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    Default [Hourglass of Zihaja] Chapter 9: Creatures


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    Last edited by Zeta Kai; 2012-02-24 at 09:42 PM.

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

    New Monsters

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

    Aazlai

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    Warrior 1
    Medium Monstrous Humanoid
    Hit Dice: 1d8+4 (8HP)
    Initiative: +2
    Speed: 40’ (8 squares)
    Armor Class: 16 (+2 Dex, +2 natural, +2 leather); touch 12; flat-footed 14
    Base Attack/Grapple: +1/+9
    Attack: Handaxe +5 melee (1d6+4/×3) or Claw +5 melee (1d6+4)
    Full Attack: Handaxe +5 melee (1d6+4/×3) or 2 Claws +5 melee (1d6+4) & Bite +0 melee (1d4+2)
    Space/Reach: 5’/5’
    Special Attacks: Rake 1d6+4
    Special Qualities: Darkvision 60’, Monstrous Humanoid traits, Powerful Build
    Saves: Fort +4, Ref +4, Will +3
    Abilities: Str 18 (+4), Dex 14 (+2), Con 19 (+4), Int 10 (+0), Wis 13 (+1), Cha 8 (-1)
    Skills: Intimidate +3, Climb +8, Spot +3, Survival +5
    Feats: Cleave, Power Attack (bonus)
    Environment: warm plains (Siraaj)
    Organization: solitary, pair, pride (3-10), or tribe (12-30)
    Challenge Rating: 2
    Treasure: standard
    Alignment: usually Chaotic Good
    Advancement: by character class
    Level Adjustment: +2

    Combat
    As a people, the aazlai are proud & confident, so they are eager to prove their value in battle. They consider surrender or retreat to be disgraceful, so they will fight to the death. Although they are quite adept at using tools & manufactured weapons, they will often rely on their claws in a fight, especially if they are angered. They have contempt for guile & subterfuge, so they will eschew the use of ambushes or guerilla tactics, if at all possible.

    Rake (Ex): Attack bonus +5 melee, damage 1d6+4.

    Monstrous Humanoid traits: All creatures with the Monstrous Humanoid type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with all simple weapons.
    • Monstrous humanoids not indicated as wearing armor are not proficient with armor or shields.
    • Monstrous humanoids eat, sleep, & breathe.

    Powerful Build (Ex): Whenever an aazlai is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it. It is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. An aazlai can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size. The benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category.

    Aazlai Lore
    Characters that have ranks in Knowledge (Nature) can learn more about aazlai. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC12: “Roaming the wide, sun-baked savannahs are nomadic tribes of feline warriors.” A character making this check recalls all monstrous humanoid traits.
    • DC17: “These noble & proud warriors are most properly known as the aazlai, although they are often called Lion-Men, among other names.” A character making this check knows the workings of an aazlai’s natural weapons & Rake ability.
    • DC22: “The aazlai have no interest in urban life, preferring their annual migrations & simple traditions.” A character making this check remembers the mechanics of an aazlai’s statistical bonuses.
    • DC27: “They appear to have a patriarchal culture, but it is actually the alpha females who rule the affairs of the pride.” A character making this check is familiar with where local aazlai can be found.

    Abilities & Racial Features
    • +6 Strength, +4 Constitution.
    • Monstrous Humanoid: An aazlai is not subject to spells or effects that affect humanoids only, such as charm person or dominate person. It is still subject to charm monster or dominate monster, however.
    • Medium Size: As Medium creatures, aazlai have no special bonuses or penalties due to their size.
    • An aazlai’s base land speed is 40 feet.
    • Darkvision out to 60 feet.
    • Power Attack: An aazlai receives Power Attack as a bonus feat.
    • Racial Skills: An aazlai has a +2 racial bonus on Climb, Intimidate, & Survival checks.
    • +2 natural armor bonus.
    • Natural Weapons (Ex): 2 Claws (1d6 + Str); slashing damage. Bite (1d4 + Str); piercing damage.
    • Rake (Ex): Attack bonus +4 melee, damage 1d6 + Strength.
    • Powerful Build (Ex): Whenever an aazlai is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it. It is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. An aazlai can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size. The benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category.
    • Automatic Languages: Zimbalai. Bonus Languages: Common, Gnoll, & Qamilai.
    • Favored Class: Barbarian.
    • Level Adjustment: +2.

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    Racial Statistics
    Average Height: 6’0” - 7’0”
    Average Weight: 180-300 lbs.

    Ability Scores: +2 Strength OR +2 Dexterity, +2 Charisma
    Size: Medium
    Speed: 7 squares
    Vision: Low-light

    Languages: Common, Zimbalai
    Skill Bonuses: +2 Diplomacy, +2 Athletics
    Circle the Prey: +1 racial bonus to attack with flanking
    Unending Persistence: +3 racial bonus to saving throws against slowed, immobilized & restrained.
    Feral Roar: You gain the Feral Roar encounter power.

    Feral Roar
    • Your ferocious bellow throws your foes cowering at your feet
    • Encounter * Fear
    • Minor Action Close Blast 5
    • Target: Each enemy in blast
    • Attack: Intelligence +2, Wisdom +2 or Charisma +2 vs. Will
    • Hit: The target is knocked prone & cannot stand up until the start of your next turn.
    • Special: Increase the attack bonus to +4 at level 11, & increase the attack bonus to +6 at level 21. At character creation, choose one of Intelligence, Wisdom or Charisma. That ability score becomes the one you use for this racial power. Once made, this choice cannot be changed.

    Favored Classes: Barbarian, Warlord, Sorcerer, Paladin


    The creature before you looks like a powerfully-built human, only it is covered in short tan fur. It has a long thin tail, which waves & twitches slowly & erratically. Its head is like that of a great lion, with golden eyes that exude a calm, proud intelligence.

    The savannas of Siraaj are dangerous places, full of ravenous predators & brutally-defensive prey. It takes a strong & resilient people to survive in such a harsh environment. A prime example of this axiom is the strength & endurance exhibited by the preeminent survivors of the wilderness, the Aazlai (ahz-LIE).

    Also known as the Zimbalqani (singular Zimbalqanas, from an Admajai phrase, meaning “Lion-Folk”), most civilized people just call them the Lion-Men. These leonine creatures are savage, yet proud; simple, yet wise; plebian, yet lordly. They are noble beings, honest to a fault, yet they have never become a part of cultured society. It seems that they enjoy their distance from the cities, & they even express disdain for the urban lifestyle, preferring their traditional nomadic ways.

    An aazlai is about 6-7’ tall & weighs around 180-300 pounds. They speak Zimbalai & Common, & almost always with an air of superiority.

    Plot Hooks
    • A pride of aazlai is crossing the desert on their way to an annual gathering of tribes.
    • A lone aazlai is seeking help in righting the wrong that caused his exile from his pride.
    • The local aazlai have been disappearing lately, causing concern for their allies.
    Last edited by Zeta Kai; 2011-03-08 at 10:27 PM.

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

    Almasti

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    Medium Outsider (Extraplanar)
    Hit Dice: 4d8+4 (22HP)
    Initiative: +8
    Speed: 40’ (8 squares)
    Armor Class: 18 (+4 Dex, +4 natural); touch 14; flat-footed 14
    Base Attack/Grapple: +4/+7
    Attack: Claw +7 melee (1d6+3)
    Full Attack: 2 Claws +7 melee (1d6+3)
    Space/Reach: 5’/5’
    Special Attacks: Disruption, Spell-Like Abilities
    Special Qualities: Birth Div, Darkvision 60’, Extraplanar traits, Outsider traits
    Saves: Fort +5, Ref +8, Will +6
    Abilities: Str 17 (+3), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 15 (+2), Cha 12 (+1)
    Skills: Climb +10, Gather Information +8, Jump +10, Knowledge (Local) +7, Listen +11, Search +7, Spot +11, Survival +9
    Feats: Alertness, Improved Initiative
    Environment: warm deserts (Najmah)
    Organization: solitary, pair, or pack (3-5)
    Challenge Rating: 4
    Treasure: ½ standard
    Alignment: always Neutral Evil
    Advancement: 5-12HD (Medium)
    Level Adjustment: N/A

    Combat
    Almasti usually eschew armed conflict, as they are cowardly & dislike a fair fight. When pressed into battle, they are brutal enemies. They often employ their spell-like abilities at the beginning of combat, & then later rely on their claws & their Disruption ability to finish off adversaries. If they are losing the fight, then they won’t hesitate to use their dimension door to escape & pick an easier target.

    Disruption (Su): An almasti can disrupt a creature’s organs with its touch; upon a successful touch attack, an opponent must make a Fortitude save (DC15) or take 2d6 sonic damage; the save DC is Strength-based; if the target is a pregnant woman, she will immediately miscarry the child on a failed saving throw

    Spell-Like Abilities
    • At Will: daze (DC11), touch of fatigue (DC11)
    • 1/Day: dimension door (DC15), summon monster I
    • Caster level 8th. The save DCs are Charisma-based.

    Birth Div (Su): Once per day, an almasti can spawn a Div; this Div will follow the orders of the almasti that birthed it without question, as if the almasti were using a dominate monster spell upon it at all times

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • Unlike most other living creatures, an outsider does not have a dual nature; its soul & body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
    • Proficient with all simple & martial weapons.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).

    Almasti Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about almasti. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC14: “There exists a type of hag that preys on women.” A character making this check recalls all extraplanar outsider traits.
    • DC19: “Known as an almasti, these despicable monsters target new mothers & try to take their children away.” A character making this check knows the workings of the Disruption ability.
    • DC24: “Almasti harvest the organs of their victims for use as trophies, & they can spawn imp-like beasts.” A character making this check remembers the mechanics of Birth Div.
    • DC29: “They rarely if ever fight fair, usually using their foul magic to take on foes.” A character making this check is familiar with an almasti’s spell-like abilities.

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    The creature appears to be a bony, thin old woman, but with a bizarre face. Her skin is a deep red, her nose looks like lumpy clay, & she has fiery eyes. The grimace on her strange face reveals fanged teeth. A darkly-stained straw basket hangs from her shoulder.

    These vicious & remorseless hags are known by many names. Some call them the Desert Crones; others know them as an Aluq-Rimar (literally “Child-Thief”), & others still label them as simply Al. But the most commonly-accepted name is Almasti.

    The almasti (ahl-MAH-stee) are truly hateful beings, leaving death & sorrow in their wake. They target woman almost exclusively, opting mostly on pregnant women or women with newborn babies. They delight in causing women to miscarry, for they savor the grief shown by the anguished mother. Almasti are fond of carrying trophies of their latest kills, & so they will stow the organs from women that they have recently slaughtered in a straw bag. They will also often steal newborn babies, replacing them with their own hellish spawn. What becomes of these infants is not known for sure, but it is speculated that they are either eaten for sustenance or turned into more almasti.

    An almasti is about 5’ tall & weighs around 110 pounds. They rarely speak, but when they do, it is usually Common or Ghul, & it is always with contempt & malice.

    Plot Hooks
    • There has been a rash of slayings recently, involving pregnant women & young mothers.
    • A strange hag has been sighted at the edge of town, causing panic among the citizens.
    • A local woman claims that her baby has turned into a div.

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

    Ammut

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    Medium Magical Beast
    Hit Dice: 8d10+32 (76HP)
    Initiative: +2
    Speed: 60’ (12 squares)
    Armor Class: 24 (+2 Dex, +12 natural); touch 12; flat-footed 22
    Base Attack/Grapple: +8/+15
    Attack: Bite +15 melee (1d6+7 + Consume Soul) or Claw +15 melee (1d8+7)
    Full Attack: Bite +15 melee (1d6+7 + Consume Soul) & 2 Claws +10 melee (1d8+3)
    Space/Reach: 5’/5’
    Special Attacks: Consume Soul, Frightful Presence, Judgment
    Special Qualities: Magic Missile, Magical Beast traits, Skills, Teleport
    Saves: Fort +10, Ref +8, Will +5
    Abilities: Str 24 (+7), Dex 14 (+2), Con 19 (+4), Int 15 (+2), Wis 17 (+3), Cha 9 (-1)
    Skills: Diplomacy +12, Knowledge (any 2) +9, Sense Motive +18, Spot +14
    Feats: Negotiator, Power Attack, Run
    Environment: any (Siraaj or Najmah)
    Organization: solitary, pair, tribunal, or court (4-12)
    Challenge Rating: 8
    Treasure: standard
    Alignment: always True Neutral
    Advancement: 9-15HD (Medium), 16-23HD (Large), 24-31HD (Huge), 32-39 (Gargantuan), 40-48 (Colossal)
    Level Adjustment: N/A

    Combat
    Ammuti are practically-minded strategists, & as such, they rarely act in a reckless manner. They usually begin an encounter on their own terms, most often by observing their target & then teleporting into range once they are ready. Using the element of surprise, they will use their Judgment ability to assess an opponent, & then either attack or converse accordingly. They will continue to use their Teleport ability freely during battle, avoiding flanking attacks, taking advantageous positions, obviating defenses, & generally wreaking mayhem. They strongly favor hit-&-run tactics, teleporting in close to deal melee damage with their Bite & Claw attacks & then teleporting out before an effective resistance can be raised. They will also soften up stronger opponents by blasting them with magic missile from afar. If a battle is going badly for them, an ammut will not hesitate to teleport away before they get injured too seriously.

    Consume Soul (Su): Upon hitting a living target with a Bite attack, an ammut can choose to devour a creature’s soul; the opponent must make a Will save (DC10 + the ammut’s HD + the ammut’s Wisdom modifier) or immediately die (-10HP); an opponent that has been killed in this manner has had its soul consumed, & therefore cannot be brought back to life with spells such as raise dead, reincarnate, & resurrection; it takes more powerful magical effects such as limited wish, wish, miracle, or true resurrection to restore the soul; constructs, elementals, oozes, extraplanar outsiders, undead & vermin do not have consumable souls, & are therefore immune to this attack.

    Frightful Presence (Su): An ammut can inspire terror with its mere proximity to others. Other ammuts & greater devas are immune to this aura of fear. Affected creatures must succeed on a Will save or become shaken, remaining in that condition as long as they remain with 60’ of the ammut. The save DC is 10 + the ammut’s HD + the ammut’s Wisdom modifier. Affected creatures that come within 20’ must succeed another Will save (with the same DC) or become frightened; those that succeed this save are merely shaken.

    Judgment (Su): An ammut can see into a creature’s inner nature, so as to better discern the relative merit of their soul; this is equivalent to the ammut possessing a permanent true seeing spell, as well as allowing the ammut to sense if a creature’s soul has been judged before or not; this also allows the ammut to sense a creature’s alignment; all attempts to conceal an alignment offer the ammut a Will save (DC15) to perceive it; use of this ability is a free action, but a creature has to be within 40’ for this ability to be used

    Magical Beast traits: All creatures with the Magical Beast type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with its natural weapons only.
    • Proficient with no armor.
    • Magical Beasts eat, sleep, & breathe.

    Skills: An ammut has a +6 racial bonus on Knowledge checks (any 1) & Sense Motive checks.

    Magic Missile (Sp): An ammut can use magic missile as an at-will spell-like ability, with a total of 5 missiles available per round & a range of 200’ (40 squares).

    Teleport (Sp): An ammut can use teleport as an at-will spell-like ability, with a range of 1,000 miles.

    Ammut Lore
    Characters that have ranks in Knowledge (Arcana) can learn more about ammuti. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC18: “In the world of the Afterlife, there are imposing creatures with minds that are sharper than those of most men.” A character making this check recalls all magical beast traits.
    • DC23: “These beasts are called the ammuti, & they have the power to judge men’s souls.” A character making this check knows the workings of the Judgment ability.
    • DC28: “They have many magical powers, but the most terrifying is their ability to devour the souls of the dead.” A character making this check remembers the mechanics of Consume Soul.
    • DC33: “They are also adept at confounding their enemies with rapid-fire teleportation & magical blasts.” A character making this check is familiar with an ammut’s skill bonuses, Magic Missile, & Teleport ability.

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    Suddenly, a strange beast appears before you from out of thin air. It appears to be composed of body parts from many different animals. It has the head & tail of a crocodile, the mane & front legs of a lion, & the back legs & body of a hippopotamus. The bizarre patchwork creature regards you with an aloof intelligence, as if it were scrutinizing your very soul.

    When a sentient creature dies in the world of Siraaj, its soul is escorted by their hafaza to the Pit of Fate. There, the soul waits for 21 days, after which it is bid upon by the devas & the devils. After the bidding, if the soul has not been recruited by either party, then its worth is determined by ambivalent creatures that assess its spiritual value & render judgment. These fearsome & daunting beings are called the Ammuti, also known as the Uzari Qidar (“Devourers of Souls”).

    An ammut (ah-MOOT) may look like a lowly beast (albeit an extraordinary one), but its inhuman form contains a shrewd, discerning mind. But just because they are wise does not mean that they are no less dangerous; in fact, their acumen makes them even more implacable opponents than their bestial frame would suggest. An Ammut will consume a soul it deems unworthy of reincarnation, so those that shirk their natural duty to deliver sound judgment can become dire threats to all those around them. Those rare ammuti that escape into the world of Siraaj usually become ravenous soul-eating berserkers (IE Chaotic Evil).

    An ammut is about 5½’-7½’ long, about 2½’-3’ tall, & weighs around 120-180 pounds. They speak Common & at least two other languages (usually one of the elemental tongues; rarely Draconic or Ghul).

    Plot Hooks
    • A bizarre beast has appeared in the nearby desert, leaving corpses that cannot be resurrected or raised.
    • A group of repentant clerics is planning a pilgrimage to the Pit of Fate to seek redemption from an ammut for their past misdeeds.
    • A court of ammuti is meeting at an oasis for some mysterious reason, & all attempts to approach them are met with hostility.
    Last edited by Zeta Kai; 2011-03-12 at 04:22 PM.

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

    Chamrosh

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    Small Magical Beast
    Hit Dice: 4d10 (22HP)
    Initiative: +4
    Speed: 40’ (8 squares), Fly 40’ (8 squares, average maneuverability)
    Armor Class: 19 (+1 size, +4 Dex, +4 natural); touch 15; flat-footed 15
    Base Attack/Grapple: +4/+0
    Attack: Bite +5 melee (1d6)
    Full Attack: Bite +5 melee (1d6) & 2 Claws +5 melee (1d4)
    Space/Reach: 5’/5’
    Special Attacks: Pounce, Rake 1d6
    Special Qualities: Darkvision 60’, Low-Light Vision, Magical Beast traits, Scent
    Saves: Fort +4, Ref +8, Will +2
    Abilities: Str 11 (+0), Dex 19 (+4), Con 10 (+0), Int 5 (-3), Wis 13 (+1), Cha 8 (-1)
    Skills: Listen +5, Spot +5
    Feats: Alertness, Flyby Attack (Bonus), Wingover
    Environment: warm deserts (Siraaj)
    Organization: solitary, pair, or pack (3-9)
    Challenge Rating: 2
    Treasure: N/A
    Alignment: usually Chaotic Good
    Advancement: 5-8HD (Small), 9-12HD (Medium)
    Level Adjustment: +2 (cohort)

    Combat
    A chamrosh is unlikely to initiate a battle on its own. However, if a chamrosh is pressed, it will attack defensively. More likely, it will use its aerial superiority to avoid a fight, all the while baiting its foes into unfavorable positions. If forced into a skirmish, a chamrosh will strike often with their Rake attacks, pouncing whenever possible. It is important to note that chamroshi are very sociable among their own kind, & so they will rarely enter into combat alone.

