2021-12-19

Fantasy NPC: Kleyssigh The Stewardess

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Kleyssigh The Stewardess

A short, scrawny lady in neat but dour robes. She wears her hair tied tightly under a bonnet. Her face bears a wide, grinning smile, but her eyes are cold.

CR 4; 1,200 XP
LE Medium Outsider (devil, evil, extraplanar, lawful)
Init +7; Senses darkvision 60 ft., see in darkness; Perception +3

Defense
AC 17, touch 15, flat-footed 14 (+2 deflection, +3 Dex, +2 natural)
hp 42 (5d10+15)
Fort +7, Ref +4, Will +7
DR 5/silver; Immune fire, poison; Resist acid 10, cold 10, electricity 10

Offense
Speed 30 ft.
Melee 2 slams +8 (1d6+3) or beating rod +8 (4d6 nonlethal plus pain)
Special Attacks beating rod (DC 13)
Spell-Like Abilities (CL 5th, concentration +6)
Constant—shield of faith, tongues
At Will—infernal healing, magic hand, prestidigitation, putrefy food and drink (DC 11), spark

Statistics
Str 16, Dex 16, Con 16, Int 13, Wis 17, Cha 13
Base Atk +5; CMB +8; CMD 23
Feats Endurance, Improved Initiative, Nimble Moves
Skills Bluff +9, Intimidation +9, Knowledge (local) +9, Knowledge (nobility) +9, Profession (steward) +11, Sense Motive +11, Stealth +11
Language Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.; tongues
SQ mark servant

Beating Rod (Su) A short birch-rod that Kleyssigh always seems to have somewhere on her person that she can use to deliver an immensely painful strike as a standard action, dealing 4d6 points of nonlethal damage and staggering the target with pain for 1d4 rounds. A successful Fortitude saving throw (DC 13) prevents the staggered effect. In truth she could use anything remotely resembling a rod or a stick to deliver equally painful strike, even a cleaning duster. Use of this ability is a pain effect. The saving throw DC is Charisma-based.

Mark Servant (Su) Kleyssigh can place an invisible mark on those who are formally subordinate to her, similar to arcane mark, by touching the target as a standard action. She can locate any one specific marked servant by concentrating for a round as long as the target is within 1 mile. She can teleport nearby the located target by concentrating for second round, always stepping out of a door, passage, or even a shadowy corner that was out of sight of any humanoid witnesses. The mark vanishes if the subject is no longer subordinate to her. This is a curse effect that can be easily automatically removed with curse-breaking spells and abilities, dispel evil, or erase.


Kleyssigh The Stewardess is a lesser devil serving in the mortal world as a steward overseeing daily matters at a court. Her duty is boring most of the time, but she is especially apt at sucking out fun of any festivities, feasts, and special occasions. She takes her time making sure her contemptible minions are exhausted with overwork and hateful of each other, that her peers bicker over duties and favors, and their supposed betters are stuck in a web of convoluted etiquette and bitter disdain for their families and friends.

Most of the time, she is excessively demanding of her inferiors, snarky, and contemptuous, with an occasional touch of mocked compassion and care at the right moment, though she reserves outright cruelty for punishing actual transgressions, however minor they might be.

Kleyssigh loves her duties, watching with a sadistic glee  when a family dinners turn into bitter arguments, and suffocation protocols suck the joy out of festivals.


2021-12-12

Fantasy NPC: Mr. Twiddles, The Cat

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Mr. Twiddles, The Cat

Mr. Twiddles is a rather big house cat with a long, exceptionally fluffy silver-grey hair and intense golden eyes.

CR 10; 9,600 XP
CE Tiny Outsider (chaotic, demon, evil, extraplanar)
Init +14; Senses darkvision 60 ft., scent, smell evil; Perception +28

Defense
AC 24, touch 22, flat-footed  (+10 Dex, +2 natural, +2 size)
hp 126 (12d10+60); regeneration 5 (good)
Fort +9, Ref +18, Will +13
Defensive Abilities evasion, innocent cat, retributive jinx, uncanny dodge; DR 10/good and cold iron; Immune electricity, poison; Resist acid 20, cold 20, fire 20; SR 21

Offense
Speed 40 ft., climb 40 ft.
Melee 2 claws +18 (1d4+4), bite +18 (1d4+4)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Special Abilities pounce, 2 rakes +18 (1d4+4), unbalancing dash
Spell-Like Abilities (CL 12th, concentration +15)
Constant—true seeing
At Will—dismissal (DC 18, demons only, one attempt per creature), greater teleport (self)

