Some 1,859 days ago (5 years, 1 month, and 2 days) +Tim Shorts unleashed upon the world a vision of amphibian animus that inspired its own adventure creation challenge, not to mention a 20-page bit of magnificence by +Dyson Logos .
Today there is undeniable proof that the Toad God lives!
This appeared overnight in the Stronghold's garden..
(Actually, lest too much arcane mystery be attributed to the Toad God and its power strengthened thereby, I will admit that I was walking through the local Kroger's store and found him on sale in the garden aisle. At that moment, he had to be mine. ...Come to think of it, the intensity of the attraction and need...perhaps there's a bit of the arcane at work after all.)
Not wanting my children to worry about the devilish divinity of this creature, I immediately dubbed it "King Toadankhamun, Pharoah of the Frogs."
It may be easier to see in this picture: the smug, self-satisfied and satiated expression on his face. Look at the undisguised evil in his eyes and malicious pleasure on his face, as if he'd just finished swallowing a neighborhood dog, cat, or small child.
Now, the Mistress of the Stronghold—that beautiful, loving half-elf who stole my heart—isn't quite as enamored of the presence of the Toad God, especially as one of the first things that visitors would see upon arrival. (I suspect it has more to do than the potential threat posed to her beloved miniature yard moose that inhabit this garden.) As a result, the Toad Goad may soon be banished to the rear of the Stronghold where he poses little danger to anything but the occasional intruder. But he is here, now. And what better impetus could I have to revisit those various adventures mentioned above?
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Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.
Showing posts with label Bestiary. Show all posts
Showing posts with label Bestiary. Show all posts
02 July 2016
12 February 2016
Need Some Time
Just when I thought I'd reached rock bottom, emotionally, my mother passed away yesterday. I'm going to need a little time.
As far as the giveaway, the dice horde spoke randomly and declare +Taylor Frank as the winner of the Oscar Wilde Memorial Bestiary Giveaway!
What did he win? A copy of Paizo Publishing's Occult Bestiary ! (See here for more detail.) It's a Campaign Setting/Bedtiary chock full of psychic and occult monster goodness!
Congratulations, good sir. Your new treasure will be winging its way to you shortly.
As far as the giveaway, the dice horde spoke randomly and declare +Taylor Frank as the winner of the Oscar Wilde Memorial Bestiary Giveaway!
What did he win? A copy of Paizo Publishing's Occult Bestiary ! (See here for more detail.) It's a Campaign Setting/Bedtiary chock full of psychic and occult monster goodness!
Congratulations, good sir. Your new treasure will be winging its way to you shortly.
Labels:
Bestiary,
Contests,
Family,
Introspection,
Personal life,
Real Life
18 January 2016
Haggling Over Price--CONTEST
George Bernard Shaw: Madam, would you sleep with me for a million pounds?
Actress: My goodness, Well, I’d certainly think about it.
Shaw: Would you sleep with me for a pound?
Actress: Certainly not! What kind of woman do you think I am?!
Shaw: Madam, we’ve already established that. Now we are haggling about the price.
I've been hovering between 98 and 99 followers to the Stronghold Blog for quite a while now. My ego needs a bit of a stroking, so I'd like to see the triple digit boundary finally crossed.
So. Here's what I propose.
I have here a spare copy of a Pathfinder Campaign Setting Bestiary that's taking up 64 pages (and nearly 50 monsters) worth of shelf space. I'd like to give it away to a deserving—and desiring—home. I'm offering it up to followers of the blog only.
- If you're a follower and would like a Pathfinder book, leave a comment.
- If you're a follower—and are strictly Old School—but know someone who would like a Pathfinder book, have them come on over and follow the blog.
- If you're not a follower and would like a Pathfinder book, follow the blog and leave a comment.
- If you're not a follower—and are strictly Old School—but know someone who would like a Pathfinder book, have them come on over and follow the blog. And follow it yourself, just for good measure.
That's it. Let the commenting and following begin. I really want to get this book to a good home.
19 June 2015
[From the Mailbag] Mixed Bag of Goodies
An odd day today, deep in the throes of some manner of food allergy--dinner last night got contaminated somehow.... All day today the symptoms have been getting worse; currently I’m feeling like a bad case of the flu. Body aches, dizziness, nausea...then add in the bloating, excessive gas, and “bodily excretions” and I’m down for the count.
Fortunately, we were able to have some family fun today before the symptoms really set their claws into my midsection. My oldest two kids have been at a Youth Conference since Wednesday--a spiritual retreat for the youth of my church, in which all the youth of a certain region gather together for inspiration and spiritual education & growth. Did it myself as a teenager without complaint. This one was held at a two-year junior college 110 miles south of our home; for a variety of reasons, we decided to circumvent the norm (the church youth leaders usually convey them home) by driving down early in the morning with my youngest two in tow, pick up the eldest two, and do some “daycation” day trip stuff. Whenever we head that far south, we usually take the interstate, but when we head home, we tend to take the old state highway back up. This takes you through some quaint little towns and farm communities and is a restful, scenic trip.
This time around, we stopped at a town’s “Art and History Museum”--mostly because the wife’s ancestors helped found the town and I wanted her to have the chance to see some pictures or artifacts from her family and show them to the kids. Sure enough, her ancestors’ names were on a plinth right outside the converted mansion, and then in several of the rooms and nooks were artifacts and pictures of her relations, including a steamer trunk, baby clothes, and musical instruments of her relations that came across the plains with the early Mormon immigrants. Got some great pictures for the family album and the kids had fun.
(Incidentally, I loved the layout of this house and quickly sketched out some ideas to use in a future map. Inspiration is everywhere!)
By this time, the symptoms were grabbing hold and we still had another 60-odd miles to travel. Much to my delight when we arrived home, Fed Ex had delivered some books I’ve been anxiously awaiting. There’s nothing better than learning back-ordered books have finally come into stock and been shipped out. I hate my money hanging out there doing someone else some good while I wait and wait without product.
The only mitigating factor to my happiness (besides my physical ailments) was the state of the package. Noble Knight Games has always served me well in the past, without serious complaint. Even when I had an OOP miniature arrive broken, they rectified the situation immediately. But this was ridiculous.
Rather than using a small box, or even a padded envelope, to protect my shipment, they essentially “flat-packed” the books within a collapsed shipping box. The ends were taped with packing tape (except for slits on the side, which would allow dirt, etc., into the package).
Inside, they were wrapped in layers of butcher paper for padding. Not bubble wrap, or even packing peanuts (like if they were in a normally assembled box) I'm not exactly sure what the "cushion rating" is of butcher paper wrapped around objects, but apparently that's what my order rated.Now, when I got them out, they WERE held in one large plastic zipper-close-type bag. This would have mollified my concerns re: damage, except that the main bag WAS NOT SEALED (See below). This, boys and girls, in case you were not aware, drastically reduces the protective power of a plastic zipper-close-type bag. Sigh.
But here’s what I received, with a squeal or two of delight from me.
First off, two titles from Expeditious Retreat Press--Monster Geographica: Marsh & Aquatic and Monster Geographica: Forest. These will fit well with the Monster Geographica: Underground volume that I already have in the collection. While I don’t really like the layout of these books (they’re arranged alphabetically under respective CR rather than like traditional monster manuals AND they don’t use the easier-to-read “one page, one monster” format) and they don’t have any artwork, they’re still (a) bestiaries and (b) full of fun, different, and mean critters. Plus, hey, MONSTERS, am I right?
Next was a volume for which I’ve searched for the past year: the Encyclopedia of Villains from Fast Forward Entertainment. Now, I’ve seen/heard lots of complaints about FFE, and some of that is justified and has kept me from picking up some various titles in the past. This one, however, comes recommended by +Tim Shorts and with good reason. I think Tim likes NPCs about as much as I do...which is a lot. But, for all my devotion to 3.x, I will admit that statblocks and rolling up NPCs is far from my favorite gaming activity. I’ll jump at any chance I get to grab hold of some pre-gen NPCs; add in the fact that it’s an entire book of NPCs and that there’s a wide range of CRs: added bonus. Then add in backstory, associations, maps, etc.? WINNING PRODUCT RIGHT HERE.