    Pounce (Ex): If a chamrosh dives upon or charges a foe, it can make a full attack, including two rake attacks.

    Rake (Ex): Attack bonus +5 melee, damage 1d6.

    Magical Beast traits: All creatures with the Magical Beast type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with its natural weapons only.
    • Proficient with no armor.
    • Magical Beasts eat, sleep, & breathe.

    Scent (Ex): A chamrosh can detect opponents by sense of smell within 60’ (×2 for upwind opponents, ×½ for downwind opponents)

    Chamrosh Lore
    Characters that have ranks in Knowledge (Arcana) can learn more about chamroshi. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC12: “Some travelers have been rescued from certain death in the desert by magical flying dogs.” A character making this check recalls all magical beast traits.
    • DC17: “These dog-bird hybrids are called chamroshi, & they have a keen sense of smell.” A character making this check knows the workings of the Scent ability.
    • DC22: “A chamrosh are clever about leading people to safety (or to their doom). On the rare occasions in which they must fight, they frequently pounce on their enemies, raking them with their claws.” A character making this check remembers the mechanics of Pounce & Rake.

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    4E monster statistics provided by Zocelot


    At first, the creature before appears to be a mid-sized hound, remarkable only for the fact that it is staring directly at you. But as it approached, it is clear that this is no ordinary dog. Although most of its body is indeed canine in form, it bears the head of a large hawk. It also has feathered bulges on either flank, which it soon flexes to reveal large serviceable wings.

    The strange dog-bird hybrid known as the Chamrosh (CHAHM-rahsh) is a rare sight in the deserts of Siraaj, but not an unheard-of one. Many tales speak of their kind, helpful nature, & more than one traveler’s life has been saved when a chamrosh found them lost in the barren wastes & led them to safety. Also known as the Qulzad Aqimar (“Desert Guides”), they are a welcome sight for wayward explorers, & sightings of them are considered good omens by desert nomads.

    The chamroshi are not completely without a darker side, though. They most often guide people back to civilization so as to steer them away from their dens. They also are known to lure those who would do them harm into the clutches of more malevolent desert creatures, such as divs, ghuls, dragons, or vulture harpies.

    A chamrosh is about 3½’-5’ long, about 1½’-2’ tall, & weighs around 70-130 pounds. They rarely speak, but they understand Common, & they are adept at making themselves understood without words.

    Plot Hooks
    • A wealthy noble is celebrating his recent rescue in the desert by a winged dog, but no one believes his outlandish tale.
    • A tribe of nomads is on a rampage, hunting for strange beings they call chamroshi.
    • A caravan has become lost in the wilderness, & rescuers haven’t had much luck finding them.

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

    Dandan

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    Colossal Magical Beast (Aquatic)
    Hit Dice: 36d10+540 (738HP)
    Initiative: +5
    Speed: Swim 60’ (12 squares)
    Armor Class: 40 (-8 size, +1 Dex, +27 natural, +10 deflection); touch 13; flat-footed 39
    Base Attack/Grapple: +36/+68
    Attack: Fin +44 melee (4d6+16) or Bite +44 melee (6d6+16) or Pulse Ray +29 ranged touch (4d12 sonic)
    Full Attack: 2 Fins +44 melee (4d6+16) & Bite +42 melee (6d6+8) & Tail Slap +42 melee (2d8+8) or 2 Pulse Rays +29 ranged touch (4d12 sonic)
    Space/Reach: 30’/20’
    Special Attacks: Improved Grab, Powerful Charge, Swallow Whole
    Special Qualities: Aquatic traits, Current Shield, Damage Reduction 15/epic, Fast Healing 10, Immunities, Magical Beast traits, Resistance to acid 10 & electricity 10, Resurrection, Scent, Spell Resistance 36
    Saves: Fort +35, Ref +23, Will +21
    Abilities: Str 42 (+16), Dex 13 (+1), Con 40 (+15), Int 1 (-5), Wis 16 (+3), Cha 19 (+4)
    Skills: Hide -12, Jump +23, Listen +12, Spot +13, Survival +12, Swim +25
    Feats: Alertness, Awesome Blow, Cleave, Combat Reflexes, Epic Will, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Hide)
    Environment: any aquatic (Siraaj)
    Organization: solitary (unique)
    Challenge Rating: 22
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 37-72HD (Colossal)
    Level Adjustment: N/A

    Combat
    The Dandan is a nearly-mindless beast, & will attempt to consume anything in its path. Any creature that assaults it or resists its endless hunger will be attacked in kind, & it knows nothing of surrender or mercy. The Dandan’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction. It prefers to swallow prey above all other forms of attack, but will use any attack at its disposal if necessary.

    Improved Grab (Ex): To use this ability, the Dandan must successfully perform a touch attack with one of its non-combatant tentacles. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, then it establishes a hold & can Swallow Whole.

    Powerful Charge (Ex): In addition to the normal benefits & hazards of a charge, this allows the Dandan to make a single Fin attack with a +44 attack bonus that deals 8d6+32 points of bludgeoning damage.

    Swallow Whole (Ex): The Dandan can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 1d8+16 points of crushing damage plus 1d8 points of acid damage per round from the Dandan’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the containment chamber (AC22). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The creature’s containment chamber can hold 1 Huge, 4 Large, 16 Medium, 32 Small, or 128 Tiny or smaller creatures.

    Pulse Ray (Ex): The Dandan can project sonic rays with a range of 360’ (72 squares); this attack overcomes damage reduction of any type, & deals 4d12 points of sonic damage.

    Aquatic traits: All creatures with the Aquatic subtype possess the following traits:
    • Swim speeds & thus can move in water without making Swim checks.
    • Can breathe underwater, & are immune to drowning (but not suffocation).

    Current Shield (Su): A thin magical layer of fast-moving water surrounds the Dandan, granting it a +10 deflection bonus to its Armor Class. This effect also has a 50% chance of blocking force & sonic-based attacks (apply this negation chance before applying Spell Resistance, if applicable).

    Immunities (Ex): The Dandan is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, & morale effects). In addition, it is immune to all forms of ability damage, ability drain, disease, energy drain, non-lethal damage, paralysis effects, poison, polymorphing, death effects, & sleep effects. Lastly, it is immune to cold- & fire-damage, both from magical & non-magical sources.

    Magical Beast traits: All creatures with the Magical Beast type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with its natural weapons only.
    • Proficient with no armor.
    • Magical Beasts eat, sleep, & breathe.

    Resurrection (Su): The Dandan cannot be slain by any normal means. If it is somehow killed, then its body will disintegrate within 1 round, leaving nothing behind. It will then be spontaneously remade at a random spot in the oceans of Siraaj within 1d20+20 days, completely intact & at full health; it will also be very hungry again.

    Scent (Ex): The Dandan can detect opponents by sense of smell within 60’ (×2 for upwind opponents, ×½ for downwind opponents).

    Dandan Lore
    Characters that have ranks in Knowledge (Arcana) can learn more about the Dandan. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC26: “A cyclopean beast roams the seas, consuming everything with its ravenous hunger.” A character making this check recalls all magical beast traits.
    • DC31: “This horrific creature is most commonly called the Dandan, but it is known by many other names throughout the world of Siraaj.” A character making this check knows the workings of the Dandan’s special attacks.
    • DC36: “The Dandan is particularly hated & feared by the Pahari, who would pay a pharaoh’s ransom for a way to end the cycle of resurrection & destruction.” A character making this check remembers the mechanics of the Dandan’s special qualities.

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    From out of the murky depths looms an immense shape. Its form is that of a titanic fish, but that’s impossible, for no mere fish could be so large. With a body the size of a castle’s tower, it moves through the water with surprising grace. It opens its cavernous jaws, revealing row after row of serrated teeth, each bigger than the blade of a battle axe.

    The Scourge of the Seas. Pahari’s Bane. The Demon of the Deep. Limalia’s Wrath. These names (& many more) are used to describe the supreme terror of the oceans. Swimming without needing rest, eating without being satiated, attacking without cause or mercy, this creature engenders fear & dread wherever it roams. Such is the story of the monster known as the Dandan.

    No one knows for sure where the Dandan came from, or why it was unleashed upon the world. Many conflicting legends surround its origins & purpose, but the truth is a mystery that has been lost to the mists of time. For all the strife that it causes to fishermen & sailors from above the waves, it wreaks tenfold the havoc to those creatures that spend their days under the sea. The Pahari hate the Dandan with a passion (many of their names for it are vulgar or profane), & they are eager to find a way to end its everlasting predations.

    The Dandan is about 60’ long, & weighs around 120 tons. It cannot speak.

    Plot Hooks
    • A group of Pahari has washed up on shore, claiming to be survivors of a band that was swallowed up by a reviled sea monster.
    • A marid city is sending messengers begging for aid after a sighting of an immense leviathan.
    • A marid is hiring explorers to help find a lost relic that can slay the mighty Dandan.

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

    Desert Centaur (AKA “Camelotaur”)

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    Warrior 1
    Large Monstrous Humanoid
    Hit Dice: 2d8+6 (15HP)
    Initiative: +2
    Speed: 50’ (10 squares)
    Armor Class: 12 (-1 size, +2 Dex, +1 natural); touch 11; flat-footed 10
    Base Attack/Grapple: +2/+7
    Attack: Composite Longbow (+1 Str bonus) +4 ranged (2d6+1/×3) or Hoof +3 melee (1d8+1)
    Full Attack: Composite Longbow (+1 Str bonus) +4 ranged (2d6+1/×3) & 2 Hooves -1 melee (1d8+0)
    Space/Reach: 10’/5’
    Special Attacks: Trample 1d8+1
    Special Qualities: Darkvision 60’, Hydration, Monstrous Humanoid traits
    Saves: Fort +3, Ref +5, Will +5
    Abilities: Str 12 (+1), Dex 15 (+2), Con 17 (+3), Int 12 (+1), Wis 14 (+2), Cha 10 (+0)
    Skills: Jump +5, Listen +6, Move Silently +6, Survival +13
    Feats: Endurance, Run (bonus)
    Environment: warm deserts (Siraaj)
    Organization: solitary, pair, caravan (3-15), or herd (16-80)
    Challenge Rating: 3
    Treasure: standard
    Alignment: usually Chaotic Neutral
    Advancement: by character class
    Level Adjustment: +1

    Combat
    Desert centaurs are tribal beings, & as such, they do not often fight alone. If a scout or a wandering hunter is confronted by itself, it will most likely run back to its herd rather than fight. They greatly prefer group tactics, such as flanking & collective trampling. They will usually enter a skirmish by firing their bows from afar, switching to hoof attacks once they’ve entered melee range. It is important to note that a desert centaur employing a lance deals double damage when it charges, just as a rider on a mount does.

    Trample (Ex): Attack bonus +7 melee, damage 1d8+6; Reflex save (DC16) for half damage; the save DC is Strength-based.

    Hydration (Ex): A desert centaur has a +10 racial bonus on Constitution checks to avoid thirst effects (non-lethal damage & fatigue). A desert centaur can go without water for 2 days plus a number of hours equal to its Constitution score before it must make a Constitution check.

    Monstrous Humanoid traits: All creatures with the Monstrous Humanoid type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with all simple weapons.
    • Monstrous humanoids not indicated as wearing armor are not proficient with armor or shields.
    • Monstrous humanoids eat, sleep, & breathe.

    Desert Centaur Lore
    Characters that have ranks in Knowledge (Nature) can learn more about desert centaurs. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC13: “In the desolate wastes of Siraaj, nomadic creatures wander about with the upper half of men & the lower half of camels.” A character making this check recalls all monstrous humanoid traits.
    • DC18: “These itinerant beings are known by many names, but their most common title is that of desert centaur, & they are said to be able to crush a man beneath their hooves.” A character making this check knows the workings of the Trample ability.
    • DC23: “Desert centaurs are well adapted to life in the arid wilderness, & can go for weeks without water.” A character making this check remembers the mechanics of Hydration.
    • DC28: “They are most active around sunrise or sunset, but they will travel day or night to get where they want to go.” A character making this check is familiar with at least one of the local centaur tribes, & knows where they can be found.

    Abilities & Racial Features
    Desert centaur characters possess the following racial traits:
    • Strength +4, Dexterity +2, Constitution +2.
    • Monstrous Humanoid: A desert centaur is not subject to spells or effects that affect humanoids only, such as charm person or dominate person. It is still subject to charm monster or dominate monster, however.
    • Large Size: As a Large creature, a desert centaur gains a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, & a -4 size penalty on Hide checks, but he or she uses Medium-size weapons, gains a +4 size bonus on Grapple checks, & his or her lifting & carrying limits are 2× of those of a Medium character.
    • A desert centaur’s base land speed is 50 feet.
    • Darkvision out to 60 feet.
    • Racial Hit Dice: A desert centaur begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, & base saving throw bonuses of Fort +0, Ref +3, & Will +3.
    • Racial Skills: A desert centaur’s monstrous humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Jump, Listen, Move Silently, & Survival. Desert centaurs have a +8 racial bonus on Survival checks.
    • Racial Feats: A desert centaur’s monstrous humanoid levels give it one feat. Also, a desert centaur receives Run as a bonus feat.
    • Natural Weapon (Ex): Hoof (1d8 + Str); bludgeoning damage.
    • Trample (Ex): Normal attack bonus, damage 1d8 + Str; Reflex save (DC10 + ½HD + Strength modifier) for half damage
    • Hydration (Ex): A desert centaur has a +10 racial bonus on Constitution checks to avoid thirst effects (non-lethal damage & fatigue). A desert centaur can go without water for 2 days plus a number of hours equal to its Constitution score before it must make a Constitution check.
    • +1 natural armor bonus.
    • Automatic Languages: Qamilai (Desert Centaur). Bonus Languages: Common & Zimbalai.
    • Favored Class: Barbarian.
    • Level Adjustment: +1.

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    4E monster statistics provided by Zocelot


    This creature has the body of a small, stocky camel. Instead of a camel’s head, however, a lean human’s upper body springs forth from where its neck should be. Its skin is as pale & tawny as the desert sands themselves. A short layer of coarse hair covers its entire body, thickening at the top of its head & in a mane that runs down its long back.

    A nomadic people, the desert centaurs roam the arid wastelands of Siraaj, moving from oasis to cavern, from cavern to camp, from camp to oasis, as the seasons change. They are known amongst themselves as the Qamili (singular Qamil), derived from the Admajai word for their kind. Most of the civilized world thinks of them as violent raiders, despite the fact that they rarely attack the city-states, or even approach them, & then only in desperation. Most of the time, they are content to live their bucolic lives, far from civilization & all its strange & troublesome complications.

    The desert centaurs are mostly nocturnal beings, sleeping during the day to hide from the merciless sun. They hunt in the twilight hours around sunrise & sunset, when most desert creatures are active, & they usually do their travelling in the middle of the cold desert night. They have a deep, rich culture, filled with shamanistic rituals & traditional legends of their past.

    They are mostly known among the people of the city-states as the Kentauri or the Camelotaurs, & one of the only well-known facts about them is that they are embroiled in a racial civil war. Once they were one united race, but for the past few centuries, a schism between the common single-humped Dromedary centaurs (AKA Mira Qalila) & the more rare dual-humped Bactrian centaurs (AKA Buqa Qalila) has erupted into a bitter feud. Neither side remembers the exact reason for the conflict, & the hostilities are currently locked in a long stalemate, so a brokered peace or renewals of violence are both likely outcomes at this point. These two sides are now only united by the mutual dislike for the more traditional steppe centaurs, with whom they are engaged in a near-constant state of war.

    A desert centaur is about 6½’-7½’ tall, 9’-11’ long, & weighs about 1,200-2,100 pounds. They speak in their own tongue (Qamilai), although some of them speak Common as well.

    Plot Hooks
    • A caravan has stopped in the desert to await the yearly arrival of a herd of Kentauri.
    • A crazed pharaoh is gathering an army to rout out the Camelotaurs in his territory, driven by tales & rumors of centaur-led raids on local villages.
    • A three-way conflict between steppe centaurs & both sects of desert centaurs threatens to erupt unless someone can resolve the escalating dispute.

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

    Deva, Asurana

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    Medium Outsider (Celestial, Extraplanar, Good)
    Hit Dice: 6d8+12 (39HP)
    Initiative: +8
    Speed: 40’ (8 squares), Fly 90’ (18 squares, good maneuverability)
    Armor Class: 22 (+4 Dex, +8 natural); touch 14; flat-footed 18
    Base Attack/Grapple: +6/+9
    Attack: +1 Flaming Greatsword +11 melee (2d6+5 plus 1d6 fire)
    Full Attack: +1 Flaming Greatsword +11/+6/+1 melee (2d6+5 plus 1d6 fire)
    Space/Reach: 5’/5’
    Special Attacks: Spell-Like Abilities
    Special Qualities: Celestial traits, Damage Reduction 10/--, Darkvision 60’, Extraplanar traits, Fire Resistance 20, Good traits, Heavenly Deflection, Outsider traits, Soothing Presence of Nature, Spell Resistance 19
    Saves: Fort +7, Ref +9, Will +10
    Abilities: Str 17 (+3), Dex 18 (+4), Con 15 (+2), Int 16 (+3), Wis 16 (+3), Cha 18 (+4)
    Skills: Balance +13, Concentration +11, Diplomacy +15, Intimidate +13, Knowledge (Arcana) +12, Knowledge (Religion) +12, Knowledge (The Planes) +12, Listen +12, Sense Motive +12, Spellcraft +12, Spot +12
    Feats: Improved Initiative, Iron Will, Weapon Focus (Greatsword)
    Environment: any (Najmah)
    Organization: solitary, pair, squad (3-6), or legion (7-30)
    Challenge Rating: 9
    Treasure: N/A
    Alignment: always any Good
    Advancement: 7-12HD (Medium), 13-18HD (Large)
    Level Adjustment: +3

    Combat
    Asurana devas enjoy battle & prefer to wade into melee with a firm grip on their +1 Flaming Greatswords. They often bless the weapons of their allies, as well as assisting them with aid, protection from arrows, & cure effects. They will also employ their Heavenly Deflection as often as possible, retaliating with holy smite attacks.
    Asurana devas can be summoned using a summon monster VII spell.

    Spell-Like Abilities
    • At Will: aid, create food & water, detect evil, protection from arrows (DC16)
    • 3/Day: bless weapon, cure serious wounds (DC17), holy smite (DC18)
    • 1/Day: raise dead
    • Caster level 9th. The save DCs are Charisma-based.

    Celestial traits: All creatures with the Celestial subtype possess the following traits:
    • Darkvision out to 60’ & low-light vision.
    • Immunity to acid, cold, & petrification.
    • Resistance to electricity 10 & fire 10.
    • +4 racial bonus on saves against poison.
    • Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC & a +4 resistance bonus on saving throws to anyone within 20’ of the celestial. Otherwise, it functions as a magic circle against evil effect & a lesser globe of invulnerability, both with a radius of 20’ (caster level equals celestial’s HD). (The defensive benefits from the circle are not included in a celestial’s statistics block.)
    • Tongues (Su): All celestials can speak with any creature that has a language, as though using a tongues spell (caster level equal to celestial’s Hit Dice). This ability is always active.