Statistics
Str 18, Dex 30, Con 20, Int 17, Wis 17, Cha 17
Base Atk +12; CMB +20; CMD 34 (40 vs. trip)
Feats Agile Maneuvers, Bleeding Critical, Combat Casting, Critical Focus, Improved Initiative, Iron Will
Skills Acrobatics +35, Bluff +18, Climb +12, Diplomacy +18, Intimidate +18 (+38 vs. demons), Knowledge (planes) +18, Perception +28, Sense Motive +28, Spellcraft +18, Stealth +33; Racial Modifiers +10 Acrobatics, +20 Intimidate against demons, +10 Perception, +10 Sense Motive
Language understands Abyssal, Celestial, Common, Draconic, Infernal, and probably others; telepathy 100 ft.

Innocent Cat (Su) Anyone detecting evil aura on Mr. Twiddles is compelled into believing that the aura comes from elsewhere, and whatever comes from the cat is merely a residual exposure. They are also charmed into not harming the cat because of mere exposure to evil. A successful Will saving throw (DC 19) negates this mind-affecting charm and compulsion effect. The saving throw DC is Charisma-based.

Retributive Jinx (Su) Whenever a creature takes a harmful action against Mr. Twiddles, even if the action fails or is resisted, Mr. Twiddles can respond with a retributive curse as an immediate action. The curse will strike back at the offender within 1d4 rounds, 1d4 hours, or 1d4 days, as chosen by Mr. Twiddles, causing a catastrophic accident that will cause 10d6 points of damage, or half on a successful Fortitude, Reflex, or Will saving throw (DC 19), as the most suitable in the specific circumstances. On a failed saving throw the target will also suffer a side effect based on the saving throw used—sickened (Fortitude), leg injury that halves speed, and makes running or charging impossible (Reflex), or shaken (Will), each lasting until the target rests for eight hours. The saving throw DC is Charisma-based. This is a curse effect. Each creature can only be affected by single retributive jinx at a time.

Smell Evil (Su) Mr. Twiddles can detect evil aura with his scent ability and discern their strength. He can recognize demonic scent and make a Knowledge check to identify type (and possibly individual identity) of a demon.

Unbalancing Dash (Ex) Whenever Mr. Twiddles moves through space occupied by other creature, he can attempt a free dirty trick, disarm, drag, reposition, steal, or trip combat maneuver against  that creature without provoking attacks of opportunity. He can trip creatures up to Huge size this way.


Mr. Twiddles looks like a cat, sounds like a cat, behaves like a cat... But isn't really a cat. In fact, he is a moderately powerful demon. He likes being a cat, though, loving lazy life of a revered household pet of a wealthy family (preferably courtiers or royalty for they can provide him with adequate comforts). He remains a cruel and manipulative monster, but he does have a degree of fondness for his favorite minions and worshippers, going as far as protecting them from other threats—mortal enemies, monsters, and particularly other demons—don't get wrong ideas though, he doesn't do that from (seriously lacking) goodness of his heart, he just greatly dislikes having to replace minions that already are conditioned to feed, pet, and pamper him. He is also quite territorial and hates competition. He doesn't mind other pets, though, as long as they know their proper place and defer to him. He prefers that any resulting half-fiendish kittens are sent to live elsewhere, though.


2021-12-05

Fantasy NPC: Ithillor The Imaginary

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Ithillor The Imaginary

A tall and lithe figure with elfin features, wearing long, splendid robes resembling those of priests.

CR 7; 3,200 XP
CE Medium Outsider (chaotic, demon, evil, extraplanar, incorporeal)
Init +8; Senses darkvision 60 ft.; Perception +14

Defense
AC 20, touch 20, flat-footed 15 (+4 Dex, +1 dodge, +5 deflection)
hp 75 (10d10+20)
Fort +5, Ref +11, Will +10
Defensive Abilities incorporeal, material connection, persistent invisibility; Immune electricity, poison; Resist acid 10, cold 10, fire 10
Weakness can't hurt sleeping or unconscious beings

Offense
Speed fly 30 ft. (perfect)
Melee 2 incorporeal claws +14 incorporeal touch (4d6)
Spell-Like Abilities (CL 10th, concentration +15)
At Will—aid, analyze aura, detect poison, guidance, mage hand, neutralize poison, prestidigitation, subtle suggestion (DC 18)

Statistics
Str —, Dex 18, Con 14, Int 13, Wis 13, Cha 21
Base Atk +10; CMB +10; CMD 30
Feats Blind-Fighting, Combat Reflexes, Dodge, Improved Initiative, Iron Will
Skills Bluff +18, Fly +25, Diplomacy +18, Intimidate +18, Knowledge (any) +6, Perception +14, Sense Motive +14, Stealth +17
Language Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ lore

Lore (Ex) Ithillor The Imaginary can make Knowledge checks untrained with half his HD added as a bonus to the check.