I grabbed a copy of Arcana Unearthed because I like Monte Cook’s work, I like the Book Of Experimental Might, and it has some intriguing options/alternative rules. Plus, it was less than $5 and in great shape, so that certainly didn’t hurt.
Finally, the piece de resistance: Armory’s 30-Sided Dice Gaming Tables. I’ve always wanted a copy, but never found one in good shape at the right time. This time I lucked out. I love tables, especially d30 tables, and these are all useful, both at the table and for world-building. The contents take me back to a more innocent time of gaming and of life. The tables are printed around random black and white line images of lead miniatures from various distributors. The back cover is an advertisement for Armory’s 30-sided dice and “dice inking pens.” The text itself is typed out in classic dot-matrix Courier font; I’d use it in my own Stronghold ‘Zine for nostalgia if I didn’t hate the look of Courier so much. But the quaintness and nostalgia was definitely palpable, and the typos (“I do not have to many” jumped right off the page at me) added to the feeling that this really was printed in someone’s basement (or after hours on the shared work printer and then copied under some sucker’s customer code) and took me back decades. Even though this one came bagged and boarded for protection and storage, I think it’s going to see some use.
So, the day balances out. I have some reading material for when I curl up in the fetal position from the physical effects of my allergies. That’s always a good thing. At least I’m done with Issue #2 of the Stronghold ‘Zine until it comes back from my proof readers. Plus, tomorrow is Free RPG Day, one of my most favorite days of the year (although from the website it appears that several companies will be sending out the same re-tread free items from last year (and the year before, etc.)).
Oddly enough, I received shipping notices for this package and a package from another company on the same day; this one from Wisconsin and the other from Missouri. Both sent Fed Ex. Both sent using the same shipping option. Both hit the local distribution hub on the same day. The Missouri package says that the scheduled delivery on the other package is Wednesday, the 24th. Hmm. Either some higher power doesn’t want me to explode from over-happiness today, or there’s something about Wednesday that requires some “Found Stuff” happiness. I’m not sure which option is more frightening.
Fortunately, we were able to have some family fun today before the symptoms really set their claws into my midsection. My oldest two kids have been at a Youth Conference since Wednesday--a spiritual retreat for the youth of my church, in which all the youth of a certain region gather together for inspiration and spiritual education & growth. Did it myself as a teenager without complaint. This one was held at a two-year junior college 110 miles south of our home; for a variety of reasons, we decided to circumvent the norm (the church youth leaders usually convey them home) by driving down early in the morning with my youngest two in tow, pick up the eldest two, and do some “daycation” day trip stuff. Whenever we head that far south, we usually take the interstate, but when we head home, we tend to take the old state highway back up. This takes you through some quaint little towns and farm communities and is a restful, scenic trip.
This time around, we stopped at a town’s “Art and History Museum”--mostly because the wife’s ancestors helped found the town and I wanted her to have the chance to see some pictures or artifacts from her family and show them to the kids. Sure enough, her ancestors’ names were on a plinth right outside the converted mansion, and then in several of the rooms and nooks were artifacts and pictures of her relations, including a steamer trunk, baby clothes, and musical instruments of her relations that came across the plains with the early Mormon immigrants. Got some great pictures for the family album and the kids had fun.
(Incidentally, I loved the layout of this house and quickly sketched out some ideas to use in a future map. Inspiration is everywhere!)
By this time, the symptoms were grabbing hold and we still had another 60-odd miles to travel. Much to my delight when we arrived home, Fed Ex had delivered some books I’ve been anxiously awaiting. There’s nothing better than learning back-ordered books have finally come into stock and been shipped out. I hate my money hanging out there doing someone else some good while I wait and wait without product.
The only mitigating factor to my happiness (besides my physical ailments) was the state of the package. Noble Knight Games has always served me well in the past, without serious complaint. Even when I had an OOP miniature arrive broken, they rectified the situation immediately. But this was ridiculous.
Rather than using a small box, or even a padded envelope, to protect my shipment, they essentially “flat-packed” the books within a collapsed shipping box. The ends were taped with packing tape (except for slits on the side, which would allow dirt, etc., into the package).
Inside, they were wrapped in layers of butcher paper for padding. Not bubble wrap, or even packing peanuts (like if they were in a normally assembled box) I'm not exactly sure what the "cushion rating" is of butcher paper wrapped around objects, but apparently that's what my order rated.Now, when I got them out, they WERE held in one large plastic zipper-close-type bag. This would have mollified my concerns re: damage, except that the main bag WAS NOT SEALED (See below). This, boys and girls, in case you were not aware, drastically reduces the protective power of a plastic zipper-close-type bag. Sigh.
But here’s what I received, with a squeal or two of delight from me.
First off, two titles from Expeditious Retreat Press--Monster Geographica: Marsh & Aquatic and Monster Geographica: Forest. These will fit well with the Monster Geographica: Underground volume that I already have in the collection. While I don’t really like the layout of these books (they’re arranged alphabetically under respective CR rather than like traditional monster manuals AND they don’t use the easier-to-read “one page, one monster” format) and they don’t have any artwork, they’re still (a) bestiaries and (b) full of fun, different, and mean critters. Plus, hey, MONSTERS, am I right?
Next was a volume for which I’ve searched for the past year: the Encyclopedia of Villains from Fast Forward Entertainment. Now, I’ve seen/heard lots of complaints about FFE, and some of that is justified and has kept me from picking up some various titles in the past. This one, however, comes recommended by +Tim Shorts and with good reason. I think Tim likes NPCs about as much as I do...which is a lot. But, for all my devotion to 3.x, I will admit that statblocks and rolling up NPCs is far from my favorite gaming activity. I’ll jump at any chance I get to grab hold of some pre-gen NPCs; add in the fact that it’s an entire book of NPCs and that there’s a wide range of CRs: added bonus. Then add in backstory, associations, maps, etc.? WINNING PRODUCT RIGHT HERE.
I grabbed a copy of Arcana Unearthed because I like Monte Cook’s work, I like the Book Of Experimental Might, and it has some intriguing options/alternative rules. Plus, it was less than $5 and in great shape, so that certainly didn’t hurt.
Finally, the piece de resistance: Armory’s 30-Sided Dice Gaming Tables. I’ve always wanted a copy, but never found one in good shape at the right time. This time I lucked out. I love tables, especially d30 tables, and these are all useful, both at the table and for world-building. The contents take me back to a more innocent time of gaming and of life. The tables are printed around random black and white line images of lead miniatures from various distributors. The back cover is an advertisement for Armory’s 30-sided dice and “dice inking pens.” The text itself is typed out in classic dot-matrix Courier font; I’d use it in my own Stronghold ‘Zine for nostalgia if I didn’t hate the look of Courier so much. But the quaintness and nostalgia was definitely palpable, and the typos (“I do not have to many” jumped right off the page at me) added to the feeling that this really was printed in someone’s basement (or after hours on the shared work printer and then copied under some sucker’s customer code) and took me back decades. Even though this one came bagged and boarded for protection and storage, I think it’s going to see some use.
So, the day balances out. I have some reading material for when I curl up in the fetal position from the physical effects of my allergies. That’s always a good thing. At least I’m done with Issue #2 of the Stronghold ‘Zine until it comes back from my proof readers. Plus, tomorrow is Free RPG Day, one of my most favorite days of the year (although from the website it appears that several companies will be sending out the same re-tread free items from last year (and the year before, etc.)).
Oddly enough, I received shipping notices for this package and a package from another company on the same day; this one from Wisconsin and the other from Missouri. Both sent Fed Ex. Both sent using the same shipping option. Both hit the local distribution hub on the same day. The Missouri package says that the scheduled delivery on the other package is Wednesday, the 24th. Hmm. Either some higher power doesn’t want me to explode from over-happiness today, or there’s something about Wednesday that requires some “Found Stuff” happiness. I’m not sure which option is more frightening.
