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  1. - Top - End - #181
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    Mulletmanalive's Avatar

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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Each Uisge (Greater Shyft Horse)

    A far more powerful variation on the lesser Shyft Horse, the Each Uisge are immensely powerful and dangerous fae; attempting to fight them is usually a losing battle as, while they are not bright, they learn well from experience and are

    D&D Version:
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    Large Magical Beast [Fae]
    Hit Dice: 7d10 + 42 (80 hp)
    Initiative: +3
    Speed: 60ft (12 squares), Swim 60ft
    Armor Class: (+3 Dex, -1 Size, ), touch, flat-footed
    Base Attack/Grapple: +7/+19
    Attack: Bite +12 melee (1d8+6, 18/x2)
    Full Attack: Bite +12 melee (1d8+6, 18/x2) and 2 Hooves +7 melee (1d8+3)
    Space/Reach: 10ft/5ft
    Special Attacks:Constrict, Glue, Siren
    Special Qualities: Dissolve, Immunity to Criticals, Tweening
    Saves: Fort +12, Ref +9, Will +4
    Abilities: Str: 22/+6 Dex: 16/+3 Con: 22/+6 Int: 6/-2 Wis: 14/+2 Cha: 12/+1
    Skills: Bluff +14, Climb +6, Swim +6
    Feats: Ability Focus [Adhesive], RunB, Siren, Skill Focus [Bluff]
    Environment: Highlands and Fens
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: 8-16 Large

    Combat
    The Each Uisge is usually seen as a beautiful white horse with a saddle, though they also have a variety of other forms. Some of the most powerful individuals of the species, such as the Hedley Cow are known for being more playful than dangerous, though if someone doesn't see the funny side, well, you're dead...

    Augment Critical [Ex]: The bite of an Each Uisge has a critical threat range of 18-20.

    Glue [Su]: As a Swift action, the Each Uisge can cause its skin to change, becoming impossibly sticky, akin to Sovereign Glue. In this state, the Each Uisge automatically succeeds on any Grapple checks made to Pin an opponent and can maintain a Pin without any direct effort on it's own part. Breaking free of the adhesive requires a DC 23 Strength check. Alcohol and Fire both grant +5 bonuses on this check for one round in reasonable quantities. Neither plant matter nor stone/soil sticks to this adhesive, for whatever reason.

    Weapons that strike the Each Uisge while it is coated in adhesive must make a DC 21 Reflex save or become stuck to the beast and therefore mostly useless. The Each Uisge may will its adhesive out of existence at any time as a Swift action, causing anything attached to it at the time to fall off instantly.

    Shapeshift [Ex]: As a Swift action, an Each Uisge may adopt the shape of any Herd animal [such as horses, sheep and cows], any Human [usually stunningly beautiful], Fish or any Insect, including water bugs. The Each Uisge, while not particularly bright is good at guessing what will get to you thanks to experience and will generally turn into something thoroughly appealing. If it feels genuinely threatened, it will generally assume the form of a Fine insect and make good its escape.

    MV Version:
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    Large Fæ Shapeshifter Beast 7 CP 7
    Init: + 1 , Senses: Listen + 2 , Spot +2
    Languages: Gaelic, Bad English
    3
    Defence: 17 Flatfooted: 9 +6 as Swift action
    Hardness: DR 7/Natural
    HD: 7d10 + 42 + 22 Hp: 104
    Massive Damage: 22
    Thresholds: Green, [ 52 ] Yellow, [ 26 ] Orange, [ 10 ] Red
    Resist: Immune – Precision Damage
    Fort: + 11 Reflex: + 3 Will: + 5 Psyche: 20 Tussle: 26, +6 vs Disarm/Sunder
    3
    Speed: 60ft, Swim 60ft Space: 10ft Reach: 5ft

    Melee: +12 Bite (1d8+6, 18/x2) AND +7/+7 Hooves (1d8+3)

    BAB: + 7 Grapple: +17
    Special Actions:
    • Constrict [When engaged in a grapple, the Each Uisge adopts a crushing, constricting form. Whenever it wins a grapple check, its opponent suffers 1d8+9 crushing damage.],
    • Glue [Swift action, coat self in glue. Anyone touching becomes grappled and can be pinned without a check. Breaking free is difficult, see below],
    • Siren [As a Standard action, demonstrate something appealing to a target within sight. Make Manipulation check at -1 per 5ft between you and target. Success draws the target towards you a number of squares equal to half their Move. If they encounter an obstacle, they may make a DC 12 Will save to stop.]

    3
    Abilities: Str: 22/+6 Dex: 8/-1 Con: 22/+6 Int: 6/-2 Wis: 14/+2 Cha: 12/+1
    SQ: Tweening

    Feats: Ability Focus [Adhesive], Brutal Defence, RunB, Siren, Skill Focus [Manipulation], Swift Change x2 [Change as Swift action]

    Skills: Bluff +16, Manipulation +19, Sense Motive +17, Swim +14
    3

    Special Abilities:
    Glue [Su]: As a Swift action, the Each Uisge can cause its skin to change, becoming impossibly sticky, akin to Sovereign Glue. In this state, the Each Uisge automatically succeeds on any Grapple checks made to Pin an opponent and can maintain a Pin without any direct effort on it's own part. Breaking free of the adhesive requires a DC 23 Strength check. Alcohol and Fire both grant +5 bonuses on this check for one round in reasonable quantities. Neither plant matter nor stone/soil sticks to this adhesive, for whatever reason.

    Weapons that strike the Each Uisge while it is coated in adhesive must make a DC 22 Reflex save or become stuck to the beast and therefore mostly useless. The Each Uisge may will its adhesive out of existence at any time as a Swift action, causing anything attached to it at the time to fall off instantly.

    Shapeshift [Ex]: As a Swift action, an Each Uisge may adopt the shape of any Herd animal [such as horses, sheep and cows], any Human [usually stunningly beautiful], Fish or any Insect, including water bugs. The Each Uisge, while not particularly bright is good at guessing what will get to you thanks to experience and will generally turn into something thoroughly appealing. If it feels genuinely threatened, it will generally assume the form of a Fine insect and make good its escape.


    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Lore:
    {table]- DC -|Lore

    7|You learn a local caution against mounting white horses

    12| The Kelpie is from Scotland, the Bækhest is from Scandinavia. This is from here. Beware.

    17| The Shyft Horse type of fae are tricksters that never wish men well.

    22| Shift Horses usually appear as beautiful white horses of other herd animals. If touched, they cannot be released and drag their victims to the depths.

    27| Shyft Horse glue can be dissolved partially with alcohol or heat. Avoid attacking them with melee attacks given that weapons stick to them.

    32| Kelpies share certain traits with the Departed, being assumed to be dead spirits, and cannot cross a line of salt.[/table]

    Yes, this is a retread of the text from the Shyft Horse

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License. All other text and game materials are free to use under the terms of the OGL and are designated Open Content.

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Lord, I've lost my groove on this project...I'm guessing most folks have forgotten about this :D
    Last edited by Mulletmanalive; 2011-11-09 at 06:58 PM.
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
    Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
    Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!

  2. - Top - End - #182
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    I must've missed something, but how do you define the Witchcraft skill ?

  3. - Top - End - #183
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Caeill MacDee, River Knight:
    A servant of the Kween if Highwaters, a relatively minor noble at feud with the fæ of the North Sea, Caeill is one of the most intelligent Water Horses you are ever likely to meet, though his preferred form is that of a man on a horse or a centaur like being.

