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  1. - Top - End - #61
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Guardian, Tasked Genie

    3E Material
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    Large Outsider (Bound, Native)
    Hit Dice: 10d8+60 (105HP)
    Initiative: +8
    Speed: 50’ (10 squares)
    Armor Class: 21 (-1 size, +4 Dex, +8 natural); touch 13; flat-footed 17
    Base Attack/Grapple: +10/+21
    Attack: +1 Scimitar +17 melee (1d8+8/18-20) or Slam +16 melee (2d6+7)
    Full Attack: Primary +1 Scimitar +17/+12/+7/+2 melee (1d8+8/18-20) & 3 +1 Scimitars +15 melee (1d8+4/18-20) or 4 Slams +16 melee (2d6+7)
    Space/Reach: 10’/10’
    Special Attacks: Breath Weapon, Spell-Like Abilities
    Special Qualities: Bound traits, Darkvision 60’, Horrid Visage, Immunities, Native traits, Outsider traits
    Saves: Fort +15, Ref +14, Will +13
    Abilities: Str 25 (+7), Dex 19 (+4), Con 20 (+5), Int 12 (+1), Wis 16 (+3), Cha 13 (+1)
    Skills: Climb +17, Concentration +15, Intimidate +19, Jump +17, Listen +13, Move Silently +14, Spellcraft +11, Spot +21, Tumble +14
    Feats: Combat Casting, Improved Initiative, Improved Toughness (Bonus), Multiattack, Multiweapon Fighting
    Environment: any (Najmah)
    Organization: any
    Challenge Rating: 11
    Treasure: ½ standard plus 4 +1 Scimitars
    Alignment: usually Lawful Neutral
    Advancement: N/A
    Level Adjustment: N/A

    Combat
    A guardian is a martial being, & as such, they are as comfortable with warfare as any natural creature could be. They will do anything to defend their charges, & will fight to the death to protect them. They almost always have alarm & see invisibility in effect, so they are most likely aware of an attack before it arrives, making them notoriously difficult to ambush. They usually begin a fight with defensive spells, such as glyph of warding, blade barrier, or guards & wards. They will often follow up with a flurry of melee attacks or a shout. They usually reserve their Breath Weapon for a last resort, so as not to risk injuring their charges.

    Breath Weapon (Su): Once per day, a guardian can emit a 40’ cone of green flame as a standard action. This cone deals 5d6 points of acid damage & 5d6 points of fire damage to everything within the cone. Creatures can make a Reflex save (DC20) for half damage; the save DC is Constitution-based. Guardians are immune to their own breath weapon, but not those of other guardians.

    Spell-Like Abilities
    • At Will: alarm, hold portal, see invisibility
    • 3/Day: dimension door (DC17), glyph of warding (DC16), shout (DC17)
    • 1/Day: blade barrier (DC19), guards & wards (DC19)
    • Caster level 12th. The save DCs are Wisdom-based.

    Horrid Visage: Guardians have a second face on the back of their head, complete with a second mouth & a second set of fully-functional eyes. This second face grants a guardian a +8 racial bonus to all Intimidate & Spot checks. Also, if some effect (other than a silence spell) impairs the guardians ability to cast spells with a verbal component, the guardian can make a Spellcraft check (DC = 10 + spell level) to utter the verbal component with the second mouth instead. Lastly, this second face prevents anyone from flanking them.

    Immunities: Guardians are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, & morale effects), as well as all illusions.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Proficient with all simple & martial weapons & any weapons mentioned in its entry.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Native outsiders breathe, eat, & sleep.

    Guardian Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about guardians. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC21: “Some creatures from other realms are forced into indenture by strange magic, employed to serve in outright enslavement, or merely to fulfill a contract.” A character making this check recalls all bound native outsider traits.
    • DC26: “Some of the Bound serve as guardians, defending their masters with their muscle, their magic, & their lives.” A character making this check knows the workings of the Breath Weapon ability, as well as the Horrid Visage quality & the guardian’s immunities.
    • DC31: “The first guardian was the legendary efreet Hasid aq-Lazaqa, who crafted his body into what he claimed was the perfect defensive form.” A character making this check remembers the mechanics of a guardian’s spell-like abilities.

    4E Material
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    This brutish creature looks like some sort of efreet, only even larger & more fearsome. Its flesh is dark red, & leathery in appearance, as if the beast were badly burned. It has four arms, rippling with massive muscles & taut sinews. Most frightening of all, however, is the second face that it wears on the back of its head, which is just as hideous as the one on the front.

    Guardians are monstrous, lawful genies bound by oath & order to the service of the mighty. Once efreeti, these massive fiends have flesh as hard & thick as that of the rhinoceros. They despise armor & move naturally with an impossible grace & speed, mostly wearing only loincloths or loose robes. Guardians are most often hired to contract, even by other genies, for they command respect & fear.

    A guardian is about 12’-14’ tall & weighs around 2,400-2,800 pounds. They speak Common & Ignan.

    Plot Hooks
    • A horrific creature has been seen in town, & although no one has been attacked, fear of a ghul’s presence is spreading like wildfire.
    • The sultan has been targeted for an assassination, & a genie master has granted the sultan the use of two guardians, in exchange for an undisclosed price.
    • A rogue guardian has been wreaking havoc, & is now being chased by some of her own kind after killing her previous pursuers.

  2. - Top - End - #62
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Herdsman, Tasked Genie

    3E Material
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    Medium Outsider (Bound, Native)
    Hit Dice: 2d8+10 (19HP)
    Initiative: +3
    Speed: 40’ (8 squares)
    Armor Class: 15 (+3 Dex, +2 natural); touch 12; flat-footed 13
    Base Attack/Grapple: +2/+4
    Attack: Shortspear +4 melee (1d6+2, 20’) or Composite Shortbow +5 melee (1d6+2/×3, 70’)
    Full Attack: Shortspear +4 melee (1d6+2, 20’) or Composite Shortbow +5 melee (1d6+2/×3, 70’)
    Space/Reach: 5’/5’
    Special Attacks: Spell-Like Abilities
    Special Qualities: Darkvision 60’, Native traits, Outsider traits, Shepherd’s Touch
    Saves: Fort +8, Ref +6, Will +7
    Abilities: Str 15 (+2), Dex 16 (+3), Con 20 (+5), Int 12 (+1), Wis 19 (+4), Cha 17 (+3)
    Skills: Concentration +7, Heal +11, Spot +8, Survival +9
    Feats: Endurance
    Environment: any (Najmah)
    Organization: any
    Challenge Rating: 2
    Treasure: ½ standard
    Alignment: usually Chaotic Neutral
    Advancement: N/A
    Level Adjustment: N/A

    Combat
    Warfare is against the way of the herdsman; it distracts them from their duties & endangers the flock. They will flee a battle if at all possible, & they will surrender if they can guarantee the safety of their herds. If pressed to fight, they will usually start with a gust of wind, followed by buffing themselves with bear’s endurance &/or haste. After that, they mostly rely on their weapons to defend themselves, & they still will break of the engagement at the first opportunity.

    Spell-Like Abilities
    • At Will: remove fear (DC15), speak with animals (15)
    • 3/Day: bear’s endurance (DC16), create food & water (17), gust of wind (DC16)
    • 1/Day: haste (DC17), phantom steed (17)
    • Caster level 6th. The save DCs are Wisdom-based

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Proficient with all simple & martial weapons & any weapons mentioned in its entry.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Native outsiders breathe, eat, & sleep.

