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| I Am Famine09-05-05, 04:53 PM | Seeing that these forums already have a race thread I feel we should have a monster thread. Obviously these ideas might seem a bit basic and raw now but when details on the lands and kingdoms of this world are set we can easily edit them accordingly. You needn't post entire monsters if you dont wish, but any suggestions or ideas you have are welcome. I promise to post regular beasts here to encourage your creative powers... :D I'll provide one or two themes for you to (optionally) work off. Either that or you could just post whatever kind of monster you can come up with at the time. Feel free to give any of my monsters (which will eventually be created!) any critique or ideas you can think of... :) Theme 1: New giant types (fire, cloud, etc) that haven't been seen before... -River Giant: Smaller, lithe giants with blue-skin and fins instead of hair. -Cave Giant: Squat, grossly obese pale hairless giants with wide tusked. mouths -Lupine Giant: Perhaps not a true giant, but I like the idea of a huge sized anthromorphic wolf race. Theme 2: Very evil undead creatures, like Bodaks or many of the Libris Mortis creatures... -Scathon: Wraith-like bloody eyed spirits of those who persecuted and killed innocent people whom they considered heretics. -Cradle Of Filth: Hideous yet highly intelligent blackened monsters that steal humanoid babies and raise them to be as creul and warped as they are. Obviously i'm speaking as a DnD player, but if you playb MtG then feel free to post any ideas or translate any of the above ideas into card form, eg how much mana they cost, their abilities and flavor text. If you create any new monsters in this method I might make them in DnD form... :D |
| I Am Famine09-06-05, 05:05 AM | Heres those 3 giants I described, critique or ideas would be appreciated... :) GIANT COMBAT Giants relish in melee combat. They favor massive weapons , especially two-handed ones, and wield them with impressive skill. They possess enough cunning to soften up a foe with ranged attacks before closing in, if they can. A giants favored ranged weapon is a big rock. Rock Throwing (Ex): Adult giants have a +1 racial bonus on all attack rolls when throwing rocks. A giant of Large size can throw stones weighing 40 to 50 pounds (small objects) up to 5 range increments. The size of the range varies depending on the giants size, listed in their individual entries. A Huge giant can throw rocks 60 to 80 pounds (medium-sized objects). Rock Catching (Ex): A giant of at least Huge size can catch Small, Medium-sized, Large or Huge rocks (or projectiles of similar shape). Once per a round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC to catch a rock is based on the rocks size (see table below). If the projectile has a bonus on attack rolls because of magic, the DC increases by that amount. The giant must be ready for and aware of the attack. Rock size -DC Small - 15 Medium-size - 20 Large - 25 Huge - 30 ~ RIVER GIANT Huge Giant (Water) Hit Dice: 18d8+90 (171 hp) Initiative: +10 (+6 Dex, +4 Improved Initiative) Speed: 40 ft., swim 60 ft. AC: 23 (-2 size, +6 Dex, +9 natural), touch 14, flat-footed 17 Base Attack/Grapple: +13/+30 Attack: Gargantuan Trident +20 melee (2d8+9), or rock +9 ranged Full Attack: Gargantuan Trident +20/+15/+10 melee (2d8 +9), or rock +9 ranged Space/Reach: 15 ft./15 ft. Special Attacks: Rock throwing Special Qualities: Low-light vision, spell-like abilities, rock catching, amphibious Saves: Fort +16, Ref +14, Will +8 Abilities: Str 29, Dex 23, Con 21, Int 11, Wis 14, Cha 12 Skills: Escape Artist +14, Hide -2, Jump +11, Listen +12, Spot +12, Survival +11, Tumble +8 Feats: Acrobatic, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility ------------------------------------------------------------------- Climate/Terrain: Temperate land Organization: Solitary, Pair, or School (2-8) CR: 17 Treasure: Standard coins; double items Alignment: Often neutral Advancement: By character class LA: +12 River Giants are an unusual subrace of Giants that stand about 18 to 20 feet tall. Their bodies are very skinny and lithe but their shoulders are comparitevly wider giving them a vaguely top heavy appearance. Their skin colors range from cyan blue to turquise and their bodies are completly hairless. On their heads however is a large mohican-like fin that ranges in color from orange, crimson and magenta. On each side of their necks there is a set of gills and their large dark eyes are pupiless. They live around 600 years. River Giants often have too much survival instinct for themselves and their kin to be anything other than neutral, though some do tilt in favor of good deeds over evil or vica versa. River Giants speak Common and Giant. COMBAT River Giants prefer ambush tactics than straightforward fights. They lurk and slowly follow their opponents within their home rivers and then throw at them the largest riverbed rocks they can find. If the enemy seems weakened they will then go in to attack with their tridents. They normally cast a few of their natural spell-like abilities to aid them against obviously tougher opponents. Spell-like Abilities: At will-augury, barkskin, feather fall, keen edge. Cater level 10th; save DC 12 + spell level. Amphibious (Ex): Although River Giants have gills for breathing underwater, they can also breathe air and can survive indefinately on land. RIVER GIANT CHARACTERS River Giants are ECL 31 characters (18 racial HD + LA 12 + 1 class level = Lvl 31 character). River Giants favor the Ranger class. ~ CAVE GIANT Large Giant Hit Dice: 11d8+88 (137 hp) Initiative: -1 (-1 Dex) Speed: 30 ft., burrow 15 ft. AC: 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-footed 20 Base Attack/Grapple: +8/+22 Attack: Huge greatclub +17 melee (2d6 +10), or rock +5 ranged Full Attack: Huge greatclub +17/+12/+7 melee (2d6 +10) slam +17 melee (1d6 +5), or rock +5 ranged Space/Reach: 10 ft./10 ft. Special Attacks: Rock throwing Special Qualities: Blindsight, scent, immunities Saves: Fort +15, Ref +2, Will +6 Abilities: Str 31, Dex 9, Con 27, Int 6, Wis 16, Cha 7 Skills: Concentration +11, Hide -5, Intimidate +4, Listen +8, Spot +3 Feats: Awesome Blow, Improved Bull Rush, Improved Natural Attack, Power Attack ------------------------------------------------------------------- Climate/Terrain: Any underground Organization: Solitary, Pair, or Crush (2-5) CR: 10 Treasure: Standard goods (gems only); standard items Alignment: Often chaotic evil Advancement: By character class LA: +9 Cave Giants are a savage and especially ugly subrace of subterranean giants that stand about 12 to 15 feet tall. They are grossly obese and hairless, and their skin is deathly pale. Their most notable features are their thick three fingered hands, wide tusken mouths, and their fact that have no eyes. They live about 200 years. Cave Giants have no eyes because of their often lightless enviroment hence they have adapted their other senses so well that they lost the need for them, so over time they've atrophied and disappeared. They often take to raiding the surface world at night by attacking travellers and villages. They speak Giant and Common. COMBAT Cave Giants rely on their brute strength and acute senses to win battles, being less inclined to throw rocks unlike most giants. They prefer to feel the tremors of their opponents movements and then slamming their meaty fists or huge clubs on their position. Blindsight (Ex): Cave Giants can ascertain all foes within 40 feet as a sighted creature would. Beyond that range they treat all targets as totally concealed (see concealment, page 133 in the PHB). Cave Giants are susceptible to sound and scent based attacks howeverand are affected normally by loud noises and sonic attacks and overpowering odors. Negating a Cave Gianmts sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both are negated, the Cave Giant is effectively blind. Immunities: Cave Giants are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. CAVE GIANT CHARACTERS Cave Giants are ECL 21 characters (11 racial HD + LA 9 + 1 class level = Lvl 21 character). Cave Giants favor the Barbarian class. ~ LUPINE GIANTS Huge Giant Hit Dice: 19d8+190 (275 hp) Initiative: +2 (+2 Dex) Speed: 60 ft. AC: 27 (-2 size, +2 Dex, +14 natural, +3 studded leather armor), touch 10, flat-footed 25 Base Attack/Grapple: +14/+33 Attack: 2 claw +23 melee (1d8 +11), or rock +9 ranged Full Attack: 2 claws +23 melee (1d8 +11), rock +9 ranged, bite +21 melee (2d6 +5), gargantuan greataxe +23 melee (4d6 +11), or gargantuan handaxe +23 melee (2d6 +11) Space/Reach: 15 ft./15 ft. Special Attacks: Pounce, rock throwing Special Qualities: Fast healing 6, darkvision 60 ft., scent, rock catching Saves: Fort +21, Ref +8, Will +10 Abilities: Str 33, Dex 15, Con 30, Int 13, Wis 19, Cha 13 Skills: Balance +1, Climb +17, Escape Artist +9, Hide -7, Intimidate +16, Jump +22, Listen +9, Move Silently +9, Sleight of Hand +1, Spot +11, Survival +12, Swim +9, Tumble +1 Feats: Dodge, Improved Two-Weapon Fighting, Mobility, Multiattack, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting ------------------------------------------------------------------- Climate/Terrain: Any cold forests, hills, mountains Organization: Solitary, Pair, or Pack (2-8) CR: 18 Treasure: Double coins; doouble goods; standard items Alignment: Usually chaotic (any) Advancement: By character class LA: +13 Lupine Giants are essentially 20 to 25 ft. tall anthropomorphic wolves that live for combat and war. They often become mercenaries and their young are often raised to travel similar paths. These anarchistic nomads are surprisingly varied though with some packs being vigilantes and liberators, others as hardened survivors or at worst savage and feral barbarians. Lupine Wolfs are covered in a soft fur that ranges from grey, rown, black and occasionally white or red. Their heads are very wolf-like and their piercing eyes are normally amber or icy blue. They have dog-like tails and their legs are digigrade. They speak Giant and Common. COMBAT Lupine Giants live for combat and violence. They are often masters at fighting their opponents with two giant weapons, often axes. If using their huge manufactured doesn't work they have a fearsome set of claws and a maw full of sharp canines. If they can't reach their opponents they'll be among the first of the giant subraces to throw the largest stones they can lift at them. Pounce (Ex): If a Lupine Giant leaps upon a foe during the first round of combat, it can make a full attack even it has taken a move action. Skills: Because of their wolf-like physique and perception, Lupine Giants gain +2 racial bonus on Jump and Spot checks. LUPINE GIANTS CHARACTERS Lupine Giants are ECL 33 characters (19 racial HD + LA 13 + 1 class level = Lvl 33 character). Lupine Giants favor the Fighter class. |
| Jeweler09-06-05, 08:19 AM | Cradle of Filth :c: :c: :b: :b: :b: :t: :b: :b: , Search your library for humanoid creature with converted mana cost 4 or less. Put selected card into play and shuffle your library. 2/2 Scathon :b: :b: +1/+1 for each cleric in play. 1/1 |
| I Am Famine09-06-05, 11:22 AM | Cradle of Filth :c: :c: :b: :b: :b: :t: :b: :b: , Search your library for humanoid creature with converted mana cost 4 or less. Put selected card into play and shuffle your library. 2/2 Scathon :b: :b: +1/+1 for each cleric in play. 1/1 Thanks dude, I will create DnD versions of these things soon enough. I've finished my 3 giants (see last post) and would like your oppinions. :D |
| Jeweler09-06-05, 06:19 PM | I like the Lupine Gaint but it deals with wolves so of course i like it. I didn't like the Cave Giants very much, there not very likeable but there easy to turn into MTG cards. The River Giant is cool, i like the fact that they are very lithe. Card Forms River Giant :c: :c: I I I I I I :t: :u: :u: :u: , Look at target morphed card, but do not turn it face up. :t: :u: :u: :u: , Target creature gains flying for one turn. 6/7 Cave Giant :b: :b: :b: :b: :b: Protection from Illusions 5/6 Lupine Giant R R G G G G First Strike 7/9 How do you like it? I dont know if it seems balanced, but thats my idea of wat they should be. I might make flavor text, but im not sure wat to put, so unless i come up with something really goo then ill let the creator do it. If any one else puts up D&D creatures but they dont want to make them into MTG cards, Ill do it. |
| I Am Famine09-07-05, 02:37 AM | They're very good Jeweler, but surely for the River Giant it would be better to type 6 :u: :u:. Your mana costs just seem to be long (not expensive) taking up a lot of the title border. Heres the Scathon, i'm very proud of this one... :evillaugh SCATHON Medium-sized Undead (Incorporeal) Hit Dice: 8d12 (52 hp) Initiative: +3 (+3 Dex) Speed: Fly 40 ft. (average) AC: 13 (+3 Dex), touch 13, flat-footed 10 Base Attack/Grapple: +4/+4 Attack: Incorporeal touch +4 melee (1d6 Con) Full Attack: Incorporeal touch +4 melee (1d6 Con) Space/Reach: 5 ft./5 ft. Special Attacks: Costitution drain, frightful presence, spell-like abilities, telepathic insinuation, heathen gaze Special Qualities: Darkvision 60ft., telepathy, +2 turn resistance, undead traits, incorporeal traits Saves: Fort +2, Ref +5, Will +8 Abilities: Str -, Dex 16, Con -, Int 15, Wis 14, Cha 17 Skills: Bluff +9, Hide +13, Intimidate +18, Knowledge (religion) +10, Listen +8, Move Silently +9, Sense Motive +11, Spot +8 Feats: Dodge, Hover, Improved Critical (Incoproreal touch) ------------------------------------------------------------------- Climate/Terrain: Any land, underground Organization: Solitary or Inquisition (2-6) CR: 9 Treasure: None Alignment: Always neutral evil Advancement: 9-16 HD (Medium) LA: - Scathon are evil and vile creatures, originating from dead people who never should of come back to the material plane. They are the spirits of priests and clerics who killed innocents believing them to be heretics. Even in death they still play out an evil mockery of this religous persecution, though no one but the most evil gods would give these twisted shadows of men a blessing. Scathon are tall and emaciated and their limbs are over-long their hands tapering off into semi-transpaent black claws. Their skin is in an everlasting juandice state being various shades of yellow and grey. Their most horrific feature is their face however with a mouth obscured by scars and congealed blood and large, unblinking bloodshot eyes that stare forever into the heavens. Scathon often speak Common, though they rarely say anything out loud that isn't inane religous babble or prejudice bile against everyone around them. Those that have fought them and lived however that sometimes their eyes instantly shift onto a persons gaze. That person can then hear far more horrific whispers of death and defeat. It is said that a Scathon can set those it gazes upon alight, just like in their living days when they burned innocents who were supposedly heathens. COMBAT A Scathon often heads begins a fight by heading for the weakest member of the group, draining their life away from them. Whilst said opponents companions rush to rescue him the Scathon then unleashes chaos by casting its spells and telepathically speaking themes of despair within their mind. If it somehow defeated it will attempt to fly away and hide, casting spells in the hope that their attackers dont come after them. Constitution Drain (Su): An individual struck by a Scathons incorporeal touch must make a DC 20 Fortitude save or temporarily lose 1d6 points of Constituion (2d6 points on a critical hit). Frightful Presence (Ex): When a Scathon begins to speak its horrific zealous speeches in a variety of unnatural echoing voices, all opponents within 60 feet of creature must make a Will save (DC 17) or become shaken for 1d10 rounds. Those who rolled a sucessful will save against this attack are immune to the same Scathons Frightful Presence ability for 24 hours. Spell-like Abilities: At will- darkness, detect good, inflict moderate wounds. 3/Day- deeper darkness, inflict serious wounds, magic circle against good. 1/day- circle of doom, unhallow. Caster level 15th. Telepathy (Su): Scathon can communicate telepathically with any creature that has a language within 60 feet. Telepathic Insinuation (Su): Those being spoken to telepathically by the Scathon must make a Will save (DC 20) or be drawn to look into its eyes. The Scathon can then (and only then) initiate its heathen gaze attack. Those who rolled a sucessful will save against this attack are immune to the same Scathons telepathic insinuation for 24 hours, but can still be communicated to by the Scathons telepathy. Heathen Gaze (Su): Those that failed a Will save against the Scathons Telepathic Insinuation must then make a Fort save (DC 22) or instantly set ablaze dealing 1d8 fire damage for 1d6 rounds. Those that save sucessfully against this attack are still vulnerable to a Scathons Telepathic Insinuation attack, hence the threat of the Heathen Gaze is still there. |
| Jeweler09-07-05, 08:23 AM | Burn you heathen, burn i tell you! Oh sorry! Pretty good i like it, if you dont mind i might use it in my campaign when my group is high enough level. I dont think they should get a save for the fire though. Yah and your right i should have just done it that way, i didnt think about it. Im goin to put all my stuff in spoilers from now on, cuz my sig is pretty big, although i guess i could put my sig in spoilers too, but wats the fun in that! |
| I Am Famine09-07-05, 01:04 PM | Thanks dude :D , i'm glad you liked the idea. You can use any of these ideas here because i'm adding them in the hope that people like them, so hopefully they'll be included in whatever this world is gonna be called. Does anybody else want to post any ideas or their own monsters? :) LUPINOCEROUS Medium-sized Animal Hit Dice: 6d8+24 (51 hp) Initiative: +1 (+1 Dex) Speed: 40 ft AC: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17 Base Attack/Grapple: +4/+10 Attack: 2 claws +10 melee (1d4 +6) Full Attack: 2 claws +10 melee (1d4 +6) and bite +5 melee (1d6 +3) and gore +5 melee (1d6 +3) Space/Reach: 5 ft./5 ft. Special Attacks: Trip, trample Special Qualities: Low-light vision, scent Saves: Fort +11, Ref +6, Will +4 Abilities: Str 22, Dex 13, Con 18, Int 2, Wis 15, Cha 4 Skills: Jump +9, Listen +5, Spot +5 Feats: Die Hard, Endurance, Great Fortitude ------------------------------------------------------------------- Climate/Terrain: Any Temperate or Warm plains, hills Organization: Solitary, Pair, Pack (2-5), or Herd (5-20) CR: 5 Treasure: None Alignment: Always neutral Advancement: 7-12 HD (Medium); 13-18 HD (Large) LA: - Lupinocerous are a race of vicous and powerful pack animals that stand about 4 ft. tall and 6 ft. long. They resemble stocky grey wolves with huge shoulders covered with thick rhino-like hide. Their back legs end with hoofs but their front legs with with paws that conceal sharp raking claws. Their heads are very lupine in appearance with the exception of a long, thick grey horn protruding from the top of their snouts. Savage humanoids often use these creatures as mounts, admiring their innate brutality and agression. COMBAT Lupinocerous will always charge angrily at whatever enters their territory. When they are in groups however this is often a ruse. The largest and most dominant Lupinocerous will bring attention to itself by heading towards their opponents, growling and roaring. The others will then attack from behind with their raking claws. Trip (Ex): A Lupinocerous that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in the PHB) without making a touch attack or provoking an attack of opportunity. If the attempt fails the opponent cannot react to trip the wolf. Trample (Ex): A Lupinocerous can trample Small or smaller creatures for automatic gore damage. Opponents who do make attacks of opportunity can attempt a Reflex save (DC 18) to halve the damage. ~ SHARMIAN Large Animal (Aquatic) Hit Dice: 4d8+11 (29 hp) Initiative: +2 (+2 Dex) Speed: 20 ft., swim 60 ft. AC: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +3/+14 Attack: Bite +9 melee (2d6 +7)/vorpal bite Full Attack: Bite +9 melee (2d8 +7)/vorpal bite and 2 claws +4 melee (1d8 +3) Space/Reach: 10 ft./10 ft. Special Attacks: Vorpal bite Special Qualities: Darkvision 60 ft., keen scent, amphibious Saves: Fort +3, Ref +3, Will +5 Abilities: Str 24, Dex 15, Con 15, Int 2, Wis 12, Cha 5 Skills: Hide -2, Jump +10, Listen +3, Spot +3 Feats: Improved Natural Attack, Toughness ------------------------------------------------------------------- Climate/Terrain: Any Temperate or Warm aquatic, plains, marshes Organization: Solitary, Pair, Squad (2-5), or School (5-20) CR: 3 Treasure: None Alignment: Always neutral Advancement: 5-8 HD (Large); 9-12 HD (Huge) LA: - Sharmians are a bizarre animal whose origins are unknown. One theory suggests that they are creations of a mysterious underwater race who wish to invade the surface world, but they cannot leave their watery home. Perhaps these creatures were they're attempts to create an army. If that was their intention then it doesn't seem to have worked for these creatures roam wild. Sharmians are essentially bipedal sharks, looking like muscular hairless apes with short stubby tails and a finless shark-like head. When on land they walk on all fours like Gorilla though when fully standing they often reach 8-10 ft. tall. COMBAT Sharmians fight differently depending on what kind of enviroment they are in. On land they are lumbering bipeds they always hold back until they can close in with their vorpal jaws. In water however their bodies suddenly streamlined and agile. Vorpal bite (Ex): The bite of a Sharmian severs the head of a Huge or smaller opponent on a critical hit. Keen Scent (Ex): A Sharmian can notice creatures by scent in a 180-ft. radius and can detect blood in the water at ranges up to a mile. Amphibious (Ex): Although Sharmians have gills for breathing underwater, they can also breathe air and can survive indefinately on land. On land they suffer a -2 enviromental penalty to all Reflex saves. |
