2024-03-31

Fantasy NPC: Honorable Balzaine, The Pale Squire

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Honorable Balzaine, The Pale Squire

A handsome man, with finely chiseled face, excellent teeth, perfectly smooth and almost shiny skin. He is wearing an elegant overcoat, waistcoat, breeches, and stockings, all in black and red.

CR 5; 1,600 XP
N Medium Construct
Init +8Senses darkvision 60 ft., low-light visionPerception +2

Defense
AC 18, touch 14, flat-footed 14 (+2 armor, +4 Dex, +2 natural)
hp 53 (6d10+20)
Fort +5, Ref +7, Will +5
Defensive Abilities discretion; Immune construct traits

Offense
Speed 30 ft.
Melee 2 slams +11 (1d4+5) or mwk rapier +11/+6 (1d6+4, 18–20/×2) and slam +6 (1d4+3)
Spell-Like Abilities (CL 6th, concentration +8)
Constant—magic fang
At Will—make whole (repairs Honorable Balzaine's whole attire at the same time it repairs him), open/close, prestidigitation (used to clean his attire daily)

Statistics
Str 18, Dex 18, Con —, Int 15, Wis 15, Cha 15
Base Atk +6; CMB +10; CMD 24
Feats Combat Reflexes, Improved Initiative, Power Attack
Skills Diplomacy +11, Knowledge (local) +11, Knowledge (nobility) +11, Knowledge (religion +2 (+12 regarding vampires), Perception +2, Perform (dance) +11, Sense Motive +2; Racial Modifiers +10 to Knowledge (religion) checks pertaining to vampires and their kin
Language Common, Duc, two other fashionable languages
SQ gentleman

Discretion (Su) Attempt to detect Honorable Balzaine's alignment, type, or aura with an effect weaker than 6th or higher spell level (or equivalent) merely registers a concealing magical aura.

Gentleman (Ex) Following his original purpose, Honorable Balzaine treats Diplomacy, Knowledge (local), Knowledge (nobility), and Perform (dance) as class skills.

Notable Gear cloak of resistance +1, +2 waistcoat of feather falling (+2 enhancement bonus to base +0 armor, feather fall triggers whenever falling 5 or more feet, occupies chest slot, worth 7,300 gp)


When Honorable Balzaine arrived to his newly acquired manor, the local villages thought little of it at first—petty gentry comes and goes, after all. As the time passed, though, his peculiarities led to certain questions being whispered behind his back. Why no one sees him during the daytime? Why he doesn't drink wine? Actually, why no one saw him eat, or even order foodstuff from the locals? Why does he brings young women to his manor on the night of full moon—for dances as they all allege, exhausted but seemingly unharmed afterwards, but seems to show little interest in them otherwise?

The truth is, that Honorable Balzaine was wrought as a decoy, serving an aristocratic vampire as a bait to lure away hunters that never came. Later, he passed into the hands of another vampiress, who kept him as a dance partner until she got bored and arranged to make him into a minor landlord, just to have a possible safe haven to visit on her travels.

Was Honorable Belzaine an unique creation, or did the cunning vampire order a whole batch of decoys, now spread across the neighboring realms, misdirecting his enemies?


2024-03-24

Fantasy Monster: Gallows-Wight

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Gallows-Wight

A tattered figure in white undershirt and lose pants, with a long frayed end of a rope hanging from the noose tightened on the neck.

