2016-12-31

Monster: Bone Eater

Bone Eater

An innocent looking man, except for a hungry gleam in his eyes.

CR 4; XP 1,200
NE Medium Monstrous Humanoid
Init +8 ; Senses darkvision 60 ft., scent; Perception +19


Defense
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 38 (4d10+16)
Fort +5, Ref +8, Will +6

Defensive Abilities ghoulish courtesy, innocent mask; Immune diseases, poison

Offense
Speed 30 ft., climb 30 ft.

Melee 2 claws +18 (1d6+4)
Special Attacks bone-eating, pounce


Statistics
Str 18, Dex 18, Con 18, Int 13, Wis 15, Cha 15

Base Atk +4; CMB +8; CMD 22
Feats Alertness, Improved Initiative
Skills Climb +12, Bluff +14, Perception +19, Sense Motive +16, Stealth +11, Survival +9; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive
Languages Common, Goblin
SQ compression, gorge

Ecology
Environment any

Organization solitary, pair
Treasure standard


Special Abilities

Bone-Eating (Ex) Bone eaters can quickly tear flesh and shatter bones of an incapacitated creature with their claws. They have ×4 critical multiplier when they perform coup d'grace, and they can tear apart and eat the best parts of a Medium-sized corpse in one minute if undisturbed (each round of eating is treated as coup d'grace action), preventing easy revival.

Ghoulish Courtesy (Su) Unintelligent undeads ignore bone eater unless explicitly commanded to attack them. Sentient undeads avoid harming them as if the bone eater was protected with sanctuary effect (Will save DC 20). The saving throw DC is Charisma-based and includes +4 racial bonus.

Gorge (Ex) Bone eaters have similar needs to human beings when it comes to amount of food consumed, with a pound or two of flesh constituting an average meal, though unlike humans they can eat prodigious amounts of food in advance and fast for extended periods of time later. A bone eater can eat and store for later up to three meals per point of Constitution score. A bone eater does not even start to get hungry before those reserves are used up.

Innocent Mask (Su) Bone eaters appear to be mundane humans when not hunting. Any divination effects also show them to be human beings with neutral alignment, unless their caster make a successful Will saving throw (DC 20). The saving throw DC is Charisma-based and includes +4 racial bonus.


Bone eaters are human-looking monsters that feed on corpses of the dead, with bones of sapient beings being their favorite diet. While they can be easily mistaken for ghouls because of their behavior, they are not undead. Instead they are living, breathing beings, possibly a mutation or accursed off-shot of humankind. Many bone eaters live among humans, hiding their nature, and hunting or trapping humans for their sustenance in secrecy. A few of them are responsible for dark tales of murderous innkeepers and weird child-eating neighbors.

While they might show a degree of sentiment for their victims, they are callous beings, considering humanoids their pets at best, and usually as merely cattle to be consumed or prey to be hunted.

Bone eaters' jaws are strong enough to crush bones but unsuitable to use in combat or even for eating larger portions of their victims at once. They rely on tearing apart their meals and opponents with claws instead.

A bone eater usually advances by taking levels in slayer class.

2016-12-30

Monster: Benevolent Horrors Of Xvih

Benevolent Horrors Of Xvih

This slender monstrous entity is mostly composed of many-jointed limbs, and yet, its torso and head are eerily reminiscent of a human, with their pale pink skin. It has four arms and four legs, elongated, and branching with multiple hand or feet appendages, and scythe-like, bony talons. Its forehead is mostly smooth dome, dotted with small, beady eyes, while its jaws split into four mandibles, revealing three elongated, tentacle-like tongues.

CR 11; XP 12,800
NG Large Aberration
Init +12 ; Senses blindsight 10 ft., darkvision 60 ft., low-light vision, scent; Perception +29


Defense
AC 25, touch 17, flat-footed 17 (+8 Dex, +8 natural, –1 size)
hp 150 (20d8+60); regeneration 10 (electricity, negative energy)
Fort +11, Ref +14, Will +14; +4 vs. emotion, fear, and pain

Immune mundane diseases, radiation

Offense
Speed 40 ft., climb 40 ft.

Melee 8 claws +18 (1d3+4/18–20) and tongue +13 touch (calming saliva)
Space 10 ft.; Reach 10 ft.

Special Attacks calming saliva, razor claws

Statistics
Str 18, Dex 26, Con 16, Int 19, Wis 15, Cha 15

Base Atk +15; CMB +20; CMD 38 (50 vs. trip)
Feats Acrobatic Steps, Alertness, Bleeding Critical, Combat Reflexes, Critical Focus, Diehard, Endurance, Great Fortitude, Improved Initiative, Nimble Moves
Skills Acrobatics +39, Climb +35, Diplomacy +22, Escape Artist +39, Knowledge (dungeoneering) +27, Perception +29, Sense Motive +26, Stealth +27; Racial Modifiers +8 Acrobatics, +8 Escape Artist
Languages Aklo; telepathy 100 ft.
SQ compression, efficient metabolism, hibernation, hold breath,

Ecology
Environment any

Organization solitary, pair, coven (3–6)
Treasure standard


Special Abilities

Calming Saliva (Ex) A benevolent horror's saliva has anesthetic qualities, calming down, numbing pain, and stopping bleeding. A licked creature can make a new saving throw against any emotion, fear, and pain effect affecting it, and gains +4 bonus to saving throws against emotion, fear, and pain effects for the next 10 minutes. Creature using rage, bloodrage, or similar voluntary effect has to succeed a Will saving throw (DC 22) or the effect ends. As a side effect, the calming property of the saliva mitigates shock and terror caused by the benevolent horror's utterly monstrous appearance. The save DC is Charisma-based.

