View Full Version : GITP Monster Competition XLI - My Immortal
The Vorpal Tribble
01-04-2010, 07:52 PM
He will come to death an image of the splendor of the kings of Men in glory undimmed before the breaking of the world. But you, my daughter, you will linger on in darkness and in doubt as nightfall in winter that comes without a star. Here you will dwell bound to your grief under the fading trees until all the world is changed and the long years of your life are utterly spent...
Yet another year has passed, though, for some, it was naught but a flashing moment, a drop in the rippling ocean of time. They are the immortals and ancients, beings who feel the breeze of aeons rushing past amongst the winds of infinity. Who are these everliving souls, these unweathered rocks that centuries bend around? Let's pass the time with one of their stories...
_/ _/ _/ _/ _/ _/ _/ _/
The contest begins with the posting of this thread and will continue until the 25th of January.
Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the last day of the month.
Click Here To Vote (http://www.giantitp.com/forums/showthread.php?t=139842)
1. You will be creating an original D&D creature. A creature of incredible age yet untouched by time. They might be possible to be killed through murder or accident, but left alone they will never know death through the mere passing of time.
2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional but encouraged. Incomplete entries will be disqualified upon the deadline.
3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV, except for a lore section which is encouraged).
4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate thread here (this is a link) (http://www.giantitp.com/forums/showthread.php?p=5578957#post5578957).
5. One entry per participant. No double-teaming.
6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.
7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.
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(guaranteed to be within limits of forum guidelines)
The Vorpal Tribble
01-05-2010, 08:13 AM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)
As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=5578957#post5578957).
Speed: (# squares)
Armor Class: (), touch, flat-footed
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
- Optional -
Plot Hook/Story if any
01-05-2010, 05:16 PM
Aspect of Leviathan
Gargantuan Outsider (Chaos, Evil, Extraplanar)
Hit Dice: 20d8+140 (230 hp)
Speed: 50 ft. (10 squares), fly 150 ft. (average)
Armor Class: 41 (-4 size, +5 Dex, +25 natural, +5 insight), touch 16, flat-footed 36
Base Attack/Grapple: +20/+39
Attack: Bite +32 melee (3d6+11) or claw +32 melee (2d6+11) or tentacle +32 melee (2d8+11)
Full Attack: Bite +32 melee (3d6+11) and 2 claws +30 melee (2d6+11) and 4 tentacles +30 melee (2d8+11)
Space/Reach: 20 ft./20 ft.
Special Attacks: Constrict, improved grab, spell-like abilities
Special Qualities: Aura of utter madness, damage reduction 15/epic, fast healing 10, frightful presence, immunities, mind of madness, resistance to cold 20, fire 20, and electricity 20, spell resistance 35, see the unseen, visage of insanity
Saves: Fort +19, Ref +17, Will +12
Abilities: Str 33, Dex 20, Con 25, Int 18, Wis 10, Cha 25
Skills: Bluff +24, Concentration +30, Intimidate +32, Knowledge (arcana) +24, Knowledge (dungeoneering) +14, Knowledge (history) +19, Knowledge (local) +9, Knowledge (nature) +14, Knowledge (religion) +14, Knowledge (the planes) +24, Listen +28, Search +21, Sense Motive +20, Spellcraft +19, Spot +28, Survival +20, Use Magic Device +22
Feats: Awesome Blow, Empower Spell-like Ability (unholy blight), Improved Bullrush, Improved Initiative, Multiattack, Power Attack, Quicken Spell-like Ability (chaos hammer)
Environment: The Infinite Layers of the Abyss
Organization: Solitary or troupe (1 plus 5-20 chaos beasts, slaads, and assorted demons)
Challenge Rating: 20
Alignment: Always chaotic evil
Advancement: 21-30 HD (Gargantuan); 31-40 HD (Colossal)
Level Adjustment: -
You freeze in terror as a beast out of the darkest nightmares approaches. An amalgam of scales, feathers, blubbery flesh, squirming rat-tails, flailing tentacles, rotting eyes, drooping ears, and gore-encrusted fangs and claws, this shifting, bubbling monstrosity inspires madness, fascination, and a deep, unexplainable terror as it moves forward. One of its many maws opens in a horrifying travesty of a smile; thousands of tongues waggle enticingly, beckoning you towards oblivion...
Leviathan is madness incarnate. It has existed since the beginning of time, at the edge of the multiverse, a stain on Creation itself. Ageless, its power defying description, Leviathan began its career by devouring a dozen elder gods. The rest of the gods, seeing the incredible danger that Leviathan represented, imprisoned it in the deepest, darkest, reach of the Tarterian Depths of Carceri. There it has remained, brooding, plotting, scheming, and growing madder every day.
Its prison is not complete; occasionally tendrils of the being escape and alter the landscape around it, and, indeed, other planes of existence. Areas it manages to touch with even the slightest bit of its consciousness undergo terrible transformations, altered by the being's whims. It enters mortal's minds, corrupting them, influencing them, turning their thoughts towards madness, death, destruction, and freeing their dark master. Leviathan whispers to them, promising power beyond their wildest imaginations, while slowly turning their bodies into vessels of its wrath.
Leviathan completely and utterly defies description. Genderless, it has a shape akin to a massive dragon, larger than biggest great wyrm. Claws, fangs, wings, and tentacles dance about it, and eyes of various shapes, sizes, and colors whirl about its dark body. Whenever a particularly large part of Leviathan escapes -- Briefly -- it infuses its ancient evil within a huge beast, something like a whale or a roc. This creature undergoes a terrible transformation, eventually becoming one of Leviathan's Aspects. It sends these Aspects on mysterious missions, usually involving the death of thousands of innocent mortals.
The Aspect of Leviathan begins combat by using blasphemy and word of chaos to see if it can ascertain the alignments of the party. It then closes in, blasting away with chaos hammer and unholy blight before resorting to its devastating full attack.
The Aspect's natural weapons and any weapons it wields function as epic for the purpose of overcoming damage reduction.
Aura of Utter Madness (Sp)
The area around the Aspect of Leviathan swirls in a vortex of arcane energy, from which a cacophony of ecstatic shrieks and heart-rending sobs emerge. Everything in a 100 ft. radius, centered on the Aspect, is effected by the spells desecrate and unhallow. Whenever a spell fails to overcome the Aspect's spell resistance, an effect similar to that of the rod of wonder is produced, centered on the creature who cast the spell. Spells with the Chaotic descriptor cast in this area are at +1 caster level.
The Aspect of Leviathan deals 2d8+11 points of damage with a successful grapple check.
Create Spawn (Su)
Any creature slain by the Aspect of Leviathan turns into a chaos beast in 1d4 rounds. Only a wish or miracle spell can reverse this effect.
Frightful Presence (Ex)
All creatures who see the Aspect fly overhead, hear it roar, or watch it perform a full attack on an opponent, must make a DC 27 Will save or become shaken. All those who make this save need not make another one for 24 hours.
The Aspect of Leviathan is immune to acid and sonic energy, and to petrification, polymorph, and fear effects.
Improved Grab (Ex)
To use this ability, the Aspect of Leviathan must hit its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Mind of Madness (Su)
Any who try to read the Aspect's mind, take control of it (Via dominate monster or other enchantment spells), or otherwise access its thoughts must succeed on a DC 27 Will save or be struck with insanity.
See the Unseen (Su)
The Aspect of Leviathan sees all within its maddened state. The Aspect is under the constant effects of the spells true seeing and greater arcane sight. It also receives a +5 insight bonus to all attacks, Listen and Spot checks, and its Armor Class.
Spell-like Abilities (Sp)
At will - blasphemy (DC 24), chaos hammer (DC 21), confusion (DC 21), cloak of chaos, dispel law (DC 22), summon monster IX (Chaotic evil creatures only), unholy blight (DC 21), word of chaos (DC 24). 1/day - plane shift. These are cast is by a 20th level sorcerer.
Visage of Insanity (Su)
All those who behold the chaotic, ever changing form of the Aspect of Leviathan must make a DC 27 Will save or be effected with an insanity spell. All those who make this save need not make another one for 24 hours.
A cult of mad sorcerers, the Choir of Chaos, have been causing trouble in the land, attacking libraries, museums, and other areas where ancient artifacts and knowledge are stored. They take the oddest things, and leave behind blood-stained symbols and messages, praising the Mad One.
01-06-2010, 04:19 AM
Corrupted Offshoot of Yggdrasil
Size/Type: Gargantuan Plant (Evil)
Hit Dice: 20d8+220 (310 hp)
Armor Class: 23, touch 3, flat-footed 26 (-8 size, -3 dex, +20 natural)
Base Attack/Grapple: +15/+34
Attack: Tendril +18 melee (4d8+7) or thorn +7 ranged (2d6)
Full Attack: 4 tendrils +18 melee (4d8+7) and 8 thorns +2 ranged (2d6), or 8 tendrils +18 melee (4d8+7), or thorn storm (see below)
Space/Reach: 20 ft./40 ft.
Special Attacks: Lull; Calm; Corrupting Touch; Thorn Storm; Spell-like abilities.
Special Qualities: Vast Reach; Cutting; Low-light vision; immune to mind-affecting effects; immune to poison, sleep, paralysis, polymorph and stunning; not subject to critical hits; tremorsense 180'
Saves: Fort +22, Ref +3, Will +11
Abilities: Str 25, Dex 5, Con 30, Int 5, Wis 20, Cha 20
Skills: Intimidate +28
Feats: Endurance, Diehard, Second Wind, Improved Toughness, Hibernate, Daunting Presence, Improved Grapple
Challange Rating: 20
Alignment: Always Lawful Evil
Advancement: 21-30 HD (Gargantuan), 31-50 HD (Colossal), 51-80 HD (Mega-Fine), 81-200 HD (Mega-Diminutive), 201-1000 HD (Mega-Tiny)
Level Adjustment: —
A massive tree grows before you, reaching into the sky with its gnarled and twisted branches. Tendrils snake out towards you, and yet you feel a strange sense of peace, so complete that you half wonder whether it is natural.
A Corrupted Offshoot of Yggdrasil is grown from a shaving of the great World-Tree itself by a devil. Such Offshoots are rare, but deadly, for those that finally take to the diabolic path take to it with a will, and their divine ancestry prevents them from ever dying of old age. The oldest Corrupted Offshoots are said to have outlived this universe, originating in the previous one, or maybe the one before that, and are so vast that they are frequently mistaken for entire planes themselves.