| Jeweler09-07-05, 05:52 PM | I kinda like the lupinocerous the sharmain is cool sounding. Ill do the cards for them later, and put up one of my creatures that im making, well more of a mech, but not the point. It is called the Bandersnatch. |
| I Am Famine09-08-05, 02:30 AM | I kinda like the lupinocerous the sharmain is cool sounding. Ill do the cards for them later, and put up one of my creatures that im making, well more of a mech, but not the point. It is called the Bandersnatch. A Bandersnatch you say, sounds interesting. If you or anyone else post any ideas or monsters I might stat them... :) NECRINFANT Small Fey Hit Dice: 2d6+2 (9 hp) Initiative: +2 (+2 Dex) Speed: 20 ft., climb 20 ft. AC: 13 (+1 size, +2 Dex), touch 13, flat-footed 11 Base Attack/Grapple: +1/-5 Attack: Bite +0 melee (1d4 -2) Full Attack: Bite +0 melee (1d4 -2) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities Special Qualities: Darkvision 60 ft., immunities Saves: Fort +1, Ref +5, Will +1 Abilities: Str 6, Dex 15, Con 12, Int 18, Wis 6, Cha 19 Skills: Diplomacy +9, Escape Artist +12, Gather Information +16, Hide +16, Listen -2, Move Silently +12, Search +9, Spot -2 Feats: Skill Focus (Gather Information) ------------------------------------------------------------------- Climate/Terrain: Any land, underground Organization: Group (2-5), Convergence (5-20 +1 Elder), or Tribe (20-40 +1-4 Elders) CR: 2 Treasure: Standard coins; standard items Alignment: Usually chaotic good Advancement: By character class LA: +3 Necrinfants are an unusual race whose origins or purpose aren't entirely clear. They're very nature and lifestyle is often seen as contadictive to its own racial traits, and abhorrent to more lawfully inclined cultures. Necrinfants look like pure white-skinned children with large, expressive black eyes. From their backs protrude six fleshy scythe-like limbs that flex and bend in quite a mobile state. Such a creature should normally be considered demonic or evil but infact Necrinfants are quite sweet. Not only do they look like children but they have an intangiable innocence and kindness about them. Their hair is often black although white-haired individuals are not unheard of, and their clothing is like a cross between necropolitan attire and the clothing of elven children. Necrinfants live for about 800 years taking a long time to mature. They become adults at 100 years, but still look and act like particulary intelligent children. They speak Common and Sylvan. COMBAT Necrinfants are almost always in groups and always approach strangers with naive friendliness. Should they feel threatened however they stand close to each other and warn their opponents, then the oldest and wisest member of the party will cast either their natural or learnt spells. Spell-like Abilities: 5/day- cause fear, disrupt undead, ray of enfeeblement. 1/day- animate dead, vampiric touch. 10th level caster. Darkvision (Su): As well as being able to see 60 ft. in complete darkness Necrinfants can also use this ability in magical darkness. Immunities (Ex): Necrinfants are immune to any mind altering, fear inducing abilities or any spells cast by creatures of the Undead type that affect the targets mind. They also have a +1 bonus on all checks, saves and attacks performed against creatures of the Undead type. Skills: +2 racial bonus on all Knowledge (Any) checks; Necrinfants are often an unlikely sage to obscure lore. CHARACTERS Necrinfants are ECL 6 characters (2 racial HD + LA 3 + 1 class level = Lvl 6 character). Necrinfants favor the Necromancer (wizard specialized in necromancy) class. NECRINFANT SOCIETY What many races object about Necrinfants is their powers and lifestyle. Necrinfants despite their childlike mentality aren't frightened of death or the dead, infact they find it engrossingly fascinating. If a Necrinfant finds a dead body its first instinct is to study it carefully in fascination, not to back in terror. Many wild rumors have been spread about them after stories of peasant farmers finding a group of Necrinfants standing around a recently murdered body of a fellow villager. If these groups get threatened or attacked by larger humanoids the eldest of the group will, unbelievably, cast a few necromantic spells. Necrinfants seem particulary adept at mastering the school of necromancy. Many Necrinfants are found playing in graveyards at night which doesn't help their reputation among more small minded peoples. Despite their games and fascination they never vandalize anyones corpses. The only thing they do is take a small trinket to remind them of their discovery. Necrinfants seem to be very knowledgable often rivaling sages of larger races in terms of accumalted learning. Smart adventurers often seek the guidance to a piece of obscure lore by searching for Necrinfants. Necrinfants tend to live in small nomadic groups of about 20-50, where the oldest members in the group protect and guide their younger breathen. These 'elder' members (often Lvl 5 Necrinfant necromancers or another class) are often surprisingly wise and reasonable but in a simpler, less beuracratic, perhaps better method of diplomacy. |
| I Am Famine09-11-05, 12:44 PM | OOZE Blindsight (Ex): An Oozes entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet. Ooze Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning and polymorphing. Not subject to critical hits. WALKING WEB Large Ooze Hit Dice: 4d10 (18 hp) Initiative: -5 (-5 Dex) Speed: 10 ft., climb 10 ft. AC: 4 (-1 size, -5 Dex), touch 4, flat-footed 4 Base Attack/Grapple: +3/+10 Attack: 2 Touch attack +5 melee (1d8 +3 plus 1d6 acid) Full Attack: 2 Touch attack +5 melee (1d8 +3 plus 1d6 acid) Space/Reach: 10 ft./10 ft. Special Attacks: Improved grab, acid, web Special Qualities: Ooze traits Saves: Fort +0, Ref -4, Will -4 Abilities: Str 17, Dex 1, Con 8, Int -, Wis 1, Cha 1 Skills: Hide +10, Move Silently +10 Feats: - ------------------------------------------------------------------- Climate/Terrain: Any Temperate or Warm forests, marshes, underground Organization: Solitary, Pair, Tangle (2-5), Weave (5-10) or Ambush (10-50) CR: 5 Treasure: None Alignment:Always neutral Advancement: 5-8 HD (Huge); 9-12 HD (Gargantuan) LA: - Walking Webs are large mobile strands of sticky thread reminiscent of a spiders web often strecthing 10 ft. tall and 10 ft. wide, though much larger specimens aren't unheard of. Despite their size they are lighter than most pixies and have a disurbing reputation as stealthy killers. If someone manages to notice one its hard to tell if it is a solitary hunter or part of larger tangle of Walking Webs. Alone a Walking Web is more of an annoyance than a threat for an experienced adventurer, but in larger groups they can mean an untimely end to their career. COMBAT Walking Webs prefer to hide from their enemies and then snatching them up from above from above or luring them to walk into pre-prepared webs. If forced to fight it will either attempt to climb away whilst firing gouts of sticky web, or grab the nearest opponent and causing them as much acidic damage as possible. Improved Grab (Ex): To use this ability the Walking Web must hit with one of its touch attacks. If it gets a hold, its touch attack deals 2d8 acid damage so long as it keeps a hold of its opponent. Acid (Ex): A Walking Web constantly secretes a digestive acid. Any melee hits deal acid damage. The oozes acidic touch deals 40 points of damage per round to any wooden or metal objects. Armor or clothing dissolves and becomes imediately useless unless it suceeds at a Reflex save (DC 19). The acid cannot harm stone. Wooden or metal weapons that strike the ooze become imediately useless unless they suceed at a Reflex save (DC 19). Web (Su): Once every hour a Walking Web can produce an affect similar to the Web spell as cast by a 15th level spellcaster. The only diofference is that thwe magical webs have a duration of 24 hours before dissipitating. Skills: Despite their size and lack of speed, these light and airy oozes are masters of stealth. They have +10 racial bonus on all Hide and Move Silently checks. ~ SPINE OOZE Large Ooze Hit Dice: 7d10+7 (45 hp) Initiative: -5 (-5 Dex) Speed: 15 ft. AC: 6 (-1 size, -5 Dex, +2 natural), touch 4, flat-footed 6 Base Attack/Grapple: +5/+11 Attack: 4 Spines +6 melee (1d6 +2 plus poison) Full Attack: 4 Spines +6 melee (1d6 +2 plus poison) 6 ranged spines (1d4 plus poison) Space/Reach: 10 ft./10 ft. Special Attacks: Poison, fire spines, rattle Special Qualities: Ooze traits Saves: Fort +3, Ref -3, Will -3 Abilities: Str 15, Dex 1, Con 13, Int -, Wis 1, Cha 1 Skills: - Feats: - ------------------------------------------------------------------- Climate/Terrain: Any Temperate or Warm forests, marshes, underground Organization: Solitary, Pair, Puncture (2-5), or Impalement (5-20) CR: 7 Treasure: None Alignment: Always neutral Advancement: 8-14 HD (Large); 15-21 HD (Huge) LA: - Spine Oozes are essentially small blobs of organic matter that would be harmless and immobile in itself. This particular species of ooze however has developed a nasty method of defending and hunting. Its true body is the afforementioned slime that rarely reaches sizes larger than a sheep. The dozens of long hollow white spines that protrude hapharzadly from this central mass however make it look a lot larger, allowing its 'body' to support itself at least 8 ft. from the ground. These spines contract and strecth to give the ooze a slow but reliable method of movement similar to a spiny sea urchin. Placed randomly around their bodies are four longer thicker blackened spines that contain a dangerous poison designed to slow down and eventually sicken their prey. As well as that method of attack they have six small black spines that they can fire at prey from a considerable distance. They have a reputation for being very relentless and agressive, even by ooze standards. COMBAT Spine Oozes instinctevly attempt to iniate a panic by rattling their spines causing an alarming noise, then firing their venomous spines upon the fleeing enemies. They are quick to lunge on opponents who are brave (or foolish) enough to hold their ground. Poison (Ex): Spine or ranged spine, Fortitude save (DC 15); initial damage 1d6 temporary dex, secondary damage 2d6 temporary con. Fire spines (Ex): Spine Oozes can fire up to six of their ranged spines at their opponents. This attack as a range of 100 feet with no range increment. A ranged sting threatensa critical hit on a natural attack roll of 19 or 20. The creature only has six of these ranged spines a day, but it can fire as many of its daily allotment at one target as it wishes. Rattle (Ex): A Spine Ooze can shake its spines to create a cacophonous rattling. All those within 60 ft. or a rattling Spine Ooze must make a Will save (DC 17) or become frightened for 2d6 rounds. Those who suceed at this save are immune to that Spine Oozes rattle for 24 hours. |
| I Am Famine09-12-05, 08:31 AM | FAMINO Famino are vile and violent outsiders whose only desire is to spread starvation and misery. They find a sickening pleasure in causing famine and drought wherever they tread and feel a constant hunger for cruelty that is near insatiable. They come in many shapes and sizes though one feature connects them. They all have noseless faces with large, pupiless unblinking eyes and unnaturally wide needle-toothed grins . It is said that these horrific beasts originated from a once lush and bountiful plane yet in their greed consumed everything, the land, the sea and the sky. Despite their evil and anarchic natures they behave in way unlike many fiendish beings. They genuinely have respect for one another, regardless of power or size. Their speech is undeniably polite despite the inhuman tones it is produced in. There are no leaders in Famino culture they each do as they desire. Famino even rescue their own kind when they are in danger. Despite their evil natures they are quite an excepting race albeit in a warped and insane way. If beings of any race share their sadistic views of gluttony and greed they are welcomed with open arms into Famino kinship. Except where noted all Famino speak Common, Abyssal and Infernal. FAMINO QUALITIES Immunities (Ex): Famino are immune to fire and poison. Resistances (Ex): Famino have acid, cold and sonic resistance of 20. Drought Aura (Su): All Famino can cause the land and plants around them to dry and turn into wasteland. They can if they desire release an 100 foot aura that withers and dries out the land and plants. Each round dries up 10 ft. of land and stops after 10 rounds which then reaches the end of the auras 100 foot range. Whilst doing this they cannot move, attack or perform any skill checks but they can still use their spell-like abilities. Land that has succumbed to the drought auras affects are completly useless and no plants or crops can be grown, and no animal can graze on its surface. STARVING FAMINO Medium-sized Outsider (Chaos, Evil, Native) Hit Dice: 6d8+18 (45 hp) Initiative: +3 (+3 Dex) Speed: 40 ft. AC: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17 Base Attack/Grapple: +6/+8 Attack: 2 claws +8 melee (1d4 +2) Full Attack: 2 claws +8 melee (1d4 +2) and bite +3 melee (1d6 +1) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities Special Qualities: Famino qualities, SR 19, telepathy Saves: Fort +8, Ref +8, Will +7 Abilities: Str 14, Dex 17, Con 16, Int 14, Wis 15, Cha 13 Skills: Climb +12, Intimidate +12, Jump +14, Knowledge (the planes) +18, Listen +13, Sense Motive +12, Spot +13, Survival +11 Feats: Die Hard, Endurance, Power Attack ------------------------------------------------------------------- Climate/Terrain: Any land, underground Organization: Solitary, Pair, Band (2-5 plus Glutonnous Famino), or Raid (5-20 plus 1-3 Gluttonous famino) CR: 9 Treasure: No coins; standard items; double goods Alignment: Always chaotic evil Advancement: 7-12 HD (Medium); 13-18 HD (Large) LA: - These are the most common and weakest of the Famino, despite that it isn't wise to underestimate them. They stand about 6 to 7 foot tall and their limbs are almost as long as their tall emaciated bodies. Their eyes are opalescent and white and thin strands of hair dangle from their skul-like heads. Their skin is dry and taut revealing their bones and ribs just below the surface. Their voices are raspy and harsh and they smell of ozone and dirt. COMBAT Starving Famino are ironically one the 'weaker' subspecies of their kin. Despite they easily hold up against even experienced adventurers in melee combat, though they prefer to use their natural arcane abilities. Spell-like abilities: At will- disintegrate, displacement, flesh to stone, horrid wilting, protection from good, protection from law. 3/day circle of death. 20th level spellcaster. Telepathy (Su): Starving Famino can communicate telepathically with any creature within 100 feet that has a language. They can still use this whilst using their Drought Aura ability. ~ GLUTTONOUS FAMINO Large Outsider (Chaos, Evil, Native) Hit Dice: 11d8+80 (129 hp) Initiative: +1 (+1 Dex) Speed: 40 ft. AC: 23 (-1 size, +1 Dex, +13 natural), touch 10, flat-footed 22 Base Attack/Grapple: +11/+24 Attack: 2 slams +19 melee (1d8 +9) Full Attack: 2 slams +19 melee (1d6 +9) and bite +14 melee (2d6 +4) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities, vorpal bite Special Qualities: Famino qualities Saves: Fort +14, Ref +8, Will +9 Abilities: Str 28, Dex 13, Con 25, Int 13, Wis 14, Cha 14 Skills: Climb +33, Hide -3, Intimidate +24, Jump +19, Knowledge (the planes) +11, Listen +22, Sense Motive +12, Spot +22, Survival +12 Feats: Improved Bull Rush, Improved Natural Armor, Improved Natural Attack (slam), Toughness ------------------------------------------------------------------- Climate/Terrain: Any land, underground Organization: Solitary, Pair, Troop (2-5 plus 1-3 Starving Famino), or Raid (5-10 plus 3-8 Starving Famino) CR: 12 Treasure: No coins; standard items; triple goods Alignment: Always chaotic evil Advancement: 12-22 HD (Large); 23-33 HD (Huge) LA: - These are a disgusting and larger species of Famino that stand around 8-10 feet tall. They are grossly obese and their eyes are empty and black. Their bellies are pale and veiny compared to their red raw skin which drips with sweat and blood. Folds of fat roll up under their comparitively tiny heads and their stump crooked legs strain under their weight. Their arms are thick and long however, ending with crude and malformed 3-fingered hands. Their voices are gluttural and gurgling and they smell of unwashed bodies and vomit. COMBAT Gluttonous Famino rely on their massive bulk and huge fists to deal much damge as possible. They have innate magical powers like Starving Famino though they only use them when necessary. They will take advantage of every opportunity they can to bite their opponents heads off. Spell-like abilities: At will- energy drain, horrid wilting, protection from good, protection from law. 1/day circle of death 20th level spellcaster. Vorpal bite (Ex): The bite of a Gluttonous Famino severs the head of a Huge or smaller opponent on a critical hit. ~ DEVOURING FAMINO Huge Outsider (Chaos, Evil, Native) Hit Dice: 22d8+220 (319 hp) Initiative: +3 (+3 Dex) Speed: 50 ft., burrow 30 ft. AC: 31 (-2 size, +3 Dex, +20 natural), touch 11, flat-footed 28 Base Attack/Grapple: +22/+41 Attack: Bite +31 melee (3d6 +11) Full Attack: Bite +31 melee (2d6 +11) Space/Reach: 15 ft./15 ft. Special Attacks: Spell-like abilities, swallow whole, frightening presence, improved grab Special Qualities: Famino qualities Saves: Fort +25, Ref +18, Will +15 Abilities: Str 32, Dex 17, Con 30, Int 15, Wis 15, Cha 13 Skills: Balance +13, Climb +31, Escape Artist +13, Hide -5, Intimidate +26, Jump +31, Knowledge (the planes) +27, Listen +22, Search +22, Sense Motive +22, Spot +22, Survival +22, Swim +31, Tumble +23 Feats: Awesome Blow, Dodge, Great Fortitude, Improved Bull Rush, Improved Natural Attack (bite), Lightning Reflexes, Power Attack, Snatch ------------------------------------------------------------------- Climate/Terrain: Any land, underground Organization: Solitary, Pair, or Rage (2-5 plus 1-3 Rabid Famino) CR: 23 Treasure: None Alignment: Always chaotic evil Advancement: 23-44 HD (Huge); 45-66 HD (Gargantuan) LA: - These are one of the most powerful and bizarre of the Famino. It looks like a massive humanoid head that often reach heights of 10-15 feet, though they are much wider. They're eyes are filthy yellow and bloodshot and their huge maws are full of blackened fangs as long as a persons arm. This head sits on a 'bed' of thick flat tentacles that resemble squashed, bleeding leeches. Their voices are bellowing and distorted and they smell of open graves and human waste. COMBAT Devouring Famino despite their intelligence have only really tangiable stratedgy in a fight, to swallow its opponents whole. Spell-like abilities: At will- disintegrate, displacement, energy drain, finger of death, horrid wilting, protection from good, protection from law. 3/day circle of death 20th level spellcaster. Frightening Presence (Ex): A Devouring Famino is an unnatural sight to behold. All those within 60 ft. of a Devouring Famino must make a Will save (DC 22) or become frightened for 2d6 rounds. Those who suceed at this save are immune to that Devouring Famino frightening presence for 24 hours. This presence continues even whilst using their Drought Aura ability. Improved Grab (Ex): To use this ability the Devouring Famino must hit with its bite attack. If it gets a hold it can automatically deal bite damage or attempt to swallow its opponent. Swallow Whole (Ex): A Devouring Famino can try to swallow a grabbed opponent Large or smaller size by making a sucessful grapple check. Once inside the opponent takes 2d8+7 points of crushing damage plus 1d8 points of acid damage per round in its gizzard. A swallowed creature can climb out with a sucessful grapple check, and then when it reaches its maws another grapple check is required to get free. A swallowed creature can also cut its way out using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the gizzard (AC 20). Once a creature exits muscular action closes the hole; another swallowed opponent must cuts its way out. A Devouring Famino's interior can hold two Large, four Small, eight Tiny, sixteen Dimunitive, or Thirty-two Fine or smaller opponents. ~ RABID FAMINO Large Outsider (Chaos, Evil, Native) Hit Dice: 16d8+64 (136 hp) Initiative: +4 (+4 Dex) Speed: 60 ft. AC: 28 (-1 size, +4 Dex, +15 natural), touch 13, flat-footed 24 Base Attack/Grapple: +16/+27 Attack: 2 claws +22 melee (1d8 +7) Full Attack: 2 claws +22 melee (1d6 +7) and bite +17 melee (2d6 +3) and 2 tentacles +17 melee (1d8 +3 plus 1d4 Str) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities, frightening presence, strength drain Special Qualities: Famino qualities, scent Saves: Fort +14, Ref +14, Will +13 Abilities: Str 24, Dex 19, Con 18, Int 14, Wis 16, Cha 15 Skills: Balance +16, Climb +19, Escape Artist +16, Hide +10, Intimidate +22, Jump +32, Knowledge (the planes) +22, Listen +13, Move Silently +14, Sense Motive +13, Spot +23, Survival +18, Swim +19 Feats: Agile, Athletic, Dodge, Improved Natural Attack (claw), Mobility, Power Attack ------------------------------------------------------------------- Climate/Terrain: Any land, underground Organization: Solitary, Pair, or Rage (2-5 plus 1 Devouring Famino) CR: 17 Treasure: No coins; standard items; standard goods Alignment: Always chaotic evil Advancement: 17-32 HD (Large); 33-48 HD (Huge) LA: - These are most violent and savage of the Famino. They stand around about 8-12 foot tall and look like pale-skinned, blood-stained muscular humanoids with digigrade legs and hoofed-feet. Their unblinking eyes are blood red and their hair is a huge white mane, and on each temple is a grey devilish horn. Two crimson tentacles stick out just behind their shoulders. Their voices are animalistic and throaty and they smell of blood and sweat. COMBAT Rabid Famino either use two approaches. They either stealthily approach their enemies and ambush them, perhaps using a few of their innate spells. Or they simply lunge into combat draining their opponents strength and tearing them to pieces. Either way they often gain the upper-hand in combat. Spell-like abilities: At will- disintegrate, energy drain, finger of death, horrid wilting, protection from good, protection from law. 1/day circle of death 20th level spellcaster. Frightening Presence (Ex): A Rabid Famino can release a cacophonous roar whilst raising its vicous tentacles. All those within 60 ft. of a Rabid Famino must make a Will save (DC 19) or become frightened for 2d6 rounds. Those who suceed at this save are immune to that Rabid Famino's frightening presence for 24 hours. This presence continues even whilst using their Drought Aura ability. Strength Drain (Su): Everytime a Rabid Famino uses one of its tentacle attacks its opponent must make a Fortitude save (DC 20) or lose 1d4 points of temporay Strength. |