    Good traits: All creatures with the good subtype possess the following traits:
    • If the good creature’s alignment changes, then it will still retain this subtype.
    • Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment.
    • A creature with the good subtype overcomes damage reduction as if its natural weapons & any weapons it wields were good-aligned.

    Heavenly Deflection (Su): An asurana deva can deflect ranged attacks & certain spells by batting them away with its +1 flaming greatsword as an immediate action. When a ranged attack, ray, or single-target spell would ordinarily hit or affect the deva, the deva can make a Reflex saving throw (DC20, +1 for each subsequent attempt that round). If the ranged weapon has an enhancement bonus, then the DC increases by that amount. If the attack is from a spell, then the spell level is added to the DC. If the deva succeeds the saving throw, then the attack is deflected, & therefore has no effect. Deflected spells are negated as if counterspelled. The deva must be aware of an attack in order to be able to deflect it.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • Unlike most other living creatures, an outsider does not have a dual nature; its soul & body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
    • Proficient with all simple & martial weapons.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).

    Soothing Presence of Nature (Ex): Asurana devas have a calm spirit that is pleasing to the inhabitants of the natural world. Unless magically compelled to do so, an animal or a plant (as per the creature types) will not attack an asurana deva unless attacked by it first.

    Asurana Deva Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about asurana devas. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC19: “Even if the gods do not answer our prayers often, their agents walk the earth & seek to oppose evil forces.” A character making this check recalls all extraplanar, good, & outsider traits.
    • DC24: “Known as a deva, these agents are of the Order of Asurana, & they are very difficult to harm.” A character making this check knows the workings of the Fire Resistance, the Heavenly Deflection, & the Soothing Presence of Nature abilities.
    • DC29: “Asurana devas have many magical powers to fight evil & maintain balance in the world.” A character making this check remembers a deva’s spell-like abilities.
    • DC34: “They are agreeable beings, eager to socialize with people, learning whatever they can of mortal life.” A character making this check is familiar with how to find & contact an asurana deva.

    Abilities & Racial Features
    Asurana deva characters possess the following racial traits:
    • Strength +2, Dexterity +6, Constitution +2, Intelligence +4, Wisdom +8, Charisma +6.
    • Outsider (Extraplanar): Asurana devas are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on them. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life. They breathe, but do not need to eat or sleep (although they can do so if they wish).
    • Medium Size: As Medium creatures, asurana devas have no special bonuses or penalties due to their size.
    • Racial Hit Dice: An asurana deva begins with 6 levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, & base saving throw bonuses of Fortitude +5, Reflex +5, & Will +5.
    • Racial Skills: An asurana deva’s outsider levels give it skill points equal to 9 × (8 + Int modifier, minimum 1). Its class skills are Concentration, Diplomacy, Intimidate, Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Sense Motive, & Spellcraft.
    • Racial Feats: An asurana deva’s outsider levels give it 3 feats.
    • An asurana deva’s base land speed is 40 feet.
    • An asurana deva’s base flight speed is 90 feet (good maneuverability).
    • Darkvision out to 60 feet & low-light vision.
    • Spell-Like Abilities
      • At Will: aid, create food & water, detect evil, protection from arrows (DC16)
      • 3/Day: bless weapon, cure serious wounds (DC17), holy smite (DC18)
      • 1/Day: raise dead
      • Caster level 9th. The save DCs are Charisma-based.
    • Celestial traits: All creatures with the Celestial subtype possess the following traits:
      • Immunity to acid, cold, & petrification.
      • Resistance to electricity 10 & fire 10.
      • +4 racial bonus on saves against poison.
      • Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC & a +4 resistance bonus on saving throws to anyone within 20’ of the celestial. Otherwise, it functions as a magic circle against evil effect & a lesser globe of invulnerability, both with a radius of 20’ (caster level equals celestial’s HD). (The defensive benefits from the circle are not included in a celestial’s statistics block.)
      • Tongues (Su): All celestials can speak with any creature that has a language, as though using a tongues spell (caster level equal to celestial’s Hit Dice). This ability is always active.
    • Good traits: All creatures with the good subtype possess the following traits:
      • If the good creature’s alignment changes, then it will still retain this subtype.
      • Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment.
      • A creature with the good subtype overcomes damage reduction as if its natural weapons & any weapons it wields were good-aligned.
    • Heavenly Deflection (Su): An asurana deva can deflect ranged attacks & certain spells by batting them away with its +1 flaming greatsword as an immediate action. When a ranged attack, ray, or single-target spell would ordinarily hit or affect the deva, the deva can make a Reflex saving throw (DC20, +1 for each subsequent attempt that round). If the ranged weapon has an enhancement bonus, then the DC increases by that amount. If the attack is from a spell, then the spell level is added to the DC. If the deva succeeds the saving throw, then the attack is deflected, & therefore has no effect. Deflected spells are negated as if counterspelled. The deva must be aware of an attack in order to be able to deflect it.
    • Soothing Presence of Nature (Ex): Asurana devas have a calm spirit that is pleasing to the inhabitants of the natural world. Unless magically compelled to do so, an animal or a plant (as per the creature types) will not attack an asurana deva unless attacked by it first.
    • +8 natural armor bonus.
    • Automatic Languages: Celestial (Deva). Bonus Languages: Archaic (Admajai) & Houri.
    • Favored Class: Cleric.
    • Level Adjustment: +3.

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    {4E Stats/Combat/Abilities/Lore}


    Appearing before you is an attractive human being. But this striking creature cannot be human, for a pair of beautiful feathered wings grows from its slender frame, & it must be a head taller than an average man. Its skin is a milky white, its hair is the color of polished silver, with eyes to match. Clad in a scant flimsy robes, the barefoot figure treads lightly upon the ground, as if barely weighed down by worldly affairs.

    As the rank-&-file soldiers in the war against all that is evil, devas are vigilant (& militant) representatives of divine power. In the Kamala, devas act in His stead, maintain the planar balance & combating evil beings wherever they may be found. Patrolling the mist-covered lands of Najmah are the Third Host, the devas of the Order of Asurana.

    Equal in rank to the better-known mitrana devas, an asurana deva (AH-shoor-AH-nah DAY-vah) is more worldly & personable than its kin of the other two orders. Despite their approachability & pleasantness, they are completely silent on certain matters. They will not speak of religious or existential matters, & they are quick to change the subject to less sensitive topics. Tranquil as a meditating monk, with flexible & practical personalities, asurana devas are often Chaotic Good.

    An asurana deva is about 7½’ tall, & weighs about 250 pounds. They speak Archaic, Celestial, & Houri.

    Plot Hooks
    • A deva has commanded a local church to obtain a lost relic.
    • A mysterious robed figure is gathering a small army to march into the desert, upsetting local rulers.
    • A legion of devas has appeared over a nearby city & won’t let anyone in or out.
    Last edited by Zeta Kai; 2011-07-01 at 08:55 AM.

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

    Deva, Rudrana

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    Medium Outsider (Celestial, Extraplanar, Good)
    Hit Dice: 10d8+50 (95HP)
    Initiative: +7
    Speed: 40’ (8 squares), Fly 90’ (18 squares, good maneuverability)
    Armor Class: 25 (+3 Dex, +12 natural); touch 13; flat-footed 22
    Base Attack/Grapple: +10/+15
    Attack: Mace of Smiting +15 melee (1d8+7)
    Full Attack: Mace of Smiting +15/+10/+5 melee (1d8+7)
    Space/Reach: 5’/5’
    Special Attacks: Spell-Like Abilities
    Special Qualities: Celestial traits, Damage Reduction 10/--, Darkvision 60’, Deliverance from Death, Extraplanar traits, Good traits, Outsider traits, Spell Resistance 22, Uncanny Dodge
    Saves: Fort +12, Ref +10, Will +10
    Abilities: Str 20 (+5), Dex 16 (+3), Con 20 (+5), Int 16 (+3), Wis 17 (+3), Cha 19 (+4)
    Skills: Balance +16, Concentration +18, Diplomacy +19, Knowledge (Arcana) +16, Knowledge (Religion) +16, Knowledge (The Planes) +16, Listen +16, Move Silently +16, Sense Motive +16, Spellcraft +16, Spot +16
    Feats: Cleave, Great Cleave, Improved Initiative, Power Attack
    Environment: any (Najmah)
    Organization: solitary, pair, squad (3-6), or legion (7-30)
    Challenge Rating: 12
    Treasure: N/A
    Alignment: always any Good
    Advancement: 11-20HD (Medium), 21-30HD (Large)
    Level Adjustment: +2

    Combat
    While other devas appreciate battle, rudrana devas adore it & view combat as a welcome break from their tedious watch. They control the battlefield from above while they move in to harry enemies with powerful blows from their Mace of Smiting. They are also fond of protecting their allies with aid, protection from arrows, & cure effects.
    Rudrana devas can be summoned using a summon monster IX spell.

    Spell-Like Abilities
    • At Will: aid, detect evil, protection from arrows (DC16), water breathing (DC17)
    • 3/Day: cure serious wounds (DC17), hallow (DC19), holy smite (DC18)
    • 1/Day: dispel evil (DC19), raise dead
    • Caster level 11th. The save DCs are Charisma-based.

    Celestial traits: All creatures with the Celestial subtype possess the following traits:
    • Darkvision out to 60’ & low-light vision.
    • Immunity to acid, cold, & petrification.
    • Resistance to electricity 10 & fire 10.
    • +4 racial bonus on saves against poison.
    • Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC & a +4 resistance bonus on saving throws to anyone within 20’ of the celestial. Otherwise, it functions as a magic circle against evil effect & a lesser globe of invulnerability, both with a radius of 20’ (caster level equals celestial’s HD). (The defensive benefits from the circle are not included in a celestial’s statistics block.)
    • Tongues (Su): All celestials can speak with any creature that has a language, as though using a tongues spell (caster level equal to celestial’s Hit Dice). This ability is always active.

    Deliverance from Death (Ex): Rudrana devas are immune to all death spells & magical death effects. They are likewise immune to ability damage, ability drain, & energy drain.

    Good traits: All creatures with the good subtype (known as angels) possess the following traits:
    • If the good creature’s alignment changes, then it will still retain this subtype.
    • Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment.
    • A creature with the good subtype overcomes damage reduction as if its natural weapons & any weapons it wields were good-aligned.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • Unlike most other living creatures, an outsider does not have a dual nature; its soul & body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
    • Proficient with all simple & martial weapons.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).

    Uncanny Dodge (Ex): Rudrana devas can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still loses her Dexterity bonus to AC if immobilized.

    Rudrana Deva Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about rudrana devas. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC22: “Even if the gods do not answer our prayers often, their agents walk the earth & seek to oppose evil forces.” A character making this check recalls all extraplanar, good, & outsider traits.
    • DC27: “Known as a deva, these agents are of the Order of Rudrana, & they are very difficult to harm.” A character making this check knows the workings of the Deliverance from Death & the Uncanny Dodge abilities.
    • DC32: “Rudrana devas have many magical powers to fight evil & maintain balance in the world.” A character making this check remembers a deva’s spell-like abilities.
    • DC37: “They are reticent beings, for they will not speak of godly affairs, despite their presumed knowledge.” A character making this check is familiar with how to find & contact a rudrana deva.

    Abilities & Racial Features
    Rudrana deva characters possess the following racial traits:
    • Strength +6, Dexterity +8, Constitution +8, Intelligence +2, Wisdom +6, Charisma +6.
    • Outsider (Extraplanar): Rudrana devas are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on them. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life. They breathe, but do not need to eat or sleep (although they can do so if they wish).
    • Medium Size: As Medium creatures, rudrana devas have no special bonuses or penalties due to their size.
    • Racial Hit Dice: An rudrana deva begins with 10 levels of outsider, which provide 10d8 Hit Dice, a base attack bonus of +10, & base saving throw bonuses of Fortitude +7, Reflex +7, & Will +7.
    • Racial Skills: An rudrana deva’s outsider levels give it skill points equal to 13 × (8 + Int modifier, minimum 1). Its class skills are Concentration, Diplomacy, Intimidate, Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Sense Motive, & Spellcraft.
    • Racial Feats: An rudrana deva’s outsider levels give it 4 feats.
    • An rudrana deva’s base land speed is 40 feet.
    • An rudrana deva’s base flight speed is 90 feet (good maneuverability).
    • Darkvision out to 60 feet & low-light vision.
    • Spell-Like Abilities
      • At Will: aid, detect evil, protection from arrows (DC16), water breathing (DC17)
      • 3/Day: cure serious wounds (DC17), hallow (DC19), holy smite (DC18)
      • 1/Day: dispel evil (DC19), raise dead
      • Caster level 11th. The save DCs are Charisma-based.
    • Celestial traits: All creatures with the Celestial subtype possess the following traits:
      • Immunity to acid, cold, & petrification.
      • Resistance to electricity 10 & fire 10.
      • +4 racial bonus on saves against poison.
      • Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC & a +4 resistance bonus on saving throws to anyone within 20’ of the celestial. Otherwise, it functions as a magic circle against evil effect & a lesser globe of invulnerability, both with a radius of 20’ (caster level equals celestial’s HD). (The defensive benefits from the circle are not included in a celestial’s statistics block.)
      • Tongues (Su): All celestials can speak with any creature that has a language, as though using a tongues spell (caster level equal to celestial’s Hit Dice). This ability is always active.
    • Deliverance from Death (Ex): Rudrana devas are immune to all death spells & magical death effects. They are likewise immune to ability damage, ability drain, & energy drain.
    • Good traits: All creatures with the good subtype possess the following traits:
      • If the good creature’s alignment changes, then it will still retain this subtype.
      • Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment.
      • A creature with the good subtype overcomes damage reduction as if its natural weapons & any weapons it wields were good-aligned.
    • Uncanny Dodge (Ex): Rudrana devas can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still loses her Dexterity bonus to AC if immobilized.
    • +12 natural armor bonus.
    • Automatic Languages: Celestial (Deva). Bonus Languages: Archaic (Admajai) & Houri.
    • Favored Class: Paladin.
    • Level Adjustment: +2.

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    {4E Stats/Combat/Abilities/Lore}


    A handsome human being appears before you. It cannot be human, though, for it is at least a head taller than most men, & two large feathered wings grow from its well-muscled back. Its skin is dark brown, its hair is jet black, & its eyes are a piercing green. Clad in a simple loincloth, the pensive figure looks about, as if searching for something.

    As the rank-&-file soldiers in the war against all that is evil, devas are vigilant (& militant) representatives of divine power. In the Kamala, devas act in His stead, maintain the planar balance & combating evil beings wherever they may be found. Patrolling the mist-covered lands of Najmah are the Second Host, the devas of the Order of Rudrana.

    Equal in rank to the better-known mitrana devas, a rudrana deva (roo-DRAH-nah DAY-vah) is more stoic & reserved than its kin of the other two orders. Despite their beatific nature, they are completely silent on certain matters. They will not speak of religious or existential matters, & they are reluctant to talk about anything that isn’t related to their objectives. Divinely patient, with a great appreciation for balance, rudrana devas are often Neutral Good.

    A rudrana deva is about 7½’ tall, & weighs about 250 pounds. They speak Archaic, Celestial, & Houri.

    Plot Hooks
    • A quiet man in thick robes has been seen all around town, apparently searching for something (or someone).
    • A squad of devas has engaged an entire horde of ghuls, & are losing the battle.
    • A wounded deva cannot speak of how or why he ended up left for dead in the desert sands.
    Last edited by Zeta Kai; 2011-07-01 at 08:53 AM.

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

    Dire Hyena

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    Large Animal
    Hit Dice: 6d8+18 (45HP)
    Initiative: +2
    Speed: 50’ (10 squares)
    Armor Class: 14 (-1 size, +2 Dex, +3 natural); touch 11; flat-footed 12
    Base Attack/Grapple: +4/+16
    Attack: Bite +12 melee (1d8+11)
    Full Attack: Bite +12 melee (1d8+11)
    Space/Reach: 10’/5’
    Special Attacks: Trip
    Special Qualities: Animal traits, Low-Light Vision, Scent, Skills
    Saves: Fort +8, Ref +7, Will +6
    Abilities: Str 26 (+8), Dex 15 (+2), Con 17 (+3), Int 2 (-4), Wis 13 (+1), Cha 10 (+0)
    Skills: Hide +2*, Listen +8, Spot +7
    Feats: Alertness, Run, Track (Bonus), Weapon Focus (bite)
    Environment: warm desert or plains (Siraaj)
    Organization: solitary or pack (5-8)
    Challenge Rating: 3
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 7-18HD (Large)
    Level Adjustment: N/A

    Combat
    Dire hyenas prefer to attack in packs, surrounding & flanking a foe when they can. A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles & attacks from the flanks or rear.

    Trip (Ex): A dire hyena 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 dire hyena.

    Animal Traits: All creatures with the Animal type possess the following traits:
    • Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).
    • Low-light vision.
    • Alignment: always Neutral.
    • Treasure: N/A.
    • Proficient with its natural weapons only. A non-combative herbivore uses its natural weapons as a secondary attack. Such attacks are made with a -5 penalty on the creature’s attack rolls, & the animal receives only ½ its Strength modifier as a damage adjustment.
    • Proficient with no armor unless trained for war.
    • Animals eat, sleep, & breathe.

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

    Skills: A dire hyena has a +2 racial bonus on Hide, Listen, Move Silently, & Spot checks. It also has a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.

    Dire Hyena Lore
    Characters that have ranks in Knowledge (Nature) can learn more about dire hyenas. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC13: “Prowling the wild savannahs are giant hyenas, wild dogs the size of a bear.” A character making this check recalls all animal traits.
    • DC18: “Properly called dire hyenas, these primal beasts can knock down their prey as easily as their smaller kin.” A character making this check knows the workings of the Trip ability.
    • DC23: “They are adept at tracking victims by smell, & will completely consume a creature, even so much as digesting the bones.” A character making this check remembers the mechanics of Scent, as well as the creature’s Skill bonuses.

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    Please see Cacklefiend Hyena in the Monster Manual 1, page 166.


    The monstrous beast is the size of a bear, but has the shape of an improbably-massive hyena. Its shaggy, matted fur is a mottled brown & tan, spotted with dark marks, & fading to black at the legs. Its primal face is a vicious drooling maw of fangs, with its tongue lolling out mindlessly. Its eyes are crazed & darting, as if the fiend were in a state of near-panic. The gruesome creature periodically emits a deep throaty cackle, as if laughing at its own sick joke.

    Dire hyenas are efficient pack hunters that will kill anything they can catch, & will gladly eat any animal, living or long since dead. Roaming the savannas of Siraaj, they are infamous for their cunning & their unnerving vocalizations.

    A dire hyena is about 8’-10’ long, about 4’-5’ tall, & weighs around 700-900 pounds. They cannot speak, but they can be taught to understand some simple commands; they react best to the Gnoll tongue.

    Plot Hooks
    • A small village has been hit hard by dire hyenas in recent months, & the attacks seem to be escalating.
    • An eccentric noble is in trouble with the sultan for keeping a dire hyena as a pet.
    • A caravan was slaughtered by a pack of dire hyenas, leaving only a sole survivor.
    Last edited by Zeta Kai; 2011-02-10 at 06:30 AM.

