 and 8 hit points, with 6 being the typical value, and are likely to have between 3 and 5 Armor Points.

Notably, like in some games but unlike your typical D&D and its clones, character cannot die unless the player choses so. When you drop to 0 Hit Points, you can either chose to drop incapacitated until the end of scene (and likely get a scar in the process), go out in a blaze of glory, taking a single action that critically succeeds and then die, or take a risk and roll Duality Dice, recovering Hit Points and Stress on a roll with Hope or dying on a roll with Fear...

In addition to Hit Points each character has 6 points of aforementioned Stress. It is primarily used to activate various spells and abilities, though certain threats and special attacks can also reduce Stress. Once you are out of Stress you will start losing Hit Points instead so keep that in mind as another resource to keep track of.

Recuperation takes form of short and long rests. During either, each character picks two options: recover Hit Points, recover Stress, repair Armor points, or gain a point of Hope (or two if another character participates in the process). During the short rest recovery and repair restore 1d4+Tier points, while the long restores all points of selected category. Additionally various ability and spell uses are restored on a short or long rest, as noted in their description.

Resting is not without its drawbacks. Whenever the party takes a rest, the GM gains 1d4 Fear tokens (+number of PCs during the long rest), which is the resource GM can use to pay for opponents' actions, trigger special abilities, and add threats unexpected dangerous circumstances.

The Spotlight

Unlike some more traditional roleplaying games, Daggerheart doesn't use a fixed initiative. Instead, the players act passing the spotlight between each other as they see fit based on the narrative and roles. The GM-controlled adversaries get to act after a player character rolls with Fear, fails an action roll, the group lose the steam and look for what happens next, circumstances demand consequences, or when an opportunity opens. Apparently that approach is problematic for some groups that are used to fixed initiative order, but we had no serious problem with that, but we are used both to games with looser initiative order (2d20, Genesys), and games that explicitly permit the GM to interrupt regular initiative (again 2d20).

Here Fear tokens that GM plays a role, allowing the GM to "steal the spotlight" interrupting the players, take an additional GM move, activate a Fear-powered ability of an opponent, or a Fear-triggered environmental quality, or add adversary's experience to the roll (if there are any).

The Domains And (Lots Of) Cards

Domains are collections of abilities, both active and passive, spells, and grimoires (which are sets of two or three spells selected as a fixed bundle, and show, so far, only in the Codex domain). Each represents a theme of sorts, and each class is linked to two domains: Arcana (innate and instinctual magic, often elemental in nature – druids and sorcerers), Blade (weapon mastery – guardians and warriors), Bone (tactics and the body – warriors and rangers), Codex (intensive magical study – bards and wizards), Grace (charisma and influence – bards and rogues), Midnight (shadow and secrecy – rogues and sorcerers), Sage (natural world – druids and rangers), Splendor (life, vitality and healing – seraphs and wizards), and Valor (protection – seraphs and guardians). This gives a great potential for making additional classes that use new combinations of existing domains, though new domains are already on the way – a playtest of Dread domain with associated warlock and witch classes is available for preview on the Daggerheart website in the Void (playtest) section.

Each domain currently offers three cards picks at 1st level, and two each on 2nd through 10th level. Standard edition comes with a complete set of cards for all domains, class specialization features (core class features are printed on the sheets instead), and two cards for each ancestry and community (as the overleap between player characters is more likely there). This is a neat way of having description of your abilities without having to reach for rulebook every time you want to check the details.

The Summary

This game is a love-child of heroic themes from Dungeon And Dragons with the more player, story, and narrative-focused aspects of Apocalypse World (and its descendants), Forged in The Dark, Genesys, 2d20 (Dishonored), and others (in fact it explicitly says so in th every introduction).

It involves some resource management in the form of Hit Points, Stress, Armor Score, and Hope tokens, and, depending on abilities picked, might also include some additional tokens spread between your ability cards, but character sheets provided handle that well. In fact, character sheets even contain handy overlook of leveling, allowing you to advance your character quickly.