| I Am Famine09-13-05, 02:15 AM | PORTHIDON Gargantuan Magical Beast (Aquatic) Hit Dice: 17d10+102 (195 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) Speed: Swim 50 ft, Fly 40 ft. (Average) AC: 25 (-4 size, +1 Dex, +18 natural), touch 7, flat-footed 24 Base Attack/Grapple: +17/+42 Attack: 5 tentacles +26 melee (1d8 +13) Full Attack: 5 tentacles +26 melee (1d8 +13) and bite +21 melee (3d8 +6) Space/Reach: 20 ft./15 ft. Special Attacks: Spell-like abilities, swallow whole, constrict, improved grab Special Qualities: Gift of the porthidon, SR 18, immunities, telepathy Saves: Fort +16, Ref +11, Will +8 Abilities: Str 36, Dex 13, Con 22, Int 18, Wis 17, Cha 15 Skills: Bluff +7, Concentration +16, Diplomacy +4, Gather Information +12, Heal +13, Hide -11, Intimidate +7, Knowledge (arcana) +14, Knowledge (local) +14, Knowledge (any one) +22, Listen +15, Search +14, Sense Motive +5, Spellcraft +14, Spot +15 Feats: Alertness, Blind Fighting, Combat Expertise, Empower Spell-like Ability, Improved Initiative, Negotiator ------------------------------------------------------------------ Climate/Terrain: Any aquatic Organization: Solitary, pair or Converge (2-5) CR: 18 Treasure: Triple coins; double items; no goods Alignment: Usually neutral good Advancement: 18-34 HD (Gargantuan); 35-51 HD (Colossal) LA: - Porthidons are a bizarre race of magical beasts who seek knowledge and discoveries. For many of their kin their primary goals in life are to teach and protect smaller races whom they admire and find fascinating. Porthidons are look like massive dolphins with the racial norm being 30-35 foot long and 10-15 foot tall. Their skin color is often a pale pink mottled with red or magenta. Their faces are they're most unusual feature however as they have expressive dark-blue eyes with a friendly glint and they're mouths extend into a lamprey-like mouth surrounded by five tentacles. These tentacles when outstretched form a large star shape. Those unfamiliar with Porthidons might be alarmed by the appearance of a gigantic red dolphin but those who live in the seas or lands around them enjoy and often benefit from their wise and intelligent presence. Porthidons are very protective and negotiable creatures and see themselves as the natural defenders of smaller races that live near their areas. Many pirates who would attack a passing ship of natives will often feel the calm veangence of these beings first hand. They are normally urged to leave by the defending group of Porthidons, and if they foolish enough to stay they’ll soon be under a barrage of arcane fire as the aquatic beings rise supernaturally out of the water and into the skies. They speak Common, Undercommon, Aquan and Draconic though they often learn many other languages, at least enough to say ’Hello’. COMBAT Porthidons will often attack in groups if they can but are more than capable alone. They'll usually try to resolve matters through stern diplomacy against attackers, those foolish enough to stay will be physically attacked with the Porthidons sheer power or their Arcane abilities. Porthidons have the added benefit of being able to bombard their enemies from above due to suppernatural flight or attack from below by returning to their watery homes. Spell-like abilities: At will- clairaudience/clairvoyance, dispel magic, fireball (only when flying) ice storm, lightning bolt, magic circle against evil, major image, wall of ice. 18th level spellcaster. Improved Grab (Ex): To use this ability the Porthidon must hit with either its bite or one of its tentacle attacks. If it gets a hold it can automatically deal bite damage, attempt to swallow its opponent or constrict it. Swallow Whole (Ex): A Porthidon can try to swallow a grabbed opponent of Large or smaller size by making a sucessful grapple check. Once inside the opponent takes 2d8+7 points of crushing damage plus 1d8 points of acid damage per round in its gizzard. A swallowed creature can climb out with a sucessful grapple check, and then when it reaches its maws another grapple check is required to get free. A swallowed creature can also cut its way out using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the gizzard (AC 20). Once a creature exits muscular action closes the hole; another swallowed opponent must cuts its way out. A Porthidons interior can hold two Large, four Small, eight Tiny, sixteen Dimunitive, or Thirty-two Fine or smaller opponents. Constrict (Ex): A Porthidon can deal automatic tentacle damage with a successful grapple check against Huge or smaller creatures. Gift of the porthidon (Su): Porthidons can allow non-aquatic beings such as humans or other humanoids to magically breathe underwater. If touched with one of the Porthidons tentacles the subject grows gills. The process must be done underwater and then its affects go on indefinately, effectively allowing that person to stay underwater forever. If they ever leave the water however, even if just to see above the surface, they lose their gills and their ability to breathe underwater. If there is the same or another friendly Porthidon nearby then the process can be iniated again. Otherwise the ability is the same as the water breathing spell. The only way the process can work is if both parties are willing the give and receive the gift. Immunities (Ex): Porthidons are immune to acid and posion. They also have a cold and fire resistance of 20. Telepathy (Su): Porthidons can communicate telepathically with any creature within 500 feet that has a language. Skills: Porthidons gain a +8 racial bonus on any Knowledge skill of their choice. |
| I Am Famine09-13-05, 10:25 AM | EYE OF EVIL Medium Aberration (Extraplanar) Hit Dice: 7d8 (31 hp) Initiative: +1 (+1 Dex) Speed: Fly 30 ft. (perfect) AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +5/+4 Attack: Wounding gaze +4 ranged (1d8 +1 or 1d4 ability damage) Full Attack: Wounding gaze +4 ranged (1d8 +1 or 1d4 ability damage) Space/Reach: 5 ft./5 ft. Special Attacks: Wounding gaze Special Qualities: True seeing, scry, flight Saves: Fort +2, Ref +3, Will +14 Abilities: Str 8, Dex 13, Con 11, Int 19, Wis 24, Cha 13 Skills: Concentration +8, Decipher Script +8, Escape Artist +9, Hide +7, Listen +7, Move Silently +7, Search +24, Spot +31 Feats: Improved Natural Attack, Iron Will, Point Blank Shot ------------------------------------------------------------------- Climate/Terrain: Any land, underground Organization: Solitary, pair or Behold (2-5) CR: 8 Treasure: No coins; triple items; no goods Alignment: Always evil (any) Advancement: 8-14 HD (Medium) LA: - Eyes of evil are an explanar race who have been warring upon each other for countless generations. These creatures are almost predisposed to become heartless, self-serving and loathsome beings without any redeeming vestiges of personality remaining. Despite their shared evil mindsets they to have conflicting moralities and political stances. Some prefer anarchy and nihilism, some are horribly indifferent where some take a more tyrannical, fascist stance. These opposing alignments almost always lead to violent and hateful wars between chaotic and lawful factions. The indifferent ones aren't safe from this either and are equally guilty of trying to force their relentless neutrality upon those around them. Each of these groups see themselves as the future rulers of the material plane. Though they dont hate the lesser beings of this world they only see them tools for their use or amusement. Eyes of Evil look like gigantic floating eyeballs that reach 3-6 foot in diameter. They all have different shaped pupils and their massive irises come in every color imaginable. They can speak with a set of internal organs that gives their voice a burbling, deep and cavernous quality. Though they have no limbs or natural weapons to speak of their gaze can cause sword-like wounds and drain their victims of their energy and intellect. Eyes of Evil speak Common and Abyssal (chaotic) or Infernal (lawful). COMBAT Though Eyes of Evil aren't the most powerful enemy an adventurer will come across they are still incredibly dangerous. They can see perfectly in inky depths or the underdark where a mere mortal couldn't even his hand in front of his face, as well as magically concealed or invisible creatures. Their gaze alone can cause just as much damage as any crude claw or talon, yet worse is it ability to drain their opponents abilities. Wounding gaze (Su): Once a round as a standard action Eyes of Evil can attack a creature with its gaze as though it were a natural attack. It is essentially the same as claw or bite attack with the excepton of a 30 foot range hence it can be shielded or ignored if the opponents AC is high enough. Alternatively it can select one of its opponents abilities and inflict 1d4 points of temporary damage to that ability. Strength, dexterity and constitution attacks require a Fortitude save (DC 19) and intelligence, wisdom and charisma attacks require a Will save (DC 19). True seeing (Su): Eyes of Evil have Darkvision of 90 foot and can see perfectly fine in magical darkness. They can also see invisible (innately or magically so) creatures. Scry (Sp): Eyes of Evil can cast at will the Scrying spell as a 20th level spellcaster. Furthermore they don't suiffer a -5 penalty for scrying on a subject who is on another plane. Flight (Ex): An Eye of Evil is naturally buoyant. This buoyancy allows it fly as the spell, as a free action, at a speed of 30 feet. This buoyancy also grants it a permanent feather fall effect with personal range. Skills: Eyes of Evil are essentially one huge eye, hence they gain a +10 racial bonus to all Search and Spot checks. |
| I Am Famine09-13-05, 11:14 AM | SERVANTS OF THE EVIL EYES The Eyes of Evil aren't the only living things that inhabit what forsaken plane they hail from. Other disbodied eyes have evolved their though few are as powerful as the Evil Eyes themselves. These specialized and savage creatures are bred by them as servants and bodyguards and they come in many variations. Wounding gaze (Su): Unless otherwise noted Servants of the Evil Eyes have a Wounding gaze attack much like theirs. Once a round as a standard action Servants of the Evil Eyes can attack a creature with its gaze as though it were a natural attack. It is essentially the same as claw or bite attack with the excepton of a 30 foot range hence it can be shielded or ignored if the opponents AC is high enough. Unlike their masters Servants of the Evil Eyes cannot damage their opponents abilities, though their gazes often have different affects as stated in their descriptions. Flight (Ex): A Servant of the Evil Eyes is naturally buoyant. This buoyancy allows it fly as the spell, as a free action, speed and manuverability is stated in its description. This buoyancy also grants it a permanent feather fall effect with personal range. Skills:Servants of the Evil Eyes are essentially one large disembodied eye, hence they gain a +10 racial bonus to all Search and Spot checks. BLOODSHOT SERVANT Large Aberration (Extraplanar) Hit Dice: 10d8+43 (88 hp) Initiative: +0 Speed: Fly 60 ft. (poor) AC: 19 (-1 size, +10 natural), touch 9, flat-footed 19 Base Attack/Grapple: +7/+14 Attack: 3 gores +9 melee (1d8 +3) Full Attack: 6 gores +9 melee (1d8 +3) Space/Reach: 10 ft./10 ft. Special Attacks: Charge Special Qualities: Flight Saves: Fort +7, Ref +3, Will +6 Abilities: Str 16, Dex 10, Con 18, Int 3, Wis 9, Cha 6 Skills: Hide -4, Listen -1, Search +11, Spot +17 Feats: Die Hard, Flyby Attack, Toughness, Wingover ------------------------------------------------------------------- Climate/Terrain: Any land, underground Organization: Solitary or pack (2-4 plus 1-3 Hex Servants plus 3-8 Swarming Servants) CR: 9 Treasure: None Alignment: Always evil (any) Advancement: 11-20 HD (Large); 21-30 HD (Huge) LA: - These savage beasts are one the few Servants of the Evil Eyes who aren't capable of wounding its opponents with a gaze, but the creature is still incredibly dangerous without it. They look like elephant size bloodshot eyes with tiny pupils and red irises. Its flesh is veiny and lumpy and ripping through this tissue are six irregulary shaped, twisted horns. They understand but cannot speak Abyssal and Infernal. COMBAT Bloodshot Servants dont hesitate ro charge into combat at full pelt. They have very few attack patterns other than goring their opponents on their vicous horns. Charge (Ex): Whenever a Bloodshot Servant enters combat it often begins by charging at its opponent. In addition to the normal benifits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d8+3 points of damage. ~ HEX SERVANT Small Aberration (Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: +0 Speed: Fly 20 ft. (good) AC: 14 (+1 size, +3 natural), touch 11, flat-footed 14 Base Attack/Grapple: +1/-5 Attack: Wounding gaze +3 ranged (1d4 +1) Full Attack: Wounding gaze +3 ranged (1d4 +1) Space/Reach: 5 ft./5 ft. Special Attacks: Wounding gaze, hex gaze Special Qualities: Flight Saves: Fort +1, Ref +0, Will +4 Abilities: Str 6, Dex 11, Con 12, Int 6, Wis 12, Cha 15 Skills: Hide +4, Listen +3, Search +10 Sense Motive +3, Spot +13 Feats: Alertness ------------------------------------------------------------------- Climate/Terrain: Any land, underground Organization: Solitary or Pack (2-5 plus 1 Bloodshot Servant, plus 3-8 Swarming Servants) CR: 3 Treasure: None Alignment: Always evil (any) Advancement: 3-4 HD (Small); 5-6 HD (Medium) LA: - These sadistic creatures are among the more intelligent of the animalistic servants. They are often considered one of the more useful servants by the Evil Eyes as they can speak and can understand more complex orders. They have the ability to afflict bad luck and illnesses upon their opponents with a mere gaze. They look like dog-sized floating eyeballs with slit feline pupils. The whites of their 'eye' is purple and glistens in the light and their irises are often a bright lime or lemon in color. They speak Abyssal and Infernal. COMBAT These creatures prefer to attack in groups. Whilst the majority of the group use their wounding gaze attacks another attempts to take a single opponent by surprise with one of its hex gazes. If alone they attempt to find a good vantage point where they can use their various hex's. Hex gaze (Su): If a Hex Servant uses its wounding gaze attack if can if it wishes use one of three hex gazes instead of damage. Those under its affect must make a Will save (DC 18) or suffer one the following hexes. Ill Luck: -2 fate penalty on all skill checks; lasts for 2d8 rounds. Fear: -2 morale penalty on all attack rolls; lasts for 2d8 rounds. Despair: -1 penalty on all saves; lasts for 2d6 rounds. ~ SWARMING SERVANT Tiny Aberration (Extraplanar) Hit Dice: 1/2d8 (2 hp) Initiative: +4 (+4 Dex) Speed: Fly 30 ft. (good) AC: 16 (+2 size, +4 Dex), touch 16, flat-footed 12 Base Attack/Grapple: Attack: Wounding gaze +2 ranged (1d4 -1) Full Attack: Wounding gaze +2 ranged (1d4 -1) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Wounding gaze Special Qualities: Flight Saves: Fort -3, Ref +4, Will +3 Abilities: Str 3, Dex 18, Con 5, Int 4, Wis 13, Cha 3 Skills: Hide +12, Listen +1, Search +10, Spot +16 Feats: Dodge ------------------------------------------------------------------- Climate/Terrain: Any land, underground Organization: Swarm (10-20) or Wave (20-40 plus 2-6 Hex Servants plus 1 Bloodshot Servant) or Horde (40-100 plus 10-15 Hex Servants plus 2-5 Bloodshot Servants) CR: 1 Treasure: None Alignment: Always evil (any) Advancement: 1.5-1 HD (Tiny); 2-1.5 HD (Small) LA: - Evil Eyes often throw dozens of these numerous creatures at their enemies. These look like floating eyesballs about the size of a raven and unlike their greater brethen they barely have any iris making them dull and opalascent in color. Their pupil has a red or pink glow in the centre. They understand but cannot speak Abyssal and Infernal. COMBAT Swarming Servants are almost never encountered alone for in that state they are somewhat harmless. In swarms however they can quickly become quite lethal. |
| Rny209-17-05, 06:24 PM | Remember the monsters of the north pole, shea had some ideas about them here: http://boards1.wizards.com/showthread.php?t=429695 |
| I Am Famine09-18-05, 09:14 AM | Thats a interesting creature Ryn2, from what could gather it was a kind of fungal mutant dragon. Gets me in the mood to make more monsters... :D SMITTEN Small Fey Hit Dice: 2d6+4 (11 hp) Initiative: +5 (+5 Dex) Speed: 20 ft., fly 40 ft. (good), climb 20 ft. AC: 16 (+1 size, +5 Dex), touch 16, flat-footed 11 Base Attack/Grapple: +1/-5 Attack: Dagger +0 melee (1d4 -2) or crossbow +7/+2 ranged (1d8 -2) Full Attack: Dagger +0 melee (1d4 -2) crossbow +7/+2 ranged (1d8 -2); bite +0 melee (1d4 -3 plus Wis damage) Space/Reach: 5 ft./5 ft. Special Attacks: Wisdom bite, charm person, lay off Special Qualities: Low-light vision Saves: Fort +2, Ref +10, Will +4 Abilities: Str 6, Dex 21, Con 14, Int 11, Wis 13, Cha 18 Skills: Balance +8, Escape Artist +7, Gather Information +7, Hide +14, Listen +1, Move Silently +11, Perform +7 (string instruments, wind instruments or singing), Sense Motive +4, Spot +1, Tumble +10 Feats: Lightning Reflexes ------------------------------------------------------------------- Climate/Terrain: Any land, forest Organization: Band (2-4), Troupe (5-10) or Tribe (10-50) CR: 2 Treasure: Standard coins; triple items items; standard items Alignment: Usually chaotic good Advancement: By character class LA: +2 Smitten's are a friendly race of fey that live at the edges of thick woodland and rural communities. Their reputations among superstitious folk is actually quite favorable as they are known to often give trinkets and gifts to individuals they take a liking to. Many wise adventurers know that Smitten's will often be willing to sell them powerful magical items, and their almost innate honesty make them reliable merchants. Some more stern folk see them as nothing worse than nuisances, and the fun-poking Smittens aren't likely to take offence at this perception of them. Despite their friendliness they have a slightly more aggressive aspect about them. Smittens dislike laws and control and will become quite vicous if any attempts to force their ways on them or their friends. Smittens stand a little shorter than Halflings and are covered in a soft white fur. They're heads are cat-like and their large eyes range in color from amber, gold and icy blue. As well as their body fur they also often have shoulder-length straight hair that is normally blonde in color, though black and brown isn't unheard of. They have long bushy tails that are striped black and white like a Lemur and from their backs sprout a pair of large butterfly-like wings. They speak Common and Sylvan. COMBAT Smittens aren't normally the first to instigate combat being generally friendly creatures. If forced to fight however they'll normally attack in groups with about 3-4 Smittens concentrating on one opponent at the time. If grappled they can become surprisingly vicous and hard to handle in a desperate attempt to grapple free. Wisdom bite (su): Those bitten by a Smitten must make a Will save (DC 18) or lose 1d4 points of temporary Wisdom. Additionally those who fail the saving throw are completly vulnerable (ie will instantly fail its save DC) to that Smittensd charm person ability for 1d8 rounds after. Those that suceed the wisdom bites will save are immune to that Smittens wisdom bite for 24 hours. Charm person (sp): Once a day Smitten can cast charm person as the spell cast by a 4th-level spellcaster. Those affected must suceed at a Will save (DC 15) or be charmed for 24 hours. Lay off (Ex): Smitten's can become extroadinarily vicous when grappled or if forced to something against their will. Three times a day a Smitten gains a temporary +4 racial bonus to all Escape Artist, Will and grapple checks for 1d8 rounds. For the duration their bite attack increases to 1d4 +3 and their wisdom bite deals 1d6 points of temporary Wisdom. After the duration is over they lose 1d4 temporary points of Strength of Constitution. SMITTEN CHARACTERS Smitten's are ECL 5 characters (2 racial HD + LA +2 + 1 class level = Lvl 5 character). Smitten's favor the Bard class. Many also becomer Druids, Rogues and Sorcerors. |