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

    Div

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    Small Outsider (Evil, Extraplanar)
    Hit Dice: 1d8 (4HP)
    Initiative: +8
    Speed: 20’ (4 squares), Fly 60’ (12 squares, perfect maneuverability)
    Armor Class: 18 (+1 size, +4 Dex, +3 natural); touch 15; flat-footed 14
    Base Attack/Grapple: +1/-2
    Attack: Glaive +3 melee (1d8+1/×3, 10’ reach)
    Full Attack: Glaive +3 melee (1d8+1/×3, 10’ reach)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Chrysalis, Darkvision 60’, Evil traits, Extraplanar traits, Immunity to Fear, Resistance to Fire 5, Outsider traits
    Saves: Fort +2, Ref +6, Will +3
    Abilities: Str 13 (+1), Dex 18 (+4), Con 10 (+0), Int 4 (-3), Wis 12 (+1), Cha 14 (+2)
    Skills: Hide +9, Move Silently +6, Spot +3
    Feats: Improved Initiative
    Environment: warm deserts (Najmah)
    Organization: solitary or brood (2-6)
    Challenge Rating: ½
    Treasure: Glaive, Small (1d8, 20/×3, 5lbs, slashing, 10’ reach)
    Alignment: always Neutral Evil
    Advancement: 2-3HD (Small), 4HD (Medium)
    Level Adjustment: N/A

    Combat
    Despite their small size, divi are utterly fearless in battle. A div will attack anything that is in its range, & will continue to attack until either itself or all moving creatures in the area are dead. They sometimes attack in small packs of no more than six, but only for short periods before they turn on each other. A div will usually “greet” new creatures by diving to attack from above with its glaive. It will then most often land, hacking at its foes in a crazed frenzy.

    Chrysalis (Ex): A div gains 1HD per year, assuming it survives that long. Upon gaining 4HD total (a rare achievement for the reckless divi), it will hide far from others, encasing itself in a protective cocoon for another year. This div pupa is Medium size, with an AC of 7 (as an inanimate object), a hardness of 8, & 18HP. After the end of that year, the cocoon will open to reveal a new almasti.

    Evil traits: All creatures with the Evil subtype (known as fiends) possess the following traits:
    • If the evil creature’s alignment changes, then it will still retain this subtype.
    • Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment.
    • A creature with the evil subtype overcomes damage reduction as if its natural weapons & any weapons it wields were evil-aligned.

    Immunity to Fear (Su): A div is completely immune to fear & fear-causing effects (magical or otherwise).

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • Unlike most other living creatures, an outsider does not have a dual nature; its soul & body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
    • Proficient with all simple & martial weapons.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).

    Div Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about divi. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC11: “Size doesn’t matter for certain monsters, as some wicked creatures make up for their small stature with added viciousness.” A character making this check recalls all extraplanar outsider traits.
    • DC16: “One such creature is commonly called a div, & this fiend is not only fearless, but also resistant to flames.” A character making this check knows of the div’s Immunity to Fear & Resistance to Fire.
    • DC21: “If they manage to survive, an advanced div will form a cocoon & begin to pupate.” A character making this check remembers the mechanics of Chrysalis.
    • DC26: “A div will never stop in its quest for slaughter & destruction; it will attack other divi, or even inanimate objects & structures.” A character making this check is familiar with a div’s combat tactics & monster statistics.

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    This little winged creature appears to be a small, gaunt humanoid with impish features. Its tail is barbed, its legs end in cloven hooves, & it sports tiny horns on its sloping head. The beast’s face is long & dull-looking, dominated by an outsized, hooked nose. Its hunched form would look pathetic if it were not for the fact that it is wielding a glaive aggressively.

    The malevolent spawn of the almasti, the divi (singular div) are the bane of all creatures. They relentlessly attack anything that moves, even others of their own kind. If they cannot find prey, they will destroy all breakable objects within sight before attacking walls & trees. They do not kill to eat, but seemingly just for the joy of the kill. In fact, the only time that the zealous fiends display any true joy is just after a choice slaughter.

    A div (DIHV) is about 2½’ tall & weighs around 35 pounds. They cannot speak, but they do comprehend simple, basic orders given in either Common or Ghul tongues.

    Plot Hooks
    • A local temple was recently destroyed by wild implike beasts.
    • A large cocoon was discovered in a nearby cave, surrounded by the skeletons of small winged creatures.
    • A brood of divi spells trouble for a local bazaar, & no one knows where they came from or how they got there.

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

    I think you have a slight error in the Advancement section of the Dire Hyena. According to what it says currently, adding hit dice to it changes its size from Large to Colossal.
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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Quote Originally Posted by LOTRfan View Post
    I think you have a slight error in the Advancement section of the Dire Hyena. According to what it says currently, adding hit dice to it changes its size from Large to Colossal.
    Fixed. Thank you.

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

    Dragon, Desert

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    Type: Dragon (Earth)
    Environment: warm deserts
    Organization: Wyrmling, Very Young, Young, Juvenile, & Young Adult: solitary or clutch (2-5); Adult, Mature Adult, Old, Very Old, Ancient, Wyrm, or Great Wyrm: solitary, pair, or family (1-2 & 2-5 offspring)
    Challenge Rating: Wyrmling 3, Very Young 5, Young 7, Juvenile 9, Young Adult 11, Adult 13, Mature Adult 15, Old 17, Very Old 19, Ancient 21, Wyrm 23, Great Wyrm 25
    Treasure: triple standard
    Alignment: always any Evil
    Advancement: Wyrmling 5-6HD, Very Young 8-9HD, Young 11-12HD, Juvenile 14-15HD, Young Adult 17-18HD, Adult 20-21HD, Mature Adult 23-24HD, Old 26-27HD, Very Old 29-31HD, Ancient 33-35HD, Wyrm 37-39HD, Great Wyrm 41+HD
    Level Adjustment: Wyrmling +3, Very Young +4, Young +5, Juvenile +6, Young Adult +7, & all others N/A

    Table 4-1: Desert Dragons by Age
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    {table=head]Age|Size|Hit Dice (HP)|Strength|Dexterity|Constitution|Intelligence| Wisdom|Charisma|BAB/Grapple|Attack|Fortitude|Reflex|Will|Breath Weapon (DC)|Frightful Presence DC
    Wyrmling|Tiny|4d12+4 (30)|11 (+0)|10 (+0)|13 (+1)|8 (-1)|11 (+0)|8 (-1)|+4/-4|+6|+5|+4|+4|2d6 (13)|--
    Very Young|Small|7d12+7 (52)|14 (+2)|10 (+0)|13 (+1)|10 (+0)|11 (+0)|10 (+0)|+7/+5|+10|+6|+5|+5|4d6 (14)|--
    Young|Small|10d12+20 (85)|17 (+3)|10 (+0)|15 (+2)|10 (+0)|13 (+1)|10 (+0)|+10/+9|+14|+9|+7|+8|6d6 (17)|--
    Juvenile|Medium|13d12+39 (123)|20 (+5)|10 (+0)|17 (+3)|12 (+1)|13 (+1)|12 (+1)|+13/+18|+18|+11|+8|+9|8d6 (19)|--
    Young Adult|Medium|16d12+64 (168)|23 (+6)|10 (+0)|19 (+4)|14 (+2)|15 (+2)|14 (+2)|+16/+22|+22|+14|+10|+12|10d6 (22)|20
    Adult|Large|19d12+95 (218)|26 (+8)|10 (+0)|21 (+5)|16 (+3)|15 (+2)|16 (+3)|+19/+31|+26|+16|+11|+13|12d6 (24)|22
    Mature Adult|Large|22d12+132 (275)|29 (+9)|10 (+0)|23 (+6)|18 (+4)|17 (+3)|18 (+4)|+22/+35|+30|+19|+13|+16|14d6 (27)|25
    Old|Huge|25d12+175 (337)|32 (+11)|10 (+0)|25 (+7)|20 (+5)|19 (+4)|20 (+5)|+25/+44|+34|+21|+14|+18|16d6 (29)|27
    Very Old|Huge|28d12+224 (406)|35 (+12)|10 (+0)|27 (+8)|20 (+5)|21 (+5)|20 (+5)|+28/+48|+38|+24|+16|+21|18d6 (32)|29
    Ancient|Gargantuan|32d12+288 (496)|38 (+14)|10 (+0)|29 (+9)|22 (+6)|23 (+6)|22 (+6)|+32/+58|+42|+27|+18|+24|20d6 (35)|32
    Wyrm|Gargantuan|36d12+360 (594)|41 (+15)|10 (+0)|31 (+10)|24 (+7)|25 (+7)|24 (+7)|+36/+63|+47|+30|+20|+27|22d6 (38)|35
    Great Wyrm|Colossal|40d12+400 (660)|44 (+17)|10 (+0)|31 (+10)|26 (+8)|27 (+8)|26 (+8)|+40/+73|+49|+32|+22|+30|24d6 (40)|38[/table]

    Table 4-2: Desert Dragon Abilities by Age
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    {table=head]Age|Speed|Initiative|AC|Special Abilities|Caster Level|SR
    Wyrmling|50’, burrow 25’, fly 100’ (average)|+0|15 (+2 size, +3 natural), touch 12, flat-footed 15|Immunity to Sonics, Create/Destroy Water|--|--
    Very Young|50’, burrow 25’, fly 100’ (average)|+0|17 (+1 size, +6 natural), touch 11, flat-footed 17|--|--|--
    Young|50’, burrow 25’, fly 150’ (poor)|+0|20 (+1 size, +9 natural), touch 11, flat-footed 20|--|1st|--
    Juvenile|50’, burrow 25’, fly 150’ (poor)|+0|22 (+12 natural), touch 10, flat-footed 22|Endure Elements|3rd|--
    Young Adult|50’, burrow 25’, fly 150’ (poor)|+0|25 (+15 natural), touch 10, flat-footed 25|DR 5/magic|5th|17
    Adult|50’, burrow 25’, fly 150’ (poor)|+0|27 (-1 size, +18 natural), touch 9, flat-footed 27|Gust of Wind|7th|19
    Mature Adult|50’, burrow 25’, fly 150’ (poor)|+0|30 (-1 size, +21 natural), touch 9, flat-footed 30|DR 10/magic|9th|21
    Old|50’, burrow 25’, fly 150’ (poor)|+0|32 (-2 size, +24 natural), touch 8, flat-footed 32|Crushing Despair|11th|23
    Very Old|50’, burrow 25’, fly 150’ (poor)|+0|35 (-2 size, +27 natural), touch 8, flat-footed 35|DR 15/magic|13th|25
    Ancient|50’, burrow 25’, fly 200’ (clumsy)|+0|36 (-4 size, +30 natural), touch 6, flat-footed 36|Move Earth|15th|27
    Wyrm|50’, burrow 25’, fly 200’ (clumsy)|+0|39 (-4 size, +33 natural), touch 6, flat-footed 39|DR 20/magic|17th|29
    Great Wyrm|50’, burrow 25’, fly 200’ (clumsy)|+0|38 (-8 size, +36 natural), touch 2, flat-footed 38|Earthquake|19th|31
    [/table]


    Combat
    A desert dragon’s hide is almost the same color as their native sands, & they use this fact to great tactical advantage. They will often lie motionless, sometimes even partially buried, & wait to ambush their prey. Once they are ready to strike, they usually start combat with their breath weapon, or gust of wind (for adult dragons). Younger dragons use the skies to their advantage, taking flight & using hit-&-run tactics to decimate their foes. Older dragons like to demoralize their victims prior to ending their lives, & so they typically rely on their spell-like abilities. They consider retreating to be a mark of great shame, so they are loathe to run away from a battle unless they are sure to lose. They will, however, defend their underground domains to the death, but only to protect either their hoard or their eggs.

    Breath Weapon (Su): A desert dragon has one type of breath weapon, a cone of sonic damage.

    Create/Destroy Water (Sp): A desert dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) & items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.

    Other Spell-Like Abilities
    • 3/day: endure elements (juvenile or older), gust of wind (adult or older)
    • 1/day: crushing despair (old or older), move earth (ancient or older), earthquake (great wyrm).

    Skills: Hide, Move Silently, & Survival are considered class skills for desert dragons.

    Dragon Traits: A dragon possesses the following traits (unless otherwise noted in the description of a particular kind).
    • Darkvision out to 60’ & low-light vision.
    • Immunity to magic sleep effects & paralysis effects.
    • Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons & any weapons mentioned in its entry.
    • Proficient with no armor.
    • Dragons eat, sleep, & breathe.

    Desert Dragon Lore
    Characters with ranks in Knowledge (arcana) can learn more about desert dragons. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
    • DC18: “Desert dragons are evil, vain, territorial dragons that live in barren deserts full of shifting sand & massive dunes.” A character making this check recalls all earth dragon traits.
    • DC23: “They possess a breath weapon that produces a cone of painful sound.” A character making this check knows the workings of the Breath Weapon ability.
    • DC28: “They are immune to electricity & can create/destroy water from birth. At various stages of its life, a desert dragon gains damage reduction; young adult: DR 5/magic, mature adult: DR 10/magic, very old: DR 15/magic, & wyrm: DR 20/magic.”
    • DC33: “At various stages of its life, a desert dragon gains the following special abilities: juvenile: sound imitation, adult: ventriloquism, old: hallucinatory terrain, ancient: veil, & great wyrm: mirage arcana.”

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    Please see Brown Dragon in the Draconomicon 1, pages 168-171.


    A desert dragon’s scales vary in color from a sandy ivory to a dusky umber, polished to a glossy finish by blowing desert sands. The size of its scales increases little as the dragon ages, although they do become thicker & harder. Its hide always smells dusty, like the beast has been buried underneath the dunes for eons. They often get sand trapped underneath their scales, & so almost any movement will release a light shower of sandy particles. Their dull, drab coloring makes desert dragons difficult to spot in barren desert surroundings. They usually supplement their natural camouflage by remaining submerged beneath the dunes until prey is near.

    Desert dragons are the alpha predators of the arid wastes of the world, at the very top of the food chain. Also known as Quhad-Gul (“Ravenous-Serpent”), a desert dragon is fond of basking in the scorching desert sun, content in its solitude & immunity to the harsh environment. They usually retreat underground from sunset to sunrise, only leaving their subterranean nests to hunt or defend their territory. It is in these private dens that they store their vast hoards of treasure. They gather & nearly anything that looks valuable, but they are most fond of semi-precious metals, such as bronze, copper, & brass. Although they are not as expensive as gold, silver, & jewels, their chosen metals are easy to come by, & are of a pleasing color in their eyes.

    Plot Hooks
    • A desert dragon has been sighted in the area, potentially delaying a major religious pilgrimage.
    • An obsessed noble is gathering a party of mercenaries to hunt & slay a desert dragon nest that has plagued the area for some time.
    • A desert dragon has arrived in the area & is demanding tribute from the locals.
    Last edited by Zeta Kai; 2011-02-10 at 11:54 AM.

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

    Dvernin

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    Warrior 1
    Medium Humanoid (Dvernin)
    Hit Dice: 1d8+2 (6HP)
    Initiative: +0
    Speed: 20’ (4 squares)
    Armor Class: 17 (+5 breastplate, +2 heavy steel shield); touch 10; flat-footed 17
    Base Attack/Grapple: +0/+2
    Attack: Heavy Pick +3 melee (1d6+2/×4) or Throwing Axe +0 ranged (1d6+2, 10’ range increment)
    Full Attack: Heavy Pick +3 melee (1d6+2/×4) or Throwing Axe +0 ranged (1d6+2, 10’ range increment)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Cold Resistance 5, Darkvision 60’, Humanoid traits, Stability, Stonecunning
    Saves: Fort +4, Ref +0, Will -1
    Abilities: Str 14 (+2), Dex 11 (+0), Con 15 (+2), Int 10 (+0), Wis 8 (-1), Cha 10 (+0)
    Skills: Appraise +2, Craft (ice masonry) +4, Listen +3, Spot +3
    Feats: Alertness
    Environment: cold mountains or underground (Siraaj)
    Organization: solitary, pair, squad (2-4), company (11-20 plus 2 3rd-level sergeants & 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, & 3 7th-level captains)
    Challenge Rating: ½
    Treasure: standard
    Alignment: often Lawful Good
    Advancement: by character class
    Level Adjustment: +0

    Combat
    The dvernin have a proud tradition as warriors & ardent defenders of their barren land. They are often quite eager to prove their mettle in battle, & will only surrender or retreat is they absolutely must to protect others from shame or death. Since they are resistant to cold, as well as slipping on ice, they will wisely try to battle other creatures in such conditions, so as to put their opponents at a disadvantage. Their preferred weapons are adapted from their mining tools: the pick & the axe.

    Cold Resistance (Ex): A dvernin is resistant to all damage from cold (including non-magical forms of cold damage); they ignore the first 5 points of cold damage each round.

    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.

    Stability (Ex): A dvernin gains a +4 racial bonus on Strength checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). A dvernin also gains a +4 racial bonus on Balance & Tumble checks when standing or moving on ice.

    Stonecunning (Ex): This ability grants a dvernin a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, & the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dvernin who merely comes within 10’ of unusual stonework can make a Search check as if he were actively searching, & a dvernin can use the Search skill to find stonework traps as a rogue can. A dvernin can also intuit depth, sensing his approximate depth underground (within 20’) as naturally as a human can sense which way is up.

    Dvernin Lore
    Characters that have ranks in Knowledge (Local) can learn more about dvernin. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC11: “In the snow-covered wastes of the southern continent, there is a race of stout, robust warriors, adapted to the oppressive cold.” A character making this check recalls all humanoid traits.
    • DC16: “Called the dvernin, these hardy people are able to endure frigid temperatures, & are steady on their feat, giving them an advantage in their arctic home.” A character making this check knows the workings of the Cold Resistance & Stability qualities.
    • DC21: “Dvernin are skilled builders & diggers, able to notice unusual stonework at a glance.” A character making this check remembers the dvernin’s Stonecunning & racial bonuses.
    • DC26: “They build maze-like subterranean complexes, & many of them spend most of their lives underground, safe from the bitter chill above.” A character making this check is familiar with how to find the nearest dvernin settlement.

    Abilities & Racial Features
    Dvernin characters possess the following racial traits:
    • Constitution +2, Charisma -2.
    • Humanoid (Dvernin): Dvernin are subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Medium Size: As Medium creatures, dvernin have no special bonuses or penalties due to their size.
    • A dvernin’s base land speed is 20 feet. However, dvernin can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
    • Darkvision out to 60 feet.
    • Cold Resistance (Ex): A dvernin is resistant to all damage from cold (including non-magical forms of cold damage); they ignore the first 5 points of cold damage each round.
    • Stability (Ex): A dvernin gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
    • Stonecunning (Ex): This ability grants a dvernin a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, & the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dvernin who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, & a dvernin can use the Search skill to find stonework traps as a rogue can. A dvernin can also intuit depth, sensing his approximate depth underground (within 20 feet) as naturally as a human can sense which way is up.
    • +2 racial bonus on Fortitude saving throws against poison.
    • +2 racial bonus on Appraise checks that are related to stone or ice items.
    • +2 racial bonus on Craft checks that are related to stone or ice.
    • Automatic Languages: Common & Kjathr. Bonus Languages: Auran, Borean, Pahrai, & Terran.
    • Favored Class: Fighter.
    • Level Adjustment: +0.

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    Please see Dwarf in the Monster Manual 1, page 97. Also see Azer (MM1) & Duergar (MM2) for additional inspiration.

    The stout figure before you looks like a short, solidly-build human. Its pale hair is braided into multiple queues, which are bound with metal rings, & it has piercing blue eyes, as cold & as hard as any iceberg. It is garbed in thick, fur-lined clothing, as well as armor that appears to keep out the cold rather well, despite its many metal plates.