The true origin of these beings is, if anything, more sinister than the pale copies created by devils. Devils are on the whole unimaginative creatures, and the inspiration for this perversion of Good came from a much greater source: the Gurgling God (http://www.giantitp.com/forums/showthread.php?t=138921) produced the first such offshoot by his mere existence. The exact story is unknown, and perhaps unknowable, but the gist of it is that Yggdrasil, in its natural growth, happened upon a deep cave. Extending roots into the cave, it met with resistance, and devoted more energy to the task. When Yggdrasil's own tendrils turned against it, it withdrew for the time being, but its shock developed into fear, and fear into anger, and anger into burning hatred, until Yggdrasil tried once again to conquer the cave. But this time, the entity within the cave was ready, and had produced a mirror, a twisted image of the great World-Tree, wrought from Yggdrasil's own bark and wood and sap. Three times did the World-Tree lock with its opponent over the eons, and three times was it driven back. Then Yggdrasil felt true terror, for the third time is the occasion on which Good's power is strongest, and the World-Tree knew this well. Then Yggdrasil pondered for a century, though a century is but an eye's blink to such as they, and chose to continue the battle. And when battle was joined a fourth time, the twisted image shook with Yggdrasil's power, and the great World-Tree laid it low, and scattered it across the planes. The gratest fragment of the image, however, took root and grew, and was discovered by Asmodeus, then but lately come to power. And when he saw this blight upon nature, he declared it to be a truly Evil act, and led his diabolic legions in discovering a method whereby it might be duplicated. And the method was long and tedious, and he was blocked at every corner: but that is unimportant, for he finally perfected the method, and released it to his devils, and thereby ensured a constant growth of these being for a very long time indeed.
Spell-Like Abilities: At-Will: Calm Emotions, Major Image.
Lull (Su): A corrupted offshoot of Yggdrasil exudes a magical aura which gives a false impression of calm and peace. All creatures coming within 200 feet of a corrupted offshoot of Yggdrasil must make a DC 25 Will save or become completely convinced that nothing is wrong, becoming unwilling to take any offensive or defensive action. The first time an ally is attacked by the offshoot, the creature gains another save with a +4 bonus. The first time a creature is attacked, the effect is broken. When a creature saves against this effect or the effect is broken, they become immune to that particular offshoot's Lull ability for 24 hours. The effect wears off ten minutes after a creature leaves the 200' area. This is a Mind-Affecting effect, and the save DC is Charisma based.
Calm (Su): Once per day, a corrupted offshoot of Yggdrasil may intensify their lulling aura. All creatures within 400 feet of the offshoot must make a DC 25 Will save. Those that succeed are unaffected. Those that fail are affected by Lull if they are not already affected (even if they have succeeded on a save against that offshoot's Lull in the past 24 hours), or by sleep with no HD limit if already affected. The save DC is Charisma based.
Corrupting Touch (Su): A corrupted offshoot of Yggdrasil may, as a standard action, make a touch attack against one opponent within reach. If the attack hits, the creature must make a DC 25 Will save. If this save is failed, the creature takes 3d4 Charisma damage. If a creature falls to zero Charisma from this ability damage, it rises in 2d4 rounds as a Lawful Evil Outsider under the control of the offshoot. It may only be released from this control by killing the offshoot, at which point it is instantly restored to its previous alignment. This ability does not work on Evil creatures. The save DC is Charisma based.
Thorn Storm (Ex): A corrupted offshoot of Yggdrasil may, as a full-round action, make up to 16 thorn attacks. These may be divided amongst multiple opponents, but no one opponent may be targeted by more than 10 thorn attacks per round. The offshoot allocates all of these attacks before any is resolved.
Vast Reach (Ex): A corrupted offshoot of Yggdrasil's Reach is doubled.
Cutting (Ex): If one creature is hit by at least 10 thorns from a single corrupted offshoot of Yggdrasil in the course of one minute, it must make a DC 30 Fortitude save. If it fails, it begins taking 1d8 Constitution drain per day. If the creature is killed by this effect, a new corrupted offshoot of Yggdrasil lays down roots from the corpse, growing underground for 1d8 months. At the end of this time, it sprouts virtually instantly. The save DC is Constitution based.
Feats: Daunting Presence (from Libris Mortis): allows you to take a standard action to awe an opponent. The opponent must be within 30 feet, have line of sight to you, and have an Intelligence score. If the opponent fails a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier), it is shaken for 10 minutes. This feat has no effect on a creature that is already shaken.
Hibernate (from Dragon #313): allows you to regain hit points equal to twice your character level and heal 2 points of ability damage to each affected score as long as you get at least 8 hours of uninterrupted sleep. If you sleep for a full day and night, you regain hit points equal to four times your character level and heal 4 points of ability damage to each affected score.
Second Wind (from Miniature's Handbook): allows you to once a day heal a number of wounds equal to your Constitution modifier.
Characters with ranks in Knowledge (The Planes) may be aware of the Corrupted Offshoots and their powers. Characters with ranks in Knowledge (Religion) have possibly heard tales of their origin. When the character makes the skill check, the following information is revealed, including the information with lower DCs. Also reveal all information as if the person had rolled the other appropriate knowledge check and rolled five points lower.
DC|Knowledge (Planes) Lore|Knowledge (Religion) Lore
30|Scattered across the planes are vast, malicious trees, growing incredibly large.|Most of these trees were created by devils in some dark ritual.
35|These trees have learned how to manipulate the emotions of others, calming them the same way that a Venus Flytrap lures insects. This reveals the Calm and Lull abilities.|The ritual was perfected by Asmodeus, but the origin of these beings is hidden further back in history.
40|The trees also corrupt those they come in contact with, and can create illusions. This reveals the spell-like abilities and the Corrupting Touch ability.|These creatures are offshoots of Yggdrasil, the World-Tree, which have been corrupted beyond recognition. They were originally created in an ancient battle.
45|This reveals all abilities and feats of the Corrupted Offshoots.|This reveals the entire origin story, as well as the influence of the Gurgling God.
A druid recently discovered records of an amazingly huge tree, and set out to find it in the forest where it was supposedly hidden. The village on the edge of that forest heard terrible screams of terror, and the population is beginning to shrink mysteriously.
01-08-2010, 07:03 PM
Karnak the Everfrozen
Size/Type: Huge Magical Beast (cold)
Hit Dice: 16d10+120 (208 hp)
Speed: 50ft., climb 40ft.
AC: 25 (+5 Dex, +10 Natural), touch 13, flat-footed 20
Base Attack/Grapple: +16/+31
Attack: Claw +21 melee (1d8+7/19-20)
Full Attack: 4 claws +21 melee (1d8+7/19-20) and bite +19 melee (2d6+7)
Space/Reach: 15ft. / 10ft.
Special Attacks: Greater Cold aura, Breath Weapon (cold)
Special Qualities: Cold subtype, darkvision 60ft., DR 15/magic, low light vision, Reincarnation, Frightful Presence(Ex)
Saves: Fort +10, Reflex +11, Will +6
Abilities: Str 25, Dex 20, Con 23, Int 10, Wis 14, Cha 8
Skills: Climb +15, Hide +16, Listen +4, Move Silently +24, Spot +4
Feats: Alertness, Improved Critical (claw), multiattack, improved natural armour (3)
Enviroment: Any cold or cold underground
Organization: Usually with 1-4 Frost Salamanders
Alignment: Always Chaotic Evil
You see a huge six armed beast coming towards you. It is covered in thick scales and is trailed by smaller versions of it. As it nears your group a wave of chill hits you, and the creatures leap towards you.
Karnak is basicly a larger, older, and more powerful Frost Salamander. He is found in exedingly cold caves or glaicers on the Material Plane. He is ice blue, has six legs, a serpent-like body, a long tail and a reptilian head. He is 10ft tall, 10 feet wide, and 15ft long. His claws and teeth look as if they were made of ice. Using these he can climb easily and quickly up any surface, even ones coated in ice. Being a leader of his kind he is usally followed by a few other Frost Salamanders. He can speak dragonic and roughly common.
DC 15: This creature resembles a frost salamander in body. This reveals all magical beast traits and the cold subtype.
DC 20: This is Karnak the Everfrozen, a powerful Frost Salamander and intelligent for his kind.
DC 25: Karnak has an increased version of Cold Aura, and has a frezing cold breath weapon
DC 30:When Karnak is slain his essence will inhabit another Frost Salamander, and after a week the Frost Salamander will reform into Karnaks body.
In combat, Karnak stands up on his two back legs, and claws with all of his other 4 legs and bites with his teeth.
Greater Cold Aura (Ex): Karnak leeches the warmth from everything around him, resulting in an aura even colder then a normal frost slamanders. Every creature in 25 ft. of Karnak takes 1d8 points of cold damage per round (no saving throw). This bypasses normal and magical cold resistance, except by other creatures with the cold subtype.
Cold Subtype (Ex): Karnak is immune to cold damage but takes double damage against fire, unless a saving throw for half damage is allowed. If the saving throw is passed, Karnak takes half of the normal damage, if he fails he takes double damage.
Frightful Presence(Ex) 30 ft. range, activated when Karnak charges. DC:15, resist with will save.
Reincarnation: When Karnak is slain his spirt will leave his corpse. It will inhabit the nearest non-engaged Frost Salamander he finds. Throughout the week the salamander will morph into Karnak's old form. On the first day add the Greater Cold Aura. On the second day add his Breath Weapon. On the 3rd day increase his size to large. On the 5th day he begins attracting other salamanders, before this he is alone. At the end of the week he fully becomes Karnak. Fully replace all stats and abilities with Karnak's. Note that if the Frost Salamander is killled before the end of the week, Karnak's spirt is unharmed, but has to restart the cycle with the next Frost Salamander he finds. Nothing can affect or harm Karnak's Spirit, and the reincarnation can only be stopped by killing the host.
The Everfrozen. The Lord of Frost. Master of the Glacial Winds. All names by which this Immortal is know by. Once a Frost Salamander, this beast has became the greatest threat in the Northern Glaciers. Even before becoming the beast he is today, Karnak was intelligent for one of his kind, being smart enough to know of strength in numbers. However, it all changed when a nearbye town hired a group of adventurers to slay Karnaks f. salamanders, who had been raiding the town. They chased Karnak, slaying his F. salamanders and driving him deep into the tunnels of a nearbye glacier. While fleeing them, Karnak could feel a deep throbbing inside his skull. As he neared the center of the glacier, the throbbing increased, until in the very center of the glacier he found a chamber. Inside was a Oblisk, 10 feet tall and covered in glowing runes, pulsing with barley controlled energy. As Karnak gazed upon it, a wave of energy erupted from it, and as it hit Karnak he grew, and became stronger, smarter, larger, and tougher. He found that he could release the cold of his body is a wave of frezzing breath. As the wave ended the Oblisk crumbeled into dust. Karnak slaughtered the adventurers, decorating the walls of the Glacial chamber with their frozen bodies. Since then, Karnak has found frost salamanders nartually attracted to him, and with his new pack, butchered the nearbye towns, ruling over this territory. Since then he has been slain multiple times, but his essence lived on everytime. It would go to the nearest frost salamander, and enter its body. Over the next week it would morph, and finaly Karnak would reamerge into the world. Because of this, Karnak is effectivly immortal, and his reign of terror shall last forever.....
work in progress
Tiny Magical Beast
Hit Dice: 4d10+40 (62 hp)
Speed: 30 ft (6 squares), Climb 30 ft., Swim 30 ft.
