Battlewrought, Bolter
A spidery contraption composed mostly of a heavy crossbow with segmented legs and a long flexible tail.
CR 2; XP 600
CN Small Outsider (battlewrought, chaotic, extraplanar)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +6
Defense
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 21 (2d10+10); regeneration 2 (cold iron or lawful)
Fort +3, Ref +4, Will +1
Defensive Abilities constructed
Weakness rust vulnerability
Offense
Speed 40 ft., climb 20 ft.
Melee sting +4 (1d3+1)
Ranged heavy crossbow +4 (2d8, 19-20/x2)
Spell-Like Abilities (CL 1st, concentration +1)
Constant—abundant ammunition, gravity bow
3/day—true strike
Statistics
Str 13, Dex 13, Con 10, Int 7, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 13 (25 vs trip)
Feats Improved Initiative, Point-Blank Shot, Precise Shot
Skills Acrobatics +6, Climb +6, Perception +6, Stealth +10
Language does not speak but understands all spoken languages as per truespeech
SQ big weapon, reloading tail
Ecology
Environment any
Organization solitary, pair, or flock (3-14)
Treasure standard
Special Abilities
Big Weapon (Ex): A bolter is a living crossbow scaled for a Medium creature and deals damage accordingly, adjusted for its constant gravity bow spell-like ability.
Reloading Tail (Ex): A bolter's tail is flexible, strong, and semi-independent, being able to reload the heavy crossbow as a swift action.
Rust Vulnerability: A bolter affected with rust-inducing effect has its regeneration suppressed for the duration of the effect. Instantaneous rust effects suppress the regeneration for 1 round.
Bolters are the least and the smallest of the battlewrought, little more than mobile self-firing crossbows composed of debris of thousands of wars across the universe. They serve as scouts and ranged support for battlewrought troops. Their intuitive grasp of tactics and matters of war is much better than their lowly overall Intelligence score would suggest and some of them develop curiosity bordering recklessness, while others prefer to wait hidden in ambush to scouting.
A bolter battlewrought can become a familiar of a non-pacifist character with Improved Familiar feat (requires 7th caster level). It can be also acquired as a 4th level cohort.
The Battlewrought
The war incarnate, the spiritual debris of endless battles, the battlewrought are embodiment of conflict itself. While they appear to be husks made of discarded armors, broken weapons, and pieces of ancient siege engines, they are animated with a living force, spirits formed from out of the raw chaos of war.
Battlewrought Subtype: Battlewrought are spirits of war inhabiting shells made of shattered arms and armor. They have following traits.
Body Weaponry (Ex): All the weapons, shields, and armors used by battlewrought are parts of its body. They cannot be disarmed or removed. They can be sundered but they regenerate in 1 round if broken or 1d4+1 rounds if destroyed.
Constructed (Ex): Although battlewrought are living outsiders, their bodies are constructed of physical components, and in many ways function like constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), battlewrought count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Battlewrought are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.
Low-light Vision.
Saves: A battlewrought good saves are Fortitude and Reflexes.
Skills: A battlewrought counts Acrobatics, Intimidate, Knowledge (engineering), and one Profession skills related to war and its specific role such as siege engineer, soldier, teamster, or sailor as its class skills in addition to regular Outsider class skills.
Regeneration (Ex): All battlewrought have regeneration, usually suppressed by cold iron or lawful effects. The amount regenerated varies between battlewrought.
Truespeech (Su): A battlewrought can speak with any creature that has language as if using tongues (caster level 14th). This ability is always active.
Wrought For Battle (Ex): A battlewrought racial HD counts as fighter levels when meeting prerequisites of combat feats. A battlewrought gains bonus combat feats as if its racial HD were fighter levels.
Blog dedicated to Fantasy, SF, roleplaying games, writing, and occasional creative hijinks by Drejk.
2015-12-31
Monster: Bolter Battelwrought
2015-12-30
Monster: Abductor Toad
Abductor Toad
An enormous toad with multiple eyes, row of small horns and spikes along its back and spots of weird colors on its skin.
CR 9; XP 6,400
N Huge Magical Beast
Init +5; Senses darkvision 60 ft., low-light vision, sense teleport; Perception +16
Defense
AC 23, touch 9, flat-footed 22 (+1 Dex, +14 natural, -2 size)
hp 115 (10d10+60)
Fort +11, Ref +10, Will +8
Defensive Abilities no freebies
Offense
Speed 20 ft.