    Shepherd’s Touch (Su): A herdsman can use its touch to protect & heal the beasts of its flock. This effect only works on creatures of the Animal or Magical Beast types. Upon a successful touch attack, it can restore 1d4 hit points & grant a +2 morale bonus on saving throws against fear effects, which lasts for 2d6+8 rounds. This can be done a number of times per day as the herdsman’s Wisdom bonus (minimum 1).

    Herdsman Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about herdsmen. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC12: “Some creatures from other realms are forced into indenture by strange magic, employed to serve in outright enslavement, or merely to fulfill a contract.” A character making this check recalls all bound native outsider traits.
    • DC17: “Some of the Bound serve as herdsmen, tirelessly guiding their master’s flocks across the harsh land.” A character making this check knows the workings of the Shepherd’s Touch ability.
    • DC22: “Herdsmen are very mundane for genies, & so they often lead lives very much like humans or gnolls, including the worship of Umaj or Pashati.” A character making this check remembers the mechanics of a herdsman’s spell-like abilities.

    4E Material
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    An elderly person appears before you. Upon closer inspection, the being is revealed to not be old at all. The creature’s flesh is sunken & withered, little more than a bone wrapped in bluish-gray skin, as wrinkled as crumpled parchment. Its eyes glow dimly, & its long ears hang limply. It is clad in thick brown robes, which are stained & worn with wear.

    Herdsmen are descended from marids, & roam the arid plains caring for their herds. With preternatural stamina, they run in stampedes, drive merchant trains across the arid wastelands & barter fiercely with traders, sustained only by milk, cheese & a bit of the blood of their livestock. Herdsmen favor bow & spear in defense of themselves & their herds, & treat already-settled groups in their path without deference or respect. The most mundane of the tasked genies, they are the most likely to join in the worship of a deity.

    A herdsman is about 5’-7’ tall & weighs around 200-250 pounds. They speak Aquan & Common.

    Plot Hooks
    • A stampede of herd animals has devastated a small village, & apparently the beasts are under the control of an impenitent shepherd.
    • A herdsman is sought by a local farmer who is anxious to heal his wounded herd.
    • A strange & mysterious shepherd is searching for a lost member of her flock.

  3. - Top - End - #63
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Magus, Tasked Genie

    3E Material
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    Medium Outsider (Bound, Native)
    Hit Dice: 10d8 (45HP)
    Initiative: +4
    Speed: 30’ (6 squares)
    Armor Class: 19 (+4 Dex, +5 natural); touch 14; flat-footed 15
    Base Attack/Grapple: +10/+11
    Attack: Quarterstaff +11 melee (1d8+1/1d8)
    Full Attack: Quarterstaff +11/+6/+1 melee (1d8+1/1d8)
    Space/Reach: 5’/5’
    Special Attacks: Spell-Like Abilities
    Special Qualities: Alternate SLA’s, Arcane Reflection, Bound traits, Darkvision 60’, Native traits, Outsider traits
    Saves: Fort +10, Ref +14, Will +18
    Abilities: Str 13 (+1), Dex 19 (+4), Con 10 (+0), Int 22 (+6), Wis 15 (+2), Cha 16 (+3)
    Skills: Concentration +13, Decipher Script +19, Disable Device +18, Gather Information +16, Knowledge (Arcana) +19, Knowledge (any other 2) +19, Search +19, Sense Motive +13, Spellcraft +22, Use Magic Device +19
    Feats: Improved Counterspell, Iron Will, Magical Aptitude, Skill Focus (Spellcraft)
    Environment: any (Najmah)
    Organization: any
    Challenge Rating: 8
    Treasure: ½ standard
    Alignment: usually Neutral Evil
    Advancement: N/A
    Level Adjustment: N/A

    Combat
    Magi are usually eager for a fight, to better test & flaunt their arcane talents. They will buff themselves & their allies with defensive magic first, then charge into battle, unleashing their offensive magics. They are quite fond of using counterspells, which confuses opponents who are not prepared for a creature that can counter spells with its spell-like abilities. They will only use their staves as a last resort, mostly while attempting to escape, as by that point they are often in dire straits.

    Spell-Like Abilities
    • At Will: aid, disguise self, dispel magic, mage armor (DC17), produce flame
    • 3/Day: clairaudience/clairvoyance, fireball (DC19), flame arrow, flame blade
    • 1/Day: enervation, fire shield, greater dispel magic
    • Caster level 22nd. The save DCs are Intelligence-based

    Alternate SLA’s: A magus with a specific area of expertise will have different spell-like abilities than the norm. These specialists choose one of the following roles, & replace three of their standard SLA’s (one from each frequency) with those listed below:
    • Enchanter: command (DC17, at will), charm monster (DC19, 3/day), mass suggestion (DC22, 1/day)
    • Illusionist: silent image (DC17, at will), major image (DC19, 3/day), permanent image (DC22, 1/day)
    • Necromancer: inflict light wounds (DC17, at will), animate dead (3/day), create undead (1/day)
    • Prophet: detect magic (at will), locate object (3/day), legend lore (1/day)
    • Summoner: summon monster I (at will), summon monster III (3/day), summon monster VI (1/day)
    • Transmuter: enlarge person (DC17, at will), stone shape (3/day), animate objects (1/day)

    Arcane Reflection (Su): Unlike other creatures that have spell-like abilities, a magus can use them to perform counterspells. Also, a magus is able to counter spells more effectively than most other beings, making them especially frustrating opponents for spellcasters to face off against. A magus gains a +4 racial bonus to all Spellcraft checks related to a counterspell attempt. This bonus increases +8 if the magus has had a counterspell attempt readied for more than 2 rounds.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Proficient with all simple & martial weapons & any weapons mentioned in its entry.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Native outsiders breathe, eat, & sleep.

    Magus Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about magi. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC18: “Some creatures from other realms are forced into indenture by strange magic, employed to serve in outright enslavement, or merely to fulfill a contract.” A character making this check recalls all bound native outsider traits.
    • DC23: “Some of the Bound serve as magi, terrifying their masters & opponents alike with their powerful sorcery & talent for countering spells with their spell-like abilities.” A character making this check knows the workings of the Arcane Reflection quality.
    • DC28: “A magus has a wide array of spells at their disposal, which vary depending on their precise function.” A character making this check remembers the mechanics of a magus’s spell-like abilities.

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    The robed figure appears to be a severe-looking gnoll, only with curved horns sprouting from its canine head. The creature’s fur is a bright orange with yellow accents, but close inspection reveals that it’s singed around its mouth & fingers. Its coal-black eyes are as inscrutable & dreadful as an abyss.

    There are a number of different roles for a tasked genie; one of the most feared is that of the magus. Magi are efreeti trapped & forced into servitude as conjurers, prophets, summoners, & thaumaturges. Their best role, though, is that of magical artillery. Robed & mantled, these slaves intimidate even their masters, for they control the elemental flame & weave genie magics with wicked precision. Their ability to counter spells with their spell-like abilities is especially unnerving, as it is poorly understood how they circumvent that arcane restriction.

    A magus is about 7’-8’ tall & weighs around 300-400 pounds. They speak Aquan, Archaic, Auran, Common, Draconic, Ignan, & Terran.

    Plot Hooks
    • A group of gnoll sorcerers has been vexing authorities with their flagrant displays of magic, & attempts to arrest them have been stymied so far.
    • A genie master is paying an exorbitant amount for the return of one of her servants, although she is tight-lipped about the nature of this fugitive or its escape.
    • A sultan is claiming ever-increasing powers & tributes after the acquisition of a couple of magi from a djinn lord.

