Servant Of The Flame And The Shadow
An entity composed of transparent fiery glow, with a horned head, burning eyes and long clawed arms. Its lower torso smoothly extends into a long serpentine tail.
CR 5; XP 1,600
LE Medium Outsider (evil, fire, incorporeal, lawful)
Init +7; Senses darkvision 60 ft.; Perception +10
Defense
AC 16, touch 16, flat-footed 13 (+3 deflection, +3 Dex)
hp 51 (6d10+18)
Fort +5, Ref +8, Will +8
Defensive Abilities incorporeal; Immune disease, fire, poison
Weakness summoned, vulnerable to cold
Offense
Speed fly 30 ft. (perfect)
Melee 2 claws +9 touch (1d6 plus 1d6 fire)
Special Attacks possession
Statistics
Str —, Dex 16, Con 16, Int 13, Wis 13, Cha 17
Base Atk +6; CMB +9; CMD 22
Feats Hidden Presence, Improved Initiative, Iron Will
Skills Bluff +12, Fly +20, Intimidate +12, Knowledge (planes) +10, Perception +10, Sense Motive +10, Stealth +12; Racial Modifiers +10 Bluff while trying to pretend to be possessed individual
Language Common, Infernal, Orc
SQ breathless, gift of the flame and the shadow
Ecology
Environment any
Organization single or pair
Treasure standard
Special Abilities
Gift Of The Flame And The Shadow (Su) A creature possessed by a servant of the flame and the shadow gains darkvision with 60-ft range and fire resistance 10, even when the servant does not exert its full control allowing the creature a free reign. The effect is constant and the servant cannot suppress it.
Possession (Su) A servant of the flame and the shadow can possess living beings or corpses as if using greater possession spell with unlimited duration and saving throw DC of 16. The servant does not have to maintain the control, allowing the possessed to act normally when it suits the possessor. Possessing a corpse creates a wight-like being, though bodies of powerful monsters and high level characters can arise as more powerful undeads.
Summoned Servants of the flame and the shadow are not born but conjured into an impermanent existence like summoned monsters and count as such. A servant of the flame and the shadow can deliberately unmake oneself as a full-round action and cease to exist at the start of the following turn. This disperses its form and returns its essence and memories to its master. Destroying the dissolving servant before the start of its next turn prevents the delivery of its memories as does dissolution in area blocking planar travel.
Servants of the flame and the shadow are manifestations of malignant spiritual flame bound to an ancient evil. They exist as a raw potential from which their master draws them into being as he needs them to act as his eyes, ear, and hands. While not terribly powerful on their own, they are capable of spreading their master's vile influence with their ability to possess mortals and reanimate corpses.
Blog dedicated to Fantasy, SF, roleplaying games, writing, and occasional creative hijinks by Drejk.
2016-03-20
2016-03-13
Monster: Clockwork Surgeon
Clockwork Surgeon
A hunched figure made of a brass plating riveted over a steel frame with a mass of copper wiring connected to a crystal cylinder on its back. A spark of strange-colored lightning crackles within the cylinder.
CR 3; XP 800
N Small Construct (clockwork)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Defense
AC 15, touch 13, flat-footed 13 (+2 dodge, +2 natural, +1 size)
hp 32 (4d10+10)
Fort +1, Ref +1, Will +1
DR 5/adamantine; Immune construct traits
Weakness vulnerability to electricity
Offense
Speed 30 ft.
Melee scalpel +7 (1d3+2 plus bleed, 19–20/x2) and injector +7 (1d3+2 plus anesthetic)
Special Attack anesthetic (DC 14), bleed (1d3), channel energy 5/day (DC 12, 3d6)
Statistics
Str 14, Dex 10, Con —, Int 11, Wis 11, Cha 11
Base Atk +4; CMB +4; CMD 14
Feats Extra Channel, Improved InitiativeB, Lightning ReflexesB, Skill Focus (Heal)
Skills Heal +11, Perception +4; Racial Bonus +4 Heal
Language Common
SQ energy capacitors, swift reactions, winding
Ecology
Environment any
Organization solitary
Treasure standard
Special Abilities
Anesthetic (Su) Injector—injury; save Fort 14, frequency 1/minute for 2 minutes, initial effect sickened and immune to pain effects for 1 minute, secondary effect staggered and immune to pain effects for 1 minute, cure 1 save. This is a poison effect. The saving throw DC is Constitution-based and includes +2 racial bonus.
Energy Capacitor (Su) A clockwork surgeon has an embedded energy capacitor that collects residual lifeforce granting the construct ability to channel energy like a 5th level cleric. A clockwork surgeon is attuned to either positive energy or negative energy. Its energy capacitor polarity can be reversed with one hour of work and tinkering by a character trained in Knowledge (arcana) and Knowledge (planes) with Craft Construct feat (a successful Use Magic Device check against DC of 25 can be used in place of the feat). Changing the capacitor's polarity flushes all the remaining uses of channel energy for the day.
Clockwork surgeons were designed to tend to the wounded with mechanical precision and emotionless calm, though with some jury-rigging they can be tweaked to unleash destructive energies instead.
Construction
Clockwork surgeon requires extensive work to build its winding mechanism and energy capacitor and connecting them together with copper wiring within its steel and brass body costing 1,000 gp.
Clockwork Surgeon
CL 12th; Price 16,000 gp.
CONSTRUCTION
Requirements Craft Construct, geas/quest, vampiric touch, creator must be at least 12th level; Skill Craft (clockwork) DC 20; Cost 8,500 gp.
A hunched figure made of a brass plating riveted over a steel frame with a mass of copper wiring connected to a crystal cylinder on its back. A spark of strange-colored lightning crackles within the cylinder.