Melee bite +17 (1d8+9 plus grab), 2 claws +17 (1d8+9), tongue +17 (grab and pull)
Space 15 ft.; Reach 10 ft. (30 ft. with tongue)
Special Attacks pull (tongue, 25 ft.), swallow whole (3d6 acid, AC 21, 23 hp), teleport assault
Spell-Like Abilities (CL 13th, concentration +15)
At will—greater teleport (self and creatures and objects swallowed)
Statistics
Str 28, Dex 12, Con 22, Int 11, Wis 16, Cha 11
Base Atk +10; CMB +21 (+25 grapple); CMD 34
Feats Combat Casting, Improved Initiative, Iron Will, Lightning Reflexes, Uncanny Concentration
Skills Perception +16, Survival +16
Language Abyssal, Draconic, Infernal
SQ breach ward, prison gut
Ecology
Environment any
Organization solitary
Treasure standard
Special Abilities
Breach Ward (Sp): An abductor toad teleportation ability is powerful, capable of penetrating effects that would block it. This works like a greater dispel magic targeted against dimensional anchor, dimensional lock or any effect that prevents teleportation, that activates together with the teleportation effect used by the toad. If the dispel check is successful the blocking effect is suppressed for 1d4 rounds. Effects that could not be affected by dispel magic (such as antimagic field) cannot be breached by this ability.
Prison Gut (Ex): An abductor toad's innards were deliberately shaped to hold swallowed creatures. An abductor gut increases its natural armor by 4 and doubles amount of hit points needed to cut oneself out while swallowed. Swallowed creatures are unable to use teleportation effects and living creatures not immune to poison are sickened. An abductor toad can suppress or resume dealing continuous acid damage to swallowed creatures as a free action.
Sense Teleport (Su): An abductor toad can sense all teleportation effects and their residual aura as if using constant detect magic. It can take a move action to determine destination location of any sensed teleport effect.
Teleport Assault (Su): An abductor toad can make a single attack as a swift action after using its greater teleport spell-like ability.
No Freebies (Ex): A mercenary mindset is so deeply imprinted in the abductor toad's brain, that it cannot be compelled by mind-affecting effects to use its teleportation abilities against its will, and it will demand an appropriate payment for its teleportation services while charmed.
Abductor toads were deliberately created as a tool for precise teleportation strikes and, as their name implies, abduction. It is known that their creator used a sample of slime from a toad god to grow cunning weapon, but it is not known if their sapience was intentional or not. Since their creation abduction toads spread and grew independent. They have little love for humanoids but are sometimes willing to sell their services for prodigious amounts of food and fancy trinkets from time to time, acting as mercenary kidnappers, or more rarely offering transportation services (as long as the traveler is willing to trust being swallowed by a humongous toad and has enough hope that he will be spit out at the end of the journey).
Abductor toad eyes can be used as an additional material component while casting teleportation spells increasing their caster level by 2.
Elder abductor toads (CR 11) grow even larger, gaining advanced and giant simple templates, increasing their caster level to 20 and being able to use interplanetary teleport and plane shift spell-like abilities.
An enormous toad with multiple eyes, row of small horns and spikes along its back and spots of weird colors on its skin.
CR 9; XP 6,400
N Huge Magical Beast
Init +5; Senses darkvision 60 ft., low-light vision, sense teleport; Perception +16
Defense
AC 23, touch 9, flat-footed 22 (+1 Dex, +14 natural, -2 size)
hp 115 (10d10+60)
Fort +11, Ref +10, Will +8
Defensive Abilities no freebies
Offense
Speed 20 ft.
Melee bite +17 (1d8+9 plus grab), 2 claws +17 (1d8+9), tongue +17 (grab and pull)
Space 15 ft.; Reach 10 ft. (30 ft. with tongue)
Special Attacks pull (tongue, 25 ft.), swallow whole (3d6 acid, AC 21, 23 hp), teleport assault
Spell-Like Abilities (CL 13th, concentration +15)
At will—greater teleport (self and creatures and objects swallowed)
Statistics
Str 28, Dex 12, Con 22, Int 11, Wis 16, Cha 11
Base Atk +10; CMB +21 (+25 grapple); CMD 34
Feats Combat Casting, Improved Initiative, Iron Will, Lightning Reflexes, Uncanny Concentration
Skills Perception +16, Survival +16
Language Abyssal, Draconic, Infernal
SQ breach ward, prison gut
Ecology
Environment any
Organization solitary
Treasure standard
Special Abilities
Breach Ward (Sp): An abductor toad teleportation ability is powerful, capable of penetrating effects that would block it. This works like a greater dispel magic targeted against dimensional anchor, dimensional lock or any effect that prevents teleportation, that activates together with the teleportation effect used by the toad. If the dispel check is successful the blocking effect is suppressed for 1d4 rounds. Effects that could not be affected by dispel magic (such as antimagic field) cannot be breached by this ability.