| Jeweler10-01-05, 09:45 AM | ok sorry about that, i hate it when i lose papers, ill post the mech up as soon as i find it. But i can start making your creatures into cards.(bottom up) Smitten 3 :g: summon fey :t: :b: :g:, Target creature with 3 or less power is put under your control until end of turn 1/1 Bloodshot Servant 3 :c: 3 :b: summon beholder First Strike Fly 3/5 Hex Servant 3 :b: summon beholder Fly :t: :b: :b:, target creature gains a -1/-1 until the end of the turn 1/1 Swarm Servant :b: summon beholder +1/+1 for each beholder in play on your side. 0/1 Eyes of Evil 2 :c: :b: :b: summon beholder :t: :b: :b:, target creature gains -2/-2 until end of the turn 3/4 |
| Jeweler10-01-05, 10:02 AM | Second Round! I like the eyes of evil and there servants, there cool, i might use them. Porthidon 3 :c: 5 :u: summon dolphin Fly, Islandwalk :t: 3 :u:, the Porithidon can can grant a creature islandwalk and islandhome, but when there are no islands on either side the target creature is not destroyed 6/8 skipping over the famino and doing that in the thrid post Walking Web 4 :g: summon web ooze Walking Web can block creatures with flying as if it had flying itself. 2/2 Spine Ooze 2:c: 3 :g: summon ooze When Spine Ooze dies killing creature gets a -3/-3 counter put on it. :t: :g:, target creature takes one point of damage. 1/3 |
| Jeweler10-01-05, 10:04 AM | Faminos, remind me i will get to them, dont feel like it now, but i prolly will around midnight, so see yah til then! |
| I Am Famine10-02-05, 09:08 AM | Hey thanks Jeweler!, they're really good translations from my stats. I should make some more monsters soon, I do have few ideas swimming around in my head. I cant wait to see how the Famino turn out!. Heres a few of my monster ideas... Addeil: Cruel adder/human tauric fey Sun/Moon Giants: Colossal alien extraplanar giants Famino: Scavenging, Cancerous and Decadent subtypes Servants of the Evil Eyes: Hawk Servant and Petrifying Servant Blyndstar: Powerful ogre-sized starfish-like Aberrations Pyromortis: Magically burning skeletons; greater and lesser versions Deep Boa: Huge burrowing intelligent snakes Buror: Rodent-like burrowing ogres, often use Deep Boas as mounts Primasaurs: Tyrannoboon, Stegutang, Tricerilla and Deinonymur; primate/dinosaur hybrids Shrieking Carcass: Alarmingly mobile zombie whose face has been torn-open and converted into a huge gaping maw Swanfolk: LG Anthropmorphic swans; many become paladins and clerics Sheepfolk: NG Anthropmorphic sheep; kindly nature-worshipping farmers and healers Golems: Flower and Fungus types Golem Buildings: House, Church, Mill and Castle golems Raymaiden: Short-statured beatiful aquatic fey that can turn into cyan-colored manta rays Kokeshi: Dimunitive, oriental animate wooden-figurines Clockwork Cypher: Clockwork hovering security machines Orquid: Powerful orca-patterned squid-like hunters Dire Animals: Dolphin, Orca, Sheep and Swan Blight Tiger: Famino-tainted, evil and savage magical tigers Coral Giant: Clown-fish patterned, tailed, giant-subspecies Gush: Animate, sentient, flying elemental wave Reflection of Skin & Bone: Terrifying arcane undead that imitates a rotting, bleeding version of its opponent Waandag: Dark-skinned human/ostrich tauric race Gearknight: Tall, sentient clockwork warrior Chaos Blade: Fey mannifestation of violence and chaos; looks like a oversized organic flying weapon Borfig: Known as 'warriors of winter'; boar-headed savage humanoids Sabre-Toothed Drake: Flightless, large predatory dragon Fallen Angel: Misery, Rage and Vile Angels Feralskin: Scizophrenic vaguely-humanoid beasts whose skin and appearance is always shifting, changing, caving in and tearing apart Planetouched: Humans with distant Evil Eye/Famino/Feralskin/Fallen Angel blood Gibbering Dragon: Multi-eyed/multi-mouthed dragon subspecies |
| the_one_true_shea10-07-05, 02:57 PM | hmmmm, What if the necrinfant had a special kind of undead army that served them? Specially treated zombies that automatically regenerated and created a duplicate of themselves when they are killed. 2:b::b: Necrifant Zombie 2/2 0 : Regenerate. Whenever necrifant warrior suffers deadly damage put a 2/2 necrifant warrior token into play. The token necrifant warrior has all the abilities of the card necrifant warrior. Med Undead [mindless] stuff stuff Special Abilities: Regenerate (special); Summon Necrifant Warrior; Cannot be killed. Regenerate: When reaching 0 HP a necrifant warrior iis not destroyed. Instead the necrifant takes a full round action to summon another necrifant warrior and regenerates to full HP. Summon Necrifant Warrior: When a Necrifant warrior reaches 0 HP the necrifant will summon another necrifant warrior of equal HD. Cannot Be Killed: You must cast a limited wish (or greater ) spell on the round that a necrifant warrior is summoning another necrifant (and has 0 HP ) to destroy a necrifant warrior. hehe, like an army of little trassques :eek: Addeil: Cruel adder/human tauric fey Sun/Moon Giants: Colossal alien extraplanar giants Famino: Scavenging, Cancerous and Decadent subtypes Servants of the Evil Eyes: Hawk Servant and Petrifying Servant Blyndstar: Powerful ogre-sized starfish-like Aberrations Pyromortis: Magically burning skeletons; greater and lesser versions Deep Boa: Huge burrowing intelligent snakes Buror: Rodent-like burrowing ogres, often use Deep Boas as mounts Primasaurs: Tyrannoboon, Stegutang, Tricerilla and Deinonymur; primate/dinosaur hybrids Shrieking Carcass: Alarmingly mobile zombie whose face has been torn-open and converted into a huge gaping maw Swanfolk: LG Anthropmorphic swans; many become paladins and clerics Sheepfolk: NG Anthropmorphic sheep; kindly nature-worshipping farmers and healers Golems: Flower and Fungus types Golem Buildings: House, Church, Mill and Castle golems Raymaiden: Short-statured beatiful aquatic fey that can turn into cyan-colored manta rays Kokeshi: Dimunitive, oriental animate wooden-figurines Clockwork Cypher: Clockwork hovering security machines Orquid: Powerful orca-patterned squid-like hunters Dire Animals: Dolphin, Orca, Sheep and Swan Blight Tiger: Famino-tainted, evil and savage magical tigers Coral Giant: Clown-fish patterned, tailed, giant-subspecies Gush: Animate, sentient, flying elemental wave Reflection of Skin & Bone: Terrifying arcane undead that imitates a rotting, bleeding version of its opponent Waandag: Dark-skinned human/ostrich tauric race Gearknight: Tall, sentient clockwork warrior Chaos Blade: Fey mannifestation of violence and chaos; looks like a oversized organic flying weapon Borfig: Known as 'warriors of winter'; boar-headed savage humanoids Sabre-Toothed Drake: Flightless, large predatory dragon Fallen Angel: Misery, Rage and Vile Angels Feralskin: Scizophrenic vaguely-humanoid beasts whose skin and appearance is always shifting, changing, caving in and tearing apart Planetouched: Humans with distant Evil Eye/Famino/Feralskin/Fallen Angel blood Gibbering Dragon: Multi-eyed/multi-mouthed dragon subspecies |
| I Am Famine10-09-05, 10:55 AM | hmmmm, What if the necrinfant had a special kind of undead army that served them? Specially treated zombies that automatically regenerated and created a duplicate of themselves when they are killed. 2:b::b: Necrifant Zombie 2/2 0 : Regenerate. Whenever necrifant warrior suffers deadly damage put a 2/2 necrifant warrior token into play. The token necrifant warrior has all the abilities of the card necrifant warrior. Med Undead [mindless] stuff stuff Special Abilities: Regenerate (special); Summon Necrifant Warrior; Cannot be killed. Regenerate: When reaching 0 HP a necrifant warrior iis not destroyed. Instead the necrifant takes a full round action to summon another necrifant warrior and regenerates to full HP. Summon Necrifant Warrior: When a Necrifant warrior reaches 0 HP the necrifant will summon another necrifant warrior of equal HD. Cannot Be Killed: You must cast a limited wish (or greater ) spell on the round that a necrifant warrior is summoning another necrifant (and has 0 HP ) to destroy a necrifant warrior. I like the idea but I just dont see it fitting with the Necrinfants. They're more Necromantic by innate accident than any real racial proficiency. I have this image in my head of a graveyard with a few random zombies shambling about, keeping an eye on a group of Necrinfants playing hopscotch. They're too friendly to create an army in my mind. Perhaps another monster (a powerful but rare CE Necrinfant subtype maybe :plotting: ) might be able to create some foul necromantic beasts, including your regenerating undead warriors... :evillaugh I'll probably never get through them all. They are there for anyone to try. Just leave the Famino and Evil Eye Servants alone, THEY'RE MINE!... :P |
| Rny210-09-05, 11:15 PM | Hmm, I'll take on the Borfigs, skimped a little on the barbaric side: Now, you can hardly see a Borfig outside of cruel propaganda cartoons. Many years, ago, though, before our current regime was founded, Borfigs were a part of popular society. You see, Borfigs aren’t really horrible pigs like they make us out to be. We’re really likable, you see, and very friendly. Being good at keeping money, us Borfigs helped fund many of those public projects you make use of every day. Without us, you woudn’t have a lot of things you take for granted. We came down here long before you folks did, and burned down the rampant forest to make good planting ground. We taught your grandfather’s grandfathers to grow good food and crops to sell. We invented a crop, tobacco, and invented cigars and pipes to smoke. You know, without us Borfigs you’d still be living in caves and scared of fires, cause we educated and patronized you folk, didn’t you know that? And then you come ‘round and persecute us good Borfigs for being just naturally better. All that propaganda about inciting the gods to give us the long winter that year, the slogan: Let the Sons of Light come free, Drive the Warriors of Winter away! You know, deep down, that that’s all a big hoax created by some money-grubbling freak like you. Yeah, yeah, you know it wasn’t your fault. Well, look at those ungrateful sons of our civic projects for you lesser folk. I mean, come on! Can’t you give us a break, with all your speech of more economic equality and political freedom? We went and done good for you, and this is how you repay us? Madness, that’s all you people are. Now, I hope that some day, when your bored of having those repulsive things ruling over you, you can come grubbling like the worms you really are back to use, the Borfigs. - Woc-ecel, Borfig ambassador |
| I Am Famine10-10-05, 04:09 AM | Hmm, I'll take on the Borfigs, skimped a little on the barbaric side: Now, you can hardly see a Borfig outside of cruel propaganda cartoons. Many years, ago, though, before our current regime was founded, Borfigs were a part of popular society. You see, Borfigs aren’t really horrible pigs like they make us out to be. We’re really likable, you see, and very friendly. Being good at keeping money, us Borfigs helped fund many of those public projects you make use of every day. Without us, you woudn’t have a lot of things you take for granted. We came down here long before you folks did, and burned down the rampant forest to make good planting ground. We taught your grandfather’s grandfathers to grow good food and crops to sell. We invented a crop, tobacco, and invented cigars and pipes to smoke. You know, without us Borfigs you’d still be living in caves and scared of fires, cause we educated and patronized you folk, didn’t you know that? And then you come ‘round and persecute us good Borfigs for being just naturally better. All that propaganda about inciting the gods to give us the long winter that year, the slogan: Let the Sons of Light come free, Drive the Warriors of Winter away! You know, deep down, that that’s all a big hoax created by some money-grubbling freak like you. Yeah, yeah, you know it wasn’t your fault. Well, look at those ungrateful sons of our civic projects for you lesser folk. I mean, come on! Can’t you give us a break, with all your speech of more economic equality and political freedom? We went and done good for you, and this is how you repay us? Madness, that’s all you people are. Now, I hope that some day, when your bored of having those repulsive things ruling over you, you can come grubbling like the worms you really are back to use, the Borfigs. - Woc-ecel, Borfig ambassador Its an interesting twist. A race that is heavily prejudiced by man due to religous propaganda. I like their attitude of hateful realism, I could imagine them being a race of highly intelligent barbarians. |
| I Am Famine10-10-05, 05:41 AM | SERVANTS OF THE EVIL EYES The Eyes of Evil aren't the only living things that inhabit what forsaken plane they hail from. Other disbodied eyes have evolved their though few are as powerful as the Evil Eyes themselves. These specialized and savage creatures are bred by them as servants and bodyguards and they come in many variations. Wounding gaze (Su): Unless otherwise noted Servants of the Evil Eyes have a Wounding gaze attack much like theirs. Once a round as a standard action Servants of the Evil Eyes can attack a creature with its gaze as though it were a natural attack. It is essentially the same as claw or bite attack with the excepton of a 30 foot range hence it can be shielded or ignored if the opponents AC is high enough. Unlike their masters Servants of the Evil Eyes cannot damage their opponents abilities, though their gazes often have different affects as stated in their descriptions. Flight (Ex): A Servant of the Evil Eyes is naturally buoyant. This buoyancy allows it fly as the spell, as a free action, speed and manuverability is stated in its description. This buoyancy also grants it a permanent feather fall effect with personal range. Skills: Servants of the Evil Eyes are essentially one large disembodied eye, hence they gain a +10 racial bonus to all Search and Spot checks. HAWK SERVANT Small Aberration (Extraplanar) Hit Dice: 4d8+8 (26 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: Fly 60 ft. (perfect) AC: 17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 13 Base Attack/Grapple: +3/-2 Attack: Wounding gaze +3 ranged (1d4 -1) Full Attack: Wounding gaze +3 ranged (1d4 -1) Space/Reach: 5 ft./5 ft. Special Attacks: Wounding gaze Special Qualities: Flight, true seeing Saves: Fort +3, Ref +5, Will +7 Abilities: Str 9, Dex 19, Con 15, Int 4, Wis 16, Cha 9 Skills: Hide +12, Listen +3, Search +10, Spot +16 Feats: Improved Initiative, Wingover ------------------------------------------------------------------- Climate/Terrain: Any land, underground Organization: Solitary or Pack (2-4 plus 1-3 Petrifying Servants plus 3-8 Swarming Servants) CR: 3 Treasure: None Alignment: Always evil (evil) Advancement: 5-8 HD (Small); 9-12 HD (Medium) LA: - Hawk servants are used by the Eyes of Evil as spies and scouts due to their expeditious speed, great agility and sensitive vision. Hawk servants look like floating snakes covered with scruffy brown or black feathers. Attached to one end of its body is a single golden-orb of an eye with a pupil in the centre that is constantly readjusting its size and shape. They understand but cannot speak Abyssal and Infernal. COMBAT Hawk Servants are the least likely to enter a fight if it can help it. If it has been spotted or attacked it will flee at any opportunity it gets. If cornered it will rabidly utilize its wounding gaze attack. True seeing (Su): Hawk Servants have Darkvision of 90 foot and can see perfectly fine in magical darkness. They can also see invisible (innately or magically so) creatures. ~ PETRIFYING SERVANT Medium-sized Aberration (Extraplanar) Hit Dice: 7d8+14 (45 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) Speed: Fly 40 ft. (good) AC: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16 Base Attack/Grapple: +5/+5 Attack: Wounding gaze +5 ranged (1d4) Full Attack: Wounding gaze +5 ranged (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Wounding gaze, petrifying gaze Special Qualities: Flight Saves: Fort +4, Ref +3, Will +8 Abilities: Str 11, Dex 12, Con 15, Int 6, Wis 13, Cha 15 Skills: Hide +4, Intimidate +6, Listen +1, Search +10, Spot +14 Feats: Hover, Improved Initiative, Iron Will ------------------------------------------------------------------- Climate/Terrain: Any land, underground Organization: Solitary or Pack (2-5 plus 2-3 Hawk Servants plus 3-8 Swarming Servants) CR: 6 Treasure: None Alignment: Always evil (any) Advancement: 8-14 HD (Medium); 15-21 HD (Large) LA: - Petrifying servants though not massively intelligent are among the most respected of the eyes servants. They aren't animalistic and far more cunning, capable of understanding and performing far more complicated tasks and plans. They look like a huge reptilian eyeball the same height as a human and as wide. Their pupils are horizontally slit and the whites of their 'eye' is bright green. At the back of its orb-shaped body are thick dark green draconic scales and writhing worm-like tentacles. Unlike most servants they can speak as well as understand Abyssal and Infernal. COMBAT Petrifying servants prefer to use trickery and cunning whenever they can, preferring an unfair advantage over their victims. If forced to fight head on however they are more than capable of defending themselves. They prefer to use their wounding gaze at times they think will cause the most disruption and confusion, instead of just 'lashing' out with it. Petrifying gaze (Su): If a Petrifying Servant uses its wounding gaze attack it can if it wishes choose to use its petrifying gaze instead of dealing damage. Those caught within 30 foot of its gaze must make a Fort save (DC 15) or turn to stone permanently. |