Armor Class: 20 (+2 Size, +4 Dex, +4 Natural), touch 16, flat-footed 16
Base Attack/Grapple: +4/-8
Attack: By weapon -2 melee
Full Attack: By Weapon -2 melee
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Unluck
Special Qualities: Low Light Vision, Effectively Immortal
Saves: Fort +14, Ref +8, Will +4
Abilities: Str 2, Dex 18, Con 30, Int 16, Wis 16, Cha 20
Skills: Balance +7, Bluff +16, Climb +0, Hide +7, Jump +0, Knowledge (History) +6, Listen +6, Perform (Dance) +16, Perform (Sing) +16, Perform (Tightrope Walker, uses Dex instead of Cha) +15, Sense Motive +6, Spot +5, Swim +6, and Tumble +8
Feats: Acrobatic, Athletic
Alignment: Chaotic Neutral
Advancement: 5+ HD (Tiny)
Level Adjustment: -----
”With this frawg...I shall be...the worlds...richest man...HAHAHAHAHAHAHAHA!”
Somewhere in the world there is a frog. And not a normal frog. A frog who can sign and dance. A frog who is a showman. A frog...who is an immortal pain in the ___.
The frogs name is unknown, and while it appears to sing in common, it has never been known to appear to understand anything spoken to it or communicate in any way. When found by a lone Humanoid, it will begin to sing and dance, convincing the aforementioned victim to take it home. Many gain the delusionary belief they will become rich from the frogs abilities, and often invest in setting up some sort of spectacle.
Unfortunately the frog only performs for a solitary audience, and all attempts to get it to do anything in front of anyone else prove fruitless. Many end up going mad or become penniless as a result. They usually try to dispose of the frog by sealing it in a building or leaving it to die, not knowing of the Frawg's true nature.
The Frawg appears like a normal greenish frog, but at will it seems to be able to become bipedal with hands and sing. It doesn't appear to understand any form of communication though it sings perfectly well in Common.
Unluck (Su): Whoever sees the Frog must make a DC 17 Willpower Save (Save DC is Charisma Based) or suffer from the delusion that the Frogs singing ability is the key to untold riches. Given that it only sings in front of people when they're alone perhaps the delusion includes that too. They then begin to make incredibly stupid decisions based on this new belief, many growing broke or insane as a result (or at least alienating everyone who knows them). Remove Curse, Miracle, or Wish will remove this effect.
Effectively Immortal (Ex): The Frog is immune to aging and age effects, death effects, poison, disease, paralysis, polymorph, petrification, and fatigue/exhaustion.
Just a Frog (Ex): No known spell or ability can communicate with the Frog (or he's pretending it can't at least), including telepathy. Effectively it has the effects of a Mind Blank spell permanently on it's person.
Skills: The Frawg has a +8 Racial Bonus to all Perform Checks and to Bluff Checks. It also has a +8 Racial Bonus to Swim Checks and may always take 10 on a Swim Check.
Combat: The Frawg has never been known to engage in combat, and usually flees and hides if anyone starts a fracas.
Characters with ranks in Knowledge (History) may have heard the stories about the Frawg. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.
14| Somewhere is a frog who can sing and dance, and will make it's owner wealthy beyond his imagination.
19| The frog only communicates with it's 'owner', and will not sing in front of others.
24| The frog is immortal, and most of it's owners have met depressing ends.
The PC's are helping demolish the dungeon of a fierce Lich King hey helped conquer, when one finds a hidden box within a corner stone. Guess whats inside?
The PC's are asked for help by a friend to rid him of a frog who appears to be nigh well unkillable. He claims the frog is destroying his mind.
The PC's have been hired to kidnap a frog. They can hardly believe their luck in getting so easy a task.
While jailed the PC's encounter a gibbering madman who claims to have had his life destroyed by a frog, and as he lies dying he asks them to get revenge as his dying wish.
01-09-2010, 12:52 PM
Inspired by Mother 3, here is my invention:
Armor Class: 14, flat-footed 12, touch 12.(+2 dex,+2 natural)
Base attack/Grapple: +5/+4
Attack: Slam +4 (1d4-1 non-lethal)
Full attack: 1 Slam(1d4-1 non-lethal)
Special attacks: Spell-like abilities
Special Qualities: Memento, Immune to Poison, Outsider traits.
Saves: Fort:+5 Ref:+6 Will:+8 (+11 against enchantments)
Abilities: STR 8 CON 12 DEX 14 INT 15 WIS 18 CHA 14
Skills: Heal +12, Knowledge(nature) +10, Knowledge(arcana) +10, Knowledge(history) +10, Knowledge(local) +10, Spellcraft +10, Handle Animal +10, Diplomacy +10, Sense Motive + 12, Spot +12
Feats: Magical Aptitude, Fey Heritage
Challenge Rating: 5
Treasure: See Memento
Alignment: Usually Good
Advancement: 6-9 HD(medium)
Level Adjustment: -
Inside the mysterious decorated shell that you had just walked in to, you see a small cottage. In that cottage is what appears to be a man in feminine garb. He giggles and welcomes you inside.
Magypsies are the seven beings that are entrusted with the needles sealing away the dark dragon. They live forever, unless they are killed or their needle is pulled. They are skilled at healing. When their needles are pulled, they dissappear. The Magypsies names are Aeolia, Doria, Lydia, Phrygia, Mixolydia, Ionia and the traitor Locria.
A Magypsy rarely fights, the exception being an attemt at harming it's needle (not pulling it.), or in self-defense.
Inner Powers: Each Magypsy has it's own special abilities from it's needles, as follows:
Aeolia: Aeolia gains a +16 bonus on Diplomacy checks with ghosts.
Doria: Doria has an aura that forces any Abberations within 90ft of him to make a Will Save (DC 16) or flee immediately.
Lydia: Lydia has wild empathy and Resistance to cold 5.
Phrygia: Phrygia can cure any fire damage he has aquired with 4 hours of sleep.
Mixolydia: Mixolydia can use Cure Light Wounds on any fungi to force it to make a DC 16 Fortitude save or die.
Ionia: Ionia can teleport up to 1000 ft (as dimension door) once per day.
Locria: Locria gains a +6 bonus on Bluff checks.
Spell-like abilities: 3/per day: Burning hands, Scorching ray(Energy Substituted: Cold), Call lightning, Lesser Restoration, Cure light wounds.
1/per day: Cure critical wounds, Neutralize Poison.
Memento: When a Magypsy is killed, or it's needle is pulled, it leaves behind it's lipstick and razor. When someone is carrying these, whenever they would die because of damage, they are restored by half their full HP.
It becomes a normal razor and regular lipstick after in is used once.
It can be sold for 1gp to one who does not know what is is, or 5000gp to one who knows of it's properties. It has an aura of Strong Conjuration.
13: This is a Magypsy, a bizzare entity that guards one of the needles keeping the Dark Dragon in slumber.
17: It is a powerful healer and can strike you with an array of arcane powers.
21: There are 7 Magypsies: Aeolia, who guards the needle behind Osohe Castle, Doria, who guards a needle in a pond near the Chimera Lab, Lydia, a Magypsy who guards a needle on a plateau at Snowcap Mountain, Phrygia, a Magypsy who guards a needle inside a volcano above Saturn Valley, Mixolydia, a Magypsy who guards the needle on Tanetane island, Ionia, a Magypsy who guards the needle in Chupoiuyo Temple, and Locria, wo guards the needle in the Dark Dragons head. This reveals their Inner Power.
-The PC's wash up on a strange island, nearly dead and out of spells, they hear of healing mushrooms, which actually cause the one who eats them to hallucinate. They have to get to the Magypsy of the island (Mixolydia) to be healed.
-A local king wants to see if he can pull Doria's needle, which is at the bottom of a pond. The king will pay handsome rewards for anyone capable of moving the water into the empty pit beside the pond.
01-10-2010, 03:49 AM
Sandalphon, the Hand of God
Colossal Outsider (angel, extraplanar, good, lawful)
Hit Dice: 56d8+1229 (1652 hp)
Initiative: +17 (+9 dex, +8 Superior Initiative)
Speed: 160 ft. (32 squares), Fly 480 ft. (Good)
Armor Class: 57 (-8 size, +10 armor, +21 natural armor, +14 Wis, +9 Dex, +1 dodge), touch 26, flatfooted 47
Base Attack/Grapple: 56/137
Attack: Unarmed strike +92 melee (10d8+43+3d6 (holy)+2d6 (axiomatic) 19-20/+9d6 (holy) +1d6 and 3 negative levels)
Full Attack: Flurry of Blows +92/92/92/87/82/77 (10d8+43+3d6 (holy)+2d6 (axiomatic) 19-20/+9d6 (holy) +1d6 and 3 negative levels)
Space/Reach: 40 ft./40 ft.
Special Attacks: Improved grab, spell-like abilities, Wrath of God
Special Qualities: Blindsight to 200 ft, damage reduction 35/epic, anarchic, and evil, darkvision to 60 ft, Godly Aura, Hands of God, immunity to ability damage, ability drain, acid, cold, instant death, mind-affecting, polymorph, and sonic, low-light vision, outsider traits, regeneration 20, resistance to fire and electricity 20, spell resistance 69, telepathy 1000, tongues
Saves: Fort +55, Ref +39, Will +44
Abilities: Str 96 (+43), Dex 29 (+9), Con 60 (+25), Int 24 (+7), Wis 38 (+14), Cha 20 (+5)
Skills: Appraise +7, Balance +70, Bluff +5, Climb +102, Concentration +25, Diplomacy +5, Disguise +5, Escape Artist +68, Forgery +7, Gather Information +5, Heal +73, Hide -7, Intimidate +64, Jump +156, Knowledge (Religion) +66, Knowledge (the planes) +66, Listen +73, Move Silently +9, Ride +9, Search +66, Sense Motive +14, Spot +73, Survival +73 (+75 on the Planes or to follow tracks), Swim +102, Tumble +70, Use Rope +9 (+11 for bindings).
Feats: Awesome Blow, Cleave, Combat Brute1, Combat Reflexes, Deflect Arrows, Dodge, Great Cleave, Improved Critical (Unarmed Strike), Improved Grapple, Improved Initiative, Power Attack, Weapon Focus (Unarmed Strike)
Epic Feats: Dire Charge, Infinite Deflection, Legendary Wrestler, Overwhelming Critical (Unarmed strike), Reflect Arrows, Spellcasting Harrier2, Superior Initiative
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary (Unique) or with Metatron)
Challenge Rating: 42
Treasure: See possessions
Alignment: Lawful Good
Level Adjustment: -
Standing before you is a massive figure of heroic proportions. A brilliant light radiates from his skin of polished bronze, which shines in the corona. Four gleaming silver wings arch from his broad back, each covered in feathers that look to be as sharp as razors and as strong as iron. His body is draped in a loose tunic of white cloth, and a kilt of the same material reaches down to just above his knees. Even for his great size, his power is obvious; with great muscles that bring to mind a god of strength bulging from his mighty arms. Despite his bulk he moves with great grace; his feet barely seeming to touch the ground as he moves. His handsome face shows grim determination as he surveys you; as if determining your fate. For a second you can see the piercing gaze of an eagle, the strength of an ox, and the nobility of a lion in his features before he turns away.
