Creatures of old religions (APRICOT) [Archive] - Wizards Community

Post/Author/DateTimePost
Watchdog_of_Hades

03-21-06, 04:43 PM
I recently got a book entitled Gods and Goddesses, Devils and Demons, and in it is a monster called the Kulshedra that I thought was pretty dang cool. Here're stats for it.
Kulshedra (hag form)
Large Magical Beast
Hit dice: 25d10+25 (162 hp)
Initiative: +5
Speed: 30 ft.
Armor Class: 12 (-1 size, +1 Dex, +2 natural, ), touch 10, flat-footed 11
Base Attack/Grapple: +25/+29
Attack: Claw +26 melee (1d6 plus disease)
Full attack: 2 claws +26 melee (1d6 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, Drought
Special Qualities: Dragon form, DR 5/magic
Saves: Fort +14, Ref +15, Will +12
Abilities: Str 10, Dex 12, Con 10, Int 18, Wis 20, Cha 8
Skills: I'm too lazy for skills.
Feats: Improved initiative, Weapon focus (claw), Improved toughness, too lazy for the rest
Environment: Any land
Organization: Solitary
Challenge Rating: About 17? It can turn into the dragon, remember.
Treasure: Standard
Alignment: Neutral Evil
Advancement: 26-35 HD (Large); 36-44 HD (Huge)
Level Adjustment: -


Kulshedra (dragon form)
Gargantuan Magical Beast
Hit dice: 25d10+125+25 (287 hp)
Initiative: +5
Speed: 40 ft., fly 60 ft. (poor)
Armor Class: 31 (-4 size, +1 Dex, +24 natural, ), touch 7, flat-footed 30
Base Attack/Grapple: +25/+29
Attack: Bite +32 melee (3d6+7) or claw +32 melee (2d6+3) or spit +27 ranged touch (12d6 fire) or urine +26 ranged touch (8d6 acid plus disease)
Full attack: Bite +30 melee (3d6+7) and 2 claws +32 melee (2d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spit, Urine, Drought
Special Qualities: Hag form, DR 10/+2
Saves: Fort +19, Ref +15, Will +12
Abilities: Str 24, Dex 12, Con 20, Int 18, Wis 20, Cha 18
Skills: I'm too lazy for skills.
Feats: Improved initiative, Weapon focus (spit), Improved toughness, too lazy for the rest
Environment: Any land
Organization: Solitary
Challenge Rating: About 17?
Treasure: Standard
Alignment: Neutral Evil
Advancement: 26-35 HD (Large); 36-44 HD (Huge)
Level Adjustment: -

Before you stands an enormous hag. Her grayish skin is covered with warts and her fingernails are long and sharp. Her yellow, bloodshot eyes glitter as she regards you. Before your eyes, the warts suddenly become glittering black and red scales, her hands become claws, her ears horns, and her teeth fangs. She grows to immense proportions and sends a puff of acrid smoke from her nostrils. She now looks the perfect image of an evil dragon.

"Kulshedra: A demonic being in Albanian folklore which appears either as an enormous hag with pendulous breasts, or as a dragon-like monster spitting fire. It uses its own urine as a weapon. The kulshedra can cause a water shortage, and can only be placated by means of human sacrifice. The name comes from the Latin chersydrus which means something like 'the snake that lives in the water and on the earth'. The male form, known as Kulsheder, acts as a devil." - Gods and Goddesses, Devils and Demons, by Manfred Lurker

No, I'm not kidding and embellishing. You read that correctly.
PC: We go into the cave.
DM: Roll initiative.
*everyone rolls initiative*
DM: Okay, the monster goes first. It urinates at you.

Kulshedras weigh 500 pounds in their human forms and 12,800 pounds in their dragon forms. They speak abyssal and common.

