Blog dedicated to Fantasy, SF, roleplaying games, writing, and occasional creative hijinks by Drejk.
2019-04-28
Monster: Dire Potato
Dire Potato
This plant skitters around on a bundle of roots while flailing around its tubers and spitting boiling oil from its flowers.
CR 1; XP 400
N Small Plant
Init +0; Senses low-light vision; Perception +1
Defense
AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 15 (2d8+6)
Fort +6, Ref +0, Will +1
Immune plant traits
Weakness attracted to fire
Offense
Speed 20 ft.
Melee 2 slams +2 (1d4)
Ranged oil splash +2 touch (1d4 fire plus 1 splash)
Statistics
Str 10, Dex 10, Con 16, Int –, Wis 13, Cha 1
Base Atk +1; CMB +0; CMD 10 (can't be tripped)
Ecology
Environment plains, hills, and ruins
Organization solitary, pair, or patch (3–18)
Treasure edible tubers
Attracted To Fire (Ex) A quirk of their behavior makes dire potato plants instinctively attracted to sources of open fire, which is problematic, as they are quite flammable due to their internal oil supply. A dire potato that suffers fire damage from an open flame starts to burn, suffering additional 1d4 points of fire damage at the start of each of its following turns. All the creatures and objects within 5 feet of a burning dire potato have to succeed a Reflex saving throw (DC 14) at the beginning of its turn or suffer 1d4 points of fire damage as well. A dire potato reduced to 0 hit points by fire damage burrows its tubers within ground where it stands and promptly dies, fertilizing the area with its ashes. If the soil and weather are suitable, 3d6 dire potato saplings grow from its remains within a season or two.
Oil Splash (Ex) A dire potato exudes a boiling hot oil that is easily ignited. A dire potato can squirt a splash of that oil up to 40 feet with no range increment, treating it as a splash weapon dealing 1d4 points of fire damage to creature directly hit, and 1 point of fire damage to creatures within 5 feet of the splash. Creature suffering direct hit becomes susceptible to fire until the oil is washed off or burned away—any fire damage from an open fire source lits the oil causing the creature to burn for 1d4 rounds for 1d4 fire damage per round as per burn special attack.
Dire potatoes were first grown as an attempt to create quickly proliferating, self-maintaining, easily prepared source of nutritious food... And the results fit all those conditions, but they are also quite aggressive and prone to spreading fire.
2019-04-21
Fantasy NPC: The King Eternal In Green
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The King Eternal In Green
A burly, hairy figure resembling an anthropomorphic bear with a pair of ram horns, wearing green robes woven of living vines and mosses.
CR 12/MR 10; XP 19,200
N Large Fey (mythic)
Init +18; Senses low-light vision, scent, see invisible; Perception +28
Defense
AC 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, –1 size)
hp 162 (12d6+60 plus 60); fast healing 10
Fort +11, Ref +14, Will +15
Defensive Abilities eternal rule; DR 10/cold iron and epic; Immune death, disease, poison; Resist acid 20, cold 20, electricity 20, fire 20; SR 31
Offense
Speed 40 ft.
Melee 2 claws +20 (1d6+15), gore +20 (1d8+15)
Special Attacks amazing initiative, legendary entity, mythic magic 3/day, mythic power (12/day, surge +1d12), mythic saving throws, unstoppable
Spell-Like Abilities (CL 16th, concentration +21)
Constant—endure elements, greater magic fang, see invisible, speak with animals, speak with plants
At Will—bless plants, commune with birds, plane shift (between the material plane and the fey Otherworld only), tree stride
3/day—bestow curse (DC 19), break enchantment, commune with nature, geas, harm (DC 21), heal, regeneration, reincarnation, restoration
Statistics
Str 32, Dex 18, Con 20, Int 21, Wis 25, Cha 21
Base Atk +6; CMB +18; CMD 32
Feats AlertnessM, Combat Reflexes, Extra Mythic Power, Great FortitudeM, Improved Initiative, Lightning ReflexesM, Nimble MovesM
Skills Handle Animal +17, Heal +19, Knowledge (arcana) +17, Knowledge (geography) +20, Knowledge (local) +20, Knowledge (nature) +20, Knowledge (planes) +17, Perception +28, Sense Motive +28, Stealth +15, Survival +19
Language Aquan, Auran, Common, Sylvan, Terran; speak with animals, speak with plants
SQ power over life and death
Eternal Rule (Su) The King Eternal In Green can be killed, but he returns to life every spring. The only way to keep him dead is to prevent the spring from occurring, or binding his spirit while he remains in the Underworld with chains of mythical power.