Efficient Metabolism (Ex) A benevolent horror can gain nutrition by eating anything remotely organic and drinking water of any quality without ill effect, and they can go multiple days without eating or drinking. Their bodies can withstand a wide range of temperatures, existing comfortably in conditions between –100 to 200 degree Fahrenheit (though even they might suffer discomfort with very sudden shifts of temperature between such extremes).

Hibernation (Ex) A benevolent horror can enter periods of extended hibernation, where it can spend months or years without need for sustenance or breathing.

Razor Claws (Ex) A benevolent horror's bony talons and protrusions are short but very sharp, having natural critical threat range of 18–20.


Benevolent horrors of Xvih are abominable-looking refuges from a collapsed universe. In spite of their monstrous appearance, they are highly cultured, polite, and compassionate beings. When they fold, tuck, and contract many parts of their limbs, their body shape becomes much closer to anthropomorphic. As their civilization developed around biological alteration, primarily focusing on augmenting their bodies it hints that benevolent horrors' ancestors could have been similar to humanoids... Those changes are long in the past, though, as their civilization's technological and magical phases waxed and waned through the ages to reach an extended period of cultural stability based on individual self-sufficiency and voluntary contact. Their advances were unable to prevent an nondescript (and possibly indescribable in languages of creatures of this world) cosmological cataclysm that unmade (or possibly merely sealed) their world, however.

Individually, benevolent horrors are highly self-sufficient, but they show no arrogance about it. Instead they are willing to provide aid to those in need, though they prefer to help develop some degree of self-sufficiency in their wards, reserving direct help for when it is truly necessary. They work smoothly in small groups, though they don't seem interested in rebuilding their civilization or creating larger communities in this world.

2016-12-29

Monster: Blazing Radiance

Blazing Radiance

A pillar of intense white and blue light, with vague hints of complex shapes inside. Its brightness prevents discerning if they are real or only false impressions of blinding light.

CR 15; XP 51,200
N Large Construct (incorporeal)
Init +14; Senses darkvision 60 ft., low-light vision; Perception +28

Aura light (30 ft. bright illumination, 60 ft. normal,  120 ft. dim)

Defense
AC 29, touch 29, flat-footed 10 (+10 deflection, +10 Dex, –1 size)
hp 160 (20d10+20 plus 30)
Fort +8, Ref +18, Will +13

Defensive Abilities absorb light, incorporeal; Immune blindness, construct traits
Weakness supernatural darkness

Offense
Speed fly 20 ft. (perfect)

Melee incorporeal touch +30 (10d6)
Space 10 ft.; Reach 5 ft.

Special Attacks blinding gaze, disorienting afterlight, radiant pulse

Statistics
Str —, Dex 30, Con —, Int 11, Wis 21, Cha 31

Base Atk +20; CMB +21; CMD 41 (can't be tripped)
Feats Ability Focus (blinding gaze), Ability Focus (disorienting afterlight), Ability Focus (radiant pulse), Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Run, Toughness
Skills Fly +36, Perception +25
Languages Understands Common; telepathy 100 ft.
SQ glass vessel

Ecology
Environment any

Organization solitary, pair
Treasure none


Special Abilities

Absorb Light (Su) A blazing radiance never suffers harmful effects of light-based spells and abilities. Any light-based spell or spell-like ability targeting the blazing radiance restores a number of hit points equal to its spell level. A blazing radiance can heal hit points while bathing in sunlight at the same rate as living creatures recover during rest.

Blinding Gaze (Su) Blindness for 1 round, 60 feet, Fortitude 22 negates. The save DC is Constitution-based. This is a light effect.

Disorienting Afterlight (Su) A blazing radiance can target any number of blind creatures within 60 feet. Targets that fail their Will saving throws (DC 22) are perceiving hallucinations that prevent them from recognizing friends from foes for 1d4 rounds after their blindness ends. This is a mind-affecting effect. The save DC is Constitution based.

Glass Vessel (Ex) A blazing radiance can fit itself in a glass or crystal vessel at least 1 foot across, hiding its incorporeal body within the object for extended periods of time. The object will glow as if affected with permanent light. Blazing radiance will be trapped and unable to act if the object is placed within area of supernatural darkness, though it will be released without any harm when such vessel is damaged in any way.

Radiant Pulse (Su) Once per 1d4 rounds, a blazing radiance can emit a pulse of light intense enough to deal 20d6 points of damage to everyone within 60 feet burst, except creatures standing within squares of supernatural darkness. A successful Reflex saving (DC 22) throw halves the damage. Creatures particularly vulnerable to sunlight (such as vampires) that are reduced to 0 hit points by this effect are destroyed. The save DC is Constitution-based. This is a light effect and it acts like greater dispel magic (CL 20th) against all darkness-based spells and spell-like abilities within range.

Weakness To Supernatural Darkness (Su) Supernatural darkness is impenetrable to blazing radiance like force effects.

A blazing radiance is luminescence of the sun itself, captured and animated with secret magical processes that involve finding a column of flawless quartz (or growing one with alchemy and magic), carving mystic sigils on its surface, and building a complex clockwork array of lenses that will focus sunlight upon the crystal. Sunlight and binding spells are combined to create the blazing radiance within the pillar, which is then vaporized by the spawning construct. The pieces of quartz left over from blazing radiance creation process can be used to make protective google that shield the wearer from the blinding gaze and radiant pulse abilities of that particular blazing radiance.