Daggerheart doesn't offer a ready campaign setting (at least yet), instead relying on players and GM coming together to build a world they will enjoy, using elements and tools given by the game.

Playing the game was fun, even despite some misgivings I have about specific details of the mechanics, such as starting ability scores ranging between +2 and –1 don't quite feel like they do meaningful contribution to 2d12 rolls or character build overall (there are some domain cards which give you a number of tokens equal to one of the traits, that can be spent on using specific ability, but I haven't picked any myself), and, as I mentioned earlier, spending your precious Hope to add your character's Experience (a +2 bonus on 1st level) to roll doesn't feel like worthwhile gamble. I suspect we might end house-ruling in the future that you can do that after rolling the dice, to be less of high-cost/low-return gamble and more of a you missed by inches problem solver.

I do look forward for the next session, as we finished the last one with advancing by a level and now I want to see if that extra point here and there will feel different.



2025-12-21

Fantasy Monster: Saint Of Claws

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Saint Of Claws

A gigantic crab with an enormous pincer and dozen of smaller clawed arms. Its red shell is overgrown with patches of green algae and white salt deposits, clams, mussels, and other living things.

CR 20; XP 307,200
N Colossal Vermin (aquatic)
Init +6; Senses darkvision 60 ft.; Perception +34

Defense
AC 36, touch 4, flat-footed 34 (+2 Dex, +32 natural, –8 size)
hp 412 (33d8+264)
Fort +26; Ref +15; Will +17
Defensive Abilities all-around vision, overgrown carapace; Immune mind-affecting effects

Offense
Speed 30 ft., burrow 30 ft., swim 30 ft.; side-step
Melee giant pincer +31 (8d6+14 plus grab), smaller claws +29 (4d6+7)
Space 30 ft.; Reach 10 ft. (20 ft. with giant pincer)
Special Attacks constrict (8d6+21), countless claws

Statistics
Str 38, Dex 14, Con 26, Int –, Wis 19, Cha 7
Base Atk +24; CMB +46 (+50 grapple); CMD 67
Feats Defensive Combat TrainingB, Improved ReflexesB, Iron WillB, Lightning ReflexesB
Skills Perception +34, Swim +22; Racial Modifiers +30 Perception
SQ amphibious

Ecology
Environment warm aquatic, coastal or underground
Organization solitary
Treasure standard

Special Abilities

Countless Claws (Ex) The saint of claws can make any number of attacks of opportunity with its smaller claws each round, and one attack of opportunity with its giant pincer as long as it doesn't hold a victim already. When the saint of claws takes a full attack action, it can make one attack or a grapple check to maintain a grapple with its giant pincer against single enemy and up to two smaller claw attack against each enemy within the reach of its smaller claws.

Overgrown Carapace (Ex) The shell of the saint of claws is covered with living and dead corals, deposits of salt and calcites, clams, mussels, and other small living things growing all over. All touch attacks hitting the saint of claws have 50% chance of hitting an inorganic piece or a minute creature living on the saint and being deflected harmlessly (for the saint, at least). When the saint of claws remains immobile it can be easily confused for an exposed patch of coral reef, requiring a successful Knowledge (nature) or Perception check against DC of 43 to recognize for what it is.

Side-Step (Ex) The saint of claws has enormous legs that let it move around over difficult terrain and Large obstacles easily. When the saint of claws takes a 5-ft. step it can move up to 15 feet and ignore anything smaller than Huge.


The saint of claws is an enormous crab, ultimate form of crab, with the essence of crabness concentrated into one enormous pincer, a dozens of shorter arms sporting smaller, but still dangerously sharp claws, and a mountain of a carapace.

Each saint of claws, if there are indeed more than one that was described by witnesses, is kind of ecosystem of its own, with clams, mussels, and corals, and many small vertebrates and invertebrates living in that small tangle of growths.


2025-12-14

Fantasy Monster: Zen-cow

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Zen-cow

This cow seems to be an epitome of cow-ness, a condensed essence of cattleness. Its horns twist in fractal patterns that are still, yet seem to furl into themselves.