CR 3; XP 800
N Small Construct (clockwork)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Defense
AC 15, touch 13, flat-footed 13 (+2 dodge, +2 natural, +1 size)
hp 32 (4d10+10)
Fort +1, Ref +1, Will +1
DR 5/adamantine; Immune construct traits
Weakness vulnerability to electricity
Offense
Speed 30 ft.
Melee scalpel +7 (1d3+2 plus bleed, 19–20/x2) and injector +7 (1d3+2 plus anesthetic)
Special Attack anesthetic (DC 14), bleed (1d3), channel energy 5/day (DC 12, 3d6)
Statistics
Str 14, Dex 10, Con —, Int 11, Wis 11, Cha 11
Base Atk +4; CMB +4; CMD 14
Feats Extra Channel, Improved InitiativeB, Lightning ReflexesB, Skill Focus (Heal)
Skills Heal +11, Perception +4; Racial Bonus +4 Heal
Language Common
SQ energy capacitors, swift reactions, winding
Ecology
Environment any
Organization solitary
Treasure standard
Special Abilities
Anesthetic (Su) Injector—injury; save Fort 14, frequency 1/minute for 2 minutes, initial effect sickened and immune to pain effects for 1 minute, secondary effect staggered and immune to pain effects for 1 minute, cure 1 save. This is a poison effect. The saving throw DC is Constitution-based and includes +2 racial bonus.
Energy Capacitor (Su) A clockwork surgeon has an embedded energy capacitor that collects residual lifeforce granting the construct ability to channel energy like a 5th level cleric. A clockwork surgeon is attuned to either positive energy or negative energy. Its energy capacitor polarity can be reversed with one hour of work and tinkering by a character trained in Knowledge (arcana) and Knowledge (planes) with Craft Construct feat (a successful Use Magic Device check against DC of 25 can be used in place of the feat). Changing the capacitor's polarity flushes all the remaining uses of channel energy for the day.
Clockwork surgeons were designed to tend to the wounded with mechanical precision and emotionless calm, though with some jury-rigging they can be tweaked to unleash destructive energies instead.
Construction
Clockwork surgeon requires extensive work to build its winding mechanism and energy capacitor and connecting them together with copper wiring within its steel and brass body costing 1,000 gp.
Clockwork Surgeon
CL 12th; Price 16,000 gp.
CONSTRUCTION
Requirements Craft Construct, geas/quest, vampiric touch, creator must be at least 12th level; Skill Craft (clockwork) DC 20; Cost 8,500 gp.
2016-03-07
Skyjammers Of The Archipelagia: The Healer, part 1
“Here you are, healer!”
Varth sighed hearing the booming voice of the Alzirian merchant and swallowed the remains of watered wine from his cup. A moment of disquiet was banished by the happiness ringing in the newcomer’s words.
“Gods of the skies be praised! Zamel regained consciousness! Your ointments worked, healer. I brought you the payment! You earned it…”
A stuffed purse hit the table with metal clang.
“More wine, maid, bring it quickly! And not that plonk! Bring us Alzirian Blue. There is no better wine here for my friend, the healer!”
The massive man dropped on the bench next to Varth with a loud thud. Beside the young man, he was sole human in the tavern. The remaining clientele, meager at such early time of the day, was composed of three kai-tangs, four rimmers of various strains and a lone kyo. Even both of the merchant’s bodyguards were sa-rimmers. Varth looked on the armed lizardfolk memorizing color patterns of their scales and then took the purse from the table.
“That is generous payment, saar Terem. Very generous for just a few hours of work…”
“Ha! Payment corresponding to skills! In this reptilian paradise one could not find a physician capable of putting a human on his feet! At best I could hope for some kai-tang witch doctor. One could expect that local lordlings note who trades with them and provide them with appropriate services… Healers having any idea about human body, lasses shaped pleasantly to human eye… Where is that wine, maid?!”
A catlike amri serving in the tavern closed and put a jug of wine on the table with a hiss.
“You are cantankerous, human. Cantankerous and loud. Cantankerous, loud, and stupid. Everyone knows that Ammadan’s politokratos cares little for humans and their wares. He is only interested in the gold brought by kyo from Virrikan Archipelago.”
The merchant bestired oneself and thumped his fist on the table. “You must know, cub, that in absence of Alzirian wares kyo would not even bother to shitting on Ammadan while flying over it. Birdfolk come to this island only to buy what we bring from Alzir!”
“Truth to be said, politokratos desires orichalk, not gold. Still, lots of Alzirian wares end in kyo cargoholds.”
Varth reached for the jug and generously poured wine for himself. “Do you have fish soup today?” He asked the amri while glancing on the merchant. Terem noticed the gaze, laid a handful of bronze coins on the table and sat back laughing loudly while speaking to the girl. “Bring what you have today, and lots of it. Don’t be embarrassed and take what you want for yourself as well… There is little traffic now so you could sit with us. I haven’t ever spoken about politics and trade with a healer and a waitress at the same time."
Amri snorted but took coins without hesitation before walking away with lithe steps. The large merchant kept an eye on her until she vanished behind beaded curtain.
“Orichalk instead of common gold? What use the old toad has for so much orichalk?! Assuming that the tales of kyo skyjammer’s full cargoholds are true…” Terem turned to Varth when the waitress’ tail slipped behind the curtain. “One does not import such amount of sorcerous metal, none of the sorcerous metals, without some sort of esoteric use for it.
“Who can know that? Maybe polikratos wants to arm all of his guards with encrusted armors or build whole fleet of skyjammers…”
“Ha! In the whole of Ammadan there is not enough skilled sailors to man three skyjammers without hiring outsiders. No, probably the old toad decided to build some sort of arcane mechanicarium or other marvel. I wonder what could it be?”
“Mechanicarium? Intriguing idea. People say that politokratos keeps throngs of adepts, alchemists, thaumaturgists, and other sages. There could be mechanomancers among them as well.”