The heavens are a place of war. Certainly this war is done in just cause; to defend beings all across the cosmos from the ravening hordes of the Tanar’ri, the traitorous and malevolent forces of the Yuguloths, and above all else the fearsome legions of the Baatezu; but the hosts of the upper planes are always at war nonetheless. This has lead to a great deal of angels who are great warriors and fierce fighters, seasoned in a thousand battles, but there is one who even Michael, the King of Heaven, will acknowledge as his superior in combat. This is Sandalphon.
Sandalphon is the mightiest angel in Celestia and the personal champion of the mysterious entity who rules the holy peak. He is known as the Hand of God in this role, quite a literal title due to his mighty fists and unparalled unarmed fighting ability. It is he who has slain more fiends than any other, who broke the spine of the Dark Titan Paelogios, who cast down Baalzebul, Belial, Appolyon, Eblis, and countless other mighty angels who had fallen from grace.
He is among the oldest of angels, created at the same time as his brother Metatron; minutes before Michael, Gabriel, Zadkiel, Uriel, Chamuel, Raphael, and Jophiel; and many years before the common angels and archons. His great age makes his exact origins unknown, but it is said that he and Metatron are two halves of the being they serve. Unlike Primus and Asmodeus, who are avatars of incomprehensibly powerful beings of pure law, Sandalphon and Metatron are the embodiments of their virtuous brother’s body and mind. As such, they are tied together closer than any two beings; each feeling everything that the other does and sees.
It is rare for Sandalphon to deal with mortals, since even the blackest of villains are far beneath his notice. On occasion he is beseeched by mortal champions for strength and courage, and usually grants it through his Miracle spell-like ability. Otherwise though, he is mostly consumed with battling fiends and traveling the outer planes to keep the peace; he knows that it is likely that he would inadvertently cause much destruction were he to go to the Material Plane due to his huge size. This is why he is rarely summoned into the Material Plane, since few casters possess the resources to summon him into a structure that he would actually fit in and a ritual of the complexity needed to summon such a powerful creature could not be practically done outside.
He is on good terms with the majority of the Celestial Nobility, having repulsed fiendish attacks from their planes on multiple locations. In particular he is close allies with Uriel, since both of them take great pleasure in righteous battle. He is more distant towards most non-Lawful Good angels, but will not hesitate to help them if they call; Oberon and Titania are both particularly inscrutable to him. Neutral outsiders are dealt with much more rarely and his opinion of them is often dependant of their position on the ethical axis. Since they are not enemies or allies he rarely has any reason to interact with them; although Metatron occasionally heads diplomatic missions to Primus. He hates all fiends, in particular demons; but is experienced enough to know that the real threat lies with the devils. Their sense of purpose and organization means that they are the primary attractors of fallen angels, and Sandalphon never misses a chance to punish the Fallen. His hatred of demons means that he will kill them if he gets the chance, but the petty scope of their evil makes them uncommon targets and ensures that he has no real personal hatred of any Demon Lords. He has a sort of grudging respect for Alastor, who he has fought to a draw on multiple occasions, and seeks above all to destroy Beelzebub, who led the rebellion that produced so many of the Fallen.
Sandalphon appears as a massively muscled giant with bronze skin. Unlike the gross musculature of his rivals in strength though, he is perfectly proportioned and resembles a classical statue rather than a hulking monster. Like all of the great angels, he has four wings at ninety degree angles allowing him to fly with great speed and maneuverability for such a large creature. He does not carry any weapons, trusting in his mighty strength to be enough to crush his foes, and wears only a white surplice that always remains clean despite any limbs snapped and bodies pulverized around it. Sandalphon is 98 feet tall and weighs more than a thousand tons due to his extreme muscle density.
Sandalphon greatly enjoys combat with fiends and will not hesitate to enter the fight, pummeling and smashing everything in his way. He casts Spell Immunity, Haste, and Mind Blank on himself before the fight and then charges into combat; opening with Holy Word and Greater Dispel Magic. Anything stunned by Holy Word is easy prey for him to attack with his Flurry of Blows, those outright killed by it were in no danger of hurting him. If surrounded, he uses Awesome Blow and his flight to disengage; obvious spellcasters are grappled and crushed as soon as possible.
If reduced to less than half health, he teleports out and uses Heal to restore himself back to full. He then summons Solars to assist him and goes back into the fight with Greater Invisibility and Kinetic Control going. If truly pressed, he summons Metatron and uses his Wrath of God ability on the most dangerous opponent. If the two of them are unable to win, they retreat back to Celestia to recover and plan a second assault; nobody has ever lasted long enough to warrant this.
Call Angels (SU): As a standard action Sandalphon can call angels. He may attempt to call up to three times a day, 3 solars, 7 planetars, or 14 of any lesser angel or archon. Since they are called rather than summoned they may summon other angels or archons as they wish. Once per day, he can call his brother Metatron or any of the Seraphim.
Godly Aura (Su): Like all Angels, Sandalphon possesses a protective aura that shields himself and others from harm. As befits an entity of his stature though, the aura is much more powerful. It provides a +8 deflection bonus to his AC and a +8 resistance bonus to his saves along with the effects of a Globe of Invulnerability to a radius of 40 ft at caster level 49. The bonuses provided by the Aura are not factored into his statblock.
Hands of God (Ex): Sandalphon’s legendary unarmed ability reflects his title of the Hand of God. All of his natural weapons are incorporated into a fighting style similar to a mortal monk’s but far more deadly. Instead of natural weapons, he has the unarmed strike ability of a 20th level monk of Colossal size. In addition, like a monk, he adds his Wisdom modifier to his Armor Class. His fists are treated as if they have the Holy Power, Axiomatic, and Ghost Touch abilities and as if they were made of adamantine and cold iron. This is an Extraordinary ability and as such functions even in anti-magic zones. Finally, he can crush the life from those that he grapples. Once he has established a pin, he deals an additional 14d10+61 damage per round that he maintains the grapple.
Regeneration (Ex): Sandalphon takes damage from epic evil weapons, and from spells or effects with the evil descriptor.
Smite Evil (Su): 7/day Sandalphon can Smite Evil. This works like the Paladin ability of the same name, adding 5 to his attack role and 56 to his damage.
Spell-like Abilities: At will-detect evil, detect magic, dimensional anchor, dispel evil, greater dispel magic, greater teleport (Self plus 500 pounds), haste, heal, holy word, improved invisibility, mind blank, plane shift, spell immunity; 3/day-miracle, power word kill, storm of vengeance; 1/day-kinetic control, intensified crushing hand. Caster Level 49th. Saves are 24+spell level. The save DCs are Wisdom-based.
Wrath of God (Su): 1/week Sandalphon can fully unleash his divine power with a blow. This hit deals an extra 77d10 points of divine damage that cannot be resisted or stopped in any way. Once he has carried out the blow, his fists lose their enchantments and he is exhausted for the next day.
Possessions: Sandalphon wears the Bracers of Heavenly Power, which combine the effects of Bracers of Relentless Might and Bracers of Armor +10. The size bonuses they provide are not capped at size Colossal.
Characters with ranks in Knowledge (Religion) or Knowledge (The Planes) may know of Sandalphon. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.
66|Sandalphon is the strongest being in the Heavens, if not all the planes, and is the personal champion of a mysterious entity who reigns at the top of Celestia|
71|Sandalphon spends much of his time doing battle with creatures from the lower planes and claims to be the twin brother of another giant angel named Metatron|
76|Sandalphon is one of the oldest living beings in the universe, having been present at the creation of Mount Celestia, and predates the entirety of the Heavenly Choir|
81|Sandalphon and Metatron are two halves of their master, who was sundered during the creation of the Upper Planes. Sandalphon is their master’s strength and courage.|
One of the party members has somehow earned the ire of Sandalphon, they must evade him while the rest of the group seeks an audience with Metatron to protest his brother’s aggression
Sandalphon has chased a fallen angel down to Baator but became the prisoner of Asmodeus. The King of Hell is willing to strike a deal for his release, but who knows what he will ask in return.
1 From Complete Warrior
2 From the Draconomicon
01-16-2010, 06:04 AM
Rook, The Greymount Fortress
Hit Dice: 40d10+80 (900HP)
Speed: 40 ft (8 squares)
Armor Class: 42 (10 +40 natural, -8 size), touch, flat-footed
Base Attack/Grapple: +30 / +66
Attack: colossal adamantine warhammer +43 (6d6+20) or Slam +42 (8d6+20)
Full Attack: +43/+38/+33/+28 colossal adamantine warhammer and Slam +42 (8d6+20)
Space/Reach: 30 ft./30 ft.
Special Attacks: Settle, Rubble Rebuilt, Shockwave, Warp the Battlefield
Special Qualities: The Army Within, Spiritual Reinforcement, Immunity to Magic, DR 20/adamantine
Saves: Fort -, Ref +14, Will +22
Abilities: Str 50, Dex 10, Con -, Int 10, Wis 20, Cha 20
Skills: Intimidate +48, Spot +48
Feats: Cleave, Great cleave, Power attack, Leadership, Point blank shot, Far Shot, Precise Shot, Improved Bull Rush, Combat Expertise, Dodge, Mobility, Lightning Reflexes, Powerful Charge, Awesome Blow
Challenge Rating: 20
Alignment: Neutral Good
Atop a tall hill rests the Greymount Fortress, a three-tower structure of immense size, fabled for it's defensive might. Suddenly the ground shakes. Towers begin to rise, bastions uproot themselves from the ground, and the keep reshapes itself into something taller. Where side towers had once stood, now resolve stony arms, and in the center of the main tower now sprouted something like a head. It bears powerful, trunk-like legs and hands the size of haylofts. With one of these titanic hands, it reaches into the ground and uproots a monolithic slab of stone. With the other, it uproots a stand of trees and jams their trunks clean through the great rock in a single violent motion. The stony titan lowers it's gaze to the ground level, and raises it's hammer silently, the only sound it makes the groaning of wood and stone supports as it moves.
The Rook fights rather simply. Little strategy is usually involved, though it's incredible might often makes such things largely irrelevant. It simply wades in with great, sweeping swings of it's titanic hammer until there aren't any enemies left.
The Greymount fortress spends most of it's time as a fortress, solidly rooted in the earth. When it is settled, it takes a DC 20 Knowledge (Architecture and engineering) check to realize something is amiss with the construction.
Rubble Rebuild (Su)
As a full round action, the rook can make a touch attack against a nearby structure at least partially comprised of stone. If this attack is successful, the Rook makes a strength check. The rook automatically deals damage equal to the result times 20 to the structure. In addition, the rook repairs himself the amount dealt. The rook cannot gain more than his maximum HP this way.