CR 12; XP 19,200
N Large Aberration
Init +10; Senses darkvision 60 ft., true seeingPerception +33

Defense
AC 27, touch 19, flat-footed 25 (+4 deflection, +2 Dex, +4 insight, +8 natural, –1 size)
hp 171 (18d8+90); regeneration (force or ghost weapons)
Fort +11; Ref +12; Will +15
Defensive Abilities centered existence, multiphasic; Immune emotion effects

Offense
Speed 40 ft.
Melee gore +19 (4d6+10 plus multiphasic bash)
Space 10 ft.; Reach 5 ft.
Special Attacks multiphasic bash (DC 21)

Statistics
Str 24, Dex 14, Con 20, Int 19, Wis 19, Cha 15
Base Atk +13; CMB +21; CMD 46
Feats Alertness, Combat Reflexes, Defensive Combat Training, Diehard, Endurance, Improved Initiative, Improved Vital Strike, Vital Strike, Shake It Off
Skills Diplomacy +24, Knowledge (arcana) +26, Knowledge (nature) +26, Knowledge (planes) +29, Knowledge (religion) +26, Perception +33, Perform (oratory) +24, Sense Motive +30
Languages Aklo, Sylvan; telepathy 100 ft.
SQ milk of enlightenment

Ecology
Environment any rural or planar
Organization solitary, pair, or school (3–7)
Treasure deep enlightenment

Special Abilities

Centered Existence (Ex) Zen-cows know where and when they are with precision unknown mortal (and many immortal) beings. They cannot be moved against their will, and any attempt to push, pull, reposition, drag, bull-rush, teleport, put them into temporal stasis (which from zen-cows' point of view is pushing them outside regular time flow) or otherwise forcibly move them causes the offending part to find themselves 1d6 × 5 feet away from their previous location in a random direction, 1d6 rounds later (use the same d6 roll for both). Zen-cow can stand on any surface large enough to fit them, disregarding the sturdiness of the surface, angle toward the ground, or even gravity.

Milk Of Enlightenment (Ex) Zen-cows can give a bluish-green milk, with a slight hint of fluorescence, whose multiphasic nature easily counters disturbances haunting sapient beings, grounding them safely into multiversal reality. Drinking a quart of this milk cures insanity and removes ability damage and ability drain caused by despair, madness, existential horror, exposure to alien geometries, planar distortions, existential breaches, and similar cosmic threats. It also cures lactose intolerance and indigestion, and removes parasites and diseases of gastrointestinal tract as well. Zen-cows only lactate during a intellectually-stimulating philosophical disputes, requiring a successful Knowledge or philosophically-related Profession check (DC 25 plus 5 for each previous successful check this day) for each quart milked. Once the test is failed, the zen-cow won't give any more milk this day.

Multiphasic (Ex) Zen-cows extend through many phases and dimensions of reality. A zen-cow suffers only half damage from any attacks except ghost touch weapons and force effects, gains +4 deflection bonus to AC, +4 insight bonus to AC, Reflex saving throws, initiative checks, and all skill checks, and benefit from a natural true seeing. A zen-cow is staggered for 1 round after being struck with dimension anchor or similar effect or when it enters a dimension lock or similar zone. Because they can easily perceive the latter, they prefer to avoid them if possible.

Multiphasic Bash (Ex) Any entity or object struck by zen-cow gore attack becomes pushed outside the multiversal existence for 1d4+1 rounds on a failed Will saving throw (DC 21). If the saving throw is a natural 1, the creature is banished to a random plane or dimension instead of reappearing where they were when struck. This is a teleportation effect. The saving throw DC is Charisma-based.


Zen-cows attained deep cosmic enlightenment after pondering the nature of the universe, meaning of existence, for unknowable period of time. They comprehend the laws of space and time and glimpsed things deep beyond the visible layers of the world.