2016-12-28

Monster: Summer Stormking

Summer Stormking

This gigantic bird resembles a three headed heron or stork, with its long necks, long beaks, and long legs. Its plumage, however, is vivid blue, green, and orange, like a fisher king.

CR 13; XP 25,600
LN Gargantuan Magical Beast (extraplanar)
Init +9; Senses darkvision 60 ft., low-light vision, stormsight; Perception +29

Aura elemental passions (2 miles)

Defense
AC 28, touch 12, flat-footed 22 (+5 Dex, +1 dodge, +16 natural, –4 size)
hp 189 (18d10+90)
Fort +16, Ref +16, Will +12; +4 vs. emotion effects

Defensive Abilities powerful passions; Immune electricity, winds

Offense
Speed 30 ft., fly 100 ft. (good)
Melee 3 bites +22 (2d8+8/19–20)

Space 20 ft.; Reach 30 ft.
Special Attacks breath weapon (three 150 ft. lines, 6d6 electricity each, Reflex DC 24 half, usable every 1d4 rounds)
Spell-Like Abilities (CL 20th; concentration +25)
At will—commune with birds, control weather, control winds
1/day—plane shift (must be cast during a particularly strong thunderstorm, a hurricane, or similar cataclysmic weather event)

Statistics
Str 26, Dex 20, Con 20, Int 17, Wis 19, Cha 21

Base Atk +18; CMB +30; CMD 45
Feats Alertness, Bleeding Critical, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Improved Critical (bite), Improved Initiative, Iron Will
Skills Fly +24, Knowledge (nature) +21, Perception +29, Perform (dance) +23, Sense Motive +26
Languages Auran, Aquan

Ecology
Environment temperate or tropical

Organization solitary, pair
Treasure standard


Special Abilities

Elemental Passions (Su) A summer stormking temper rules over the nearby weather as a constant control weather reflecting the bird's mood. When a stormking is calm or complacent, the weather is calm and pleasant. When a stormking is sad, the skies weep with rain, and when a stormking is angered or excited the winds blow and the storms gather. An active control weather spell or spell-like ability overrides the stormking's calm mood, but it struggles against sad, excited or angry requiring an opposed check of the caster's primary spellcasting ability against the stormking's Charisma.

Powerful Passions (Ex) A summer stormking has a +4 racial bonus to saving throws against effects with emotion descriptor, and Spell Resistance of 15+its CR (typically 28) against spells and spell-like abilities that would calm it down, or subdue its passions.

Stormsight (Ex) A summer stormking ignores all vision penalties and concealment from weather effects, including those created by fog cloud, obscuring mist, and similar spells.

Summer stormkings are great otherworldly birds, similar in some ways and possibly related to thunderbirds or phoenixes. Rarely seen, they live in realms of eternal winds and storms, though they occasionally come to this world during summer storms for their mating season.

Kyo consider summer stormkings to be semi-divine beings, living manifestations of the skies, and guardians of higher realms. A high ranking kyo priests supposedly can perform occult rituals to invoke terrible thunderstorms if performed correctly, attracting summer stormkings.

2016-12-27

Monster: Spring Wight

Spring Wight

Mosses, fungi, and lichens form an anthropomorphic figure with human-like face, distorted with grimace of pain and fear. Pieces of bone shine through the thick growth here and there.

CR 9; XP 6,400
CE Medium Plant
Init +8; Senses low-light vision, tremorsense 15 ft.; Perception +28


Defense
AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
hp 112 (15d8+45)
Fort +12, Ref +9, Will +9

Defensive Abilities negative energy affinity, plant traits

Offense
Speed 30 ft., burrow 30 ft.
Melee 2 slams +17 (1d4+6) and 4 tendrils +16 (1d4+3)

Space 5 ft.; Reach 5 ft. (15 ft. with tendrils)
Special Attacks burrowing tendrils, entomb
Spell-Like Abilities (CL 15th; concentration +16)
3/day—commune with nature, plant growth

Statistics
Str 22, Dex 18, Con 16, Int 11, Wis 19, Cha 13

Base Atk +11; CMB +17; CMD 31
Feats Combat Reflexes, Dodge, Improved Initiative, Mobility, Multiattack, Skill Focus (Perception), Stand Still, Weapon Focus (tendril)
Skills Perception +28, Stealth +22 (+30 in dense vegetation); Racial Modifier +8 Stealth in dense vegetation
Languages Understands Common and Sylvan

Ecology
Environment temperate

Organization solitary, pair
Treasure standard


Special Abilities

Burrowing Tendrils (Ex) A spring wight's tendrils can quickly burrow through earth, dirt, mud, and sand. They can strike from different angles ignoring cover and total cover of targets standing on the same patch of ground as the spring wight. When a spring wight makes a full-round attack, the ground within reach of its tendrils become difficult terrain until the beginning of its following turn.

Entomb (Ex) When a spring wight kills a living creature with a tendril attack, it can pull its corpse a foot or two underground in mud, sand, or soil, effectively burying it in a shallow improvised grave. It can also take a standard action to entomb any corpse within its tendrils reach. Corpses of Large or bigger creatures are only partially entombed.

