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It's time for a third What Is It? Contest. This time the prize is again unlimited bragging rights for having the best monster as judged by the votes of your peers plus any one PDF from my catalog. The picture at the right for WIIC3 comes from FreakyGaming.com. The Rules
1. One submission per entrant.
2. Post a complete stat block and fluff text for the creature depicted above in this thread using the standard format for PF monsters. Also, include at least two plot hooks for the monster.
3. Your work must be your own and cannot use anyone's Product Identity or Closed Content material.
4. The deadline is 31 March 2011. After this, all entries are considered final.
5. A winner will be chosen via a poll set up in another thread. This poll will remain open until approximately 8 April 2011.
6. All entrants retain rights to their submissions.
The Prizes
1. The winner chosen by poll gets to brag about awesome his or her monster is.
2. The winner will receive a copy of any one PDF from my catalog. Reception of the PDF is contingent on me having a valid email address for the winner.
After hearing heavy blows from the other side, the wall finally falls apart, revealing a hulking human shape with a strange rotten skin color and dead eyes...
Fungal Zombie - Wrecker CR 7 XP 3200
NE Large plant (augmented human)
Init +0; Senses low-light vision; Perception +0
DEFENSE
AC 20, touch 9, flat-footed 19 (+0 Dex, +11 natural, -1 size) hp 90 (12d8+36)
Fort +11, Ref +4, Will +3; Defensive Abilities plant traits, mindless; DR 10/slashing; Weaknesses vulnerability to fire
OFFENSE
Speed 30 ft. Melee 2 slams +14 (1d8+5 plus disease) Ranged rock +9 (1d8+7) Space 10 ft.Reach 10 ft. Special Attacks rock throwing (120 ft.), spore burst, trample (1d8+7 plus disease, DC 21)
STATISTICS
Str 21, Dex 10, Con 17, Int - , Wis 10, Cha 10; Base Atk +9; CMB 17; CMD 28
FeatsB Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam) Languages - SQ double damage against objects
ECOLOGY
Environment any Organization solitary or hive (2-7) Treasure none
SPECIAL ABILITIES
Spore Burst (Ex)
When a fungal zombie dies, it explodes in a burst of spores. All creatures adjacent to the fungal zombie are exposed to its plague as if struck by a slam attack and must make a Fortitude save or contract fungal rot.
Disease (Su)
The slam attack — as well as any other natural attacks — of a fungal zombie carries the fungal rot disease.
Fungal rot: slam; save Fort DC 11; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Any humanoid who dies while infected transforms to a fungal zombie in 2d6 hours.
Background:
No one is sure how it happened. The first victims of the 'plague' or whatever it is was a farmer and his family from a remote farm. But it quickly spread, as the infected rose again, bashing through every barrier, not stopped by arrow or prayer. The only thing that seems reliable and working seems to set them afire, as the fungal fibers that fill most of their body burn rapidly.
Their origin? Maybe some brave soul will find out, before everything is to late.
Hooks: (all hooks can and should be combined in many different ways, chosen by the DM.)
What is it's origin? - Where did they come from? A stone from a far away planet, carrying deadly spores? Strange aberrations from another plane sending the first wave to conquer this plane? A cult of a demonic plant entity trying to convert the material plane to the new layer of their lord?
Could they be healed? - Can the heroes really slay everyone when their is the 'risk' of a cure. What if the cure requires a far travel or some components not available on the material plane?
This thing seems rather specialized. - This zombie seems to work like a living wrecking machine, 'designed' to destroy buildings and other fortifications. Are their more kinds of them? Waves with other specialized functions, controlled by some hidden force?
Story use: An 'undead' plague that isn't quickly countered by clerics channeling their positive energies or using the many undead specific spells to ward them of. Also another origin than a necromancer raising an army to destroy everything.
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Firewig Swarm
From the geothermic vent emerges a swarm of reddish insects, moving with great speed and apparent purpose.
CR 9 XP 6,400 N Diminutive vermin (swarm)
Init +3; Senses blindsense 30 ft., tremorsense 30 ft.; Perception +4
DEFENSE
AC 23, touch 20, flat-footed 18; (+8 size, +3 Dex)
hp 77 (14d8)
Fort +11, Ref +7, Will +4 Defensive Abilities swarm traits; Immune mind-affecting effects, weapon damage
OFFENSE
Speed 30 ft., climb 30 ft.
Melee swarm (3d6)
Space 10 ft.; Reach 0 ft. Special Attacks infest, firewig fever, distraction (DC 18) Defensive Abilities Resist fire 5 Weaknesses Vulnerability to cold
STATISTICS
Str 1, Dex 16, Con 14, Int —, Wis 10, Cha 2 Base Atk +10; CMB —; CMD — Skills Climb +10, Perception +4; Racial Modifiers +4 Perception
SPECIAL ABILITIES Blindsense (Ex)
A firewig swarm detects creatures based on their body heat. Creatures with the cold subtype cannot be detected by the firewig swarm’s blindsense, nor can many kinds of non-living creatures that do not have body heat. The firewig swarm’s blindsense also does not work in extremely hot environments, like lava caverns or furnaces, as it cannot distinguish creatures from background heat. Infest (Ex)
Instead of dealing swarm damage, the firewig swarm can make a touch attack versus a single target. If successful, the swarm infects the target with firewig fever (see below). A single swarm can infect one Large creature, two Medium creatures, four Small creatures, or eight Tiny or Diminutive creatures. To infect creatures larger than Large, it takes a number of firewig swarms equal to the target’s size bonus to combat maneuvers (i.e., 2 for Huge creatures, 4 for Gargantuan creatures, etc.). Firewig Fever (Ex) Type disease, touch attack; Save Fortitude DC 19 Onset immediate; Frequency 1/day Effect 1d4 Charisma damage, and the target is fatigued. A creature that reaches 0 Charisma becomes a Firewig Host (see below). Cure 3 consecutive saves. If the victim’s skin is kept cold, he gains a +8 bonus to his save.