  4. - Top - End - #64
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Scholar, Tasked Genie

    3E Material
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    Medium Outsider (Bound, Native)
    Hit Dice: 5d8+5 (27HP)
    Initiative: +3
    Speed: 10’ (2 squares), Fly 20’ (4 squares, perfect maneuverability)
    Armor Class: 16 (+3 Dex, +3 natural); touch 13; flat-footed 13
    Base Attack/Grapple: +5/+5
    Attack: Falchion +5 melee (2d4, 18-20/×2)
    Full Attack: Falchion +5 melee (2d4, 18-20/×2)
    Space/Reach: 5’/5’
    Special Attacks: Spell-Like Abilities
    Special Qualities: Bound traits, Darkvision 60’, Levitation, Native traits, Outsider traits, Scroll Expertise
    Saves: Fort +5, Ref +7, Will +7
    Abilities: Str 11 (+0), Dex 17 (+3), Con 12 (+1), Int 24 (+7), Wis 17 (+3), Cha 14 (+2)
    Skills: Concentration +8, Decipher Script +15, Gather Information +11, Knowledge (any) +18, Knowledge (any other 3) +15, Profession (any) +10, Search +16, Spellcraft +14
    Feats: Investigator, Skill Focus (Knowledge)
    Environment: any (Najmah)
    Organization: any
    Challenge Rating: 4
    Treasure: ½ standard (mostly scrolls)
    Alignment: usually Lawful Neutral
    Advancement: N/A
    Level Adjustment: N/A

    Combat
    Scholars are ill-suited for warfare, & that is a fact that they know all too well. They will never willingly engage in a fight, so they use their divinatory talents to avoid such dangers. If combat is inevitable, they will use their many scrolls to defend themselves or to escape. They will lay traps for pursuers, though, usually in the form of explosive runes or glyph of warding.

    Spell-Like Abilities
    • At Will: identify, fox’s cunning (DC19), read magic, zone of truth (DC19)
    • 3/Day: explosive runes (DC20), glyph of warding (DC20), scrying (DC21)
    • 1/Day: foresight (DC26), legend lore
    • Caster level 18th. The save DCs are Intelligence-based

    Levitation (Su): A scholar never walks anywhere; they sit cross-legged, floating a few feet above the ground. They can float in any direction, up to 20’ per round, although they cannot move more than 10’ off the ground. While a scholar is levitating, it cannot be tripped or otherwise knocked prone.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Proficient with all simple & martial weapons & any weapons mentioned in its entry.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Native outsiders breathe, eat, & sleep.

    Scroll Expertise (Ex): A scholar is able to activate scrolls much more easily than most, given their familiarity with arcane notation & the written word. It does not have to meet any of the normal requirements to activate a scroll; therefore, a scholar can activate arcane or divine scrolls from any spell list, regardless of their ability scores. It also gains a +4 racial bonus on any caster level checks & mishap checks.

    Scholar Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about scholars. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC14: “Some creatures from other realms are forced into indenture by strange magic, employed to serve in outright enslavement, or merely to fulfill a contract.” A character making this check recalls all bound native outsider traits.
    • DC19: “Some of the Bound serve as scholars, researching & safeguarding knowledge of the past & present for their masters’ libraries.” A character making this check knows the workings of the Scroll Expertise quality.
    • DC24: “Scholars are particularly adept at the use of scrolls, which when combined with their own magical prowess, makes them potent mages in their own right.” A character making this check remembers the mechanics of a scholar’s spell-like abilities.

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    The creature floating before you appears to be a short pale human. This supposed human, though, has glowing blue eyes, which are slit like a cat, along with the ears of a white fox & an extra finger on each hand. Wearing long gray robes, the figure sits cross-legged as it hovers above the ground, smiling serenely as it reads an ancient tome.

    Scholars are indentured academics, skilled in research & lore, tasked to scribe, research, & record knowledge. Originally djinni, their slavery has made their minds hard & rational, granting them a keen focus & keener intellect. Their specialty is the proper crafting, maintenance, & use of scrolls. Many of them keep reams of vellum, parchment, & rolled scrolls on their person, scribing over a tablet.

    A scholar is about 4’-5’ tall & weighs around 120-150 pounds. They speak Aquan, Archaic, Auran, Common, Draconic, Ignan, & Terran.

    Plot Hooks
    • Rumors of a wizard floating through town have led to a witch-hunt, & the subsequent discovery of a scholar.
    • A noble is seeking an obscure ancient secret, & has procured a scholar to research the matter.
    • There are tales of a merchant caravan in the desert that sells scrolls of every imaginable variety to anyone intrepid enough to find it.

  5. - Top - End - #65
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Slayer, Tasked Genie

    3E Material
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    Large Outsider (Bound, Native)
    Hit Dice: 8d8+24 (60HP)
    Initiative: +4
    Speed: 30’ (6 squares), Fly 40’ (8 squares, clumsy maneuverability)
    Armor Class: 20 (-1 size, +4 Dex, +7 natural); touch 13; flat-footed 16
    Base Attack/Grapple: +8/+20
    Attack: +1 Sickle +16 melee (1d8+9) or Claw +15 melee (2d6+8)
    Full Attack: Primary +1 Sickle +16/+11/+6/+1 melee (1d8+9) & 3 +1 Sickles +16 melee (1d8+4) or 2 Claws +15 melee (2d6+8) & 2 Slams +13 melee (1d6+4)
    Space/Reach: 10’/10’
    Special Attacks: Rage, Sneak Attack, Spell-Like Abilities
    Special Qualities: Bound traits, Darkvision 60’, Native traits, Outsider traits, Skills
    Saves: Fort +9, Ref +10, Will +11
    Abilities: Str 26 (+8), Dex 19 (+4), Con 16 (+3), Int 12 (+1), Wis 21 (+5), Cha 11 (+0)
    Skills: Bluff +8, Concentration +11, Hide +8, Jump +16, Listen +13, Move Silently +12, Search +11*, Spot +15*, Tumble +12
    Feats: Combat Casting, Multiattack, Multiweapon Fighting
    Environment: any (Najmah)
    Organization: any
    Challenge Rating: 9
    Treasure: ½ standard plus 4 +1 Sickles
    Alignment: usually Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    Combat
    Few creatures relish warfare quite like a slayer does. Bloodthirsty & brutal, slayers seem to genuinely enjoy the clash of metal against flesh & the cries of the fallen. Ambushes & guerilla tactics are their preferred methods, so that they can better employ their sneak attacks. To this ends, they will use their obfuscating magic, such as darkness or greater invisibility, as often as possible. Although they are loathe to leave their assigned prey alive, if they are outmatched or otherwise in a losing situation, then they will assume a gaseous form & escape to kill another day.

    Rage: A slayer can rage like an 8th-level barbarian up to 3 times per day. While raging, a slayer temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, & a +2 morale bonus on Will saves, but it takes a -2 penalty to Armor Class. The increase in Constitution increases the slayer’s hit points by 2 points per level, but these hit points go away at the end of the rage when its Constitution score drops back to normal (these extra hit points are not lost first the way temporary hit points are). While raging, a slayer cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, & Ride), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. It can use any feat it has except Combat Expertise, item creation feats, & metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the slayer’s (newly improved) Constitution modifier. A slayer may prematurely end its rage. At the end of the rage, the slayer loses the rage modifiers & restrictions & becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

    Sneak Attack (Ex): A slayer can sneak attack an opponent like a 7th-level rogue, deal an additional 4d6 points of damage on a successful strike.

    Spell-Like Abilities
    • At Will: blindness/deafness (DC17), darkness, misdirection (DC17)
    • 3/Day: gaseous form, nondetection (DC18)
    • 1/Day: greater invisibility (DC19)
    • Caster level 8th. The save DCs are Wisdom-based.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Proficient with all simple & martial weapons & any weapons mentioned in its entry.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Native outsiders breathe, eat, & sleep.

