Blog dedicated to Fantasy, SF, roleplaying games, writing, and occasional creative hijinks by Drejk.
2018-10-28
Monster: Tormentroll
Tormentroll
An emaciated and twisted trollish figure, its grayish skin pierced with dozens of cold iron rods and covered with terrible scars that form mystic glyphs.
CR 8; XP 4,800
CE Large Monstrous Humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +1
Defense
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
hp 100 (8d10+56); regeneration 10 (acid, good, or fire)
Fort +11, Ref +8, Will +7
Defensive Abilities absorb pain, ferocity, madness of pain; Immune charm, fascination, fear, nausea, sleep, sickened; Resist acid 20, fire 20
Offense
Speed 30 ft.
Melee 2 claws +15 (1d6+8), bite +15 (1d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks rending pain
Spell-Like Abilities (CL 8th; concentration +5)
Constant—resist energy (acid), resist energy (fire)
Statistics
Str 26, Dex 14, Con 24, Int 3, Wis 13, Cha 5
Base Atk +8; CMB +17; CMD 29
Feats Blind-Fight, Great Fortitude, Improved Initiative, Intimidating Prowess
Skills Intimidate +16, Perception +1
Languages Smatterings of Infernal
SQ giant-blood
Ecology
Environment any
Organization solitary, pair, or a gang (3—10)
Treasure incidental
Absorb Pain (Su) A tormentroll affected with a pain effect gains benefits of haste for as long as the effect lasts (1 round for instantaneous effects).
Giant-Blood (Ex) Tormentroll still count as giants despite no longer qualifying as humanoids.
Madness Of Pain (Ex) A tormentroll is wrecked with constant pain that makes it highly erratic and hard to control. Whenever it is exposed to a compulsion effect that would control its actions (as opposed to simply shutting down some mental functions like hold monster), the tormentroll becomes confused, only following the mental directions on "act normally" effect. Any attempt to contact the tormentroll mind, either with telepathy or mind-reading, transfers a powerful jolt of intense pain, dealing 5d6 points of nonlethal damage and staggering the creature contacting the tormentroll mind for 1d4 rounds. A successful Will saving throw (DC 21) halves the damage and reduces staggered duration to 1 round. The saving throw DC is Constitution-based. This is a pain effect.
Rending Pain (Su) When a tormentroll hits a creature with both claws, the victim is exposed to a torrent of suffering and becomes fatigued for 1d4 rounds (1 round on on a successful Fortitude saving throw against DC 15). This is a mind-affecting pain effect. The saving throw DC is Charisma-based and includes +4 racial bonus.
Tormentrolls are shaped not born, results of kytons' vile machinations. When the pain-devils get their clawed hand on troll pups, they put them to eternal tortures, pushing them with iron, acid, cold, fire, and starvation to the limits of their extraordinary resilience and beyond. The resulting creatures are wrathful, hateful monstrosities that will lash against whatever and whoever they can, though they are dreadfully obedient—the only fear they seem to feel anymore—of their kyton overseers, usually. Occasionally, a kyton master may condition a tormentroll or a pack, to obey whoever wears an intricate cold iron bracelet and then gift or trade the beast to an ally, a servant, or a cultist, though such tormentrolls tend to rebel against their new masters sooner or later.
2018-10-21
Monster: Goblin-Gourd
Goblin-Gourd
A green-and-yellow gourd with a pair of large wing-like leafs, with a leering face cut out, with tongues of flame flickering from inside.
CR 1/2; XP 200
N Tiny Construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
Aura eerie glow (5 ft.)
Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 5 (1d10)
Fort +0, Ref +2, Will +0
Immune construct traits
Offense
Speed 20 ft.
Melee slam +3 (1d3 plus 1 fire)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks bouncing charge, volatile demise
Statistics
Str 10, Dex 14, Con —, Int —, Wis 11, Cha 1
Base Atk +1; CMB +1; CMD 11 (can't be tripped)
Feats MobilityB
Skills Acrobatics +26 (jumping +22); Racial Modifiers +24 Acrobatics
Ecology
Environment any
Organization solitary, pair, or a batch (3—20)
Treasure incidental
Bouncing Charge (Ex) Goblin-gourds move by leaping and bouncing, which allows them to charge through difficult terrain and over obstacles, if they manage to make requisite Acrobatics checks. Because of their restricted reach they always charge into the target's square, usually provoking attacks of opportunity.