CR 5; XP 1,600
CE Medium Undead
Init +8; Senses darkvision 60 ft.; Perception +11

Defense
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 59 (7d8+28)
Fort +5; Ref +6; Will +6
DR 5/magic and silver; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee hanging rope +9 (1d4+4 plus pull or grab) and 2 slams +9 (1d4+4)
Space 5 ft.; Reach 5 ft. (15 ft. with hanging rope)
Special Attacks grab, hanging rope, pull (10 ft., hanging rope), slow choke

Statistics
Str 18, Dex 18, Con —Int 11, Wis 13, Cha 17
Base Atk +5; CMB +9 (+13 grapple); CMD 23
Feats Combat Reflexes, Improved Initiative, Toughness
Skills Fly +22, Intimidate +13, Perception +11, Stealth +14
Languages Common (doesn't speak)

Ecology
Environment urban, ruins
Organization solitary, pair, or gallows-of-wights (3–12)
Treasure standard

Special Abilities

Hanging Rope (Su) The rope on which gallows-wight was hanged repairs and regrows when damaged, animated by the creature's spite and malice. When a gallows-wight hits with the rope attack it can either attempt a free pull or grapple attempt on the target. The gallows-wight suffers no penalties for not using hands. Additionally, a flying gallows-wight can maintain grapple or pin the target that is hanging on the full length of the rope (15 ft.) instead of being adjacent to the wight, and move up to its full flying speed when doing so, or twice its flying speed if it took a full-round action to maintain the grapple. The rope can be attacked and damaged with weapon attacks and targeted abilities, with the same AC and saving throws as the wight and 15 hit points, suffering half damage from piercing weapons and no damage from bludgeoning and sonic attacks, freeing the currently grappled or pinned victim when reduced to 0 hit points, though the severed rope regrows almost immediately.

Slow Choke (Ex) When a gallows-wight successfully maintains the pin and flies around with a creature pinned by the hanging rope, the victim suffers 2d6 points of damage at the end of the gallows-wight turn and can't speak for 1d4 rounds.


Gallows-wights arise when a particularly willful individual dies by hanging, often when the execution is unjust, but also because of extreme spite, curse, or lingering necromantic energies. Many gallows-wights spring to action almost immediately, sometimes disrupting continued executions of their companions, and attacking the hangman, the judges, and the witnesses. Others come to unlife later, after being left hanging, or during the night after their burial, if it happened on the same day. Those late bloomers are usually more sneaky and cunning than the wrathful ones, taking their time to stalk those who are responsible for their death—both the act, and the decision.


2024-03-17

Fantasy Monster: Toll-o-Bell

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Toll-o-Bell

A massive brass bell hangs from eight spidery legs made of wrought iron.

CR 8; XP 4,800
N Huge Construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 21, touch 11, flat-footed 21 (+3 deflection, +8 natural, –2 size)
hp 106 (12d10+40)
Fort +7; Ref +7; Will +7
Defensive Abilities glance off, resonance; DR 10/adamantine; Immune construct traits; Resist acid 30, cold 30, electricity 30, fire 30, sonic 30

Offense
Speed 20 ft.
Melee 3 slams +15 (2d6+5 plus deafening)
Space 15 ft.; Reach 10 ft.
Special Attacks toll-o-doom

Statistics
Str 20, Dex 10, Con —Int —, Wis 11, Cha 11
Base Atk +12; CMB +19; CMD 29 (41 vs. trip)
Skills Perception +0

Ecology
Environment urban, ruins
Organization solitary or pair
Treasure standard

Special Abilities

Deafening (Ex) Any creature struck by toll-o-bell or damaged by its toll-o-doom special attack is deafened for 1 round, or 1d4+1 rounds on a confirmed critical hit or a failed saving throw.

Glance Off (Ex) Attacks tend to bounce of toll-o-bell sturdy construction. It gains +3 deflection bonus to AC and +3 resistance bonus to saving throws (already included in the stat block).

Resonance (Su) Whenever toll-o-bell is struck by significant force (weapon attacks, fall, impact of certain spells and combat maneuvers that produce physical force performed by creatures wearing metal armor, force and sonic damage), even if the force failed to penetrate damage reduction or resistance, it gains a charge of resonance. Whenever a toll-o-bell is struck with a melee attack, it inflicts sonic damage equal to the number of resonance charges it has on the attacker.