    Skills: Due to their third eye, a slayer has a +2 racial bonus on all Search checks & Spot checks (these bonuses are already included in the statistics above).

    Slayer Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about slayers. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC19: “Some creatures from other realms are forced into indenture by strange magic, employed to serve in outright enslavement, or merely to fulfill a contract.” A character making this check recalls all bound native outsider traits.
    • DC24: “Some of the Bound serve as slayers, assassins who delight in the slaughter of their enemies, no matter the means.” A character making this check knows the workings of the Sneak Attack ability.
    • DC29: “A slayer combines the magic of a genie with the melee prowess of a rogue, forming a terrifying adversary.” A character making this check remembers the mechanics of a slayer’s spell-like abilities.

    4E Material
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    A demonic figure stands before you. It may have once been an efreet, but now the massive creature has four monstrous arms, two of which end in leonine paws. Nude from the waist up, its skin is jet-black & has a polished sheen, & their eyes are filled with a raging flame. A third eye, green & catlike, rests in its forehead, & two monstrous wings fan out behind it.

    Slayers are never contracted, only enslaved, for these hulking brutes savor killing for its own sake & a disturbing fascination for the spilling of blood & viscera. A slayer prefers assassination through methods of stealth, but will gleefully give in to rage & bloodlust should it become necessary. Those slayers who escape their slavery quickly learn to tyrannize other sentient beings until they are put down. Some are so insane that they consider it an insult to be told that a creature does not wish to die at their hands. The only targets they avoid are the undead, which perplex them.

    A slayer is about 13’-15’ tall & weighs around 2,600-3,000 pounds. They speak Common & Ghul.

    Plot Hooks
    • The sultan’s palace in in shambles after a slayer ran amok, fleeing into the wastes.
    • A series of gruesome assassinations of local official has the remaining nobility desperate to find the killer & stop the slaughter.
    • Refugees from a remote town report that a demon has appeared there & has taken over, killing all who oppose it.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Warmonger, Tasked Genie

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    Medium Outsider (Bound, Native)
    Hit Dice: 12d8+60 (114HP)
    Initiative: +3
    Speed: 30’ (6 squares)
    Armor Class: 27 (+1 Dex, +8 natural, +8 full plate); touch 19; flat-footed 19
    Base Attack/Grapple: +12/+21
    Attack: +1 Keen Lance +22 melee (1d8+10, 19-20/×3, 10’ reach) or +1 Defending Heavy Mace +22 melee (1d8+10)
    Full Attack: +1 Keen Lance +22/+17/+12/+7 melee (1d8+10, 19-20/×3, 10’ reach) or +1 Defending Heavy Mace +22/+17/+12/+7 melee (1d8+10)
    Space/Reach: 5’/5’
    Special Attacks: Fearless Leader, Frightful Presence, Spell-Like Abilities
    Special Qualities: Bound traits, Darkvision 60’, Fast Healing 2, Native traits, Outsider traits, Spell Resistance 24
    Saves: Fort +13, Ref +11, Will +10
    Abilities: Str 28 (+9), Dex 16 (+3), Con 20 (+5), Int 22 (+6), Wis 15 (+2), Cha 19 (+4)
    Skills: Bluff +23, Concentration +21, Diplomacy +23, Intimidate +23, Listen +18, Move Silently +13, Search +22, Sense Motive +18, Spellcraft +21, Spot +18
    Feats: Awesome Blow (Bonus), Cleave, Great Cleave, Improved Bull Rush, Leadership, Power Attack
    Environment: any (Najmah)
    Organization: any
    Challenge Rating: 13
    Treasure: ½ standard plus +1 Keen Lance & +1 Defending Heavy Mace
    Alignment: usually Lawful Evil
    Advancement: N/A
    Level Adjustment: N/A

    Combat
    The battlefield is a warmonger’s natural environment, the only place where they feel comfortable. They will never surrender, & will only retreat if doing so will lead them to a later victory. Warmongers lead from the frontlines, charging into a fight with their lances at the ready. They will bolster their allies with speeches & spells, & then throw themselves & their forces at their enemies, preferring melee combat to magical fighting. Brilliant strategists, they will change plans as needed, adopting whatever tactics will most assuredly lead to victory.

    Fearless Leader (Su): A warmonger inspire confidence in its allies, spurring them onward to victory. All allies within 60’ of a warmonger gain a +1 morale bonus on attack rolls, damage rolls, & saving throws. Also, any ally within 60’ of a warmonger gain a +4 morale bonus on saving throws against fear effects. Unlike most other bonuses, this morale bonus stacks with morale bonuses from other sources. However, if a warmonger is killed or otherwise rendered unconscious/petrified, then this morale bonus is negated, & all allies must make a Will save (DC20) or become shaken for the rest of the encounter.

    Frightful Presence (Su): A warmonger can inspire terror by charging or attacking. Affected creatures must succeed on a Will save (DC20) or become shaken, remaining in that condition as long as they remain with 40’ of the warmonger. The save DC is Charisma-based.

    Spell-Like Abilities
    • At Will: greater magic weapon (DC19), magic vestment (DC19), remove fear (DC17)
    • 3/Day: divine power, fear (DC20), mass cure light wounds (DC21)
    • 1/Day: mass bull’s strength (DC22), mass bear’s endurance (DC22)
    • Caster level 12th. The save DCs are Intelligence-based.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Proficient with all simple & martial weapons & any weapons mentioned in its entry.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Native outsiders breathe, eat, & sleep.

    Warmonger Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about warmongers. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC23: “Some creatures from other realms are forced into indenture by strange magic, employed to serve in outright enslavement, or merely to fulfill a contract.” A character making this check recalls all bound native outsider traits.
    • DC28: “Some of the Bound serve as warmongers, leading armies into battle with their inspiring guidance & planning the flow of future conflicts with their keen strategic minds.” A character making this check knows the workings of the Fearless Leader quality.
    • DC33: “The first warmonger was the infamous Haruq izud Manaz, who led her master’s army to utter domination, even over her former master.” A character making this check remembers the mechanics of a warmonger’s spell-like abilities.

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    Covered in thick armor plates is what looks to be a short, squat genie. What little exposed flesh is covered in scars & calluses, & has a rough, stony texture. The creature’s simple breastplate is bedecked with dozens of medals, badges, & insignia of all shapes, sizes, & colors. Its long mane of hair is matted with blood, & its inscrutable eyes are as black as pitch.

    Warmongers are fierce tacticians, master strategists who advise generals. They are the military minds behind genie warfare. Leading soldiers & mercenaries, warmongers are most often contracted, for none desire to retain their service beyond the battle. Where a warmonger cannot find a war, it will incite one, as it is an expert in fomenting greed, paranoia & nationalism.

    A warmonger is about 5’ tall & weighs around 250 pounds. They speak Aquan, Archaic, Auran, Common, Draconic, Ghul, Ignan, & Terran.