Eerie Glow (Su) Goblin-gourd sheds dim light within 5 feet. Any creature within the are of the light suffers –2 penalty to saving throws against fear effects. This penalty does not stack with shaken condition.
Volatile Demise (Su) Goblin-gourds reduced to 0 hit points blow up after a short delay. At the beginning of their following turn, they explode dealing 1d6 points of fire damage to creatures in the same square as them. A successful Reflex saving throw (DC 10) halves the damage. The saving throw DC is Constitution-based. Effects that destroy objects such as disintegration prevent the explosion.
Goblin-gourds are primitive constructs recently invented by goblin alchemists and sorcerers as shock weapons. They are sent in wild waves against their enemies, spearheading ambushes and attacks, though their numbers are limited by amount of resources available to goblin tribe. Despite (or perhaps because of) its novelty, the design already spread from goblins to other alchemists and fire-magic artisans.
Variants:
Big Goblin-Gourd (CR 1) has giant simple template, Small size, 2 HD, 21 hp, Reflex +1, Attack slam +5 (1d4 plus 1d4 fire) and its explosion deals 2d6 points of fire damage within 5 feet burst (Reflex save DC 11).A possibility of creating a noxious variant that deals acid damage with its slam and volatile demise is speculated to be an easy modification of the original design, as are thunderous (electricity) and freezing (cold) potential variants.
Construction:
A goblin-gourd has to be made from a gourd that was fertilized with volatile alchemical compounds while growing and then infused with fire magic.Goblin-Gourd
CL 5th; Price 500 gp
Requirements Craft Construct, jump, flaming sphere; Skill Craft (alchemy) DC 10; Cost 250 gp.
Big Goblin-Gourds have CL 7th, price of 2000 gp, cost 1000 gp, and also require knowledge of plant growth spell.
2018-10-14
Monster: Gnoll-Harpy
Gnoll-Harpy
This creature appears as a cross between a gnoll female and a bat-winged harpy.
CR 6; XP 6,400
CE Medium Monstrous Humanoid
Init +7; Senses darkvision 60 ft., scent; Perception +15
Defense
AC 19, touch 14, flat-footed 15 (+3 Dex, +1 dodge, +5 natural)
hp 67 (9d10+18)
Fort +5, Ref +9, Will +7
Immune harpy's captivating song
Offense
Speed 20 ft., fly 80 ft. (average)
Melee bite +12 (2d4+3), 2 talons +12 (1d6+3)
Special Attacks derisive laughter
Spell-Like Abilities (CL 9th, concentration +12)
3/day—ventriloquism (DC 14)
Statistics
Str 16, Dex 16, Con 14, Int 11, Wis 13, Cha 17
Base Atk +9; CMB +12; CMD 26
Feats Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative
Skills Fly +15, Intimidate +15, Perception +15, Perform (comedy) +15
Languages Common, Gnoll
SQ sound mimicry
Ecology
Environment warm plains, deserts, marshes, and mountains
Organization solitary, pair, or a flight (3—12)
Treasure standard
Derisive Laughter (Su) Gnoll-harpies laughter has a powerful psychological effect on sapient beings. A gnoll-harpy can target a single enemy within 100 feet as a swift action, or all enemies within the range as a standard action and mock them. On a failed Will saving throw (DC 17), they are either incited or ashamed. Incited targets have to spend their next move action to approach the gnoll-harpy, while ashamed one have to spend their next move action to move away. Lack of shared language gives +4 bonus to the saving throw. This is an emotion mind-affecting effect. Gnoll-harpies are immune to each other's derisive laughter. Once a creature was subject to derisive laughter, successfully or not, it gains +2 bonus to saving throws against it for the next 24 hours.