Mythic Abilities (Ex and Su) The King Eternal In Green adds its mythic rank to its initiative bonus, can spend a use of mythic power to gain one additional standard action on its turn, spend a use of mythic power up to three times each day to make a spell-like ability activated act as a mythic version of the spell used. When he succeeds a saving throw against an effect from a non-mythic source, he suffers no effects whatsoever. At the start of the turn, he can spend a use of mythic power to immediately remove one of the following conditions: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. He also regains one use of his mythic power each hour, in addition to regaining all of them each day.
Power Over Life And Death (Su) The King Eternal In Green can spend one or more uses of his mythic power to ignore some of the restrictions of his reincarnate spell-like ability. Each of this options costs one mythic use. He can forcibly revive a creature that is not willing. He can revive a creature using the name, without having to access the corpse. He can revive creature that died more than one week ago (but no more than a year and a day ago). He can reincarnate subject as an awakened animal, plant, or vermin fitting the local environment and the subject's personality.
The King Eternal In Green is an ancient spirit of life, death, and rebirth, bound to the prehistoric forests and cycles of nature. He cares little for mortal beings, though he can be cajoled, pleaded, and bargained with, in return for a reluctant use of his healing and revival powers—he usually demands payment in the form of performing tasks that are mythic in their scope. Occasionally, he shows mercy and helps those in need out of sympathy, though those are rare occurrences.
2019-04-14
Monster: Vulphrenex
Vulphrenex
This creature has a general shape of a fox, except its eyes are shiny beads of utter black, its jaws extend into a mass of writhing tendrils, and it has two tentacles growing from its shoulders.
CR 3; XP 800
CN Small Aberration
Init +6; Senses darkvision 60 ft., thoughtsense 60 ft.; Perception +13
Defense
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 33 (6d8+6)
Fort +3, Ref +4, Will +9
Immune confusion, insanity
Weakness unliving thoughts
Offense
Speed 40 ft.
Melee bite +5 (1d4 plus eat thoughts), 2 tentacles +5 (1d4 plus mind bleed)
Special Attacks eat thoughts, mind bleed
Statistics
Str 10, Dex 14, Con 12, Int 13, Wis 15, Cha 13
Base Atk +4; CMB +3; CMD 15 (19 vs. trip)
Feats Alertness, Improved Initiative, Iron Will
Skills Acrobatics +11 (+15 leaping), Knowledge (dungeoneering) +10, Perception +13, Sense Motive +10, Stealth +15
Languages understand Aklo; alien telepathy 30 ft.
SQ enhanced thoughtsense, opportunistic travel
Ecology
Environment urban and ruins
Organization solitary, pair, or pack (3–5)
Treasure incidental
Alien Telepathy (Su) A vulphrenex can communicate telepathically with creatures that can understand Aklo, and those that have some form of telepathy themselves. They can project simple emotional signals to other creatures (e.g. feed me! go away! scary!).
Eat Thoughts (Su) A creature bitten by a vulphrenex has to succeed a Will saving throw (DC 14) or suffers 1d3 points of Intelligence and Charisma damage as their current thoughts and emotions are nibbled upon. The saving throw DC is Charisma-based. This is a mind-affecting ability.