Prison Gut (Ex): An abductor toad's innards were deliberately shaped to hold swallowed creatures. An abductor gut increases its natural armor by 4 and doubles amount of hit points needed to cut oneself out while swallowed. Swallowed creatures are unable to use teleportation effects and living creatures not immune to poison are sickened. An abductor toad can suppress or resume dealing continuous acid damage to swallowed creatures as a free action.
Sense Teleport (Su): An abductor toad can sense all teleportation effects and their residual aura as if using constant detect magic. It can take a move action to determine destination location of any sensed teleport effect.
Teleport Assault (Su): An abductor toad can make a single attack as a swift action after using its greater teleport spell-like ability.
No Freebies (Ex): A mercenary mindset is so deeply imprinted in the abductor toad's brain, that it cannot be compelled by mind-affecting effects to use its teleportation abilities against its will, and it will demand an appropriate payment for its teleportation services while charmed.
Abductor toads were deliberately created as a tool for precise teleportation strikes and, as their name implies, abduction. It is known that their creator used a sample of slime from a toad god to grow cunning weapon, but it is not known if their sapience was intentional or not. Since their creation abduction toads spread and grew independent. They have little love for humanoids but are sometimes willing to sell their services for prodigious amounts of food and fancy trinkets from time to time, acting as mercenary kidnappers, or more rarely offering transportation services (as long as the traveler is willing to trust being swallowed by a humongous toad and has enough hope that he will be spit out at the end of the journey).
Abductor toad eyes can be used as an additional material component while casting teleportation spells increasing their caster level by 2.
Elder abductor toads (CR 11) grow even larger, gaining advanced and giant simple templates, increasing their caster level to 20 and being able to use interplanetary teleport and plane shift spell-like abilities.
2015-12-29
Monster: Dire Toy
Dire Toy
A child-sized teddy bear, clearly tattered and patched with cloth and fur.
CR 4; XP 1,200
LG or CE Small Construct
Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
Defense
AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 37 (5d10+10)
Fort +1, Ref +7, Will +3
Defensive Abilities evasion; Immune construct traits
Offense
Speed 20 ft., climb 15 ft.
Melee bite +8 (1d6+2), 2 claws +8 (1d6+2)
Special Attacks pounce
Statistics
Str 14, Dex 18, Con —, Int 11, Wis 15, Cha 11
Base Atk +5; CMB +6; CMD 20
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes
Skills Acrobatics +12, Climb +10, Perception +15, Stealth +13; Racial Modifiers +8 Acrobatics, +8 Perception
Language Common (understands but does not speak)
SQ compression, hidden monster, patch and stitch
Ecology
Environment any urban
Organization solitary, pair, or band (3-12)
Treasure standard
Special Abilities
Hidden Monster (Ex): A dire toy can hide oneself among mundane toys with ease. When in place where a toy could be expected it can use Stealth even without proper cover or concealment and can take 20 on the Stealth check.
Patch And Stitch (Ex): A dire toy can use parts from other toys or other materials, such as clothing and pieces of cured leather to repair itself. Each minute of work repairs 1 point of damage. Three dire toys can work together to create a new dire toy as if they had Craft Construct feat and all the required spells—instead of a regular crafting check they need to roll a Wisdom check (DC 10). On a successful check, they create a dire toy matching their alignment and role. On a failed check the created dire toy has opposite alignment.
A thrown away teddy bear, a porcelain figurine, a rag doll... Any of those mundane toys could really be a dire toy. An animated construct tasked with defense of children from the darkest nightmares, or a corrupted monster bent on protecting the children from adults... By destroying any adults around. Good or bad, dire toys normally look like rather big mundane toys, until they engage in combat when their mouth open unnaturally wide revealing powerful fangs, and their hands or paws sprout long talons. Unlike majority of animated toys, dire toys are not only ambulatory but also fairly intelligent, capable of planning and even building more of their kind.
Construction
A dire toy is made of cloth, cured leather, wood, metal wires, porcelain, with the body itself costing approximately 50 gp.
Dire Toy
CL 10th; Price 10,050 gp.
Requirements Craft Construct, charm person, mending, unseen servant; Skill Craft (tailor); Cost 5,050 gp.
A child-sized teddy bear, clearly tattered and patched with cloth and fur.
CR 4; XP 1,200
LG or CE Small Construct
Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
Defense
AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 37 (5d10+10)
Fort +1, Ref +7, Will +3
Defensive Abilities evasion; Immune construct traits
Offense
Speed 20 ft., climb 15 ft.