    In the frigid wastelands of Yan & Bhul, in southernmost Siraaj, life is as harsh & as difficult as the most inhospitable sun-scorched deserts. The temperature rarely rises above freezing, & the wind scours the icy landscape. But life does survive, even here, & it is of sturdy stock. Among the hardiest & most enduring of these creatures is a race of people known as the Dvernin.

    The dvernin (duh-VAER-nin) have lived in the frozen tundra of Gatheilar (which, in their tongue, means “south-land”) since time immemorial. They have learned to survive by digging through ice & stone to live underground in labyrinthine tunnel networks, far below the wind & snow. They are masterful builders & excavators, eager to apply their expertise to the next communal project. They are a gruff, conservative people, reticent in their dealing with outsiders. Their insular communities are usually made up of extended familial clans.

    A dvernin is about 4’-5’ tall, & weighs around 140-260 pounds. They speak Common & Kjathr.

    Plot Hooks
    • A grizzled dvernin warrior is drinking his sorrows away in a local tavern, & he has quite a tale to tell.
    • A company of dvernin has arrived in port in a strange ship with unknown intent.
    • A pair of dvernin wishes to trade with a caravan, but the merchants won’t accept their goods.

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

    Genie, Dao

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    Large Outsider (Earth, Extraplanar)
    Hit Dice: 8d8+16 (52HP)
    Initiative: +0
    Speed: 30’ (6 squares), Burrow 20’ (4 squares)
    Armor Class: 17 (-1 size, +8 natural); touch 9; flat-footed 17
    Base Attack/Grapple: +8/+18
    Attack: Slam +13 melee (1d8+6) or Warhammer +13 melee (2d6+6/×3)
    Full Attack: 2 Slams +13 melee (1d8+6) or Warhammer +13/+8/+3 melee (2d6+6/×3)
    Space/Reach: 10’/10’
    Special Attacks: Earth Mastery, Push, Spell-Like Abilities
    Special Qualities: Darkvision 60’, Extraplanar traits, Outsider traits, Telepathy 100’
    Saves: Fort +8, Ref +6, Will +8
    Abilities: Str 22 (+6), Dex 11 (+0), Con 14 (+2), Int 11 (+0), Wis 15 (+2), Cha 14 (+2)
    Skills: Concentration +12, Craft (any) +11, Intimidate +13, Listen +14, Spellcraft +10, Spot +16
    Feats: Alertness, Cleave, Power Attack
    Environment: any (Najmah)
    Organization: solitary, company (2-5), or band (6-15)
    Challenge Rating: 7
    Treasure: standard coins; double goods; standard items
    Alignment: usually Lawful Neutral
    Advancement: 9-12HD (Large), 13-24HD (Huge)
    Level Adjustment: +7

    Combat
    In a fight, a dao rearranges the battlefield to suit it. Using move earth, transmute rock to mud, & wall of stone, it divides its foes, seals off (or creates) escape routes, & prevents opponents from maneuvering effectively. Then it eagerly puts its might to the test, wading into the thick of a melee with fists flailing. In a pinch, it will employ an earthquake to deal with troublesome enemies, or plane shift to escape the battle entirely.

    Like an efreet, a dao can be summoned through the use of a summon monster VIII spell.

    Earth Mastery (Ex): A dao gains a +1 bonus to attack & damage rolls if both it & its foe are touching the ground. If an opponent in airborne or waterborne, the dao suffers a -4 penalty on attack & damage rolls (these modifiers are not included in the statistics block).

    Push (Ex): A dao can start a bull rush attempt without provoking an attack of opportunity. The combat modifiers given in Earth Mastery also apply to the dao’s opposed Strength checks.

    Spell-Like Abilities
    • At Will: invisibility (DC14), stone shape, wall of stone (DC17)
    • 3/Day: move earth, transmute mud to rock (DC17), transmute rock to mud (DC17)
    • 1/Day: earthquake (DC20), plane shift (DC19), grant up to 3 wishes (DC21)**
    • Caster level 19th. The save DCs are Charisma-based.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • Unlike most other living creatures, an outsider does not have a dual nature; its soul & body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
    • Proficient with all simple & martial weapons.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).

    Dao Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about dao. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC17: “There are genies for every element, & the earth-genies are as stoic & rigid as the stone they resemble.” A character making this check recalls all earth, extraplanar, & outsider traits.
    • DC22: “Known as the dao, they are able to use their terrestrial affinity to great advantage, coaxing the earth itself to do their bidding.” A character making this check knows the workings of the Earth Mastery & Push abilities.
    • DC27: “Wielding powerful earthly magic, they run gem-mining operations from their rocky citadels.” A character making this check remembers a dao’s spell-like abilities.
    • DC32: “At the top of their strict hierarchies are the khans, which rule over all dao & answer only to the Great Khan.” A character making this check is familiar with dao tactics, as well as where they gather & live.

    Abilities & Racial Features
    Dao characters possess the following racial traits:
    • Strength +8, Constitution +2, Wisdom +2, Charisma +6.
    • Outsider (Extraplanar): Dao are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on them. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life. They breathe, but do not need to eat or sleep (although they can do so if they wish).
    • Large Size: As a Large creature, a dao gains a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, & a -4 size penalty on Hide checks, but he or she uses Medium-size weapons, gains a +4 size bonus on Grapple checks, & his or her lifting & carrying limits are 2× of those of a Medium character.
    • Racial Hit Dice: A dao begins with 8 levels of outsider, which provide 8d8 Hit Dice, a base attack bonus of +8, & base saving throw bonuses of Fortitude +6, Reflex +6, & Will +6.
    • Racial Skills: A dao’s outsider levels give it skill points equal to 11 × (8 + Int modifier, minimum 1). Its class skills are Concentration, Craft (any), Intimidate, Listen, Spellcraft, & Spot.
    • Racial Feats: A dao’s outsider levels give it 3 feats.
    • A dao’s base land speed is 30 feet.
    • A dao’s base burrow speed is 20 feet.
    • Darkvision out to 60 feet.
    • Natural Weapon (Ex): Slam (1d8 + Str); bludgeoning damage.
    • Earth Mastery (Ex): A dao gains a +1 bonus to attack & damage rolls if both it & its foe are touching the ground. If an opponent in airborne or waterborne, the dao suffers a -4 penalty on attack & damage rolls (these modifiers are not included in the statistics block).
    • Push (Ex): A dao can start a bull rush attempt without provoking an attack of opportunity. The combat modifiers given in Earth Mastery also apply to the dao’s opposed Strength checks.
    • Spell-Like Abilities
      • At Will: invisibility (DC14), stone shape, wall of stone (DC17)
      • 3/Day: move earth, transmute mud to rock (DC17), transmute rock to mud (DC17)
      • 1/Day: earthquake (DC20), plane shift (DC19), grant up to 3 wishes (DC21)**
      • Caster level 19th. The save DCs are Charisma-based.
    • Telepathy 100’
    • +8 natural armor bonus.
    • Automatic Languages: Terran. Bonus Languages: Common.
    • Favored Class: Fighter.
    • Level Adjustment: +7.

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    4E monster statistics provided by Alteran


    The impressive being is too large to be a human. A stocky & muscular figure, the large creature wears flowing silk robes, which contrasts with its angular stone-like skin. It is festooned with jewelry of all sorts. It regards you proudly with white pupil-less eyes.

    Genies of the earthly persuasion, the Dao (DOW) often run gem-mining operations, either on Siraaj or on their home plane. They love to barter for power & wealth, but are apt to discount lesser creatures as mere resources to be exploited & then thrown away. Also called a Qehala-Sim (“Earth-Genie”), a dao is the most organized & orderly of all genie-kind.

    On Najmah, many dao live in great citadels made of iron & stone, where they force elemental slaves to toil in their gem mines. Most of their citadels are ruled by a khan, which in turn is ruled over by a Great Khan. The rivalries among those who would become the Great Khan of the dao are intense & unending. Elsewhere, bands of dao organize themselves outside of the khanate, led by an ataman or a hetman. These leaders rule with a stony fist over the other dao & whatever slaves they have doing their mining for them.

    A dao is about 8-9’ tall & weighs around 1,600-1,800 pounds. They speak Common & Terran.

    Plot Hooks
    • A dao noble is searching for an escaped slave, & is offering a large reward.
    • A dao-owned gem mine has been attacked by ghuls & needs defending.
    • A dao merchant is hiring brave couriers to deliver a strange package for him.

    * NOTE: Dao originally appeared in the Manual of the Planes, pages 172-174. This version is updated to version 3.5, & modified slightly to fit into the worlds of Zihaja.

    ** NOTE: A dao can grant 3 wishes to any being (non-genies only) who captures it. Dao perform no other services &, upon granting the third wish, are free of their servitude.
    Last edited by Zeta Kai; 2011-02-12 at 10:59 AM.

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

    Genie, Djinn

    Coming Soon!
    Last edited by Zeta Kai; 2011-02-12 at 12:35 AM.

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

    Genie, Efreet

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

    Genie, Jann

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

    Genie, Marid

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    Large Outsider (Extraplanar, Water)
    Hit Dice: 11d8+22 (71HP)
    Initiative: +3
    Speed: 20’ (4 squares), Swim 60’ (12 squares)
    Armor Class: 19 (-1 size, +3 Dex, +7 natural); touch 12; flat-footed 16
    Base Attack/Grapple: +11/+21
    Attack: Slam +16 melee (1d8+6) or +1 Trident +17 melee (2d6+7)
    Full Attack: 2 Slams +16 melee (1d8+6) or +1 Trident +17/+12/+7/+2 melee (2d6+7)
    Space/Reach: 10’/10’
    Special Attacks: Drench, Spell-Like Abilities, Vortex, Water Mastery
    Special Qualities: Darkvision 60’, Extraplanar traits, Outsider traits, Spell Resistance 27, Telepathy 100’, Water traits
    Saves: Fort +9, Ref +10, Will +9
    Abilities: Str 23 (+6), Dex 16 (+3), Con 14 (+2), Int 16 (+3), Wis 15 (+2), Cha 15 (+2)
    Skills: Concentration +14, Craft (any) +16, Diplomacy +14, Escape Artist +15, Listen +16, Move Silently +15, Sense Motive +14, Spellcraft +15, Spot +16, Swim +18
    Feats: Alertness, Cleave, Great Cleave, Power Attack
    Environment: any aquatic (Najmah)
    Organization: solitary, company (2-5), or band (6-15)
    Challenge Rating: 9
    Treasure: double standard
    Alignment: usually Chaotic Neutral
    Advancement: 12-16HD (Large), 17-32HD (Huge)
    Level Adjustment: +9

    Combat
    Every marid knows that it’s much safer in the water, so it rarely fights outside its element. But within the waves, the marid is a terror. Its primary tactic is to suck opponents into a Vortex, & then pick off any survivors with melee attacks. Marids are not known for their valor, so they will often flee from a losing battle. In that case, they will either swim away & use solid fog or acid fog to cover their flight, or they will simply employ a plane shift to escape.

    A marid can be summoned through the use of a summon monster IX spell.

    Drench (Ex): A marid’s touch puts out torches, campfires, exposed lanterns, & other open flames of non-magical origin if these are of Large size or smaller. A marid can dispel magical fire that it touches as if dispel magic were cast by an 11th-level sorcerer.

    Spell-Like Abilities
    • At Will: create water, invisibility (DC14), purify food & drink (water only, DC12)
    • 3/Day: control water (DC16), solid fog, water breathing (DC15)
    • 1/Day: acid fog, plane shift (DC19), grant up to 3 wishes (DC21)**
    • Caster level 19th. The save DCs are Charisma-based.

    Vortex (Su): A marid can transform itself into a whirlpool once every 10 minutes (provided that it is underwater at the time) & remain in that form for up to 5 rounds. In this form, it can move through the water or along the bottom at its swim speed.
    The vortex is 5’ wide at the base, up to 30’ wide at the top & up to 10-40’ tall. The marid sets the height of the vortex within that range. Creatures that are one or more size categories smaller than the marid might take damage when caught in the vortex & may be swept up by it.
    A marid’s movement while in vortex form does not provoke attacks of opportunity, even if the marid enters the space another creature occupies. A marid in vortex form cannot make melee attacks & does not threaten the area around it. Another creature might be caught in the vortex if it touches or enters the vortex, or if the marid moves into or through the creature’s space.
    An affected creature must succeed on a Reflex save (DC21) when it comes into contact with the vortex or take 2d6 points of damage. It must also succeed on a second Reflex save (DC21) or be picked up bodily & held suspended in the powerful currents, automatically taking 2d6 points of damage each round. A creature with a swim speed is allowed a Reflex save (DC21) each round to escape the vortex. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based. The marid can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be.
    Creatures trapped in the vortex cannot move except to go where the marid carries them or to escape the vortex. Creatures caught in the vortex can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the vortex take a -4 penalty to Dexterity & a -2 penalty on attack rolls. The marid can have only as many trapped inside a vortex at one time as will fit inside the vortex’s volume.
    If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the marid & has a diameter equal to ½ the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5’. Creatures 5’ away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

    Water Mastery (Ex): A marid gains a +1 bonus to attack & damage rolls if both it & its foe are touching the water. If either it or its opponent is landbound or airborne, the marid suffers a -4 penalty on attack & damage rolls (these modifiers are not included in the statistics block).

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • Unlike most other living creatures, an outsider does not have a dual nature; its soul & body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
    • Proficient with all simple & martial weapons.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).

    Water traits: All creatures with the Water subtype possess the following traits:
    • Water creatures always have swim speeds, & can move in water without making Swim checks.
    • A water creature can breathe underwater & usually can breathe air as well.

    Marid Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about marids. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC19: “There are genies for every element, & the water-genies are as capricious & fluid as the sea itself.” A character making this check recalls all extraplanar, outsider, & water traits.
    • DC24: “Known as the marids, they have many water-based powers at their disposal.” A character making this check knows the workings of the Drench, Vortex, & Water Mastery abilities.
    • DC29: “They sometimes use their aquatic magic to waylay sailors & capsize ships, although they are not usually so wicked.” A character making this check remembers a marid’s spell-like abilities.
    • DC34: “They are nominally ruled by a padishah, who sits on the Coral Throne in the Speckled Sea of Najmah.” A character making this check is familiar with marid tactics, as well as where they gather & live.

    Abilities & Racial Features
    Marid characters possess the following racial traits:
    • Strength +10, Dexterity +4, Intelligence +4, Wisdom +4, Charisma +6.
    • Outsider (Extraplanar, Water): Marid are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on them. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life. They breathe, but do not need to eat or sleep (although they can do so if they wish). Water creatures always have swim speeds, & can move in water without making Swim checks. A water creature can breathe underwater & usually can breathe air as well.
    • Large Size: As a Large creature, a marid gains a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, & a -4 size penalty on Hide checks, but he or she uses Medium-size weapons, gains a +4 size bonus on Grapple checks, & his or her lifting & carrying limits are 2× of those of a Medium character.
    • Racial Hit Dice: A marid begins with 11 levels of outsider, which provide 11d8 Hit Dice, a base attack bonus of +11, & base saving throw bonuses of Fortitude +7, Reflex +7, & Will +7.
    • Racial Skills: A marid’s outsider levels give it skill points equal to 14 × (8 + Int modifier, minimum 1). Its class skills are Concentration, Craft (any), Diplomacy, Escape Artist, Listen, Move Silently, Sense Motive, Spellcraft, Spot, & Swim.
    • Racial Feats: A marid’s outsider levels give it 4 feats.
    • A marid’s base land speed is 20 feet.
    • A marid’s base swim speed is 60 feet.
    • Darkvision out to 60 feet.
    • Natural Weapon (Ex): Slam (1d8 + Str); bludgeoning damage.
    • Drench (Ex): A marid’s touch puts out torches, campfires, exposed lanterns, & other open flames of non-magical origin if these are of Large size or smaller. A marid can dispel magical fire that it touches as if dispel magic were cast by an 11th-level sorcerer.
    • Spell-Like Abilities
      • At Will: create water, invisibility (DC14), purify food & drink (water only, DC12)
      • 3/Day: control water (DC16), solid fog, water breathing (DC15)
      • 1/Day: acid fog, plane shift (DC19), grant up to 3 wishes (DC21)**
      • Caster level 19th. The save DCs are Charisma-based.
    • Vortex (Su): A marid can transform itself into a whirlpool once every 10 minutes (provided that it is underwater at the time) & remain in that form for up to 5 rounds. In this form, it can move through the water or along the bottom at its swim speed. The vortex is 5’ wide at the base, up to 30’ wide at the top & up to 10-40’ tall. The marid sets the height of the vortex within that range. Creatures that are one or more size categories smaller than the marid might take damage when caught in the vortex & may be swept up by it. A marid’s movement while in vortex form does not provoke attacks of opportunity, even if the marid enters the space another creature occupies. A marid in vortex form cannot make melee attacks & does not threaten the area around it. Another creature might be caught in the vortex if it touches or enters the vortex, or if the marid moves into or through the creature’s space. An affected creature must succeed on a Reflex save (DC21) when it comes into contact with the vortex or take 2d6 points of damage. It must also succeed on a second Reflex save (DC21) or be picked up bodily & held suspended in the powerful currents, automatically taking 2d6 points of damage each round. A creature with a swim speed is allowed a Reflex save (DC21) each round to escape the vortex. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based. The marid can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. Creatures trapped in the vortex cannot move except to go where the marid carries them or to escape the vortex. Creatures caught in the vortex can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the vortex take a -4 penalty to Dexterity & a -2 penalty on attack rolls. The marid can have only as many trapped inside a vortex at one time as will fit inside the vortex’s volume. If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the marid & has a diameter equal to ½ the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5’. Creatures 5’ away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
    • Water Mastery (Ex): A marid gains a +1 bonus to attack & damage rolls if both it & its foe are touching the water. If either it or its opponent is landbound or airborne, the marid suffers a -4 penalty on attack & damage rolls (these modifiers are not included in the statistics block).
    • Telepathy 100’
    • +7 natural armor bonus.
    • Automatic Languages: Aquan. Bonus Languages: Common.
    • Favored Class: Ranger.
    • Level Adjustment: +9.

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    The enormous creature is in the shape of a lean, hairless human. But is could not be human, for it must be twice as tall as a full-grown man. Its skin has a deep bluish hue, & a small ridge rises from the center of its forehead to the back of its neck & on down its back. The giant is wearing only a tight loincloth made of a scaly material, with a brocade of coral & pearls.

    Also called a Nuza-Sim (“Water-Genie”), a marid (MAR-eed) is a fiercely independent genie, as hard to control as the ocean itself. Whether in their underwater palaces on Najmah or in the wild seas of Siraaj, marids love to hunt for sport through the depths & gather treasures from the ocean floor, especially pearls. Those in Sirajai seas have another pastime: capsizing ships & making life hazardous for sailors.

    As a group, marids have a much looser social structure than other genies. In the oceans of Najmah, there is a loose empire ruled by a padishah, but many marids don’t recognize its authority. At any one time, there are a number of heirs vying for the Coral Throne, & many are unwilling to wait for the current padishah’s reign to end naturally.
    A marid is about 15’-16’ tall & weighs around 3,000-3,200 pounds. They speak Aquan & Common.