Combat
A kulshedra will start battle by morphing into dragon form if it isn't in it already. Then it will use its spit and urine on one (usually the nearest) opponent and continue to do attack that enemy throughout the combat, using the one that dealt more damage. If things are looking bad for the kulshedra, it will run.
Drought (Su): The kulshedra can cause a drought in a 100-mile radius around it. This takes 24 hours of unbroken concentration to achieve. One week after the concentration ends, no rain will fall and rivers will only produce two thirds as much water as they normally do. Two weeks after the end of concentration, springs stop spraying up water, wells run out, and rivers produce but one third their normal water. Three weeks after concentration, rivers only produce enough water to sustain one or two people who drink sparingly, reduced to mere trickles of water. This effect only ends when the kulshedra is dead or when a community within the drought radius sacrifices a member of their own race. This need not be to the kulshedra specifically. as long as the sacrifice is to end the drought, the kulshedra will stop. No other entity can benefit from this sacrifice.
Spell-like abilities (Sp): At will: Evil Eye (BoVD), Sap Strength (BoVD), Ray of Enfeeblement, Ray of Exhaustion. 3/day: Finger of Death, Ethereal Jaunt, Insanity, Flesh to Stone, Bestow Curse. 1/day: Horrid Wilting, Weird, Wail of the Banshee, Power Word Kill, Befoul (BoVD), Pestilence, Bestow Greater Curse (BoVD). Caster level 18, DC 15 + spell level.
Spit (Ex): A kulshedra's saliva burns with unholy fire. With a successful ranged touch attack (range 60 ft), it can deal 12d6 fire damage, Reflex save DC 23 half.
Urine (Ex): The urine of a kulshedra is so unclean that it is actually acidic. With a ranged touch attack (range 30 ft), the kulshedra can deal 8d6 acid damage, Reflex DC 23 for half. Also, the urine is a breeding ground for viruses and bacteria, and so transmits a disease from the list below. Roll seperately for each attack.
Disease (Ex): The claws and urine of a kulshedra are almost made of filth, they're so disgusting. Each time the kulshedra successfully hits with either of them, roll on the table below to see what disease the target may contract. The Fortitude DC's are normal for the diseases.
d% DMG disease BoVD disease
1-10 Blinding sick. Acid fever
11-20 Shakes..... Blue guts
21-30 Cackle fever Fire taint
31-40 Demon fever Vile rigidity
41-50 Devil chills Melting fury
51-60 Filth fever Life blindness
61-70 Mindfire Faceless hate
71-80 Mummy rot Festering anger
81-90 Red ache Iron corruption
91-100 Slimy doom Soul rot
I had to put in periods because blinding sickness and shakes were too long and short and messed up the tabs. There's a 50% chance for the DMG and 50% for the BoVD diseases. If you don't have the Book of Vile Darkness, just use the DMG disease.

I'll probably add more monsters from my book later, but this was the first really interesting one I looked at.
metamind

03-21-06, 05:00 PM
Kulshedra (dragon form)
Gargantuan Magical Beast
Hit dice: 25d10+125+25 (1 hp)

why does it only have 1 hp?
Watchdog_of_Hades

03-21-06, 06:29 PM
Eh.. heh... heh... Oops. Thanks.
R.M.G.C.L.F.

03-21-06, 06:42 PM
This is a tricky creature type to place. I think outsider(evil) would be most appropriate.
metamind

03-21-06, 06:43 PM
Looks great. BTW, whats APRICOT?
Diet_Sunkist

03-21-06, 08:06 PM
pretty cool, but seriously
foaming and dripping blood
Soel Griffin

03-22-06, 03:52 AM
Nice!

Gods and Goddesses, Devils and Demons comes highly recommended from me as well!
pileobone

03-22-06, 10:35 AM
:eek:
Diseased acid urine? Horid burning diseased spit? Ugly hag turning into dragon?

:clap:

:evillaugh :evillaugh :evillaugh

bloody brilliant!!
Watchdog_of_Hades

03-22-06, 11:11 AM
This is a tricky creature type to place. I think outsider(evil) would be most appropriate.
Hmhmhmhmhm... I don't really imagine it as coming from an outer plane. I think of its origins more as some dragon-hag hybrid or something. I'm sort of on the fence about this, but facing the side with the lamias and frost worm grazing rather than tanar'ri and baatezu.
Looks great. BTW, whats APRICOT?
Thanks. It's like a PEACH, only smaller and it tastes bad when cooked.
pretty cool, but seriously
foaming and dripping blood
I didn't put anything about foaming and dripping blood in the description. Or is that a suggestion that I should make it foam?
Nice!
Thank you.
Diseased acid urine? Horid burning diseased spit? Ugly hag turning into dragon?

bloody brilliant!!
Thanks! But just in case you use it (or else), only the claws and urine transmit disease. The saliva is so hot it would crispy-fry any viruses or bacteria that came near it.
Watchdog_of_Hades

03-22-06, 12:42 PM
I hope you love disease, 'cause this thing's got it aplenty.
Kukuth
Medium Outsider (Evil)
Hit dice: 15d8+15 (82 hp)
Initiative: +10
Speed: 30 ft.
Armor Class: 26 (+6 Dex, +4 Mage Armor, +4 Shield, +2 Ring of Protection +2), touch 18, flat-footed 20
Base Attack/Grapple: +25/+29
Attack: Claw +22 melee (1d6 plus disease)
Full attack: 2 claws +22 melee (1d6 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Outsider traits, immunities and vulnerabilities, plague
Saves: Fort +9, Ref +15, Will +13
Abilities: Str 10, Dex 22, Con 10, Int 18, Wis 20, Cha 8
Skills: I'm too lazy for skills.
Feats: Improved initiative, Ability focus (plague), Weapon finesse (claw, I don't care if you can't WF natural weapons), Weaon focus (claw) Improved toughness, too lazy for the rest
Environment: Any land
Organization: Solitary
Challenge Rating: 14-ish
Treasure: Standard
Alignment: Neutral Evil
Advancement: 16-26 HD (Medium); 27-38 HD (Large)
Level Adjustment: -

A horrid vision stands before you. It looks like a human woman, but the skin is shriveled and tight, with a sickly greenish tinge. Worse, though, are the boils, warts, and blisters that cover her, oozing gods-know-what and caked in gods-don't-want-to-know-what. She gives a cackle as her scarred, mutilated eyes come to rest on you and starts moving her clawed hands in arcane gestures with surprising grace.