Enhanced Thoughtsense (Su) A vulphrenex can concentrate as a full-round action to have its thoughtsense also detect psychic significance and detect mindscapes as if using corresponding spells within its range, though it suffers 1d3 points of Charisma damage when an intelligent undead is within the range of enhanced thoughtsense.
Mind Bleed (Su) A creature struck by a vulphrenex'es tentacle has to succeed a Will saving throw (DC 14) or its mind starts to slowly unravel, spilling its thoughts and emotions. The creature suffers 1 point of Wisdom damage each round until it succeeds a Will saving throw, loses consciousness, or is subject to any effect that heals Wisdom damage or drain. Any effect that protects mind from mind-affecting effects, calms emotions, or heals insanity will stop the mind bleed as well. The saving throw DC is Charisma-based. This is a mind-affecting ability.
Opportunistic Traveler (Su) While vulphrenex lack teleportation abilities of their own, they can follow other creatures that used teleportation abilities or other plane-traveling abilities such as shadow walk if they can reach the last position of such creature before the end of the creature's would be next turn, and they can pass magic gates and portals that closed within last round, even if they would travel against the gate or portal normal direction, unless the gate or portal was magically sealed in mean time. They also seem to be able to enter and leave nearby mindscapes at will.
Unliving Thoughts (Ex) A vulphrenex alien telepathy and thoughtsense don't discern intelligent undead from living things, often leaving vulphrenex exposed to undead hostility. A vulphrenex biting an undead suffers 1d3 points of Charisma damage itself as its mind is tainted with necrotic thoughts.
Vulphrenex are alien beings that feed on discarded and lost thoughts, psychic residues, and vulnerable minds that arrived from elsewhere and mantled themselves in a form mimicking local mundane scavengers. It is unclear if together with their form, vulphrenexes also copied some of vulpine behaviors, or if they choose animals they were already psychically similar to, but they show similar curiosity and playfulness as foxes.
When peacefully contacted, vulphrenexes can mostly harmlessly nibble on excess thoughts and emotions without causing much lasting damage. A desperate vulphrenex can feed on brain matter of creatures with animal intelligence, though they find that fare universally unappealing and tedious.
A young vulphrenex (CR 2) can be selected as a 7th level improved familiar, though whenever it suffers Charisma damage from contacting an undead creature via enhanced thoughtsense or their unliving thoughts vulnerability, their master suffers the same damage as well.
Dire vulphrenex (CR 5) is a giant, advanced vulphrenex with eight legs and two pairs of membranous wings. It is a Medium Aberration with AC 19, 57 hp, Fort +7, Ref +5, Will +11, Atk bite +9 (1d6+4 plus eat thoughts), 2 tentacles +9 (1d6+4 plus mind bleed). It has fly speed of 40 ft with good maneuverability, its special attacks have saving throw DCs of 16, and its thoughtsense has range of 120 feet. it has a starflight ability that allows it to survive the void of the outer space and travel between planets within the same system within 3d20 months, and different systems within 3d20 years or more. It might or might not be the vulphrenexes adult form, after they feasted on enough minds...
2019-04-07
Fantasy NPC: Lord Harraman Ridh, Baron Of Ridh-Arath
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Lord Harraman Ridh, Baron Of Ridh-Arath
An elderly gentleman with graying hair, well-kept goatee and a trimmed mustache. He wears a silver chain around his neck, and a fine crimson mantle over a noble attire.