    Plot Hooks
    • River traffic has ground to a halt due to the many spontaneous & unexplained whirlpools that form to mire barges & riverboats.
    • A marid emissary has arrived in town, leading an entourage of serviants & functionaries.
    • A merchant who was due to be escorted to a marid city has been waiting by the shore for nearly a week for his guides to arrive.

    * NOTE: Marids originally appeared in the Manual of the Planes, pages 172-174. This version is updated to version 3.5, & modified slightly to fit into the worlds of Zihaja.

    ** NOTE: A marid can grant 3 wishes to any being (non-genies only) who captures it. Marids perform no other services &, upon granting the third wish, are free of their servitude.
    Last edited by Zeta Kai; 2011-02-12 at 10:58 AM.

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

    Ghul

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    Large Outsider (Native, Shapechanger)
    Hit Dice: 13d8+65 (123HP)
    Initiative: +3
    Speed: 30’ (6 squares), Fly 50’ (10 squares, perfect maneuverability)
    Armor Class: 23 (-1 size, +3 Dex, +11 natural); touch 12; flat-footed 20
    Base Attack/Grapple: +13/+26
    Attack: Claw +21 melee (2d6+9)
    Full Attack: 2 Claws +21 melee (2d6+9)
    Space/Reach: 10’/10’
    Special Attacks: Sandstorm, Spell-like Abilities
    Special Qualities: Change Shape, Damage Reduction 5/good, Darkvision 60’, Elemental Immunity, Native traits, Outsider traits, Shapechanger traits, Spell Resistance 19, Telepathy 100’
    Saves: Fort +13, Ref +11, Will +10
    Abilities: Str 28 (+9), Dex 16 (+3), Con 20 (+5), Int 16 (+3), Wis 14 (+2), Cha 19 (+4)
    Skills: Bluff +17, Diplomacy +14, Disguise +15, Gather Information +14, Hide +13, Intimidate +17, Jump +19, Listen +12, Move Silently +13, Search +13, Sleight of Hand +13, Spellcraft +13, Spot +12, Use Magic Device +13
    Feats: Combat Expertise, Dodge (Bonus), Mobility, Persuasive, Spring Attack, Whirlwind Attack
    Environment: warm desert (Siraaj)
    Organization: solitary, pair, or bevy (3-12) or horde (13-36)
    Challenge Rating: 12
    Treasure: Double coins; no goods; standard items
    Alignment: always Neutral Evil
    Advancement: 14-25HD (Large), 26-38HD (Huge)
    Level Adjustment: +0

    Combat
    Ghuls are remorseless warriors, fighting with unparalleled savagery in the field of battle. They often open up a fight with a Sandstorm, disorienting & blinding foes before launching a vicious physical & magical assault. But before a fight breaks out, they prefer to skulk about in the shadows, avoiding a conflict. They often use their spell-like abilities to disguise themselves, using Change Shape & charm person to lure victims away to be killed & eaten.

    Sandstorm (Su): Once per day, a ghul can summon forth a tempest of dust, wind, & sand; this storm is centered on the ghul, has a radius of 40’, & is up to 80’ tall; anything caught within this storm is subject to duststorm & windstorm effects, including 1d3 points of non-lethal damage per round & a risk of choking; a ghul is immune to the effects of its own Sandstorm, but not those of other ghuls’ Sandstorms.

    Spell-Like Abilities
    • At Will: darkness, detect magic, obscuring mist, sleep (DC15), touch of fatigue (DC14)
    • 3/Day: burning hands, charm person (DC15), gust of wind (DC16), major image (DC17)
    • 1/Day: shout (DC18), summon monster III, teleport
    • Caster level 13th. The save DCs are Charisma-based.

    Change Shape (Su): A ghul can assume the form of any Medium- or Large-sized Animal, Humanoid, or Monstrous Humanoid, with a preference for humans, gnolls, & hyenas.

    Elemental Immunity (Su): A ghul is immune to all damage from cold & fire energy (including non-magical forms of cold/fire damage)

    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.

    Ghul Lore
    Characters that have ranks in Knowledge (Religion) or Knowledge (The Planes) can learn more about ghuls. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC17: “The heat & the dryness are not the only threats to be found in the desert; dark, vicious beings prowl the sands.” A character making this check recalls all native outsider traits.
    • DC22: “These vicious creatures are known as ghuls, & they relish the taste of sentient flesh.” A character making this check knows the workings of the Sandstorm ability.
    • DC27: “Masters of disguise, they ensnare victims & slay them in cold blood.” A character making this check remembers the mechanics of Change Shape & Elemental Immunity.
    • DC32: “Ghuls use foul magic to relentlessly pursue & rend their chosen prey.” A character making this check is familiar with a ghul’s spell-like abilities, as well as their origins.

    Abilities & Racial Features
    Ghul characters possess the following racial traits:
    • Strength +10, Dexterity +4, Constitution +6, Intelligence +6, Wisdom +6, Charisma +6.
    • Outsider (Native, Shapechanger): Ghuls are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Large Size: As a Large creature, a Ghul gains a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, & a -4 size penalty on Hide checks, but he or she uses Medium-size weapons, gains a +4 size bonus on Grapple checks, & his or her lifting & carrying limits are 2× of those of a Medium character.
    • Racial Hit Dice: A ghul begins with 13 levels of outsider, which provide 13d8 Hit Dice, a base attack bonus of +13, & base saving throw bonuses of Fortitude +8, Reflex +8, & Will +8.
    • Racial Skills: A ghul’s outsider levels give it skill points equal to 16 × (8 + Int modifier, minimum 1). Its class skills are Bluff, Disguise, Hide, Intimidate, Jump, Listen, Move Silently, Search, Sleight of Hand, Spellcraft, Spot, & Use Magic Device.
    • Racial Feats: A ghul’s outsider levels give it 5 feats.
    • A ghul’s base land speed is 30’.
    • A ghul’s base fly speed of 50’ (perfect maneuverability).
    • Natural Weapon (Ex): 2 claws (2d6 + Str); slashing damage.
    • Sandstorm (Su): Once per day, a ghul can summon forth a tempest of dust, wind, & sand; this storm is centered on the ghul, has a radius of 40’, & is up to 80’ tall; anything caught within this storm is subject to duststorm & windstorm effects, including 1d3 points of non-lethal damage per round & a risk of choking; a ghul is immune to the effects of its own Sandstorm, but not those of other ghuls’ Sandstorms.
    • Change Shape (Su): A ghul can assume the form of any Medium- or Large-sized Animal, Humanoid, or Monstrous Humanoid, with a preference for humans, gnolls, & hyenas.
    • Damage Reduction 5/good.
    • Darkvision out to 60’.
    • Elemental Immunity (Su): A ghul is immune to all damage from cold & fire energy (including non-magical forms of cold/fire damage).
    • Spell-Like Abilities
      • At Will: darkness, detect magic, obscuring mist, sleep (DC15), touch of fatigue (DC14)
      • 3/Day: burning hands, charm person (DC15), gust of wind (DC16), major image (DC17)
      • 1/Day: shout (DC18), summon monster III, teleport
      • Caster level 13th. The save DCs are Charisma-based.
    • Spell Resistance 19.
    • Telepathy 100’.
    • Automatic Languages: Common & Ghul. Bonus Languages: Archaic & Gnoll.
    • Favored Class: Fighter.
    • Level Adjustment: +0.

    Ghul Deviants
    About 1 in 10 ghuls has an overgrown mouth, with cracked lips & rows of sharp jagged teeth; these horrors are CR13 monsters. Such creatures, known as Teqarai-Ghuli (Maws of the Ghul), have the following additional traits:
    • Natural Weapon (Ex): Bite (1d6 + Str); piercing damage.
    • Scrabbling Disgorge: A teqarai-ghul has scrabbling disgorge as a spell-like ability, useable once per day.

    Another 5% of ghuls has the ability to cast greater bestow curse as a spell-like ability, useable once per day. These aberrant creatures are called Zuqarai-Ghuli (Hex of the Ghuls), & are also CR13 monsters. A successful Will save (DC21) can negate the effects of this SLA; the save’s DC is Charisma-based.

    The rarest kind of ghul is also the most terrifying. Known as Sujasad-Ghuli (Deathless Ghuls), these abominations have Regeneration 10, Damage Reduction 10/good, & Spell Resistance 25. These qualities overlap the Damage Reduction & Spell Resistance of ordinary ghuls, making these terrors CR14 monsters. Fortunately, only 1 out of every 100 ghul will possess such monstrous traits.

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    From out of the shadows emerges a truly horrific figure. The demonic creature is shaped vaguely like that of a well-muscled man, but the similarities end there. Its body is half again as tall as a fully-grown man, its skin is leathery & hairless, its ears are sharply pointed, & it bares wicked fangs. Most monstrous of all, though, are its eyes, which are soulless crimson orbs, like featureless pools of blood.

    Stalking the most remote wastelands of the world, depraved predators lure the unwary & the unfortunate to their doom. These vile fiends prey on sentient creatures, out of a deep, instinctual hatred for natural life. They seem to be at their happiest when they are rending other beings limb from limb, & they appear to be most content after feasting on the flesh of their slaughtered victims.

    Sometimes referred to as Jalaq-Mazir (“Malign-Spirit”), these irredeemable terrors are the products of the cycle of life in the worlds of Zihaja. When a sentient creature dies in the world of Siraaj, its soul is escorted by their hafaza to the Pit of Fate. There, the soul waits for 21 days, after which it is bid upon by the devas & the devils. After the bidding, if the soul has not been recruited by either party, then its worth is determined by the ammuti. Those who choose not to be judged must instead leap into the Lake of the Damned, emerging as a flaming star on the other side. The flaming star falls to land in Siraaj, rising as a ghul (GOOL) without memory of its former life.

    A ghul is about 9’-11’ tall & weighs around 550-700 pounds. They speak their own foul, guttural tongue (also known as Ghul) as well as Common, with a voice that sounds like the harshest wind.

    Plot Hooks
    • A horde of ghuls has invaded a remote village, & are tearing the town apart, as if searching for something.
    • A ghul exile claims to be unlike his evil kin & has turned away from wickedness.
    • A foolhardy merchant is bent on leading a caravan through a wasteland that is said to be swarming with ghuls.

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

    Gnoll

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    Warrior 1
    Medium Humanoid (Gnoll)
    Hit Dice: 1d8+2 (6HP)
    Initiative: +1
    Speed: 30’ (6 squares)
    Armor Class: 16 (+1 Dex, +1 natural, +2 leather armor, +2 heavy steel shield); touch 11; flat-footed 15
    Base Attack/Grapple: +1/+3
    Attack: Battleaxe +3 melee (1d8+2/×3) or shortbow +2 ranged (1d6+2/×3)
    Full Attack: Battleaxe +3 melee (1d8+2/×3) or shortbow +2 ranged (1d6+2/×3)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Darkvision 60’, Humanoid traits, Social Acumen
    Saves: Fort +4, Ref +1, Will -1
    Abilities: Str 14 (+2), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 9 (-1), Cha 8 (-1)
    Skills: Diplomacy +3, Listen +2, Sense Motive +2, Spot +1, Survival +1
    Feats: Power Attack
    Environment: warm plains (Siraaj)
    Organization: solitary, pair, hunting party (2-5 & 1-2 hyenas), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults & 1 leader of 4th-6th level & 5-8 hyenas), or tribe (20-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, & 7-12 hyenas)
    Challenge Rating: ½
    Treasure: standard
    Alignment: often Neutral Good
    Advancement: by character class
    Level Adjustment: +0

    Combat
    Many people deal with gnolls every day in a professional capacity, so they never suspect that they are dangerous opponents in a fight. When pushed, their natural strength & endurance augments their latent instincts, making them capable defenders. They still prefer the same axes & bows that their ancestors used millennia ago, although any weapon is deadly in their clawed hands.

    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.

    Social Acumen (Ex): Gnolls are canny & adaptable in social situations; they receive a +2 circumstance bonus to Diplomacy & Sense Motive checks made when dealing with members of another culture.

    Gnoll Lore
    Characters that have ranks in Knowledge (Local) can learn more about gnolls. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC11: “This tall, furry creature is called a gnoll, although they are known by other names elsewhere.” A character making this check recalls all humanoid traits.
    • DC16: “Gnolls are often savvy & sophisticated, well-adjusted to urban life.” A character making this check knows the workings of the Social Acumen ability.
    • DC21: “They get along well with other peoples, making them adept at political & trade negotiations.” A character making this check remembers the gnolls’ history & habits.
    • DC26: “Gnolls work very hard to suppress their more savage instincts, covering them with a veneer of civility & cheer.” A character making this check is familiar with the nearest gnoll-majority settlement.

    Abilities & Racial Features
    • Strength +2, Wisdom -2.
    • Humanoid (Gnoll): Gnolls are subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Medium Size: As Medium creatures, gnolls have no special bonuses or penalties due to their size.
    • A gnoll’s base land speed is 30 feet.
    • Darkvision out to 60 feet.
    • Racial Skills: A gnoll character has a +2 racial bonus on Listen, Spot, & Survival checks.
    • Social Acumen (Ex): +2 circumstance bonus to Diplomacy & Sense Motive checks made when dealing with members of another culture. Gnolls are canny & adaptable in social situations.
    • +1 natural armor bonus.
    • Automatic Languages: Gnoll. Bonus Languages: Common.
    • Favored Class: Ranger.
    • Level Adjustment: +0.

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    Please see Gnoll in the Monster Manual 1, pages 132-133, & Monster Manual 2, pages 126-127.


    The being before you stands like a man, but its posture is about the only similarity. Its head is like that of a large hyena, & its entire body is covered in thick fur. The creature’s long muzzle reveals rows of sharp teeth when it talks, but its eyes are warm & intelligent.

    Throughout the world of Siraaj, there are myriad communities of gnolls. They live in small fishing villages on the banks of rivers, eking out a living in their simple huts. They live in bustling cities, alive & buzzing with commerce & politics, trading & maneuvering for wealth & power. They live in sand-polished towers in the desert, meditating & praying for spiritual enlightenment. In a million places, in a million ways, live the gnolls.

    A gnoll (NOLE) is a versatile, flexible creature. Strong & sturdy, they make for good hunters & warriors. But they are civilized race, well adapted to city life, so they are often found in urban roles. Also known as the Saraqanas (an Admajai word, meaning “Fur-People”), they are canny merchants, cunning politicians, skilled craftsmen, & talented musicians. Cheerful & agreeable, they do well in most social situations, if given the chance. They travel & integrate everywhere, often learning or even creating different trade creoles. These tongues fall close enough to their racial language that they are considered proficient in all.

    A gnoll is about 7-8’ tall & weighs around 250-300 pounds. They speak Gnoll, although some of the more clever ones speak Common.

    Plot Hooks
    • A gnoll ambassador is coming to town, & rumor has it that assassins will try to kill her.
    • A nomadic tribe of gnolls has been waylaying caravan, demanding food & water.
    • A gnoll blacksmith needs his latest masterpieces transported to a neighboring city.

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

    Golem, Sand

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    Large Construct
    Hit Dice: 12d10+30 (96HP)
    Initiative: -1
    Speed: 30’ (6 squares), Burrow 30’ (6 squares)
    Armor Class: 20 (-1 size, -1 Dex, +12 natural); touch 8; flat-footed 20
    Base Attack/Grapple: +9/+19
    Attack: Slam +14 melee (2d6+6)
    Full Attack: 2 Slam +14 melee (2d6+6)
    Space/Reach: 10’/10’
    Special Attacks: Sandblast
    Special Qualities: Berserk, Construct traits, Damage Reduction 10/Adamantine, Darkvision 60’, Immunity to Magic, Low-Light Vision
    Saves: Fort +4, Ref +3, Will +4
    Abilities: Str 23 (+6), Dex 9 (-1), Con -- (+0), Int -- (+0), Wis 11 (+0), Cha 1 (-5)
    Skills: N/A
    Feats: N/A
    Environment: any (Siraaj or Najmah)
    Organization: solitary or gang (2-4)
    Challenge Rating: 9
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 13-23HD (Large), 24-35HD (Huge)
    Level Adjustment: N/A

    Combat
    Golems are tenacious in combat & prodigiously strong as well. Being mindless, they do nothing without orders from their creators. They follow instructions explicitly & are incapable of any strategy or tactics. They are emotionless in combat & cannot be provoked.

    A golem’s creator can command it if the golem is within 60’ & can see & hear its creator. If not commanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his or her absence. The golem’s creator can order the golem to obey the commands of another person (who might in turn place the golem under someone else’s control, & so on), but the golem’s creator can always resume control over his creation by commanding the golem to obey him alone.

    Sandblast (Su): A sand golem can shoot a stinging blast of sand at its enemies; all opponents in a 30’ cone take 3d6 slashing damage & are pushed back to the edge of the cone; Reflex save (DC22) for half damage; the save DC is Strength-based

    Berserk (Ex): When a sand golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free & the golem goes berserk; the uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction; once a sand golem goes berserk, no known method can reestablish control; it takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%

    Construct traits: All creatures with the Construct type possess the following traits:
    • No Constitution score.
    • Low-light vision.
    • Darkvision out to 60’.
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, & morale effects).
    • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, & necromancy effects.
    • Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
    • Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
    • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    • Since it was never alive, a construct cannot be raised or resurrected.
    • Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
    • Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
    • Proficient with no armor.
    • Constructs do not eat, sleep, or breathe.

    Immunity to Magic (Ex): A sand golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells & effects function differently against the creature, as noted below:
    • Getting a sand golem wet slows it down (as the slow spell) for 1d6+4 rounds, with no saving throw.
    • Any wind effect of severe intensity or higher (such as a gust of wind spell) will cause a sand golem to be dazed for the duration of the effect.
    • An earthquake spell does not actually change the golem’s structure but negates its damage reduction & immunity to magic for 1 full round.

    Sand Golem Lore
    Characters that have ranks in Knowledge (Arcana) can learn more about sand golems. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC19: “Some reckless mages have made automatons using whatever material was abundant & readily available, with grievous consequences.” A character making this check recalls all construct traits.
    • DC24: “These shapeless things are sand golems, & they can shoot a harsh spray of sand at their enemies.” A character making this check knows the workings of the Sandblast ability.
    • DC29: “Sand golems are inherently unstable, so they have a tendency to go violently out of control.” A character making this check remembers the mechanics of Berserk & Immunity to Magic.
    • DC34: “The first sand golem was created by the notorious half-mad mage Amula izr Zaqrazam, & he lived just long enough to regret doing so.” A character making this check is familiar with a sand golem’s construction methods.

    Construction
    A sand golem’s body must be sculpted from a single well-packed heap of sifted sand weighing at least 2,500 pounds; this sand must be collected from desert sand only (beach sand is to impure for this purpose), mixed with 600gp worth of diamonds, & treated with a rare viscous oil worth 400GP. Creating the body requires a Craft: Sculpting check (DC15).

    CL 12th; Craft Construct, animate objects, commune, geas/quest, stone shape, caster must be at least 12th level; Price 25,000GP; Cost 12,500GP + 1,000XP.

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    This amorphous being is a shaped vaguely like a humanoid made entirely from sand, like a beach sculpture come to life. A shower of sand grains falls from its body whenever it moves. Aside from its crude mouth, the only facial features that it has are two soulless, glowing eyes, fashioned from cloudy quartz.

    Created by irresponsible & myopic mages, who were looking to gain results that surpass their means, sand golems are a substandard alternative to more traditional golems. Only vaguely resembling a living being, these automatons are rarely made due to their inherent instability & destructive nature. Nowadays, only a truly foolish mage would unleash such an unreliable creature upon the world.