Spring wights sprout from corpses of people murdered in late autumn or early winter, left to rot in the wilds. When the early springs warms the land and thaws the snow and ice that preserved the corpse through the winter, the quickly sprouting vegetation might grow all over the bones and become infused with the restless spirit, developing vengeful sentience and mobility.

Easily mistaken for undeads, with their hatred of living and negative energy coursing through them, spring wights often haunt places where they died, though some come closer to settlements where they lived, sometimes seeking their murderers, sometimes merely lashing at those who were more lucky than them. Occasionally, a spring wight can be placated, especially by sacrifice of his murderer (or convincing the spring wight that the sacrifice was the murderer, they have no special rapport to their killer, and rarely remember much of their mortal existence), leaving for deeper wilds where it grows more and more languid until it takes root and spends the rest of its existence as a death-tainted plant.

A few spring wights took the role of a woodland settlement's guardians and bogeymen, accepting seasonal offerings, bestowing their blessings whimsically, and haunting or even hunting the intruders and occasionally the natives.

2016-12-26

Monster: Winter Worm

Winter Worm

A squat, short legged lizard with long tail. Its whole body is covered with white, fur-like feathers.

CR 8; XP 4,800
CE Large Dragon
Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +15


Defense
AC 21, touch 9, flat-footed 21 (+12 natural, –1 size)
hp 105 (10d12+40)
Fort +12, Ref +7, Will +11

Immune paralysis, sleep; Resist cold 20, fire 20

Offense
Speed 30 ft., swim 30 ft.
Melee bite +15 (2d8+9 plus 2d6 fire, 19–20/×3), tail slap +11 (2d6+3 plus trip)

Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks breath weapon (30-ft. cone, 10d6 fire damage, Reflex DC 18 for half, usable every 1d4 rounds), powerful jaws

Statistics
Str 22, Dex 10, Con 16, Int 7, Wis 15, Cha 11

Base Atk +10; CMB +17; CMD 27 (31 vs. trip)
Feats Great Fortitude, Improved Critical (bite), Iron Will, Toughness, Weapon Focus (tail slap)
Skills Climb +19, Perception +15, Stealth +9 (+17 in snow or ice), Survival +15, Swim +14; Racial Modifier +8 Stealth in snow or ice

Languages Auran, Draconic
SQ ice walker

Ecology
Environment cold plains and mountains

Organization solitary, pair, or pack (3-12)
Treasure standard


Special Abilities

Ice Walker (Ex) A winter worm can move on ice and through deep snow easily. Ice and deep snow do not count as difficult terrain for a winter worm.

Powerful Jaws (Ex) A winter worm's jaws apply 1-1/2 Strength bonus to damage inflicted and have critical hit multiplier of ×3.

Winter worms are one of many lesser dragon species, wingless and not particularly smart. They have adapted to arctic regions, though they my occasionally live in warmer climates hibernating through warm seasons and being active primarily in winter. Despite their adaptation to cold climates, they show particular fondness for hot springs—being highly resistant, thought not immune to both heat and freezing temperatures.

Like many other draconic species, winter worms are gluttonous and lazy creatures, spending their time napping or bathing and willing to eat any creature they can kill. They often gather in pods, mostly ignoring each other unless there is a larger prey. They might occasionally fight each other in short bouts that never end in death. Older winter worms can grow bigger and lazier, with hotter flames and higher resistances.

2016-12-25

Monster: Autumn Swirl

Autumn Swirl

A mass of swirling red, yellow, and orange leaves dances against the wind currents.

CR 5; XP 1,600
CN Fine Fey (swarm)
Init +4; Senses low-light vision; Perception +0


Defense
AC 18, touch 18, flat-footed 18 (+8 size)
hp 42 (12d6)
Fort +4, Ref +8, Will +8

Defensive Abilities swarm traits; Immune weapon damage
Weakness vulnerable to fire

Offense
Speed fly 30 ft. (perfect)
Melee swarm (3d6)

Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 16), shared flammability, wither vegetation

Statistics
Str 1, Dex 10, Con 10, Int —, Wis 11, Cha 11

Base Atk +6; CMB —CMD —
Skills Fly +16

Languages recognizes Sylvan

Ecology
Environment any

Organization solitary, flock (2–5), or blight (6–12)
Treasure none


Special Abilities

Shared Flammability (Ex) All creatures within the autumn swirl's space share its vulnerability to fire weakness, suffering double damage from area fire effects, and +50% fire damage from non-area sources.

Vulnerable To Fire (Ex) An autumn swirl are highly flammable. Area effects that deal fire damage inflict double damage on an autumn swirl. Burning weapons, such as torches, flaming weapons, and flame blades can be used to attack them despite their immunity to weapons. They inflict their fire damage only, increased by 50% due to fire vulnerability. Flaming sphere and similar fire-based effects that affect targets by sharing their space inflict damage to an autumn swirl.

Wither Vegetation (Ex) An autumn swirl inflicts its swarm damage on vegetation, plants, and Plant creatures ignoring their hardness and damage reduction (except DR/epic or DR/mythic). When an autumn swirl kills a Plant creature, it gains fast healing 1 for a number of rounds equal to the creature's HD.

Autumn swirls are swarms of lesser otherworldly spirits of entropy and withering infusing fallen leaves. They dance on the winds when it's not raining, though they occasionally attack living beings and plants that disturb the inevitability of autumn's decay. They might survive into early winter before they wither and die themselves, and they can be found guarding fair glades and copses belonging to more powerful autumn fey.