Labels:
3.xE,
Bestiary,
Books,
D&D,
d30,
Found Items Friday,
Mailbag,
Monsters,
NPCs,
Random Tables,
Tables,
Tim Shorts,
Villains
25 April 2015
[A to Z April] U is for Unlight Beetle (creature)
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| http://www.a-to-zchallenge.com/ |
An unlight beetle is typically about 10 feet long, with massive jaws it uses to bite and tear meals from carrion it finds and drags back to its nest. (It subsists primarily on carrion, although in extreme, desperate circumstances, they have been known to stalk and attack weaker creatures.) It has also developed the heightened senses necessary to travel, live, and attack under the effects of its natural darkness. Normally docile, the creature will attack if it is provoked and sufficiently threatened, especially if defending its young or its nest. The unlight beetle attacks using its massive jaws to bite and rend its foe or potential prey. Many an adventurer or unwitting animal has startled an unlight beetle, only to find itself surrounded in complete darkness and fending off the powerful, razor sharp mandibles of this giant vermin.
Unlight BeetleCR 4
XP 1,200
CE Large vermin
Init +0; Senses Darkvision 60'; Blindsight; Listen +0; Spot +0
DEFENSE
AC 18, touch 10, flat-footed 18 (+8 natural)
hp 42 (5d8+4)
Fort +4, Ref +3, Will +2
Immune mind-affecting effects
Fort +4, Ref +3, Will +2
Immune mind-affecting effects
OFFENSE
Speed 30 ft.
Melee Bite +7 (1d8+4)
Special Attacks Darkness
Special Qualities Darkvision 60', vermin traits
Space 5 ft. Reach 5 ft.
Melee Bite +7 (1d8+4)
Special Attacks Darkness
Special Qualities Darkvision 60', vermin traits
Space 5 ft. Reach 5 ft.
STATISTICS
Str 19, Dex 10, Con 19, Int --, Wis 10, Cha 12
Base Atk 3; Grapple 11
Feats: Blindsight, Improved Grab
Skills: --
Languages --
Environment Any
Organization Solitary or nest (2-6)
Treasure None
Advancement --
Level Adjustment --
Darkness: as the spell
Base Atk 3; Grapple 11
Feats: Blindsight, Improved Grab
Skills: --
Languages --
Environment Any
Organization Solitary or nest (2-6)
Treasure None
Advancement --
Level Adjustment --
Darkness: as the spell
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Previous "U"s:
2014: U is for Undyrglade (item)
2013: U is for Ulah of Kaitus (npc)
2012: U is for the Upper Snarl (locale)
2011: U is for Urosh, Temple of
20 April 2015
[A to Z April] Q is for Quimby's Pet Emporium (map)
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| http://www.a-to-zchallenge.com/ |
His shop is plain, a thick rock exterior for protection, the inner walls are wooden, but magically-treated to be soundproof and calming to the animals (and to his customers). The walls are filled with pictures of his more exotic wares, as well as aquariums and small cages. Several racks of cages hold his larger small animals for display on the showroom floor. The floor is made of a single slab of stone for ease in cleaning.
- Showroom Floor: The general customer area, floored with stone. Various pictures and parchments line the walls with images of various rare animals.
- Counter Area: The wooden stomach-high (to Quimby) counter top zig-zags across the customer area. The north wall is lined with shelves, used for housing aquariums, bowls, and cages for the aquatic and more delicate of creatures. Quimby keeps a variety of magic wands behind the counter to deal with the more difficult customers.
- Cages, Regular: Those animals who do not require special needs or isolation are housed here in a variety of cage sizes.
- Cages, Special: The specialized, extremely rare, and valuable creatures are kept here, behind a locked door, both for their protection and the customer’s. These cages are likely to be protected by magic.
- Pens: Large animals, when they are in stock, are housed here. Each pen has a drain system allowing for the rapid cleaning and washing of the pens. Due to the nature of these animals, these pens are usually locked and protected by magic.
- Quimby’s Room: Quimby’s living quarters are here, through a locked secret door, and sparsely decorated with a bed, chest, and a desk. Quimby also keeps his valuable items on a series of shelves in the northeast corner of the room. His room is the only room floored with wood. He keeps a secret stash of gold under the flooring beneath his bed.
- Garden: Quimby keeps a walled garden area here, covered over with a fine wire mesh. He exercises the birds and cleans cages in this area. Quimby’s outhouse is on the south end of this walled-off area, and empties into the same drain system as the large pens.
Previous "Q"s:
2014: Q is for Quick, Somebody Teach Me To Play
2013: Q is for Quickvale (locale)
2012: Q is for Quickdeath (monster)
2011: Q is for Quaint Folk
Labels:
3x5 dungeons,
A to Z April 2015,
Bestiary,
Bloghop,
Challenge,
Coldtreath,
Locales,
Map Monday,
Maps,
Mini-Maps
14 April 2015
[A to Z April] L is for Leprous Ghoul (creature)
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| http://www.a-to-zchallenge.com/ |
The leprous ghoul covers itself in torn wrappings and ragged cloth in a mockery of life and in an attempt to hide the hideous scabs and wounds. The cloth is stained with indescribable fluids. This, plus the ghoul's usual diet add to a sickening stench which affects all those who come near to the creature.
The leprous ghoul is fast, vicious, and cunning. They live only to eat and spread their namesake disease, leprousy (so spelled to distinguish it from the traditional disease, leprosy, with which it shares little true similarity.)
While the leprous ghoul does not transmit ghoul fever, it uses both its bite and claw attacks to transmit its leprousy, which advances quickly after infection. After infection, a creature will rapidly lose parts of its body: fingers, toes, nose, ears, hair, etc., continuing to lose parts and develop gaping, weeping sores until finally succumbing to the disease and dying. Any creature that dies as a result of leprousy becomes a leprous ghoul and rises within 24 hours after death.
Leprous GhoulCR6
XP 2400
CE Medium humanoid
Init +4 Senses Darkvision 60'; Listen +4; Spot +11
Aura Stench DC(16)
Aura Stench DC(16)
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 42 (6d12+3)
Fort +4, Ref +6, Will +7
Turn Resistance 4
Fort +4, Ref +6, Will +7
Turn Resistance 4
OFFENSE
Speed 30 ft.
Melee Bite +7 (1d8+4)
Full Attack Bite +7 (1d8+4) and 2 claws +5 (1d4+2 plus paralysis and leprousy)
Special Attacks Leprousy, paralysis, stench
Special Qualities Darkvision 60', undead traits, +4 turn resistance
Space 5 ft. Reach 5 ft.
Melee Bite +7 (1d8+4)
Full Attack Bite +7 (1d8+4) and 2 claws +5 (1d4+2 plus paralysis and leprousy)
Special Attacks Leprousy, paralysis, stench
Special Qualities Darkvision 60', undead traits, +4 turn resistance
Space 5 ft. Reach 5 ft.
STATISTICS
Str 19, Dex 19, Con 0, Int 13, Wis 14, Cha 16
Base Atk 3; Grapple 7
Feats: Alertness, Great Fortitude, Multiattack, Toughness
Skills: Balance 8, Climb 9, Hide 9, Listen 4, Move Silently 9, Spot 11
Languages Same as base creature (usually Common)
Environment Any
Organization Solitary, gang (2-4), or pack (4-10)
Treasure Standard
Advancement 9-12 HD (Medium)
Level Adjustment --
Stench: as Ghoul stench
Paralysis: as Ghoul paralysis
Leprousy: as Mummy Rot, with the following changes: damage is 1d3 Con and 1d3 Cha after 1 minute incubation, and once every hour afterwards until healed or creature dies.
Base Atk 3; Grapple 7
Feats: Alertness, Great Fortitude, Multiattack, Toughness
Skills: Balance 8, Climb 9, Hide 9, Listen 4, Move Silently 9, Spot 11
Languages Same as base creature (usually Common)
Environment Any
Organization Solitary, gang (2-4), or pack (4-10)
Treasure Standard
Advancement 9-12 HD (Medium)
Level Adjustment --
Stench: as Ghoul stench
Paralysis: as Ghoul paralysis
Leprousy: as Mummy Rot, with the following changes: damage is 1d3 Con and 1d3 Cha after 1 minute incubation, and once every hour afterwards until healed or creature dies.