Melee bite +8 (1d6+2), 2 claws +8 (1d6+2)
Special Attacks pounce
Statistics
Str 14, Dex 18, Con —, Int 11, Wis 15, Cha 11
Base Atk +5; CMB +6; CMD 20
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes
Skills Acrobatics +12, Climb +10, Perception +15, Stealth +13; Racial Modifiers +8 Acrobatics, +8 Perception
Language Common (understands but does not speak)
SQ compression, hidden monster, patch and stitch
Ecology
Environment any urban
Organization solitary, pair, or band (3-12)
Treasure standard
Special Abilities
Hidden Monster (Ex): A dire toy can hide oneself among mundane toys with ease. When in place where a toy could be expected it can use Stealth even without proper cover or concealment and can take 20 on the Stealth check.
Patch And Stitch (Ex): A dire toy can use parts from other toys or other materials, such as clothing and pieces of cured leather to repair itself. Each minute of work repairs 1 point of damage. Three dire toys can work together to create a new dire toy as if they had Craft Construct feat and all the required spells—instead of a regular crafting check they need to roll a Wisdom check (DC 10). On a successful check, they create a dire toy matching their alignment and role. On a failed check the created dire toy has opposite alignment.
A thrown away teddy bear, a porcelain figurine, a rag doll... Any of those mundane toys could really be a dire toy. An animated construct tasked with defense of children from the darkest nightmares, or a corrupted monster bent on protecting the children from adults... By destroying any adults around. Good or bad, dire toys normally look like rather big mundane toys, until they engage in combat when their mouth open unnaturally wide revealing powerful fangs, and their hands or paws sprout long talons. Unlike majority of animated toys, dire toys are not only ambulatory but also fairly intelligent, capable of planning and even building more of their kind.
Construction
A dire toy is made of cloth, cured leather, wood, metal wires, porcelain, with the body itself costing approximately 50 gp.
Dire Toy
CL 10th; Price 10,050 gp.
Requirements Craft Construct, charm person, mending, unseen servant; Skill Craft (tailor); Cost 5,050 gp.
2015-12-28
Monster: Wyrmling, Shooting Star
Wyrmling, Shooting Star
A minute slender winged dragon. Its scales are silvery, its wings are delicate, its moves are sudden and confusing.
CR 2; XP 2,400
CN Tiny Dragon
Init +6; Senses darkvision 60 ft., low-light vision; Perception +7
Defense
AC 15, touch 13, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 17 (2d12+4)
Fort +5, Ref +5, Will +5
Defensive Abilities blurred flight; Immune paralysis, sleep
Offense
Speed 40 ft., fly 60 ft. (good)
Melee bite +2 (1d3-2), 2 claws +2 (1d3-2), tail slap +2 (1d3-2)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon
Statistics
Str 8, Dex 14, Con 14, Int 11, Wis 15, Cha 11
Base Atk +2; CMB –2; CMD 10 (14 vs trip)
Feats Improved Initiative
Skills Fly +15, Perception +7, Stealth +15, Survival +7, Swim +4
Language Draconic
Ecology
Environment any
Organization solitary
Treasure standard
Special Abilities
Blurred Flight (Su): Shooting star wyrmlings fly around in bursts of speed. A shooting star wyrmling can take a move action to fly in a straight line at double its regular speed gaining benefits of blur until the beginning of its next turn.
Breath Weapon (Su): Shooting star wyrmlings spew pulses of raw magic, remarkably similar to the projectiles of magic missile spell. A shooting star wyrmling can spit up to three missiles at once, each inflicting 1d4+1 points of force damage to creature within 100 feet. For each missile produced beyond the first, the shooting star wyrmling cannot use its breath weapon for one round.
A tiny draconic curiosities, shooting star wyrmlings are either ancient beings that remained forgotten for ages or a very recent creation. Like other dragons, they have a magical breath weapon, but unlike their bigger cousins they produce motes of raw magic instead of elemental energies. This is their main noticeable trait, for their breath is remarkably similar to magic missile spell leading to speculation about their origins. A number of sages suggest that contacts with the shooting star wyrmlings inspired the early spellcasters to formulate magic missile spells. Other scholars insist that such complex form of magic could not occur naturally, and clearly the wyrmlings were breed by unknown creator in much more recent times specifically to mimic the spell and not the other way around.
Regardless of the truth of their origins, the shooting star wyrmlings are here and will stay here, unless they will be hunted to extinction by more ruthless magicians. A vial of fluids distilled from a single shooting star wyrmling's blood, lymph, and viscera can be used as an added material component to magic missile spell, allowing it to ignore target's Spell Resistance.
A shooting star wyrmling can be befriended and become a familiar of a suitable character with Improved Familiar feat (requires caster level 7th) or cohort of a character with Leadership feat (counts as 5th level cohort).
A minute slender winged dragon. Its scales are silvery, its wings are delicate, its moves are sudden and confusing.