The rook Slams his hammer to the earth as a full round action, the sheer force of the blow dealing twice his strength modifier in damage to all creatures within thirty feet of the strike. He deals an additional half his strength modifier in damage to all creatures within sixty feet of the blow.
The Army Within (Ex)
The Rook is a fortress, and as such, his interior is not truly empty. Instead, hundreds of soldiers within him man various weapons installed in his towers. These weapons fire on the rook's initiative and use the rooks staistics and feats. There are ten arrow slits on his body, two ballista, and one heavy catapult. The ballista and catapult fire every other turn, the ballista dealing 3d8 damage and the catapult dealing 6d6 damage, both using the rook's base attack bonus. Each arrow slit fires twice each turn, dealing 1d10 damage and using the rook's base attack bonus.
Spiritual reinforcement: (Su)
The spirit of Mard Hammerhand animates the greymount fortress, and his partially-divine might grants the titanic structure additional support. The Rook has three times the HP it otherwise would.
Warp the Battlefield: (Su)
The rook has a supernatural connection with stone. As a full round action, it can create the effects of a Wall of Stone, Stone shape, Transmute Rock to Mud or Transmute Mud to Rock spell cast by a 20th level caster at will.
Immunity to Magic (Ex)
The Rook is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the Rook, as noted below.
A transmute rock to mud spell forces the Rook to stop in place, unable to move for 2d6 rounds, with no saving throw.
A stone to flesh spell does not actually change the Rook's structure but negates its damage reduction and immunity to magic for 1 full round.
Three generations of open war between the Vlemish in the south and the Plenor in the north had wrecked the once-fertile hills of Belrond. Battle-lines waxed and waned like sea-waves, wiping clean the landscape and driving its inhabitants to seek furtive shelter in cracks and dark places. Nobody could remember how the war had started, nor could anyone imagine that it would ever end. There was no question of allegiance -- neither army attempted to ally with the hill people, who seemed to exist only to raise stunted crops to be eaten, half-grown, by pillagers from one army or another. Food was not all they took -- if the brigands fell upon a Son of Belrond, he was killed for sport. Belrond's captive daughters came to worse fates.
It was in this climate of despair that a man came to offer his services to the Fathers of Belrond. Fifteen hands across at the shoulders, tall enough to fill the garrison's archway, and carrying a mallet the size of a birthday breadloaf, he called himself Mard Hammerhand. He was not a native of Belrond, nor were his features familiar to anyone who had traveled abroad, but his ready smile and booming laugh dissolved all barriers of mistrust. The Fathers were quick to offer the warrior the few things they still possessed in return for his protection. Mard roared with amusement, slapping the nearest Father on the shoulder and nearly bowling him over. "Aye, this whacker will knock helmets into slop-bowls easy enough, but I'd prefer to see something made for once! I'm a quarry-man and a builder by trade, and you're sitting on enough granite to bung up Thrond's ********!"
The Fathers were doubtful, but a lull in the fighting had left the younger men and women of the hills in a comparatively energetic mood. Above all, Mard Hammerhand had a plan -- something novel to the Belronders, who had forgotten the future existed. Even better, the plan leveraged the two things Belrond had in abundance: granite and topography.
The entire kingdom (if the tattered remnants of Belrond could still be called such a thing) set to work quarrying stone and constructing a keep upon Greymount, its tallest hill. The keep's bastions rose quickly, not least because of Mard's impressive (some would say impossible) physical strength: in the time it took the strongest man to drag a granite half-stone to the foot of the keep, Mard would sail past five or six times, a whole stone tucked under each arm, hallooing cheerfully or making a ribald joke on each pass. He tossed the stones into place as though they were pillows and kept working into the night, long after the others had dragged themselves home for their thin evening gruel.
By Spring, Greymount Keep was complete. It was a handsome thing, with three crenelated towers, the tallest topped with a trebuchet that had been cobbled together from river-lumber. The fastness was finished just in time for campaigning season, as watches had been set for only a few days when the first army appeared on the horizon. The Belronders retreated to their keep and many wept, for though they were willing to die, they had few illusions about their fighting skills.
Mard looked on them with a raised eyebrow, then hefted his hammer onto his shoulder. "Come on, lads! Think on all the busted thumbs and sprung groins you suffered putting this little castle together last Winter! Surely you won't suffer those pissants to dismantle it so quickly!" The words meant little to the ragged band, but Mard's tone filled them with an otherworldly confidence, and they took up their swords and bows with a shout.
The battle ended quickly, and not in the way the Belronders had expected. Many felt as though it had been a dream. First came the advancing ranks of pikemen, then the boom of war trumpets, and then Mard surging forward with his whirling hammer, mowing his enemies down like wheat. Every son of Belrond was filled with battle-rage, and they made quick work of their enemies (this time, Vlemish), who had grown accustomed to easy prey on the hills of Belrond.
During the celebration that followed, all present called for Mard to be made King of Belrond (which had never before had a king). Mard blushed and declined. "You lot think that was the end of your woes? They'll soon be back with bigger armies and siege engines. No, I'm a captain at best, or maybe a colonel, if you're feeling charitable." The Fathers, visibly relieved at having avoided demotion, insisted on making Mard a general, to which he grudgingly assented, on the condition that if anyone saluted to him, they'd get a hammer-handle up their arse.
In mid-Summer, the armies of Plenor fell upon Greymount Keep. Apparently, no word of the earlier battle had reached them, for in their surprise they were routed even more quickly than the Vlemish. Mard furnished the battle's most memorable feature, throwing his hammer from nearly a league behind the retreating cavalry and completely destroying the enemy general, along with his horse.
Mard Hammerhand had never been officially made a peer of Belrond, but by now every Belronder saw him as their brother, their father, or their son. When harvest time came and the store-rooms were filled with wheat and barley for the first time in human memory, Belronders wept at the plenty and approached Mard at random to hug him and shake his hand.
Meanwhile, the Vlemish and Plenor met under a banner of truce, having each lost an army in Belrond. All agreed that it was necessary to annihilate Belrond's new captain and keep so that they could get back to the business of fighting each other. Plans were drawn up for an allied army to attack Belrond in the following Spring, and special squads were trained to target and kill Mard Hammerhand.
When the battle came, Mard once again marched at the head of his small army. His eyes gave no hint that he was worried by the long rows of advancing siege towers, or the rumbling columns of dragon-faced artillery. He waded into the enemy throng like a child into a pool, towering above his scattering enemies. His companions showed no fear either, and the sight of the Belronder army tearing through ranks of crack soldiers struck fear into the hearts of Vlem and Plenor.
The sun sank low in the sky, and until the last moment, it looked like the day would belong to Belrond. Preparing to crush a supply train, Mard was caught off guard when one shabby wagon shed its skin to reveal a ballista, crewed by strange men wearing black armor. Mard's brothers screamed for him as the machine fired a salvo of iron missiles into his chest, hurling him to the ground. As his seconds dragged him back to the keep, he spoke his final words: "Let me rest for a while in the highest tower. I want to see the sun rise once more."
During the night, while the invading army made camp beyond the walls of the keep, all of Belrond despaired. A bed was brought up to the tower, and Mard's body was laid upon it and covered with flowers. Families held one another and wept, for they knew that without Mard Hammerhand, the next day would bring oblivion. The Fathers gathered around his deathbed and prayed to the All-Father to intervene in the coming battle. In their exhaustion, they fell asleep at the foot of the bed, covered in tears.
When they awoke, they found that Mard had vanished. Only his bloody armor remained upon the bed. "He has been stolen in the night," they cried. "He has been defiled!" But their lamentations were cut short when they saw that their sons had already taken to the battlefield below, and in the soldiers' shuffling gait was foreshadowed the total defeat of Belrond. The opposing ranks of Vlemish archers unhurriedly nocked their arrows, preparing for a final death-salvo.
Then a deep rumble shuddered the ground. The Belronders within the keep stumbled and fell, for the building had begun to collapse around them. Outside, a cheer went up among the Vlemish and Plenor for the success of their sappers, who had apparently tunneled beneath the Belronders' wall during the night.
Somehow, the keep did not fall. Towers began to rise, bastions uprooted themselves from the ground, and the keep reshaped itself into something taller. Where side towers had once stood, now resolved stony arms, and in the center of the main tower, where Mard Hammerhand's deathbed still lay, now sprouted something like a head. The keep had become a living thing, with trunk-like legs and hands the size of haylofts. With one of these, it reached into the ground and uprooted a monolithic slab of stone. With the other, it uprooted a stand of trees and jammed their trunks clean through the great rock in a single violent motion. Standing behind the bewildered army of Belrond was a stone giant, and in its hand was a hammer.
When the last remnants of the invading army had been stamped out on the other side of the river, the stone goliath strode back to Greymount, turned to face the still-rising sun, and settled back into place. Every stone returned to its proper spot, and all within the keep were safe in their rooms, uninjured.
When the Fathers of Belrond returned to Mard's deathbead, his body once again lay among the heaps of daffodils. On his face, however, there was a wry smile.
In all the years that followed, Mard's body was never moved, and his smile never faded.
01-16-2010, 06:17 PM
Unbound Elemental Spirit
Size/Type: Medium Elemental (Incorporeal, Earth)
Hit Dice: 1d8+1 (5 hp)
Speed: 30ft.; Burrow 10ft.
Armor Class: 11, touch 11, flat-footed 11 (+1 deflection)
Base Attack/Grapple: 0/0
Attack: Sword, short +1 melee (1d6+1) / Crossbow, hand +1 ranged (1d4)
Full Attack: Sword, short +1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stone Form,
Special Qualities: Incorporeal and Earth traits, Proxy body, Form Shift Favored enemy (Golems), Track, wild empathy
Saves: Fort +5, Ref +2, Will +2
Abilities: Str 12, Dex 10, Con 12, Int 12, Wis 14, Cha 10
Skills: Concentration (Con) 4, Survival (Wis) 4, Spot (Wis)
Organization: Solitary, Group (1-4), Village (1-4 plus 2d6 of any other humanoid race)
Challenge Rating: 1
Alignment: Usually Chaotic
Advancement: By Level Favored Class: Ranger
Level Adjustment: +1
*The above stats are those of a level 1 ranger*
Unbound Elemental Spirits are elemental spirits which became trapped on the material plane long ago, mainly by (for whatever reason) being unable to return to their own planes after being bound to golems. Over the years they have gained the ability to form corporal bodies to interact with the other humanoid races. Despite this ability they, unlike many elementals, rarely hide their true nature from the humanoid races. Instead they tend to find communities which accept them or else, live on their own in peace. Some prefer to travel and become adventurers. In addition to being able to create their corporal bodies, they can also temporarily take the form of a large creature made of rock (essentially recreating the golem they were once bound to). They often object to golems and frequently attempt to destroy any they find in order to free their brethren. The incorporeal form of the Elemental Spirit resembles a thick cloud of dust which resembles their proxy body. Despite not aging and often being thousands of years old, Elemental Spirits will rarely gain any sort of abilities or class levels unless they take up a cause. Because of this, few that are not adventurers ever have more than a few commoner levels. Those that do adventure tend to be self sufficient and favour the natural world, making rangers a popular choice although fighters and rogues are not unheard of the later are less popular due to their low dexterity.