| I Am Famine10-10-05, 08:03 AM | This one is for you shea... :D Those regenerating zombies will follow shortly. I might add my Shrieking Carcasse's to this Necrinfants collection of undead creations... LOST NECRINFANT Small Fey Hit Dice: 9d6+18 (49 hp) Initiative: +3 (+3 Dex) Speed: 30 ft., climb 30 ft. AC: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13 Base Attack/Grapple: +4/0 Attack: Claw +5 melee (1d4 -1) Full Attack: Claw +5 melee (1d4 -1) and bite +0 melee (1d4 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities, lost innocence, poison Special Qualities: Darkvision 60 ft., immunities, invisibility Saves: Fort +5, Ref +9, Will +7 Abilities: Str 11, Dex 17, Con 15, Int 24, Wis 13, Cha 9 Skills: Bluff +16, Diplomacy +14, Disguise +8, Escape Artist +15, Hide +22, Intimidate +9, Jump +10, Knowledge (arcana) +27, Listen +1, Move Silently +14, Open Lock +16, Sense Motive +15, Sleight of Hand +15, Spot +1 Feats: Die Hard, Greater Spell Focus (Necomancy), Greater Spell Penetration, Skill Focus (Bluff) ------------------------------------------------------------------- Climate/Terrain: Any land, underground Organization: Solitary CR: 10 Treasure: Standard coins; double items; double magic items; standard goods Alignment: Usually chaotic evil Advancement: By character class LA: - On rare occasions a Necrinfant is born who doesn't want to play with her fellow tribe members. She starts as merely a sour and moody child who quickly develops into a crueler and short-tempered creature whose emotions and behaviour become frightening to her friends. Only the Elder Necrinfants can recognise the signs of what is to come, most Necrinfants being to naive and innocent to really understand. These horrible solitary creatures are known as the Lost Necrinfants, a name they acquire when a tribe of Necrinfants cannot stand his or her presence no longer, they quietly and sadly walk away. Lost Necrinfants at the moment of their abandoment start to become twisted and vile creatures that will never be mistaken for a normal Necrinfant again. Painful looking veins become to show-up on their pale white skin and their large blackeyes start weeping crimson ichor. Their hands become blacken, their fingernails sharpen and their teeth become bloody and pointed. The six insectile scythes on their backs lengthen and become horribly serrated, as their face curls into an unpleasant fanged grin. By becoming like this their minds soon fill with terror and hatred but likewise their intellects expand rapidly. Their affinity for necomancy turns from being a innate curiosity of the dead to an unnatural urge to desecrate and create unnatural abominations. Many hunters of the dead have these creatures to blame for many of the vilest undead in existence. Normal Necrinfants have an innate fear of these creatures and are able to feel its presence without even knowing it is there. They delight in causing strife and death and are masters of lies and manipulation. They speak Common, Sylvan and Abyssal. COMBAT Lost Necrinfants prefer to watch violence than be in it, but despite that they are lethal in combat. They often save their more dangerous spell-like abilities on more powerful creatures so they can use the 'materials' after. If desperate they will lash out with their claws and deliver a poisonous bite if possible. Though stubborn and hateful they aren't stupid and will become invisible and flee if pressed. Spell-like abilities (Sp): At will- animate dead, bane, desecrate, doom, hold person, protection from good. 5/day- air walk, bestow curse, blindnees/deafness, death ward. 3/day- dispel good, freedom of movement, slay living. As cast by a 20th level spellcaster. Lost Innocence (Su): All Necrinfants within 30 ft. of a lost Necrinfant must make a Will save (DC 20) or become shaken for 1d10 rounds. Those who suceed at this save are immune to that Lost Necrinfants frightening presence for 24 hours. Necrinfants must suceed this Will save even if they are unaware of the Lost Necrinfant's presence. Lost Necrinfants cannot hide or otherwise retain this ability by magical means or otherwise and it is constant. Poison (Ex): Those who are bitten by a Necrinfant must make a Fort save (DC 17) or be affected the Necrinfants poison. Initial damage 1d6 Con; secondary damage 1d6 Con. Ivisibility (Su): Lost Necrinfants can at will become invisible as the invisibility spell cast by a 10th level spellcaster. There is a fault with this ability however as Necrinfants must still make a Will save against its lost innocence ability. Immunities (Ex): Lost Necrinfants are immune to any mind altering, fear inducing abilities or any spells cast by creatures of the Undead type that affect the targets mind. They also have a +2 bonus on all checks, saves and attacks performed against creatures of the Undead type. Skills: +2 racial bonus on all Knowledge (Any) checks; Lost Necrinfants gain much knowledge on all things during their research. |
| I Am Famine10-10-05, 12:31 PM | FAMINO Famino are vile and violent outsiders whose only desire is to spread starvation and misery. They find a sickening pleasure in causing famine and drought wherever they tread and feel a constant hunger for cruelty that is near insatiable. They come in many shapes and sizes though one feature connects them. They all have noseless faces with large, pupiless unblinking eyes and unnaturally wide needle-toothed grins . It is said that these horrific beasts originated from a once lush and bountiful plane yet in their greed consumed everything, the land, the sea and the sky. Despite their evil and anarchic natures they behave in way unlike many fiendish beings. They genuinely have respect for one another, regardless of power or size. Their speech is undeniably polite despite the inhuman tones it is produced in. There are no leaders in Famino culture they each do as they desire. Famino even rescue their own kind when they are in danger. Despite their evil natures they are quite an excepting race albeit in a warped and insane way. If beings of any race share their sadistic views of gluttony and greed they are welcomed with open arms into Famino kinship. Except where noted all Famino speak Common, Abyssal and Infernal. FAMINO QUALITIES Immunities (Ex): Famino are immune to fire and poison. Resistances (Ex): Famino have acid, cold and sonic resistance of 20. Drought Aura (Su): All Famino can cause the land and plants around them to dry and turn into wasteland. They can if they desire release an 100 foot aura that withers and dries out the land and plants. Each round dries up 10 ft. of land and stops after 10 rounds which then reaches the end of the auras 100 foot range. Whilst doing this they cannot move, attack or perform any skill checks but they can still use their spell-like abilities. Land that has succumbed to the drought auras affects are completly useless and no plants or crops can be grown, and no animal can graze on its surface. Any Famino with the ability to fly cannot use this ability in the air for they must be on the ground to iniate it. SCAVENGING FAMINO Small Outsider (Chaos, Evil, Native) Hit Dice: 4d8 (18 hp) Initiative: +5 (+5 Dex) Speed: 30 ft., fly 40 ft. (good) AC: 21 (+1 size, +5 Dex, +5 natural), touch 16, flat-footed 16 Base Attack/Grapple: +4/0 Attack: Tail blade +5 melee (1d6) Full Attack: Tail blade +5 melee (1d6), bite +0 melee (1d4) and 2 claws +0 melee (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: Cookie cutter, spell-like abilities Special Qualities: Famino traits Saves: Fort +4, Ref +11, Will +7 Abilities: Str 11, Dex 20, Con 11, Int 13, Wis 16, Cha 12 Skills: Hide +19, Intimidate +9, Knowledge (the planes) +11, Listen +16, Search +18, Sense Motive +8, Spot +3 Feats: Flyby Attack, Hover (B), Lightning Reflexes ------------------------------------------------------------------- Climate/Terrain: Any land, underground Organization: Solitary, Pair, Pack (3-8 plus 1 Decadent Famino) or Flight (9-15 plus 2-4 Decadent Famino) CR: 6 Treasure: No coins; standard items; standard goods Alignment: Always chaotic evil Advancement: 5-8 HD (Small); 9-12 HD (Medium) LA: - Scavenging are among the most numerous (though no less respected) members of Famino society. They stand about 4 ft. tall but often look shorter due to their crouched posture. Their skin is flabby and amber in color and their feet end with vulture-like talons. Where their arms should be is a pair of raggedy, torn bat-like wings and from the base of their spines protrudes a prehensile bony tail ending with a vicous blood-stained blade. Their eyes are bright golden orbs wild with hunger and their ever-grinning Famino mouths are elongated and beak-like. On each temple is a tiny horn and greasy dark hair grows from their heads. Their voices are highly-strung and horribly keening and they stink of carrion and sweat. COMBAT Scavenging prefer to attack by outnumbering their prey and slashing at them with their tails and talons. They know that in large groups their cookie cutter biting attacks will rapidly become dangerous as their victims slowly bleed to death. If caught alone a solitary Scavenging Famino will make an expeditious retreat if it can. Spell-like abilities: At will- finger of death (uses tail due to lack of hands), [/I]horrid wilting, protection from good, protection from law.[/I] 20th level spellcaster. Cookie cutter (Ex): A Scavenging Famino that uses its bite attack can choose to attempt to rip a small chunk of its opponents flesh. Its opponent must make a Reflex save (DC 19) or receive a wound that bleeds for an additional 1d6 rounds, causing 1 point of damage per round after the initial attack and damage. ~ DECADENT FAMINO Medium-sized Outsider (Chaos, Evil, Native) Hit Dice: 10d8+20 (65 hp) Initiative: +2 (+2 Dex) Speed: 30 ft., Fly 50 ft. (Average) AC: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18 Base Attack/Grapple: +10/+12 Attack: 2 claws +12 melee (1d4 +2) Full Attack: 2 claws +12 melee (1d4 +2) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities Special Qualities: Famino traits, telepathy, alter self, charm, SR 19 Saves: Fort +9, Ref +9, Will +9 Abilities: Str 14, Dex 15, Con 15, Int 18, Wis 15, Cha 22 Skills: Balance +12, Bluff +21, Diplomacy +24, Disguise +18, Escape Artist +12, Forgery +16, Gather Information +26, Hide +14, Intimidate +16, Knowledge (the planes) +14, Listen +2, Move Silently +14, Sense Motive +12, Sleight of Hand +12, Spot +2 Feats: Decetiful, Dodge, Mobility, Stealthy ------------------------------------------------------------------- Climate/Terrain: Any land, underground Organization: Solitary, pair, coven (2-4 plus 3-6 Scavenging Famino) or Flight (4-8 plus 7-10 Scavenging Famino) CR: 12 Treasure: Standard coins; double items; double goods Alignment: Always chaotic evil Advancement: 11-20 HD (Medium); 21-30 HD (Medium) LA: - Decadent Famino are an unusually charming and seemingly beautiful subrace of their often vile kin. They look like humans with healthy, exotic dark skin and the hair on their heads is long and beautiful. Infact all of their features are angular and well-toned, volumptuous and perfected. They can turn into beautiful humanoids of any sort but in their real form the only clue to their nature is their cruel famino faces, with the same unnatural fanged grin and lack of a nose. Additionally Decadent Famino can make a pair of large raven-like wings erupt from their backs adding to their 'angelic' appearance. Thei voices are ethereal and husky and they smell (unusually pleasant for a Famino) of strange perfumes and incense. COMBAT Decadent Famino prefer to use wits and charm against their opponents, but if forced to fight they are very formidable opponents. Agile, strong and with much arcane talent these creatures have many innate magical abilities to confuse and decimate their attackers. Spell-like abilities: At will- confusion, disintegrate, emotion, energy drain, finger of death, horrid wilting, mind fog, protection from good, protection from law, suggestion. 3/day circle of death, mass suggestion. 20th level spellcaster. Telepathy (Su): Decadent Famino can communicate telepathically with any creature within 100 feet that has a language. They can still use this whilst using their Drought Aura ability. Alter Self (Su): A Decadent Famino can assume the shape of any Medium-sized humanoid or monstrous humanoid. This works as alter self as cast by an 18th level spellcaster, but the Decadent Famino indefinately. It can assume a new form or retur to own as a standard action. Only whilst using this form can they use their charm ability and can only use their drought aura power whilst in their real form. Charm (Su): A Decadent Famino using its alter self ability may use the charm person spell at will as cast by a 18th level spellcaster. Its duration lasts indefinately for as long the Decadent Famino wishes or if it reverts into its real form. Will save 17 negates the affect. ~ CANCEROUS FAMINO Large Outsider (Chaos, Evil, Native) Hit Dice: 19d8+174 (259 hp) Initiative: -1 (-1 Dex) Speed: 30 ft. AC: 27 (-1 size, -1 Dex, +19 natural), touch 8, flat-footed 27 Base Attack/Grapple: +19/+32 Attack: 2 slams +27 melee (1d6 +9) Full Attack: 2 slams +27 melee (1d6 +9) and bite +25 melee (1d8 +4) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities, nauseating stench, famino taint disease Special Qualities: Famino traits Saves: Fort +22, Ref +10, Will +12 Abilities: Str 29, Dex 9, Con 28, Int 7, Wis 13, Cha 9 Skills: Climb +29, Intimidate +24, Jump +27, Knowledge (the planes) +8, Listen +20, Sense Motive +11, Spot +1 Feats: Endurance, Great Fortitude, Improved Bull Rush, Improved Overrun, Multiattack, Power Attack, Toughness ------------------------------------------------------------------- Climate/Terrain: Any land, underground Organization: Solitary, pair, plague (3-4 plus 2-8 Scavenging Famino) or Epidemic (5-6 plus 10-15 Scavenging Famino) CR: 19 Treasure: None Alignment: Always chaotic evil Advancement: 20-38 HD (Large); 39-57 HD (Huge) LA: - These horrible and powerful beasts are among the vilest (and thankfully most stupid) of the Famino. They look like a large mishaped mound of bruished, dripping tumorous lumps supported by four crude stumps which just about pass as legs. A horribly abstract and crooked Famino face pokes out on any random side of this abomination. Its voice is gurgling and painfully weezy, and the reeks of something far worse than anything found on the material plane. COMBAT These creatures affect their victims before even touching them, seeing how utterably and undescribaly foul they smell. When in combat it often lurches about slamming into its opponents with its disgusting slimy limbs. Every now and then it randomly remembers that it has innate magical talents, splurging out lethal spells at really unexpected and awkward times. Spell-like abilities: 5/day- disintegrate, horrid wilting, protection from good, protection from law. 20th level spellcaster. Nauseating stench (Ex): All those within 50 ft. of a Cancerous Famino must make a Fortitude save (DC 20) or become nauseated for 1d10 rounds due to the unnatural stench emanating from its diseased mass. Those who suceed at the roll save are immune to that Cancerous Faminos nauseating stench ability for 24 hours. Famino taint disease (Ex): Famino taint-bite, Fortitude save (DC 22); incubation period 1 day; the victim has a drought aura ability as a Famino which he/she cannot control or stop. It has a range of 10 ft. which increases an additional 10 ft. each day. Each day thereafter the victim must make a Fortitude save (DC 17) or suffer 1 point of permanent Strength drain. |
| I Am Famine10-11-05, 03:25 PM | Hello folks. Since the boards have been down for the latter part of the day (at least England it has) i've been busy creating 9, yes 9, new monsters. They are all compatible with the new region I created... enjoy! Xochu'tek : The Jungles of Power (http://boards1.wizards.com/showthread.php?t=516692) GIANT COMBAT Giants relish in melee combat. They favor massive weapons , especially two-handed ones, and wield them with impressive skill. They possess enough cunning to soften up a foe with ranged attacks before closing in, if they can. A giants favored ranged weapon is a big rock. Rock Throwing (Ex): Adult giants have a +1 racial bonus on all attack rolls when throwing rocks. A giant of Large size can throw stones weighing 40 to 50 pounds (small objects) up to 5 range increments. The size of the range varies depending on the giants size, listed in their individual entries. A Huge giant can throw rocks 60 to 80 pounds (medium-sized objects). Rock Catching (Ex): A giant of at least Huge size can catch Small, Medium-sized, Large or Huge rocks (or projectiles of similar shape). Once per a round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC to catch a rock is based on the rocks size (see table below). If the projectile has a bonus on attack rolls because of magic, the DC increases by that amount. The giant must be ready for and aware of the attack. Rock size -DC Small - 15 Medium-size - 20 Large - 25 Huge - 30 CANOPY GIANT Large Giant Hit Dice: 10d8+60 (105 hp) Initiative: +0 Speed: 50 ft., climb 40 ft., brachiation 40 ft. AC: 17 (-1 size, +8 natural), touch 9, flat-footed 17 Base Attack/Grapple: +7/+16 Attack: Large kama +11 melee (1d4 +5) Full Attack: Large kama +11/+6/+1 melee (1d4 +5) or large throwing axe +6/+1 ranged (1d6 +5) Space/Reach: 10 ft./10 ft. Special Attacks: Rock throwing Special Qualities: Spell-like abilities, fast healing 5, slow fall, rock catching Saves: Fort +13, Ref +3, Will +9 Abilities: Str 20, Dex 11, Con 22, Int 12, Wis 18, Cha 14 Skills: Balance +8, Handle Animal +8, Heal +10, Knowledge (nature) +6, Listen +4, Move Silently +7, Profession (guide) +11, Spot +4 Feats: Iron Will, Track, Two-Weapon Defence, Two-Weapon Fighting ------------------------------------------------------------------- Climate/Terrain: Any warm forests Organization: Solitary, Pair, Gang (2-4), Troop (5-9 plus 1 5th level Druid) or Tribe (10-30 plus 2-4 5th level Druids) CR: 9 Treasure: Standard coins; standard items; double goods Alignment: Usually neutral good Advancement: By character class LA: +12 Canopy Giants are a friendly and unusual subspecies of giant who traverse the highest level of the Xochu’tek jungles. They have a deep knowledge of the jungle plants and their properties and have many innate druidic powers. They would seem surprisingly small for a giant if it wasn’t for they’re long, spidery and gangly limbs. Their skin is dark brown and their eyes are large expressive black orbs. Their features are slightly ape-like with sloping foreheads and thick lips, and the hair on their heads is thick and curly. They speak Giant, Common and Sylvan. COMBAT Canopy Giants are not an aggressive race and will rarely kill those that target them. Despite that they wont hesitate to defend themselves. Due to a lack of rocks in the canopy they often use large Xochu’tekian nuts ands seeds. Spell-like abilities: At will- cure light wounds, detect magic, pass without trace, wood shape, 5/day- cure serious wounds, neutralize poison, speak with plants. As cast by a 10th level spellcaster. Slow Fall (Ex): A Canopy Giant within arm’s reach of a wall can use it to slow its descent while falling. The Canopy Giant takes damage as if the fall were 20 feet shorter than it actually was. Fast Healing (Ex): A Canopy Giant regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points from starvation, thirst or suffocation, and it does allow it to regrow or reattach lost body parts CANOPY GIANT CHARACTERS Canopy Giants are ECL 23 characters (10 racial HD + LA +12 + 1 class level = Lvl 23 character). Canopy Giants favor the Druid class though they also have many Rangers, Barbarians and surprisingly Bards among their ranks. ~ LAKE GIANT Huge Giant (Aquatic) Hit Dice: 22d8+113 (212 hp) Initiative: +2 (+2 Dex) Speed: 30 ft., swim 50 ft. AC: 21 (-2 size, +2 Dex, +11 natural), touch 10, flat-footed 19 Base Attack/Grapple: +16/+34 Attack: Huge trident +24 melee (1d8 +10) Full Attack: Huge trident +24/+19/+14 melee (1d8 +10) or gargantuan longbow +16/+11/+6 ranged (1d8 +10) Space/Reach: 15 ft./15 ft. Special Attacks: Rock throwing, acidic spittle Special Qualities: Darkvision 90 ft., rock catching, amphibious Saves: Fort +18, Ref +9, Will +9 Abilities: Str 30, Dex 15, Con 21, Int 11, Wis 14, Cha 12 Skills: Concentration +13, Hide +2, Intimidate +4, Jump +17, Knowledge (nature) +9, Listen +8, Profession (hunter) +7, Spot +6 Feats: Endurance, Improved Precise Shot, Point Blank Shot, Precise Shot, Run, Toughness, Track ------------------------------------------------------------------- Climate/Terrain: Any warm aquatic, forests, marshes Organization: Solitary, Pair, Gang (2-5), Pack (5-20 plus 1 5th level Ranger), or Tribe (20-30 plus 2-4 5th level Rangers) CR: 20 Treasure: Standard coins; standard items; double goods Alignment: Usually neutral evil Advancement: By character class LA: +10 Lake Giants are hunters without remorse or moral restraint. They are alarmingly stealthy for a race of 18 foot tall monstrous bipeds. These creatures are brutish and thickly muscled and their hands and feet are webbed and long-nailed. Their skin is dark green and warty and their eyes are crimson orbs filled with cruelty and hatred. Hanging from their skulls are matted strands of kelp and kudzu that forms a black slimy equivelant of hair. Bubbling grey saliva drools from their needle-toothed mouths giving their voices a deep, harsh and gurgling tone. They speak Common and Giant. COMBAT Lake Giants like to pepper up enemies at a distance with their acid-coated arrows before closing in to tear their weakened prey apart. Acidic Spittle (Ex): Lake Giants have a caustic saliva that they coat their blades and arrows with. This acid isn’t strong enough to damage metal or stone but can cause horrible burns and scarring on organic material. Weapons coated with a Lake Giants spittle deals an additional 2d4 acid damage to any living thing it strikes. A Lake Giant can create this acidic spittle 5 times a day, though coating a weapon with more than a single does of acid has no cumulative affect. Amphibious (Ex): Although Lake Giants have gills for breathing underwater, they can also breathe air and can survive indefinitely on land. LAKE GIANT CHARACTERS Lake Giants are ECL 33 characters (22 racial HD + LA +10 + 1 class level = Lvl 33 character). Lake Giants favor the Ranger, though more warlike and feral tribes often pick the Barbarian or Fighter classes. ~ SIMIAN GIANT Huge Giant Hit Dice: 20d8+100 (190 hp) Initiative: +5 (+5 Dex) Speed: 40 ft., climb 40 ft., brachiation 40 ft. AC: 24 (-2 size, +5 Dex, +8 natural, +3 studded leather armour), touch 13, flat-footed 19 Base Attack/Grapple: +15/+35 Attack: Gargantuan greatclub +25 melee (1d12 +12) Full Attack: Gargantuan greatclub +25/+20/+15 melee (1d12 +12) or huge heavy crossbow +18/+13/+8 ranged (1d10 +12) Space/Reach: 15 ft./15 ft. Special Attacks: Rage, rock throwing Special Qualities: Scent, rock catching Saves: Fort +17, Ref +11, Will +8 Abilities: Str 34, Dex 20, Con 21, Int 7, Wis 15, Cha 12 Skills: Balance +5, Climb +11, Escape Artist +4, Intimidate +7, Jump +27, Knowledge (nature) +4, Listen +4, Move Silently +4, Sleight of Hand +4, Spot +4, Swim +10, Tumble +20 Feats: Acrobatic, Alertness, Armour (Light), Cleave, Die Hard, Power Attack ------------------------------------------------------------------- Climate/Terrain: Any warm lands Organization: Solitary, pair, troupe (3-6) or regiment (7-15) CR: 19 Treasure: Standard coins; double items; double goods Alignment: Usually chaotic (any) Advancement: By character class LA: +12 Simian Giants are beasts of pure rage and physical power who are believed to be related to the Lupine Giants of colder climates. They resemble 20 foot tall anthropomorphic baboons with long canines and pointed nails. Their fur ranges is color from deep red, pale grey and occasionally even grey-blue. Unlike most jungle dwelling giants they create armor made from thick animal hides and scavenged metal scrap. They speak Common and Giant. COMBAT Simian Giants are quite straightforward in combat, if attacked they enter a mad rage until either it or (more likely) it’s opponent is completely maimed. Rage (Ex): A Simian Giant that takes damage in combat flies into a beserk rage the following round until either it or its opponent is dead. An enraged Simian Giant gains +4 Strength, +4 Constitution, and -2 AC. The creature can attempt to end its rages by making a Will save (DC 15 +1 for each round it has been enraged) . Skills: Due to their arboreal nature Simian Giants gain a +1o racial bonus on Jump and Tumble checks. SIMIAN GIANT CHARACTERS Simian Giants are ECL 32 characters (20 racial HD + LA +12 + 1 class level = Lvl 32 character). Simian Giants favor the Barbarian class. |