CR 9; XP 6,400
LE Medium Monstrous Humanoid
Init +6; Senses darkvision 60 ft.; Perception +22
Defense
AC 23, touch 12, flat-footed 21 (+7 armor, +2 Dex, +4 natural)
hp 109 (8d10+5d8+39)
Fort +9, Ref +10, Will +13
Immune curse, disease, poison; SR 20
Offense
Speed 20 ft. (30 ft. without armor)
Melee +1 greatsword +16/+11/+6 (2d6+7/19–20) or 2 claws +18 (1d6+7 plus curse-sting) and bite +18 (2d6+7 plus curse-bite)
Ranged +1 mighty composite longbow +14/+9/+4 (1d8+5/×3)
Special Attacks cursed bite, cursed sting
Spell-Like Abilities (CL 13th, concentration +16)
Constant—greater magic fang
Statistics
Str 18, Dex 14, Con 16, Int 15, Wis 15, Cha 17
Base Atk +11; CMB +15; CMD 27
Feats Alertness, Combat Reflexes, Dirty Fighting, Great Fortitude, Improved Disarm, Improved Initiative, Improved Trip
Skills Diplomacy +19, Intimidate +19, Knowledge (arcana) +18, Knowledge (nobility) +18, Perception +22, Sense Motive +22
Language Common, Duk, Giant, Goblin
SQ true form
Curse-Bite (Su) When Lord Harraman bites a creature, he can attempt to transfer a spell or spell-like ability currently affecting him to his victim. He needs to succeed a check with +13 bonus against DC of 11+caster level of the effect transferred, as if he was using greater dispel magic.
Curse-Sting (Su) When Lord Harraman hits a creature with his claw attack, he can attempt to steal a beneficial spell or spell-like effect currently affecting the victim for oneself. He needs to succeed a check with +13 bonus against DC of 11+caster level of the effect stolen, as if he was using greater dispel magic.
True Form (Su) After the sunset, Lord Harraman, reverts to his true form of an ugly monstrous humanoid with gray skin, black hair, fanged maw, and clawed appendages and remains in that form until sunrise. Lord Harraman can delay the transformation, but for each hour spent in human guise, he needs to spend a day in his unmasked form. He can accumulate a debt of seven hours in this way, before he can no longer retain human shape. Once he passes that limit he immediately transforms and can't return to human form until he spends seven days in monstrous shape. Otherwise, he can pay off the accumulated debt at his choosing—and he does whatever he can to avoid accumulating too many hours in human form in this way, saving this ability for moments when it is absolutely necessary.
Notable Gear +1 glamered breastplate, +1 greatsword, +1 mighty composite longbow, +1 cloak of resistance, supply of healing potions, an occasional potion of disguise other just in case.
Lord Harraman Ridh is the current baron of Ridh-Arath and a distant relative to Amedek family that rules Duk-Arath. He is well know for his stern but just rule, and his certain peculiarities, manifesting as a number of religious vows sworn across his long life, particularly after the tragic death of his beloved wife, many years ago. He forswore many pleasures of life, including participation in feasts (he occasionally organizes some for infrequent visitors, though he never remains past the sunset), and many other activities that he deems frivolous.
The truth is much darker, as Lord Harraman Ridh's mother was a powerful hag and he inherited part of her monstrous nature. During the day he wears human shape without problems but at night he turns into a hag-like entity, though mostly lacking his mothers magical abilities. He also inherited her ruthless nature and disdain for humans, but he hides those well, knowing he would not be able to hold his position if he revealed himself. All of his religious vows are really just a ways to avoid exposing oneself, without any conviction behind them. He does care for his domain, he is just much less concerned with its individual denizens than he pretends to be.
2019-03-31
Monster: Wirepede
Wirepede
A roll of twisted barbed wire with pieces of metal forming a plated shell over its upper side in a vague semblance of a large cetipede.
CR 2; XP 6,400
N Small Construct (animate)
Init +1; Senses darkvision 60 ft., low-light vision, tremorsense 30 ft.; Perception +0
Defense
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 21 (2d10+10)
Fort +0, Ref +1, Will +0
Defensive Abilities amorphous, barbed armor, hardness 3, roll up; Immune construct traits
Weakness susceptible to rust
Offense
Speed 40 ft., burrow 20 ft.