Toll-O-Doom (Su) As a full-round action, toll-o-bell can discharge all of its accumulated resonance in a single, ear-piercing, glass-shattering, resounding boom, dealing 1d6 points of sonic damage per resonance charge to creatures and objects within 60 feet burst. A successful Fortitude saving throw halves the damage (DC 18). Toll-o-bell always rings on its turn following accumulation of 10 resonance charges, though occasionally they use this ability earlier, though the conditions for its trigger might vary between individual constructs. The saving throw DC is Constitution-based and includes +2 racial bonus.


Toll-o-Bells might have been intended merely as an autonomous upgrade over regular town and castle bells, ringing either when command or on predetermined time, without having to rely on complex rigs of ropes and use of bell-ringers, but they quickly found use as machines of war and siege-craft.

Some toll-o-bells still roam the ruins of fallen cities and crumbled castles, trying to follow their original function, ringing as prescribed by oft forgotten customs and conditions.


Constructing toll-o-bell
Requires making a huge brass bell and supporting frame of wrought iron costing 3,000 gp.
CL 12th; Price 35,000 gp
Requirements Craft Construct, geas, shout, telekinesis, wall of ironSkill Craft (metal-casting or similar) DC 25; Cost 19,000 gp


2024-03-10

Fantasy Monster: Chimeswarm

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Chimeswarm

A cloud of tiny bells ringing incessantly as they fly through the air.

CR 7; XP 3,200
N Tiny Construct (swarm)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 20, touch 16, flat-footed 16 (+4 Dex, +4 natural, +2 size)
hp 88 (16d10)
Fort +5; Ref +9; Will +5
Defensive Abilities swarm traits; DR 5/adamantine; Immune construct traits; Resist sonic 30

Offense
Speed fly 30 ft. (perfect)
Melee swarm attack (4d6 bludgeoning and 4d6 sonic)
Space 10 ft.; Reach 0 ft.
Special Attacks deafening ringing (DC 18)

Statistics
Str 5, Dex 10, Con —Int —, Wis 11, Cha 11
Base Atk +16; CMB —; CMD —
Skills Fly +12, Perception +0

Ecology
Environment urban, ruins
Organization solitary, pair, or cacophony (3–6)
Treasure standard

Special Abilities

Deafening Ringing (Ex) Creature suffering sonic damage from Chimeswarm attack become deafened for 1 round and have to make a Fortitude saving throw (DC 18). Those who failed their saving throw become deafened and staggered for 1d4 rounds, and suffer –2 penalty to sound-based Bluff, Diplomacy, Perception, Perform, Profession, and Use Magic Device checks for the next 1d4 hours. However, for the same period of time, they receive +2 bonus to saving throws against spoken language-dependent effects and sound-based Bluff, Diplomacy, Perform, or Profession checks made against them suffer –2 penalty as their impaired hearing makes understanding others harder. This is a sonic effect. The saving throw DC is Constitution-based.


Chimeswarm is a cloud of animate bells. While remaining under command of a skilled conductor, they can be instructed to produce exquisite music, but once abandoned they quickly go rogue feral, producing noise whenever something disturbs them, or in response to other sounds—the louder the sound that roused them, the louder their ringing becomes., until their sound becomes mindbogglingly deafening. Multiple groups of unrelated chimeswarms running into each other can easily create perpetual feedback loops heard from miles.

A few lone chimeswarms miraculously keep playing melodious tunes, and there is at least one report of a chimeswarm responding harmoniously to a songbird.


Constructing Chimeswarm
Requires thousand bells costing 1 gp each.
CL 16th; Price 25,500 gp
Requirements Craft Construct, geas, ghost sound, levitate, shatterSkill Craft (metal-casting or similar) DC 25; Cost 13,250 gp


2024-03-03

Fantasy NPC: The Thirsty Prince That Drowned

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The Thirsty Prince That Drowned

A translucent figure of golden luminescence resembling a fit young man, wearing a silk skirt, an ornate diadem, and a necklace adorned with lapis lazuli.