    Plot Hooks
    • An ambitious sultan has plans for invading a neighboring land, & has acquired a couple of warmongers for the task.
    • A minor feud between rival states may soon escalate into armed conflict, & the source of the strife many be tied to some visiting genies.
    • A warmonger is gathering an army, recruiting locals & hiring mercenaries, with the intent of conquering a nearby state.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Winemaker, Tasked Genie

    3E Material
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    Medium Outsider (Bound, Native)
    Hit Dice: 2d8 (9HP)
    Initiative: +2
    Speed: 30’ (6 squares)
    Armor Class: 16 (+2 Dex, +4 natural); touch 12; flat-footed 14
    Base Attack/Grapple: +2/+3
    Attack: Morningstar +3 melee (1d8+1)
    Full Attack: Morningstar +3 melee (1d8+1)
    Space/Reach: 5’/5’
    Special Attacks: Frenzy, Spell-Like Abilities, Wine Spray
    Special Qualities: Bound traits, Darkvision 60’, Native traits, Outsider traits
    Saves: Fort +3, Ref +5, Will +6
    Abilities: Str 13 (+1), Dex 14 (+2), Con 10 (+0), Int 14 (+2), Wis 17 (+3), Cha 9 (-1)
    Skills: Appraise +6, Concentration +3, Craft (Brewing) +7, Knowledge (Nature) +5, Profession (Winemaker) +9, Spellcraft +4
    Feats: Skill Focus (Profession)
    Environment: any (Najmah)
    Organization: any
    Challenge Rating: 1
    Treasure: ½ standard
    Alignment: usually Neutral Good
    Advancement: N/A
    Level Adjustment: N/A

    Combat
    Winemakers are guaranteed failures on the battlefield, so outclassed are they by other genie-folk, both free & bound. A wise winemaker will flee or surrender at any opportunity. Those foolish few who stay & fight, or those who are forced to by circumstance, will usually start with a Wine Spray. If they can, then they will cast barkskin on themselves before entering melee. Winemakers in a skirmish have a 40% chance per round of entering a Frenzy, so eager are they to return to their duties.

    Frenzy (Ex): A winemaker is normally a craven, placid creature. However, if their work is seriously disrupted (such as the ruining of their crops, the destruction of their facilities, or the loss of their tools), then they can fly into a violent tantrum. A winemaker in a frenzy is similar to a barbarian in a rage: it temporarily gains a +2 bonus to Strength, a +2 bonus to Constitution, & a +1 morale bonus on Will saves, but it takes a -2 penalty to Armor Class. The increase in Constitution increases the winemaker’s hit points by 1 point per level, but these hit points go away at the end of the rage when its Constitution score drops back to normal (these extra hit points are not lost first the way temporary hit points are). While in frenzy, a winemaker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, & Ride), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. It can use any feat it has except Combat Expertise, item creation feats, & metamagic feats. A frenzy lasts for a number of rounds equal to 5 + the winemaker’s (newly improved) Constitution modifier. A winemaker cannot prematurely end its frenzy. At the end of the frenzy, the winemaker loses the frenzy modifiers & restrictions & becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

    Spell-Like Abilities
    • At Will: create water, detect poison, purify food & drink (DC13)
    • 3/Day: barkskin, goodberry
    • 1/Day: speak with plants
    • Caster level 6th. The save DCs are Wisdom-based.

    Wine Spray (Su): A winemaker can shoot wine from its trunk in a blinding spray. All creatures in a 30’ cone must make a Reflex save (DC12) or be blinded for 1d4 rounds. The save DC is Strength-based.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Proficient with all simple & martial weapons & any weapons mentioned in its entry.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Native outsiders breathe, eat, & sleep.

    Winemaker Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about winemakers. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC11: “Some creatures from other realms are forced into indenture by strange magic, employed to serve in outright enslavement, or merely to fulfill a contract.” A character making this check recalls all bound native outsider traits.
    • DC16: “Some of the Bound serve as winemakers, skilled in the art of growing grapes & transforming them into potent alcoholic drinks.” A character making this check knows the workings of the Wine Spray ability.
    • DC21: “Winemakers are not only able to magically spray wine at opponents, but they know several other magical powers, mostly centered around preparing wine.” A character making this check remembers the mechanics of a winemaker’s spell-like abilities.

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    The strange creature before you has the body of a bulky hound, only standing erect. This squat frame is topped by the head of a leopard. No less bizarre, the kind-eyed being also has the trunk of a small elephant & a monkey’s long tail. Eschewing cloth garments, it is draped only in brass jewelry & large grape leaves, which just barely cover its spotted fur.

    Winemakers are the weakest tasked genies, growers of the vine & caretakers of the orchard. All aspects of enology (the art & science of making wine) are under their purview, & their expertise in the field of vinification is unquestioned. Valued as household managers, promoters of fortune, & caretakers of the harvest, they are often contracted for short terms, moving from household to household & aiding for but one or two harvests. This transitory lifestyle grants them a wide variety of gossip, secrets, & lore. They tend to know each others’ business, as well as the affairs of all their masters & their masters’ homes.

    A winemaker is about 4’-5’ tall & weighs around 200 pounds. They speak any two elemental tongues (Aquan, Auran, Ignan, or Terran), as well as Common.

    Plot Hooks
    • A strange merchant has arrived in town, selling wines of legendary quality & value.
    • The noble has arranged for a rival’s grape fields to be demolished to make way for a new temple, but bizarre creatures are sewing chaos there, attacking everything in their way.
    • Several locals have reportedly been blinded attempting to infiltrate a mysterious & secluded vineyard.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Were-Hyena (Human Form)

    3E Statistics
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    Warrior 1
    Medium Humanoid (Human, Shapechanger)
    Hit Dice: 3d8+3 (16HP)
    Initiative: +4
    Speed: 30’ (6 squares)
    Armor Class: 17 (+2 natural, +4 chain shirt, +1 light shield), touch 10, flat-footed 17
    Base Attack/Grapple: +2/+4
    Attack: Falchion +4 melee (2d4+4/18-20) or light crossbow +2 ranged (1d8/19-20)
    Full Attack: Falchion +4 melee (2d4+4/18-20) or light crossbow +2 ranged (1d8/19-20)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Alternate Form, Humanoid traits, Hyena Empathy, Low-Light Vision, Scent, Shapechanger traits, Skills
    Saves: Fort +4, Ref +3, Will +2
    Abilities: Str 14 (+2), Dex 11 (+0), Con 12 (+1), Int 10 (+0), Wis 13 (+1), Cha 8 (-1)
    Skills: Handle Animal +2, Hide +3*, Listen +4, Move Silently +3, Spot +4, Survival +2
    Feats: Alertness, Improved Initiative, Stealthy
    Environment: warm deserts or plains (Siraaj)
    Organization: solitary, pair, pack (3-6), or troupe (7-12 plus 5-8 hyenas)
    Challenge Rating: 3
    Treasure: standard
    Alignment: usually Chaotic Evil
    Advancement: by character class
    Level Adjustment: +3

    For other 3E play mechanics, see Other 3E Material below.


    A lithe human with pale skin stands before you, clad in a shirt of tightly-linked chains. The human’s hair is somewhat unkempt, & its eyes shine with an almost feral intensity. A well-used falchion is held in its small rough hands.

    A were-hyena in human form is about 5’-6’ tall, & weighs around 90-160 pounds. They speak Common & Gnoll.

    Were-Hyena (Hyena Form)

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    Warrior 1
    Medium Humanoid (Human, Shapechanger)
    Hit Dice: 3d8+3 (16HP)
    Initiative: +6
    Speed: 50’ (10 squares)
    Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
    Base Attack/Grapple: +2/+5
    Attack: Bite +5 melee (1d6+3)
    Full Attack: Bite +5 melee (1d6+3)
    Space/Reach: 5’/5’
    Special Attacks: Curse of Hyaenthropy, Trip
    Special Qualities: Alternate Form, Hyena Empathy, Damage Reduction 10/Silver, Low-Light Vision, Scent
    Saves: Fort +7, Ref +5, Will +2
    Abilities: Str 16 (+3), Dex 15 (+2), Con 16 (+3), Int 10 (+0), Wis 13 (+1), Cha 8 (-1)
    Skills: Handle Animal +2, Hide +3*, Listen +4, Move Silently +3, Spot +4, Survival +2
    Feats: same as Human Form
    Environment: same as Human Form
    Organization: same as Human Form
    Challenge Rating: 3
    Treasure: standard
    Alignment: usually Chaotic Evil
    Advancement: by character class
    Level Adjustment: +3

    For other 3E play mechanics, see Other 3E Material below.