“You have little respect for their skills, healer…” Boomed the merchant.
“What could make you think so?” Varth feigned a surprise, badly.
“I would be a poor merchant if I could not read hints from what people say and from what they don’t say either. Maybe it is of little use when I have to squabble with all rimmers, kyo, and other Old and Young Races, but humans I can read. At least I don’t lose on Alzirian bargains. And here is the soup!”
On the table landed a tray with three bowls, pot full of steaming soup, half a loaf of bread, and a number of smoked meat pieces and cooked vegetables.
“Bread?! Real bread? I have been coming to Ammadan regularly for the last twenty years and haven’t found anything that would resemble edible baked goods!”
The merchant smelled the bread. “Fresh! Gods of the skies, you couldn’t bake such bread on a skyjammer—the dough won’t rise properly… Where? How? But… Let me hug you, darling!”
“Away from me, fat-human! Sit and hug the bowl if you please!” Amri lashed against Terem’s extended arms with a rag.
“I will please, I will. But I still want to know how you got the bread. Have you bought it or baked it? If you bought it, I want to know from whom. If you baked it, I will be your customer on every visit to Ammadan.”
The merchant pulled a piece of bread while speaking and put into his mouths while glancing at the waitress. “Excellent, where did you get flour?!” Without waiting for the answer he turned to his guards but before he could speak one of them made a denying gesture “We ate today. We would grew sluggish if we gorged ourselves now.”
The amri shrugged and sat on the bench and helped herself to the soup. Before she could start, the door opened and a group of lizardfolk soldiers led by a toad wearing white robes and a copper chain, a badge of a minor magistrate.
“I am Quezeq, a junior assistant secretary of the Ammadan portmaster. By the orders of the politokratos, all the mammals are to be immediately escorted to the port and put on their ships."
Varth sighed hearing the booming voice of the Alzirian merchant and swallowed the remains of watered wine from his cup. A moment of disquiet was banished by the happiness ringing in the newcomer’s words.
“Gods of the skies be praised! Zamel regained consciousness! Your ointments worked, healer. I brought you the payment! You earned it…”
A stuffed purse hit the table with metal clang.
“More wine, maid, bring it quickly! And not that plonk! Bring us Alzirian Blue. There is no better wine here for my friend, the healer!”
The massive man dropped on the bench next to Varth with a loud thud. Beside the young man, he was sole human in the tavern. The remaining clientele, meager at such early time of the day, was composed of three kai-tangs, four rimmers of various strains and a lone kyo. Even both of the merchant’s bodyguards were sa-rimmers. Varth looked on the armed lizardfolk memorizing color patterns of their scales and then took the purse from the table.
“That is generous payment, saar Terem. Very generous for just a few hours of work…”
“Ha! Payment corresponding to skills! In this reptilian paradise one could not find a physician capable of putting a human on his feet! At best I could hope for some kai-tang witch doctor. One could expect that local lordlings note who trades with them and provide them with appropriate services… Healers having any idea about human body, lasses shaped pleasantly to human eye… Where is that wine, maid?!”
A catlike amri serving in the tavern closed and put a jug of wine on the table with a hiss.
“You are cantankerous, human. Cantankerous and loud. Cantankerous, loud, and stupid. Everyone knows that Ammadan’s politokratos cares little for humans and their wares. He is only interested in the gold brought by kyo from Virrikan Archipelago.”
The merchant bestired oneself and thumped his fist on the table. “You must know, cub, that in absence of Alzirian wares kyo would not even bother to shitting on Ammadan while flying over it. Birdfolk come to this island only to buy what we bring from Alzir!”
“Truth to be said, politokratos desires orichalk, not gold. Still, lots of Alzirian wares end in kyo cargoholds.”
Varth reached for the jug and generously poured wine for himself. “Do you have fish soup today?” He asked the amri while glancing on the merchant. Terem noticed the gaze, laid a handful of bronze coins on the table and sat back laughing loudly while speaking to the girl. “Bring what you have today, and lots of it. Don’t be embarrassed and take what you want for yourself as well… There is little traffic now so you could sit with us. I haven’t ever spoken about politics and trade with a healer and a waitress at the same time."
Amri snorted but took coins without hesitation before walking away with lithe steps. The large merchant kept an eye on her until she vanished behind beaded curtain.
“Orichalk instead of common gold? What use the old toad has for so much orichalk?! Assuming that the tales of kyo skyjammer’s full cargoholds are true…” Terem turned to Varth when the waitress’ tail slipped behind the curtain. “One does not import such amount of sorcerous metal, none of the sorcerous metals, without some sort of esoteric use for it.
“Who can know that? Maybe polikratos wants to arm all of his guards with encrusted armors or build whole fleet of skyjammers…”
“Ha! In the whole of Ammadan there is not enough skilled sailors to man three skyjammers without hiring outsiders. No, probably the old toad decided to build some sort of arcane mechanicarium or other marvel. I wonder what could it be?”
“Mechanicarium? Intriguing idea. People say that politokratos keeps throngs of adepts, alchemists, thaumaturgists, and other sages. There could be mechanomancers among them as well.”
“You have little respect for their skills, healer…” Boomed the merchant.
“What could make you think so?” Varth feigned a surprise, badly.
“I would be a poor merchant if I could not read hints from what people say and from what they don’t say either. Maybe it is of little use when I have to squabble with all rimmers, kyo, and other Old and Young Races, but humans I can read. At least I don’t lose on Alzirian bargains. And here is the soup!”
On the table landed a tray with three bowls, pot full of steaming soup, half a loaf of bread, and a number of smoked meat pieces and cooked vegetables.
“Bread?! Real bread? I have been coming to Ammadan regularly for the last twenty years and haven’t found anything that would resemble edible baked goods!”