| I Am Famine10-11-05, 03:27 PM | BLIGHT TIGER Medium-sized Magical Beast Hit Dice: 7d10+7 (45 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 40 ft. AC: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15 Base Attack/Grapple: +7/+10 Attack: 2 claws +10 melee (2d6 +3) Full Attack: 2 claws +10 melee (1d8 +3) and bite +8 melee (1d8 +1) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, rake, Special Qualities: Drought aura Saves: Fort +6, Ref +9, Will +4 Abilities: Str 17, Dex 18, Con 12, Int 3, Wis 14, Cha 9 Skills: Climb +11, Listen +4, Move Silently +5, Spot +2, Survival +7 Feats: Improved Initiative, Improved Natural Attack (claw), Multiattack ------------------------------------------------------------------- Climate/Terrain: Any warm forests, underground Organization: Solitary CR: 6 Treasure: None Alignment: Always chaotic evil Advancement: 8-14 HD (Medium); 15-21 HD (Large) LA: - Blight Tigers are horrible hybrid of Famino and Tiger. These unnatural creatures hail from the Famino-tainted regions of the Xochu’tek where the jungles are dead and petrified due to their blighting presence. They look like large emaciated cats that reach about 8 to 9 foot long. In mock Tiger fashion dark scars cover their bodies like stripes and their claws and maws are covered in years of congealed blood. In true Famino fashion their eyes are pupiless, noseless, and their mouths are twisted into an everlasting needle toothed grin. They understand but cannot speak Abyssal and Infernal. COMBAT Blight Tigers cannot directly harm its opponents with its drought aura, so it glady lays into them with its raking claws and needle teeth. Improved Grab (Ex): To use this ability the Blight Tiger must hit with a claw or bite attack. If it gets a hold it can rake. Rake (Ex): A Blight Tiger that gets a hold can make two rake attacks (+9 melee) with its hind legs for 2d6+3 damage each. Drought aura (Su): Blight Tigers can cause the land and plants around them to dry and turn into wasteland. They can if they desire release an 50 foot aura that withers and dries out the land and plants. Each round dries up 10 ft. of land and stops after 5 rounds which then reaches the end of the auras 50 foot range. Whilst doing this they cannot move, attack or perform any skill checks. Land that has succumbed to the drought auras affects are completely useless and no plants or crops can be grown, and no animal can graze on its surface. Skills: Blight Tigers gain a +5 racial bonus on all Climb and Move Silently checks due to their stealthy hunter lifestyle. ~ DROUGHT GATOR Large Magical Beast Hit Dice: 7d10+17 (55 hp) Initiative: +0 Speed: 20 ft. AC: 17 (-1 size, +8 natural), touch 9, flat-footed 17 Base Attack/Grapple: +7/+15 Attack: Bite +10 melee (2d6 +4) Full Attack: Bite +10 melee (1d8 +4) and tail slap +5 melee (1d12 +2) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, Desiccating bite Saves: Fort +9, Ref +5, Will +3 Abilities: Str 19, Dex 10, Con 14, Int 3, Wis 12, Cha 10 Skills: Hide +6, Listen +1, Move Silently +8, Spot +1, Survival +3 Feats: Great Fortitude, Improved Natural Attack (bite), Toughness ------------------------------------------------------------------- Climate/Terrain: Any warm forests, underground Organization: Solitary CR: 6 Treasure: None Alignment: Always chaotic evil Advancement: 8-14 HD (Large); 15-21 HD (Huge) LA: - Although it isn’t entirely obvious at first these warped creatures are related to the Blight Tigers. They are an unspeakable hybrid of Famino and Crocodile. Their skin is an off-colored white is tone and its thick scales have years of unshed flaky skin binding its newer flesh. Because there is no water left in the Famino tainted region of the Xochu’tek jungles these twisted crocodiles have very spindly legs and taut flesh on their fleshier bellies. In true Famino fashion their eyes are pupiless, noseless, and their mouths are twisted into an everlasting needle toothed grin. They understand but cannot speak Abyssal and Infernal. COMBAT Drought Gators are quite direct in combat. As soon as the opportunity presents itself they will attempt to latch on to their opponents with their vicous teeth and dessicate their flesh. Improved Grab (Ex): To use this ability the Drought Gator must hit with its bite attack. If it gets a hold it can deal automatic bite damage or use its desiccating bite. Desiccating bite (Su): If a Drought Gator gets a hold it can cause its victims flesh to dry up and crack. Those grappled by a Drought Gator must make a Fortitude save (DC 18) or lose 1d4 points of temporary constitution. Skills: Drought Gators gain a +5 racial bonus on all Hide and Move Silently checks due to their predatory natures. |
| I Am Famine10-11-05, 03:29 PM | PRIMASAURS The Xochu’tek jungles support a vast array of unusual and powerful animals and one of the most dominant groups are the Primsaurs. These beasts combine the anatomy and sheer physical power of dinosaurs with the innate cunning and adaptability of primates. It isn’t just their unusual appearance either that separates them from many animals. Due to their origins in the jungles of power they have developed an ability to detect magic. Just as animals can sense their surroundings in a way most humanoids cant Primasaurs can feel ripples and traces of arcane energy with an undefined sixth sense. Detect Magic (Su): Primasaurs continuously detect magic as the spell cast by a 5th level spell caster. A Primasaur can supress or restart thie ability once per round as a free action. Darkvision (Ex): As well as having Low-Light Vision like most animals, Primasaurs also have Darkvision of 60 ft.; Primasaurs can traverse the shadowy floor of the jungles without much visual impediment. Skills: Due to the multi-storeyed arboreal land from which they reside all Primasaurs gain a +10 racial bonus on Balance checks. DEINONYBBON Large Animal Hit Dice: 4d8+8 (26 hp) Initiative: +3 (+3 Dex) Speed: 50 ft., climb 40 ft. AC: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13 Base Attack/Grapple: +3/+11 Attack: 2 claws +6 melee (1d6 +4) Full Attack: 2 claws +6 melee (1d6 +4) and bite +1 melee (1d8 +2) Space/Reach: 10 ft./10 ft. Special Attacks: Pounce Special Qualities: Primasaur traits, scent Saves: Fort +6, Ref +9, Will +3 Abilities: Str 16, Dex 16, Con 15, Int 2, Wis 14, Cha 14 Skills: Balance +15, Escape Artist +5, Jump +6, Listen +2, Spot +3 Feats: Agile, Lightning Reflexes ------------------------------------------------------------------- Climate/Terrain: Any warm forests Organization: Solitary, pair or pack (3-6) CR: 4 Treasure: None Alignment: Always neutral Advancement: 5-8 HD (Large) LA: - Deinonybbon’s combine the features of velociraptors and gibbons. They’re 12 foot long bipedal bodies with long tails and taloned feet. From each of their largest toes protrudes a vicious sickle-like claw and their small but powerful arms end with sharp claws. Their bodies are covered in a wiry short fur that ranges in colour from white, grey and black. Their heads are distinctly ape-like with sloping foreheads and dark eyes. The only real difference is the fearsome set of canines they’re mouths conceal. COMBAT Deinonybbon’s prefer to attack by surprise by pouncing onto their opponents from above. If the battle goes against them they will almost certainly hop away into the dakness of the forest floor or Xochu’tek heights. Pounce (Ex): If a Deinonybbon leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. ~ TRICERILLA Huge Animal Hit Dice: 13d8+81 (139 hp) Initiative: +0 Speed: 30 ft., climb 20 ft. AC: 17 (-2 size, +9 natural), touch 8, flat-footed 17 Base Attack/Grapple: +9/+21 Attack: Gore +11 melee (2d8 +4) Full Attack: Gore +11 melee (2d8 +4) and bite +6 melee (2d6 +2) Space/Reach: 15 ft./10 ft. Special Attacks: Charge, trample Special Qualities: Primasaur traits Saves: Fort +16, Ref +8, Will +6 Abilities: Str 19, Dex 11, Con 23, Int 2, Wis 14, Cha 12 Skills: Balance +14, Intimidate +6, Jump +8, Listen +5, Spot +2 Feats: Endurance, Great Fortitude, Improved Bull Rush, Power Attack, Toughness ------------------------------------------------------------------- Climate/Terrain: Any warm forests Organization: Solitary, pair or pack (3-6) CR: 13 Treasure: None Alignment: Always neutral Advancement: 14-26 HD (Huge) LA: - Tricerilla’s are elephantine quadrupedal Gorillas that look distinctly like a simian version of a Triceratops. They are about 20 foot long, have short stubby tails and their feet are oddly human-like in appearance. Their bodies are covered in dark brown, black or red fur and its combatively small head lies on one end of its hulking body. Its face though essentially gorilla like supports a short straight horn on each temple and chunky rhino-like horn above its nose. Two small tusks just from its lower lip. COMBAT Tricerillas typically iniate combat by lowering their horns and charging into their opponents, putting it right into the fray so they can put their fearsome teeth into play. Charge (Ex): In addition to the normal hazards and benefits of a charge, a Tricerilla can make a single gore attack that deals 4d8+8 points of damage. Trample (Ex): A Tricerilla can trample Medium-sized or smaller creatures for automatic gore damage. Opponents who do make attacks of opportunity can attempt a Reflex save (DC 20) to halve the damage. ~ TYRANNOBOON Huge Animal Hit Dice: 15d8+45 (112 hp) Initiative: +2 (+2 Dex) Speed: 60 ft., climb 40 ft. AC: 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16 Base Attack/Grapple: +11/+26 Attack: Bite +16 melee (2d8 +7) Full Attack: Bite +16 melee (2d8 +7) and tail slap +11 melee (2d10 +3) Space/Reach: 15 ft./10 ft. Special Attacks: Improved grab, swallow whole, rage Special Qualities: Primasaur traits, scent Saves: Fort +12, Ref +11, Will +8 Abilities: Str 25, Dex 14, Con 17, Int 2, Wis 16, Cha 13 Skills: Balance +16, Jump +11, Listen +6, Spot +7, Survival +6 Feats: Dire-Hard, Endurance, Great Fortitude, Power Attack ------------------------------------------------------------------- Climate/Terrain: Any warm forests Organization: Solitary or pair CR: 16 Treasure: None Alignment: Always neutral Advancement: 16-30 HD (Huge) LA: - Tyrannoboons are fearsome predators and among on the most equally respected and reviled animals in Xochu’tek. It combines the monstrous features of a Tyrannosaurus with the feral features of a Baboon. Its arms are longer and thicker than a normal Tyrannosaurus and its Baboon-like muzzle is longer and full of vicous scimitar-like teeth. From the tip of its nose to the tip of its tail it reaches a length of about 40 foot, and its body is covered in a patchy mixture of stubbly dark skin and long silky hair. Its hair ranges in colour from jet black to a fiery red. COMBAT Tyrannobbons are relentless and aggressive flying into a rage at even the slightest attack. They don’t stop until it or its opponents are completely maimed. They prefer to swallow their victims in their huge maws but are also capable of delivering a fearsome blow with its tail. Improved Grab (Ex): To use this ability the Tyrannoboon must hit with its bite attack. If it gets a hold it can deal automatic bite damage or attempt to swallow its opponent. Swallow Whole (Ex): A Tyrannoboon can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside the opponent takes 2d6+7 points of crushing damage plus 1d8 points of acid damage per round in its gizzard. A swallowed creature can climb out with a successful grapple check, and then when it reaches its maws another grapple check is required to get free. A swallowed creature can also cut its way out using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the gizzard (AC 18). Once a creature exits muscular action closes the hole; another swallowed opponent must cuts its way out. A Tyrannoboons interior can hold one Large, four Small, eight Tiny, fifteen Dimunitive, or thirty Fine or smaller opponents. Rage (Ex): A Tyrannoboon that takes damage in combat flies into a beserk rage the following round until either it or its opponent is dead. An enraged Tyrannoboon gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot willingly end its rage. |
| I Am Famine10-11-05, 03:30 PM | PIRAQUTO Medium-sized Monstrous Humanoid (Aquatic) Hit Dice: 2d8+2 (11 hp) Initiative: +2 (+2 Dex) Speed: 5 ft., swim 50 ft. AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +2/+3 Attack: Sickle +3 melee (1d6 +1) Full Attack: Sickle +3 melee (1d6 +1) or bite +3 melee (1d8) or javelin +4 ranged (1d6 +1) Space/Reach: 5 ft./5 ft. Special Qualities: Keen scent, darkvision 90 ft. Saves: Fort +1, Ref +5, Will +4 Abilities: Str 13, Dex 14, Con 13, Int 9, Wis 12, Cha 12 Skills: Listen +5, Spot +5 Feats: Alertness ------------------------------------------------------------------- Climate/Terrain: Any warm aquatic, forests, marshes Organization: Gang (3-5), pack (6-10 plus 1 5th level Fighter) or swarm (11-30 plus 2-4 5th level Fighters) CR: 3 Treasure: Standard Alignment: Usually neutral evil Advancement: By character class LA: +2 Piraquto or ‘Piranha folk’ as many call them are believed to be descendants of the Merfolk who live in the city of Quto. Some sages say that the legendary Xochu is none-other than Cobe himself, claiming that he attempted to extend his empire into the neighbouring jungles of power. Whether this is true or not some unpleasant arcane chain of evolution has caused these aquatic humanoids to become vicious hunters. Piraquto stand about 6 to 7 foot tall and have brutish and hunched bodies. Their skin is yellow with green and brown mottling on their arms and backs. Where their legs should be is a sinewy fish-like tail that is covered in olive colored scales and vestigial, torn fins. These often adorn themselves with many fishbone piercing and jewellery and their eyes are wide blood-colored orbs with opalescent pupils. They speak Common and savage dialect of Aquan. COMBAT Piraquto like to outnumber the opponents if possible peppering them up with their javelins. They prefer to close in when the think their victims are severely bleeding and weakened, where they can enter ‘melee’ by slashing with their sickles and biting. They are patient creatures and can follow their bleeding victims over a considerable distance. Keen Scent (Ex): A Piraquto can notice creatures by scent in a 180 foot radius and can detect blood in the water at ranges of up to a mile. PIRAQUTO CHARACTERS Piraquto are ECL 5 characters (2 racial HD + LA +2 + 1 class level = Lvl 5 character). Piraquto favor the Fighter class though many become Rangers and Sorcerors. Reports of Necromancers among their ranks are unconfirmed. |
| Rny210-11-05, 10:18 PM | I posted some stuff about the Sons of Light and the Blyndstars on the Xochu' tek thread. |
| RottingColossus03-20-06, 10:16 AM | Would anybody mind if I made some subraces for some of things I Am Famine created? Anyway here's one monster that I think will like this world... :D ABROPHAN Medium-size Aberration Hit Dice: 1d8+1 (5 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) Speed: 30 ft. Armor Class: 12 (+1 Dex, +1 padded armor), touch 11, flat-footed 11 Base Attack/Grapple: 0/-1 Attack: Bite -2 melee (1d6 -1 plus dizzying toxin); or viruken +0 melee (1d6) or ambrake +1 ranged (1d8 +1) Full Attack: Bite -2 melee (1d6 -1); or viruken +0 melee (1d6) or ambrake +1 ranged (1d8 +1) Space/Reach: 5 ft./5 ft. Special Attacks: Dizzying toxin, threatening stance Special Qualities: Detect death Saves: Fort +1, Ref +1, Will +3 Abilities: Str 9, Dex 13, Con 12, Int 13, Wis 12, Cha 11 Skills: Animal Empathy +6, Diplomacy +3, Heal +3, Knowledge (nature) +9, Search +7 Feats: Improved Initiative, Weapon Focus (Viruken ) ______________________________________ Environment: Any land, underground Organization: Party (2-5), study (6-15 plus 1 leader 3rd-6th level) or expedition (16-30 plus 2-4 leaders 3rd-8th level) CR: 1 Treasure: Standard; Double items Alignment: Usually neutral good Advancement: By character class Level Adjustment: +1 Emerging from the forest clearing is a strange but seemingly friendly being covered in a silver-grey exoskeleton. Its body is dappled all over with an exception to the chest, hands and face with a pale green patterning. Its hands have long spindly fingers and two dark thumbs, one of which has replaced the little finger. Its legs are three times longer than its torso and digigrade ending with fleshy black hooves. Its mouth is mandibled with a short writhing tentacle each side, its eyes are bulbous amber orbs with pale yellow pin-point pupils and atop its head supported by a lengthy thick neck is a cowl of crimson fins and spines. “Look that the way the bark has grown on this particular tree, fascinating…” ~ [B]Gomasopray, Abrophan Scientist Abrophans are a race of aberrations who migrated to the Material Plane with the sole goal of peacefully studying the natural environments and their inhabitants. Unlike most creatures of their type Abrophans do not seek to manipulate and dominate creatures of the material plane, in fact they are wholly concerned about protecting what they find a beautiful and fascinating world. They describe themselves as scientists and explorers and rarely provoke acts of violence and bloodshed. Abrophans are in fact very sensitive to death and to beings who exist despite having no trace of life, and can sense its presence even without being able to see it. Abrophans will only engage war upon those who defile the dignity of good people or the sanctity of the wilderness. Though they are normally benevolent in appearance Abrophans are capable of taking on a more horrifying stance to alarm and frighten their enemies. The soft dappled patterns on their body darken in tone and sharper in appearance, their cowl rattles and raises menacingly and the seamless plates of their exoskeleton separate and lift giving the illusion that they are larger. Their eyes leer from their sockets and flare red whilst they reveal their mouthparts for the sharp deadly amalgamations they are. Abrophans speak Common and their language Abrophan which sounds like a gregarious mixture of old wiccan tongues and insectile clicking with a hissing undertone. When they wish to sound more threatening a more serious style of speech which includes a backdrop of crocodilian growling and harsh hissing consonants take its place. COMBAT Abrophans are normally not partial to combat and will avoid bloodshed if they can. Despite being slightly weaker than most humanoids they are capable of working in teams to take on threats. Most Abrophans have a few levels in a spell-casting class and prefer to utilize magic than melee. If forced to fight hand-to-hand they are skilled with their Virukens and Ambrakes, but they will try to finish combat a soon possible through either the surrender of their opponent or (regrettably) through their opponents injury and death. Abrophans don’t like fighting on their own and if totally outnumbered they will try everything in their power to retreat. This dash to find aid is most likely to use their scare ability or bite their opponents to inject their dizzying toxin. Dizzying Toxin (Ex): Those bitten by an Abrophan must make a Fort save (DC 12 +1 per Con modifier) or suffer from motion sickness and visual impairment for 1d8 +1 rounds. They suffer a -4 penalty to all their attack rolls and -4 penalty to any Skill checks that require the Str, Dex and Wis abilities. Those who succeed their Fort save are immune to that same Abrophans dizzying