    A sand golem is about 10’ tall & weighs around 2,500 pounds. They cannot speak or make any vocal noise, but they can understand very simple orders given in the native tongue of the creature that created it (most like Common), assuming that it has not gone berserk.

    Plot Hooks
    • A berserk sand golem is destroying everything in its path as it roams the desert wastes.
    • A mining company has recently discovered an underground tomb, filled with countless sand golems, all seemingly inert.
    • Againgst the better judgment of the town’s elders, a local mage has created a sand golem.

    *NOTE: The Sand Golem presented here is completely unrelated to the creature of the same name that originally appeared in Sandstorm on page 182. This version is designed to fit into the worlds of Zihaja.

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

    Golem, Sandstone

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    Large Construct
    Hit Dice: 13d10+30 (101HP)
    Initiative: -1
    Speed: 30’ (6 squares)
    Armor Class: 24 (-1 size, -1 Dex, +16 natural); touch 8; flat-footed 24
    Base Attack/Grapple: +9/+21
    Attack: Slam +16 melee (2d8+8)
    Full Attack: 2 Slam +16 melee (2d8+8)
    Space/Reach: 10’/10’
    Special Attacks: Slow
    Special Qualities: Construct traits, Crumble, Damage Reduction 8/Adamantine, Darkvision 60’, Immunity to Magic, Low-Light Vision
    Saves: Fort +4, Ref +3, Will +4
    Abilities: Str 27 (+8), Dex 9 (-1), Con -- (+0), Int -- (+0), Wis 11 (+0), Cha 1 (-5)
    Skills: N/A
    Feats: N/A
    Environment: any (Siraaj or Najmah)
    Organization: solitary or gang (2-4)
    Challenge Rating: 10
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 14-25HD (Large), 26-38HD (Huge)
    Level Adjustment: N/A

    Combat
    Golems are tenacious in combat & prodigiously strong as well. Being mindless, they do nothing without orders from their creators. They follow instructions explicitly & are incapable of any strategy or tactics. They are emotionless in combat & cannot be provoked.

    A golem’s creator can command it if the golem is within 60’ & can see & hear its creator. If not commanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his or her absence. The golem’s creator can order the golem to obey the commands of another person (who might in turn place the golem under someone else’s control, & so on), but the golem’s creator can always resume control over his creation by commanding the golem to obey him alone.

    Slow (Su): A sandstone golem can use a slow effect, as the spell, as a swift action once every 1d4 rounds. The effect has a range of 15’ & a duration of 1d4+2 rounds, requiring a Will save (DC17) to negate; the save DC is Constitution-based.

    Construct traits: All creatures with the Construct type possess the following traits:
    • No Constitution score.
    • Low-light vision.
    • Darkvision out to 60’.
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, & morale effects).
    • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, & necromancy effects.
    • Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
    • Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
    • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    • Since it was never alive, a construct cannot be raised or resurrected.
    • Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
    • Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
    • Proficient with no armor.
    • Constructs do not eat, sleep, or breathe.

    Crumble (Ex): a sandstone golem is initially an intact creature; if its HP drops below 50% (50HP, on average), its body will deteriorate; a golem will suffer a -4 penalty to Strength, AC, Damage Reduction, & saving throws; this effect will not end if the creature’s HP raises above 50% again (this will end if the golem is repaired to 100%HP)

    Immunity to Magic (Ex): A sandstone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells & effects function differently against the creature, as noted below:
    • A transmute rock to mud spell slows a sandstone golem (as the slow spell) for 2d8 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
    • A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction & immunity to magic for 1d3 rounds.

    Sandstone Golem Lore
    Characters that have ranks in Knowledge (Arcana) can learn more about sandstone golems. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC20: “Not all stone golems are made from granite or marble; some are made from lesser minerals, such as sandstone.” A character making this check recalls all construct traits.
    • DC25: “A sandstone golem is much like any other golem made of stone, including their ability to slow their enemies down.” A character making this check knows the workings of the Slow ability.
    • DC30: “These automatons are largely immune to magic like similar golem types, but they are more fragile & prone to falling apart.” A character making this check remembers the mechanics of Crumble & Immunity to Magic.
    • DC35: “The first batch of these beings was made by a cabal of alchemists along the Saqiyah River, who found them to be useful substitutes for more common golems.” A character making this check is familiar with a sandstone golem’s construction methods.

    Construction
    A sandstone golem’s body is chiseled from a single block of hard sandstone, weighing at least 2,500 pounds. The stone must be of good quality, & costs 1,000GP. Assembling the body requires a DC16 Craft (sculpting) check or a DC16 Craft (stonemasonry) check.

    CL 13th; Craft Construct, animate objects, antimagic field, geas/quest, slow, caster must be at least 13th level; Price 40,000GP; Cost 20,000GP + 1,600 XP.

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    A massive slab of stone stands there silently, as unmoving as the earth itself. It is shaped loosely like a giant man, like a sculptor had abandoned a statue in mid-carving. Its motionless frame is a dusty shade of pale tan, with many horizontal stripes subtly crossing its rocky surface. Suddenly, it lifts its rough-hewn cylinder of a leg, & takes a lumbering step forward.

    The preferred material for making a typical stone golem is either marble or granite. Sometime, though, these minerals are difficult to come by in sufficient quantities (or qualities). In such cases, a would-be golem crafter can settle for lesser substances. A universal building material in the many deserts of Siraaj is sandstone, & golems made from it are a desirable compromise. They are not nearly as expensive as regular stone golems, & they are not as unstable as sand golems.

    A sandstone golem is about 9½’ tall & weighs around 2,500 pounds. It walks & moves with a slow, clumsy gait. They cannot speak or make any vocal noise, but they can understand very simple orders given in the native tongue of the creature that created it (most like Common).

    Plot Hooks
    • A sandstone golem has been spotted marching inexorably forward, & a village is directly in its path of destruction.
    • A gang of bandits have somehow gained command of a sandstone golem, & are using it to extort money & goods from local settlements.
    • A merchant prince is trying to establish a fighting arena featuring opposed sandstone golems.

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

    Hafaza

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    Medium Outsider (Extraplanar, Good)
    Hit Dice: 6d8+24 (51HP)
    Initiative: +3
    Speed: 30’ (6 squares), Fly 90’ (18 squares, perfect maneuverability)
    Armor Class: 25 (+3 Dex, +12 natural); touch 13; flat-footed 22
    Base Attack/Grapple: +6/+10
    Attack: +2 Falchion +12 melee (2d4+6, 18-20/×2) or Slam +10 melee (1d8+4)
    Full Attack: +2 Falchion +12/+7/+2 melee (2d4+6, 18-20/×2) or 2 Slams +10 melee (1d8+4)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Darkvision 60’, Extraplanar traits, Good traits, Outsider traits, Protective Aura, Spell-like Abilities, Telepathy 100’
    Saves: Fort +9, Ref +8, Will +9
    Abilities: Str 18 (+4), Dex 16 (+3), Con 18 (+4), Int 16 (+3), Wis 18 (+4), Cha 16 (+3)
    Skills: Diplomacy +9, Heal +10, Hide +9, Intimidate +9, Jump +10, Knowledge (local) +9, Knowledge (nature) +9, Listen +12, Search +12, Sense Motive +10, Spot +12
    Feats: Awareness, Flyby Attack, Skill Focus (Search)
    Environment: any (Siraaj)
    Organization: solitary, pair, or squad (3-5)
    Challenge Rating: 6
    Treasure: no coins; double goods; standard items
    Alignment: any Good
    Advancement: 7-12HD (Medium), 13-24HD (Large)
    Level Adjustment: N/A

    Combat
    A hafaza by itself will flee rather than fight, but a hafaza with a soul to shepherd will defend it to the death. They will use their air superiority to control a battle, striking from above & staying out of range of potential retaliatory attacks. Despite their translucence, they are completely solid, & so they are not hesitant to engage in melee, using either a falchion or a slam attack. They are most fond of employing their spell-like abilities in a skirmish, using protection from evil, feather fall, mage armor, & cure spells on themselves (as well as their charges), all the while blasting their opponents with magic missile & lightning bolt.

    Good traits: All creatures with the good subtype (known as angels) possess the following traits:
    • If the good creature’s alignment changes, then it will still retain this subtype.
    • Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment.
    • A creature with the good subtype overcomes damage reduction as if its natural weapons & any weapons it wields were good-aligned.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • Unlike most other living creatures, an outsider does not have a dual nature; its soul & body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
    • Proficient with all simple & martial weapons.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).

    Protective Aura (Su): Hafaza can project an aura that shields their charges from harm; a hafaza can designate one ally within 30’ to benefit from this aura; both the hafaza & its chosen ally gain a +4 deflection bonus to their AC, a +4 sacred bonus to all saving throws, & 4 temporary hit points (which are deducted first upon taking damage); this effect lasts for a number of rounds per day equal to the hafaza’s Wisdom score, & can be activated/deactivated as a swift action; any remaining rounds can be spent later if the effect is ended prematurely, so long as the total number of rounds does not exceed their Wisdom score

    Spell-Like Abilities
    • At Will: cure minor wounds (DC14), gaseous form, magic missile, protection from evil (DC15)
    • 3/Day: calm emotions (DC16), feather fall, mage armor
    • 1/Day: cure serious wounds (DC17), lightning bolt (DC17)
    • Caster level 9th. The save DCs are Wisdom-based.

    Hafaza Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about hafaza. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC16: “In the world of the Afterlife, the souls of the dead must be led to their judgment.” A character making this check recalls all extraplanar, good, & outsider traits.
    • DC21: “The kindly creatures that guide these lost souls are angelic being known as hafaza, & they are able to emit an aura of shielding energy.” A character making this check knows the workings of the Protective Aura ability.
    • DC26: “They rely on an array of magical powers to keep their charges from harm.” A character making this check remembers a hafaza’s spell-like abilities.
    • DC31: “Despite the many myths & legends told about them, they have no direct divine connection.” A character making this check is familiar with hafaza habits & tactics.

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    Hovering in the air is a translucent figure, like a being made of ice or smoke. Its entire form is a crystalline blue, & it projects an aura of unearthly calm & tranquility. It has two ghostly wings, & hair like frozen flames.

    When a sentient creature dies in the world of Siraaj, its soul must go to the Pit of Fate. There, the soul waits for 21 days, after which it moves onto its eventual destiny. The ethereal creatures responsible for watching over these souls & guiding them to the Pit of Fate are called the Hafaza.

    A hafaza (hah-FAH-zah) spends its days scanning the landscape of Siraaj, searching for souls of the freshly-deceased. Once they have found such a spirit, they descend from their flight to introduce themselves & welcome them to the Afterlife. They then escort the soul to the Pit of Fate, protecting it from hazards along the way. A journey such as this can last for just a few hours, or it can last for weeks, depending on how far away the Pit of Fate. Also known as a Lazaqa-Nasid (“Guardian-Spirit”), a hafaza feels an instinctual desire to assist & protect the souls that it finds. They cannot explain this instinct, but they also find it rather difficult to deny.

    A hafaza is about 6½’-8’ tall, but it weighs only about 40-70 pounds. They speak both Archaic & Common in a musical way that sounds like the tinkling of bells, & they usually know 2 of the elemental tongues (Aquan, Auran, Ignan, or Terran) as well.

    Plot Hooks
    • While escorting souls, a hafaza is set upon by ghuls, who blame the hafaza for their fate.
    • A hafaza needs help finding an elusive soul, which is that of a recently-deceased acquaintance.
    • The number of hafaza sightings has dramatically increased in the area lately, prompting much concern & speculation.

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

    Half-Genie

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    Warrior 1
    Medium Outsider (Native)
    Hit Dice: 1d8+6 (10HP)
    Initiative: +3
    Speed: 30’ (6 squares)
    Armor Class: 18 (+3 Dex, +4 chain shirt, +1 light shield); touch 13; flat-footed 15
    Base Attack/Grapple: +1/+4
    Attack: Scimitar +4 melee (1d6+3/18-20) or Longbow +4 ranged (1d8+3/×3)
    Full Attack: Scimitar +4 melee (1d6+3/18-20) or Longbow +4 ranged (1d8+3/×3)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Elemental Birthright, Elemental Resistance, Magical Sensitivity, Native traits, Outsider traits
    Saves: Fort +5, Ref +3, Will +0
    Abilities: Str 17 (+3), Dex 16 (+3), Con 17 (+3), Int 12 (+1), Wis 10 (+0), Cha 10 (+0)
    Skills: Climb +7, Intimidate +4, Jump +7, Spellcraft +5, Use Magic Device +5
    Feats: Toughness
    Environment: any (Siraaj)
    Organization: solitary, squad (2-4), company (11-20 plus 2 3rd-level sergeants & 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, & 3 7th-level captains)
    Challenge Rating: 2
    Treasure: standard
    Alignment: usually Chaotic Neutral
    Advancement: by character class
    Level Adjustment: +2

    Combat
    A half-genie is a formidable opponent, regardless of its specific genie heritage. Half-genies may be susceptible to magic, but their Magical Sensitivity affords them greater benefits from healing spells, so they often team up with clerics. They also rely on their gifts from their Elemental Birthright to command the battlefield. Their natural proclivity for Moving Silently & Spellcraft makes them adept at darting, hit-&-run tactics. They don’t usually relish a fight, but they are eager to defend their friends & family from any danger.

    Elemental Birthright: A half-genie, being descended from genies, has inherited some of their ancestors’ abilities. Each half-genie manifests one of the following additional traits, based on their lineage:
    • Dao: Once per day, a half-dao can cast stone shape &/or soften earth & stone (as the spells). Caster level 8th. The save DCs are Charisma-based.
    • Djinn: Once per day, a half-djinni can cast fly for up to 8 minutes &/or gaseous form (as the spells) for up to 16 minutes. Caster level 8th.
    • Efreet: Once per day, a half-efreeti can cast produce flame &/or wall of fire (as the spells). Caster level 8th. The save DCs are Charisma-based.
    • Jann: Once per day, a half-janni can cast invisibility for up to 8 minutes &/or enlarge/reduce person (as the spells). Caster level 8th. The save DCs are Charisma-based.
    • Marid: Once per day, a half-marid can cast water breathing (as the spell) for up to 1 hour &/or control water (as the spell). Caster level 8th. The save DCs are Charisma-based.

    Elemental Resistance: A half-genie is resistant to a particular element, based on their lineage:
    • Dao: A half-dao gains Acid Resistance 10.
    • Djinn: A half-djinni gains Sonic Resistance 10.
    • Efreet: A half-efreeti gains Fire Resistance 10.
    • Jann: A half-janni gains Electricity Resistance 10.
    • Marid: A half-marid gains Cold Resistance 10.

    Magical Sensitivity (Ex): All spells cast on a half-genie character function as if they had +1 caster level.

    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.

    Racial Feat: A half-genie character gains a bonus feat, based on their heritage:
    • Dao: A half-dao gains either Endurance or Improved Initiative.
    • Djinn: A half-djinni gains either Improved Initiative or Lightning Reflexes.
    • Efreet: A half-efreeti gains either Lightning Reflexes or Run.
    • Jann: A half-janni gains either Iron Will or Run.
    • Marid: A half-marid gains either Endurance or Iron Will.

    Racial Skills: A half-genie character has a +4 racial bonus on Spellcraft & Use Magic Device checks. A half-genie character also gains additional skill bonuses, based on their heritage:
    • Dao: A half-dao gains a +4 racial bonus on Balance & Tumble checks.
    • Djinn: A half-djinni gains a +4 racial bonus on Hide & Move Silently checks.
    • Efreet: A half-efreeti gains a +4 racial bonus on Bluff & Intimidate checks.
    • Jann: A half-janni gains a +4 racial bonus on Diplomacy & Sense Motive checks.
    • Marid: A half-marid gains a +8 racial bonus on Swim checks, & can always choose to take 10 on a Swim check, even if rushed or threatened.

    Half-Genie Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about half-genie. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC12: “Genies & humans are actually capable of interbreeding.” A character making this check recalls all native outsider traits.
    • DC17: “The progeny of such a mating would be a half-genie, which would carry some of the magical gifts of its genie parent.” A character making this check knows the workings of the Elemental Birthright abilities.
    • DC22: “They are sensitive to magic, reacting strongly to even the weakest of spells.” A character making this check remembers the mechanics of Magical Sensitivity, as well as their skill bonuses.
    • DC27: “Half-genie have little racial unity, & prone to arguing amongst themselves & struggle against any unifying force.” A character making this check is familiar with the local half-genie settlements.

    Abilities & Racial Features
    Half-genie characters possess the following racial traits:
    • +4 Strength, +2 Dexterity, +2 Constitution, +2 Charisma.
    • Outsider (Native): Half-genies are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Medium Size: As Medium creatures, half-genie have no special bonuses or penalties due to their size.
    • Half-genie base land speed is 30 feet.
    • Genie Blood: For all effects related to race, a half-genie is considered a genie.
    • Elemental Birthright: A half-genie, being descended from genies, has inherited some of their ancestors’ abilities. Each half-genie manifests one of the following additional traits, based on their lineage:
      • Dao: Once per day, a half-dao can cast stone shape &/or soften earth & stone (as the spells). Caster level 8th. The save DCs are Charisma-based.
      • Djinn: Once per day, a half-djinni can cast fly for up to 8 minutes &/or gaseous form (as the spells) for up to 16 minutes. Caster level 8th.
      • Efreet: Once per day, a half-efreeti can cast produce flame &/or wall of fire (as the spells). Caster level 8th. The save DCs are Charisma-based.
      • Jann: Once per day, a half-janni can cast invisibility for up to 8 minutes &/or enlarge/reduce person (as the spells). Caster level 8th. The save DCs are Charisma-based.
      • Marid: Once per day, a half-marid can cast water breathing (as the spell) for up to 1 hour &/or control water (as the spell). Caster level 8th. The save DCs are Charisma-based.
    • Elemental Resistance: A half-genie is resistant to a particular element, based on their lineage:
      • Dao: A half-dao gains Acid Resistance 10.
      • Djinn: A half-djinni gains Sonic Resistance 10.
      • Efreet: A half-efreeti gains Fire Resistance 10.
      • Jann: A half-janni gains Electricity Resistance 10.
      • Marid: A half-marid gains Cold Resistance 10.
    • Magical Sensitivity (Ex): All spells cast on a half-genie character function as if they had +1 caster level.
    • Racial Feat: A half-genie character gains a bonus feat, based on their heritage:
      • Dao: A half-dao gains either Endurance or Improved Initiative.
      • Djinn: A half-djinni gains either Improved Initiative or Lightning Reflexes.
      • Efreet: A half-efreeti gains either Lightning Reflexes or Run.
      • Jann: A half-janni gains either Iron Will or Run.
      • Marid: A half-marid gains either Endurance or Iron Will.
    • Racial Skills: A half-genie character has a +4 racial bonus on Spellcraft & Use Magic Device checks. A half-genie character also gains additional skill bonuses, based on their heritage:
      • Dao: A half-dao gains a +4 racial bonus on Balance & Tumble checks.
      • Djinn: A half-djinni gains a +4 racial bonus on Hide & Move Silently checks.
      • Efreet: A half-efreeti gains a +4 racial bonus on Bluff & Intimidate checks.
      • Jann: A half-janni gains a +4 racial bonus on Diplomacy & Sense Motive checks.
      • Marid: A half-marid gains a +8 racial bonus on Swim checks, & can always choose to take 10 on a Swim check, even if rushed or threatened.
    • Darkvision out to 60’.
    • Automatic Languages: Common. Bonus Languages: Aquan, Auran, Ignan, & Terran.
    • Favored Class: Sorcerer.
    • Level Adjustment: +2.