The merchant smelled the bread. “Fresh! Gods of the skies, you couldn’t bake such bread on a skyjammer—the dough won’t rise properly… Where? How? But… Let me hug you, darling!”
“Away from me, fat-human! Sit and hug the bowl if you please!” Amri lashed against Terem’s extended arms with a rag.
“I will please, I will. But I still want to know how you got the bread. Have you bought it or baked it? If you bought it, I want to know from whom. If you baked it, I will be your customer on every visit to Ammadan.”
The merchant pulled a piece of bread while speaking and put into his mouths while glancing at the waitress. “Excellent, where did you get flour?!” Without waiting for the answer he turned to his guards but before he could speak one of them made a denying gesture “We ate today. We would grew sluggish if we gorged ourselves now.”
The amri shrugged and sat on the bench and helped herself to the soup. Before she could start, the door opened and a group of lizardfolk soldiers led by a toad wearing white robes and a copper chain, a badge of a minor magistrate.
“I am Quezeq, a junior assistant secretary of the Ammadan portmaster. By the orders of the politokratos, all the mammals are to be immediately escorted to the port and put on their ships."
2016-02-28
Monster: Infernal Fiddler
Devil, Infernal Fiddler
This handsome red skinned gentleman is attractive despite his horns, long tail, and pair of hooves. He wears the most fashionable clothing made of fine black and gold velvet and carries a golden fiddle.
This handsome red skinned gentleman is attractive despite his horns, long tail, and pair of hooves. He wears the most fashionable clothing made of fine black and gold velvet and carries a golden fiddle.
CR 7; XP 3,200
LE Medium Outsider (devil, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +18
Defense
AC 20, touch 18, flat-footed 16 (+4 deflection, +4 Dex, +2 natural)
hp 85 (9d10+36)
Fort +7, Ref +10, Will +10
Defensive Abilities personal inviolability; DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 18
Weakness vulnerable to sonic
Offense
Speed 30 ft.
Melee gore +13 (1d6+4), sting +13 (1d4+4)
Ranged 3 lashing notes +13 (3d6 sonic)
Special Attacks bardic performance 24 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, inspire greatness, suggestion)
Spell-Like Abilities (CL 9th; concentration +13)
At will—ghost sound, greater teleport (self plus 50 lbs. of objects only), prestidigitation, ventriloquism
3/day—blindness/deafness (DC 16), remove blindness/deafness
Statistics
Str 18, Dex 18, Con 18, Int 15, Wis 19, Cha 19
Base Atk +9; CMB +13; CMD 31
Feats Acrobatic Step, Alertness, Improved Initiative, Nimble Moves, Skill Focus (Perform [string])
Skills Acrobatics +13, Bluff +16, Diplomacy +16, Knowledge (nobility) +14, Perception +18, Perform (sing) +20, Perform (string) +33, Sense Motive +18; Racial Modifiers +4 Perform
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ golden fiddle
Ecology
Environment any (Hell)
Organization solitary
Treasure standard
Special Abilities
Golden Fiddle (Su) An infernal fiddler bears a golden fiddle, an extension of himself manifested as a magical item that grants +10 profane bonus to Perform (string) checks (already calculated in the stat block). With his golden fiddle infernal fiddler can also use bardic performance like a 9th level bard. He can recall his golden fiddle with a standard action. However, if the fiddle is destroyed, he has to wait for 24 hours before he can recall it.
Lashing Notes (Su) An infernal fiddler can play terrible flesh-cutting tunes on his fiddle as a standard action while maintaining his bardic performance. Lashing notes are a ranged touch attack with a 30 feet range and no range increment.
Personal Inviolability (Su) An infernal fiddler is protected by constant sanctuary effect (DC 18). When an infernal fiddler takes a hostile action, the protection is voided for 24 hours against the creatures that witnessed the action. Additionally the infernal fiddler always applies his Charisma bonus as deflection bonus to AC and his clothing look perfectly immaculate regardless of circumstances.
Infernal fiddlers are vain and flamboyant devils, cowardly when confronted with physical violence but confident in the sanctity of their artistic status. They are often found roaming the mortal world, using their guile and music to inspire mortals to perform evil acts. They particularly enjoy challenging musicians into duels of skill, betting use of their golden fiddles for a period of time (usually a year and a day, seven years, or thirteen years) against possession of the mortal's soul, though a promise of future favor might be a sufficient stake. Because of their arrogance, majority of infernal fiddlers tend to be sore losers, often plotting revenge against those who beaten them in their own game and they publicly show contempt for those who reject their challenge.
While visiting mortal realms infernal fiddlers often pretend to be tieflings and are not above playing the sympathetic victim of prejudice against their inherited blood. They like to assure existence of further generations of tieflings as well, taking advantage of popularity their musical talents can grant them.
LE Medium Outsider (devil, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +18
Defense
AC 20, touch 18, flat-footed 16 (+4 deflection, +4 Dex, +2 natural)
hp 85 (9d10+36)
Fort +7, Ref +10, Will +10
Defensive Abilities personal inviolability; DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 18
Weakness vulnerable to sonic
Offense
Speed 30 ft.
Melee gore +13 (1d6+4), sting +13 (1d4+4)
Ranged 3 lashing notes +13 (3d6 sonic)
Special Attacks bardic performance 24 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, inspire greatness, suggestion)
Spell-Like Abilities (CL 9th; concentration +13)
At will—ghost sound, greater teleport (self plus 50 lbs. of objects only), prestidigitation, ventriloquism
3/day—blindness/deafness (DC 16), remove blindness/deafness
Statistics
Str 18, Dex 18, Con 18, Int 15, Wis 19, Cha 19
Base Atk +9; CMB +13; CMD 31
Feats Acrobatic Step, Alertness, Improved Initiative, Nimble Moves, Skill Focus (Perform [string])
Skills Acrobatics +13, Bluff +16, Diplomacy +16, Knowledge (nobility) +14, Perception +18, Perform (sing) +20, Perform (string) +33, Sense Motive +18; Racial Modifiers +4 Perform
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ golden fiddle
Ecology
Environment any (Hell)
Organization solitary
Treasure standard
Special Abilities
Golden Fiddle (Su) An infernal fiddler bears a golden fiddle, an extension of himself manifested as a magical item that grants +10 profane bonus to Perform (string) checks (already calculated in the stat block). With his golden fiddle infernal fiddler can also use bardic performance like a 9th level bard. He can recall his golden fiddle with a standard action. However, if the fiddle is destroyed, he has to wait for 24 hours before he can recall it.