Now, knowing the true nature of the universe, they simply want to chew their cud in peace.


2025-12-07

Fantasy Monster: Festival Specter

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Festival Specter

A cloud of washed red and dried green, resembling a tattered robes floating on the invisible winds, with a skull for a face, which, despite having no flesh left, seems to be frozen in an eternal frown.

CR 12; XP 19,200
LE Medium Undead (incorporeal)
Init +11; Senses darkvision 60 ft., doomsight; Perception +25

Defense
AC 27, touch 27, flat-footed 20 (+7 deflection, +7 Dex, +1 dodge, +2 insight)
hp 161 (14d8+98)
Fort +11; Ref +13; Will +15
Defensive Abilities incorporeal

Offense
Speed fly 30 ft. (perfect)
Melee 2 touches +17 touch (6d6 or drain joy)
Special Attacks drain joy

Statistics
Str –, Dex 24, Con —, Int 13, Wis 19, Cha 25
Base Atk +10; CMB +17; CMD 37
Feats Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Hover, Improved Initiative, Iron Will
Skills Fly +32, Knowledge (religion) +18, Perception +25, Sense Motive +25, Stealth +24
Languages Common, Celestial, Infernal

Ecology
Environment urban or rural communities, ruins
Organization solitary
Treasure standard

Special Abilities

Drain Joy (Su) A sapient living creature struck by festival specter's touch feels an enormous emptiness inside and has to choose between suffering 6d6 points of damage, or accept a curse that deprives them of ability to feel joy, pleasure, enthusiasm or content. The victim suffers –4 penalty to all skill rolls and to saving throws against fear, despair, or any effects that would make them render them resigned and inactive. When a creature whose joy was already drained is struck again by festival specter's touch, the specter places a compulsion on the victim to perform a single task related to festival preparations, associated rites, or punishing another person for not conforming to the festival specter's expectations, as if dominate person was used, for as long the named task takes (the victim doesn't get an initial saving throw but they can stop themselves from taking individual actions that are directly antithetical to their nature for 1 round with a successful Will saving throw against DC 21). Drain joy is a compulsion and curse effect. Creatures immune to either simply suffer 6d6 points of damage. The saving throw DC is Wisdom-based.

Doomsight (Su) A festival specter has an uncanny ability to predict misfortune, failure, catastrophes, malice, and violence, granting it constant benefits of foresight.


Festival specters are grim and gloomy vestiges of resent and malice focused on certain festivals, especially but not exclusively those related to winter solstices. They demand the most strict and obedient observance of ceremonies, without slightest deviations from their vaguely remembered lives, and yet, they detest any joy and release the associated festivities could bring to the participants.

The worst festival specters are those who are ancient enough to remember the times when the most important festivals involved sacrifice of sapient beings, either regularly or for exceptionally bad years – and for those mad spirits all years are exceptionally bad.

Thankfully, most of them linger dormant for most of the year, and may even occasionally be tricked into believing the festivities are obsessed with hasn't come yet. It isn't easy task, and may backfire spectacularly if they come to conclusion they missed one or more years of festivities, pushing them into frenzied attempts to compensate...



2025-11-30

Fantasy Monster: Gre'gre

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Gre'gre

A brutish, big-yet-lanky, ogre-like creature with pale green skin and dark, vibrant-green hair growing all over the body like a moss.

CR 6; XP 2,400
CN Large Humanoid (giant)
Init +8; Senses low-light vision, scent; Perception +10

Defense
AC 19, touch 14, flat-footed 14 (+4 Dex, +1 dodge, +5 natural, –1 size)
hp 78 (12d8+24)
Fort +10; Ref +8; Will +5; +4 racial bonus to saving throws against poison

Offense
Speed 40 ft., climb 20 ft.
Melee hunting spear +12/+7 (2d6+6) or 2 slams +12 (1d6+4)
Ranged thrown javelin +12/+7 (1d8+4)
Space 10 ft.; Reach 10 ft. (15 ft. with spear)
Special Attacks patient ambusher