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Previous "L"s:
2014: L is for Lell (npc)
2013: L is for Ladder, Nature's (spell)
2012: L is for Lung Leech Swarm (creature)
2011: L is for Lehman Caves
10 April 2015
[A to Z April] I is for Imp, Split (item)
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| http://www.a-to-zchallenge.com/ |
Upon the first successful attack--whether melee, ranged, or magical--the split imp divides itself into several identical beings, each of whom immediately attack the creature who wounded the original split imp. The duplication occurs prior to the assessment of any damage from the attack; damage is assessed only to the original split imp, not to the copies. Only the original split imp can call forth the multiple duplicates.
GAME MECHANICS
Split ImpCR 4
Use the statistics of a normal imp, except for the following changes:
- The split imp loses both the "alternate form" and commune abilities in favor of the Split ability.
- Split: 3x per day, a split imp, upon taking damage from a successful attack, essentially summons forth 1d8 duplicates of itself, prior to any damage being taken by the original. Said damage is only taken by the original, and only after the duplicates appear. The duplicates (not the original) immediately surround and attack the creature that wounded the original. After the initial vengeful strike, the duplicates assume the same initiative as the original. Should the original be killed, the duplicates are neither destroyed or banished, needing to be individually destroyed or banished. Only one set of duplicates can exist at any one time.
- The Challenge Level of the split imp changes from 2 to 4.
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Previous "I"s:
2014: I is for Island, Oraoss (map)
2013: I is for Ice Quartz Caverns (map)
2012: I is for Iron Hide Zombie (monster)
2011: I is for Inkeeper
08 April 2015
[A to Z April] G is for Gnaw Rot Mouse (creature)
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| http://www.a-to-zchallenge.com/ |
These mice are actually a special type of mice bred by the Tornbeak barbarians: Gnaw Rot Mice. They have been raised to take the place in the barbarian culture of poison neutralizing and disease curing spells. One mouse can, if allowed to crawl around a poisoned or diseased creature, either neutralize the poison or cure the disease by nipping and biting at the afflicted creature’s body. They have been bred to crave the taste of disease and poison. Each mouse can cure one creature of up to Medium size. Large size creatures require two mice; Huge require three to be successfully treated. After this one treatment, the mouse will enter throes of ecstasy at finally resolving its craving. Unfortunately, the craving proves fatal to the mouse, who will die from the effects of the poison or disease shortly thereafter.
In game mechanics terms, each mouse can either detoxify any poison (as neutralize poison) with a +4 bonus on the check. If applied instead to a diseased area, it removes the affliction (as remove disease) with a +4 bonus on the check. Some diseases (such as Mummy Rot) require additional treatments to cure (see the disease description). Whether successful or not, each gnaw rot treatment, inflicts 1d6 points of damage on the afflicted creature, as the mouse nips, bites, and consumes the poison and diseased flesh. Almost immediately, the mouse will begin to shake and thrash, squeaking noisily, only to die within 2 minutes of the treatment.
A Tornbeak barbarian can be convinced to sell gnaw rot mice with successful Diplomacy checks, and then for a minimum of 500 gp per mouse. The Tornbeak barbarians believe that the mice require a bamboo cage; no other kind of cage can suffice and up to four mice can live inside the typical cage. Additionally, the mice require daily feeding; each mouse consumes 1 trail ration every two days. In the event that the creature carrying the mice is subjected to substantial damage, each mouse has 1/4 hp.
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Previous "G"s:
2014: G is for Ghostcall, Eroutoa (npc)
2013: G is for Grey Spirit Blade (item)
2012: G is for Green, Mage (item)
2011: G is for Grick
Labels:
3.xE,
A to Z April 2015,
Bestiary,
Blog Carnival,
Challenge,
Diseases,
Found Items,
OSR,
Poisons
01 April 2015
[A to Z April] A is for Ash Goblin (creature)
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| http://www.a-to-zchallenge.com/ |
![]() | |
| Normal goblin vs. Ash goblin |
ASH GOBLIN CR 1
Fighter 1
NE Small Humanoid
Init: +7; Senses: darkvision 60 ft.
DEFENSE
DEFENSE
AC 16 (+3 Dex, +2 leather, +1 size), touch 14, flat-footed 13
hp11 (1d10+1)
Immune: Fire
Fort +3; Ref +3; Will +0
Weakness: Acid
OFFENSE
Speed 30 ft.
Melee: +3 Bite (2d6+1) or +2 Morningstar (1d8+1)
Ranged: +4 Javelin (1d6+1)
Special Attacks Grappling bite
STATISTICS
Str 12, Dex 17, Con 13, Int 12, Wis 11, Cha 8
Base Attack 2, Grapple 8
Feats: Armor Prof. Light, Armor Prof. Medium, Armor Prof. Heavy, Improved Grapple, Improved Initiative, Martial Weapon Prof., Shield Prof., Simple Weapon Prof., Weapon Focus (Bite)
Skills: Climb 5, Craft (Trapmaking) 5, Jump 5
Languages: Common, Draconic, Goblin
SPECIAL ABILITIES
Grappling Bite: If an ash goblin hits with a bite attack, it immediately rolls for a grappling attempt, using its massive jaws to latch onto the opponent’s body; on a successful grapple, it is “attached.” An attached ash goblin loses its Dexterity bonus to AC, but holds on with great tenacity, automatically dealing 2d6 damage each round it remains attached.
An attached ash goblin can be struck with a weapon or grappled itself. To remove an attached ash goblin through grappling, the opponent must achieve a pin against the ash goblin.
ECOLOGY
Environment: Desert
Organization: Gang (4-9)
Treasure: Standard
Advancement: By character class
Level Adjustment: +0
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**Images of miniatures ©Wizards of the Coast and ©Paizo, respectively.
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Previous "A"s:
2014: A is for Angelic Beer (beverage)
2013: A is for Acktok's Violet Mark (spell)
2012: A is for Albert "Rat-Tail" Gail (npc)
2011: A is for Adventure
Labels:
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30 April 2013
[A to Z April] Y is for Ynx (creature)
A tall, slender humanoid approaches you from the end of the corridor. It reaches out its four arms, equidistantly placed around its torso. The creature has an equine head with donkey-like ears and shark-like skin. Its eyes glow an eerie green The creature flails its arms around as it nears you; one touch of its hand and it vanishes, as does the corridor around you. When your vision clears you find yourself in an unknown place.
Ynx CR 4
CE Medium Monstrous Humanoid
Init: +5; Senses: darkvision 60 ft.; Listen +4; Spot +4
DEFENSE
AC 18 (+4 Dex, +3 Studded leather, +1 natural), touch 14, flat-footed 14
hp30 (6d8+3)
Fort +5; Ref +10; Will +7
OFFENSE
Speed 30 ft.
Melee +8 Slam (1d6+3)
Special Attacks Displacement burst
Spell-like Abilities (CL 8th); 3/day -- quickened dimension door
TACTICS
A ynx attacks with all four arms, slamming its foe repeatedly. It will first target its foes with its displacement burst, or the largest group of its foes. It will flee if it is reduced to less than 5 hp.
STATISTICS
Base Attack 4, Grapple 8
Feats: Improved Initiative, Improved Natural Attack, Mutliattack
Skills: Concentration 6, Escape Artist 7, Hide 5, Intimidate 7, Jump 5, Listen 4, Move Silently 2, Spot 4
Languages: Common, Ynx, Telepathy 100 ft.
SPECIAL ABILITIES
Displacement Burst: Once per day, a ynx can teleport all creatures within 50 feet of it to randomly determined locations. The ynx can only affect creatures of which it is aware and to which it has line of sight. A successful DC 16 Will save negates this effect. An affected creature is teleported in a random direction (roll 1d8, with 1 indicating north and the other numbers indicating compass going clockwise) and a random distance (1d10 × 100 feet) away from the ynx; determine each creature’s direction randomly. A teleported creature arrives in the closest open space to the determined destination, but must appear on a solid surface capable of supporting its weight. If there is no appropriate destination in that direction, the creature does not teleport at all. The save DC is Charisma-based.