CR 6; 2,400 XP
LE Medium Undead (incorporeal)
Init +8Senses darkvision 60 ft.Perception +1

Defense
AC 18, touch 18, flat-footed 13 (+3 deflection, +4 Dex, +1 dodge)
hp 26 (9d8+27)
Fort +6, Ref +7, Will +9
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee desiccating touch +10 (6d6 plus fatigue)
Special Attacks call sandstorm

Statistics
Str —, Dex 18, Con —, Int 13, Wis 12, Cha 17
Base Atk +6; CMB +6; CMD 24
Feats Ability Focus (desiccating touch), Combat Reflexes, Dodge, Improved Initiative, Iron Will
Skills Bluff +15, Diplomacy +15, Fly +24, Intimidate +15, Knowledge (nobility) +13, Perception +1, Sense Motive +13
Language three long forgotten ancient languages

Call Sandstorm (Su) The Thirsty Prince can invoke hostile winds across the desert where he perished, disturbing dust and sand across a few miles until the sandstorm reaches full power 3d20 minutes later. Any visibility within the sandstorm is limited to 60 feet, and even then everyone farther than 5 feet gains concealment, movement speed is halved, ranged attacks and Perception checks suffer –4 penalty per 10 feet of distance. Survival checks to avoid getting lost have DC of 30. The sandstorm lasts until the Prince dismisses it, which takes another 3d20 minutes, with a maximum duration of three days. The Prince can't call another sandstorm for as long as the last one lasted.

Desiccating Touch (Su) The Thirsty Prince's touch drains moisture from those he touches, dealing 6d6 points of damage to living creatures and making them fatigued until they spend a round drinking water or other refreshing drink. A successful Fortitude saving throw (DC 19) halves the damage and prevents becoming fatigued. Failing multiple saving throws against this ability, does not make the target exhausted, but increases the amount of liquid that needs  to be drunk to remove the fatigue. Alternatively, the Thirsty Prince can turn a gallon of liquid or a single touched potion into dust—gaining the effects of the potion in the process as if he drank it. The saving throw DC is Charisma-based.

Rejuvenation (Su) The Thirsty Prince is tied to his corporeal remnants, and the royal signet that is still on one of the fingers. After being destroyed, he will reform within 2d4 days next to his bones, or if they are destroyed, near his signet (which is a magic item, granting +2 deflection bonus to AC and +2 resistance bonus to saving throws, worth 14,000 gp, not  even going into its even higher artistic and historical value).


The Thirsty Prince That Drowned was a royal prince of an ancient dynasty traveling through the desert with a diplomatic mission for his realm. On his way back, his caravan was attacked by local nomads, long feuding with his people. When a sandstorm struck, he escaped, but without his guides, his guards, and his slaves, he quickly got lost. After days of wandering, delirious and weakened, he miraculously stumbled upon an off-trail oasis... And then, his exhaustion and wounds caused him to stumble and fall into the very waters that were meant to be his salvation, and he quickly drowned.

Now, his restless spirits haunts the oasis, waiting for someone to bring his remains back to his father's kingdom, willing to promise royal ransom to anyone who would come... But he is a vain and arrogant youth, convinced of his personal and cultural superiority, demanding servility and adherence to the customs of his long gone lands, willing to call sandstorms on those who would defy or disrespect him. He also has no idea how to reach his kingdoms—he had guides and caravan-master dealing with the route, a duty below his exalted station after all.

Even if his kingdom is reached, it's a land of the dead by now, an abandoned city half consumed by the desert. Putting the Prince to actual rest would require recreating ancient burial customs, taking a few days of preparation, even if many of them would be merely staged pretense, and passing at least three out of four skill checks (all DC 30): Knowledge (nobility), Knowledge (religion), Profession (embalmer), and Perform (act, oratory, or sing). Spending a week deciphering and interpreting inscriptions and pictograms on the ancient necropolis reduces DC of all those checks to 20 and making them untrained. Of course, the necropolis might be seemingly devoid of life, but it doesn't mean that it is safe for the living.