Stone Form (Su) Once a day the Elemental spirit can incorporate nearby rock into their body. As long as there is at least 2500 pounds of stone nearby, they can assimilate and assume the form of a stone golem. They may retain this form for a number of rounds equal to their constitution bonus. For every two rounds they do this, they lose a point of constitution which cannot be restored by any means. The lost points return after 24 hours. In this form their size increases to large, they gain a slam attack (1d8 damage), +2 strength, immunity to critical hits and 1d6 temporary HP. If they keep this form for the maximum duration they must make a fortitude save of DC 10 + (Damage taken in stone form/2 * 5) or have their corporal form destroyed.
Incorporeal and Earth traits Note that these traits apply to the spirit itself rather than it's Proxy BodyElemental
An elemental is a being composed of one of the four classical elements: air, earth, fire, or water.
An elemental possesses the following traits (unless otherwise noted in a creature’s entry).
Darkvision out to 60 feet.
Immunity to poison, sleep effects, paralysis, and stunning.
Not subject to critical hits or flanking.
Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
Elementals do not eat, sleep, or breathe.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
Proxy body (Su) The Elemental Spirit interacts with the material plane through a complicated construct. This form generally resembles one of the medium humanoid races (often human, elf, half-elf or half-orc), but always appears heavy set and has a blue, green and/or red mineral-like sheen to it's hair. This form must eat and breath even though the spirit does not have to but it does not need to sleep (although Elemental Spirit spellcasters must still rest to restore their spell slots) and is able to otherwise function as any other humanoid could, including healing. If the spirit is reduced to 0 HP the proxy body is destroyed, breaking down into the minerals it was formed from, the Elemental spirit may also destroy its own body as a full round action. It takes 1 week + 1d8 days for the Spirit to form a new one (or just 1 week if it destroyed it itself). Without a body the Elemental Spirit has no means of communicating unaided with corporal creatures. Attacks that would harm an incorporeal creature (such as magical attacks or ghost-touched weapons) will still only damage the proxy body. If the spirit has no body they can be killed like any other incorporeal creature. Entering an anti-magic field causes their body to turn back into the stone and assorted detritus it was formed from but does not destroy it. It reforms if it is removed from the field.
Form Shift (Ex) An Elemental Spirit can change the appearance of their proxy body into something other than its usual form. This functions as an Alter Self spell with some differences. Firstly, the effect is non-magical in nature (although the body itself is). Secondly, the difference in form is limited by the Spirit's wisdom modifier (as it must think carefully about how to restructure it) and finally it takes a while for the Spirit to shift it's form. To determine the changes a Spirit can make and how long it takes to shift, consult the table below.
Minor, Physical Qualities*|1|10 minutes
Apparent Race|3|2 Hours
Apparent Gender|2|30 minutes
Reduce time by half|Characteristic + 2|n/a
Reduce time by a quarter|Characteristic + 4|n/a
*Hair colour, hair texture, eye colour, etc
**While elemental spirits do not have sexes, their proxy bodies may (although they are often simply androgynous and occasionally neuter by default)
For example a Spirit with a wisdom modifier of 3 could take 2 Hours and 20 minutes to change it's proxy form's Height, Weight and Apparent race. If it had a modifier of 4 it could do it in 2 hours and 10 minutes as it could reduce the time to change it's height and weight from 10 minutes each to 5minutes each.
+1 Wis, +1 Con, -2 Dex
Medium: As Medium creatures, elemental spirits have no special bonuses or penalties due to their size.
Spirit base land speed is 30 feet. They may also burrow at 10ft. in either their incorporeal or proxy form.
When reduced to 0 hp a Spirit's proxy form is destroyed, but the Spirit itself is not and may reform it's body 1 week + 1d8 days later.
Automatic Languages: Common, Terran. Bonus languages; Undercommon, Sylvan, Gnome, Elven, Dwarven, Halfling
Form Shift (Ex) The Elemental Spirit is capable of making limited changes to it's proxy body, given time (see above).
Stone Form (Su) The Elemental Spirit may assume a form similar to the golem it was once bound to (see above)
Favored Class: Ranger. A multiclass Elemental Spirit’s Ranger class does not count when determining whether she takes an experience point penalty for multiclassing.
Elemental spirits do not actively seek combat. However they are as likely as any other race to enter combat to defend themselves. They may also attempt to destroy golems to free the bound elemental spirits.
Preparation An elemental spirit who expects combat (usually to attack someone harbouring golems) will typically prepare an ambush with ranged attacks or use their Form Shift to travel with their quarry. They may use potions or the aid of a friendly spellcaster to buff their typically low dexterity.
The elemental spirit opens up with a ranged weapon, sneak attack or other opening move depending on their class.
The spirit moves in for melee attacks.
If they feel that they're in trouble, or they need to destroy a golem they will enter their Stone Form.
When their stone form wears off, they will flee unless they absolutely must continue to fight (in a worst case scenario they can simply reform their body later). If they are trapped they will destroy their body in order to reform it sooner.
The following may be discovered with a Knowledge (The Planes) or Knowledge (Arcana) check;
11|"This humanoid is an unbound elemental spirit which has been stranded on the material plane and become powerful enough to create a corporeal form." Reveals size/type traits as well as its Proxy Body and Form Shift abilities.
16|"They were formerly bound to golems, and may not approve of their use."
21|"It is capable of recreating the form of the golem it was once bound to from nearby rock structures." Reveals Stone Form ability.
An army of evil Elemental Spirits was trapped in an anti-magic field many years ago, preventing them from reforming their bodies. However someone is trying to dispel it...
The party is contacted by an elemental spirit trying to find its way back to its home plane.
An ancestor of one of the party members destroyed a golem many years ago. The controlling elemental spirit has became trapped and has finally created itself a proxy form. Will it come with thanks, a quest or for revenge?
A paladin asks the party for help in destroying what he believes is an evil spirit in a nearby village. The villagers explain that it's just a local Elemental Spirit. Can the situation be resolved peacefully?
01-16-2010, 10:37 PM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)
The Slender Man
Hit Dice: 15d8 + 15 (75)
Armor Class: 25, 20 touch, 25 flat-footed
Base Attack/Grapple: +8/+14
Attack: Tentacle, +14 melee (1d8+6)
Full Attack: 4 tentacles +14 melee (1d8 +6)
Special Attacks: Rip from Reality, Improved Grab, Haunt, Fanaticism, Dread, Improved Grab
Special Qualities: Darkvision 120ft, Mindsight 50ft, Blindsight 20ft, Regeneration 15, Hide in Plain Sight, Reality Strider, Scrying Punishment, Warped Shape
Saves: Fort +11, Ref +14, Will +15
Abilities: 22 Str, 18 Dex, 12 Con, 12 Int, 20 Wis, 36 Cha
Skills: Listen +25, Spot +25, Hide +20, Move Silently +20
Feats: Force of Personality, Leadership, Improved Natural Armor, Improved Initiative, Multiattack, Ability Focus (Dread)
Organization: Solitary or Troupe (1-4 Fanatics)
Challenge Rating: 22
Treasure: Half Standard
Level Adjustment: -
"There was something about his arms... they were terrifying but at the same time... called to us."
Your party spots a man in the distance, barely distinguishable from the skinny trees surrounding him and each of you. While you have been searching for this creature, you aren't sure you're glad to have found it. The very fog seems to thicken around you as you approach, as quietly as possible, but you know he sees you. You can feel his eyeless gaze. Suddenly, he has vanished. You breathe a sigh of relief, but there is a scream from behind you. The wizard girl travelling with you is entangled in a nightmare, tentacles black as night roiling around her as she struggles to free herself from the otherworldly grip. And just like that, they are both gone, her screams echoing through the wood. Before you can take your next breath, white-masked fanatics step from behind the trees and fling themselves at you. Some time later, beaten and barely alive, you return home, to find her body in your bed next to her organs, neatly packaged in the web you've come to recognize. As you retch out your window, you look up to see the creature standing in the middle of the road, staring as the crowds simply walk by, unable to see what you can see.
You should never have gotten involved in this. And now, he haunts you.
While the Slender Man's strength does not lie in direct combat, if forced to, he will make for a vicious foe. He will prefer to use his Rip from Reality ability for any kill, and will be sure to have any Fanatics under his command join the fray.
He will tend to avoid direct confrontation, however, and use his Reality Striding ability to simply vanish unless some kind of effect is on him to limit teleportation abilities.
Dread (Su): At the mere sight of The Slender Man, the viewer must succeed on a DC 32 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the Slender Mans’s despair ability for 24 hours.
Improved Grab (Ex): To use this ability, the Slender Man must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent’s head. The Slender Man can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. If the Slender Man begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the Slender Man gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Rip from Reality (Ex): If the Slender Man begins his turn with all four tentacles attached and makes a successful grapple check, he automatically tears the opponent from our reality, leaving the opponent in the Slender Man's hellish domain, unable to perform any actions, until the Slender Man comes for him in time. The Slender Man's reality is separate from our own, not truly a different plane, and totally inaccessible to anyone other than victims of Rip from Reality and the Slender Man himself.
Haunt (Su): The Slender Man will often choose one being to Haunt for extended periods of time. No one knows why or how he chooses his victims, or why he insists on simply watching for so long before striking. The Slender Man chooses a single target for his Haunt ability at a time, and will follow that target until it dies (or he has done his dark work.)
The target of Haunt suffers a -1 luck penalty to all rolls for the duration of the Haunt ability. Every three days that the Slender Man looks at his target for a period of at least an hour (cumulative, not necessarily all at once) inflicts 1 point of Wisdom damage to the target, and increases the luck penalty by 1.
If the victim sees the Slender Man while the Haunt ability is active, he must make a Will save DC 30 or suffer as if the Slender Man had been haunting him for an additional 3 days.
Fanaticism (Su): The Slender Man has the ability to make slaves out of those he haunts, if he chooses to do so in lieu of killing them horribly. Once a day, by making a melee touch attack, the Slender Man can try to permanently dominate their mind. The victim must make a Will save DC 10 or be turned into a Fanatic.
Regeneration (Ex):No form of attack deals lethal damage to the Slender Man. The Slender Man regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the Slender Man fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10. The Slender Man is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.
The Slender Man can never be truly slain. Only by raising its nonlethal damage total to its full normal hit points +10 and using a wish or miracle spell can banish him back to his reality for an extended period of time. This period of time tends to be longer than the lifetime of most humans, but it is nothing definite.
If the Slender Man loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
Hide in Plain Sight (Su): The Slender Man can use the Hide skill even while being observed.
Reality Strider (Ex): The Slender Man is a being unknown to our world. Whether the part of him we see is his entirety or not may never be known, what is known is that he has the ability to step briefly back into his reality before returning to our own. As a swift action, once per round, the Slender Man can vanish and reappear up to 100 miles away.