CR 2; XP 2,400
CN Tiny Dragon
Init +6; Senses darkvision 60 ft., low-light vision; Perception +7
Defense
AC 15, touch 13, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 17 (2d12+4)
Fort +5, Ref +5, Will +5
Defensive Abilities blurred flight; Immune paralysis, sleep
Offense
Speed 40 ft., fly 60 ft. (good)
Melee bite +2 (1d3-2), 2 claws +2 (1d3-2), tail slap +2 (1d3-2)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon
Statistics
Str 8, Dex 14, Con 14, Int 11, Wis 15, Cha 11
Base Atk +2; CMB –2; CMD 10 (14 vs trip)
Feats Improved Initiative
Skills Fly +15, Perception +7, Stealth +15, Survival +7, Swim +4
Language Draconic
Ecology
Environment any
Organization solitary
Treasure standard
Special Abilities
Blurred Flight (Su): Shooting star wyrmlings fly around in bursts of speed. A shooting star wyrmling can take a move action to fly in a straight line at double its regular speed gaining benefits of blur until the beginning of its next turn.
Breath Weapon (Su): Shooting star wyrmlings spew pulses of raw magic, remarkably similar to the projectiles of magic missile spell. A shooting star wyrmling can spit up to three missiles at once, each inflicting 1d4+1 points of force damage to creature within 100 feet. For each missile produced beyond the first, the shooting star wyrmling cannot use its breath weapon for one round.
A tiny draconic curiosities, shooting star wyrmlings are either ancient beings that remained forgotten for ages or a very recent creation. Like other dragons, they have a magical breath weapon, but unlike their bigger cousins they produce motes of raw magic instead of elemental energies. This is their main noticeable trait, for their breath is remarkably similar to magic missile spell leading to speculation about their origins. A number of sages suggest that contacts with the shooting star wyrmlings inspired the early spellcasters to formulate magic missile spells. Other scholars insist that such complex form of magic could not occur naturally, and clearly the wyrmlings were breed by unknown creator in much more recent times specifically to mimic the spell and not the other way around.
Regardless of the truth of their origins, the shooting star wyrmlings are here and will stay here, unless they will be hunted to extinction by more ruthless magicians. A vial of fluids distilled from a single shooting star wyrmling's blood, lymph, and viscera can be used as an added material component to magic missile spell, allowing it to ignore target's Spell Resistance.
A shooting star wyrmling can be befriended and become a familiar of a suitable character with Improved Familiar feat (requires caster level 7th) or cohort of a character with Leadership feat (counts as 5th level cohort).
Monster Week
I decided to post one (more or less new) monster each day of this week. Starting with shooting star wyrmling today. What monsters will follow? Will see.
2015-12-27
Monster: Bone Pyromancer
Bone Pyromancer
A skeletal figure in half-burned robes with a pair of embers where eyes should be. Its hands burn with flames and heat distorts air all around it.
CR 6; XP 2,400
CE Medium Undead (fire)
Init +8; Senses darkvision 60 ft., Perception +12
Aura restless heat
Defense
AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 natural)
hp 68 (8d8+32)
Fort +6, Ref +6, Will +9
Defensive Abilities absorb fire, undead traits; DR 5/bludgeoning; Immune fire
Vulnerability cold
Offense
Speed 30 ft.
Melee 2 claws +8 (1d4+2 plus 1d6 fire)
Ranged scorching ray +10 touch (4d6 fire)
Spell-Like Abilities (CL 5th, concentration +9)
At will—burning hands (DC 15), flaming sphere (DC 16), pyrotechnics (DC 16), scorching ray, spark
Statistics
Str 14, Dex 18, Con –, Int 13, Wis 13, Cha 19
Base Atk +6; CMB +8; CMD 22
Feats Combat Casting, Dodge, Improved Initiative, Iron Will
Skills Intimidate +15, Knowledge (arcana) +12, Knowledge (religion) +12, Perception +12, Spellcraft +12
Language Abyssal, Common, Ignan
Ecology
Environment any
Organization solitary
Treasure standard
Special Abilities
Absorb Fire (Su): Bone pyromancers arise from fiery destruction. They are not only immune to fire damage but flames mend their undead bodies. Whenever a bone pyromancer is exposed to fire effect, it heals 1 hit point per 3 points of damage the attack would otherwise deal. If the amount of healing would cause the pyromancer to exceed its full normal hit points, it gains any excess as temporary hit points. A bone pyromancer usually deliberately fails its saving throw against fire effects to maximize effects of this ability.
Restless Heat (Su): Bone pyromancers emanate aura of unholy heat that augments nearby undeads. All the undeads within 60 feet gain 10 points of fire resistance and their natural and manufactured weapons gain flaming weapon property.