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Previous "Y"s:
2012: Ylder's Timid Divinity (spell)
2011: Y is for Yllseriad, The Shrine of
Labels:
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24 April 2013
[A to Z April] T is for Tombstone Blossom (monster)

This flower has a long, reedy stem topped by a small blood-red flower from which protrude sharp branch-like violet spikes. Despite its unusual appearance, it is attractive in an odd way.
Tombstone Blossom CR 2
N Small Plant
Init: +2; Senses: blindsight; Tremorsense 60 ft.; Listen +1; Spot +1
DEFENSE
AC 12 (+1 natural, +1 size), touch 11, flat-footed 12
hp 13 (2d8+4)
Fort +5; Ref +0; Will +1
Immune: plant traits
Weaknesses: vulnerability to fire
OFFENSE
Speed 0 ft.
Melee Sting +5 (1d3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: poison
TACTICS
A tombstone blossom can sense any living creature within 60 feet. When a living creature comes into range, a tombstone blossom will attempt to force contact and make a touch attack, either through an actual attack (while they are not mobile, they can make an attack on any creature within its range) or through casual contact (the blossoms are quite lovely and attractive, so casual contact is highly possible). Once the touch attack is successful and the living creature is poisioned, the tombstone blossom poison begins its work. Any creature who dies as a result of the blossom’s poison will give rise to another patch of tombstone blossom flowers.
STATISTICS
Str 11, Dex 14, Con 14, Int --, Wis 10, Chr 16
Base Attack 2 Grapple -4
Feats: --
Skills: --
Languages: --
SPECIAL ABILITIES
Poison (Ex): Sting-injury; saveFortitude, DC 13; frequency: 1/round for 6 rounds; effect: 1 Con; cure: remove disease then any restoration spell.
Undead Bane (Su): A living creature who remains still within a patch of tombstone blossoms receives benefits akin to a hide from undead spell. A harvested blossom bestows the same benefit for up to 1d4 days following harvest, if worn on the lapel (or similar area) of a living creature.
ECOLOGY

Environment: Temperate
Organization: Solitary or patch (2-15)
Treasure: --
Advancement: --
Level Adjustment: --
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Previous "T"s:
2012: T is for Thord’s Gore Reach (spell)
2011: T is for Thoklin Oroxel (npc)
Labels:
A to Z April 2013,
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18 April 2013
[A to Z April] P is for Pond Stalker (creature)

A spindly, spider-like creature scuttles toward you across the surface of the dark, still water. It looks very fragile and completely harmless, until its front two legs pierce your ankle....
Pond Stalker CR 5
N Medium Vermin
Init: +3; Senses: darkvision 60 ft.; Tremorsense 60 ft.; Listen +0; Search +0; Spot +0; vermin traits
DEFENSE
AC 17 (+3 Dex, +3 natural), touch 13, flat-footed 13
hp 52 (7d8+21)
Fort +8; Ref +4; Will +3
OFFENSE
Speed 40 ft.
Melee Sting +13 (1d6 plus poison) or Bite +6 (1d4)
Full attack: Sting (x2) +13 (1d6 plus poison) or Bite +6 (1d4)
Space/Reach: 5 ft./5 ft. (10 ft. with sting attack)
Special Attacks: web, poison
TACTICS
A pond stalker’s mouth parts are much too small to do any damage to anything larger than a medium-size creature; to a medium creature or smaller, its needle-sharp proboscis can do minimal damage. Instead it prefers to attack with its forelegs which extend out to give the stalker a ten-foot-reach. The forelegs have stingers at the ends which inject venom into its victims. Once the creature succumbs to the stalker’s poison, the stalker drinks the resultant fluids through its straw-like proboscis.
STATISTICS
Str 11, Dex 17, Con 14, Int 0, Wis 10, Chr 2
Base Attack 4 Grapple 10
Feats: Weapon Finesse
Skills: --
Languages: --
SPECIAL ABILITIES
Poison (Ex): Sting-injury; saveFortitude, DC 17; frequency 1/round for 3 rounds; effect 1d4 Str; cure 1 saveWater Skate (Ex): The oil secreted by the glands on the pond stalker’s legs allow it to stand, walk, run, and otherwise move on top of any still or slow-moving water. A pond stalker treats fast-moving water as difficult terrain.
If harvested from a living pond stalker, the oil secreted on its legs can be distilled into Potions of Water Walk, worth 650 gp per dose. A fully-grown pond stalker can generate one dose per leg.
ECOLOGY
Environment: Temperate
Organization: Solitary or colony (2-5)
Treasure: Standard
Advancement: 9-15 HD (Huge)
Level Adjustment: --
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Previous "P"s:
2012: P is for Pyramid of Swords (locale)
2011: P is for Poushif Bonereader (npc)
Labels:
A to Z April 2013,
Bestiary,
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12 April 2013
[A to Z April] K is for Kith, Sin (creature)

You see before you a nondescript, gender-neutral, featureless humanoid. Despite its odd appearance, you find yourself attracted to it on one of many levels. You begin to hear a voice in your head, prompting you to give in to your baser instincts. The voice is irresistible. You take one step toward the creature, and then a second. You feel weaker, but take another step. And another....
Sin Kith CR 13
CE Medium Outsider (chaotic, demon, evil, extraplanar)
Init: +2; Senses: darkvision 120 ft.; Listen +25; Search +17; Spot +25
DEFENSE
AC 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
hp 102 (12d10+13)
Fort +12; Ref +10; Will +9
DR 10/cold iron or good; Immune electricity, enchantment spells;
Resist acid 10, cold 10, fire 10, SR 18
OFFENSE

Speed 30 ft.
Melee Mace, heavy +14/9/4 (1d8+4) or Slam attack (1d6+4 plus vampiric touch/energy drain)
Space/Reach: 5 ft./5 ft.
Spell-Like Abilities (CL 12)
At will--charm person (DC 16), command (DC 16), detect good (DC 16), protection from good, sleep (DC 16)
3/day--crushing despair (19); fear (DC 19)
1/day--hold person, mass (DC 22)
TACTICS
A sin kith attacks with weapons (preferring heavy maces) or with a slam attack to reduce a foe’s abilities or to heal itself. A sin kith will also mix in spell-like abilities to reduce threats and to sow discord among its enemies.
STATISTICS
Str 16, Dex 18, Con 17, Int 17, Wis 16, Chr 20
Base Attack 11, Grapple 14
Feats: Blind-Fight, Improved Overrun, Power Attack
Skills: Bluff 7, Climb 11, Concentration 11, Diplomacy 9, Disguise 7, Escape Artist 13, Hide 13, Intimidate 18, Jump 12, Know Arcana 12, Listen 25, Move Silently 13, Ride 4, Search 17, Spot 25, Survival 3, Swim 3, Use Rope 6
Languages: All, Telepathy 100 ft.
SPECIAL ABILITIES
Energy Drain (Su): A sin kith, as part of its regular, unarmed melee attack, drains attributes from its victims. Each attribute relates directly to one of the seven sins and will drain 1d2 points from the appropriate attribute, per a d8 roll on the following table. A sin kith can drain each attribute once per day (with the exception noted on the table).
| Envy | Wisdom | Will Save | |
| Gluttony | Constitution | Fortitude Save | |
| Greed | Charisma | Will Save | |
| Lust | Wisdom | Will Save | |
| Pride | Intelligence | Will Save | |
| Sloth | Dexterity | Reflex Save | |
| Wrath | Strength | Fortitude Save | |
| Re-roll | Apply even if sin used. |
Tongues (Su):
A sin kith has the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The sin kith can speak only one language at a time, although it may be able to understand several languages. It does not enable the sin kith to speak with creatures who don’t speak. The sin kith can make itself understood as far as its voice carries. It does not predispose any creature addressed toward the sin kith in any way.
Vampiric Touch (Su):
A sin kith, as part of its regular, unarmed melee attack may employ its vampiric touch, per the spell. On a successful unarmed melee attack, it gains temporary hit points equal to the damage it deals. However, it cannot gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit point disappear 1 hour later. A sin kith may employ this 5 times/day.