Gnoll-harpies seem to be descendants of gnoll and harpies mingling, inheriting the worst qualities of both, though that does not explain their completely different wing build—they might be result of some sort of hidden demonic taint among the gnolls, however. They are stronger and more malicious than regular harpies, and more messy and louder than gnolls. They are also vastly more intelligent than either, which baffles sages even more.
They are often at odds with regular harpies, who hate them, though they occasionally cooperate with gnolls, unless deemed abominations by envious shamans.
2018-10-07
Monster: Frog-Eater
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Frog-EaterA brown and rotting green crocodile with multiple legs and an elongated tail, with a giant insect-like growth on its end.
CR 9; XP 6,400
NE Huge Magical Beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +26
Defense
AC 23, touch 8, flat-footed 23 (+15 natural, –2 size)
hp 123 (13d10+52)
Fort +14, Ref +10, Will +10
Immune poison
Offense
Speed 30 ft., burrow 30 ft., swim 30 ft.
Melee bite +16 (3d6+5 plus grab), sting +16 (3d6+5 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks fast swallow, swallow whole (3d6 acid, AC 17, 12 hp)
Statistics
Str 20, Dex 10, Con 18, Int 11, Wis 19, Cha 11
Base Atk +13; CMB +20 (+24 grapple); CMD 30
Feats Furious Focus, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception)
Skills Perception +26, Stealth +8 (+20 in water and mud), Swim +13; Racial Modifiers +12 Stealth in water and mud
Languages Boggard, Grippli
SQ hold breath
Ecology
Environment warm swamps
Organization solitary
Treasure standard
Burrow (Ex) A forg-eater can burrow through mud and sand, though not through soil or stone.
Frog-Eater Poison (Ex and Su) Sting—injury; save Fort DC 20, frequency 1/round for 6 rounds, effect 1 Str, 1 Dex, and sickened condition until the beginning of the next turn, cure 2 consecutive saves. Humanoid and monstrous humanoid creatures that fail all the saving throws against the frog-eater poison, suffer from a feverish dreams the next time they go to sleep, having 50% chance of gaining ability to cast a random spell-like ability exactly once (d12)—1: beast shape I, 2: cure light wounds, 3: detect aberrations, 4: detect animals and plants, 5: endure elements, 6: heightened awareness, 7: hide from animals, 8: monkey fish, 9: speak with animals, 10: speak with plants, 11: tree shape, 12: whispering lore. After the spell-like ability is used, it's gone. A creature can collect multiple such spell-like abilities, though each has to be gained separately on different days, with at least a day of rest between each case of poisoning.
Frog-eaters are crocodilian monstrosities that savor the taste of grippli and boggard flesh, whom they bait with their insect-shaped growth on their tails. While intelligent, they have simple animalistic desires and emotions focused on eating, sleeping, and occasional mating. Their tails, in addition to functioning as a frog-bait, hides a sting that can deliver a poison that can induce hallucinations and an occasional glimpse of shamanic insight.
A few frog-eaters became a petty deities for boggard and grippli communities, accepting sacrifices in return for their protection and access to their poison to their favored servants.
2018-09-30
Monster: Lepidosimian
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LepidosimianA hybrid of a butterfly and a monkey, with colorful wings, simian head, six clawed arms, a prehensile tail, compound eyes, fluffy antennas and colorful soft hair. Instead of tongue, it has a long barbed proboscis.
CR 1; XP 400
N Small Magical Beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +0
Defense
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 13 (2d10+2)
Fort +1, Ref +5, Will +3
Resist sonic 5
Offense
Speed 20 ft., climb 20 ft., fly 40 ft. (good)
Melee bite +3 (1d4 plus sweet saliva), claws +3 (1d4)
Statistics
Str 10, Dex 14, Con 12, Int 2, Wis 11, Cha 13
Base Atk +2; CMB +1; CMD 13
Feats Combat Reflexes
Skills Climb +8, Fly +12, Stealth +10
Ecology
Environment warm forests and hills
Organization solitary, pair, or a swarm (3—20)
Treasure standard
Sweet Saliva (Ex) Lepidosimian thick saliva gives a sweet scent. A creature bitten by a lepidosimian has some of that saliva sticking to it until carefully washed off. Creatures marked with sweet saliva are detected with scent at double the scent's regular range and attract attention of mindless swarms and many beasts and vermin.