Firewigs burrow deep into their victims with the goal of controlling their very minds. Breaking down a victim’s psyche takes several days, and if the victim is kept cool, it slows the progress of the infestation considerably. As the disease progresses, the victim becomes increasingly incoherent, while its body swells with fever, sometimes nearly doubling in size. This is both to provide room for the swarm, and to increase the host’s temperature, which facilitates its transformation. If the disease successfully runs its course, the victim become a Firewig Host (see below), which single-mindedly searches for a new source of heat for the swarm to spawn. When it does, the swarm bursts forth from the host, killing it.
ECOLOGY Environment Warm hills and mountains, warm underground locations, and anywhere of natural or man-made heat Organization solitary, pair, patrol (3–6 swarms), or legion (7–16 swarms) Treasure none
Firewig swarms are rarely encountered, given the extreme environments in which they thrive. Their terrifying life cycle is enough to keep most potential hosts away from their homes.
Firewig Host
“Firewig Host” is an acquired template that can be added to any corporeal creature, referred to hereafter as the base creature. Challenge Rating: This depends on the creature's total number of Hit Dice, as follows:
Alignment: Always neutral. Armor Class: Natural armor is based on the Firewig Host's size:
Code:
Firewig Host Size Natural Armor Bonus
Tiny or smaller +1
Small +2
Medium +4
Large +6
Huge +8
Gargantuan +11
Colossal +14
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD. The base creature retains its Will save. Speed: Winged Firewig Hosts can still fly, but maneuverability drops to clumsy. If the base creature flew magically, so can the Firewig Host. Retain all other movement types. Attacks: A Firewig Host retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. It also gains a slam attack that deals damage based on the Firewig Host's size, but as if it were one size category larger than its actual size. Special Attacks: A Firewig Host retains none of the base creature's special attacks. Abilities: Str +4, Dex –2, Con +4. A Firewig Host has no Int or Cha score, and its Wis becomes 10. BAB: A Firewig Host's base attack is equal to 3/4 its Hit Dice. Skills: A Firewig Host has no skill ranks. Feats: A Firewig Host loses all feats possessed by the base creature, and does not gain feats as its Hit Dice increase. Special Qualities: A Firewig Host loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A Firewig Host gains the following special qualities.
-Fire Resistance 5
-Vulnerability to Cold
-Staggered (Ex)
Firewig Hosts have poor reflexes and can only perform a single move action or standard action each round. A Firewig Host can move up to its speed and attack in the same round as a charge action.
-Lucidity (Ex)
The base creature is under tenuous control of the Firewig swarm. Every day after it is infected, the base creature may make a Will save. If it succeeds, it shakes the Firewig swarm’s control. Any mental ability scores, Base Attack Bonus, saves, skills, feats, and special qualities and abilities that were lost are regained, including its original Charisma score. It still retains the ability scores, special attacks, and special qualities gained from the template. A lucid Firewig Host is still infected with Firewig Fever and begins to undergo the effects of the disease again the next day.
ECOLOGY Environment Warm hills and mountains, warm underground locations, and anywhere of natural or man-made heat Organization Usually solitary Treasure as the base creature
Firewig Hosts operate under a single-minded mandate, to find a source of heat sufficient for its Firewig invaders to spawn and thrive. Anyone or anything that tries to stop it is met with violent resistance, but they are otherwise not hostile.
Hooks The Changing: A legendary artifact is said to be found in the fire caves on the island of L’hai inokhi. The natives strongly discourage the PCs from pursuing this course, warning of “The Changing” that those who enter the caves invariably suffer. Only one person has ever made the journey and survived; a sorcerer with icy-blue skin and breath like fog.
Dr Pretravit, I presume?: Famed adventurer Dr Petravit has disappeared after an expedition from the remote jungle village into the jungle’s heart. The doctor’s disappearance coincides with news of a terrifying creature attacking hunters and foragers. But is the creature the monster it seems to be?
Last edited by 1Mac; 1st April 2011 at 04:01 AM..
Reason: fixed tables (thanks Scott!)
Firewig Host
“Firewig Host” is an acquired template that can be added to any
corporeal creature, referred to hereafter as the base creature.
Challenge Rating: This depends on the creature's total number
of Hit Dice, as follows:
HD CR XP
1/2 1/8 50
1 1/4 100
2 1/2 200
3–4 1 400
5–6 2 600
7–8 3 800
9–10 4 1,200
11–12 5 1,600
13–16 6 2,400
17–20 7 3,200
21–24 8 4,800
25–28 9 6,400
Alignment: Always neutral.
Armor Class: Natural armor is based on the Firewig Host's size:
Firewig Host Size Natural Armor Bonus
Tiny or smaller +1
Small +2
Medium +4
Large +6
Huge +8
Gargantuan +11
Colossal +14
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Last edited by Scott DeWar; 1st April 2011 at 01:15 AM..