    D&D Version:
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    Large Magical Beast (Long), Faerie Knight 4
    Hit Dice: 7d10 + 4d8 + 77 (133 hp)
    Initiative: -1
    Speed: 60ft (12 squares), Swim 60ft
    Armor Class: 29 (-1 Dex, -1 Size, +9 Natural, +9 Armour, +3 Shield), touch 8, flat-footed 29
    Base Attack/Grapple: +11/+22
    Attack: Bite +19 melee (1d8+6, 18/x2) or Ranseur +19 (3d6+9, x3, Reach) or Javelin +12 (1d8+6, Range 30ft)
    Full Attack: Bite +19 melee (1d8+6, 18/x2) and Hooves +14 melee (1d8+3)
    Or Ranseur +19/+14/+9 (3d6+9, x3, Reach) and 2 Hooves +14 (1d8+3)
    Or Javelin +12/+7/+2 (1d8+6, Range 30ft)
    Space/Reach: usually 10ft/5ft
    Special Actions:
    • Constrict [When engaged in a grapple, the Caeill adopts a crushing, constricting form. Whenever it wins a grapple check, its opponent suffers 1d8+9 crushing damage, in addition to the intended action.],
    • Glue [Swift action, coat self in glue. Anyone touching becomes grappled and can be pinned without a check. Breaking free is difficult, see below],
    • Moonsilver Draw [Free; produce a weapon of choice that counts as Silver, natural and Magic, ignoring Hardness]
    • Rideby Attack [Full; attack at any point in the charge action and continue on afterwards]
    • Siren [As a Standard action, Caeill demonstrates something appealing to a target within sight. Make Bluff check at -1 per 5ft between you and target, against the opponent's Sense Motive. Success draws the target towards you a number of squares equal to half their Move. If they encounter an obstacle, they may make a DC 11 Will save to stop. The Gwyllion uses either a Lantern or Dancing Lights for this purpose.]]
    • Trample [Full; move 120ft over any number of targets of up to Medium size; 1d8+9. Targets must choose to save to negate the damage [Ref 21] or make AoO. Damaged targets knocked prone.]

    Special Qualities: Dissolve, DR 11/Natural, Fast Healing 1, Immunity to Critical Hits, Tweening
    Saves: Fort +14, Ref +14, Will +11
    Abilities: Str: 22/+6 Dex: 8/-1 Con: 24/+7 Int: 13/+1 Wis: 21/+5 Cha: 10/+0
    Skills: Bluff +17, Climb +6, Intimidate +8, Knowledge [Nature] +13, Sense Motive +9, Swim +14
    Feats: Quickdraw, Rideby Attack, RunB, Siren, Skill Focus [Bluff]
    Flaws: Geas; Obedience, Cannot reveal the boundaries of his court's lands, Cannot ignore trespass on court lands, Cannot answer a question with another.
    Environment: The Dee Estuary
    Organization: Unique or Unit (Caeill plus 1-4 Each Uisge plus 2-8 Shyft Knights [See Below])
    Challenge Rating: 9
    Treasure: Moonsilver Items
    Alignment: Neutral Evil

    Combat
    Caeill, while not particularly bright, is a capable warrior. He usually engages a foe by first using his Siren ability as well as he can to draw them apart before engaging in a few brutal forays using Rideby Attack and Trample. If seriously threatened, he waits until nightfall and draws his foes apart by attacking the more melee oriented targets with javelins, then Shifting a long distance using his enhanced access to the Hedge right into combat with those who are more focused on ranged combat and battlefield control.

    Dissolve: If slain, Caeill shatters like splintered driftwood, leaving behind an area of difficult terrain that if moved through at full speed, deals 1d4 damage to the mover.

    Glue [Su]: As a Swift action, the Caeill can cause its skin to change, becoming impossibly sticky, akin to Sovereign Glue. In this state, the Caeill automatically succeeds on any Grapple checks made to Pin an opponent and can maintain a Pin without any direct effort on it's own part. Breaking free of the adhesive requires a DC 23 Strength check. Alcohol and Fire both grant +5 bonuses on this check for one round in reasonable quantities. Neither plant matter nor stone/soil sticks to this adhesive, for whatever reason.

    Weapons that strike the Caeill while it is coated in adhesive must make a DC 23 Reflex save or become stuck to the beast and therefore mostly useless. The Caeill may will its adhesive out of existence at any time as a Swift action, causing anything attached to it at the time to fall off instantly.

    Shapeshift [Ex]: As a Swift action, an Caeill may adopt the shape of any Herd animal [such as horses, sheep and cows], any Human [usually stunningly beautiful], Fish or any Insect, including water bugs. The Caeill, while not particularly bright is good at guessing what will get to you thanks to experience and will generally turn into something thoroughly appealing. If it feels genuinely threatened, it will generally assume the form of a Fine insect and make good its escape.

    Spellhunter [Ex]: Caeill is skilled at dealing with Witches, a skill that makes him deadly against spellcasters of all kinds. His threatened area is considered to be 30ft where spellcasting is concerned, meaning that spellcasters must add 10 to all their casting DCs or be attacked by a Magical Javelin. For these purposes, Caeill may make 4 additional Reactions a turn.

    Tweening [Ex]: Caeill is a highly capable tweener, able to shift through Abstract Boundaries, Physical Boundaries, Shadows and Spaces Beneath, along with the gaps between moments [as a Free action] during Dusk and Dawn.

    MV Version:
    Spoiler
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    Large Fæ Shapeshifter Beast 7, Faerie Knight 4 CP 11
    Init: + 5 , Senses: Listen + 2 , Spot +2
    Languages: Gaelic, Bad English, English
    3
    Defence: 26 Flatfooted: 9 +6 as Swift action
    Hardness: 9 [p – Oak Armour] + DR 7/Natural
    HD: 7d10 + 4d8 + 77 + 24 Hp: 157
    Massive Damage: 24
    Thresholds: Green, [ 78 ] Yellow, [ 39 ] Orange, [ 15 ] Red
    Resist: Immune – Precision Damage
    Fort: + 14 Reflex: + 5 Will: + 12 Psyche: 31 Tussle: 30 +6 vs Disarm/Sunder
    3
    Speed: 60ft, Swim 60ft Space: 10ft Reach: 5ft, 10ft with Ranseur

    Melee:
    +19 Bite (1d8+6, 18/x2) and +14/+14 Hooves (1d8+3)
    Or +19 [+14/+14 or +9/+9/+9] Ranseur (3d6+9, x3, Reach, Magic) and +14/+14 Hooves (1d8+3)

    Ranged: +12 [+7/+7 or +2/+2/+2] Javelin (1d8+6, Range 30ft, Magic)

    BAB: + 11 Grapple: +21
    Special Actions:
    • Armour [Swift action; add +4 to Strength [+2 to hit, damage, Defence and Grapple]. Out of combat, Caeill heals 4 hp per 10 minutes in the daytime.]
    • Constrict [When engaged in a grapple, the Caeill adopts a crushing, constricting form. Whenever it wins a grapple check, its opponent suffers 1d8+9 crushing damage, in addition to the intended action.],
    • Glue [Swift action, coat self in glue. Anyone touching becomes grappled and can be pinned without a check. Breaking free is difficult, see below],
    • Moonsilver Draw [Free; produce a weapon of choice that counts as Silver, natural and Magic, ignoring Hardness]
    • Rideby Attack [Full; attack at any point in the charge action and continue on afterwards]
    • Siren [As a Standard action, demonstrate something appealing to a target within sight. Make Manipulation check at -1 per 5ft between you and target. Success draws the target towards you a number of squares equal to half their Move. If they encounter an obstacle, they may make a DC 12 Will save to stop.]
    • Trample [Full; move 120ft over any number of targets of up to Medium size; 1d8+9. Targets must choose to save to negate the damage [Ref 21] or make AoO. Damaged targets knocked prone.]


    Combat Gear: Ranseur
    3
    Abilities: Str: 22/+6 Dex: 8/-1 Con: 24/+7 Int: 9/-1 Wis: 21/+5 Cha: 10/+0
    SQ: Tweening

    Feats: Ability Focus [Adhesive], Brutal Defence, Quickdraw, Rideby Attack, RunB, Siren, Skill Focus [Manipulation], Spellhunter, Swift Change x2 [Change as Swift action], Trample
    Flaws: Geas; Obedience, Cannot reveal the boundaries of his court's lands, Cannot ignore trespass on court lands, Cannot answer a question with another.

    Skills: Knowledge [Nature] +17, Manipulation +25, Sense Motive +24, Swim +17
    3
    Special Abilities:
    Dissolve: If slain, Caeill shatters like splintered driftwood, leaving behind an area of difficult terrain that if moved through at full speed, deals 1d4 damage to the mover.

    Glue [Su]: As a Swift action, the Caeill can cause its skin to change, becoming impossibly sticky, akin to Sovereign Glue. In this state, the Caeill automatically succeeds on any Grapple checks made to Pin an opponent and can maintain a Pin without any direct effort on it's own part. Breaking free of the adhesive requires a DC 23 Strength check. Alcohol and Fire both grant +5 bonuses on this check for one round in reasonable quantities. Neither plant matter nor stone/soil sticks to this adhesive, for whatever reason.