2016-12-18

Otherworldly Patron: The Pale Stranger

Warlock Patron: The Pale Stranger

Your patron is beyond death, an unliving monstrosity more powerful than majority of petty undeads you might meet in your travels. An archlich, a ghost of a dead god, a progenitor of vampires, the first ghoul, a monarch who sacrificed whole kingdom for life-in-death. It could be any of those.

What are its goals? Gathering greater power in death? Extinguishing life across the world and spreading undeath? Reversing its transformation and returning to life? Going further and becoming a true god? Seeking eternal rest for itself?

Expanded Spell List
1st—inflict wounds, ray of sickness
2nd—gentle repose, see invisibility
3rd—feign death, revivify
4th—death ward (1 hour duration), 
5th—contagion, destructive wave (necrotic damage)

Deathly Hunger
At 1st level, you gain affinity for death. Whenever a living creature drops to 0 hit points or is killed within 60 feet of you with a clear path to you, you immediately sense it, and can spend one of your warlock's hit dice to regain hit points as a reaction. You can use this ability even when you are dying. If multiple creatures are dropped to 0 hit points or killed by the same attack or effect, you can spend one hit die per creature. Creatures with 0 CR are too weak to trigger this ability.

Unliving Thralls
At 6th level, you gain ability to cast animate dead once without using components. At 8th level, and every two levels thereafter, you can animate or maintain control over two more skeletons or zombies. After you used this ability you need to finish a long rest to use it again.

Darkened Spirit
At 10th level, you become immune to diseases and frightened conditions, and gain necrotic resistance.

Unliving Legions
At 14th level, undeads you control add your Charisma bonus to their attack and damage rolls. When you create an undead, it adds your Charisma bonus to its hit points, and it has AC of 10+you Charisma bonus or its normal AC, whichever is higher.

2016-12-17

Occult Secrets: The Occultist

I'd like to announce availability of a new product written by yours, truly.

Occult Secrets: The Occultist can be acquired via RPGNow, Paizo, and directly from the publisher, Zenith Games.

This small accessory book contains three new archetypes, two sets of completely new implements: ten totem implements that are attuned to different creature types, and tweleve planar implements, connected to different planes and extraplanar beings, with multiple focus powers for each new implement. There are also four new feats, two spells, and a 6th level occultist NPC.

2016-12-11

Fantasy Races: 5th Edition Update, part 2

A new batch of 5th edition conversion of my fantasy races.

Part 1 (Azan, Ker-Azan, Kai-Tang, and Kyo).

Luminars
Luminarian Traits
Ability Score Increases. Your Intelligence score increases by 2, and your Constitution score increases by 1.
Age. Luminars reach adulthood at 13th circle of age and live for approximately hundred circles or two generations.
Alignment. Keepers are generally lawful neutral, Inheritors vary between lawful good, neutral good, and neutral, and Unchained faction is somewhere between chaotic good, neutral good, and pure neutral. Individual luminars spread across all the alignment options, though there is strong bias against evil.
Size. Luminars are roughly the same size and build as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Crystal Affinity. You gain advantage on Intelligence and Wisdom checks made to appraise, examine, and work with crystals and gems.
Natural Glow. Your body emanates with natural luminescence, producing bright light within up to 20 feet, and dim illumination within twice the bright light radius. You can reduce the bright light radius or completely suppress the light on your turn. The glow will return to normal strength when you are rendered unconscious. When you are killed the glow immediately flares providing bright illumination within 60 feet for 1 round and then vanishes.
Natural Power Source. Your body generates a field of exotic energy that can power low-yield luminarian devices. You can consciously channel your energy reserves to power high-yield luminarian technology, sacrificing your available hit dice for a variety of results dependent on device used.
Sleepless. You never sleep. You cannot be put to sleep with magical means, though you can be put into a sleep-like state with poisons and pharmaceuticals. You never dream and are immune to dream-based effects, even when under effects of pharmaceutical substances.
Advanced Technology. Luminars have their own brand of exotic technology. You are proficient with all common luminarian devices.
Languages. You can speak Common and Luminarian.

Therigens
Therigen Traits
Ability Score Increases. Your Wisdom score increases by 2, and your Constitution score increases by 1.
Age. Therigens are considered adult after reaching seventh year of age, and live up to one hundred and twenty years.
Alignment. While some degree of neutrality is predominant, Therigen followers of the Green Law tend toward good, and followers of Red Law tend toward evil.
Size. Therigen are shorter than humans, rarely exceeding 5-1/2 feet of height, with exact build varying between different animal themes. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of gray.
Native Land. Select one type of environment: woodlands, mountains, swamps, or underground. You have an advantage on ability checks made to survive and travel through selected terrain, including noticing and avoiding natural hazards, finding water, edible plants, and safe place for rest, and recognizing native creatures and recalling their strengths and weaknesses.
Natural Weapons. You can use your bite, beak, or claws efficiently in combat, dealing 1d3 points of damage with unarmed strikes.
Wild Blessing. You have an additional animal feature, based on your animal theme selected from following choices: climb speed 30 feet, swim speed 30 feet, thick hide (your unarmored AC is 12 + Dexterity bonus), quick (your base walking speed is 40 feet), or powerful natural weapons (your unarmed strike inflicts 1d4 points of damage).
Languages. You can speak Common and Sylvan.