ECOLOGY
Environment: Any (abyss)
Organization: Solitary
Treasure: Standard
The origins of sin kith are unknown. Some stories suggest they were born of fell magic. Others suggest that they were born of the rampant evils of the world taking flesh. Others believe they were formed from the stuff of the Abyss and are children of demons. Whatever their source, one thing is clear: they feed on the sins and negativity of all intelligent beings.
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Previous "A"s:
2012: K is for Kel, Scokin (npc)
2011: K is for Key, Skeleton
Labels:
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13 November 2012
Winter is Coming II Blog Carnival: The Frusenspöke
Around these parts, we were taken by surprise by a massive winter storm that changed our climate from a nice temperate Autumn to deep Winter overnight. Record-setting snowfalls, low temperatures...the works.
I don't like winter. At all. While I would much rather be too cold than too hot, I generally dislike the snow, ice, and all that comes with it. How serendipitous it was, then, to stumble across Dicemonkey's proposed RPB Blog Carnival: Winter is Coming II. The premise of the carnival was simply stated in the title: Anything wintry and cold. I thought it was extremely fitting, considering my lousy mood with snow falling outside my window. Unfortunately, the deadline to participate was November 14, so I knew I had to work fast to get something in.
So, without further ado, my "generic" RPG description of a new critter: "The Frusenspöke." I'll be statting this one up for 3.x a bit later and posting it up for general consumption; I just wanted to get the general stats up for inclusion in the Carnival.
=================================
The Frusenspöke
No one is quite sure of the original source of the frusenspöke. Some blame the usual suspects: evil wizards, foul sorcerers, necromancers, and other doers of dark deeds. There are those who blame the restless dead themselves, discontent to simply lie quietly among the never-ending cold and snow. Others blame it on divine retribution. Still others blame organisms within the snow and ice itself, organisms that come from “beyond the outer places” and are older than civilization itself. Whatever their source, however, all who know about the frusenspöke agree upon two things: they are evil and they are deadly. Note: the typical zombie as presented in the ruleset are modified as listed below.
Appearance:
Frusenspöke come in as many varied stages of decomposition as a regular zombie. However, these creatures have several consistent characteristics that set them apart. Their skin is a sky-blue in color and covered with a thin layer of frost and the occasional razor-sharp ice crystals. There are also thick razor-sharp ice crystals in whatever hair or fur the base creature normally has.
Attacks:
Frusenspöke have four separate forms of attacks: slam, bite, crystalline flesh, and a breath weapon.
Slam: as per the typical zombie, plus a slight amount of cold damage on a successful melee attack. (Note: the damage normally taken from flesh-to-flesh contact from the frusenspöke’s crystalline flesh [see below] does not occur with a frusenspöke’s slam attack)
Bite: as per the base creature (or a similarly-sized creature with a low damage bite attack), plus a medium amount of cold damage on a successful bite attack.
Crystalline flesh: any creature coming into flesh-to-flesh contact with a frusenspöke will take a minor amount of slashing damage from the razor-sharp ice crystals that cover the frusenspöke’s skin, hair, and fur. This damage is automatic upon contact regardless of who initiates the contact; it is not considered a separate attack.
Breath weapon: a frusenspöke can emit a cloud of noxious, freezing gas once every four rounds. The cloud is essentially a 10'-radius fog bank that deals a medium-high amount of cold damage to affected creatures who do not successfully avoid the cloud. It may also cause nausea to those enveloped by the cloud.
Those creatures who succumb to the frusenspöke’s bite or breath weapon and die as a result will rise themselves as a frusenspöke within 24 hours. Any high-level magic that cures a majority of damage and ills will prevent the creation of a new frusenspöke from such attacks.
Movement:
Frusenspöke are able to move through ice and snow as if through air. While other creatures are slowed to at least one-half normal speed through snow drifts and across ice, frusenspöke retain their full movement rate.
Perception:
Frusenspöke do not suffer any negative modifiers to perception rolls through snow or ice storms. Frusenspöke likewise do not suffer any negative modifiers to perception rolls due to fog banks. These creatures treat cold-related weather effects as other creatures would treat a beautiful, clear, sunny spring day.
Defenses:
Frusenspöke are immune to any type of cold- or water-related attacks and spells. They take double damage, however, from fire- and fire-related attacks and spells.
I don't like winter. At all. While I would much rather be too cold than too hot, I generally dislike the snow, ice, and all that comes with it. How serendipitous it was, then, to stumble across Dicemonkey's proposed RPB Blog Carnival: Winter is Coming II. The premise of the carnival was simply stated in the title: Anything wintry and cold. I thought it was extremely fitting, considering my lousy mood with snow falling outside my window. Unfortunately, the deadline to participate was November 14, so I knew I had to work fast to get something in.
So, without further ado, my "generic" RPG description of a new critter: "The Frusenspöke." I'll be statting this one up for 3.x a bit later and posting it up for general consumption; I just wanted to get the general stats up for inclusion in the Carnival.
=================================
The Frusenspöke
No one is quite sure of the original source of the frusenspöke. Some blame the usual suspects: evil wizards, foul sorcerers, necromancers, and other doers of dark deeds. There are those who blame the restless dead themselves, discontent to simply lie quietly among the never-ending cold and snow. Others blame it on divine retribution. Still others blame organisms within the snow and ice itself, organisms that come from “beyond the outer places” and are older than civilization itself. Whatever their source, however, all who know about the frusenspöke agree upon two things: they are evil and they are deadly. Note: the typical zombie as presented in the ruleset are modified as listed below.
Appearance:
Frusenspöke come in as many varied stages of decomposition as a regular zombie. However, these creatures have several consistent characteristics that set them apart. Their skin is a sky-blue in color and covered with a thin layer of frost and the occasional razor-sharp ice crystals. There are also thick razor-sharp ice crystals in whatever hair or fur the base creature normally has.
Attacks:
Frusenspöke have four separate forms of attacks: slam, bite, crystalline flesh, and a breath weapon.
Slam: as per the typical zombie, plus a slight amount of cold damage on a successful melee attack. (Note: the damage normally taken from flesh-to-flesh contact from the frusenspöke’s crystalline flesh [see below] does not occur with a frusenspöke’s slam attack)
Bite: as per the base creature (or a similarly-sized creature with a low damage bite attack), plus a medium amount of cold damage on a successful bite attack.
Crystalline flesh: any creature coming into flesh-to-flesh contact with a frusenspöke will take a minor amount of slashing damage from the razor-sharp ice crystals that cover the frusenspöke’s skin, hair, and fur. This damage is automatic upon contact regardless of who initiates the contact; it is not considered a separate attack.
Breath weapon: a frusenspöke can emit a cloud of noxious, freezing gas once every four rounds. The cloud is essentially a 10'-radius fog bank that deals a medium-high amount of cold damage to affected creatures who do not successfully avoid the cloud. It may also cause nausea to those enveloped by the cloud.
Those creatures who succumb to the frusenspöke’s bite or breath weapon and die as a result will rise themselves as a frusenspöke within 24 hours. Any high-level magic that cures a majority of damage and ills will prevent the creation of a new frusenspöke from such attacks.
Movement:
Frusenspöke are able to move through ice and snow as if through air. While other creatures are slowed to at least one-half normal speed through snow drifts and across ice, frusenspöke retain their full movement rate.
Perception:
Frusenspöke do not suffer any negative modifiers to perception rolls through snow or ice storms. Frusenspöke likewise do not suffer any negative modifiers to perception rolls due to fog banks. These creatures treat cold-related weather effects as other creatures would treat a beautiful, clear, sunny spring day.
Defenses:
Frusenspöke are immune to any type of cold- or water-related attacks and spells. They take double damage, however, from fire- and fire-related attacks and spells.
Labels:
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29 October 2012
Monstrous Monday: Bottled Spirits
I must apologize for the lateness of today's entry. Between courtroom dramas, professional angst among the staff, and a parent in the hospital, the hobby had to take a backseat for a while today.
Boy, could I use a drink.
But I wouldn't want to try one of these Bottled Spirits.
Bottled spirits are undead beings consisting entirely of foul bodily liquids and ectoplasm. They poison opponents and reduce them to liquid to create others like themselves.