    Weapons that strike the Caeill while it is coated in adhesive must make a DC 24 Reflex save or become stuck to the beast and therefore mostly useless. The Caeill may will its adhesive out of existence at any time as a Swift action, causing anything attached to it at the time to fall off instantly.

    Shapeshift [Ex]: As a Swift action, an Caeill may adopt the shape of any Herd animal [such as horses, sheep and cows], any Human [usually stunningly beautiful], Fish or any Insect, including water bugs. The Caeill, while not particularly bright is good at guessing what will get to you thanks to experience and will generally turn into something thoroughly appealing. If it feels genuinely threatened, it will generally assume the form of a Fine insect and make good its escape.

    Spellhunter [Ex]: Caeill is skilled at dealing with Witches, a skill that makes him deadly against spellcasters of all kinds. His threatened area is considered to be 30ft where spellcasting is concerned, meaning that spellcasters must add 10 to all their casting DCs or be attacked by a Magical Javelin. For these purposes, Caeill may make 4 additional Reactions a turn.

    Tweening [Ex]: Caeill is a highly capable tweener, able to shift through Abstract Boundaries, Physical Boundaries, Shadows and Spaces Beneath, along with the gaps between moments [as a Free action] during Dusk and Dawn.


    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Lore:
    {table]DC:|Lore

    11|The Dee estuary near Aberdeen has become a dangerous place of late...people keep disappearing.

    16|If you pay attention, two bodies have been found in the area where people have been disappearing. Some folk suspect wolves.

    21|It seems likely the killings are being conducted by fairies, possibly knights. Local tales claim the area was important for the worship of a water goddess in days gone by.

    26|The knight in question is a centaur looking being called Caeill MacDee, swift of foot and brutal with his attacks. Unfortunately, it seems to be a terratorial thing but there is no indication as to where the boundaries are.

    31|Rumour has it that one of Caeill's Geas forbids him to reveal the area he guards. If you can trick this out of him, a number of his powers will disappear. As a knight, Caeill's armour allows him a strength boost. Be careful of this.

    36|Caeill, based on the testamony of the one man known to have survived him, is very susceptable to having his demands answered in a manner where he has to ask questions. He actually gets enraged at this, to the point where he neglects his defence [flatfooted against the annoying individual][/table]

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License. All other text and game materials are free to use under the terms of the OGL and are designated Open Content.
    Last edited by Mulletmanalive; 2011-11-09 at 06:59 PM.
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
    Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
    Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!

  4. - Top - End - #184
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Quote Originally Posted by nonsi View Post
    I must've missed something, but how do you define the Witchcraft skill ?
    I haven't. It's an MV skill that I've been working on. Where is it included? That would probably be an attack of the dreaded Copy-Pasta!
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
    Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
    Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!

  5. - Top - End - #185
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    i've been looking for a d20 conversion of changeling: the dreaming (old world of darkness) for a while now, and cannot find one. your project seems the best suited to such a task from any of them that i have seen on the nets.

    so, two questions:

    would you, mulletmanalive, be willing to do the basic kiths of the changeling world? if you need detailed descriptions of the kiths, let me know. and you wouldn't need to remake any systems, really, as they could fit easily into what you already have.
    http://en.wikipedia.org/wiki/Changeling:_The_Dreaming

    and if not, does anyone know of any d20 conversion of the system i am looking for?

    thanks. aaron.
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  6. - Top - End - #186
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Dybbuk:
    The dybbuk is a creature well known in Eastern European and Middle-Eastern folklore. Though best described as a fæ, it is really referred to as a devil or demon. Technically, dybbuk are imps, off-shoots of a larger creature though this has not been encountered in the most recent age.

    A dybbuk is roughly a foot tall and hideous, though the actual appearance of the beast is a twisted reflection of the family it is stalking. At any given point, it has a stronger "flavour" of the most distrustful member of the household and adopts the voice of the most reasonable, though both of these are tainted by other family members.

    The Dybbuk moves into a house and dwells there for a period, creating strife using its aura of malcontent and by disturbing the sleep of those within the house [see below]. The youngest child will usually take this atmosphere the worst and seek refuge in the quietest parts of the house; where the Dybbuk hides. It whispers to the child, convincing it that hurting its siblings in untraceable ways will make things nicer in the house and eventually coaxing the child into the attic or another hidden place where they use their touch to render the terrified child comatose and then use it as a host.

    The creature then uses its poor victim to stir further trouble, abandoning it at night to continue tormenting the adults and eldest children. When the house is verging on the murderous, it allows its host to return to a semblance of consciousness (switching from Puppeteer to Controller) and then uses the child to murder the parents in their sleep over several nights, abandoning the terrified child in order to place nightmares in the minds of the survivors showing them killing the family member in question.

    D&D Version:
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    Name

    Tiny Undead (Fae, Insubstantial)
    Hit Dice: 1d12 (6 hp)
    Initiative: +5
    Speed: Fly 30ft
    Armor Class: 17 (+2 Size, +5 Dexterity), touch 17, flat-footed 12
    Base Attack/Grapple: +0/-
    Attack: Ghost Touch +7 melee (1d6)
    Full Attack: Ghost Touch +7 melee (1d6)
    Space/Reach: 2.5ft/0ft
    Special Attacks: Possession
    Special Qualities: Dissolve, DR 1/Natural, Insubstantial, Fae traits, Sunlight Annihilation, Undead traits, Vulnerable to Prey
    Saves: Fort +, Ref +, Will +
    Abilities: Str: - Dex: 20/+5 Con: 8/-1 Int: 10 Wis: 10 Cha: 10
    Skills: Bluff +4, Hide +17, Intimidate +4, Sense Motive +4
    Feats: Ability Focus (Aura of Malcontent)
    Environment: Eastern Europe
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: 2-20 HD (Tiny)

    Combat

    Anchor: Dybbuk are mysterious spirits that are anchored to discontent and hate in a house. Their abilities allow them to stir up even more of this, making it nigh impossible to remove them entirely from a situation until they are good and ready to leave. As long as there are angry or distrustful people nominally living in the house that it infests, the Dybbuk can return to it's true form.

    Aura of Malcontent [Su]: The Dybbuk is constantly surrounded by an aura that makes the atmosphere within 50ft of it [which is about the size of a house when you think about it] charged with depression and hostility. Everything becomes someone's fault, every misfortune is unbearable. This slaps a -3 penalty on all Charisma based checks other than Intimidation, to which it grants a +3 bonus. These modifiers are based on the Dybbuk's HD.

    Any Fatigued or Exhausted character that suffers even the most minor of misfortunes while in the aura must make a Will save, DC 11, or be effectively Confused for the round. Use the amended table right:

    1d10 |Confused Behaviour:
    1 |Attack cause of save with melee or ranged attack if possible, otherwise attack verbally
    2 |Stand in disbelief, fighting back tears
    3-5 |Do nothing but stand and cuss, occasionally throwing names into mix. Anyone who hears this suffers misfortune
    6-7 |Storm out of the room and take refuge away from people
    8-10 |Blame nearest creature for misfortune and attack either verbally or physically if actually injured by misfortune.[/table]

    Bringer of Woes [Su]: The nastiest trick known to the Dybbuk is the ability to pass into and twist the dreams of a sleeper, granting them nightmares. As a Full action, though rarely more than once per night, the Dybbuk may attempt to force its way into a sleeping creature's dreams and fill them with horror and terror. A creature so affected must make a Fortitude save, DC 11, or be Fatigued for the whole of the next day and a Will save, also DC 11, or be Shaken. The Shaken condition can be ended by a Shake It Off action, but is not noticed until the character is in a dangerous or truly stressful situation.

    Dissolve: When destroyed [not an easy task] the dybbuk breaks up into smoke.

    Possession [Ex]: Dybbuk are able to possess both humans and corpses [as if they were humans] as a Standard action. Rules for possession can be found in Book of Vile Darkness and Fiendish Codex 1.

    Sunlight Annihilation: If exposed to direct sunlight, a Dybbuk must make a Fortitude save each round, DC 5 + 5 per round of exposure or be annihilated completely.