Lepidosimians inhabit otherworldly jungles of green moons and strange planets. Their presence across far-away worlds suggest they were spread deliberately by an unknown force or will, though they might have migrated through interplanetary portals and rifts on their own, driven by their simian curiosity and insectile gluttony.
Lepidosimians feed on flower nectar, fruits, though they occasionally enjoy a snack of eggs and invertebrates. Like monkeys they somewhat resemble, they are curious and playful creatures, but unlike them they are eerily silent, most of the time.
2018-09-23
Monster: Canicula Agathion
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Agathion, Canicula
An oversized corgi floats in air, moving without visible paws.
CR 4; XP 1,200
NG Medium Outsider (agathion, extraplanar, good)
Init +6; Senses darkvision 60 ft., low-light vision, scent, smell evil; Perception +5
Defense
AC 17, touch 15, flat-footed 14 (+3 deflection, +2 Dex, +2 natural)
hp 39 (6d10+6)
Fort +3, Ref +7, Will +7
Defensive Abilities ferocity; DR 5/evil; Immune electricity, petrification; Resist cold 10, sonic 10
Offense
Speed 40 ft.; air walk
Melee bite +8 (2d4+3)
Special Attacks bark
Spell-Like Abilities (CL 6th; concentration +8)
Constant—air walk, shield of faith
1/day—dimension door (self plus 50 lbs. of objects), locate creature, locate object
Statistics
Str 14, Dex 14, Con 12, Int 11, Wis 15, Cha 15
Base Atk +6; CMB +8; CMD 23 (cannot be tripped)
Feats Improved Initiative, Power Attack, Vital Strike
Skills Acrobatics +11 (+15 jumping), Knowledge (planes) +9, Knowledge (religion) +9, Perception +11, Sense Motive +11, Survival +11
Languages Celestial, Draconic, Sylvan; speak with animals, truespeech
SQ lay on hands 3d6 (5/day), track +3
Ecology
Environment any (Elysium)
Organization solitary or pair
Treasure standard
Bark (Su) Barking of a canicula instantly wakes up sleeping, non-enemy creatures within 60 feet, though canicula can exclude specific creatures from being woken. Good creatures hearing barking of a canicula gain +4 morale bonus to Perception and Sense Motive checks until the end of the canicula's following round. Evil creatures hearing canicula's barking are distracted instead, suffering –4 penalty to concentration checks. A canicula can bark when it rolls initiative, as long as it is not surprised, granting +4 morale bonus to initiative to oneself and its allies.
Smell Evil (Su) A canicula can recognize evil creatures, objects, and effects with its smell and can detect lingering evil aura left by creatures and objects.
Track (Ex) A canicula adds half its HD to Perception and Survival checks made to find and follow tracks and can track while moving at full speed.
Caniculas are corgi-like agathions, dedicated evil-finders, and occasional companions and protectors to children and other defenseless beings. They are very aggressive toward evil entities, though they are excessively friendly toward everyone else. They are also full of energy and easily excited by new smells and discoveries.
2018-09-16
Mystic Connection: Necromancer
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Mystic class is versatile caster, in large part defined by connection — a power, theme, or patron that is the key to the character's magical abilities.
Mystic Connection: Necromancer
You command forces of death themselves, animating corpses to serve you, forcing spirits of the dead to speak with you, and taking lives from others for your own goals.
Associated Deities: The Hungerer, The Silent One.
Associated Skills: Medicine and Mysticism
Spells: 1st—death sense, 2nd—command undead, 3rd—speak with dead, 4th—animate dead, 5th—raise dead, 6th—snuff life.