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    An impressive-looking individual appears before you. It could be mistaken for a human, if it were not for the (cloudy vapors/blazing fire/dust & sand/dripping water/arcs of electricity) constantly emitting from it. Its skin is a dull (ochre/scarlet/emerald/cerulean/mauve), & its eyes glow faintly with the same color. Its hair appears to be (tousled by a strong breeze/engulfed in flames/formed from clumps of stone/translucent & gelatinous/standing on end), which does not appear to concern the creature one bit.

    The various genies once lived only on the world of Najmah. But eons ago, some of them managed to migrate to the world of Siraaj, where these magical beings interbred with the indigenous sentient peoples. The creatures that resulted from these unions were able to breed true, forming a race known as the Half-Genie.

    Also known as Numar-Sim, the half-genies (HALF JEE-nee) are a conflicted people. On one hand, they have supernatural powers that set them above the more common races. However, by the same token, they are often compared to pureblooded genies, which are far more powerful than their hybrid offspring. This adds to their society’s fractious nature, creating a culture where consensus is rare, organization is mostly local, & disagreements on even the most fundamental issues are commonplace. Most other races see the half-genie as an alienating & contrary people, but their divisions are always erased (at least temporarily) by external threats.

    A half-genie is about as tall as a human (5’-6½’), but it weighs slightly more (200-350 pounds). They speak Common, & usually one of elemental tongues (Aquan, Auran, Ignan, or Terran) as well.

    Plot Hooks
    • A local half-genie noble is getting married, & the guestlist is almost as interesting as the intrigue surrounding the event.
    • A dispute between various half-genie sects threatens to erupt into factional violence.
    • A group of outlaw half-genies are giving the race a bad name, & the local autorities want them stopped.
    Last edited by Zeta Kai; 2011-02-15 at 11:36 AM.

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

    Half-Ghul

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    Warrior 1
    Medium Outsider (Native)
    Hit Dice: 1d8+6 (10HP)
    Initiative: +2
    Speed: 30’ (6 squares)
    Armor Class: 17 (+2 Dex, +4 chain shirt, +1 light shield); touch 12; flat-footed 15
    Base Attack/Grapple: +1/+5
    Attack: Scimitar +4 melee (1d6+3/18-20) or Longbow +3 ranged (1d8+2/×3) or Claw +5 melee (1d6+4)
    Full Attack: Scimitar +4 melee (1d6+3/18-20) or Longbow +3 ranged (1d8+2/×3) or 2 Claws +5 melee (1d6+4)
    Space/Reach: 5’/5’
    Special Attacks: Spell-like abilities
    Special Qualities: Darkvision 60’, Elemental Resistance, Native traits, Outsider traits
    Saves: Fort +5, Ref +2, Will +2
    Abilities: Str 17 (+3), Dex 15 (+2), Con 16 (+3), Int 12 (+1), Wis 14 (+2), Cha 10 (+0)
    Skills: Bluff +5, Climb +5, Disguise +5, Intimidate +6, Jump +5, Ride +4
    Feats: Power Attack, Toughness (bonus)
    Environment: any (Siraaj)
    Organization: solitary, squad (2-4), company (11-20 plus 2 3rd-level sergeants & 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, & 3 7th-level captains)
    Challenge Rating: 2
    Treasure: standard
    Alignment: usually Neutral Evil
    Advancement: by character class
    Level Adjustment: +2

    Combat
    Half-ghuls are aggressive, almost enthusiastic, combatants. Their zeal in battle often leads them to victory, but it also can end in a reckless defeat. They fearlessly charge into a fight, unleashing a fury that borders on bloodlust. They often enter melee by using magic such as darkness or obscuring mist, & then attack with whatever weapons they have handy. Half-ghuls usually save their gust of wind ability for when they are on the defensive or when they can knock an opponent off of a precipice. They are completely unafraid of fire or ice (mostly due to their Elemental Resistance quality), so they will trudge right through a wall of flames if they have to in order to reach their foes.

    Spell-Like Abilities
    • At Will: detect magic, obscuring mist, touch of fatigue (DC14)
    • 3/Day: darkness, sleep (DC15)
    • 1/Day: gust of wind (DC15)
    • Caster level 8th. The save DCs are Charisma-based.

    Elemental Resistance (Su): A half-ghul is resistance to all damage from cold & fire energy (including non-magical forms of cold/fire damage); they ignore the first 5 points of damage from those types each round

    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.

    Half-Ghul Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about half-ghul. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC12: “Even ghuls are able to crossbreed with humanoids, producing fertile young.” A character making this check recalls all native outsider traits.
    • DC17: “These offspring are known as half-ghuls, & they are resistant to extreme heat & freezing cold.” A character making this check knows the workings of the Elemental Resistance ability.
    • DC22: “They have inherited some magical talents from their ghul parents, as well as an aggressive nature.” A character making this check remembers a half-ghul’s spell-like abilities.
    • DC27: “Half-ghuls are not always evil, & in fact, many of them have prevailed over their malevolent heritage.” A character making this check is familiar with where the nearest half-ghul enclave can be found.

    Abilities & Racial Features
    Half-ghul characters possess the following racial traits:
    • Strength +4, Constitution +2, Intelligence +2, Wisdom +2, Charisma +2.
    • Outsider (Native): Half-ghuls are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Medium Size: As Medium creatures, half-ghuls have no special bonuses or penalties due to their size.
    • Half-ghul base land speed is 30 feet.
    • Elemental Resistance (Su): A half-ghul is resistant to all damage from cold & fire energy (including non-magical forms of cold/fire damage); they ignore the first 5 points of damage from those types each round.
    • Ghul Blood: For all effects related to race, a half-ghul is considered a ghul.
    • Natural Weapon (Ex): 2 Claws (1d6 + Str); slashing damage.
    • Racial Skills: A half-ghul character has a +4 racial bonus on Bluff, Disguise, & Intimidate checks.
    • Spell-Like Abilities
      • At Will: detect magic, obscuring mist, touch of fatigue (DC14).
      • 3/Day: darkness, sleep (DC15).
      • 1/Day: gust of wind (DC15).
      • Caster level 8th. The save DCs are Charisma-based.
    • Toughness: Half-ghuls gain Toughness as a bonus feat.
    • Darkvision out to 60’.
    • Automatic Languages: Common & Ghul. Bonus Languages: Archaic & Gnoll.
    • Favored Class: Fighter.
    • Level Adjustment: +2.

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    A frightening figure suddenly comes into view. It looks like a dark-haired human, or something that once was human, but its features betray it as something else entirely. Its skin is a chalky gray, its ears are long & pointed, & it has a maw of needlelike fangs. Most inhuman of all are its eyes, which have vividly crimson irises, & gleam with seeming wickedness.

    Ghuls are truly nightmarish creatures, rivaling demons in their malice & cruelty (in fact, they are often confused with dark beings such as devils or demons). But their evil, while all-consuming, does not reduce their wit & cleverness. They possess a keen-yet-depraved intellect, & are known for their sinister schemes. Many such plots involve disguising themselves as humanoids, & they are not above mating with humanoid races to further their vile goals. It is from these temporary unions that the first Half-Ghuls were born.

    The half-ghuls are now a race in their own right, able to create viable half-ghul (HALF GOOL) offspring. Sometimes called Numar-Jalaq (“Half-Malign”), or simply Numar-Gul, half-ghuls are a race in search of an identity. While some take after their ghul parents, indulging in wanton acts of villainy, many others of their kind strive to overcome their foul lineage & forge their own path through life. This dichotomy in their culture has engendered many conflicts, not only among their own race, but also with other peoples. Like half-genies & other hybrid folk, they do not usually rule their own domains, so they almost always live among the lands of their parents. Even the most civilized of half-ghuls, though, must struggle with the darkness in their souls.

    A half-ghul is about 6’-7’ tall & weighs around 200-400 pounds. They speak Common & Ghul with raspy, almost-hissing voices.

    Plot Hooks
    • A half-ghul is on a mission to find the ghul that sired him, & cannot be deterred.
    • A half-ghul is accused of murdering a local official, although the evidence is rather weak.
    • Various half-ghuls have been attacked recently, & rumor has it that there’s a secret crusade to remove them from the area.

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

    Harpy, Vulture

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    Medium Monstrous Humanoid
    Hit Dice: 10d8+20 (65HP)
    Initiative: +5
    Speed: 20’ (4 squares), Fly 80’ (16 squares, average maneuverability)
    Armor Class: 18 (+5 Dex, +3 natural); touch 15; flat-footed 13
    Base Attack/Grapple: +10/+13
    Attack: Sickle +13 melee (1d6+3)
    Full Attack: Sickle +13/+8/+3 melee (1d6+3) & 2 Talons +8 melee (1d4+3)
    Space/Reach: 5’/5’
    Special Attacks: Shriek
    Special Qualities: Darkvision 60’, Monstrous Humanoid traits, Skills
    Saves: Fort +5, Ref +12, Will +9
    Abilities: Str 16 (+3), Dex 20 (+5), Con 14 (+2), Int 7 (-2), Wis 13 (+1), Cha 10 (+0)
    Skills: Heal +4, Intimidate +5, Move Silently +7, Spot +9, Survival +5
    Feats: Endurance, Flyby Attack, Self-Sufficient, Wingover
    Environment: warm desert (Siraaj)
    Organization: solitary, pair, or nest (1d2 adults plus 1d4 noncombatant young)
    Challenge Rating: 7
    Treasure: standard
    Alignment: usually Chaotic Evil
    Advancement: by character class
    Level Adjustment: +6

    Combat
    The ferocity of a vulture harpy is a sight to behold, terrifying though it may be. Few other creatures on Siraaj fight as readily, or with as much intensity, as they. Once a vulture harpy has engaged in battle, it will almost always fight to the death, undeterred by most circumstances. They typically ambush prey by diving from above, opening the encounter with a Shriek attack. After that, they will most likely finish up with their sickles & talons, using additional Shriek attacks if necessary.

    Shriek (Su): A vulture harpy can unleash an unearthly, deafening scream; all creatures within a 40’ cone take 4d6 sonic damage & are rendered deafened; Fortitude save (DC18) for half damage & negating the deaf status; the save DC is Strength-based; this attack can be used once every 1d4+1 rounds.

    Monstrous Humanoid traits: All creatures with the Monstrous Humanoid type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with all simple weapons.
    • Monstrous humanoids not indicated as wearing armor are not proficient with armor or shields.
    • Monstrous humanoids eat, sleep, & breathe.

    Skills: A vulture harpy has a +4 racial bonus on Spot checks.

    Vulture Harpy Lore
    Characters that have ranks in Knowledge (Nature) can learn more about vulture harpies. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC17: “It is more than the heat & the lack of water in the wastelands that will kill you; a black terror stalks the desert skies.” A character making this check recalls all monstrous humanoid traits.
    • DC22: “Known as the vulture harpies, these ravenous monsters will eat anything, whether it be alive or not.” A character making this check knows the workings of the Shriek ability.
    • DC27: “If their screams alone don’t kill, they will finish the job with their talons.” A character making this check remembers that vulture harpies have talons as natural weapons, a racial bonus on Spot checks, & a natural armor bonus.
    • DC32: “Their sight is unnaturally keen, so they roam far & wide throughout the arid wastes, searching for flesh to consume.” A character making this check is familiar with the vulture harpy’s common hunting grounds & migratory patterns.

    Abilities & Racial Features
    Vulture harpy characters possess the following racial traits:
    • Strength +2, Dexterity +4, Constitution +2, Intelligence -2.
    • Monstrous Humanoid: A vulture harpy is not subject to spells or effects that affect humanoids only, such as charm person or dominate person. It is still subject to charm monster or dominate monster, however.
    • Medium Size: As Medium creatures, vulture harpies have no special bonuses or penalties due to their size.
    • Racial Hit Dice: A vulture harpy begins with 10 levels of monstrous humanoid, which provide 10d8 Hit Dice, a base attack bonus of +10, & base saving throw bonuses of Fortitude +3, Reflex +7, & Will +7.
    • Racial Skills: A vulture harpy’s monstrous humanoid levels give it skill points equal to 13 × (2 + Int modifier, minimum 1). Its class skills are Heal, Intimidate, Move Silently, Spot, & Survival. A vulture harpy has a +4 racial bonus on Spot checks.
    • Racial Feats: A vulture harpy’s monstrous humanoid levels give it 4 feats.
    • Vulture harpy base land speed is 20 feet
    • Vulture harpy base fly speed is 80 feet (average maneuverability).
    • Shriek (Su): A vulture harpy can unleash an unearthly, deafening scream; all creatures within a 40’ cone take 4d6 sonic damage & are rendered deafened; Fortitude save (DC16) for half damage & negating the deaf status; the save DC is Constitution-based; this attack can be used once every 1d4+1 rounds.
    • Darkvision out to 60 feet.
    • Natural Weapon (Ex): Talon (1d4 + Str); slashing damage.
    • +3 natural armor bonus.
    • Automatic Languages: Harbai (Vulture Harpy). Bonus Languages: Common & Ghul.
    • Favored Class: Barbarian.
    • Level Adjustment: +6.

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    Suddenly from above, a dark shadow appears, blotting out the sky. Two inky black wings hold the horrifying figure aloft as it descends upon you. Its long, feathered legs end in grasping talons that look like they were designed to rend flesh with a single swipe. The grotesque creature, which resembles a hideous woman crossed with an enormous predatory bird, lifts its head & opens its mouth wide, as if to cry out.

    The Scourges of the Sands, the Darkness of the Desert, the Eaters of the Living & the Dead. The terror of the Vulture Harpy is known by many names, & is feared by all desert peoples, for good reason. Few other wasteland hazards are as consistently dangerous, & none are as seemingly-malicious.

    The vulture harpies are spiteful beings, eager to kill & feed. They mostly subsist on carrion, but unlike real vultures, they are far from harmless scavengers. They will gladly bring down living prey, & they are indiscriminate in their slaughter, killing anything that looks like a feasible meal. Even normal harpies hate & fear them for their voracious predations.

    A vulture harpy is about 4½’ tall & weighs around 80 pounds. They speak their own tongue (Harbai), although some of the brighter ones speak Common or Ghul as well.

    Plot Hooks
    • A merchant prince is hiring mercenaries to protect a trade route that has been preyed upon by vulture harpies in recent weeks.
    • A battered & flayed cleric is the only survivor of a pilgrimage that was set upon by vulture harpies.
    • A nest of vulture harpies was just discovered in a rocky hillside nearby, but the parents are nowhere to be found.

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

    Hemoculus

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    Fine Ooze
    Hit Dice: ½d10 (2HP)
    Initiative: +5
    Speed: 10’ (2 squares), Burrow 5’ (1 square)
    Armor Class: 24 (+8 size, +5 Dex, +1 natural); touch 23; flat-footed 19
    Base Attack/Grapple: +0/-21
    Attack: Sting +3 touch (1d4 acid plus Poison)
    Full Attack: Sting +3 touch (1d4 acid plus Poison)
    Space/Reach: 0’/0’
    Special Attacks: Poison
    Special Qualities: Ooze traits, Sanguine Sight
    Saves: Fort +0, Ref +5, Will +0
    Abilities: Str 1 (-5), Dex 20 (+5), Con 10 (+0), Int -- (+0), Wis 10 (+0), Cha 1 (-5)
    Skills: N/A
    Feats: N/A
    Environment: any (Siraaj or Najmah)
    Organization: solitary, pair, clot (3-8), scab (9-24), or hemorrhage (25-40)
    Challenge Rating: 1
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 1-2HD (Fine), 3-4HD (Diminutive), 5-8HD (Tiny)
    Level Adjustment: N/A

    Combat
    Hemoculi are mindless things, & do not attack other creatures, even to defend themselves. They are able to attack with their Sting, but will not do so unless commanded to by their creator. A wise creator will usually use their minute size & Burrow ability to stay out of sight, avoiding a fight altogether.

    Poison (Ex): Contact, Fortitude save (DC10), initial damage 1d6 Dexterity, secondary damage Unconsciousness; the save DC is Dexterity-based. A hemoculus dies 1 round after using its Sting, melting into a crimson stain.

    Ooze traits: All creatures with the Ooze type possess the following traits:
    • Mindless: No Intelligence score, & immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, & morale effects).
    • Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, & other attack forms that rely on sight.
    • Immunity to poison, sleep effects, paralysis, polymorph, & stunning.
    • Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 + ½ ooze’s HD + ooze’s Con modifier per full round of contact.
    • Not subject to critical hits or flanking.
    • Proficient with its natural weapons only.
    • Proficient with no armor.
    • Oozes eat & breathe, but do not sleep.

    Sanguine Sight (Su): A hemoculus can relay all visual information within sight to the creature that created it, as if it were the focus of a permanent arcane eye spell. The creator must use their own Search & Spot checks; certain visually-based skills, such as Appraise or Sense Motive, cannot be used through a hemoculus proxy. No audio information is transmitted via a hemoculus. It can transmit its visual information across any distance, but only if the creator is on the same plane.

    Hemoculus Lore
    Characters that have ranks in Knowledge (Dungeoneering) can learn more about hemoculi. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC11: “Dark mages are able to spy on others using their own enchanted blood.” A character making this check recalls all ooze traits.
    • DC16: “A blood-born creature called a hemoculus can be used by its creator to scry & track without fear of detection.”A character making this check knows the workings of the Sanguine Sight ability.
    • DC21: “Hemoculi can even poison a creature with their stinging touch, rendering them unconsciousness.” A character making this check remembers the mechanics of a hemoculus’s Poison.
    • DC26: “They are made in a foul ritual from the caster’s blood, which becomes a living ichor via evil magic.”A character making this check is familiar with the Eye of Arcane Blood ritual.

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    A minuscule splash of blood is on the floor. From its dark, lumpy appearance, it seems to have fallen there a while ago, although it has a freshly-spilled glisten to it. Suddenly, the smear of blood twitches & begins to move, leaving a thin trail of crimson behind it.

    There are many rituals used by those skilled in the magical arts. Some are nearly harmless, meant only to bring rain or support livestock. Some are useful in battle, such as those that can assist allies or hamper enemies. There are some rituals, though, that serve darker purposes. These ceremonies lay curses upon people, summon demonic spirits, reanimate the dead, or worse. A favorite ritual of the ghuls is a ceremony known as the Eye of Arcane Blood.

    This wicked rite uses the caster’s own blood to create a little lump of magical coagulate. This creeping mass is able to act as a spy for its creator, watching, tracking, & even poisoning creatures. Known as a hemoculus (heh-MOCK-yoo-LUSS), the mindless creature obeys its creator to the best of its ability.

    A hemoculus is about 1” long, ½” wide, & weighs almost nothing. It speaks no language, although it can follow its creator’s telepathic instructions, regardless of tongue.

    Plot Hooks
    • A local noble is growing paranoid & irrational, claiming that she is being followed by motes of blood.
    • A bloodstain keeps appearing on the floor of a temple, only to vanish shortly thereafter.
    • The sultan has been poisoned, & the investigation is out of leads & short of clues.

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