"Kukuth: In Albanian popular belief a female demon of sickness who brings pestilence to the land. The unhappy soul of a miser which roams about uneasily and does nothing but ill, is also described as 'Kukudhi'." -Gods and Goddesses, Devils and Demons, by Manfred Lurker

Kukuths are perhaps the most vile of fiends, though not the most powerful, delighting somehow even more than most in the pain and suffering of others from disease. Wherever one goes, pestilence spreads out from her path like... well, like a plague. Nothing brings her more joy than seeing someone moan in agony as blisters break out all over his body, incapacitating him from the pain and infecting any who try to help him.

Kukuths weigh 90 pounds, being emaciated wrecks, and speak Common, Undercommon, Abyssal, Infernal, and Orcish.

Combat
A kukuth begins combat by blasting at its opponents with its strongest spell-like abilities. If it somehow runs out of 1/days and 3/days, it just attacks with its claws. If things look like they're turning sour, it will, in the nature of most fiends, turn tail and run.
Spell-like Abilities (Sp): At will: Contagion, Wither Limb, Seething Eyebane, Red Fester, Sap Strength, Ray of Enfeeblement. 3/day: Bestow Curse, Contagion*, Insect Plague, Slay Living, Poison, Rotting Curse of Urfestra, Touch of Juiblex. 1/day: Finger of Death, Horrid Wilting, Rotting Curse of Urfestra*, Touch of Juiblex*, Befoul, Pestilence. Caster level 17, DC 14 + spell level. For spells with an asterisk, any creature that touches the affected creature or its remains for 4d6 days after death contracts the effects of the spell, with spell save DC and, if applicable, poison or disease DC as normal. If an affected creature is mostly immersed in a source of water less than 17 10-foot cubes large, all creatures who are mostly immersed in the water within 4d6 days contract the spell. If a creature drinks the water, it contracts the spell with a -2 circumstance penalty. All spell effects caused by a kukuth are terrible to behold. A creature affected by the Rotting Curse, for example, could break out in sores and ooze pus, Horrid Wilting would just cause the creature to shrivel, etc. Sorry for people without the BoVD, it just had so many neat disease spells.
Outsider traits (Ex): A kukuth cannot be raised or resurrected short of any of the spells listed in the Outsider Type description in the Monster Manual.
Immunities and Vulnerabilities (Ex): A kukuth, practically being plague incarnate, is immune to disease, physical ability score damage and drain, and poison. Any spell that would inflict a disease or deal physical ability damage heals 4 hp per spell level or 2 hp per physical ability damage point, whichever is greater. Any spell that removes diseases deals 1d6 damage per 2 caster levels and 1d6 damage per 2 spell levels to a kukuth. Any spell that would delay a disease deals 1d4 damage per 3 caster levels and 1d4 per 3 spell levels to a kukuth.
Plague (Su): The area near a kukuth is a playground for viruses and bacteria. The very presence of one of these foul beings causes them to temporarily thrive. Every minute, all creatures within 100 feet of a kukuth are randomly afflicted with a disease (use the kulshedra's table). Save DC's are 2 higher than normal for the disease. If a kukuth completely immerses itself in a body of water less than 17 20-foot cubes large, all creatures more than half immersed or drinking from the water for 2d6 weeks afterwards may contract diseases randomly (use the kulshedra's table) with save DC's 2 higher than normal. Again, if the water is drunk, the creature gets a -2 circumstance penalty. If a kukuth stays in the water for more than 3 rounds, it starts taking 1d6 per round from the water stripping off its protective coat of atrophied flesh. This damage heals at the normal rate. If the kukuth stays in water for a minute, regardless of whether it dies, victims contracting diseases (see above) from the water transmit the disease to any creature they touch.
Disease (Ex): Whenever a kukuth deals damage with a claw attack, it can infect the target with a disease of its choice.