Material Connection (Su) As long as The Diary Of Lady Shadowblossom exist, Ithillor can't be permanently banished or destroyed, and will reform somewhere near the book within 1d4 days. Destroying the book severs the connection that holds Ithillor to the Material plane. If Ithillor is banished to Abyss after the book is destroyed, it is likely that he will evolve, becoming vastly different from his current spiritual self.

Persistent Invisibility (Ex) Ithillor The Imaginary is naturally incorporeal and invisible, though those who read The Diary Of Lady Shadowblossom, or whom Ithillor injured can see the demon clearly.

Subtle Suggestion (Sp) Ithillor can use suggestion at will, but only limited to influencing the performance of the target's existing duties and everyday life and can't contradict explicit orders given by the target's superiors. Ithillor often uses it to hide or reveal illicit activities taking place, such as sending the servants to clean right/wrong chamber at a right/wrong time, or misplace or unearth key items when doing so for example. Ithillor sends the instructions telepathically overcoming the restriction of shared language, though the target still has to know and be capable of using at least one language. The saving throw DC is Charisma-based.


Ithillor The Imaginary was a dream, a wisp of cruelty and corruption, a seed of an abyssal spirit that watched mortals and savored their misdeeds. Until it wasn't a speck of evil anymore, becoming a fully fledged entity—still devoid of a physical body, though. A young lady, gifted—or more aptly, cursed—with a second sight that she poorly understood, rich inner life, demanding and unloving family, was thrown into a courtly life full of intrigues, social backstabbing, hypocrisy, bootlicking, and contempt. Faced with the ruthless reality, she sought refuge in her imagination, dreaming of better place, and inadvertently giving form that Ithillor hijacked, shaping for his purposes... And being shaped by it in return. Or was there more to that? Was there a greater power acting behind the scenes than a minor, untrained talent desperate for companionship?

Now, long after her death many years ago, Ithillor stays around, enjoying his ability to watch and manipulate mortals in their petty courtly intrigues, though more and more often he feels there are others acting from behind the scenes as well.

Ithillor avoids direct confrontation using Stealth against those might be capable of detecting him with such pesky spells like see invisibility or even worse true seeing. He is well aware those whom he hurts become part of his story and can see him—he only causes direct harm when running out of options and usually tries to make sure they will die as soon as possible—unless they can be made into entertaining pawns. Interestingly, injuries left by his incorporeal attack appear to be wounds made by an elegant sword of (possibly) elven design.

Since the times of Lady Shadowblossom, Ithillor developed a twisted fondness for socially awkward debutantes, occasionally taking interest in their growth and adaptation to the courtly society, even going as far as protecting his protegee from intrigues that would end their life... Before his desire for excessive drama is fulfilled.

The Diary Of Lady Shadowblossom is the memoir that the young sweet noble girl was writing during her life, interlacing actual events with her dreams of a helpful but mysterious elven priest that helped her cope with the ruthless demands of courtly life. Those who read the book will be able to see Ithillor in his imaginary form, though there is preciously little that could reveal his fiendish nature. He can be easily mistaken for a capricious but mostly benevolent ghost. Destroying the book would sever the Ithillor's connection to mortal realm and allow his banishment to Abyss or destruction. That is easier said than done, though, as The Diary is effectively a minor artifact that require an extensive effort to destroy—for example, it might need to be burned page by page on the grave of Lady Shadowblossom... Others overly dramatic methods fitting the romantic notions held by its creator in her life might also work.


2021-11-28

Fantasy NPC: Visseyen The Helpful

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Visseyen The Helpful

A slightly hunched old man, bald, but with a fancy, colorful moustache and beard, and equally colorful, eye-catching clothing.