Because of its unique property, this ability is hampered, but not entirely quenched, by an effect that would otherwise prevent teleportation. The range is limited instead to 30ft.
Scrying Punishment (Su): When the Slender Man is the target of a scrying spell, or is in an area targeted by a scrying spell, or questions are asked about him via a scrying spell, the caster must make a Will save DC 25 or suffer terrible backlash. Failing the will save will leave the caster asleep for 1d4 days, suffering the worst nightmares imaginable. Even if the will save is made, any information gained will be garbled with visions of death and murder, as well as a terrible screeching sound.
Warped Shape (Ex): The Slender Man can change his size at will, between small, medium, and large.
The Fanatic template is in the spoiler.
Fanatic is a template that can be added to any humanoid creature by The Slender Man's Fanaticism ability. Fanatics are totally devoted to the Slender Man, and are always under Slender Man's control. They never speak, and look just like the creature they were before except for a stark, white mask over their faces. They seem to retain some amount of autonomy, but only enough to allow them to intelligently carry out the Slender Man's means, whatever those may be.
Size and Type: The creatures type changes to abberation. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice:Increase all current and future Hit Dice to d10s.
Armor Class:A Fanatic has a +3 natural armor bonus or the base creature’s natural armor bonus, whichever is better.
Attack: If the base creature can use weapons, the Fanatic retains this ability. A creature with natural weapons retains those natural weapons. A Fanatic fighting without weapons uses its primary natural weapon (if it has any) or unarmed strikes.
Full Attack: A Fanatic fighting without weapons uses its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack.
Special Attacks: A Fanatic retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + ½ Fanatics’s HD + Fanatics’s Cha modifier unless otherwise noted.
Protective Fervor (Ex): A Fanatic can, as an Immediate action, in response to an attack or spell targeting the Slender Man, move up to his speed to put himself between the Slender Man and whatever seeks to harm him. The move must end with the Fanatic adjacent to the Slender Man. If this is impossible, this ability fails. The attack or spell then resolve as normal, but now targeting the Fanatic instead of the Slender Man.
A Fanatic retains all the base creature’s special qualities and gains those described below.
Immunities (Ex): Fanatics have immunity to mind-affecting attacks.
Solitary or troupe (1 Slender Man, plus 2-4 Fanatics).
Challenge Rating: Same as the base creature + 1.
Treasure Standard coins
Level Adjustment: -
Story: No one is quite sure where he came from, how long he has been in the world, or why he is even here. No one has been able to ask. The information there is about him is scattered at best, primarily hearsay and rumor. It is said he appears only to those he wants to see him, and seeing him is a portent of doom. Children have often been reported seeing a tall, slender man in odd black clothing before vanishing without a trace in the night. The occasional journal is discovered deep in wooded areas describing encounters that become more and more direct while the writer seems to diminish rapidly into madness. One such journal detailed one ranger discovering the body of another, all of the organs exposed and wrapped in a strange gossamer web. As the pages turned, entries began to report the sighting of a tall humanoid, barely visible in the distant fog, degenerating into illegibility, and occasional entire pages dedicated to the words "SEES ME." While the journal was found, the body of either ranger was never discovered.
Sages, seeking more information about the creature from other planes or simple observation are driven mad by what they learn, unable to share any useful information. What the highest scholars can conclude from the information they have, is that the Slender Man is an entity unknown to our planescape, a denizen of a unique world all his own, or possibly an old god come again into the world. All wish he could be driven away. No one who knows better is willing to try, lest they become his next target.
Plot Hook: At first, the little town of Ogden seems ordinary enough. As the party dwells there, they notice one oddity: Not a single child seems to live here. In a town of this size, that is certainly peculiar. Asking about it gets them little, none of the villagers seeming to want to even talk about it. They say 'he' doesn't want people knowing about 'him' and if they told, the party would be in even more danger. One father, recently lost his son, talks to them, saying a creature beyond understanding has been terrorizing them for years, stealing the children. The man emplores them to seek the high mages for more information on this Slender Man that will destroy them in time.
Upon their return, learning what there is to learn, they find the town in a state of abject panic. No one will leave their homes, and rarely their own rooms. Townspeople have been showing up dead, disemboweled, stolen from their own beds. The first was the man who told you about this creature. Smart adventurers will simply leave. Though, it may be too late to flee. The party had just learned that while his attacks tend to be random, there is some evidence he holds a grudge against those who know about him.
01-23-2010, 11:06 AM
by ziizii-rock (http://ziizii-rock.deviantart.com/art/Spirit-Of-Freedom-130225637)
Asherah, Spirit of the Shores
Size/Type: Medium Outsider (Chaotic, Water)
Hit Dice: 20d8+72 (162 hp)
Speed: 60 ft (12 squares); 90 ft Swim
Armor Class: 40 (+9 dex, +10 natural, +11 Deflection), touch 30, flat-footed 31
Base Attack/Grapple: +20/+24
Attack: Slam +35 melee (1d6+15)
Full Attack: 2 Slams +35 melee (1d6+15)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alluring Song, Crushing Wave, Drowning Touch, Light of False Hope, Spellcasting, Spell-like Abilities
Special Qualities: Air Pocket, Avatar of the Shores, Cruel Grace, Bounty of the Sea, From Shore to Shore, Outsider Traits, Quasi-Deity, Shore Shackled, Spirit Form
Saves: Fort +15, Ref +21, Will +25
Abilities: Str 18, Dex 29, Con 17, Int 26, Wis 37, Cha 33
Skills: Appraise +31, Balance +19, Bluff +34, Concentration +29, Decipher Script +18, Diplomacy +21, Handle Animal +21, Hide +32, Intimidate +21, Knowledge (Arcane) +18, Kownledge (Geography) +31, Knowledge (Nature) +19, Knowledge (Religion) +31, Listen +23, Move Silently +19, Perform (Sing)+34, Profession (Sailor)+24, Search +31, Sense Motive +36, Survival +23, Tumble +30, Use Magic Device +34
Feats: Combat Expertise, Dodge, Improved Initiative, Improved Toughness, Lightning Reflexes, Mobility, Weapon Finesse
Enviroment: Shores, Ocean, Lakes
Challange Rating: 28
Alignment: Chaotic Neutral
Advancement: by Character Class
Level Adjustment: +5
From afar off you spot the woman, clad only in her long dark hair and tangled seaweed. As she walks among the shallows you believe her to be some survivor of a shipwreck so you run to her aid, yet as you draw nearer, you realize she is not walking through the shallows but atop them. Apprehension fills you, yet you are unable to still the rhythmic pounding of your feet on the soft sand. At the corners of your mind, you vaguely acknowledge the presence of a song in the evening air, but your worry over your inability to control your lower limbs overpowers any chance of connecting the two.
Drawing nigh to the woman, you see her turn momentarily to view you. Her mouth, turned up in a cruel smile, moves in time to the song you are hearing and all hope drains from your heart as you realize she is a predator and you, the prey. Casually she continues walking, this time further out to sea. As the waves envelope her body, her song diminishes, but the tune is still ever present in your head, urging you to continue after her. Like she before you, you plunge into the salty spray and for the first time realize just how little breath you have left from your fevered march.
You take a lungful of water, plunging deeper into the murky depths as the tip of the sun hovers over the horizon, as if not daring to sink fully before watching your ultimate demise. As you thrash, your sanity returns, her spell broken. As swiftly as your fading life allows, you swim to the shore, painfully coughing up more water than you remembered sucking in. As consciousness abandons you, you turn for one final glance at the calm sea that almost took your life. The woman stands on the waves, looking back to shore with a heart wrenching look on her face, but your addled mind cannot determine whether this is just some oxygen-deprived illusion or stark reality.
Long ago when the races of men were still young, Asherah was a goddess. While never amongst the most powerful deities, she enjoyed a place in the heavens for many millennia. Her domains consisted of Trade, Meetings and Partings, Barriers, Reefs, Waves, and of course, Beaches. She was most often worshipped by sailors, particularly of merchant vessels, alongside her sisters of the ocean, but ships lost at sea would often offer prayers to her for guidance to a safe shore.
However, her reign was not destined to be eternal. As the gods began to quarrel with one another and hoard power, Asherah’s domains were stripped from her one by one. The loss of both domains and the followers that went with them caused a sharp decline in her power until she was little more than a demigod. Due to the slow decay of time, she faded from memory until the lasts of her followers denied her. Faced with the only death a god could fear, she bound her form and soul to the essence of the beaches.
To this day, she haunts the shores, bitter from her exile from the heavens. Like the sea she borders, Asherah is fickle and constantly changing. She may lead sailors and travelers to their deaths in the oceans or offer mercy and guide them safely to their destinations. Yet one thing is for certain, she is hungry for power. She drags artifacts and enchanted items from shipwrecks on the shore, and will gladly offer these to adventurers who will agree to assist her in her goals.
Asherah most often appears as a moderately-tanned woman standing at about six feet. She wears no coverings aside from her long, black hair and what seaweed clings to her from her journeys in the water. Shells often are tangled in her hair, and her skin feels like that of a shark’s.
Asherah is capable of speaking and understanding any language due to the fading glimmer of divinity within her. She does not need to eat, sleep, or breath, but will often do so for the mere pleasure of doing so. She does not age, nor will she ever die, though she is susceptible to mortal weapons and diseases.
Air Pocket (Ex)
Asherah may reach into thin air to an extra-dimensional storage space. She often keeps it filled with treasure taken from sunken ships.
Alluring Song (Su)
Haunting, enigmatic, beautiful, why would foolish men not be taken in by the song sung by the mother of all Siren?
As a standard action, Asherah may begin a magic-enhanced song that lasts for as long as she concentrates on it and for a number of rounds equal to her charisma modifier. All creatures within a 2-mile radius over land and a 4-mile radius over water must make a DC 30 (10 + 1/2 HD + Cha modifier) Will save or move toward her position to the best of their ability no matter the obstacle. Each round, the target(s) may make another Will save to negate the effects. Those who make the save are immune to the song for 12 hours.
Avatar of the Shores (Ex)
She’ll come back. She always comes back. Her bitter heart won’t rest until she makes her vengeance on the old gods who betrayed her.
When reduced to 0 hp or below, Asherah’s body will turn to salt water. 1d6+5 days later she will reform at full hp at the nearest beach. If she was ‘killed’ on the beach, she will reform 2 miles from the spot where she died. Creator’s Note: She will probably be very pissed.
Bounty of the Sea (Ex)
When in contact with a large body of water, Asherah gains Regeneration 8.
Cruel Grace (Ex)
Her eyes a sharper than any sword, and pierce twice as deep as any arrow. She is crafty that one, I certainly have no desire to raise her ire.
Asherah gains her Cha modifier as a Deflection bonus to her AC and as a competance bonus to her attack rolls and damage.