Yaaaaay! Gimme a P! Gimme an L! Gimme an A! Gimme a G! Gimme an E! Plaaaaaaaaague! Woo hoo! There will be more creatures with the sole purpose of causing suffering by disease coming soon. I'll eventually move on to other cool evil things.
Watchdog_of_Hades

03-24-06, 05:10 PM
Feedback, anyone?

gNyan
Medium Outsider (Incorporeal)
Hit dice: 10d8+20+10 (75 hp)
Initiative: +8
Speed: 30 ft.
Armor Class: 19 (+4 Dex, +3 natural, +2 deflection), touch 16, flat-footed 15
Base Attack/Grapple: +10/-
Attack: Incorporeal touch +14 melee (1d4 vile)
Full attack: 2 incorporeal touches +14 melee (1d4 vile)
Space/Reach: 5 ft. or as object inhabited/5 ft.
Special Attacks: Spell-like abilities, Inhabit object, Send pestilence
Special Qualities: Vile presence
Saves: Fort +9, Ref +11, Will +10
Abilities: Str -, Dex 18, Con 14, Int 12, Wis 16, Cha 14
Skills: Hide +17 or +25 (see Inhabit object), Bluff +15, Concentration +15
Feats: Improved initiative, Ability focus (Send Pestilence), Weapon focus (touch), Ability focus (Vile Presence)
Environment: Any land
Organization: Solitary or band (3-5)
Challenge Rating: About
Treasure: Standard
Alignment: Neutral Evil
Advancement: Up to 30 HD
Level Adjustment: -

There is no way to tell a gNyan apart from the object it inhabits. Spells such as Detect Evil may spot an evil aura about the object, but a gNyan can avoid this with a successful hide check with a +4 circumstance bonus. On their home plane, gNyan are rare, appearing as a sort of gray, withered, perverted dryad or a humanoid made of stone. Both of these forms are incorporeal.

Hailing from the foul plane of Hades, gNyan are vile beings who possess objects and harm those who touch them. They send plagues to the unfortunate creatures living near them and cause neigh irreparable damage to those passing close to the objects they've possessed. Like kukuths, they enjoy spreading disease, but don't take so much malicious pleasure in it. It's more of a relaxing pasttime. They are very rarely seen in their true forms, and almost never observed so outside of the Grey Wastes.

Being incorporeal, gNyans have no weight. They speak Common, Abyssal, and Infernal.

Combat
gNyan do not fight unless they are forced into their true forms. Mostly, they sit in their objects and watch creatures pass by, enjoying hearing their grunts of pain as the gNyan's Vile Presence ability kicks in. If they are forced to manifest themselves on the Material Plane, they expend their 1/day spells and then rake at the closest opponent with their claws. However, manifesting into even incorporeal bodies causes them much pain, and thus are in a kind of bloodlust, or perhaps they cannot even distinguish between the pain of having their own shapes and the pain of a spell or sword. In either case, they never flee from combat, fighting until destroyed.
Spell-like abilities (Sp): At will: Ghoul Touch, Touch of Idiocy,Ray of Enfeeblement, Extract Drug. 3/day: Contagion, Shriveling, Ray of Exhaustion. 1/day: Waves of Fatigue. Caster level 10, DC 13 + spell level. All effects of the spell that an observer could trace back to the gNyan's object (Ray of Enfeeblement, etc.) are invisible.
Inhabit Object (Su): As a standard action, a gNyan can move itself into a nonmagical form of natural, nonsentient plant life or a nonmagical stone. This rules out things such as plant creatures and constructs. The gNyan may, however, inhabit a house plant or a figurine, as long as they were nonmagical. The gNyan is now invisible, though spells such as Detect Evil may reveal an evil aura about the object, but a gNyan can avoid this with a successful hide check with a +4 circumstance bonus. If the possessed object has not been tampered with (tree, pebble. Not figurine, house plant.), this bonus increases to +8. The gNyan has full use of its spell-like abilities, although it cannot grapple or move in any way. Destroying the object does not harm the gNyan, and automatically forces it into the nearest acceptable object for inhabiting. If the object is in an area affected by an ongoing spell with the good descriptor, however, the gNyan cannot switch to another object, and so is forced to create an incorporeal body for itself (stats above) if its receptacle is destroyed. The gNyan, however, can sense these areas within 60 feet and avoids them at all costs. Therefore, the only real way to kill a gNyan is to cast the spell with the inhabited object within the area of effect, then destroy it. A gNyan has blindsight 100 feet while inhabiting an object.
Send Pestilence (Su): A gNyan can, once per week, cast Pestilence on anyone touching its object. If you don't have the BoVD, just use a Contagion that also is cast on anyone touching the affected creature for 3d6 days (That's not exactly Pestilence, but reasonably close.). Now, the next bit's confusing, so let's call the original creature and anyone who touches the original creature and fails their save a "diseased." If anyone touches a diseased, they make a Fort save or have Contagion cast on them and become a diseased for 1d3 days. However, the original creature the pestilence is given to is not affected by the spell, being only a carrier. The gNyad chooses which disease is given. If a PC touches the gNyan's object, there is a 10% chance that he is the first to do so since the gNyan regained the Pestilence power and it will cast the spell on him. The save DC for this ability is 24.
Vile Presence (Su): All creatures passing within 5 feet of a gNyan's object must make a Fort save (DC 17) or take 1 vile damage and 1 damage to each physical ability score 3d6 rounds later.
Morrowner

03-24-06, 07:49 PM
I like the Kukuth the most, but the monsters seems really involved.
Great flavor to 'em though, and you did a most admirable job with them.
speeblefreak

03-24-06, 08:17 PM
You describe the dragon kulshedra's urine as requiring a ranged touch attack to hit. What's the range?
Watchdog_of_Hades

03-24-06, 09:00 PM
Range is 60 feet.
Lord_Canius

03-25-06, 03:38 AM
Range is 60 feet.