Lashing Notes (Su) An infernal fiddler can play terrible flesh-cutting tunes on his fiddle as a standard action while maintaining his bardic performance. Lashing notes are a ranged touch attack with a 30 feet range and no range increment.
Personal Inviolability (Su) An infernal fiddler is protected by constant sanctuary effect (DC 18). When an infernal fiddler takes a hostile action, the protection is voided for 24 hours against the creatures that witnessed the action. Additionally the infernal fiddler always applies his Charisma bonus as deflection bonus to AC and his clothing look perfectly immaculate regardless of circumstances.
Infernal fiddlers are vain and flamboyant devils, cowardly when confronted with physical violence but confident in the sanctity of their artistic status. They are often found roaming the mortal world, using their guile and music to inspire mortals to perform evil acts. They particularly enjoy challenging musicians into duels of skill, betting use of their golden fiddles for a period of time (usually a year and a day, seven years, or thirteen years) against possession of the mortal's soul, though a promise of future favor might be a sufficient stake. Because of their arrogance, majority of infernal fiddlers tend to be sore losers, often plotting revenge against those who beaten them in their own game and they publicly show contempt for those who reject their challenge.
While visiting mortal realms infernal fiddlers often pretend to be tieflings and are not above playing the sympathetic victim of prejudice against their inherited blood. They like to assure existence of further generations of tieflings as well, taking advantage of popularity their musical talents can grant them.
2016-02-21
Monster: Toxic Effigy
Toxic Effigy
This attractive young man in elegant clothing is surrounded by a sweet smell of incense. His skin seems to be very very smooth and his eyes are eerily empty.
CR 5; XP 1,600
LE Medium Construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +0
Aura sweet release
Defense
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 53 (6d10+20)
Fort +2, Ref +6, Will +2
DR 5/adamantine; Immune construct traits
Weakness preprogrammed behavior
Offense
Speed 30 ft.
Melee tongue stinger +10 (1d4 plus poison)
Ranged 2 darts +10 (1d3 plus poison)
Special Attack poison (DC 15), sneak attack 3d6
Statistics
Str 10, Dex 18, Con —, Int 13, Wis 11, Cha 17
Base Atk +6; CMB +6; CMD 20
Feats Point-Blank Shot, Precise Shot, Weapon Finesse
Skills Bluff +12, Diplomacy +12, Disguise +12 (+22 to avoid being detected as not a real person); Racial Modifiers +10 Disguise to pretend to be a normal person
Language Common
Ecology
Environment any
Organization solitary or pair
Treasure double standard
Special Abilities
Darts A toxic effigy has a set of self-loading darts hidden inside its hands that it can fire up to 30 feet. A toxic effigy can fire one dart as a standard action or one dart out of each hand as a full-round action. It can fire up to six darts out of each hand before running out. The darts can be reloaded at the rate of one dart per round.
Poison (Su) Sting or dart—injury; save Fort DC 13, frequency 1/round for 6 rounds, effect 1d3 Con, cure 1 save. The effigy magically replenishes the supply of the poison.
Preprogrammed Behavior A toxic effigy is imbued with intelligence that is exceptional for a construct but still imperfect. A toxic effigy is unable to succeed on Sense Motive checks. During discussions it is unable to keep track of the more complex topics involving specialist lore, a successful Sense Motive check against DC 15 during such conversation notices that its behavior edges on erratic and confused.
Sweet Release (Ex) A toxic effigy is surrounded by a subtle smell of the most stylish cosmetics which mask the insidious incense that weakness natural resistance against toxins. All the living creatures within 30 feet suffer –2 penalty to their saving throws against poison effects.
Product of cooperation between assassins and alchemists, a toxic effigy is a human-looking construct capable of blending in a normal society for a while until the reaches its mark and delivers a deadly venom. Or it can act as a dupe, to attract the attention of the victim’s guards while the actual assassination is commenced. Or be a bit of both, with its poison-resistance weakening fumes greatly helping the actual assassin while attracting attention to oneself at the same time.
Most of toxic effigies are made with their own unique appearance but a number of serial off-the shelf toxic effigies were made as well.
An advanced melee oriented model is currently tested as well, armed with dagger-blades hidden within hands instead of darts, and having Outflank, Weapon Finesse, and Two-Weapon Fighting feats.
Construction
Toxic effigy requires careful assembly of its internal mechanisms and covering it in an alchemically grown material that mimics human skin, weighing about 100 pounds and worth a total of 1,000 gp.
Toxic Effigy
CL 8th; Price 16,000 gp.
CONSTRUCTION
Requirements Craft Construct, alter self, charm person, poison; Skill Craft (alchemy) DC 20; Cost 8,500 gp.
This attractive young man in elegant clothing is surrounded by a sweet smell of incense. His skin seems to be very very smooth and his eyes are eerily empty.
CR 5; XP 1,600
LE Medium Construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +0
Aura sweet release
Defense
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 53 (6d10+20)
Fort +2, Ref +6, Will +2
DR 5/adamantine; Immune construct traits
Weakness preprogrammed behavior
Offense
Speed 30 ft.