Melee gore +4 (2d6+1 plus bleed)
Special Attacks bleed (1d4)
Statistics
Str 12, Dex 12, Con —, Int —, Wis 10, Cha 1
Base Atk +2; CMB +2; CMD 13 (can't be tripped)
Ecology
Environment urban and ruins
Organization solitary, pair, or swarm (3–12)
Treasure pieces of metal imbued with magic, suitable as components for creation of magic items, such as armor, rings, and items dealing with metal.
Barbed Armor (Ex) Sharp spikes covering the wirepede deal 1d4 points of bleed damage to anyone hitting a wirepede with with unarmed or natural attack, or making a grapple check against it.
Roll Up (Ex) When a wirepede remains motionless, takes a total defense action, or is rendered incapable of action (but not when it is made physically impossible to move, like being petrified), it rolls up into a defensive position. While in such state, a wirepede doubles its hardness and damage inflicted by its barbed armor.
Rust Susceptibility (Ex) A wirepede exposed to a magical rust effect loses its hardness for 1d4 rounds.
Wirepedes form spontaneously out of torn magical mails, discarded rings, wires, scales, and plates accumulated in areas with high ambient magic—such as old battlefields where powerful sorceries were unleashed, abandoned runic forges, and forgotten magical armories. They roam the surrounding areas, scrounging for pieces of metal to incorporate in their bodies, mimicking actions of other mindless vermin. While normally not aggressive, they will lash violently against anyone trying to prevent them from feeding on metal scraps or reclaim their component scraps.
Medium wirepedes (CR 4) have 4 HD, 42 hp, AC 16, Fort +2, Ref +2, Will +2 (including innate +1 resistance bonus), Atk gore +7 (2d8+4 plus 1d6 bleed), hardness 5, and their barbed armor inflicts 1d6 points of bleed.
Large wirepedes (CR 6) have 8 HD, 74 hp, AC 18, Fort +4, Ref +3, Will +4 (including innate +2 resistance bonus), Atk gore +12 (4d6+7 plus 1d8 bleed), hardness 8, and their barbed armor inflicts 1d8 points of bleed.
Huge wirepedes (CR 8) have 12 HD, 106 hp, AC 20, Fort +7, Ref +5, Will +7 (including innate +3 resistance bonus), Atk gore +19 (6d6+10 plus 2d6 bleed), hardness 10, and their barbed armor inflicts 2d6 points of bleed.
2019-03-24
Monster: Scorpiodile
Scorpiodile
This monstrosity has a head and a body of a crocodile, a pair of weird, puffy forearms, six short legs, and a flexible tail ending with a stinger.
CR 9; XP 6,400
N Large Magical Beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +17
Defense
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
hp 126 (12d10+60)
Fort +12, Ref +12, Will +8
Defensive Abilities primal mind; Immune fear, pain
Offense
Speed 40 ft., burrow 20 ft., swim 40 ft.
Melee bite +19 (1d8+8/19–20 plus grab) and sting +19 (1d8+8 plus poison)
Ranged web-slinger +13 touch (entangle)
Special Attacks constrict (1d8+8)
Statistics
Str 26, Dex 14, Con 18, Int 1, Wis 15, Cha 7
Base Atk +12; CMB +21 (+25 grab); CMD 33 (41 vs. trip)
Feats Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Toughness
Skills Perception +17, Swim +14
SQ hold breath
Ecology
Environment warm deserts, swamps, and rivers
Organization solitary or pair
Treasure incidental shiny trinkets
Hold Breath (Ex) A scorpiodile can hold its breath for a number of rounds equal to 4 times its Constitution score.
Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Strength damage; cure 1 save. The save is Constitution-based.
Primal Mind (Ex) A scorpiodile's mind is a primitive one, making the creature immune to fear and pain effects, and quite difficult to control with any finesse. Using a mind-affecting effects on a scorpiodile to make it do anything more complex than attack a visible creature, or to prevent it from eating anything that smells like food, forces a new Will saving throw against the controlling effect. A successful saving throw renders the scorpiodile confused for 1d4+1 rounds, and it keeps attacking its controller instead of harming oneself on results of 51-75.