    Tweening: Dybbuk may tween through doorway and other Physical Boundaries during the times of Dusk and Dawn only.

    Weakness for Prey: Though it might sound insane, the Dybbuk spirits always seem to choose to target members of a particular religion exclusively within a given area. On the downside for them, they seem to gain weaknesses against holy men of that faith. Turning checks against Dybbuks by members of that faith gain a +4 bonus and Dybbuk suffer a -2 penalty on saves against associated Divine spells.

    Dybbuk never approach someone with a visible symbol of their target religion because its touch has similar effects to holy water on them.


    MV Version:
    Spoiler
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    Tiny Fæ Departed Spirit 2 CP 4
    Init: +7 , Senses: Listen +0, Observation +0
    Languages: Hebrew, Yiddish
    3
    Defence: 13 Flatfooted: 12 +5 as a Swift action
    Disperse: 3
    Drive Off: 11
    Resist:
    Fort: + 0 Reflex: + 8 Will: + 3 Psyche: 13 Tussle: n/a
    3
    Speed: 30ft (Phasing) Space: 2½ ft Reach: 0ft

    Melee: +8 Ghostly Touch (1d6+1d3 Mental)

    BAB: + 1 Grapple: + n/a
    Special Actions:
    • Possession [Full; the dybbuk makes a Hide check against the target's Psyche in order to enter their mind]

    3
    Abilities: Str: - Dex: 20/+5 Con: 8/-1 Int: 10 Wis: 10 Cha: 10
    SQ: Aura of Malcontent, Disperse, Spirit

    Feats: Ability Focus [Aura of Malcontent]

    Skills:
    Diplomacy +6, Hide +19, Manipulation +6, Sense Motive +6
    3
    Special Abilities:
    Anchor: Dybbuk are mysterious spirits that are anchored to discontent and hate in a house. Their abilities allow them to stir up even more of this, making it nigh impossible to remove them entirely from a situation until they are good and ready to leave. As long as there are angry or distrustful people nominally living in the house that it infests, the Dybbuk can return to it's true form.

    Aura of Malcontent [Su]: The Dybbuk is constantly surrounded by an aura that makes the atmosphere within 50ft of it [which is about the size of a house when you think about it] charged with depression and hostility. Everything becomes someone's fault, every misfortune is unbearable. This slaps a -3 penalty on all Charisma based checks other than Intimidation, to which it grants a +3 bonus. These modifiers are based on the Dybbuk's HD.

    Any Fatigued or Exhausted character that suffers even the most minor of misfortunes while in the aura must make a Will save, DC 11, or be effectively Confused for the round. Use the amended table right:

    1d10 |Confused Behaviour:
    1 |Attack cause of save with melee or ranged attack if possible, otherwise attack verbally
    2 |Stand in disbelief, fighting back tears
    3-5 |Do nothing but stand and cuss, occasionally throwing names into mix. Anyone who hears this suffers misfortune
    6-7 |Storm out of the room and take refuge away from people
    8-10 |Blame nearest creature for misfortune and attack either verbally or physically if actually injured by misfortune.[/table]

    Bringer of Woes [Su]: The nastiest trick known to the Dybbuk is the ability to pass into and twist the dreams of a sleeper, granting them nightmares. As a Full action, though rarely more than once per night, the Dybbuk may attempt to force its way into a sleeping creature's dreams and fill them with horror and terror. A creature so affected must make a Fortitude save, DC 11, or be Fatigued for the whole of the next day and a Will save, also DC 11, or be Shaken. The Shaken condition can be ended by a Shake It Off action, but is not noticed until the character is in a dangerous or truly stressful situation.

    Dissolve: When destroyed [not an easy task] the dybbuk breaks up into smoke.

    Possession: The Dybbuk has the ability to infiltrate the body of a human or animal [or monster] and ride them around, usually influencing the target's actions. In order to slip in, the Dybbuk must make a Hide check against the target's Psyche to slip in beneath the victim's mental defences.

    Once inside, the Dybbuk has one of the following abilities and can buy additional abilities by spending Quirks. In all cases, the dybbuk can be driven out by exorcism or by dealing damage to the victim with an antigenic substance sufficient to Disperse the dybbuk, in which case it leaves the possessed body. Note that salt shells deal subdual damage to living targets.
    • Puppeteer – The dybbuk completely supplants the mind of the victim, placing them in a deep coma while using their body for its own purposes. Attempting to do this forces the victim to make a Fort save, DC 12, or fall unconscious. The body doesn't fall, instead the dybbuk animates the body and does what it wishes. The host gains the benefits of the Dybbuk's Dexterity of 20 but retains its other scores. Additionally, the dybbuk is able to use corpses as a host, animating it, halting and restoring any rot or damage on the body.
    • Mutterer – The dybbuk constantly bombards the victim's mind with crap, driving them towards madness. The victim must make a Will save, DC 12, each round that the mutterer continues his antics or behave like he is Confused.
    • Controller – The Dybbuk can take control of the victim for an extended period by forcing the victim to make a Will save, DC 12, or lose control of his actions for one minute per point the save was failed by, at which point the dybbuk may relinquish control or force another save. The victim remains conscious and perceives all that the dybbuk sees and can communicate with the dybbuk, though cannot really influence the situation.


    Sunlight Annihilation: If exposed to direct sunlight, a Dybbuk must make a Fortitude save each round, DC 5 + 5 per round of exposure or be annihilated completely.

    Tweening: Dybbuk may tween through doorway and other Physical Boundaries during the times of Dusk and Dawn only.

    Weakness for Prey: Though it might sound insane, the Dybbuk spirits seem to target Jews almost exclusively but have a very hard time resisting Jewish magics of all forms [even Kabala]; whether this is because the group they target has developed techniques for dealing with them or they are universally vulnerable but it never gets noticed elsewhere is conjecture. Jews get a +5 on all Prayercraft checks made with the Dybbuk as a target, both for exorcisms and for spellcasting.

    Dybbuk will never approach someone with a visible symbol of their prey religion, in case they touch it, which instantly Disperses them


    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Lore:
    {table]DC|Lore

    11|The Dybbuk is a bad fairytale amongst one of the city's minorities. Pay it no mind. They say that the demon preys on children...I reckon they deserve it.

    16|I heard once the Dybbuk live in the attic and feed on human misery

    21|If you fear a Dybbuk, make sure all of your children have necklaces with holy symbols on them that are carefully tied to be too tight to pull over the head and too difficult for a child to untie.

    26|While they have few real weaknesses, Dybbuks can be checked for by pressing a holy symbol to the faces of all those in the house and by scattering salt in the attic. If you are able to let sunlight into the attic and basement, all the better.[/table]

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License. All other text and game materials are free to use under the terms of the OGL and are designated Open Content.
    Last edited by Mulletmanalive; 2011-11-09 at 06:33 PM.
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Ooh! Ooh! Can you do the boogieman?

    http://en.wikipedia.org/wiki/Bogeyman
    Sup ho.

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    Quote Originally Posted by Prime32 View Post
    Really, getting mad at a story for using tropes is about as sane as getting mad at the book it's printed in for using atoms.

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    Quote Originally Posted by Darthteej View Post
    Ooh! Ooh! Can you do the boogieman?

    http://en.wikipedia.org/wiki/Bogeyman
    I've been working towards doing bogeys for a while now; is there a particular creature you'd like to see or would my original intention of starting with the bugbear be sufficient?
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Bugbear works just fine in this case.
    Sup ho.

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    Quote Originally Posted by Prime32 View Post
    Really, getting mad at a story for using tropes is about as sane as getting mad at the book it's printed in for using atoms.

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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Unicorn:
    The unicorn is common in almost every myth system, possibly based on vague memories of ancient rhinos. Oddly, the classical imagining of a unicorn features the horn emerging from between the creature's eyes in a crest, though all documented cases of the beast actually have a blade like appendage along the ridge of its nose; it looks more like a rhinoceros horn crossed with a blade, the dominant males developing larger primary horns along with secondary horns and heavy horn lithoderms around its eyes and cheeks. Interestingly, the beast has feet more like a deer rather than those of a horse; they retain the immense speed of a horse, though move with more of a bounding gait than an equine.