toxin attack for 24 hours. Abrophans are immune to its effects. Threatening Stance (Ex): Once every 1d6 rounds an Abrophan can adopt a sudden defensive stance as a move equivalent action. Those within 30 ft. of the Abrophan must make a Will save (DC 14 +1 per Cha modifier) or become shaken for 1d8 rounds. Those who succeed their Will save are immune to that same Abrophans threatening stance attack for 24 hours. Abrophans are immune to its effects. Detect Death (Ex): Abrophans can detect any creature that has no Constitution score or any living creature whose hit points has been reduced to -10 within a range of 100 feet. They can discern the difference between creatures of the Construct and Undead types as well corpses of either long dead (24 hours or longer) or recently dead (23 hours or less) creatures and people, though they cannot tell exactly what time they died and how long they have been dead for. They can discern the location of these creatures within the abilities radius but not details about what species, alignment or the specific actions of such beings. Skills: Abrophans have a +4 racial bonus on all Animal Empathy, Knowledge (nature) and Search checks. ABROPHAN SOCIETY Abrophans love to study nature closely and their respect for its sanctity is akin to that of Druids. Unlike most Druids Abrophans can still utilize their Virukens and Ambrakes because the Abrophans have the knowledge to produce these weapons without damaging nature. Though not spiritual in the traditional sense Abrophans have an almost innate fascination with divinity and a respect for nature. They see the practice of Druidism as a sort of benevolent science and unlike essentially all other Aberrations many humanoids who venerate nature can call these beings friends. Abrophans tend to reside in living buildings whose growth they have mastered. These ‘grottos’ as they call them are actually a kind of huge, solid species of Fungus which have no harmful affect of their surroundings. They primarily spend most of their time observing the behaviour and traits of animals, plants and monsters. The various creatures that come to these grottos seem to know that these areas are safe and that their will be food and comfort within them. ABROPHAN CHARACTERS An Abrophans favored class is Druid, though often they either branch into or entirely pursue other ‘sciences’. These represent other kinds of magic and Abrophans sometimes follow the paths of Clerics, Sorcerors and Wizards. Abrophans rarely have the aggressive attributes to take on more martial classes like Fighters and Monks, nor the interest in civilization to become Bards or Rogues. Abrophans as characters possess the following racial traits. -- Str -2, Dex +2, Con +2, Int +2, Wis +2. --Medium-size --Abrophan base land speed is 30 feet. --Racial Skills: +4 racial bonus to all Animal Empathy, Knowledge (nature) and Search checks. --Natural Weapons: Bite (1d6 plus Dizzying Toxin) --Special Attacks: Dizzying toxin, threatening stance (see above) --Special Qualities: Detect death (see above) --Weapon Familiarity: Abrophans treat Ambrakes and Virukens as martial weapons rather than exotic weapons. --Automatic Languages: Abrophan, Common --Favored Class: Druid --Level Adjustment: +1 ABROPHAN EQUIPMENT Abrophans have invented two exotic weapons that are unique to their race. The Viruken and Ambrake are described below. Abrophans can utilize a single Viruken whilst holding and ‘firing’ an Ambrake without the penalties normally associated with two weapons or the fact that Ambrakes are a two-handed weapon. Viruken: This Small exotic melee weapon is a gauntlet composed of lightweight metal plates that are jointed to fit comfortably over the under-side of the forearm. They end at the hand with two cylindrical spikes that are spaced apart by the palm so their bearer can easily clench and relax their hands. The wielder can perform sunder attempts without giving their target an attack of opportunity as if they had the Sunder feat. The wielder also provokes no attack of opportunity if they make a disarm attempt against an opponents weapon, an opposed disarm action cannot relieve the wielder of the Viruken. Abrophans can wield a separate Viruken in each hand but doing so incurs all the normal attack penalties associated with fighting with two weapons. Virukens deal 1d6 points of piercing damage. Cost: 40 gp; Weight: 3 lb. Ambrake: This Medium-size exotic two-handed ranged weapon is bizarre spear-like implement that ends with a sharp rotor which is set to spin of by a long trigger-catch below the blades and along the shaft. The shaft contains a coiled spring which drives the Ambrake through the air with the aid of the spinning rotor. Readying an Ambrake requires a move-equivalent action to set the spring and the catch, after which the weapon can be kept coiled for as long as the wielder desires. Ambrakes deal 1d8 points of slashing damage and has a range increment of 60 ft. Cost: 60 gp; Weight: 2 lb. |
| the_one_true_shea04-01-06, 10:49 PM | Would anybody mind if I made some subraces for some of things I Am Famine created? Anyway here's one monster that I think will like this world... :D An't you just so polite, of course no one minds! I should point out - these guys immeadietly jump out to me as being similar to the Ithawu in physical appearence. Thats awesome! Like the Azer and the Dwarfs its a nice syncronicity when the outsiders are looking glass reflections of the material mortals. |
| RottingColossus04-02-06, 01:07 AM | An't you just so polite, of course no one minds! I should point out - these guys immeadietly jump out to me as being similar to the Ithawu in physical appearence. Thats awesome! Like the Azer and the Dwarfs its a nice syncronicity when the outsiders are looking glass reflections of the material mortals. Thanks, but who are the Ithawu? Are they an official WotC creation or something from this thread? :) |
| the_one_true_shea04-15-06, 01:49 PM | The Ithawu are one of the first truely original races made here on the WCP. They sarted with a peice of prose describing a tribe of huminoids living deep within a jungle environment. Thats where the name started anyway. - That was Brklf. Then there was Agent Grave "Cascades" region - with it were defined a race of natives.. a "dual" race actually. The cascades are a giant rainforest. There are "tree/canopy" dwellers and "floor/ground" dwellers. Me and Brklf and Agent Graves discussed it and viola! We have Tan "canopy" Ithawu and Pale "floor" Ithawu. The two cultures seperated by their mutual dislike of the other's habitat. Ground Ithawu hate light (they spend all their lives below a very thick canopy) while Canopy Ithawu are fearful of darkness - spending all their time in the tree tops. In general the Ithawu have come accross as kinda "salamander-skined" humanoids. Lidliss, lipless, slouagh-esqu kind of creatures. In a good way of course! Almost Gith but not quite that gaunt. |
| Lord_Canius04-26-06, 12:25 PM | I've made some nasty creatures in my time, but none am I more proud of than the Luminae. I hope you guys like them, if you don't, or don't thing they are appropriate overall theme of the world, just let me know. Anyway, here is everything I have on the Luminae so far, convenintly put in spoilers to save space. Some of the information about them has changed in the transfer to this thread from the original thread. If you guys like 'em, I'll continue to update this post as I make more Luminae, and things themed off of them. Luminae Subtype Some powerful undead have certain traits that make them more dangerous than normal. Traits:A Luminae posseses the following traits (unless otherwise noted in the creature's entry) - Immunity to electricity and acid. - Fast Healing 5 - A Luminae is not affected by the aura's of other Luminae. - Unlike normal undead, Luminae can be harmed normaly by inflict spells, and cure spells heal them as if they were not undead. However, if a Luminae has an energy aura, spells of the same energy descriptor heal it. - Attempts to turn and/or rebuke a Luminae have a 25% chance of failing outright. NEXUS LUMINAE (picture coming soon, "soon" meaning an indefinate amount of time) Large Undead (Evil, Cold, Luminae) 14d12 (91) Initiative: +7 Speed: 40ft, 30ft Fly (perfect) Armor Class: 20 ( -1 size, +3 Dex, +8 Natural), Touch 12, Flat-footed 17 Base Attack/Grapple: +7/+18 Attack: Tentacle +13 melee (1d8+7)+1d8 (cold) Full Attack: 4 Tentacles +13 melee (1d8+7) +1d8 (cold) and 2 Slams +11 melee (1d6+3) +1d8 (cold) Space/Reach: 10ft/10ft Special Attacks: Spell-like abilities, Aura of Cold, Spines of Ice Special qualities: Undead Traits, Luminae Traits, Fire Vulnerablity, DR 10/good, Fast Healing 5, Turn Resistance +2, SR 23, Born of the Uttercold Saves: Fortitude +4, Reflex +7, Will +13 Abilities: Str 25, Dex 16, Con -, Int 16, Wis 14, Cha 16 Skills: Concentration +16, Hide +12, Move Silently +16, Intimidate +16, Spot +15, Listen +15, Spellcraft +16 Feats: Improved Innitiative, Improved Natural Weapon (Tentacle), Multiattack, Combat Reflexes, Iron Will Organization: Solitary, Group (+1d4 Wraiths) Challange Rating: 12 Treasure: None Alignment: Always nuetral evil Advancement: - Level Adjustment: - The air around you goes still and cold as this creature comes near. You shiver, not only from the cold, but from dread fear that this monstrosity instills in you. Lifeless eyes stare at you from under a cloaked head, and flowing robes cover the creatures body. Razor sharp shards of ice peirce the robes as it moves along, floating a few feet above the ground, its tentacles dragging along... Nexus Luminae are the physical manifestation of the terror inflicted upon mortals by other mortals, paticularly rulers and tyrants.The need to instill fear manifests itself into Nexus Luminae. Nexus Luminae typicaly stand 8 to 10 feet tall, and weigh around 600 lbs. Nexus Luminae speak Common, Undercommon, Abyssal, and Infernal, but ussualy mutter to themselves in Undercommon. It is a rare Nexus Luminae who will speak to anyone or anything, regardless of what language it uses. Combat Nexus Luminae typically use thier spell-like abilities to control combat and eliminate dangerous foes from a distance. If this tactic proves unaffective though, Nexus Luminae have no qualms about wading directly into melee, confidant that thier aura of cold will subdue thier foes, although they typicaly buff themselves up beforehand. If faced with paticularly dangerous foes, Nexus Luminae attempt to disable opponents and assert dominance over the battlefeild. If a Nexus Luminae feels that it is significantly outmatched, it will use it's teleport to escape. Spell-like abilities: At will- Hypnotism, Disguise Self, Chill Touch, Obscuring Mist, Shield, Mage Armor 3/day: Ice Storm, Resist Energy, Web, Mirror Image, Slow, Evards Black Tentacles, Cone of Cold 1/day: Wall of Ice, Teleport A Nexus Luminae's caster level is 10th for all spell-like abilities, and 14th for spell-like abilities with the cold descriptor. Born of the Uttercold: A Nexus Luminae is treated as having the Lord of the Uttercold feat (page 80, Complete Arcane). This ability applies to its spell-like abilities, and any spells gained from a spell casting class. Aura of Cold (Su): Creatures within a 10 ft radius of a Nexus Luminae take 1d8 cold damage per round. Spines of Ice (Ex): A Nexus Luminae can fire shards of ice that jut out of its body at its opponents. This is identical to the spell Ice Knife, but is not subject to spell resistance. Luminae Traits: A Nexus Luminae is immune to acid and electricity, and is healed by spell with the cold descriptor. Hex Luminae Huge Undead (Evil, Fire, Luminae) 24d12 (156) Innitiative: +9 Speed: 50 ft, 10 ft Burrow Armor Class: 25 (-2 size, +5 Dex, + 12 Nat), Touch 13, Flat-footed 20 Base Attack/Grapple: +12/+32 Attack: Claw +20 (4d6+10) + 1d8 (fire), Sting +18 (2d6+5) + 1d8 (fire) Full Attack: 4 Claws +20 (3d6+10) + 1d8 (fire) and Sting +18 (2d6+5) + 1d8 (fire) Space/Reach: 15ft/10ft Special Attacks: Spell-like abilities, Aura of Flame Special Qualities: Spell Resistance 29, DR 15/good, Fast Healing 10, Turn Resistance +6, Luminae Traits, Vulnerablity to Cold, Undead Traits, Telepathy 100 ft(Nexus Luminae), Dominance (Nexus Luminae) Saves: Fort +8, Reflex +15, Will +16 Abilities: Str 30, Dex 20, Con -, Int 16, Wis 14, Cha 16 Skills: Concentration +26, Hide +20, Move Silently +28, Intimidate +26, Bluff +26, Spot +25, Listen +25 Feats: Improved Initiative, Improved Natural Attack (claw)x3, Improved Natural Attack (sting), Multiattack, Combat Reflexes, Lightning Reflexes, Snatch Organization: Solitary, Group (+1d4 Nexus Luminae) Challenge Rating: 18 Treasure: None Alignment: Always nuetral evil Advancement: - Level Adjustment: - In the distance, you see an enourmous, scorpion-like creature skittering towards you, moving at incredible speed. As it gets closer, you realize to your horror that the creature has no head, merely a stump with four clawed extenstions. The air heats up as the monstrosity grows nearer.. Hex Luminae are dangerous creatures created from violent souls that could not take their rest. The rage of the spirit manifests itself into actual flames, which surround the scorpion-like Hex Luminae. Hex Luminae typically are found alone, but are sometimes encountered commanding the lesser Nexus Luminae. Hex Luminae can telepathicaly speak with any Nexus Luminae within 100 feet, but cannot communicate with any other creature. Hex Luminae are typicaly 20-25 feet in length, and weigh around 8000 lbs. Combat Hex Luminae love nothing more than to crush thier enemies in thier claws, and rarely, if ever, show any hesitation in joining melee combat. However, if a Hex Luminae has any Nexus Luminae under its control, it will send them in first to gauge its opponents power. If a Hex Luminae feels that the fight is not going its way, it will grapple as many of its opponents as it can and use its Snatch ability. If this fails to subdue its enemies, it will cast transmute rock to lava beneath itself and submerge, while continueing to use its Snatch ability. If this fails as well, it will cast expedious retreat and burrow away at full speed, leaving its opponents inside the magma pit. Spell-like abilities: At will: Fireburst, Scorching Ray, Expedious Retreat, Blast of Flame 3/day: Orb of Fire, Fireball, Wall of Fire, Firestorm 1/day: Incindiary Cloud, Transmute Rock To Lava The caster level is 15th for all spell-like abilites, excepting spell-like ablities with the fire descriptor, which have a caster level of 20th. Aura of Flame(Su): A Hex Luminae is surounded by flames, which deals extra damage to any creature touching a Hex Luminae. In addition, all creatures within 10 ft of a Hex Luminae take 1d8 fire damage per round. Any combustables within 10 ft of a Hex Luminae immidiatly catch flame. Dominance(Su): Any command given to a Nexus Luminae by a Hex Luminae is obeyed, even if the order is obviusly suicidal. This is otherwise identical to Dominate Monster, no save allowed, but the Nexus Luminae retains free will while performing the task. Luminae Traits: A Hex Luminae is immune to acid and electricity, and is healed by spells with the fire descriptor. Fextor Luminae Small Undead (Evil, Luminae) 9d12 (78) Initiative: +13 Speed: 90ft Armor Class: 26 (+1 Size, +9 Dex, +5 Nat, +1 Haste), Touch 21, Flatfooted 17 Base Attack/Grapple: +4/+2 Attack: Bite +15 (1d4+2) Full Attack: 2 Bites +15 (1d4+2) Space/Reach: 5ft/5ft Special Attacks: Latch, Lumenaic Poison Special Qualities: Undead traits, Luminae traits, Fast Healing 2, Haste Aura, Telepathy (Fextor Luminae) 100 ft Saves: Fort +3, Reflex +13, Will +6 Abilities: Str 14, Dex 28, Con -, Int 12, Wis 12, Cha 10 Skills: Hide +25, Move Silently +21, Tumble +21, Jump +14, Balance +21 Feats: Improved Initiative, Weapon Finesse, Ability Focus (Venemous Bite), Run Organization: Solitary, Group ( 1d8+2) Challange Rating: 8 Treasure: None Alignment: Always nuetral evil Advancement: - Level Adjustment: - As you strain to listen, you hear a skittering sound and a faint squeek as something leaps at you from the darkness.. Fextor Luminae are spider-like undead, covered in spikes that make them look disarmingly cute untill they attack with uncommen ferocity for their size. Fextor Luminae are around 3ft tall, and weigh around 50 lbs. Combat Fextor Luminae are stalkers and hunters, prefering to ambush their prey rather than confront it outright. With their great speed, Fextor Luminae are masters of guerilla combat, and frequently use such tactics to wear down their quarry before confronting it, leaping from the shadows, attacking, and then skittering away into the darkness. Latch (Ex): A Fextor Luminae can use it's spines to latch itself to it's quarry. The target must succed on a DC 23 Reflex save or the Fextor Luminae laches itself to the victoms flesh. A latched Fextor Luminae deals 1d6 points of damage per round to the victem. The victem can move around at a 10ft movement rate without taking damage, but for every 5ft above that, a 1d4 of damage is added as the Fextor Luminae's spines rip and tear at the flesh. To unattach a Fextor Luminae, a Str check must be made. The Fextor Luminae gets an opposed check to resist getting detached. A Fextor Luminae that is attached to a victem cannot use it's bite attack, and loses its Dex bonus to AC. Lumenaic Poison (Ex): Once per round, a Fextor Luminae may make a single bite attack to poison its victem. On a succesful bite attack, the subject takes 1d4 Con damage. A succesful Fortitude save halves this damage (Minimum of 1). If the initial save fails, the subject takes another 1d4 Con damage every minute. Each time the poison does damage, the subject is allowed another Fortitude save to negate the poison (though whatever damage the poison did still remains. The save DC is 16. Aura of Haste (Su): A Fextor Luminae's Aura of Haste extends for 30 feet outward in a sphere. Within this sphere, all Luminae gain the benifits of the haste spell, including the Fextor Luminae. The effects of this aura are not redundant. The effects of this aura are already included in the Fextor Luminae's statistics. Luminae traits: Fextor Luminae are immune to acid and electricity, and are healed by cure spells and harmed by inflict spells. |
| Rny205-12-06, 08:56 PM | I've had an idea, as I looked through some of the thread: What if the dragons, being uniform societies rather than independent medders, have collected the decayed races/monsters of the world (Borfigs, Blade Snakes, etc) and controlled them? Maybe the dragons are preventing numerous petty gods from rising again, such as the Last Kaiser? Is there such a 'false god' amongst the Borfigs, and will the Dragons seek to enslave the Quto merfolk in order to prevent the spread of Xochu's power? Brings together a few ideas/themes. |
| the_one_true_shea05-13-06, 05:07 PM | Heretic Dragon Saviors? Hmmm. Actually that remindes me of this really old conversation. The first time I played D&D proper (original superhero) the DM described to me that this is indeed what dragons were for - God Police. Since then I have not seen that concept involved in any world - DL, FR, SJ, Nada... Don't know where he got it, but it was a good idea then.. and yeah I think you catch my drift ;) Way to put a "dent in" the weaving process! Hmmm, I like the idea of the Xochu - being "too powerful" and representing one of the strongest supporters of the gods (hey they are evil.. evil & petty? ) |
| Rny205-13-06, 05:50 PM | Well, God Police could be taken two ways, in my mind: One as the tool of the gods to maintain the status quo, or as the force of the status quo, preventing gods/petty dieties from rising up and disturbing the power structure. as for Xochu, or the Xochu, if they (it?) support the present gods and are content with their present role as petty dieties, why would the HDS god police go after them? What kind of power do they wield, so that they must be coerced to support the gods, and what kind of power would cause them to break from the current structure? Idea: What if there are multiple 'Xochu' type forces scatterred around the world, each a primal power but 'focused' by absorbing the personalities of mortals? Each Xochu could have a theme and basic goal, but have multiple avatars through time and space. Multiple 'petty gods?' Maybe it is the 'Xochu' that the HDS god police must control, to keep them allied with the gods? |
| Drindin05-13-06, 11:46 PM | Just figure I should add my creature(s) to the mix. http://boards1.wizards.com/showthread.php?p=8419908#post8419908 God police... hm... this requires thought. |
| Drindin05-14-06, 12:04 AM | Thought about it, and... Maybe the 'god police' were created BY THE GODS, and were made to keep another breaking from occuring? |
| Rny205-14-06, 11:50 AM | Another Idea: What if the gods themselves were created because of the breaking, and all history/mythology dates from that breaking? Then the gods would indeed be fearful of another breaking as old gods lose their power and new ones are raised? Who would these 'gods-to-be' be, then? The petty dieties? the instigators of the breaking? both? |