Crushing Wave (Su)
As a full-round action, Asherah may pull a large tsunami-like wave from the ocean. If she is 40 ft or less from a large body of water, she may call a large wave to deal 1d6 damage per HD (maximum 25d6) to all creatures in 30 ft radius. All those affected must make a DC 30 Fort Save or be knocked prone.
Drowning Touch (Ex)
As a standard action, Asherah may make a touch attack against a single creature. The target must then make a DC 30 Fort save or their lungs fill with water and they begin drowning as per the standard rules.
From Shore to Shore (Ex)
As a full-round action, Asherah may teleport herself and as many willing creatures within her line of sight as she wishes from one beach to any other. Creatures that cannot breathe water will appear on the beach or in the shallows, and ones that are aquatic will appear in water.
Light of False Hope (Su)
As a standard action, Asherah may create a giant, floating orb of light 400 ft in the air above her. This orb can be seen a great distance out to sea and is often used by Asherah to cause ships to run aground and sink.
Asherah effectively has Divine Rank 0 and all it implies, particularly Damage Reduction 10/Epic.
Shore Shackled (Ex)
As a spirit of beaches, Asherah may not move 2 miles inland from the shore by any means. Magical compulsion or movement will leave her exactly two miles from the shore and she will not move further. Additionally, she may be dismissed, banished, or otherwise leave the Prime Material Plane.
Spellcasting – Asherah casts spells as a druid of a level equal to her HD; her spells are WIS-based. 6/9/8/8/8/8/6/6/5/5
At Will – Air Breathing (Storm), Control Currents (Storm), Enlarge Person, Quickswim (Storm), Water Breathing, Water Walk; 3/day – Call Lightning, Control Weather, Depth Surge (Storm)
Spirit Form (Ex)
As a swift action, Asherah may become incorporeal. In this form, she is unable to use spells or spell-like abilities, but gains a 120 ft (perfect) fly speed.
28|This is Asherah, a spirit embodying the very essence of the beaches and shallows themselves. Outsider traits revealed.
33|It is said she is able to appear on any beach whatsoever at her whim, there are even stories of her taking sailors stranded on deserted isles to safety. Then again, there are tales of her luring sailors to their untimely end.
38|Asherah was once a god long ago. Bitter from being usurped of her position, she is a moody creature and constantly seeks to exact vegeance on the gods.
Several adventurers are summoned in the dead of night by a mysterious melody. When they arrive, they are greeted by a Asherah, a spirit of the sea, who promises them the riches of the depths if they are willing to help her in her endeavors to rise in power.
The party of adventurers arrive in a harbor town. The populace is a fuss due to the great amount of sunken ships in the area. When asked what the matter is, the citizens tell the party that they have incurred the wrath of an evil spirit and ask them to take care of her, perhaps she can be negotiated with?
While on a voyage, the party is lured to an island where the ship runs aground. The shaman of the local tribe informs them that their only hope of leaving is appeasing Asherah, who must certainly have some great task in mind if she went to all this trouble.
The Shoal Warden is a template added to any creature that Asherah highly favors. There may only be one Shoal Warden at any time, and it can be taken as swiftly as it is given. The skin of the creature may take on a bluish hue or their hair may take a slightly green sheen, but there is no other visible change in the creature besides a growing attraction to the beaches and shallows.
The Shoal Warden retains all the stats of the base creature except as noted below.
The Shoal Warden gains the Water subtype. If the base creature had the Fire subtype, they lose it.
The Shoal Warden gains a swim speed equal to their highest movement rate.
The Shoal Warden gains Drowning Touch as listed above. The DC is Cha-based.
Also, the Shoal Warden gains a +5 moral bonus when making Cha-based skill checks against Asherah.
Note On Gameplay
Asherah is mainly meant to be a quest-giver to the party. As her goals are met and the party succeeds in crippling other faiths, I would suggest increasing her HD over time, eventually removing Shore Shackled, and giving her divinity.
01-24-2010, 09:27 AM
Zuni Warrior Fetish Doll
Tiny Construct (Living)
Hit Dice: 3d10+3 (19 hp)
Speed: 20 ft. (4 squares)
Armor Class: 14 (+2 Size, +2 Natural), Touch 12, Flat-footed 14
Attack: Bite +7 melee (1d2+2) or Tiny Masterwork Longspear +4 ranged (1d3+2) or Tiny dagger +6 melee (1d2+2)
Full Attack: Bite +7 melee (1d2+2) or Tiny Masterwork Longspear +4 ranged (1d3+2) or Tiny dagger +6 melee (1d2+2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Fear aura, possess creatureFiend Folio
Special Qualities: Living Construct traits, immortal, talisman bound
Saves: Fort +1 Ref +1 Will +3
Abilities: Str 14, Dex 11, Con 12, Int 5 , Wis 10, Cha 15
Skills: Hide +8, Move Silently +6
Feats: Ability Focus (Fear Aura), Iron Will (B), Weapon Focus (Bite)
Challenge Rating: 3
Treasure: Gold chain belt with talisman and tiny masterwork spear and tiny dagger
Alignment: Always evil
Level Adjustment: —
A Zuni warrior fetish doll harbors the spirit of a Zuni warrior. These dolls were often used for improving hunting or health, and made a connection between our world and the spirit world. While just about every tribe in the world had some version of fetish dolls, the Zuni versions are perhaps the most famous.
The owner of a Zuni warrior fetish doll is blessed with a +2 bonus to Spot and Heal checks for as long as he or she owns the doll. The owner may give or sell the doll freely, but a stolen doll imparts no immediate bonuses on the thief. After 1d6 months, a stolen doll attunes to a new owner. Should the original owner ever be located and the doll returned, attunement time is halved.
The doll appears as a mummified shrunken body of a Zuni warrior but is actually made of alchemical tree resin. Its large head is almost too big for its body. However, its most defining feature is its wide mouth full of sharpened, over-sized teeth. It hold a longspear in one hand and a dagger in the other. Its long dark hair flows down its back. The doll is naked except for a wrap-around loincloth and a gold chain belt around its waist with the talisman that holds the warrior spirit in check. As long as the talisman is not removed, the doll remains immobile and inert.
Removing the talisman releases the Zuni warrior spirit. The Zuni warrior fetish doll then attacks anyone in its vicinity. It is a tenacious fighter. Anyone who defeats the doll risks being possessed by the warrior spirit.
If the Zuni warrior spirit is released, the doll, which contained it, is rendered non-magical. It has a hardness of 2 and 10 hit points. Unfortunately, destroying the doll has no effect on the Zuni warrior spirit other than to leave it free to inhabit a new body.
Zuni warrior fetish dolls are approximately just over a foot tall and weigh about 10 lbs. They shriek incomprehensibly when attacking a target but have no language of their own.
Returning a released Zuni warrior spirit into its doll simply requires the owner (or someone else) to return the talisman to the doll. If either the doll or the talisman is destroyed, a new doll or new talisman must be created before the restless spirit can be contained. If both the talisman and the doll are destroyed, a new doll and talisman must be created.
A Zuni warrior fetish doll attacks its owner with its spear, dagger, or its bite. Once the doll is destroyed, the spirit is free to possess a new body. It then seeks to slay its host's friends and family before finding a new host to inhabit. It uses its fear aura to force its victim into a corner where it attempts to possess him or her.
Fear Aura (Su): An invisible 10-foot cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save (DC 15). If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round. The save is Charisma-based and has a +2 racial bonus.
Immortal (Ex): The spirit of the Zuni warrior is immortal. It has no plane of existence to return to and seeks merely to inhabit the nearest Human unless it can be contained by its talisman. Destroying the doll only releases the Zuni warrior spirit, which continues to reign terror and mayhem until contained by a new talisman.
Possess Creature (Su): Once released from its imprisonment, a Zuni warrior spirit seeks to inhabit the nearest Human. Once it has possession of the body, it will attempt to slay its host’s friends and families before seeking a new body. It is an eternal hunter and its favorite prey is Humans. If it cannot find a suitable Human host, it will attempt to possess the following creatures in order of preference: Humanoid, Monstrous Humanoid, Giant, Fey, Dragon, Magical Beast or Animal.
A protection from evil spell or similar magic wards a creature against being possessed in this manner. An unprotected target must make a Will saving throw (DC 13) or become possessed by the Zuni warrior spirit. The Save is charisma based. See Fiend Folio page 206 for details on possession.
The Zuni warrior spirit is incapable of leaving the plane of existence it is on, not even to enter the Ethereal plane. Possessed beings begin to show signs of sharpened teeth within 1d4 rounds of possession. They then gain a bite attack. If the possessed creature already has a bite attack, its threat range increases by one step. If no creature is available to possess, it waits patiently...
Talisman Bound (Sp): The gold chain that binds the spirit of the Zuni warrior doll is worth 100 gp and radiates strong Conjuration magic. If the talisman is broken, the magic binding the Zuni warrior spirit within the doll is released and the talisman becomes non-magical. Once the talisman is place on the doll (or around the neck of a possessed humanoid), the Zuni warrior’s spirit is appeased and it comes dormant. Creating a new talisman requires a planar binding spell.
The doll radiates no magic in an antimagic field; however, the spirit of the Zuni warrior is still contained within the doll. Only actual removal of the talisman allows the Zuni warrior spirit to control its doll. Only once the doll is destroyed does the spirit seek to possess a Human body.
A Zuni warrior fetish doll is constructed from alchemical tree resin, the head is covered with human hair, and the mouth is fitted with sharpened animal teeth. The talisman that binds the spirit is made of gold. The material cost of a Zuni warrior doll is 600 gp and includes the 100 gp for the gold talisman, along with the costs of its weapons. Assembling the body of a Zuni Warrior Doll requires a DC 15 Alchemy check.
CL 12; Create Construct, planar binding, the creator must also have 5 ranks in Craft (alchemy) and Heal; Price 7,800 gp; Cost to create 3,900 gp + 156 XP. These costs include the cost of the talisman and the weapons.
Characters with ranks in Knowledge (Arcana) can learn more about Zuni warrior fetish dolls. When a character makes a successful skill check, the following lore is revealed, including the information from the lower DCs.
13|This is a Zuni warrior fetish doll. It grants a boon to its owner. Reveals the +2 bonus to Spot and Heal. It reveals the Construct type.
18|An angry Zuni warrior spirit is said to inhabit the doll. This reveals the Living subtype of the doll.
23|Only the sacred talisman protects one from the doll. This reveals all special qualities of the doll.
28| If the talisman is removed, an angry Zuni warrior spirit is released. This reveals all special attacks of the doll.
The PCs are in their local magic shop and spot a Zuni warrior fetish doll on one of the shelves. However, the shopkeeper seems reluctant to sell them the doll.
The PCs are asked to retrieve a stolen Zuni warrior fetish doll from a group of thieves.
A Zuni warrior spirit has been accidentally released and is currently possessing a member of the city council. The PCs must contain the angry spirit but no harm must come to the council member.
A PC inherits a Zuni warrior fetish doll from a long lost relative.
The Vorpal Tribble
01-26-2010, 07:30 AM
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