Troldhrym
Troldhrym Traits
Ability Score Increases. Your Strength score increases by 2, and your Charisma score increases by 1.
Age. Troldhryms become adults at the age of 21, and can live up to hundred and fifty years.
Alignment. Chaotic is dominant alignment among troldhrym.
Size. Therigen are slightly bigger than humans, both in height and weight, though not terribly much. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of gray.
Relentless. You gain an advantage on saving throws against all forms of fear and frightened condition, and effects that cause exhaustion.
Resist Elements. You can withstand both colder and hotter environment than humans without ill effects (such as standing naked on a glacier, or travelling through desert with only the regular daily amount of water). You gain resistance to one of cold, fire, or lightning, as befitting your tribe. Tribeless troldhrym gain resistance to force.
Troll Blood. You can spend one hit dice to heal oneself as a bonus action.
Languages. You can speak Common and Giant.

Xenopi
Xenopi Traits
Ability Score Increases. Your Constitution score increases by 2, and your Intelligence score increases by 1.
Age. It's uncertain how long xenopi lives as sub-sapient larva before developing functional luminescent glands and ability to communicate coherently, though it's estimated it takes between 1 and 10 years. Mature xenopi can live up to 30 years, though occasional xenopi reaches 40.
Alignment. Xenopi have slight predisposition toward good and chaotic alignments.
Size. Xenopi body is usually two and a half feet long with tentacles being another two feet in length. Your overall size is Small.
Speed. Your base walking speed and climbing speed are 20 feet, and your swim speeds is 30 feet.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of gray.
Bioluminescence. You can make your skin glow with colorful bioluminescent glow as bright as torch, and you can show simple patterns, or whole sentences written in Aklo on your skin as easily as you can speak.
Tentacles And Water Jet. You have an advantage on ability checks made to climb, swim, and balance yourself on surfaces to which your suckers stick.
Languages. You can speak Common and Aklo.

2016-12-04

Fantasy Races: 5th Edition Update, part 1

Since I recently professionally expanded into 5th edition of the most popular fantasy pen and paper rpg system, I will post 5th edition conversions for (some of) the races I posted on my blog.

Azan
Azan Traits
Ability Score Increases. Your Intelligence score increases by 2, and your Charisma score increases by 1.
Age. Azan are already fully grown up when they leave their vat. Their natural, unaugmented lifespan seems to be around 100 years, though almost invariably have access to alchemical, medical, and magical treatments that extend their "natural" lifespan into 300 years. Many azan seek to extend their lives beyond that period via more advanced methods.
Alignment. Azan gravitate toward aloof neutrality and various degrees of selfishness.
Size. Azan are small and light, standing around 3 feet tall and weighing approximately 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of gray.
Apprentice Training. You gain proficiency in one Intelligence or Wisdom-based skill.
Magic Item Handling. You gain an advantage on Intelligence checks made to recognize magic items and recall information pertaining to them, on Charisma checks made during personality conflicts with sentient items, and on saving throws against side effects of magic items you activated, including cursed items.
Magetech. You are proficient in magetech tools. During a long or a short rest, you can use a set of magetech tools to build a simple magetech trinket. Select a cantrip you are aware of when you build the trinket. The trinket can be activated with an action to duplicate effects of that cantrip, using your Intelligence bonus as its spellcasting ability. Once used, the trinket loses its power. You can have single magetech trinket in existence at any one time.
Languages. You can speak Common and Azan.

Ker-Azan
Ker-Azan share Azan traits, except for:
Ability Score Increases. You Intelligence score increases by 2, and your Strength score increases by 1.
Construct Implants. You gain advantage on saving throws against diseases, poisons, and charmed condition. You are treated as humanoid and construct for purpose of being targeted with abilities such as rangers' favored enemy or items such as arrow of slaying. You do not gain Apprentice Training or Magic Item Handling traits.

Kai-Tang
Kai-Tang Traits
Ability Score Increases. Your Strength score increases by 2, and your Intelligence score increases by 1.
Age. Kai-Tang reach maturity around 10th year of age, and usually live to be 150 years old.
Alignment. Kai-Tang can be of any alignment, though a significant fraction prefers the belief in greater order and harmony becoming lawful.
Size. Kai-Tang are heavier and bulkier than humans, though they are slightly shorter averaging 5 feet. Your size is Medium.
Speed. Your base walking speed is 25 feet, and you have climb speed of 25 feet.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of gray.
Jungle-Born. You have an advantage on ability checks made to survive and travel through jungle, including noticing and avoiding natural hazards, finding water, edible plants, and safe place for rest, and recognizing native creatures and recalling their strengths and weaknesses.
Mighty Fists. Your unarmed strike inflicts 1d4 points of damage. If you gain a feature that would increase your unarmed damage to 1d4 or more (such as monk's martial arts), you gain +1 bonus to damage rolls of such ability.
Scholarly. You gain proficiency in single Intelligence-based skill or learn an additional language.
Languages. You can speak Common and Kai-Tang.

Kyo
Kyo Traits
Ability Score Increases. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Kyo are considered adult after reaching 8th year of life. Brown and Night castes usually live 50 years, Silver and Gold 75 years, and Sky caste can live up to a century.
Alignment. Kyo favor order over chaos, hierarchy over anarchy, and proper social behavior over individualistic glory-seeking.
Size. Kyo are slightly taller but lighter than humans, usually reaching 7 feet of height and 120 pounds.
Speed. Your base walking speed is 30 feet.
Etiquette. You gain proficiency in one of Deception, History, Insight, or Persuasion.
Heron's Strike. You gain an advantage on attack rolls and ability checks made as a part of readied actions or reaction.
Memories Of The High Sky. You gain an advantage on ability checks made to determine where the north is, to navigate, and to pilot a flying vehicle or ride a flying mount. When you fall you can use your reaction to reduce falling damage by 2 dice.
Languages. You can speak Common and Kyo.