Sometimes, when a pyromaniac caster dies, especially when the deceased died in his beloved flames, when the flesh burns away, the blackened bones keep going, spreading the fire. Bone pyromancers are animated by a insane will focused on watching the world burn. They are malevolent beings having little interest beyond causing fiery destruction around them.
More willful spellcasters whose bodies were burned away might arise as spectral pyromancers (CR 8). They gain 2 additional Hit Dice, advanced template, incorporeal subtype, incorporeal special quality, and Empower Spell-like Ability (burning hands) feat but they lose DR and replace natural armor bonus to AC with deflection bonus. Their spell-like abilities have 7th caster level and they can use fireball three times per day.
A skeletal figure in half-burned robes with a pair of embers where eyes should be. Its hands burn with flames and heat distorts air all around it.
CR 6; XP 2,400
CE Medium Undead (fire)
Init +8; Senses darkvision 60 ft., Perception +12
Aura restless heat
Defense
AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 natural)
hp 68 (8d8+32)
Fort +6, Ref +6, Will +9
Defensive Abilities absorb fire, undead traits; DR 5/bludgeoning; Immune fire
Vulnerability cold
Offense
Speed 30 ft.
Melee 2 claws +8 (1d4+2 plus 1d6 fire)
Ranged scorching ray +10 touch (4d6 fire)
Spell-Like Abilities (CL 5th, concentration +9)
At will—burning hands (DC 15), flaming sphere (DC 16), pyrotechnics (DC 16), scorching ray, spark
Statistics
Str 14, Dex 18, Con –, Int 13, Wis 13, Cha 19
Base Atk +6; CMB +8; CMD 22
Feats Combat Casting, Dodge, Improved Initiative, Iron Will
Skills Intimidate +15, Knowledge (arcana) +12, Knowledge (religion) +12, Perception +12, Spellcraft +12
Language Abyssal, Common, Ignan
Ecology
Environment any
Organization solitary
Treasure standard
Special Abilities
Absorb Fire (Su): Bone pyromancers arise from fiery destruction. They are not only immune to fire damage but flames mend their undead bodies. Whenever a bone pyromancer is exposed to fire effect, it heals 1 hit point per 3 points of damage the attack would otherwise deal. If the amount of healing would cause the pyromancer to exceed its full normal hit points, it gains any excess as temporary hit points. A bone pyromancer usually deliberately fails its saving throw against fire effects to maximize effects of this ability.
Restless Heat (Su): Bone pyromancers emanate aura of unholy heat that augments nearby undeads. All the undeads within 60 feet gain 10 points of fire resistance and their natural and manufactured weapons gain flaming weapon property.
Sometimes, when a pyromaniac caster dies, especially when the deceased died in his beloved flames, when the flesh burns away, the blackened bones keep going, spreading the fire. Bone pyromancers are animated by a insane will focused on watching the world burn. They are malevolent beings having little interest beyond causing fiery destruction around them.
More willful spellcasters whose bodies were burned away might arise as spectral pyromancers (CR 8). They gain 2 additional Hit Dice, advanced template, incorporeal subtype, incorporeal special quality, and Empower Spell-like Ability (burning hands) feat but they lose DR and replace natural armor bonus to AC with deflection bonus. Their spell-like abilities have 7th caster level and they can use fireball three times per day.
2015-12-21
Envoy: The Guidance
When the Benefactors came to the Earth, they decided they need assistance of the local denizens while bringing Unity, Progress, and Expansion to humanity. Their handpicked agents were given biological, cybernetic, and psychological improvements pushing them far above the mundane specimens of homo sapiens. They became liaisons with governments of the world and corporations, speakers and public relation assistants, diplomatic attaches, and staff for the various installations and institutions raised by the Benefactors. Now they are fulfilling their tasks with loyalty and dedication... Usually.
Their proximity to the Benefactors gives them certain insight and knowledge denied to other humans, but they are still kept in the dark about many things concerning their patrons. In fact, they are aware that there are more things they don't know than those that were revealed to them, for the Benefactors are used to keeping mystique and only provide information they specifically deem to be needed by their agents to complete their orders. At times, it even seems that Benefactors are deliberately restricting information available... Do they hide some unspeakable secrets from their Envoys? Or maybe they want to motivate self-learning instead? Certainly they seem to cherish when Envoys discover things on their own but is that honest reaction or just concealment of their failure to keep secrets?