Thats an impressive range for urine.

Seriusly, Watchdog is my hero. Much better than Captain Planet, because Captain Planet didn't have the brilliant notion to create monsters that can spit thier plagued, disease ridden mucus all over the PC's sweet, supple lips.

err...

Sorry, got a little too involved on that one. Anyway, great job Watchdog, continue the great work!
Watchdog_of_Hades

03-25-06, 11:07 AM
Thats an impressive range for urine.

Seriusly, Watchdog is my hero.
Yeah, I suppose it is. I'll lower it to 30 but no lower. The thing is Large, after all. And it's sort of proficient with natural weapons.

And thanks.

And here's a unique creature!

Fenrir
Large Outsider
Hit dice: 30d8+300+150 (585 hp)
Initiative: +10
Speed: 60 ft.
Armor Class: 45 (-1 size, +6 Dex, +25 natural, +5 divine), touch 20, flat-footed 39
Base Attack/Grapple: +30/+44
Attack: Claw +38 melee (2d6+7)
Full attack: Bite +36 melee (2d8+3) and 2 claws +38 melee (2d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, Rend 4d6+10, Rake 2d6+3, Slay deity, Detect godhood, Improved grab
Special Qualities: DR 20/+6, Regeneration 15, Resistances to all 20
Saves: Fort +27, Ref +23, Will +28
Abilities: Str 24, Dex 23, Con 30, Int 24, Wis 32, Cha 18
Skills: I'm too lazy for skills.
Feats: Improved initiative, Weapon focus (claw), Improved toughness, Improved grapple, Perfect toughness x4, Quicken spell-like ability (Disintegrate), Quicken spell-like ability (Fireball), Quicken spell-like ability (Cone of Cold)
Environment: Any land
Organization: Solitary
Challenge Rating:
Treasure: Standard
Alignment: Neutral
Advancement: 31-41 HD (Large; 42-53 HD (Huge)
Level Adjustment: -

Before you stands a large wolf. Its gray coat looks badly kept and a rope is bound about its neck, leading up as far as the eye can see. The creature whines piteously and raises one emaciated leg to scratch at the raw, furless place where the rope winds around it.

"Fenrir: Lupine demon in Nordic mythology, the son of the god Loki and the female giant angrboda. His siblings are the Midgard-snake and the Queen of the underworld Hel. When the Aesir (As) began to fear Fenrir they fettered him with the unbreakable cord Gleipnir; in the process, the god Tyr lost a hand which he had put into the monster's jaws in order to deceive it. When the world is being destroyed (Ragnarok) the wolf breaks free and kills Odin." -Gods and Goddesses, Devils and Demons, by Manfred Lurker.

Fenrir is bound to essentially one place by the cord Gleipnir, and makes use of his Major Image ability to appear starved and as pitiable as he can if he sees anyone. If the people free him, he will drop the disguise and lope away, searching for the Aesir to kill them. (The Aesir is the Norse pantheon.) He will not attack anyone else unless threatened.

Fenrir weighs 1600 pounds and understands Common, Celestial, and Infernal. He can also use his Tongues ability.

Combat
Fenrir will start combat with a quickened Disintegrate and a Greater Invisibility, then do one of two things. If he can use his improved grab and there are one or two opponents, he will make a full attack. Otherwise, he will expend his 1/days, each time using a quickened spell-like ability as well. After that, he will resort to full attacks against the foe who looks weakest. If things go bad, he will run away. If the enemy flees, he will not follow, instead continuing his search for a way into the Aesir's realm.
Spell-like abilities (Sp): At will: Tongues, Dimension Door, Fireball, Lightning Bolt, Hold Monster, Scorching Ray, Invisibility, Confusion, Bestow Curse, Bane. 3/day: Insanity, Disintegrate, Cone of Cold, Harm, Greater Invisibility, Mislead. 1/day: Time Stop, Polar Ray, Imprisonment, Meteor Swarm, Power Word Kill, Weird. Caster level 20, DC 21 + spell level.
Rend (Ex): If Fenrir hits with both claw attacks, he tears the enemy's flesh, dealing an extra automatic 4d6+10 damage.
Rake (Ex): Attack bonus +38, damage 2d6+3.
Slay Deity (Su): Three times per day, Fenrir can channel his hatred at being chained for so long at a god, often killing them. If a creature has achieved godhood, they must make Fortitude, Reflex, and Will saves (DC 30 - 1/4 divine rank, round divine rank down so save is high). If two of the saves fail, the god dies.
Detect Godhood (Su): Fenrir can detect an aura of godhood around any creature with divine rank within 100 feet. If he finds that a creature is a god, he will Slay them.
Improved Grab (Ex): If Fenrir hits with a claw attack, he can attempt to start a grapple. This does not provoke an attack of opportunity. Alternatively, he can try to hold the opponent in that claw alone, but that gives a -20 on the check and, though he deals automatic claw damage to that creature every round and is not considered grappled, is denied use of that claw until he lets go or the enemy breaks free.
Watchdog_of_Hades