Kemonomimi Strike Again! Kemonomimi for 5th edition.

I had posted about kemonomimi for Pathfinder. I had posted about the expansion booklet for kemonomimi. Now, I present you kemonomimi for 5th edition of the most popular fantasy pen and paper rpg.

Available of DriveThru.

2016-11-27

Monster: Eradicator Scout

Eradicator Scout

This entity is composed of a crystal sphere surrounded with a pair of whirling hoops made of strange metal, with a number of smaller, seemingly unconnected pieces of crystal and metal hovering below.

CR 5; XP 1,600
LN Large Construct
Init +1; Senses darkvision 60 ft., lifesense; Perception +8


Defense
AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 52 (4d10+30)
Fort +1, Ref +4, Will +1

DR 5/adamantine; Immune cold, construct traits; Resist acid 10, electricity 10, fire 10
Weakness vulnerable to sonic

Offense
Speed fly 20 ft. (perfect)

Melee slam +9 (2d6+9)
Ranged 3 force bolts +4 touch (1d10 force)
Statistics
Str 22, Dex 12, Con —, Int 11, Wis 11, Cha 11

Base Atk +4; CMB +11; CMD 22 (can't be tripped)
Feats Lightning Reflexes, Point-Blank Shot
Skills Fly +15, Perception +8; Racial Modifiers +4 Fly, +4 Perception

Languages eradicator comm 1 mile
SQ homing signal, limited starflight

Ecology
Environment any (Material Plane only)

Organization solitary
Treasure standard (pieces of crystal and exotic metals)


Special Abilities

Eradicator Comm (Ex) An eradicator scout can communicate with other eradicators within 1 mile.

Force Bolt (Ex) An eradicator scout can fire up to three bolts of crushing force with a range of 60 feet. Eradicator's force bolts are natural attacks that require ranged touch attack to hit.

Homing Signal (Ex) After detecting signs of its quarry, an eradicator scout can reassemble itself into a homing beacon for other eradicators. It takes 1 week of modifications before the FTL signal emission is started. An eradicator scout reassembling itself or sending the signal can't leave its space, hovering a few feet above ground, though it can defend itself and attack with its force bolts normally. Each month the signal is sent there is 1% chance that a battle group of eradicators receives it and follows it to attack the planet from which it was sent. While the signal is not magical, creatures with telepathic or prophetic abilities, wild animals, and various psychically sensitive individuals all around the planet feel dark foreboding, sense of incoming danger and might experience nightmares of impending doom.

Starflight (Ex) An eradicator scout can travel vast distances in space, typically taking 3d20 months to travel between planets in a solar system, or 3d20 years to travel between stars.

Eradicators are remnants of an ancient war, war long forgotten, and yet never finished. Who fought whom and over what remains an unanswered riddle. All that remains are ancient weapons continuing their missions of destruction. Eradicators travel between the worlds and cleanse regions according to some inscrutable logic. They might be reacting to traces of their master's enemies, though no one knows for sure what they are. Could they be getting false positives by confusing other races and their achievements for influence of long-gone foes?

When an eradicator battle group receives a homing signal from an eradicator scout, there is 10% chance it's already within the same solar system and arrives after 3d20 months, and 90% chance it's further away and needs to traverse the interstellar distances, taking 1d10 × 3d20 years to arrive.

2016-11-20

Planar NPC: Sweet-Venomous-Whispers

Sweet-Venomous-Whispers

This enormous black and green serpent has two viper-like heads, long and sinuous body and a pair of membranous wings.

CR 13; XP  25,600
CN Huge Dragon (extraplanar)
Init +8; Senses blindsense 60 ft., darkvision 60 ft., low-light vision, true seeingPerception +24

Defense
AC 28, touch 12, flat-footed 14 (+4 Dex, +16 natural, –2 size)
hp 175 (13d12+91); fast healing 10
Fort +16, Ref +14, Will +16
Defensive Abilities all-around vision, twisted mind; Immune paralysis, poison, sleep; Resist acid 20, cold 20, electricity 20, fire 20

Offense
Speed 30 ft., fly 120 ft. (average), swim 30 ft.
Melee 2 bites +22 (2d6+11 and poison), tail slap +18 (2d6+5 and grab)
Special Attacks breath weapon (60-ft. cone or 120-ft. line, 12d6 damage, Reflex DC 22 for half, usable every 1d4 rounds), constrict (2d6+5)
Spell-Like Abilities (CL 13th; concentration +18)
Constant—true seeing
At will—mass suggestion (DC 21)

Statistics
Str 32, Dex 18, Con 22, Int 19, Wis 19, Cha 21
Base Atk +13; CMB +26 (+30 grapple); CMD 40 (can't be tripped)
Feats Alertness, Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (Bluff), Toughness, Weapon Focus (tail slap)
Skills Acrobatics +17, Bluff +27, Fly +16, Knowledge (arcana) +20, Knowledge (nature) +20, Knowledge (planes) +20, Linguistics +20, Perception +24, Sense Motive +24, Spellcraft +20, Swim +19
Language Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Dwarf, Elven, Giant, Ignan, Infernal, Sylvan, Terran
SQ compression, hold breath

Ecology
Environment any
Organization unique
Treasure standard

Special Abilities


Breath Weapon (Su) Sweet-Venomous-Whispers left head can breathe a 60-ft. long cone of electrified frost, dealing 6d6 cold and 6d6 electric damage. Its right head can breathe a 120-ft. long line of burning corrosive oil, dealing 6d6 acid and 6d6 fire damage. A successful Reflex saving throw halves damage of either breath weapon. After using any of its breath weapons, Sweet-Venomous-Whisper has to wait for 1d4 rounds before using either again.