It is clear to any experienced Envoy that Benefactors are not single minded hive, for there are philosophically driven factions among them. Factions within factions in fact, and they seem to be fluid in their convictions and activities to muddy the waters even more. The main division seems to be the focus on one of the three great values (or at least goals they set for humankind): Unity, Progress, and Expansion. Unifiers favor the Unity, a hard to translate into human language sense of serenity, internal cooperation, psychological and social integrity. They want to engineer human culture and society into a smooth and harmonious composition, suffering from no dissent or dissonance. Evolvers want to accelerate humanity 's Progress, to push them beyond their current biological and psychological restrictions and make them so much more than they are now. Builders want to maintain and accelerate Expansion which is intended to bring prosperity and potential. Various Benefactors seem to assign differing priority and degree of support to each of this values, creating a bewildering array of subfactions and lodges... And yet, following the principles of Unity, they cooperate and present unified facade to the peoples of the Earth. Completing the missions and advancing the cause of each of this values brings each Envoy corresponding faction influence—ability to call upon extra resources, aid, and favors from supporters of each of the great values.
Even without tapping their accumulated faction influence Envoys have great resources at their hand: their personal augmentations, the Benefactors' information network, alien tech arms, tools, and vehicles, aid of Terran Assistance, international organization that includes but is not restricted to security and paramilitary forces, providing many vital services to the Benefactors and their Envoys. Envoys also enjoy special legal status, close to diplomatic immunity.
Personal augmentations that are available to Envoys vary between individual Envoys, but all are given neurocom, an internal alien computer and communicator connected directly to their neural system giving them access to the Benefactors' information network and allowing them to control various alien tech devices. Neurocoms are capable of running one or more Agents, digital protocols managing various digital and mental tasks for the Envoys, a necessary tool while using any complex alien tech devices or vehicles, but also a helpful aid while searching networks and analyzing data. Two more implants shared by all Envoys are personal force field, capable of absorbing staggering amount of damage, and an internal energy source to power the force field, the neurocom, and any other implants the Envoy might receive. In addition to listed implants, all the Envoys are augmented with genetic therapy and nanobots that make them immune to most diseases, reduce effects of many toxins, accelerate natural healing, and allows surviving any non-immediately lethal wounds. Depending upon their tasks Envoys might receive other augmentations, implants, genetic modifications, and psychological conditioning.
The Earth's internet is dwarfed by the Benefactors' information network by orders of magnitude, though most information brought from beyond Earth or concerning the Benefactors' activity is hidden behind various layers of clearances and almost total incomprehensibility of the alien language, which seems to resist most attempts of deciphering without using alien tech computers. While most humans can access the public areas of the network, Envoys have much higher clearances than other humans, including Terran Assistance. Still, they can view only an insignificant fraction of information available in the network, even while using their accumulated influence to temporarily extend their clearances.
Alien technology available to Envoys surpasses anything available on Earth, including hand weapons capable of vaporizing cars, drones and shuttles that can fly with unearthly grace of gravity-manipulating vehicles, machines that can regrow lost limbs... All of those devices, except for the few deemed suitable for public use, have to be controlled via neurocom connection and require focus of one or more Agents.
Terran Assistance is an international organization composed of men and women dedicated to promoting cooperation between humankind and the Benefactors, educating humans about the benefits of the Benefactors' presence, advising the Benefactors about dealing with humankind, and suggesting ways the Benefactors could help Earth, but also providing a number of services to the Benefactors, including the sadly necessary security to facilities and areas restricted for the Benefactors' use, to prevent attacks from xenophobes, and to protect xenophiles from their own enthusiasm.
The main problem with which Envoys have to deal is countering threat of various groups hostile to the Benefactors: xenophobes, religious fundamentalists, biological and cultural purists that reject prospect of human evolution, fringe political groups, and steady supply of mentally incompetent individuals. Many of those struggles are not of physical and violent nature, being fought on social, psychological, political and economic level. Occasionally they have to oversee certain scientific or sociological experiments or attempts of applied engineering involving alien technology. Some of the Envoys also have to deal with doubts in the sincerity of the Benefactors, or try to reconcile certain discrepancies in their declarations and actions... A few Envoys already failed in those internal struggles going through psychotic breakdowns, turning into a bitter supporters of groups opposing the Benefactors... And there is the issue of something the Benefactors do not speak directly, something related to the stars and certain regions of the galaxy. Could it be some species or culture hostile to the Benefactors? Would those Externals be hostile to the Earth as well, or are they simply the competition to the Benefactors?
Their proximity to the Benefactors gives them certain insight and knowledge denied to other humans, but they are still kept in the dark about many things concerning their patrons. In fact, they are aware that there are more things they don't know than those that were revealed to them, for the Benefactors are used to keeping mystique and only provide information they specifically deem to be needed by their agents to complete their orders. At times, it even seems that Benefactors are deliberately restricting information available... Do they hide some unspeakable secrets from their Envoys? Or maybe they want to motivate self-learning instead? Certainly they seem to cherish when Envoys discover things on their own but is that honest reaction or just concealment of their failure to keep secrets?