Statistics
Str 18, Dex 18, Con 14, Int 9, Wis 13, Cha 9
Base Atk +9; CMB +15; CMD 31
Feats Combat Reflexes, Defensive Combat Training, Dodge, Improved Initiative, Nimble Moves, Quick Draw
Skills Climb +12, Perception +10, Stealth +0 (+10 in light vegetation, +20 in heavy), Survival +10
Languages Giant, Sylvan
SQ blend-in, primitive craftsmanship

Ecology
Environment warm forests or swamps
Organization solitary, pair, family (3–5), or tribe (6–20)
Treasure standard

Special Abilities

Blend-In (Ex) Gre'gres have +10 racial modifier to Stealth checks in light vegetation, or +20 in heavy vegetation of their native jungles. Gre'gres can take 20 on Stealth check when remaining immobile within overgrown space.

Patient Ambusher (Ex) Hidden gre'gres can make attacks of opportunity with a thrown javelin within 60 feet of their hiding places against provoking targets they can see. They can make an Stealth check immediately after such attack to remain hidden without –20 penalty usually associated with a sniping attempt. Each gre'gre carries a bundle of javelins for that purpose.

Primitive Craftsmanship (Ex) Gre'gres with access to wood and other materials that can be harvested in jungle can make primitive, but surprisingly effective spears and replacement javelins in few hours.


Gre'gres – they seem to hate being called green ogres, making some kind of ritual gesture whenever ogres are mentioned, implying deliberate severance of any form of kinship or relationship – are denizens of enormous mammoth jungles, living the lives of stealthy hunter-gatherers. Surprisingly for creatures so much larger and heavier than humans, they spend a lot of their lives in the trees, hiding from more dangerous creatures and ambushing those they think can take on.


2025-11-23

Fantasy Monster: Talking Heads

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Talking Heads

A rather big head of elderly gnome-like entity floats in the air with a rather dismissive smirk, and a mercurial glint in the eyes.

CR 5; XP 1,600
N Small Fey
Init +5; Senses low-light vision; Perception +20

Defense
AC 18, touch 17, flat-footed 12 (+5 Dex, +1 dodge, +1 natural, +1 size)
hp 54 (12d6+12)
Fort +4; Ref +12; Will +8
Defensive Abilities evasion; DR 5/cold iron

Offense
Speed fly 40 ft. (perfect)
Melee headbutt +7 (2d4)
Special Attacks cutting remarks (30 ft., 5d6 sonic, DC 19 Will negates)

Statistics
Str 10, Dex 20, Con 12, Int 13, Wis 13, Cha 17
Base Atk +6; CMB +5; CMD 27
Feats Alertness, Defensive Combat Training, Dodge, Flyby Attack, Hover, Mobility
Skills Escape Artist +20, Fly +30, Knowledge (any) +7, Perception +20, Perform (comedy) +18, Perform (oratory) +18, Perform (sing) +18, Sense Motive +20
Languages tongues
SQ catch up, not-so-omniscient

Ecology
Environment any
Organization narrator, pair of commentators, chorus (3–12)
Treasure standard

Special Abilities

Catch Up (Su) Talking heads can catch up with their marks, teleporting nearby them as if using greater teleport with a full-round action. Talking heads have to narrate some sort of catching-up with the "protagonists" immediately after they do so, so they can't use this ability while silenced. The whole group of talking heads moves at once with this effect. This is a language-dependent teleportation effect.

Cutting Remarks (Su) Talking heads can blast others with particularly vicious comments, dealing 5d6 points of sonic damage to one or more creatures within 30 feet that fail a Will saving throw (DC 19). This is a language-dependent sonic effect. The saving throw DC is Charisma-based.

Not-So-Omniscient (Ex) Talking heads know a lot about everything, though their knowledge is mostly superficial and inconsistent, allowing them to make any Knowledge checks untrained, with bonus equal to half their HD (already listed in their skills).