Originally created by a necromancer with some skill at alchemy, a bottled spirit looks like a dark liquor with swirling silver streaks. They inhabit chosen vessels, typically bottles or flasks, from which unsuspecting creatures may drink. If released from its chosen vessel some other way than being imbibed, a bottled spirit can move quickly, but is usually harmless, as it has lost both the element of surprise and its favored method of attack. A cleric of at least 15th level can create a bottled spirit with the create undead spell.
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Bottled Spirit
Small Undead
Hit Dice: 2d12+3 (16 hp)
Initiative: +2
Speed: 40 ft.
AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+6
Attack: Slam 1d6 + poison
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison, Energy drain
Special Qualities: Fast healing 3, turn resistance +2, undead traits
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con —, Int 7, Wis 10, Cha 12
Skills: Hide +7, Jump +5, Move Silently +7, Spot +5
Feats: Improved Grapple (see text), Toughness
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 2
Alignment: Always chaotic evil
Advancement:--
Bottled spirits typically attack only when a creature attempts to drink from their chosen vessel. They attack alone, enveloping the victim’s head and forcing its way down the creature’s throat. A bottled spirit will remain attached until it is either forcibly removed, destroyed, or the victim is dead. If forcibly removed, a bottled spirit will quickly retreat and attempt to sink into cracks, crevices, or other hiding places until it can return safely to its vessel, or a new chosen vessel.
Energy Drain (Su) This attack saps a living opponent’s vital energy and happens automatically when a bottled spirit’s slam attack is successful. Each successful energy drain bestows one negative level to the victim. If a bottled spirit scores a critical hit with an energy drain attack, it drains two levels. For each negative level bestowed upon a victim, the bottled spirit gains 5 temporary hit points (10 on a critical hit); these temporary levels last for one hour.
A victim takes a -1 penalty on all skill and ability checks, attack rolls, and saving throws, and loses one effective level for each negative level. A spellcaster loses one spell slot of the highest level of spells she can cast and (if applicable) one prepared spell of that level; this loss persists until the negative level is removed.
Negative levels remain for 24 hours or until removed with a spell such as restoration. If not removed within 24 hours, the victim must attempt a Fortitude save (DC 12). If successful, the negative level goes away without further harm to the victim. If the save fails, the negative level goes away, but the victim’s level is also reduced by one. A separate saving throw is necessary for each negative level.
Fast Healing (Ex): A bottled spirit regains hit points at an exceptionally fast rate, 3 hit points per round.
Poison (Ex): Ingested, Fortitude DC 17, initial and secondary damage 1d2 Con. The save DC is Constitution-based. A creature whose Constitution is reduced to 0 in this manner is dead. One minute later, the corpse vomits forth a vile substance–a mixture of ectoplasm and bodily fluids that constitutes a new bottled spirit. The original bottled spirit has no control over this new creature. The new bottled spirit thereafter searches out its own chosen vessel. The transformation process can be delayed by casting consecrate, gentle repose, or delay poison on the body (delaying the process until the spell runs out), or negated entirely with heal, neutralize poison, or remove disease.
Improved Grapple: If a creature intentionally attempts to imbibe a bottled spirit, the spirit gains a +4 bonus on all grapple checks; it attempts to start a grapple as a free action without provoking an attack of opportunity.
Undead Traits: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A necroplasm cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range).
Boy, could I use a drink.
But I wouldn't want to try one of these Bottled Spirits.
Bottled spirits are undead beings consisting entirely of foul bodily liquids and ectoplasm. They poison opponents and reduce them to liquid to create others like themselves.
Originally created by a necromancer with some skill at alchemy, a bottled spirit looks like a dark liquor with swirling silver streaks. They inhabit chosen vessels, typically bottles or flasks, from which unsuspecting creatures may drink. If released from its chosen vessel some other way than being imbibed, a bottled spirit can move quickly, but is usually harmless, as it has lost both the element of surprise and its favored method of attack. A cleric of at least 15th level can create a bottled spirit with the create undead spell.
-----------------------------------------------------------
Bottled Spirit
Small Undead
Hit Dice: 2d12+3 (16 hp)
Initiative: +2
Speed: 40 ft.
AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+6
Attack: Slam 1d6 + poison
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison, Energy drain
Special Qualities: Fast healing 3, turn resistance +2, undead traits
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con —, Int 7, Wis 10, Cha 12
Skills: Hide +7, Jump +5, Move Silently +7, Spot +5
Feats: Improved Grapple (see text), Toughness
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 2
Alignment: Always chaotic evil
Advancement:--
Bottled spirits typically attack only when a creature attempts to drink from their chosen vessel. They attack alone, enveloping the victim’s head and forcing its way down the creature’s throat. A bottled spirit will remain attached until it is either forcibly removed, destroyed, or the victim is dead. If forcibly removed, a bottled spirit will quickly retreat and attempt to sink into cracks, crevices, or other hiding places until it can return safely to its vessel, or a new chosen vessel.
Energy Drain (Su) This attack saps a living opponent’s vital energy and happens automatically when a bottled spirit’s slam attack is successful. Each successful energy drain bestows one negative level to the victim. If a bottled spirit scores a critical hit with an energy drain attack, it drains two levels. For each negative level bestowed upon a victim, the bottled spirit gains 5 temporary hit points (10 on a critical hit); these temporary levels last for one hour.
A victim takes a -1 penalty on all skill and ability checks, attack rolls, and saving throws, and loses one effective level for each negative level. A spellcaster loses one spell slot of the highest level of spells she can cast and (if applicable) one prepared spell of that level; this loss persists until the negative level is removed.
Negative levels remain for 24 hours or until removed with a spell such as restoration. If not removed within 24 hours, the victim must attempt a Fortitude save (DC 12). If successful, the negative level goes away without further harm to the victim. If the save fails, the negative level goes away, but the victim’s level is also reduced by one. A separate saving throw is necessary for each negative level.
Fast Healing (Ex): A bottled spirit regains hit points at an exceptionally fast rate, 3 hit points per round.
Poison (Ex): Ingested, Fortitude DC 17, initial and secondary damage 1d2 Con. The save DC is Constitution-based. A creature whose Constitution is reduced to 0 in this manner is dead. One minute later, the corpse vomits forth a vile substance–a mixture of ectoplasm and bodily fluids that constitutes a new bottled spirit. The original bottled spirit has no control over this new creature. The new bottled spirit thereafter searches out its own chosen vessel. The transformation process can be delayed by casting consecrate, gentle repose, or delay poison on the body (delaying the process until the spell runs out), or negated entirely with heal, neutralize poison, or remove disease.
Improved Grapple: If a creature intentionally attempts to imbibe a bottled spirit, the spirit gains a +4 bonus on all grapple checks; it attempts to start a grapple as a free action without provoking an attack of opportunity.
Undead Traits: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A necroplasm cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range).
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22 October 2012
Monstrous Monday: Bloat Zombie
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| From Zombie Pandemic dot com |
This disgusting, bloated undead poses a grave danger to those unfamiliar with its peculiarity. Its massive size belies the speed with which the creature can move and attack. The creature is so engorged with gasses and infection that it seems to be larger than the creature was in life.
Bloat zombies extrude an incredibly nasty smell of rotting tissue, decomposition, and death gasses. The smell is so bad that it almost immediately sickens those who come near it and causes physical damage to those it affects. When defeated, these bloated gas bags take their revenge upon their victors, infecting them with undeath, gradually weakening the still-living until they eventually die, spawning a new bloat zombie.