Sweet Poison (Ex) Bite—injury or ingestion; save Fort DC 22, frequency 1/minute for 5 minutes, effect 1d3 Wis, cure 2 consecutive saves. Creature affected by the sweet poison suffers from a vivid hallucinations and has a small chance of having a sudden flash of profound insight (1% chance per point of Wisdom damage suffered), though there is no way of discerning it from a hallucinated delusion. It acts as a mild hallucinogenic drug for evil outsiders with racial immunity to poison, as long as they are not immune to mind-affecting effects.

Twisted Mind (Ex) Sweet-Venomous-Whisper's mind is twisted like serpents' nest. It gains +4 racial bonus to Will saving throws and no know form of mortal magic can discern its lies from truth nor force it to tell the truth.

Sweet-Venomous-Whispers is a devious wyrm, sowing discord and chaos with its honeyed words. It uses (in)convenient truths, half-truths, and omissions as often as lies and deception, and it sometimes hides bits of valuable knowledge (if not wisdom) among it statements. Despite its sinister and twisted goals, the "Sweet Serpent", as it is sometimes called, is a very friendly and cordial entity, going as far as admitting that the truthful revelations its spread are intended to create discord and chaos. It also claims that its lies are spoken with higher purpose in mind and certainly there were instances where some of them brought (debatable) beneficial effects...

When speaking, it often uses both of its heads, switching between them in mid-sentence or speaking in unison. A few people who met Sweet-Venomous-Whispers claim that one head always lies and the other always speaks the truth, but there is no consensus which is which.

2016-11-14

Monster: Hedgeknight

Hedgeknight

This bulky warrior has a hedgehog's snout and spines growing all over his body parts not protected by armor.

CR 6; XP 2,400
LE Medium Monstrous Humanoid
Init +5; Senses darkvision 60 ft., scent; Perception +12


Defense
AC 20, touch 11, flat-footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield)
hp 68 (8d10+24)
Fort +5, Ref +9, Will +9

Defensive Abilities bloody spines; Immune curse, disease, fear

Offense
Speed 20 ft. (30 ft. base)
Melee longsword +13/+8 (1d8+4, 19–20/×2), and bite +7 (1d6+2) or 2 claws +12 (1d6+4) and bite +12 (1d6+4)

Special Attacks spiny roll
Spell-Like Abilities (10th; concentration +12)
At will—phantom steed (only one active at a time)

Statistics
Str 18, Dex 12, Con 16, Int 13, Wis 13, Cha 15

Base Atk +8; CMB +12; CMD 23
Feats Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Skills Intimidate +13, Knowledge (nobility) +9, Perception +12, Ride +12, Survival +12

Languages Common, Sylvan

Ecology
Environment temperate forests and hills

Organization solitary
Treasure standard (including mwk longsword, mwk chain mail, mwk large metal shield)


Special Abilities

Bloody Spines (Ex) A hedgeknight's spines are razor sharp. Any creature striking a hedgeknight with a natural weapon, non-reach melee weapon, or a melee touch attack, has to make a Reflex saving throw (DC 17) or suffer 1d4 points of piercing damage and 1d4 points of bleed damage. Creatures grappling with a hedgeknight or those that swallowed one, suffer the same damage once per turn (either when they initiate the grapple or when they start their turn already grappling with a hedgeknight) without a saving throw. When a hedgeknight fights defensively, uses total defense action, or uses Combat Expertise, the dodge bonus to AC bestowed by those actions increases saving throw DC of bloody spines. The saving throw DC is Constitution-based.

Spiny Roll (Ex) As a full-round action, a hedgeknight can roll up to twice his speed in a straight line, passing through enemy squares with ease. Each enemy whose square he passes, can either make an attack of opportunity, and suffer the hedgeknight's bloody spines damage, or forfeit an attack of opportunity and make a Reflex saving throw against bloody spines to avoid the damage.

Hedgeknights are fearless creatures cursed to roam the wilderness in the monstrous form that resembles cross between a human and a hedgehog, seeking martial challenges. They are usually aloof, cruel, and yet show a twisted sense of honor, keeping their word and giving their enemies fair chances in combat assuming they are returned the favor. They have no compunction about mercilessly slaying or crippling opponents that showed to be dishonorable or when outnumbered.

Some of the hedgeknights still seek the cure for their affliction, sometimes a truly heroic honorable deed, sometimes a true love, sometimes a willingly blessing of an ancient hag. A lot of hedgeknights enjoy their existence, though, or lost the hope of reversing it, and have little motivation to end their curse.

Many hedgeknights grow more skilled at combat, with levels in cavalier, fighter, ranger, or slayer classes, though a rare Lawful Good hedgeknight can become a paladin.

A typical hedgeknight is approximately 5 feet 10 inches tall and weights about 220 pounds, plus armor.