Talking heads are entities that occasionally come from the Otherworld to follow interesting people and groups and provide a constant stream of narration, commentary, or even a song and a-cappella background music.

Talking heads can't really hold their tongue – they seem to be unable to keep silent for long, even threats and bribery works for depressingly short periods of time. They can follow their chosen marks for days or weeks before they find someone more interesting. They can be rid off by being extremally boring for an extended period of time, keeping them silenced for a few days, or killing them, though the last can draw wrath and vengeance of more powerful Fey and even stranger entities, for some reason – it's like some greater beings listened to the talking heads antics for entertainment...

Occasionally, patient adventurers can benefit from listening to talking heads' narration, learning about overlooked details and context they didn't know about. More often, talking heads disrupt attempts at using stealth, subterfuge, and disguise, sharing with everyone nearby about what actually happens.


2025-11-16

Fantasy Monster: Faerie Contractors

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Faerie Contractors

A bunch of stocky figure resembling gnomes in matching work outfits. They have weird, dusty hair covered with caps, and many of them seem to keep a hand-made cigarette butt in the corner of mouth.

CR 3; XP 800
N Small Fey
Init +2; Senses low-light vision; Perception +10

Defense
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 33 (6d6+12)
Fort +4; Ref +7; Will +6
Defensive Abilities half damage from falling, falling objects, and construction accidents; DR 5/cold iron
Weakness susceptible to sleep

Offense
Speed 20 ft.
Melee handy tool +6 or +4/+4/+4 (1d4+3, ×3)
Ranged thrown tool +6 (1d4+3, ×3)
Special Attacks frenzied flurry

Statistics
Str 14, Dex 14, Con 14, Int 13, Wis 13, Cha 11
Base Atk +3; CMB +4; CMD 16
Feats Endurance, Skill Focus (Craft [carpentry of stonemasonry]), Skill Focus (Profession [builder])
Skills Climb +11, Craft (carpenter or stonemasonry) +13, Knowledge (engineering) +7, Perception +10, Profession (builder) +10, Sleight Of Hand +11, Stealth +11
Languages Common, Sylvan
SQ unpredictable workload

Ecology
Environment rural, urban, underground
Organization crew (3–20)
Treasure standard

Special Abilities

Frenzied Flurry (Ex) Faerie contractors can lash with their tools at anyone interrupting their work with an amazing speed, making three attacks with –2 penalty each as a full attack.

Susceptible To Sleep Faerie contractors are prone to taking naps when the fancy hits them. Almost always at least one of contractors is dozing somewhere out of sight. Each faerie contractor counts as a single HD creature for purpose of being affected by sleep spell and they suffer –4 penalty to saving throws against sleep effects.

Unpredictable Workload (Su) The speed of construction done by crew of faerie contractors is extremally erratic, as if the very fabric of the world could not decide if it wants to help or hinder them – accidents happen (though they never hurt contractors) that slow things down while happy coincidences.

D20Effect
1The work continues forever – the very site of constuction becomes a breach of Fey Otherworld into the material world
2-5The work is unnaturally extended, taking (7 minus the die result) times as much
6-15The work takes the usual amount of time, beneficial and hindering incidents balancing each other
16-19The work time is unnaturally short, being divided by (die result minus 14)
20The work takes a single night – and the construction sight becomes a weak spot touched by the Otherworld

Faerie contractors are gnome-like fey that build things – usually because someone made a deal, either directly with their foreman, or indirectly with a greater faerie entity that holds authority over them, though occasionally they come from their own initiative to repay a perceived debt or are compelled by greater force (though they are extremally grumpy and often engaging in malicious compliance if coerced without adequate compensation).

They never do mining work, though, noting it would violate guild and union regulations.

While faerie contractors are competent when they focus on the work, they tend to be erratic and unpredictable, pedantic and over-literal, lazy and irreverent, somehow mixing and balancing chaotic and ordered aspects of their nature. They are also hard to discern between each other, with any distinguishing traits seemingly switching between individuals at moments notice (though it might be faerie contractors deliberately messing up with others).