    In British myth especially, unicorns are known for their rapist tendencies. This is actually a slight misunderstanding of their violent carnivorous tendencies where they tend to split open the bellies of their victims by forcing their horn into a handy orifice in the victim's body in order to devour the entrails first. One element of myth that is well known is the magical healing quality of unicorn hair and horn; in this case, the same thing. If it enters the target's bloodstream, it negates all poison and disease in the target's body; this is actually an adaption to purify their food, which removes any impurities, though it is a very useful trait for those who manage to tame the beasts.

    Unicorns are found in all the colours that deer and horses are, though white ones were carefully bred to serve in the cavalry of certain Seelie courts, while grey is fashionable in many other circles.

    D&D Version:
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    Large Magical Beast [Fae]
    Hit Dice: 5d10+15 (42 hp)
    Initiative: +2
    Speed: 60ft (12 squares)
    Armor Class: 15 (-1 Size, +2 Dexterity, +4 Natural Armour), touch 11, flat-footed 13
    Base Attack/Grapple: +5/+12
    Attack: Horn +7 melee (2d6+4, Crit 19/x2 plus Purification)
    Full Attack: Horn +7 melee (2d6+4, Crit 19/x2 plus Purification) AND 2 Hooves +2 melee (1d6+1)
    Space/Reach: 10ft/5ft
    Special Attacks: Purification
    Special Qualities: Dissolve, DR 5/Natural, Scent, Tweening, Woodland Stride
    Saves: Fort +7, Ref +6, Will +3
    Abilities: Str: 16/+3 Dex: 14/+2 Con: 16/+3 Int: 2/-4 Wis: 12/+1 Cha: 6/-2
    Skills: Balance +6, Jump +15, Spot +10
    Feats: Alacritous DodgeRaces of the Wild, Powerful Charge, RunB
    Environment: Sylvan woodlands
    Organization: Solitary, Herd (2-9 + 1-6 young), Hunt (3-8 + Riders)
    Challenge Rating: 3
    Treasure: Horn
    Alignment: Evil by Temperment
    Advancement: 6-12 Large

    Combat

    Dissolve: When slain, a unicorn collapses into a matted bed of horse hair and quicksilver.

    Pass Without Trace [Su]: A unicorn moves unhindered by brambles, undergrowth or any other natural impediment or difficult terrain. It leaves no footprints or marks to allow others to follow it. This does not allow it to pass through things it would not otherwise be able to pass such as moving through trees or spaces it cannot fit through.

    Purification [Ex]: The horn hairs of the unicorn are a universal antitoxin. Anyone wounded by the beast's horn is instantly cured of all diseases and poisons. Diseases with SR count the unicorn as having rolled a 25 [20 + HD] on the Caster Level check.

    Tweening: Unicorns can pass into and out of the Hedge through Physical Boundaries all the time and also through the Space Beneath and Shadows during the times of dusk and dawn.


    MV Version:
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    Large Fæ Animal 4 CP 4
    Init: + 5 , Senses: Listen + 1 , Spot +10 Scent 30ft
    Languages: Gaelic [Understands only]
    3
    Defence: 13 Flatfooted: 9 , +4 Swift action
    Hardness: 4 [partial] + DR 4/Natural = 8
    HD: 4d8 + 12 + 16 Hp: 46
    Massive Damage: 16
    Thresholds: Green, [ 23 ] Yellow, [ 11 ] Orange, [ 4 ] Red
    Resist: a
    Fort: + 7 Reflex: + 5 Will: + 3 Psyche: 10 Tussle: 19
    3
    Speed: 60ft Space: 10 ft Reach: 5 ft

    Melee: +5 Horn (2d6+4, Crit 19/x2 plus Purification)

    BAB: + 3 Grapple: +10
    Special Actions:
    • Purification [Automatic; wound inflicted by horn, target cured of all diseases and poisons]

    3
    Abilities: Str: 16/+3 Dex: 14/+2 Con: 16/+3 Int: 2/-4 Wis: 12/+1 Cha: 6/-2
    SQ: Dissolve, Pass Without Trace, Tweening

    Feats: Dodge, Run

    Skills: Balance +10, Observation +9
    3
    Special Abilities:
    Dissolve: When slain, a unicorn collapses into a matted bed of horse hair and quicksilver.

    Pass Without Trace [Su]: A unicorn moves unhindered by brambles, undergrowth or any other natural impediment or difficult terrain. It leaves no footprints or marks to allow others to follow it. This does not allow it to pass through things it would not otherwise be able to pass such as moving through trees or spaces it cannot fit through.

    Tweening: Unicorns can pass into and out of the Hedge through Physical Boundaries all the time and also through the Space Beneath and Shadows during the times of dusk and dawn.


    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Lore
    {table]DC|Information

    5|Unicorns are beautiful, noble creatures that help lost maidens in the woods.

    10|The pelt of a unicorn is purest white and they will bestow a touch of their curing horn to anyone of pure heart that they encounter.

    15|Avoid unicorns at all costs. Especially during the spring when they won't just kill you...

    20|Unicorns actually have pretty good camouflage when it comes to it. Most are a dappled brown/grey pattern and the horn on their nose is a similar colour but lighter.

    25|Unicorns are carnivores. They'll kill you with that horn of theirs and eat the soft bits first. Swallowing rocks might help a little as a broken horn seems to be very painful to them.

    30|Don't bother trying to run away from a unicorn, they're unslowed by terrain; instead, get up a tree where the thing can't reach. They're surprisingly vulnerable to infection because their food is always purified, so arrows tipped in dung can bring them down rather well [ignore DR and no save]

    35|Unicorns, especially the goat bearded males, are very keen on virgins. Only they can tame them and that's only after dominating them. This can be used against them by using virgin's blood to lure them into traps. It smells so strong to a Unicorn that their ability to smell you is pretty much negated. [+4 to Hide].[/table]

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Unicorn Horn:
    While not worth a lot on the open market [the stuff has something of a bad reputation], powdered unicorn horn is a fine antivenom and powerful aphrodisiac.

    A horn provides 1 charge of powdered essence of unicorn per HD of the donor, which is capable of removing all disease and poison from one patient.

    A charge may also be mixed with two pints of hot water and a little alcohol to produce 5 doses of Antitoxin.

    Additionally, a horn, could in theory, be used as an (expensive) weapon, counting as a dagger or making a perfectly servicable spearhead. It is a natural weapon and has the same poison and disease curing properties as when the horn was still part of its original owner.

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License. All other text and game materials are free to use under the terms of the OGL and are designated Open Content.
    Last edited by Mulletmanalive; 2011-11-09 at 07:02 PM.
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Congratulations. You have made Unicorns scary...
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    I notice you haven't done Redcaps yet. One of my favorite faerie folk. (How's that for alliteration, eh?) Little mean dwarf/goblin thingies. Just the first page of a Google search turned up these:

    Source.
    Source.
    Source.
    Source.
    Source.
    Source.
    Quote Originally Posted by The Doctor
    People assume that time is a strict progression of cause-to-effect, but actually from a non-linear, non-subjective viewpoint - it's more like a big ball of wibbly wobbly... time-y wimey... stuff.
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Quote Originally Posted by LOTRfan View Post
    Congratulations. You have made Unicorns scary...
    You should see some of the other things i'm working on...that said, hos is this really worse than the Dresden Files one?

    Quote Originally Posted by dsmiles View Post
    I notice you haven't done Redcaps yet.
    Border Goblins Dunters, Redcaps and Robin Redcap himself.

    There you go!
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    I'm not familiar with the Dresden Files, so I can't really compare.
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Quote Originally Posted by LOTRfan View Post
    I'm not familiar with the Dresden Files, so I can't really compare.
    My mistake, I thought you were one of those people who I had discuseed such with previously...
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Well, bravo, mullet. I can never watch My Little Ponies again without thinking of Twilight Sparkle being the larval form of a rapacious, carnivorus, arboreal rape machine. Well done.

    N-not that I watched My Little Ponies in the first place... HEY! It's a Cracked article on International Boogeymen! How about you stat. up the Cuco and we'll forget this ever happened?! (Sides, we need more South American Fae around here.)
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    According to this test, I am a LN Half-Orc Cleric, Lvl.2.
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    We aim to scar...

    I'll see about him once I've done he boogey template and finally finished Lady Midday for Mortey...

    I wonder if the bogey template will help with that any...
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    Quote Originally Posted by Mulletmanalive View Post
    Border Goblins Dunters, Redcaps and Robin Redcap himself.