    The canine beast is thickly built, but with long legs. A dog-like creature, its snout is short, its ears are round, & its dark eyes are rimmed in black. The rest of its coat is scruffy, almost mangy, & dark spots speckle the myriad shades of brown & tan fur.

    A were-hyena in hyena form is about 3½’-5’ long, about 1½’-2’ tall, & weighs around 60-120 pounds. They cannot speak, but they understand Common & Gnoll, & they are adept at making themselves understood without words.

    Were-Hyena (Hybrid Form)

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    Warrior 1
    Medium Humanoid (Human, Shapechanger)
    Hit Dice: 3d8+3 (16HP)
    Initiative: +6
    Speed: 30’ (6 squares)
    Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
    Base Attack/Grapple: +2/+5
    Attack: Claw +5 melee (1d4+3)
    Full Attack: 2 Claws +5 melee (1d4+3) & Bite +0 melee (1d6+1)
    Space/Reach: 5’/5’
    Special Attacks: Curse of Hyaenthropy
    Special Qualities: Alternate Form, Hyena Empathy, Damage Reduction 10/Silver, Low-Light Vision, Scent
    Saves: Fort +7, Ref +5, Will +2
    Abilities: Str 16 (+3), Dex 15 (+2), Con 16 (+3), Int 10 (+0), Wis 13 (+1), Cha 8 (-1)
    Skills: Handle Animal +2, Hide +3*, Listen +4, Move Silently +3, Spot +4, Survival +2
    Feats: same as Human Form
    Environment: same as Human Form
    Organization: same as Human Form
    Challenge Rating: 3
    Treasure: standard
    Alignment: usually Chaotic Evil
    Advancement: by character class
    Level Adjustment: +3

    For other 3E play mechanics, see Other 3E Material below.


    A startling creature stands before you on its hind legs. The feral beast walks like a man, yet its long arms end in paw-like hands, tipped with vicious claws. Its entire body has a somewhat canine appearance, & is covered with thick, dark, unkempt fur, which is especially long on the top of their flattened head. Its face is dominated by a muzzle, which is pulled back to expose a row of fangs. Its eyes glare about as if enraged, despite the sparkle of intellect present there.

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    Combat
    Like all therianthropes, a were-hyena’s battle tactics depend on their current form. In human form, a were-hyena will use its melee weapons, taking advantage of its low-light vision & its scent abilities to track prey. In hyena form, a were-hyena can trip just as a normal hyena does. A were-hyena in hybrid form usually dispenses with weapon attacks, though it can wield a weapon & use its bite as a secondary natural attack. Were-hyenas are somewhat cowardly when by themselves, preferring instead to fight in packs. They depend on their allies for team-based attacks, & become brazen when supported by several teammates.

    Curse of Hyaenthropy (Su): Any humanoid or giant hit by a were-hyena’s bite attack in animal or hybrid form must succeed on a Fortitude save (DC15) or contract hyaenthropy, which is a form of lycanthropy that transform certain sentient beings into were-hyenas.

    Trip (Ex): A were-hyena in animal form that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the were-hyena.

    Alternate Form (Su): A were-hyena can assume a bipedal hybrid form or the form of a hyena. Its natural form is the human form, so a were-hyena that is killed or rendered unconscious (but not petrified) will revert to their human form.

    Humanoid traits: All creatures with the Humanoid type possess the following traits:
    • Proficient with all simple weapons, or by character class.
    • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class & wears armor, it is proficient with that type of armor & all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
    • Humanoids breathe, eat, & sleep.

    Hyena Empathy (Ex): A were-hyena in any form can communicate with hyenas or dire hyenas, & +4 racial bonus on Charisma-based checks against hyenas or dire hyenas.

    Scent (Ex): A were-hyena in any form can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents).

    Shapechanger traits: A shapechanger possesses the following traits:
    • Proficient with its natural weapons, with simple weapons, & with any weapons mentioned in the creature’s description.
    • Proficient with any armor mentioned in the creature’s description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.

    Skills: Were-hyenas animal or hybrid form have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.

    Were-Hyena Lore
    Characters that have ranks in Knowledge (Local) can learn more about were-hyenas. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC13: “There are packs of shapechanging predators that stalk the wilderness, more dangerous than any mere hyena.” A character making this check recalls all shapechanger humanoid traits.
    • DC18: “They are the were-hyenas, & they are able to look just like a human, or a hyena, or a terrifying hybrid of the two beings.” A character making this check knows the workings of the Alternate Form quality.
    • DC23: “Known amongst themselves as the Qruquta, they have a special affinity for hyenas & gnolls, & are able to pass along their accursed transforming power via their bites.” A character making this check remembers the mechanics of Curse of Hyaenthropy & Hyena Empathy.
    • DC28: “The most infamous of were-hyena packs is the Farun-Hal (“Blood-Tooth”) Clan, although the Hul-Haqalil (“Black-Sky”) Clan is also justifiably feared.” A character making this check is familiar with a were-hyena’s skill bonuses, as well as their Trip & Scent abilities.

    Abilities & Racial Features
    Were-hyena characters possess the following racial traits:
    • +2 Strength, +4 Dexterity, +4 Constitution (hyena & hybrid forms only; the human form has no ability score changes)
    • Humanoid (Shapechanger): Were-hyenas are subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Medium Size: As Medium creatures, were-hyenas have no special bonuses or penalties due to their size.
    • Racial Hit Dice: A were-hyena begins with 3 levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, & base saving throw bonuses of Fortitude +3, Reflex +3, & Will +1.
    • Racial Skills: A were-hyena’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Handle Animal, Hide, Listen, Move Silently, Spot, & Survival.
    • Racial Feats: A were-hyena’s humanoid levels give it two feats.
    • A were-hyena’s base land speed is 30 feet in human & hybrid forms.
    • A were-hyena’s base land speed is 50 feet in hyena form.
    • Natural Weapon (Ex): Bite (1d6 + Str); piercing damage; hyena & hybrid forms only. Claw (1d4 + Str); slashing damage; hybrid form only.
    • Curse of Hyaenthropy (Su): Any humanoid or giant hit by a were-hyena’s bite attack in animal or hybrid form must succeed on a Fortitude save (DC15) or contract hyaenthropy, which is a form of lycanthropy that transform certain sentient beings into were-hyenas.
    • Trip (Ex): A were-hyena in animal form that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the were-hyena.
    • Alternate Form (Su): A were-hyena can assume a bipedal hybrid form or the form of a hyena. Its natural form is the human form, so a were-hyena that is killed or rendered unconscious (but not petrified) will revert to their human form.
    • Hyena Empathy (Ex): A were-hyena in any form can communicate with hyenas or dire hyenas, & +4 racial bonus on Charisma-based checks against hyenas or dire hyenas.
    • Low-light vision (any form).
    • Scent (Ex): A were-hyena in any form can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents).
    • Skills: Were-hyenas animal or hybrid form have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.
    • +2 natural armor bonus in human form.
    • +4 natural armor bonus in hyena & hybrid forms.
    • Automatic Languages: Gnoll. Bonus Languages: Common.
    • Favored Class: Ranger.
    • Level Adjustment: +3.