03-28-06, 09:22 PM
There are things that go :bump: in the night. These aren't they.
Soel Griffin

03-29-06, 01:37 AM
I'd love to see a version of the Druj, but I haven't gotten around to actually statting one out... ;)
Lord_Canius

03-29-06, 05:57 AM
There are things that go :bump: in the night. These aren't they.

Then do they go :bump: in the day? Or maybe mid-afternoon?

Great work on Fenrir. I havent read my Norse legends in a while, I've been reading up on japanise mythology right now. I promise to get back to it, considering half of my DnD characters are named Fenrir, or any variation of Fenrir. It sounds cool, I can't help myself.
Watchdog_of_Hades

03-29-06, 02:05 PM
I promise to get back to it, considering half of my DnD characters are named Fenrir, or any variation of Fenrir. It sounds cool, I can't help myself.
Yeah, I just statted him up because I'm a sucker for anything with the word "lupine" in the description. It's such a cool word!

I'll make a drug soon. I know you asked for a Druj, but the G&G, D&D book calls somehting a drug, which I think is fairly close.
Soel Griffin

03-29-06, 08:10 PM
I'll make a drug soon. I know you asked for a Druj, but the G&G, D&D book calls somehting a drug, which I think is fairly close.

Oops, yeah, that's a spelling change for my homebrew... :D
Ront Iron-Roar

03-29-06, 09:37 PM
Didn't Fenrir eat the moon and sun? So should he have some extremely powerful version of Swallow Whole?
Watchdog_of_Hades

03-29-06, 09:45 PM
If he did, GGDD doesn't mention it, and that would seem like a glaring oversight... he does kill Odin at Ragnarok, though.
Watchdog_of_Hades

04-01-06, 05:28 PM
As requested, I bring you the lords of lies, master decievers one and all, the...

Druj
Medium Outsider
Hit dice: 10d8+20+10 (75 hp)
Initiative: +7
Speed: 30 ft.
Armor Class: 12 (+3 Dex, +2 insight), touch 15, flat-footed 10
Base Attack/Grapple: +10/+10
Attack: Claw +11 melee (1d4)
Full attack: 2 claws +11 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Decieve
Special Qualities: Lord of lies, "Can't we talk?", Spell-like abilities, Shapechange
Saves: Fort +9, Ref +10, Will +12
Abilities: Str 10, Dex 16, Con 14, Int 18, Wis 20, Cha 22
Skills: Bluff +29*, Diplomacy +21*, Disguise +23*, Forgery +21*, Intimidate +8, Sense Motive +22*, Use Magic Device +23*
Feats: Improved initiative, Weapon focus (claw), Improved toughness, Persuasive
Environment: Any land, often underground.
Organization: Solitary
Challenge Rating: About 6? 7? 8?
Treasure: Standard
Alignment: Neutral
Advancement: 11-17 (Medium)
Level Adjustment: -

Drujs look exactly like whatever race they choose to look like.

"Drug: In the form druh a designation for a class of demons, dating back to Vedic times. In Iranian religion, interpreted as 'falsehood' and assigned to Ahriman, whose hypostases they become. They dwell in a dark cave. Drug may also simply mean 'demon of falsehood'." -Gods and Goddesses, Devils and Demons, by Manfred Lurker.

Drujs (I'd say "drugs," but that could start confusion), contrary to what many believe, are not inherently evil. However, most people despise them because they delight in tricks and falsehoods. They care not whether good or evil comes of a lie; they revel in the action of the trick, heedless of the results. They don't just lie, either; any way of misleading someone is a source of great fun to them.

Drujs weigh normal weight for any creature's form they take. They speak as if continually under the effects of a Tongues spell.