CR 4; 1,200 XP
CE Medium Outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +15

Defense
AC 17, touch 14, flat-footed 13 (+2 Dex, +2 insight, +3 natural)
hp 39 (6d10+6); fast healing 3
Fort +3, Ref +9, Will +7
Defensive Abilities foresight, undetectable alignment; DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10

Offense
Speed 30 ft.
Melee 2 claws +8 (1d6+2) or quarterstaff +8/+3 (1d6+3)
Special Attacks menacing double, sneak attack 1d6
Spell-Like Abilities (CL 6th, concentration +9)
Constant—foresight, undetectable alignment
At Will—identify, prestidigitation, true strike

Statistics
Str 14, Dex 14, Con 12, Int 15, Wis 15, Cha 17
Base Atk +6; CMB +8; CMD 22
Feats Dirty Fighting, Combat Reflexes, Improved Initiative
Skills Bluff +16, Heal +11, Knowledge (arcana) +11, Knowledge (religion) +11, Perception +15, Profession (soothsayer) +11, Sense Motive +15, Spellcraft +11; Racial Modifiers +4 Bluff, +4 Perception, +4 Sense Motive
Language Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ change shape (an elderly Medium humanoid with hair dyed in multiple colors, alter self), false divination, juicy gossip

False Divination (Su) Visseyen can naturally spoof casting divination spells and rituals by going replicating the words, the motions, and requisite magical auras.

Juicy Gossip (Su) Visseyen telepathically overhears local gossip, allowing them to make Knowledge (local) untrained, gaining +2 bonus to the checks for each day spend in a settled areas (be it an actual settlement, an extended household, or a castle, as long as it is inhabited by socially active sapient beings), to a maximum +14 bonus after one week. The bonus resets to zero after a week away from the settlement.

Menacing Double (Su) As a swift action, Visseyen can create a semi-real illusion of themselves occupying a square within 60 feet that threatens adjacent squares. Visseyen can deliver attacks of opportunity through their double, and flank enemies by themselves. As a standard action, they can vanish in a puff of smoke, teleporting themselves to replace their double.


Visseyen The Helpful is an unbound demon that travels the Material Plane posing as a variety of itinerant diviners, soothsayers, prophets, and seers. Always appearing as an elderly person, they offer advice, auguries, and prophecies, usually false, designed to promote mortals to perform petty acts of evil and chaos under the guise of deflecting bad luck and attention of evil spirits on others—though when the right opportunities occur, Visseyen gladly talks their client into committing serious sins and crimes.

Visseyen is sort of patient for a demon, sometimes manipulating their victims for an extended periods of time—either as a local soothsayer, or placing themselves in employment of people that interest him, though rarely having actual long-term plans, instead reacting to circumstances and grasping at opportunities as they appear.

In their true form, Visseyen appears to be a wrinkled, sexless humanoid with clawed hands, and colorful hair, though the colors vary wildly between forms and appearances.


2021-11-21

Fantasy Monster: Coin Drake

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Coin Drake

A stocky creature that resembles a cross between a toad and a gecko, with vestigial wings and bronze and gold scales that resemble coins.

CR 1; XP 400
N Tiny Dragon
Init +4; Senses darkvision 60 ft., low-light vision; Perception +6

Defense

AC 12, touch 12, flat-footed 12 (+2 size)
hp 15 (2d12+2)
Fort +4, Ref +3, Will +4
Immune paralysis, sleep

Offense
Speed 20 ft., burrow 20 ft. (piles of coins and gems only), climb 20 ft.
Melee bite +3 (1d4–1), 2 claws +3 (1d4–1)
Ranged spit coin +4 (2d6–1)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 2nd, concentration +3)
At Will—sift

Statistics
Str 8, Dex 10, Con 12, Int 5, Wis 13, Cha 13
Base Atk +2; CMB +2; CMD 9 (13 vs. trip)
Feats Improved Initiative
Skills Climb +6, Perception +6, Sense Motive +6, Stealth +13
Languages Draconic

Ecology
Environment warm and temperate ruins and urban
Organization solitary, pair, treasury (3–10)
Treasure standard

Spit Coin (Ex) A coin drake can grasp a nearby coin with its tongue and almost immediately spit it with a surprising strength and speed at its enemies, making a ranged thrown attack with range increment of 20 feet.


Coin drakes are minute draconids that love to infest supplies of coins, lost hoards, and forgotten treasuries. Feral coin drakes tend to be aggressive when anyone tries to take their coins, but more civilized ones can be reasoned with, tricked, or even employed as watchers and guardians. They can learn the basic idea of barter, though they have hard time comprehending more abstract evaluation of goods and services.

A coin drake may be selected as a familiar by a 3rd or higher level caster with Improved Familiar feat.


2021-11-14

Fantasy Monster: Camelovulture

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Camelovulture

A creature with the body and limbs of a camel, neck and a head of a vulture, and a feathery tail.