    There you go!
    Awesome. Didn't recognize them as Border Goblins. Thanks!
    Quote Originally Posted by The Doctor
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Buggebear [Bogey]:
    The Buggbear, or bugbear, is a classic bogey mentioned in Mrs Wright's texts and records on bogeys and bed scares. The buggebear is a heavy set, human shouldered bear with a blunt face that can occasionally be seen lurking on the edge of forests and leering at children. They are known to enter human dwellings and scare children for their sadistic pleasure [and few grasp, dietary requirements]. Occasionally they snatch the children, but why is a mystery as they don't eat meat...well, normal meat. They eat those who died terrified...

    D&D Version:
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    Size/Type: Medium Animal (Fae)
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
    Base Attack/Grapple: +2/+6
    Attack: Claw +6 melee (1d4+4)
    Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Peekaboo
    Special Qualities: Dissolve, DR 3/Natural, Low-light vision, scent, Shadow Meld, Tweening
    Saves: Fort +5, Ref +4, Will +2
    Abilities: Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
    Skills: Climb +4, Listen +4, Spot +4, Swim +8
    Feats: Daunting Presence[supB[/sup], Endurance, Run
    Environment: Temperate forests
    Organization: Solitary or pair
    Challenge Rating: 3
    Advancement: 4-5 HD (Medium)
    Level Adjustment:


    Combat:
    Buggebears rely on fear and cause it as often as they can. Due to their fear based dietary requirements, they don't kill anyone who isn't paralysed with fear already; it doesn't taste the same.

    Buggebears engage in combat by switching regularly from shadow to hedge to real and attempting to incite as much fear as possible before the combat actually begins.

    Audible Creeping [Ex]: One of the most distinguishing abilities of the bogey is the ability to make itself heard and to manipulate the shadow it occupies in a minor fashion. Even while inside the Hedge, the bogey can make Intimidate and Manipulate checks, along with conversing verbally, should it so choose [and have the intellect]. Similarly, a bogey can use any feats that have a vocal range while merged with a shadow.

    Dissolve: When slain, the Buggbear breaks up into oily black sludge that boils away quickly if not collected into an airtight containter.

    Peekaboo [Ex]: As a Full action, a bogey can emerge part of the way from its host shadow, execute a Standard action and return. While partially emerged, they count as having Cover and Concealment and are still unable to move freely.

    Shadow Meld: Bogies have the ability to meld into shadows by touching an umbra [a non-hazy shadow] and spending a Swift action. This is identical to the ability of all fæ to enter the Hedge, though they are unable to move beyond the limits of the shadow that they are within. As with a normal merge into the Hedge, the creature is very difficult to attack.

    While melded with a shadow, the fæ suffers two specific weaknesses because of its partial link to the stuff of shadows; while they are nigh indestructible, they can be instantly destroyed by illuminating its host so thoroughly that it casts no shadow at all. This casts the bogey adrift in the separation between the Hedge and the Real, taking many months o find its way back but not destroying it so that it will not reform. The other weakness is that it is possible to trap the creature in a mirror by causing the shadow to fall upon it. Until the mirror is broken, the bogey remains trapped. This has led to the production of mirror knifes that allow the trapping of bogeys by thrusting them into the shadow of the victim. Neither of these effects grant saves but aren't exactly easy to use.

    Tweening: A Buggebear can tween through Shadows, Physical Boundaries and the Space beneath. It gains no benefits at dusk and dawn.


    MV Version
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    Medium Fæ Bogey Animal 6 CR 5
    Init: + 4 , Senses: Listen + 7 , Spot + 7 Scent
    Languages: None
    3
    AC: 15 Flatfooted: 10
    Hardness: 2 [Total] + DR 6/Natural
    HD: 6d8+24+18 Hp: 69
    Massive Damage: 18
    Thresholds: Green, [ 34 ] Yellow, [ 17 ] Orange, [ 6 ] Red
    Resist: a
    Fort: + 10 Reflex: + 4 Will: + 4 Psyche: 18 Tussle: 23
    3
    Speed: 40ft Space: 5 ft Reach: 5 ft
    Melee: +8/+8 Claws (1d6+4, 20/x2 + Improved Grab) AND +3 Bite (1d8+2, 20/x2)

    BAB: + 4 Grapple: +13
    Special Actions: Grapple deals Bite damage. Ignore Str of characters with Strength 19 or less in a grapple
    3
    Abilities: Str: 18/+4 Dex: 8/-1 Con: 18/+4 Int: 8/-1 Wis: 12/+1 Cha: 12/+1
    SQ: Dissolve, Shadow Meld, Tweening

    Feats: Clever Wrestler, Daunting PresenceB, Power Attack, Improved Grapple

    Skills: Climb +11, Hide +5, Listen +7, Move Silently +5, Spot +7, Swim +11
    3
    Special Abilities:
    Audible Creeping [Ex]: One of the most distinguishing abilities of the bogey is the ability to make itself heard and to manipulate the shadow it occupies in a minor fashion. Even while inside the Hedge, the bogey can make Intimidate and Manipulate checks, along with conversing verbally, should it so choose [and have the intellect]. Similarly, a bogey can use any feats that have a vocal range while merged with a shadow.

    Dissolve: When slain, the Buggbear breaks up into oily black sludge that boils away quickly if not collected into an airtight containter.

    Peekaboo [Ex]: As a Full action, a bogey can emerge part of the way from its host shadow, execute a Standard action and return. While partially emerged, they count as having Cover and Concealment and are still unable to move freely.

    Shadow Meld:
    Bogies have the ability to meld into shadows by touching an umbra [a non-hazy shadow] and spending a Swift action. This is identical to the ability of all fæ to enter the Hedge, though they are unable to move beyond the limits of the shadow that they are within. As with a normal merge into the Hedge, the creature is very difficult to attack.

    While melded with a shadow, the fæ suffers two specific weaknesses because of its partial link to the stuff of shadows; while they are nigh indestructible, they can be instantly destroyed by illuminating its host so thoroughly that it casts no shadow at all. This casts the bogey adrift in the separation between the Hedge and the Real, taking many months o find its way back but not destroying it so that it will not reform. The other weakness is that it is possible to trap the creature in a mirror by causing the shadow to fall upon it. Until the mirror is broken, the bogey remains trapped. This has led to the production of mirror knifes that allow the trapping of bogeys by thrusting them into the shadow of the victim. Neither of these effects grant saves but aren't exactly easy to use.

    Tweening:
    A Buggebear can tween through Shadows, Physical Boundaries and the Space beneath. It gains no benefits at dusk and dawn.


    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Lore:
    {table]DC [D&D/MV]|Lore

    3/6|Bugbears are just a monster our parents made up to scare us as children. Works well on our kids

    8/11|Sleeping with an iron bar under your pillow will keep you safe from bugbears

    13/16|Sometimes, children say they have seen bugbears, flat faced bears with human eyes and shoulders, lurking at the edges of the forest at night. They report the greatest intrusion when the moon is full and the shadows are long.

    18/21|Buggebears are a fae mutation of the common bear. Smarter, scarier and they feed on fear, literally.

    23/26|Buggbears DO avoid iron, but only when a holy symbol or one of civilisation [like a horseshoe] is placed in a position where it could conceivably fall on them, such as nailed to a wall. They will never approach this.

    28/31|Buggebears are phenominally vulnerable to having the tables turned on them. If a scared character threatens them and successfully Intimidates them while wielding a weapon, they are forced to flee and cannot return for one lunar month.[/table]

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

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    Last edited by Mulletmanalive; 2011-11-09 at 06:30 PM.
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  20. - Top - End - #200
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Bogeyman [Template]:
    The bogey is a concept from northern England and Scotland, usually referred to as Nursery Bogies in records of classification. Bogeyman is an inherited template that may be applied to any animal, humanoid or Fæ creature. If applied to a non-Fæ creature, it gains the Fæ subtype in addition to any others they may possess.

    All statistics not directly mentioned here are unchanged.

    CP: +50% +1 if the Fæ subtype is gained.

    CR: +1, +1 if the Fæ subtype is gained.