Combat
Drujs avoid combat at almost all costs. If confronted, they will flee if possible and so always have at least one escape route ready in case of being attacked, often more. If forced into battle, a druj will use "Can't we talk?" on all enemies, then try to Charm Monster the unaffected ones until they give in. It will then try to talk its way out of continuing the confrontation. If that fails, it will turn invisible and run.
Decieve (Su): Three times per day, a druj can weave such a lie that the minds of those listening are fogged. Anyone who makes a Sense Motive check against a Bluff check with this ability applied cannot add their Wisdom modifier to the check and take a further -2 penalty. This ability is applied to a lie, not a target, so if a druj lies in front of an audience, the ability affects all of them with only one use.
Lord of Lies (Ex): A druj is a consummate liar, even able to fool powerful lie-detecting magic. It has SR equal to its Bluff check against all spells such as Detect Lies or Zone of Truth.
"Can't we Talk?" (Su): A druj can plead with someone to talk instead of fight. The creature must make a Will save (DC 21) or not fight the druj unless it makes obviously hostile actions (Claw attacks, fireball, etc. Not Charm Monster or another "Can't we talk?") towards anyone the target doesn't want hurt. It also gets a -2 circumstance penalty on Sense Motive checks against the druj. These effects last for 5 hours. If a target makes its save, it cannot be affected by that druj's "Can't we talk?" for 24 hours.
Spell-like Abilities (Sp): At will: Charm Monster, Invisibility. Caster level 10, DC 16 + spell level.
Shapechange (Su): At will, a druj can change its shape to any form it likes. The form must be reasonable or the form of an existing creature the druj knows of (not necessarily the same...). It could, for example, have four arms and bulbous eyes even if a creature doesn't exist like that, but it would revert to the last stable form if it then tried to put on several spider appendages, a fly sucker-mouth, bat wings, a tail, and elephantine ears. Whether something's reasonable is more or less up to the DM. This ability is self-sustaining. A druj could not shapechange in an Antimagic Field, but its disguise would not fall apart within one.
Skills: A druj has a +8 racial bonus on Bluff, a +2 racial bonus on Diplomacy, and a +4 racial bonus on Disguise, Forgery, Sense Motive, and Use Magic Device.

I hope you like it for your sake. If you don't, I'll send a kukuth to plague you and your descendants for an indefinite number of generations.
Watchdog_of_Hades

04-04-06, 07:06 PM
I lost my book, so there may not be any new monsters until I find it. Someone probably put it in a logical spot where it would be "easier for me to find it." Oh! There it is. Right next to me on my desk. Hm. Dang. I just spent a bit looking through the book, and now I don't want to make any more. Ah well, I can still bump this. Bump.
Soel Griffin

04-05-06, 02:21 AM
I like the druj! Some really cool critters here overall...

Another book along these same lines is A Field Guide to Demons, Faeries, Fallen Angels and other Subversive Spirits by Carol and Dinah Mack. Its nowhere near as exhaustive as Lurker's book, but it does have more lore on the creatures therein. I just got it myself...
Watchdog_of_Hades

04-05-06, 07:13 PM
Okay. If I can remember at an opportune time, I'll get it. Thanks for the recommendation. Or mention. Well, the more information on a thing, the more accurate about it my creation can be. I could make something if you just quote an entry from the book at me.
Watchdog_of_Hades

04-09-06, 01:03 PM
u

m

p

.
Obsidianjaerc

04-19-06, 06:54 AM
I like the Albanian monsters, very flavorful and very intresting. gNyans are likewise neat, although I'm a bit iffy on how you statted Drujs. I like yours for a more reasonable campaign but in order to accomplish the god killing that Fenrir does the the head of the Norse pantheon this (http://community.dicefreaks.com/viewtopic.php?t=311&postdays=0&post
order=asc&start=98) is worth looking at.
Watchdog_of_Hades

04-19-06, 10:54 AM
The link you showed me was neat, but personally I think that Demogorgon was supposed to be kind of rivalling Asmodeus in power. Oh well. Also, I disagree with salient divine abilities. A creature with... no, this is off topic. Thanks for the feedback, though. Is there anything someone wants me to do?
Watchdog_of_Hades

04-29-06, 10:28 AM
If you're going to wonder why I don't give her divine rank, it's because then I'd have to give salient divine abilities, which are more overpowered than the Mystic Theruge or Cerebremancer.

Lhamo
Large Outsider (Good)
Hit dice: 40d8+560+40+210 (990 hp)
Initiative: +8
Speed: 40 ft.
Armor Class: 48 (-1 size, +4 dex, +15 natural, +20 divine), touch 33, flat-footed 44
Base Attack/Grapple: +40/+56
Attack: Slam +52 melee (1d8+12+2d6 fire plus divine flames)
Full attack: 10 slams +52 melee (1d8+12+2d6 fire plus divine flames)
Space/Reach: ft./ ft.
Special Attacks: Divine flames
Special Qualities: Searing halo, outsider traits, DR 20/+6, regeneration 10, immunity to fire
Saves: Fort +36, Ref +28, Will +31
Abilities: Str 34, Dex 18, Con 38, Int 24, Wis 28, Cha 25
Skills: Meh.
Feats: Improved initiative, Improved toughness, Lightning reflexes, Perfect toughness x7, too lazy for the rest. Suggestions would be fine.
Environment: Any
Organization: Unique
Challenge Rating: 30-40?
Treasure: Double standard, change any items that produce and effect with an energy descriptor to the same effect, but fire-based.
Alignment: Neutral good
Advancement: -
Level Adjustment: -

Before you stands a huge woman wreathed in flames. The fire seems to not hurt her, but even at this distance you can feel the heat. She has ten arms, each one ending in a hand seemingly made of flames itself. Her eyes stick strangely out of her head.