Melee tongue stinger +10 (1d4 plus poison)
Ranged 2 darts +10 (1d3 plus poison)
Special Attack poison (DC 15), sneak attack 3d6
Statistics
Str 10, Dex 18, Con —, Int 13, Wis 11, Cha 17
Base Atk +6; CMB +6; CMD 20
Feats Point-Blank Shot, Precise Shot, Weapon Finesse
Skills Bluff +12, Diplomacy +12, Disguise +12 (+22 to avoid being detected as not a real person); Racial Modifiers +10 Disguise to pretend to be a normal person
Language Common
Ecology
Environment any
Organization solitary or pair
Treasure double standard
Special Abilities
Darts A toxic effigy has a set of self-loading darts hidden inside its hands that it can fire up to 30 feet. A toxic effigy can fire one dart as a standard action or one dart out of each hand as a full-round action. It can fire up to six darts out of each hand before running out. The darts can be reloaded at the rate of one dart per round.
Poison (Su) Sting or dart—injury; save Fort DC 13, frequency 1/round for 6 rounds, effect 1d3 Con, cure 1 save. The effigy magically replenishes the supply of the poison.
Preprogrammed Behavior A toxic effigy is imbued with intelligence that is exceptional for a construct but still imperfect. A toxic effigy is unable to succeed on Sense Motive checks. During discussions it is unable to keep track of the more complex topics involving specialist lore, a successful Sense Motive check against DC 15 during such conversation notices that its behavior edges on erratic and confused.
Sweet Release (Ex) A toxic effigy is surrounded by a subtle smell of the most stylish cosmetics which mask the insidious incense that weakness natural resistance against toxins. All the living creatures within 30 feet suffer –2 penalty to their saving throws against poison effects.
Product of cooperation between assassins and alchemists, a toxic effigy is a human-looking construct capable of blending in a normal society for a while until the reaches its mark and delivers a deadly venom. Or it can act as a dupe, to attract the attention of the victim’s guards while the actual assassination is commenced. Or be a bit of both, with its poison-resistance weakening fumes greatly helping the actual assassin while attracting attention to oneself at the same time.
Most of toxic effigies are made with their own unique appearance but a number of serial off-the shelf toxic effigies were made as well.
An advanced melee oriented model is currently tested as well, armed with dagger-blades hidden within hands instead of darts, and having Outflank, Weapon Finesse, and Two-Weapon Fighting feats.
Construction
Toxic effigy requires careful assembly of its internal mechanisms and covering it in an alchemically grown material that mimics human skin, weighing about 100 pounds and worth a total of 1,000 gp.
Toxic Effigy
CL 8th; Price 16,000 gp.
CONSTRUCTION
Requirements Craft Construct, alter self, charm person, poison; Skill Craft (alchemy) DC 20; Cost 8,500 gp.
2016-02-14
Monster: Pale Publican
Pale Publican
A swarm of solid coins is swirling around a transparent figure of a bloated man in opulent clothing.
CR 10; XP 9,600
LE Medium Undead (incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +21
Defense
AC 22, touch 22, flat-footed 14 (+4 deflection, +7 Dex, +1 dodge)
hp 110 (13d8+52)
Fort +8, Ref +11, Will +9
Defensive Abilities armor of wealth, channel resistance +4, incorporeal; Immune undead traits
Weakness eternal greed
Offense
Speed fly 30 ft. (perfect)
Melee 2 incorporeal touches +17 (1d4 Charisma damage)
Ranged 10 thrown coins +18 (1d6+1 plus weight of debt)
Statistics
Str —, Dex 24, Con —, Int 15, Wis 13, Cha 19
Base Atk +9; CMB +16; CMD 31
Feats Alertness, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Appraise), Weapon Focus (coin)
Skills Appraise +21, Bluff +17, Diplomacy +17, Fly +15, Intimidate +17, Perception +21, Sense Motive +21
SQ eternal debt
Language Common and three other local languages
Ecology
Environment any
Organization solitary or pair
Treasure double standard
Special Abilities
Armor Of Wealth (Su) A pale publican can use the amassed coins not only to attack but also to defend oneself. Whenever he attacks with his thrown coins, he can refrain from making one or more of available attacks gaining 1 temporary hit point for each attack not made. Using total defense action grants the pale publican 20 temporary hit points. Temporary hit points gained from armor of wealth last for one hour or until the pale publican passes through a solid object.
Charisma Damage (Su) A pale publican touch erodes personality of living creatures. Sapient beings find themselves obsessing over wealth mostly. When the Charisma damage inflicted by this attack equals or exceeds Charisma ability score of a sapient being, a geas is placed on that creature to collect more wealth for the pale publican’s hoard.
Eternal Debt (Su) Each pale publican is served by a number of minor spirits that are bound to perform menial tasks for him. They act like multiple unseen servants but are restricted to carrying, cleaning, and taking other care of the pale publican’s treasure and files.
Eternal Greed (Su) Pale publicans are entities driven by avarice. Despite being undeads, they are susceptible to mind-affecting patterns, phantasms, and compulsions that show money or jewels or otherwise focus on their greed.
Throw Coins (Su) As a standard action, a pale publican can telekineticaly throw coins from his hoard with great strength and precision against targets within 60 feet. Each coin is treated as a +1 weapon dealing 1d6 points of bludgeoning and slashing damage.
Weight Of Debt (Su) A creature struck with one of a pale publican’s coins is cursed with weight of debt. For each coin that hit (even if the damage was reduced to 0), the victim suffers a cumulative –1 penalty that applies to all checks to which regular armor check penalty applies, to all saving throws against mind-affecting powers that inspire or take advantage of greed, to all checks and rolls made to earn money or capital, to determine rewards of investment, and to all Economy rolls of any kingdom in which the cursed creature holds a leadership role. This is a curse effect with removal DC of 11+the pale publican’s HD. The bearer of weight of debt can also remove the curse by spending a number of days equal to accumulated penalty by personally helping poor and sick.