    Special Attacks:
    The bogey retains any special attacks of the base creature and gains the following abilities:
    Audible Creeping [Ex]: One of the most distinguishing abilities of the bogey is the ability to make itself heard and to manipulate the shadow it occupies in a minor fashion. Even while inside the Hedge, the bogey can make Intimidate and Manipulate checks, along with conversing verbally, should it so choose [and have the intellect]. Similarly, a bogey can use any feats that have a vocal range while merged with a shadow.

    Peekaboo [Ex]: As a Full action, a bogey can emerge part of the way from its host shadow, execute a Standard action and return. While partially emerged, they count as having Cover and Concealment and are still unable to move freely.

    Special Qualities:
    The creature retains the base creature's qualities and gains the following:
    Shadow Meld: Bogies have the ability to meld into shadows by touching an umbra [a non-hazy shadow] and spending a Swift action. This is identical to the ability of all fæ to enter the Hedge, though they are unable to move beyond the limits of the shadow that they are within. As with a normal merge into the Hedge, the creature is very difficult to attack.

    While melded with a shadow, the fæ suffers two specific weaknesses because of its partial link to the stuff of shadows; while they are nigh indestructible, they can be instantly destroyed by illuminating its host so thoroughly that it casts no shadow at all. This casts the bogey adrift in the separation between the Hedge and the Real, taking many months o find its way back but not destroying it so that it will not reform. The other weakness is that it is possible to trap the creature in a mirror by causing the shadow to fall upon it. Until the mirror is broken, the bogey remains trapped. This has led to the production of mirror knifes that allow the trapping of bogeys by thrusting them into the shadow of the victim. Neither of these effects grant saves but aren't exactly easy to use.

    Abilities: +2 Wis, minimum Int 6

    Skills: The bogey gains a +6 bonus to its Hide and Move Silently modifiers.

    Feats: The bogey gains Daunting Presence as a bonus feat. This feat is found in Libris Mortis
    Last edited by Mulletmanalive; 2011-03-09 at 07:03 PM.
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  21. - Top - End - #201
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Would it be reasonable to make a request for a player race version of a brownie or a domovoi, or else one of those types of guardian house spirits? Probably LA 1, maybe with some sort of abilities that draw on its connection to houses or something along those lines.
    Last edited by Super_Fluous; 2011-03-02 at 08:41 PM.

  22. - Top - End - #202
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Mullet, the bogeyman template is brilliant. Simple, but the best templates always are. I could see giving it to something simple like a bear or a lion to make something really fun.
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  23. - Top - End - #203
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Quote Originally Posted by The Tygre View Post
    Mullet, the bogeyman template is brilliant. Simple, but the best templates always are. I could see giving it to something simple like a bear or a lion to make something really fun.
    ...

    I bid you look at the Buggbear. That's exactly what I did...
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
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  24. - Top - End - #204
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Quote Originally Posted by Mulletmanalive View Post
    ...

    I bid you look at the Buggbear. That's exactly what I did...
    Mullet, Mullet, Mullet, you forget; I am utterly and completely blind to stats if they have even the slightest variation in them. You can ask my players if you don't believe me.

    P.S. And does this mean that, theoretically, there are Dire Bugbears?
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    As I was considering going with one of the wackier theories and making Cuco by slapping Bogey on a dragon, i would presume so...
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Lady Midday:
    In the great, hot flats of the Ukraine and Poland there is a greater danger in staying out in the midday sun than the mere prospect of sunburn. The fairy known as Lady Midday is a powerful representation of summer, with all its befuddlements, stiff necks and regrets.

    Lady Midday is actually a subspecies of fæ that belongs exclusively to the courts of Summer in the areas between the Alps and the Urals. They stray around the realms of men, seeking those foolish enough to violate what they consider their sacred hour. They stand at the limits of fields and ask complex questions of those who work under the sun; those who fail to answer to her satisfaction are cursed or slain outright.

    Lady Midday can appear to be anyone; any human she has seen, she can look like. Favoured forms include an ancient crone, a young maiden and a creepy flaxen haired girl-child. If forced to fight, she wields a magical scythe or shears and breaks apart into dust if forced to flee.

    D&D Version:
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    Medium Outsider [Fae, Native]
    Hit Dice: 10d8 + 30 (75 hp)
    Initiative: +5
    Speed: 30ft (6 squares)
    Armor Class: (+5 Dex, ), touch, flat-footed
    Base Attack/Grapple: +10/
    Attack: Scythe +13 melee (2d4+4, 19/x4, plus Trip plus Maim) or Shears +13 (1d6+5 non-lethal, 17/x2 plus Maim) or Sunbeam +15 ranged touch (4d6 Fire, range 30ft)
    Full Attack: Scythe +13/+8 melee (2d4+4, 19/x4, plus Trip plus Maim) or Shears +13/+8 (1d6+5 non-lethal, 17/x2 plus Maim) or Sunbeam +15/+10 ranged touch (4d6 Fire, range 30ft)
    Space/Reach: 5-ft/5-ft
    Special Attacks: Diabolical Questions, Spell-like Abilities
    Special Qualities: Dissolve, DR 20/Natural, Dust Form, Noonday Sun, Tweening
    Saves: Fort +10, Ref +12, Will +12
    Abilities: Str: 16/+3 Dex: 20/+5 Con: 16/+3 Int: 16/+3 Wis: 20/+5 Cha: 16/+3
    Skills: Diplomacy +16 (+19), Disguise +23 (+26), Gather Information +16 (+19), Intimidate +16 (+19), Knowledge [History] +16, Manipulation +16 (+19), Ride +18, Sense Motive +18
    Feats: Ability Focus [Diabolical Questions], Ability Focus [Dissolve], Power Attack, "Sex Appeal" [double Cha bonus vs men],
    Environment: Eastern Europe
    Organization: Solitary
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 11-20 medium

    Combat

    Bend with Terror [Su]: Those whom Lady Midday successfully Intimidates become Shaken or Frightened as normal but count as Flatfooted against the attacks of Lady Midday.

    Diabolical Questions [Su]: Lady Midday has a tendency to ask difficult questions and pose riddles that give the questioned a real sense that failure to answer correctly will grant her additional power over them. This has an ironic effect of self fulfilling as this paranoia causes great trouble to the victim. Lady Midday poses the question and the target has one thirty seconds to respond [5 rounds]to respond. This is resolved as a Will save against DC 24 [Intelligence AND Charisma]. A perfect answer to the riddle counts as a natural 20. Failure on this save renders the target Frightened and success by less than 5 renders the victim Shaken anyway.

    Dissolve: When slain, Lady Midday explodes into a burst of insanely white light. Anyone within 15ft of her suffers 5d6 Light damage and 3d6 Fire damage and anyone within 45ft of her is Blinded. A Reflex save, DC 21 (24), halves the damage and negates the blinding effect. This effect is Cha based.

    Dust Form [Su]: Breaking up into the dust of the noon winds, Lady Midday can move rapidly and remain virtually immune to attack. In this form, she changes to a 20ft cube of dust with a movement speed of Fly 30ft with Perfect manoeuvrability. Those inside the area of the dust must make a Reflex save, DC 12, each round or be Blinded by the flying grit. In this form, they take -50 damage from attacks aside from Barrage or Flame attacks, which deal double damage to the fairy. Entering or leaving Dust Form requires a Full action.

    Imageshifter [Su]: Lady Midday is able to adopt the image of any human that she has seen, though they retain their own hair colour. They tend to adopt female forms and changing is a Move action. This functions mechanically as a +20 bonus to Disguise checks.

    Maim [Ex]: On a Critical hit, Lady Midday inflicts 1d3 Negative Levels; a DC 18 Reflex save reduces this to one Negative Level. Removing these negative levels requires a DC 18 Fortitude save. Both saves are Charisma based.

    Noonday Sun [Ex]: Even when the sky is overcast, the sun beats down upon Lady Midday like a hammer, eating away at the stamina of those around her like acid. She constantly radiates a 30ft aura [technically 20ft but she is of the Summer fæ] of bright, painfully hot sunlight; anyone who remains within this aura for a full minute, that is for 5 full rounds, becomes Fatigued with no save allowed. This effect stacks, so a second minute would leave you Exhausted and another would leave you Disabled. This effect can be prevented by ensuring that you spend at least one full round outside the aura between exposures.