Web-Slinger (Ex) A scorpiodile has two forearms ending in web-glands that can shoot strong, sticky webbing with a range of 60 feet as a ranged touch attack. A creature hit with the webbing becomes entangled, and on a failed Reflex saving throw (DC 18) gets stuck to the surface it is standing on. The web dries and falls apart in 2d4 rounds and the creature stuck can free itself with a successful Strength check (DC 18). The saving throw DC is Dexterity-based.
Scorpiodiles name doesn't give them full justice, for they have qualities not only of crocodiles and scorpions, but also of spiders. It is not quite clear what mad god created those beasts, though evil deities of desert are often considered obvious suspects. Wherever was the reason for their creation, the scorpiodiles came out as voracious, almost mindless monsters driven only by primal instincts of hunting and feeding. Thankfully, they have problem with suppressing those instincts even for mating, keeping their numbers mercifully small. When gorged on meat, they tend to nap lazily, until disturbed or getting hungry again.
2019-03-17
Monster: Lasereye Falcon
Falcon, Lasereye
A particularly big falcon with its eyes glowing with red light.
CR 3; XP 800
N Small Magical Beast
Init +6; Senses darkvision 60 ft., low-light vision; Perception +15
Defense
AC 15, touch 14, flat-footed 12 (+2 Dex, +1 dodge, +1 natural, +1 size)
hp 27 (5d10)
Fort +4, Ref +6, Will +3
Defensive Abilities evasion, glare-resistant
Offense
Speed 10 ft., fly 80 ft. (average)
Melee 2 talons +6 (1d4), bite +6 (1d4)
Ranged laser beam +8 touch (2d8 fire)
Special Attacks laser eyes, opportunity mark
Statistics
Str 10, Dex 14, Con 10, Int 2, Wis 15, Cha 7
Base Atk +5; CMB +4; CMD 17
Feats Dodge, Flyby Attack, Improved Initiative
Skills Fly +10, Perception +15, Survival +3; Racial Modifiers +8 Perception
Ecology
Environment mountains and deserts
Organization solitary or pair
Treasure incidental shiny trinkets
Laser Eyes (Su) A lasereye falcon can fire a laser beam from its eye with 10 feet range increment, dealing 2d8 points of fire damage on a successful ranged touch attack, and dazzling the target for one round, even if the attack missed. A laser attack can pass through force fields and force effects. It can also pass through transparent barriers, though it deals damage to the barrier in the process. Invisible creatures are immune to laser damage. Fog, smoke, and other clouds provide cover as well as concealment against laser attacks. Darkness (magical or otherwise) provides concealment against laser attacks. Lasereye falcon can't use its laser eyes attack when suffering from blindness.
Glare-Resistant (Ex) A lasereye falcon eyes are resistant to light-based dazzling and blinding effect, though they can be blinded normally through other effects.
Opportunity Mark (Ex) When a creature takes an action that provokes an attack of opportunity while within 30 feet and line of sight of a lasereye falcon, the lasereye falcon can focus its senses on the target, ignoring any concealment the target has until the end of the falcon's following turn.
Lasereye falcons are creation of mad android druid, enhanced with a biocybernetic enhancement that allows them to fire beams of focused light from their eyes and is passed to their offspring.
While they can be tamed, they are quite unruly and defiant, and may scorch their handlers when ruffled in the wrong way. They also tend to be picky about their diet, having strong preference for half scorched meats.
Greater Lasereye Falcons (CR 4) have advanced template and multi-frequency laser eyes ability, dealing 4d6 points of damage, and capable of switching between a laser beam that passes through force fields and ignores invisible creatures, and a laser beam that is stopped by force fields and harms invisible creatures. Their opportunity mark ability tracks an enemy for three rounds after an action that provokes attacks of opportunity was taken.
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