    4E Material
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    Prowling the countryside in search of easy prey are packs of wild dog-like beasts. These creatures are no mere hyenas, though. They are animals that are able to transform into humanoids, which make them no less dangerous. In fact, the supernatural monster known as the Were-Hyena inspires more terror & dread than any ordinary canine ever could.

    Also called Nam-Uqali (“Half-Hyenas”), & known amongst themselves as the Qruquta, were-hyenas roam across the savannas & outer deserts, hunting for anything that they can eat. Although they prefer live prey, they will consume carrion at almost any stage of decomposition. They leave almost no trace of their victims, due to the fact that they can chew & digest even bones. In human form, they sometimes travel into the cities, luring unsuspecting victims out into the wilderness with promises of treasure or passion, only to be ambushed by the rest of the pack. More often, they simply pick up the scent of a caravan, trail it, & waylay the travelers once they’ve caught up to it.

    The culture of the were-hyenas differs little from the society of their common animal brethren. They are divided into clan-like packs, which consist almost exclusively of extended family members. These packs have a distinct hierarchy, & are lead by an Alpha (called a Hazai), which can be either male or female. Although their natural form is the human form, many packs prefer to remain in their hyena form whenever possible, & some packs choose the hybrid form predominately. Most members serve the pack as scouts, enforcers, nursemaids, or guardians, although smaller packs combine roles.

    A were-hyena in hybrid form is about 4½’-5½’ tall, & weighs around 75-140 pounds. They speak Common & Gnoll, although their speech is slurred & difficult to understand.

    Plot Hooks
    • A caravan has disappeared in the desert, & a search party has found only bloodied wagons & shredded tents.
    • A string of ghastly murders in town have fuels rumors of a pack of were-hyenas operating nearby.
    • A mercenary group claims that they are being stalked by savage beast-men for unknown reasons.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    So, that's all the monsters. There's almost 60 of them, depending on how you count things. Any comments, critiques, or questions are welcome. Feel free to post here to talk about the monsters & how they fit into the setting. We plan to issue a brief rundown of how each monster from the SRD fit into the Kamala (or doesn't fit, as the case may be), & that will likely go into one of the first posts, so there's that to look forward to. As for what's next, getting back to chapters 7 & 8 seems to be the most prudent step. At any rate, enjoy, & we'll keep you posted. Bad pun, I know. <sigh>

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Cool, I wasn't sure if we could post before now.

    Alright, I like the Ammut and the Chamrosh. Very interesting monsters, and I love "hybrid" creatures.

    The Aazlai are interesting. I notice that while they have an "Aaslai as Characters" section in 3.5e, and not in 4e. I know that monster and races (even monsters that are based off of player races) don't use similar stats in 4e, but would you consider making a player race version of them?

    I like the Desert Centuar, the Vulture Harpy, and the Shaghal. It is always interesting to have subraces of monstrous beings. It makes the world realistic (I mean, why 27 different varieties of elves, and no variation in monsters?). I know common Gnolls exist in this campaign, but do the centaur and harpy variants replace their published brethren?

    Also, I notice some creatures are listed as 1st level Warriors, but have two hit dice. Is the "1st level Warrior" designation a typo? I mean, generally speaking, when a creature with one racial HD gains a class level, that Hit Die replaces their racial Hit Die.
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    I am reasonably certain there is an aazlai in Shadow's test-game, which would be 4e.
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Also, if I may ask, why didn't you just rename the Genasi as Sabi and use their statistics? I mean, they have the same fluff (not counting the setting specific parts)
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    A couple of Genie related questions. The tasked genies, are they the bound to an lamp/can/boombox type of genies, or just specialized "breeds" of genie-kind?

    And though perhaps this isn't the place for this questions, the entries for the normal genies (Dao/Efreet/ect) talk a little about their cultures on Najmah, but what is genie society like on Siraaj, if there is any?
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Quote Originally Posted by LOTRfan View Post
    Also, if I may ask, why didn't you just rename the Genasi as Sabi and use their statistics? I mean, they have the same fluff (not counting the setting specific parts)
    I think they did.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Quote Originally Posted by Reverent-One View Post
    A couple of Genie related questions. The tasked genies, are they the bound to an lamp/can/boombox type of genies, or just specialized "breeds" of genie-kind?
    Tasked genies were normal genies (their individual descriptions specify which kind) but were bound for a very long time into an object of specific use, and their powers exploited in bolstering said item. Their natures changed to conform to their new task, thus "tasked" genies. For instance, an archival cataloguing book may have a scholar bound to it; an enchanted lock might host a guardian.

    And though perhaps this isn't the place for this questions, the entries for the normal genies (Dao/Efreet/ect) talk a little about their cultures on Najmah, but what is genie society like on Siraaj, if there is any?
    Yeah, that needs... rectification.
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Quote Originally Posted by Earl William View Post
    I think they did.
    No, they didn't. Perhaps Zeta made different ones to make them seem more like Genie-descendants, as opposed to Genasi, who can be descended from all sorts of elemental outsiders. Although the easiest answer is probably that he made his own versions so he can post them without breaking forum rules...
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Quote Originally Posted by LOTRfan View Post
    Alright, I like the Ammut and the Chamrosh. Very interesting monsters, and I love "hybrid" creatures.
    Well, thank you. Arabian mythology is very inspiring in that regard.

    Quote Originally Posted by LOTRfan View Post
    The Aazlai are interesting. I notice that while they have an "Aaslai as Characters" section in 3.5e, and not in 4e. I know that monster and races (even monsters that are based off of player races) don't use similar stats in 4e, but would you consider making a player race version of them?
    I've added Shadow_Elf's 4E stats for the Aazlai to their monster entry. He'd written them up, but I neglected to put them in. I've also done the same for the Pahari, which are just as interesting, in my mind.

    Quote Originally Posted by LOTRfan View Post
    I like the Desert Centuar, the Vulture Harpy, and the Shaghal. It is always interesting to have subraces of monstrous beings. It makes the world realistic (I mean, why 27 different varieties of elves, and no variation in monsters?). I know common Gnolls exist in this campaign, but do the centaur and harpy variants replace their published brethren?
    Our stats for the Gnolls are a replacement for the SRD version, with the Shaghal as a racial offshoot. The desert centaurs are at war with the SRD centaurs (known on Siraaj as the Steppe Centaurs). And the vulture harpies are a racial offshoot of the SRD version, which is more common in some areas (Ilud & Shemun) & rarer in others (Northern Wastes, the Red Sands).

    Quote Originally Posted by LOTRfan View Post
    Also, I notice some creatures are listed as 1st level Warriors, but have two hit dice. Is the "1st level Warrior" designation a typo? I mean, generally speaking, when a creature with one racial HD gains a class level, that Hit Die replaces their racial Hit Die.
    The "1st level Warrior" title is for monsters that can (& often do) take class levels. For those monsters (aazlai, camelotaurs, PC races, etc.), their class HD does indeed replace any racial HD. But the HD for a Warrior is the same die-type (d8), which I believe was deliberate on the part of the designers, to make their lives easier. So, it basically works out the same as a monster with no class levels, & gives DMs a heads-up that they should tack on levels of another class if they want that monster to be more effective.