CR 5; XP 1,600
N Large Magical Beast
Init +1; Senses darkvision 60 ft., low-light, scent; Perception +12

Defense

AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 52 (7d10+14)
Fort +7, Ref +8, Will +4
Defensive Abilities desert dweller; Immune disease, nausea, sickness

Offense
Speed 50 ft.
Melee bite +10 (2d6+6)
Ranged corrosive spit +7 touch (4d6 acid, 2d6 acid in following turn)

Statistics
Str 18, Dex 13, Con 14, Int 2, Wis 15, Cha 7
Base Atk +7; CMB +12; CMD 22 (26 vs. trip)
Feats Endurance, Lightning Reflexes, Run, Vital Strike
Skills Perception +12

Ecology
Environment warm and hot savannah and deserts
Organization solitary, pair, pack (2-5)
Treasure standard

Corrosive Spit (Ex) A camelovulture can spit acidic spittle as a standard action, dealing 4d6 points of acid damage on a successful ranged touch attack to a target within 30 feet. Corrosive spit deals additional 2d6 points of acid damage on the camelovulture's following turn unless washed of with water or removed with acid neutralizing effect.

Desert Dweller (Ex) A camelovulture withstands desert heat and nighttime cold with little complaint. It gorges itself on water and flesh whenever possible, potentially ignoring effects of starvation and thirst for a number of days equal to its Constitution score, as long as it had chance to consume adequate amount of feed and liquids.


Camelovultures are vicious and cunning scavengers of the desert that can be occasionally tamed and used by mounts... As long as the rider is up to dealing with a moody and unruly beast and the constant stench of rotting meat.

Packs of camelovultures occasionally "hunt" by calmly trailing the potential prey across the dry wastelands until the victim falls to thirst and heat.


2021-11-07

Fantasy Monster: Clockwork Nightmare

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Clockwork Nightmare

This massive egg-shaped construction of iron plates and brass gears moves on spidery legs.

CR 13; 25,600 XP
N Colossal Construct (clockwork)
Init +5; Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +31

Defense
AC 28; touch 10, flat-footed 25 (+5 deflection, +1 Dex, +2 dodge, +18 natural, –8 size)
hp 190 (20d10+80)
Fort +11; Ref +14; Will +12
Defensive Abilities etched wards, opportunity repairs, swift reactions; DR 15/adamantine; Immune construct traits; Resist acid 20, cold 20, fire 20, sonic 20; SR 24
Weakness vulnerable to electricity

Offense
Speed 60 ft.; colossal walker
Melee 6 cutting tools +20 (1d6+8)
Ranged 6 spring bolts +20 (1d6+8)
Space 30 ft.; Reach 30 ft.
Special Attacks attacks of opportunity (10 per turn, +18 attack, 1d6+4 damage)

Statistics
Str 26, Dex 13, Con —, Int —, Wis 13, Cha 11
Base Atk +20; CMB +36; CMD 52 (64 vs. trip)
Feats Improved InitiativeB, Lightning ReflexesB
Skills Acrobatics +31, Perception +31; Racial Modifiers +30 Acrobatics, +30 Perception

Ecology
Environment ruins, urban
Organization solitary
Treasure double standard

Special Abilities

Etched Wards (Ex) A clockwork nightmare is enhanced with intricate wards inscribed on its elements granting it +5 deflection bonus to AC and +5 resistance bonus to saving throws.

Colossal Walker (Ex) A clockwork nightmare can walk over obstacles that are less than 10 feet tall, and can ignore most of the difficult terrain. It can still be hampered by deep water, mud, or sand, if those are deep enough for it to sink at at least 10 feet (and its extreme weight may make it breach surfaces capable of supporting Medium-sized creatures).

Opportunity Repairs (Ex) A clockwork nightmare is equipped with ten semi-autonomous appendages that it uses to make attacks of opportunity with +18 attack bonus dealing 1d6+4 points of damage. At the beginning of the clockwork nightmare turn, each of the appendages that wasn't used to make an attack of opportunity since the last turn repairs the clockwork nightmare for 1d6+4 points of damage instead.

Spring Bolts (Ex) A clockwork nightmare can fire metal bolts with great strength using powerful springs. These are treated as thrown attacks adding Strength to attack and damage rolls, with range increment of 40 feet and maximum range of five increments. When a clockwork nightmare takes a full attack action, it can make a total of six attacks mixing cutting tool and spring bolts attacks in the same action. A clockwork nightmare's internal systems seem to have limitless supply of suitable metal parts to be stashed inside.


A clockwork nightmare is an enormous clockwork construct of elaborate design and unknown origins that—unlike most clockwork machines—is fully capable of functioning without being winded up and repair itself from near destruction.