Common people hold little love for taxes and tolls and even less for those who attempt to collect them. While the sentiment seems to be universal, for tax assessors and collectors are one of the most hated groups everywhere, people living on frontiers are usually in better position to get rid of tax collectors, for many travelers are killed by bandits, beasts, and savage barbarians coming from beyond the borders of civilized lants. And where death is common, so are spirits bound by unfulfilled desires. Occasionally, a tax collector so thoroughly corrupted by greed and avarice dies suddenly (through violence or accident) and yet the hoard of wealth amassed remains untouched for some reason. Occasionally, a greedy richman dies clinging to uncounted wealth while thirsting for more. From all those deaths, a pale publican can spring, a potent spirit of avarice haunting the place of own death, collected hoard, or even place where he worked for his riches while alive.
LE Medium Undead (incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +21
Defense
AC 22, touch 22, flat-footed 14 (+4 deflection, +7 Dex, +1 dodge)
hp 110 (13d8+52)
Fort +8, Ref +11, Will +9
Defensive Abilities armor of wealth, channel resistance +4, incorporeal; Immune undead traits
Weakness eternal greed
Offense
Speed fly 30 ft. (perfect)
Melee 2 incorporeal touches +17 (1d4 Charisma damage)
Ranged 10 thrown coins +18 (1d6+1 plus weight of debt)
Statistics
Str —, Dex 24, Con —, Int 15, Wis 13, Cha 19
Base Atk +9; CMB +16; CMD 31
Feats Alertness, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Appraise), Weapon Focus (coin)
Skills Appraise +21, Bluff +17, Diplomacy +17, Fly +15, Intimidate +17, Perception +21, Sense Motive +21
SQ eternal debt
Language Common and three other local languages
Ecology
Environment any
Organization solitary or pair
Treasure double standard
Special Abilities
Armor Of Wealth (Su) A pale publican can use the amassed coins not only to attack but also to defend oneself. Whenever he attacks with his thrown coins, he can refrain from making one or more of available attacks gaining 1 temporary hit point for each attack not made. Using total defense action grants the pale publican 20 temporary hit points. Temporary hit points gained from armor of wealth last for one hour or until the pale publican passes through a solid object.
Charisma Damage (Su) A pale publican touch erodes personality of living creatures. Sapient beings find themselves obsessing over wealth mostly. When the Charisma damage inflicted by this attack equals or exceeds Charisma ability score of a sapient being, a geas is placed on that creature to collect more wealth for the pale publican’s hoard.
Eternal Debt (Su) Each pale publican is served by a number of minor spirits that are bound to perform menial tasks for him. They act like multiple unseen servants but are restricted to carrying, cleaning, and taking other care of the pale publican’s treasure and files.
Eternal Greed (Su) Pale publicans are entities driven by avarice. Despite being undeads, they are susceptible to mind-affecting patterns, phantasms, and compulsions that show money or jewels or otherwise focus on their greed.
Throw Coins (Su) As a standard action, a pale publican can telekineticaly throw coins from his hoard with great strength and precision against targets within 60 feet. Each coin is treated as a +1 weapon dealing 1d6 points of bludgeoning and slashing damage.
Weight Of Debt (Su) A creature struck with one of a pale publican’s coins is cursed with weight of debt. For each coin that hit (even if the damage was reduced to 0), the victim suffers a cumulative –1 penalty that applies to all checks to which regular armor check penalty applies, to all saving throws against mind-affecting powers that inspire or take advantage of greed, to all checks and rolls made to earn money or capital, to determine rewards of investment, and to all Economy rolls of any kingdom in which the cursed creature holds a leadership role. This is a curse effect with removal DC of 11+the pale publican’s HD. The bearer of weight of debt can also remove the curse by spending a number of days equal to accumulated penalty by personally helping poor and sick.
Common people hold little love for taxes and tolls and even less for those who attempt to collect them. While the sentiment seems to be universal, for tax assessors and collectors are one of the most hated groups everywhere, people living on frontiers are usually in better position to get rid of tax collectors, for many travelers are killed by bandits, beasts, and savage barbarians coming from beyond the borders of civilized lants. And where death is common, so are spirits bound by unfulfilled desires. Occasionally, a tax collector so thoroughly corrupted by greed and avarice dies suddenly (through violence or accident) and yet the hoard of wealth amassed remains untouched for some reason. Occasionally, a greedy richman dies clinging to uncounted wealth while thirsting for more. From all those deaths, a pale publican can spring, a potent spirit of avarice haunting the place of own death, collected hoard, or even place where he worked for his riches while alive.
2016-02-07
Tale Of The Fallen Kings
So you want to become a king? Ha! I’d thought about that again, kid…
We had many, many kings here in the Deepwood… And you know what? Only a few of them died peacefully. Yeah, the kings… Well, the kings here ascend and fall often, very often, and violently too!
Whom I should tell you about first?
See, let’s start with Andars Antheros, a southern lordling who came here to carve a name and a fief for oneself. It was a hundred and fifty years ago, more or less. He arrived with a retinue of men-at-arms, servants, and laborers. He had a seer with him. Some sort of magician who threw lots and divined the auspicious place for the castle… Not much stone was were he settled and the roads here weren't suitable for long distance transport at that time. Not that changed much, the local routes are still a crap in the eyes of southern merchants. Anyway, without stone, Andars had to content himself with a wooden keep. He had grandiose plans, though. Clear the wood, build routes, settle the land, import the stone, build a proper castle fitting a southern prince… He let slip that he would value being prince of Imperial colony more than being a local king, though, and the locals would have none of that. They intercepted his envoy with letters of submission on the way south and confronted the wouldn’t-be-a-king. He died that night together with his magician and his senior officers.