    Quote Originally Posted by LOTRfan View Post
    Also, if I may ask, why didn't you just rename the Genasi as Sabi and use their statistics? I mean, they have the same fluff (not counting the setting specific parts)
    The fluff & crunch were completely overhauled for the Sabi. They started out as just plain-old bog-standard Genasi, as was originally voted in the polls. But we wanted to avoid copyright issues, so we renamed them. Then we decided that the fluff needed re-writing, to fit our setting better. Then we discovered that the stats for the Genasi were considered rather subpar for an LA+1 race; this was around the time that the project evolved from "a normal campaign setting" to "a massive epic campaign setting that also contains a number of attempts to fix some basic problems with the 3E rule-set". So we tweaked, re-tweaked, broke down, & rebuilt the stats until they were unrecognizable from the Genasi, & markedly better. Lastly, we revised the fluff to even better fit the setting, & to reflect the new stats. By the end, any similarity to the Genasi (other that the "elemental-themed people with magical ancestry" theme) has been eliminated, the race's benefit. They are a much more interesting race now, both culturally & mechanically.

    Also, as some of you may have noticed, the Sabi have been edited. They no longer have a Ritual Lore bonus feat. Instead, they may chose their bonus feat from a list of 5 racially-exclusive feats from Chapter 6. Less ambiguity, more flexibility, & one hopefully-tough choice. I'd say that Sabi just made LA+1 even more worth it.

    Quote Originally Posted by Reverent-One View Post
    A couple of Genie related questions. The tasked genies, are they the bound to an lamp/can/boombox type of genies, or just specialized "breeds" of genie-kind?
    A little of both. Afro answered it better above.

    Quote Originally Posted by Reverent-One View Post
    And though perhaps this isn't the place for this questions, the entries for the normal genies (Dao/Efreet/ect) talk a little about their cultures on Najmah, but what is genie society like on Siraaj, if there is any?
    Their "society" on Siraaj is that of a refugee camp. Those that are on Siraaj today are either the survivors of the Pactspell, or their children. They are scattered, broken, lost, confused, fearful, angry, & cut off from their homelands. THey lost nearly everything in the Great Calamity, & the Ten Dark Years afterward were not kind to those of genie blood. The ghuls still hunt them, the mortals still hate & fear them, & the mages still enslave them. They keep to themselves if they can, lest they risk what little they have left.

    Quote Originally Posted by LOTRfan View Post
    No, they didn't. Perhaps Zeta made different ones to make them seem more like Genie-descendants, as opposed to Genasi, who can be descended from all sorts of elemental outsiders. Although the easiest answer is probably that he made his own versions so he can post them without breaking forum rules...
    A little of both, as I stated above.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Honestly Zeta, I've gotta go against majority on this one and say that Ghuls do not impress me; I can't fathom how they fight (let alone win against) genies, and their SLA choices confuse me deeply. Afroakuma had also mentioned something about sorcerous Ghuls, which seem to have been lost in the translation. I mean, you can add PC levels to 'em (because bumping their hit dice won't help), but I am forced to ask: why is the Poster Boy of evil monsters in your setting incapable of fulfilling their fluff-given tasks?


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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Quote Originally Posted by Lord_Gareth View Post
    Honestly Zeta, I've gotta go against majority on this one and say that Ghuls do not impress me; I can't fathom how they fight (let alone win against) genies, and their SLA choices confuse me deeply. Afroakuma had also mentioned something about sorcerous Ghuls, which seem to have been lost in the translation. I mean, you can add PC levels to 'em (because bumping their hit dice won't help), but I am forced to ask: why is the Poster Boy of evil monsters in your setting incapable of fulfilling their fluff-given tasks?
    Gareth, you say that the ghul cannot perform its job of being one of the scariest things in the setting, & that a genie could actually hold its own against one. Well, let's compare the statistics of a ghul to those of an efreeti, the most powerful of the genie types:
    • Hit Dice: Ghul wins, 13 to 10.
    • Hit Points: Ghul wins, 123 to 65.
    • Initiative: Efreeti wins, +7 to +3.
    • Land Speed: Ghul wins, 30' to 20'.
    • Fly Speed: Ghul wins, 50' to 40' (both with perfect manueverability).
    • Armor Class: Ghul wins, 23 to 18.
    • BAB: Ghul wins, +13 to +10.
    • Grapple: Ghul wins, +26 to +20.
    • Melee Attack: Ghul wins, +21 to +15.
    • Melee Damage: Ghul wins, 2d6+9 (16 average) to 1d8+6 plus 1d6 fire (14 average).
    • Space/Reach: Tied at 10'/10'.
    • Special Attacks: Ghul wins, Sandstorm to Change Size/Heat. *
    • Spell-Like Abilities: Ghul wins, 12 to 9.
    • Caster Level: Ghul wins, 13th to 12th.
    • Special Qualities: Ghul wins, 6 to 6. **
    • Saves: Ghul wins, +13/+11/+10 to +9/+10/+9.
    • STR: Ghul wins, 28 to 23.
    • DEX: Efreeti wins, 17 to 16.
    • CON: Ghul wins, 20 to 14.
    • INT: Ghul wins, 16 to 12.
    • WIS: Efreeti wins, 15 to 14.
    • CHA: Ghul wins, 19 to 15.
    • Skills: Ghul wins. ***
    • Feats: Ghul wins, 6 to 5. ****

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    * = This is debateable, but I think that Sandstorm has more offensive utility than Change Size & Heat combined, especially since ghuls are immune to fire damage.

    ** = This isn't really debateable, but needs clarification. They both get Change Shape, Darkvision 60’, & Telepathy 100’. But the genie only gets immunity to fire, plane shift (1/day? At will?), & vulnerability to cold (not good) beyond that. Ghuls get Damage Reduction 5/good, Elemental Immunity (both fire & cold), & Spell Resistance 19, which is a demonstrably better package.

    *** = This one is too complicated to get into, but suffice to say that the ghul's 3 extra hit dice, when combined with their 4 extra points of INT, makes for a broader & better skill set.

    **** = I'll admit, the ghul's feat choices are far from optimal. I made the ghul before we designed our setting's many, many feats, so if I had to redo their feat selection, I would choose a much better set. But the efreeti's feats are also very subpar, so I call it a wash & just count the total number of feats. They both get a bonus feat, & to be fair, the efreeti's (Improved Initiative) to better than the ghul's (Dodge).


    So, in summation, a battle between a ghul & an efreeti would be a curb-stomp, with the ghul forcing the efreeti to withdraw at best. The only categories where the efreeti edges out the ghul are Initiative (thanks to their bonus feat), their DEX (a +0 advantage), & their WIS (same story as DEX). In every other metric, the ghul beats the efreeti easily. I wrote & re-wrote the ghul to be fairly & accurately superior to genies, & their CR appropriately reflects that thorough balancing. It would take 4 efreet to fight a single ghul to a standstill, & even then, the ghul may still have an advantage. Ghuls are noticeably more intelligent, & should be played thusly, meaning that they can use their abilities in a superior strategic manner. Also, a straight fight favors the ghul, whereas the efreeti are still off using their numerical superiority to flee.

    And with other genies, the disparity in power levels is even more striking. Djinn & Jann have no hope of surviving an encounter with a ghul, being even less powerful than an efreeti. And the Dao/Marids (either the Manual of the Planes versions or the ones from the Hourglass of Zihaja) fare no better. In any case, the best strategy for a genie facing a ghul is to run; any other approach would just end in failure.

    Really, your position in this matter is indefensible, Gareth. I can only conclude that you must have missed something in the numbers, or discounted some or all of the ghul's advantages. A strict analysis, like the one above, easily shows that the ghul is a genie-shredding machine, in sharp contrast to your supposition that ghuls cannot perform that task adequately. I suggest that in the future, you should take the time to get your facts right before you disparage someone's work.

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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    I might be a bit late on this, but I noticed that there are no stats for any tasked Genie for 4e. Have I missed something in the main thread, or has there been issues for stating them?

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