It is clear to any experienced Envoy that Benefactors are not single minded hive, for there are philosophically driven factions among them. Factions within factions in fact, and they seem to be fluid in their convictions and activities to muddy the waters even more. The main division seems to be the focus on one of the three great values (or at least goals they set for humankind): Unity, Progress, and Expansion. Unifiers favor the Unity, a hard to translate into human language sense of serenity, internal cooperation, psychological and social integrity. They want to engineer human culture and society into a smooth and harmonious composition, suffering from no dissent or dissonance. Evolvers want to accelerate humanity 's Progress, to push them beyond their current biological and psychological restrictions and make them so much more than they are now. Builders want to maintain and accelerate Expansion which is intended to bring prosperity and potential. Various Benefactors seem to assign differing priority and degree of support to each of this values, creating a bewildering array of subfactions and lodges... And yet, following the principles of Unity, they cooperate and present unified facade to the peoples of the Earth. Completing the missions and advancing the cause of each of this values brings each Envoy corresponding faction influence—ability to call upon extra resources, aid, and favors from supporters of each of the great values.
Even without tapping their accumulated faction influence Envoys have great resources at their hand: their personal augmentations, the Benefactors' information network, alien tech arms, tools, and vehicles, aid of Terran Assistance, international organization that includes but is not restricted to security and paramilitary forces, providing many vital services to the Benefactors and their Envoys. Envoys also enjoy special legal status, close to diplomatic immunity.
Personal augmentations that are available to Envoys vary between individual Envoys, but all are given neurocom, an internal alien computer and communicator connected directly to their neural system giving them access to the Benefactors' information network and allowing them to control various alien tech devices. Neurocoms are capable of running one or more Agents, digital protocols managing various digital and mental tasks for the Envoys, a necessary tool while using any complex alien tech devices or vehicles, but also a helpful aid while searching networks and analyzing data. Two more implants shared by all Envoys are personal force field, capable of absorbing staggering amount of damage, and an internal energy source to power the force field, the neurocom, and any other implants the Envoy might receive. In addition to listed implants, all the Envoys are augmented with genetic therapy and nanobots that make them immune to most diseases, reduce effects of many toxins, accelerate natural healing, and allows surviving any non-immediately lethal wounds. Depending upon their tasks Envoys might receive other augmentations, implants, genetic modifications, and psychological conditioning.
The Earth's internet is dwarfed by the Benefactors' information network by orders of magnitude, though most information brought from beyond Earth or concerning the Benefactors' activity is hidden behind various layers of clearances and almost total incomprehensibility of the alien language, which seems to resist most attempts of deciphering without using alien tech computers. While most humans can access the public areas of the network, Envoys have much higher clearances than other humans, including Terran Assistance. Still, they can view only an insignificant fraction of information available in the network, even while using their accumulated influence to temporarily extend their clearances.
Alien technology available to Envoys surpasses anything available on Earth, including hand weapons capable of vaporizing cars, drones and shuttles that can fly with unearthly grace of gravity-manipulating vehicles, machines that can regrow lost limbs... All of those devices, except for the few deemed suitable for public use, have to be controlled via neurocom connection and require focus of one or more Agents.
Terran Assistance is an international organization composed of men and women dedicated to promoting cooperation between humankind and the Benefactors, educating humans about the benefits of the Benefactors' presence, advising the Benefactors about dealing with humankind, and suggesting ways the Benefactors could help Earth, but also providing a number of services to the Benefactors, including the sadly necessary security to facilities and areas restricted for the Benefactors' use, to prevent attacks from xenophobes, and to protect xenophiles from their own enthusiasm.
The main problem with which Envoys have to deal is countering threat of various groups hostile to the Benefactors: xenophobes, religious fundamentalists, biological and cultural purists that reject prospect of human evolution, fringe political groups, and steady supply of mentally incompetent individuals. Many of those struggles are not of physical and violent nature, being fought on social, psychological, political and economic level. Occasionally they have to oversee certain scientific or sociological experiments or attempts of applied engineering involving alien technology. Some of the Envoys also have to deal with doubts in the sincerity of the Benefactors, or try to reconcile certain discrepancies in their declarations and actions... A few Envoys already failed in those internal struggles going through psychotic breakdowns, turning into a bitter supporters of groups opposing the Benefactors... And there is the issue of something the Benefactors do not speak directly, something related to the stars and certain regions of the galaxy. Could it be some species or culture hostile to the Benefactors? Would those Externals be hostile to the Earth as well, or are they simply the competition to the Benefactors?
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