| Drindin05-14-06, 10:22 PM | Another Idea: What if the gods themselves were created because of the breaking, and all history/mythology dates from that breaking? Then the gods would indeed be fearful of another breaking as old gods lose their power and new ones are raised? Who would these 'gods-to-be' be, then? The petty dieties? the instigators of the breaking? both? We know that two 'demi-gods' came from the last breaking... The King of the Kaiser, and the Last Kaiser. |
| the_one_true_shea05-15-06, 09:20 PM | The two Kaisers are deffinitly on the "gods" list. There are a number of gods that are refrenced at varius places, and by infrence quite an number of others. The question is whether "the old gods" should be totally displaced, slightly disturbed, or (in reverse) empowered. I could see the sundering causing disaster in the divine relms.. or not. Maybe they were "pro-sundering" maybe the riz/ira aids their powers. Or more so its "just another source" of power. Would there be gods "of" the riz/ira? Gods that draw their power directly from the destructive energies of the riz/ira... or should the gods be primarily associated with the mana principles. throwing ideas out. I generally like the idea that : The gods that were around durring the breaking were participant... but unprepared for the ramifications. Basically there were "kings" of the gods. Gods that held more power than the others. Those gods (the most powerful) are the ones that suffered the most. The lesser gods were either destroyed or not really effected at all (depending on where the were). Now the more powerful gods (lesser gods durring the breaking) are fearful of another breaking - while the elder and the newest gods are somewhat attracted to the idea. In that "it just might work" kinda way. Not only would it be difficult to do change the world so impactfully as the riz/ira sundering, but it would also be equally unpredictable. AKA only the crazy gods would even consider it. |
| the_one_true_shea10-23-06, 05:11 PM | Going through the underdark thread and "ripping it apart" (literally) these go here :) Shalendae Banshee. These malevolent shades are the restless spirits of the Shalendae who had died on a quest of curiousity, such as a Shalendae that'd died trying to figure out what kinds of bones are those floating in the pool of flesh-devouring liquid? These spirits will endlessly try to accomplish its goal, whether it is made easier by incorporealness or made impossible. These spirits will screech at anyone who dares to bother them, the screech eventually causing the blood vessels of anyone listening to burst. Once the goal is accomplished, the banshee will dissapate into whatever afterlife the Shalendae goes to. ---- A crude idea of a banshee in M:tG terms: Curious Shalendae (1):u::b: Creature-Faerie Flying. :u::b:, :t:, Sacrifice ~: Name a card. Reveal the top 3 cards of your library. If one of the revealed cards is the named card, put it into your hand. If not, shuffle your library and put a creature token copy of ~ into play. In addition to any creature types it has, it is a Spirit. It is now black. 2/1 This doesn't include the scream-weapon part, but it does keep trying, possibly forever, to "figure out the answer". I can imagine the band of heroes walking, lost in the dark until they came upon what looked like a transparent Shalendae. They stare as it flies into a magically protected opening and get burned up into a mist. The mist comes back together as the faerie in front of the opening. And it flies into the opening again. And again. And again. After awhile, the constant screams of frustration/imagined pain in burning gets annoying. The band of heroes walks away, slightly disturbed. Perhaps, Banshee Wail :b::b: Instant Choose a target creature. Flip a coin. If you win, destroy that creature. If not, destroy a diferent target creature. --or-- Banshee's Wail :r: :r: - Instant You choose a creature and target opponent chooses a creature. Flip a coin, the player who wins the flip destroys the creature they have chosen. |
| the_one_true_shea10-23-06, 05:12 PM | Going through the underdark thread and "ripping it apart" (literally) these go here :) Demortali Husks. These undead are the Demortali whose bodies have not been given their proper funeral rites. Consisting only of the outer metal layer of skin it had when living, the Demortali Husks' legs are often weighed down by bones and any un-decomposed flesh while their upperbody is very light. These unholy creatures are simply frightning at first, but they soon develop an dark aura that warps their body into sadistic shapes. With their newly formed blades, spikes, etc. the Demortali Husks attack all Demortali they encounter in its uncontrollable rage against its former nation that denied it proper rest. They are unnerving to all, completely silent but for the rattling bones and sloshing leftover organs. -- Demortalus Husk :b: :b: Sacrifice a land: Demortalus husk gets +2/+0 until end of turn :b:: Regenerate 2/1 'Born from the earth's heart, and cursed to walk it forevermore....' Here is a template for the Demortalus husk. Hope you like it! Husk "Husk" is a template that can be added to any demortalus (hereafter referred to as the base creature). The base creature's type changes to "undead." A husk that has cleric levels is now rebukes undead if he previusly turned undead, and has to choose his domains from the list available to clerics of Ycevil. It otherwise uses the all the base creature's statistics and special abilities except as noted here. Hit Dice: Increase to d12 Speed: Increases to 40 ft if it is lower AC: No change Damage: No change, except that it gains the Rust Touch special attack and the Rustspecial quality (see below). Special attacks: The husk retains all the special attacks of the base creature, and gains the following: Rust Touch (Ex): When the husk attacks with its natural weapons, in addition to its normal damage, 1d6 damage is dealt to the armour of the attacked creature if the armour is metal. This damage ignores the normal hardness associated with armour, but if the armour has an enhancement bonus, the bonus is treated as hardness for the purpose of this attack. If a demortalus is hit by a husk, it takes an additional 1d6 damage, and may contract skin rot (see below). Skin Rot (Ex): Whenever a demortalus takes damage from a husk's Rust touch, it must make a Fort save with a DC of 10 + the amount of damage dealt by the rust touch, or contract the disease Skin Rot, which has an incubation period of one day, a DC of 16, and a damage of 1d4 Con. If a demortalus is killed by Skin Rot, he rises the next day as a husk. Special Qualities: The husk retains all the special qualities of the base creature, and gains the following: Rust (Ex): Whenever a metal weapon deals damage to a husk, it takes d6 damage. This damage ignores the normal hardness associated with a metal weapon, but if the weapon has an enhancement bonus, this is treated as hardness for the purpose of this damage (a +2 Longsword normally has hardness 10, but for the purposes of this attack, it has hardness 2). If a weapon's hit points are reduced to 0 by this attack, the weapon crumbles into useless rust. A demortalus's fists count as metal weapons, and a demortalus will crumble into rust if reduced to -10 or fewer hit points by this attack. Saves: A husk has a +4 racial bonus to Fort saves. Abilities: Same as the base creature, except that a husk has no Constitution score, +4 Strength, -2 Intelligence, and -2 Wisdon. Skills: Husks get a +4 racial bonus to Intimidate checks. Feats: Same as the base creature. ------------------------------------------------------------- Climate/Terrain: Any underground Organization: Solitary, gang (2-4), or mob (7-12) CR: Same as the base creature +1 Treasure: None Alignment: Chaotic evil or neutral evil Advancement: By character class. Well, whaddaya think? I Like em Bandido! |
| the_one_true_shea10-23-06, 05:13 PM | Ancient Guide Guides are normally found near sacred sites (either existing areas that may have been adapted to new uses or old areas that have fallen into disrepair) or isolated areas where travelers might get lost. More often than not they are deactivated if they are in populated areas though very pwerful mages may be able to educate them to be ueful in the modern world. The guides are a form of enchantment set into the rock of the underdark itself. The most basic guides take the form of voices from the rock though at their most complex they form patterns and even humanoid forms in the rock walls. Their range is limited, again relating to the power of the original enchantment. The most simple guide would be an audio signpost and the most complex might take the form of its creator to talk a traveller with the correct password through a series of deadly traps. However they can never leave the rock. At their most poerful they may have very limited influence over objects in their location. Guides are sometimed invoked by a chant, a password or the presence of a charm however some are triggered simply by the proximity of a person. Their presence will normally be marked by a rune in the rock. Certain spells / artifacts exist which can summon the nearest guide within a certain distance however their knowledge would be greatly decreased. Ancient Guardians The Guardians are the dangerous cousins of the guides. They are somewhat less common due to the greater power of magic required to set the original enchantment. Guardians are located at sites of importance to their creators, most of which have now been abandoned. A guardian will always need to be removed from an inhabited area however this is a vastly more difficut process than removing a guide. Guardians generaly have a shorter range than guides however they are capable of physicaly manifesting in the form of poltergeist-like spirits. Their direct physical power is limited however they are closely attuned to the underdark and will hurl rocks or split the ground beneath travellers if challenged. Guardians will, as a rule, have a word or charm that will deactivate them, this would have been needed by the race that originaly set them in place. Some of these codes have been recorded, others are lost with the records of the reace that created the guardians and those are very hard to evade/deactivate. |
| the_one_true_shea10-23-06, 05:31 PM | Gem Glimpser. This creature appears crystal clear. If not focused on it becomes completely invisible until it moves. Its movement creates a strange ripple effect. Although a solid creature, it may reform itself as a spirit-like creature and enter a gem. This leaves no mark on the gem and cannot be picked up by spells like detect evil. Only spells specifically designed to detect a gem glimpser will pick up on one inhabiting a gem. The possessor of this gem will begin to experience strange "visions". These visions are vivid enough to be believed to be true premonitions and the victim will listen to these visions. Slowly they become paranoid, for these visions show death, murder, and plots against them. The paranoia will slowly cause the victim to succumb to feelings of lethargy, hopelessness, and insanity. The gem glimpser feeds off of these feelings, draining the victim of vitality and mental stability. When the victim finally dies, usually from suicide, the gem glimpser goes into hibernation. It slowly uses up the deluge of emotions it has collected. Eventually the gem glimpser reawakens to attack once again. Although the gem may be seen as cursed, spells that detect cursed items pick up nothing, so it is often dismissed as a silly legend. Though originating in Underdark these creatures often jump into the first gem they find and hibernate until it finally comes into possession of a sentient being. If the gem it is riding is destroyed in some way; eaten or broken up, the gem glimpser either leaves the gem immediately (giving away its presence) or (in cases where the gem is simply broken) it retracts its entire self into the largest portion. The gem glimpser may awaken from great hunger, which is really rare becasue the gem glimpser doesn't need much, and find another gem which would be more easily found. Gem glimpsers rarely die from starvation, but may do so. |
| the_one_true_shea10-23-06, 05:34 PM | Not entirely a creature but hey :) Eyes in the night. Throughout the history of the underdark, the caves have been patrolled by creatures, the most cautious of which have never even been seen. Only the glowing, angry eyes appear in the darkness and, very occasionaly, the shadow of a large shape among the shadows. They lurk at the edges of society, only one has ever been seen at at any one time and legends tell that there may only be one creature! Explantions vary from an ancient dragon wandering the caves to a demon to a pack of wild beasts but no one knows for sure. If anyone has ever seen the creature they have not lived to tell of it. This would not be a creature as such, it would be more like an effect, striking terror into the heart of travellers and those caught unaware. D&D races with the see-in-the-dark thing would have a reduced effect if suddenly faced with these eyes however it's till the equivilent of coming face to face with an ancient terror. Eyes in the Night 1:u: Instant Return target attacking creature to its owner's hand. Does that fit? It shows someone fleeing in terror, and the eyes of the night would scare people regardless of whether they were good or evil. Or perhaps this is better: Eyes in the Night :b::b: Fear If Eyes in the Night attacks and is unblocked, the defending player must choose and discard from his or her hand. 0/1 That shows everyone fleeing in terror from the Eyes, and shows that that might panic and fluster people, and prevent them from thinking properly (hence the discard). Is it too cheap? |
| the_one_true_shea10-23-06, 05:38 PM | Avarice Wisps are generators of valuable substances such as gold and gems. Shapeless spirits, they can wrap themselves around a rock or something like that to change it into gold or a gem. These wisps will then pick up the pieces with its weak brand of telekinesis that is incapable of handling anything over a certain size or animate being. They pile the pieces together in a random location, but preferring a skeleton or a corpse. Then, they lie down in the pile, waiting. Because the wait may be long, wisps would rather work with other wisps so that they may interact (how, nobody knows) while waiting. The pile often takes on a faint aura. The instant someone picks up even a single gem or piece of gold, the wisp(s) rises up and strikes the victim, whether they are truly greedy or not. The victim will find themselves entering an unconcious coma-like state. You can't kill a wisp but if someone moves you out of the vicinity of the gold before your soul is extracted, you're saved. In this state, the person's soul is slowly extracted and eventually becomes an avarice wisp itself. The body is left behind to rot. The avarice wisp eventually dissipates into whatever underworld its religion had after capturing an unknown number of souls this way. The original avarice wisp is believed to have been a cursed thief of a wizard's vault. To make sure a passing person doesn't become cautious and avoid the gold, the wisps slighly smothers the memory of avarice wisps' existence in those nearby. Because free gold is too much of a temptation, most avarice wisps were actually not overly greedy in its past life. The other avarice wisps really don't care. |
| the_one_true_shea10-23-06, 05:59 PM | Whisperers of the Shadows. These creatures are indistingushable from any other rocks or stone, except these creatures don't break like rocks and if you were to try and smash one apart, it would roll away to another place. These creatures are powerful psychics, all of them having the powers of an telepath, empath, and a seer. Whisperers of the shadows aren't necessarily evil, in fact, they see themselves as benevolent. Using their telepathic abilities, whisperers share their visions with people around them. Because of their empathic abilities, whisperers' visions tend to gravitate towards having relevance to those around them, and therefore, it is difficult for travelers to ignore them. Although the whisperer is empathic, it doesn't care what effects its visions have on people, although if a smaller one is picked up and carried around, it may become grow attached to this person and will care for her. This person will find herself having pleasant premonitions and growth in awareness in a psychic sense. No one knows how whisperers came to be, but all know that encountering one is both unnerving and an experience not easily forgotten. (The name came from before the creatures were discovered to be actually stone-like, not spirits hidden within the shadows of the Underdark tunnels.) |
| the_one_true_shea10-23-06, 06:00 PM | http://www.geocities.com/leaves_or/petrock.txt Pet Rock Tiny Animal Hit Dice: 1/2d8+1 (3 hp) Initiative: -3 Speed: 10 ft. AC: 19 (+2 size, -3 Dex, +10 natural) Attacks: Slam +0 melee Damage: Slam 1d4 -1 Face/Reach: 2 1/2 ft. Special Qualities: Blind, Tremorsense 10 ft. Saves: Fort +4 Ref +1 Will +1 Abilities: Str 8 Dex 4 Con 14 Int 1 Wis 10 Cha 2 Skills: Climb +4 Listen +5 Climate/Terrain: Any Underground Organization: Solitary or colony (6-12) Challenge Rating: 1/8 Treasure: None Alignment: always neutral Advancement: -- The so-called "pet rock" is not a rock at all but an animal distantly related to a sea urchin. It is normally a lethargic creature, but when motivated it can move at a steady pace on its tube feet. Pet rocks are completely blind. They see by sensing vibrations in the ground, allowing them to determine the location of anything within 10 feet that is in contact with the ground. Pet rocks are sometimes kept by wizards as familiars. They grant a +2 bonus to the constitution score of their master. --- Pet Rock 2 Artifact :t: : look at a card from target opponent's hand at random 3 : Pet Rock becomes a 2/1 creature with first strike until the end of turn "Stay... Stay... Good rock!" - Elodea, Shalendae Apprentice |
| the_one_true_shea10-23-06, 06:08 PM | Tunnel Throat. Tunnel throats are a semi-intelligent plant creatures. Their main body are bulb-shaped, about 60 cm tall and wide, and are a deep violet colour. This bulb is lined with swirls and jagged lines, like tribal markings of some sort. These markings are usually a bluish colour. A tunnel throat will find a fertile area and will sink into the ground as if it were quicksand. Once about a meter into the ground, the bulb will stop and from its bottom, the roundest side, it will release roots. Once it is settled, the tunnel throat's top, semi-pointy part opens up a little, creating a small hole about 10 cm wide. From that hole, a single vine grows out. It will divide and spread like roots, eventually becoming many more vines. These vines will spread in all directions. Eventually, the vines will have broken onto the surface, climbing up the walls and the ceiling. The ground, walls, and ceiling will have been covered with vines, the dirt barely perceptable. If a throat is not stopped, stalacites and stalagmites would have formed from vines, if not actual columns. The walls and floor may end up having a few layers of vines. The vines are sturdy and can handle a small group of people on it in any one spot, or a larger group spread out. The dangers of a bulb's infestation is that 1) if left alone, the bulb will eventually block out the tunnel, leaving travellers staring at a wall of vines, and 2) the bulb's vines eventually release a sweet-smelling pollen. This pollen is a defensive tactic for it causes anyone who breathes it in to become sleepy and slow to react. Anyone who breathes it in will be lulled into a deep sleep, and if one continues to breathe it in while in this sleep, she will probably continue to sleep while withering away. Therefore, this pollen is horribly frustrating to travellers, but is a pleasant, relaxing way to die for the elderly, fatally sick, or suicidal. The best way to travel through an infested tunnel is to burn away the vines and if one wanted to destroy the bulb, she'd have to dig it up and burn it. The throat continues its species by having its bulb rise up every few years and releasing a single seed. This seed is increadibly light and hard-to-spot, so it floats away by air or on a person to another tunnel, eventually dropping into the ground and growing to its mature size to dig into the ground. --- Tunnel Throat :w::r: Creature-Plant Wall At the beginning of each of your upkeeps, put a Vine counter on ~ unless a player taps any number of untapped creatures he or she controls, where the total power must be equal to or greater than the number of Vine counters on ~. Whenever a player assigns attackers, randomly choose one of them. That player flips a coin for each Vine counter on ~. If even one is heads, tap that creature and remove it from combat. 0/2 Tapping is like the creatures are hacking away the vines. Same ability, except now the tapping ability is weird. I gave it to white because it's like the creatures working together to stop this thing. Plus, it stops attackers. Throat Pollen (1):w::u: Instant Tap each attacking creature and remove them from combat. They do not untap normally during their controller's next untap step. |