Bloat zombie is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature). The template utilizes the same changes as a regular zombie, with the following changes:
- “Special Attacks” outlined below
- while the base creature's size remains the same, some aspects are treated as if one size larger (Strength, Damage, Natural Armor, AC/Attack, Grapple, and Hide modifier)
- the base creature’s HD increases by 1
- the base creature's CR increases by 3
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Bloat zombie (Human Commoner)
Medium Undead
Hit Dice: 3d12 +3 (22 hp)
Initiative: -1
Speed: 30 ft. (can’t run)
Armor Class: 12 (-1 Dex, -1 size, +4 natural), touch 8, flat-footed 13
Base Attack/Grapple: +0/+6
Attack: Slam +2 melee (1d8+5) or club +2 melee (1d8+5)
Full Attack: Slam +2 melee (1d8+5) or club +2 melee (1d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Undead reek, Explosive decomposition
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., Hide -4, undead traits
Saves: Fort +0, Ref -1, Will +3
Abilities: Str 20, Dex 8, Con --, Int –, Wis 10, Cha 1
Skills: --
Feats: Toughness
Environment: Any
Organization: Any
Alignment: Always neutral evil
Level Adjustment –
CR 4
Undead reek (Ex): The smells of death leak from the over-sized bodies of bloat zombies with the least movement. The reek of decomposition and gasses is so potent that it sickens nearly every form of animal life. Any living creature within 30 feet of a bloat zombie must succeed on a DC 15 Fortitude save or be sickened for 10 rounds. (Save DC is Constitution-based.) An affected creature also takes 1d4 hp of damage per round for each of the 10 rounds. Creatures that successfully save cannot be affected by the same bloat zombie’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffedcted, and creatures resistant to poison receive their normal bonus on their saving throws.
Explosive decomposition (Ex): When a bloat zombie is reduced to 0 hp, it explodes in a violent blast of gas that deals 5d6 poings of damage to all creatures within a 30-foot radius (DC 15 Reflex save for half damage). Every creature within that radius must also make a DC Fortitude save (Constitution-based) or be infected by the gas. Each day thereafter, an infected creature must succeed on a Fortitude save or take 1d6 points of Constitution damage. When the creature’s Constitution reaches 0, the victim dies and becomes a bloat zombie. A remove disease spell cast on a an affected creature before it dies destroys the infection and prevents any further Constitution damage.
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15 October 2012
Monstrous Monday: Dragonette Swarm
Inspired by the pile of MegaBloks "Dragons Universe" mini-dragons** in my desk drawer, I give you today's Monstrous Monday entry: the Dragonette Swarm!
Dragonette swarms are composed of tiny dragons, or dragonettes. These tiny dragons are approximately 2-3 inches in length and have many of the same abilities as older dragons of the same color, but in a more compact size; several could fit on the palm of an average human hand. They are, however, not as intelligent as true dragons. The swarms are composed of dragonettes of all one color; however, it is possible that multiple swarms may be encountered that each have distinct colors (i.e., a swarm of red and a swarm of green that co-exist in the same nest area).
On average, one quarter of the dragonettes in a swarm may use their breath weapon each round. The swarm itself may therefore produce a breath weapon each round. Dragonettes possess no spell-like or spell-casting abilities, but each possesses the distinct breath weapon type of its corresponding true dragon form.
It is unclear how dragonette swarms reproduce; some hypothesize that they are hive creatures while others envision vast nests of the tiny creatures. Every supposed solution fails to answer one conundrum: the wide variety of colors that co-exist in each apparent colony.
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Swarm, Dragonette
Tiny Dragon (Swarm)
Hit Dice: 8d12 +8 (63 hp)
Initiative: +10
Speed: 5 ft., fly 40 ft. (average)
Armor Class: 16 (+2 size, +4 natural), touch 12, flat-footed 16
Base Attack/Grapple: +12/--
Attack: Swarm (3d6 + breath weapon)
Full Attack: Swarm (3d6 + breath weapon)
Space/Reach: 10 ft./10 ft.
Special Attacks: Frightful swarm
Special Qualities:Blindsense 60 ft.; Damage reduction 5/magic; Darkvision 90 ft.; Energy Immunity (per type); immunity to sleep; immunity to paralysis; Spell resistance 10
Saves: Fort +10, Ref +6, Will +6
Abilities: Str 16, Dex 10, Con 15, Int 8, Wis 11, Cha 10
Skills: Fly +8, Intimidate +10, Listen +10, Spot +10
Feats: Flyby Attack, Improved Initiative
Environment: As corresponding color of true dragon.
Organization: Solitary, clutch (2-4 swarms), or horde (5-8 swarms)
Level Adjustment –
CR 8
Breath Weapon: Any creature within the swarm is a target of the breath weapon(s) of the dragonettes. The breath weapons have no range beyond that of the boundaries of the swarm. The breath weapon’s damage and DC are as the breath weapon of a wyrmling of the corresponding true dragon type.
Frightful Swarm (Ex): Any living creature that begins its turn with a dragonette swarm in its space must succeed on a DC 18 Will save. Any creature that succeeds on the Will save remains immune to that swarm’s frightful effect for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful effect.
Energy Resistance (Swarm): The dragonette swarm enjoys a protection from energy attacks, as the spell Protection from Energy (CL 3). The swarm has a natural protection from the energy type that matches the breath weapon of its corresponding true dragon form.
Many thanks to my buddy Simonathi Starym for a bit of game testing, advice, and tweaking.
------------------------
**Yeah.... Turns out that when I went looking for the names of these toys after I finished the entry, MegaBloks actually calls them "swarm dragons." I had no idea. Maybe my sub-conscious was working over-time on me.
Dragonette swarms are composed of tiny dragons, or dragonettes. These tiny dragons are approximately 2-3 inches in length and have many of the same abilities as older dragons of the same color, but in a more compact size; several could fit on the palm of an average human hand. They are, however, not as intelligent as true dragons. The swarms are composed of dragonettes of all one color; however, it is possible that multiple swarms may be encountered that each have distinct colors (i.e., a swarm of red and a swarm of green that co-exist in the same nest area).
On average, one quarter of the dragonettes in a swarm may use their breath weapon each round. The swarm itself may therefore produce a breath weapon each round. Dragonettes possess no spell-like or spell-casting abilities, but each possesses the distinct breath weapon type of its corresponding true dragon form.
It is unclear how dragonette swarms reproduce; some hypothesize that they are hive creatures while others envision vast nests of the tiny creatures. Every supposed solution fails to answer one conundrum: the wide variety of colors that co-exist in each apparent colony.
-----------------------------------------------------------
Swarm, Dragonette
Tiny Dragon (Swarm)
Hit Dice: 8d12 +8 (63 hp)
Initiative: +10
Speed: 5 ft., fly 40 ft. (average)
Armor Class: 16 (+2 size, +4 natural), touch 12, flat-footed 16
Base Attack/Grapple: +12/--
Attack: Swarm (3d6 + breath weapon)
Full Attack: Swarm (3d6 + breath weapon)
Space/Reach: 10 ft./10 ft.
Special Attacks: Frightful swarm
Special Qualities:Blindsense 60 ft.; Damage reduction 5/magic; Darkvision 90 ft.; Energy Immunity (per type); immunity to sleep; immunity to paralysis; Spell resistance 10
Saves: Fort +10, Ref +6, Will +6
Abilities: Str 16, Dex 10, Con 15, Int 8, Wis 11, Cha 10
Skills: Fly +8, Intimidate +10, Listen +10, Spot +10
Feats: Flyby Attack, Improved Initiative
Environment: As corresponding color of true dragon.
Organization: Solitary, clutch (2-4 swarms), or horde (5-8 swarms)
Level Adjustment –
CR 8
Breath Weapon: Any creature within the swarm is a target of the breath weapon(s) of the dragonettes. The breath weapons have no range beyond that of the boundaries of the swarm. The breath weapon’s damage and DC are as the breath weapon of a wyrmling of the corresponding true dragon type.
Frightful Swarm (Ex): Any living creature that begins its turn with a dragonette swarm in its space must succeed on a DC 18 Will save. Any creature that succeeds on the Will save remains immune to that swarm’s frightful effect for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful effect.
Energy Resistance (Swarm): The dragonette swarm enjoys a protection from energy attacks, as the spell Protection from Energy (CL 3). The swarm has a natural protection from the energy type that matches the breath weapon of its corresponding true dragon form.
Many thanks to my buddy Simonathi Starym for a bit of game testing, advice, and tweaking.
------------------------
**Yeah.... Turns out that when I went looking for the names of these toys after I finished the entry, MegaBloks actually calls them "swarm dragons." I had no idea. Maybe my sub-conscious was working over-time on me.
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