Corpse Servant (Sp) [1st level]
- You can command a corpse within 30 feet to raise and perform a simple non-combat task. The corpse can walk at the rate of 10 feet per round, carry things as if it had Strength score equal to half your Wisdom score, and handle and manipulate things as long as no skill check is required. The corpse falls down inanimate once the task is complete and cannot be targeted with this ability again. You can spend 1 Resolve Point to either have the corpse follow you and obey simple orders similarly to unseen servant spell for 1 hour per level, or you can command it to continuously or repeatedly perform the initial task for a number of days equal to your mystic level. The animated corpse is destroyed by any damage or any effect that would force it to make a saving throw and completely lacks Intelligence or any ability to make choices.
Sympathy For The Dead (Su) [3rd Level]
- You can use Long-Term Care and Treat Deadly Wounds applications of Medicine skill on undead creatures, and you can opt to heal undead and creatures with negative energy affinity with mystic cure and mass mystic cure spells and effects. You can use harmless mind-affecting spells and effects on undead that are not mindless.
- When a living creature dies within 30 feet of you, you can spend 1 Resolve Point as a reaction to regain a number of Hit Points equal to the victim's level or CR. When your Enlightenment ability is active, you can use this ability as a free action instead. Once per day you can use Life-Drinker to regain all Stamina Points instead, as if you rested for 10 minutes.
Ghost-Speaker (Su) [9th level]
- Your speak with dead effects are enhanced. You can ask a number of additional questions equal to your Charisma bonus. The interrogated corpse extrudes ectoplasm that temporarily mends its skull and jaws allowing it to speak even when the damage would normally prevent the spell from working correctly. You can spend 1 Resolve Point to be able to cast speak with dead on ashes or otherwise destroyed corpse, or on restrained or controlled undead. If you cast speak with dead on a corpse that was subject to that spell within last week, you can make a caster level check (DC 11+caster level of the previous speak with dead casting) to get a glimpse of the caster and learn what questions were asked (though not the answers to them).
Necromantic Bond (Sp) [12th level]
- You form telepathic bond with any undead you create or control with command undead or control undead in addition to any regular recipients of your telepathic bond ability. You can concentrate to directly control actions of any of mindless undead you control, using your skills through their bodies. You can cast non-harmless mind-affecting spells and effects on undead.
Between Life And Death (Su) [15th level]
- You become immune to disease and fear effects. You automatically stabilize without expenditure of Resolve Points. You don't suffer penalties from negative energy levels and they never become permanent, though you still die when accumulated negative energy levels exceed your level. You suffer half the damage from death effects. If you are undead, you suffer half damage from positive energy and whenever you are reduced to 0 Hit Points you can sacrifice one of controlled undead to remain at 1 Hit Point.
Life Eternal (Sp) [18th level]
- If you die (or are destroyed if you are undead) you can send your consciousness and soul to inhabit one of mindless undead you control. You can direct its actions, though you can't use your own special abilities except Sympathy For The Dead, Transcendence, and Enlightenment. Alternatively, when you die or are destroyed, you can send your consciousness and soul through your telepathic bond to a willing living ally. You can communicate with an ally whose body you inhabit and allow access to any spells you know, though the ally has to provide spell slots and complete the casting process oneself. If you are at least 19th level mystic, you can use your Transcendence ability to project illusory form from the ally's body once per day but as you lack any spells slots to power your spells, you are mostly limited to using your cantrips. Your soul and consciousness return to your body when revived.
New Spell: Death Sense
Level mystic 1, technomancer 1; School necromancy
Casting Time 1 standard action
Range 30 feet
Target one creature or corpse
Duration 1 minute/minute (D)
You senses the ebb of life and death. While this spell lasts, you sense general presence of living and undead creatures within a cone-shaped emanation in front of you. You can take a standard action to focus on a single creature within your line of sight and determine if it is alive, dying, dead, undead, weakened (having 3 or less Hit Points, having any of its ability scores suffering damage or drain exceeding half of their ability score, or suffering from energy drain), or not living. If you focus on a creature you are touching, you can detect presence of diseases and parasites as well. If you focus on a touched corpse, you can learn how long it remains dead and get the general impression of the cause of death.
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