He must have made some sort of agreement with his killers, however, for they spared his teenage daughter, Kalia. She refused to return south and even kept some of her father’s retainers with her. The rebellion had four leaders: Arndal, Sigbert, Yesh, and Kirgillo. Arndal and Sigbert became co-rulers and called themselves Lords Keepers Of Deepwood… Kirgillo was their steward. Yesh went to become champion of the common laborers, hunters, and woodsmen. He was quickly ousted from the ruling elite and had to flee and hide among his supporters. Kirgillo managed to keep peace as long he lived, but when he died of old age , the incompetence of the Lords Keepers couldn’t be hidden for long. Without a competent steward to handle things for them, Arndal and Sigbert increased their oppression of the commoners, demanding higher and higher tribute. Rebellion rose on the first spring after Kirgillo’s death and Yesh led woodsmen and hunters against the tax collectors… With the help of Kalia’s loyal troops. Young heiress was viewed as a savior now by the people remembering her father’s reign with fondness. Soldiers were leaving Lords Keepers side in droves. Before the autumn harvest, Kalia and Yesh stormed the keep. Arndal, Sigbert, and Yesh died that night. For years people believed that Yesh died fighting, but later some servants started telling stories of the hunter’s leader ghost haunting the keep, claiming to have been killed by Kalia in delayed revenge for her father’s death.
No one knew that at first, though, and Kalia ruled for ten more years. She managed to build a stone tower as a central part of the keep as the first step of making her father’s dreams come true, but she died in childbirth. Baeldrick, captain of her guards, rumored to be the child’s father took over as a regent. His rule was deemed satisfactory but unexceptional. Until the kid got oneself killed at the ripe old age of fifteen. Fell from a horse, or so the official story went. I think it might be even true… If Baeldrick wanted to take over, why would he wait fifteen years to get rid of the kid? The people didn’t think him innocent, though. They rose against the regent. He fought back. Blood was spilled, lots of blood. Then a witch came out of the woods and offered to bring the dead prince back to life. She demanded a royal ransom for that, she did, but the people agreed. It was paid from the regent’s coffers anyway. It ruined our small kingdom but the prince returned, the regent was exiled, and the witch became the sole royal adviser and consort.
The boy crowned himself the first king of the Deepwood and named himself Andars the Second in honor of his grandfather. Ruled five years and got himself killed during hunting accident. The witch revived him, emptying the treasury again. Five years later the king was dead again. This time it was fair and square death on the battlefield in a border skirmish with Idriss, a petty queen of the neighboring realm of the Greystone. After being returned to life for the third time, he promptly proposed to Idriss. The witch cursed him, took all the money from the treasure, and left for good. Thankfully, Andars was shrewd entrepreneur by now, keeping most of his wealth invested in trade routes, infrastructure, and local industries. Royal union with Greystone gave him much needed stone and now he could build a proper castle where once wooden keep stood. Just in time to see the king’s funeral.
Fourth time was the final one. Andras was killed by a dragon that assaulted and ravaged the Greystone while the royal pair was overseeing a festival there. His burned corpse was recovered by the fleeing queen. She sent envoys in search of the witch who saved her husband’s life in the past. The witch laughed her out. Idriss doubled the offer only to learn that the dead kings was beyond the help of magic the witch could call upon. The dark days came for realm as the dragon turned the queen’s old settlement into its own lair, earning itself the name of Greystone Dragon, and kept harassing the Deepwood. Baeldrick, the elderly former regent returned from exile to aid the queen in the assault against the dragon in its lair. The raid ended being a costly failure, Idriss and most of her companions died while Baeldrick and his squire barely fled with their lives.
With no heirs to the royal line, Baeldrick proclaimed himself the king. The dragon was wounded in the raid and kept low for a year and the future started to look bright for the Deepwood again. Then the dragon struck again. In its rage the monster rampaged through the castle and killed every living thing within its walls. The people fled the realm and wilderness slowly encroached again. The dragon moved its lair to the ruined castle and nested there for the next fifty years.
After two generations, a group of adventurers came to the Deepwood—three siblings claiming to be grandchildren of king Andars and the witch and their three companions. In a grand battle of magic, cunning, and martial valor, they killed the dragon, losing one of the siblings and two companions. They brought laborers and settlers and started rebuilding the castle into a new town. The sister crowned herself as Queen Randa while her surviving brother Faen became her adviser and her court wizard. The reconstruction works were interrupted by appearance of the former regent and self-proclaimed king Baeldrick. He arose as some sort of undying monstrosity driven by hatred toward the living, especially the usurpers of his throne. The queen and her brother promptly got rid of the dead captain. He returned next year. They destroyed him again. He arose again and again. Finally, Faen somehow managed to convince or trick Baeldrick to take the crown of the desolated Greystone and leave the Deepwood castle to the living. The repeated battles with the dead and the time took their toll, and queen Randa died of natural causes not long after. Predicting her incoming death and with Faen refusing to take the crown, the queen organized a tournament for warriors and soldiers of the land. The winner was crowned as the royal heir. Faen retained the formal title of royal adviser and the court wizard, but he moved out of the castle and into the secret abode somewhere in the woods.
Randa’s heir, Vasil, ruled for six months until an unexpected fever cut his life short. Shortness of his reign was eclipsed by those of his successors, during what is now known as The Year Of Moon Kings, for they reigned a month each, on average, before dying to poison, dagger, garrote, crossbow bolt, or fall from bedchamber window. The last of the Moon Kings fled the realm renouncing the crown altogether. The rule passed to the royal council who divided between them the control over various holdings and industries in Deepwood. Three times in the last thirty years one of the lords would try to subdue the others and put on the royal crown, but each time the rest would overcome their animosities and ally to defy the usurper. As you see kid, being a king is not easy. You might be strong, you might be wise, you might be loved, and yet, Death might take you before you know it.
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