"Lhamo: The Tibetan word means simply 'goddess'; this particular one is portrayed with flowing locks, fiercely protruding eyes, ten arms and enveloped in flames. She is regarded as a protective deity (also see Dharmpala) who lends her aid to those who earnestly and devoutly seek it." -Gods and Goddesses, Devils and Demons, by Manfred Lurker.

Combat
Lhamo tries to avoid combat, but if something seems set on attacking her, she will charge into battle, incinerating her opponents. She will flee by using a one-charge magic item of Plane Shift if reduced to 100 hit points or less. Although she has 10 slams, she can only use 4 per round plus one per size category larger than Medium on a single opponent, as any more would just make them all trip over each other.
Divine Flames (Su): Any creature hit by one of Lhamo's slam attacks takes an extra 2d6 fire damage (included in damage) and must make a Reflex save (DC 42) or catch afire, taking 2d6 fire damage per round until the creature is targeted by a water spell of at least 4th level.
Searing Halo (Su): The flames constantly swirling around Lhamo are an excellant deterrent from attacking her. Every round, any creature within 10 feet of her takes 3d6 fire damage (Reflex DC 42 half). Any weapon striking her must make a Fortitude save* (DC 42) or instantly be reduced to cinders.
Outsider Traits: Lhamo cannot be raised or resurrected by anything short of an epic spell based on a seventh- to ninth-level spell.
* How do items make saves? I've never been clear on that.
Lord_Canius

05-05-06, 12:20 AM
This post is a friendly bump to save your thread from the dark abyss of Page 2, and the nether regions beyond.

Also, I think that unnattended items get no save, and attended items get thier owners saves. I'm really not sure about this last part, but if I remember right, magic items add thier enhancement bonus to saves. *if I'm wrong, don't call me a moron people, I put disclaimers up, read 'em before you decide to yell at me because of my lack of correct knowledge knowledge*
Watchdog_of_Hades

05-05-06, 06:47 PM
Okay, thanks. Oh, also, I finally got around to making the Mad Hatter. It's in the Through the Looking Glass Stuff link in my sig.
Watchdog_of_Hades

05-20-06, 11:00 AM
I'm on a bump-my-threads spree!
Ryuu_Tenshi

05-22-06, 12:42 PM
This is actually a request for a monster from Scottish mythos that I've wanted to see for some time. No, it's not Nessie. This thing kicks Nessie's ass from seven planes distant.

So, the Nuckelavee. I'm just going to quote what my book says about it, it's not exactly a very long entry.

Nuckelavee was a monster of unmixed malignity, never willingly resting from doing evil to mankind. He was a spirit in flesh. His home was the sea; and whatever his means of transit were in that element, when he moved on land he rode a horse as terrible in aspect as himself. Some thought that the rider and horse were really one, and that this was the shape of the monster. Nuckelavee's head was like a man's, only ten times larger, and his mouth projected like that of a pig, and was enormously wide. There was not a hair on the monster's body, for the very good reason that he had no skin.
If crops were blighted by sea-gust or mildew, if live stock fell over high rocks that skirt the shores, or if an epidemic raged among men, or among the lower animals, Nuckelavee was the cause of all. His breath was venom, falling like blight on vegetable, and with deadly disease on animal life. He aws also blamed for long-continued droughts; for some unknown reason he had serious objections to fresh water, and was never known to visit the land during rain.


The following two links also have information.
http://www.orkneyjar.com/folklore/nuckle.htm
http://www.orkneyjar.com/folklore/nuckenc.htm

The second one has perphaps the most colourful description, and is also in my book. I've wanted a version of this critter for some time; I think that no matter where it appears, it would be a terrifying thing for PC's to encounter.

By the way, I LOVE your Lewis Carroll creatures, even if some of them are rather powerful o.O If I ever get around to running my Kingdom Hearts campaign, I'll probably be yoinking them (the original Kingdom Hearts included a world based on Alice and Wonderland, and as I prefer to stick closer to the original versions than the happyjoy Disney sorts, I'd be using far more dangerous creatures.)

There's another creature I'd like later, the Stoorwurm, which is so large as to be Colossal+++++++++++++ (possibly more, damn thing is about the size of a continent) but I have to find more info.

Also, don't use Wikipedia for the Nuckelavee. That entry says, and I quote -

The Nuchlavis is a monster in the Playstation 2 RPG YAY!!!!!!!!!Final Fantasy X.[[ ==
[edit]

YAY! This is pretty cool!

==]]
>.<
Count Arioch the 28th

05-22-06, 01:29 PM
Also, don't use Wikipedia for the Nuckelavee. That entry says, and I quote -

>.<


I deleted the bullcrap. The rest of the entry is fine, if a bit utilitarian.