    Ruthless Strike [Ex]: When she makes a successful attack against a Flatfooted target or one otherwise denied its Dexterity bonus to its AC, she deals an additional +2d10 damage. This does not apply against target that are immune to critical hits.

    Spell-like Abilities: At will: Light, Daylight

    Trip [Ex]: On any successful melee attack against a humanoid opponent may make a Trip attempt as a Free action.

    Tweening: Lady Midday is able to shift into the Hedge through Physical Borders, the Space Beneath and Shadows, along with Abstract Boundaries during times of Dusk and Dawn.


    MV Version:
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    Medium Fæ Shapeshifter Humanoid 10 CP 8
    Init: + 7 , Senses: Listen + 5 , Observation + 5
    Languages: Polish, Russian, Slavic root
    3
    Defence: 25 Flatfooted: 10, +5 Swift action
    Hardness: DR 20/Natural
    HD: 10d8 + 30 + 16 Hp: 91
    Massive Damage: 10
    Thresholds: Green, [ 27 ] Yellow, [ 13 ] Orange, [ 5 ] Red
    Resist: Immune: Compulsions, Resist; Light 20, Fire 20
    Fort: + 7 Reflex: + 7 Will: + 10 Psyche: 38 Tussle: 20
    3
    Speed: 30ft Space: 5 ft Reach: 5 ft

    Ranged: +12 [+7/+7] Sunbeam (4d6‡ Fire, range 30ft)

    Melee: +11 [+5/+5] Scythe (2d6+6, 19/x2 plus Trip plus Maim)
    OR +11 [+5/+5] Shears (1d6+5 Mental, 17/x2 plus Maim)

    BAB: + 7 Grapple: +10
    Special Actions:
    • Daystar [Standard; create a 120ft burst of true daylight, targets in area are Blinded, Reflex DC 18 (21)/Dazzled]
    • Diabolical Questions [Swift; pose question to provoke a Fear effect. See below.]
    • Light [Swift; create a globe of light that sheds illumination in a 60ft radius, 120ft for shadowy illumination.]
    • Maim [Scythe attack criticals; target suffers 1d3 Wounds, Reflex DC 18 /1 Wound.]
    • Ruthless Strike [Strike a flatfooted target; +2d10 damage; targets with Fear effects on them count as Flatfooted.]
    • Trip [Scythe attack hits; compare roll to target's Tussle, if higher, target is knocked prone.]
    • Weapon Specialisation [Standard; Scythe 3d6+6 or Shears 2d6+5 Mental]

    Combat Gear: Scythe
    3
    Abilities: Str: 16/+3 Dex: 20/+5 Con: 16/+3 Int: 16/+3 Wis: 20/+5 Cha: 16/+3
    SQ: Dissolve, Dust Form, Noonday Sun, Tweening

    Feats: Ability Focus [Diabolical Questions], Ability Focus [Dissolve], "Sex Appeal" [double Cha bonus vs men], Weapon Focus (Scythe/Shears), Weapon Specialisation (Scythe/Shears)

    Skills: Diplomacy +22 (+25), Disguise +23 (+26), Gather Information +22 (+25), Intimidate +22 (+25), Knowledge [History] +19, Manipulation +22 (+25), Ride +15, Sense Motive +25
    3
    Special Abilities:

    Bend with Terror [Su]: Those whom Lady Midday successfully Intimidates become Shaken or Frightened as normal but count as Flatfooted against the attacks of Lady Midday.

    Diabolical Questions [Su]: Lady Midday has a tendency to ask difficult questions and pose riddles that give the questioned a real sense that failure to answer correctly will grant her additional power over them. This has an ironic effect of self fulfilling as this paranoia causes great trouble to the victim. Lady Midday poses the question and the target has one thirty seconds to respond [3 rounds]to respond. This is resolved as a Will save with the Roleplaying tag, against DC 24 [Intelligence AND Charisma]. A perfect answer to the riddle counts as a natural 20. Failure on this save renders the target Frightened and success by less than 5 renders the victim Shaken anyway.

    Roleplaying Tag:
    Spoiler
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    The Roleplaying tag is a simple idea that applies in MV's social rules. It uses the concept of a "virtual roll" to allow players to gain rewards for their efforts in acting out their character's words.

    The basic jist of the system is that the more effort the player puts in, the higher they roll on their virtual d20.
    {table]Effort put in |Roll
    Refuses to try |5

    Little effort for the player [this means less effort for quiet folks than talky ones] |10

    Uses relevant information/in game knowledge |12

    Portrays character strongly, significant personal effort | 15

    Quality acting and speech that supports their efforts |18

    Minor appropriate gestures and some physical portrayal [expressions, waves, description] |+1 to +2[/table]


    Dissolve: When slain, Lady Midday explodes into a burst of insanely white light. Anyone within 15ft of her suffers 5d6 Light damage and 3d6 Fire damage and anyone within 45ft of her is Blinded. A Reflex save, DC 21 (24), halves the damage and negates the blinding effect. This effect is Cha based.

    Dust Form [Su]: Breaking up into the dust of the noon winds, Lady Midday can move rapidly and remain virtually immune to attack. In this form, she changes to a 20ft cube of dust with a movement speed of Fly 30ft with Perfect manoeuvrability. Those inside the area of the dust must make a Reflex save, DC 12, each round or be Blinded by the flying grit. In this form, they take -50 damage from attacks aside from Barrage or Flame attacks, which deal double damage to the fairy. Entering or leaving Dust Form requires a Full action.

    Imageshifter [Su]: Lady Midday is able to adopt the image of any human that she has seen, though they retain their own hair colour. They tend to adopt female forms and changing is a Move action. This functions mechanically as a +20 bonus to Disguise checks.

    Noonday Sun [Ex]: Even when the sky is overcast, the sun beats down upon Lady Midday like a hammer, eating away at the stamina of those around her like acid. She constantly radiates a 30ft aura [technically 20ft but she is of the Summer fæ] of bright, painfully hot sunlight; anyone who remains within this aura for a full minute, that is for 5 full rounds, becomes Fatigued with no save allowed. This effect stacks, so a second minute would leave you Exhausted and another would leave you Disabled. This effect can be prevented by ensuring that you spend at least one full round outside the aura between exposures.

    Tweening: Lady Midday is able to shift into the Hedge through Physical Borders, the Space Beneath and Shadows, along with Abstract Boundaries during times of Dusk and Dawn.


    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Lore:
    {table]DC|Information

    10|Any field could hold the spirit Lady Midday.

    15|Unique and vengeful, Lady Midday asks cryptic questions of those who work harder than social mores require.

    20|A race of accomplished shape-changers, Lady Middays [yes, that's the plural] are enforcers of some kind of bizarre policy of timekeeping

    25|The Summer Court in the Ukraine draw power from the silent moments around midday, when only crickets sound. No-one is sure how but they are certainly keen to make them...

    30|It is possible to buy time to think by continually asking questions instead of answering the riddle Lady Midday poses. Each question posed buys you an extra round to think.

    35|The smoke from a torch of reedmace and sedge-grass is impenetrable to the light based powers of Lady Midday. If you have the back of your neck completely covered, you are immune to Lady Midday's Noonday Sun aura.[/table]

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Any material presented inside Spoilers listed as "MV Versions", along with all pictures above, are Copyright under the Creative Commons Attribution NonCommercial License. All other text and game materials are free to use under the terms of the OGL and are designated Open Content.
    Last edited by Mulletmanalive; 2011-11-09 at 06:40 PM.
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
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  27. - Top - End - #207
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    I like it. You've certainly done some research. I think she's of the right CR, too - Ladies Midday or Noonwraiths as they're also called, were pretty scary. Don't worry about it being late.
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  28. - Top - End - #208
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    I just want to point out that in the Lady Midday, you have it listed as 30 seconds to respond, which would normally be 5 rounds, but you also put in 3 rounds to respond in the same sentence. Which one would be the correct time? Or is there something I am missing?
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  29. - Top - End - #209
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    Fixed it. MV uses 12 second rounds and that's the version that gets made first so the occasional artifact is inevitable.

    Thanks for catching that.
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
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  30. - Top - End - #210
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    Default Re: Fae-o-matic. You find the folklore, I make the beasty!

    OK, how about a tikbalang?

    Could also provide a hook for the mortal characters who get turned into fey-one of the more malicious ones led them straight to his queen.
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