Dog Moon's Creatures [Updated 5/16]

Dog Moon

Adventurer
Okay, I'm going back over the creatures, giving them equipment [which will be a little bit to improve their combativeness, but some items are there more because I like them than because they increase AC, damage, saves, or attack bonus], modifying their backgrounds so they aren't all related to each other through Mayralika, and trying to make a slightly better description of tactics and physical description of each character. Part of this is to help out whoever may desire to use some of these creatures and part of it is to give me a little practice as well.

After I'm doing going through them, I will be adding additional creatures, some from my thread that disappeared just a few days ago and some brand new creatures. I hope y'all enjoy my creations, old and new.

Edit: In an effort to increase my skill at creating new creatures and whatnot, I may be adding Adventure Hooks to some of these. Of course the Adventure Hooks are completely option, as are, I suppose the History and Tactics. ;)

Mayralika Okrelik
Tauric Medusa Manticore (Multi-headed)(4 heads)(Cryo) (CR: 12)
Large Monstrous Humanoid [cold]

HD: 18d8+144 ; hp 254
Init +6
Spd: 30 ft., fly 50ft (clumsy)
AC: 20 (-1 size, +2 dex, +9 nat), touch 11, flat-footed 18

BA/Grapple: +18/+27
Attack: Large Bastard Sword +24/+19/+14/+9 (2d8+8/17-20) and Large Bastard Sword +24/+19/+14/+9 (2d8+8/17-20) and 4 heads (snakes) +21 melee (1d6+2 plus poison) or 6 spikes +21 (1d8+5/19-20)
S/R: 10ft/5ft
SA: Spikes, petrifying gaze (DC 22), poison (DC 27), Breath (12d6 every 1d4 rounds ; DC 20)
SQ: Cold Resist 5 [Ring], Darkvision 90ft, low-light vision, scent, Superior Two-Weapon Fighting

AL NE
Fort +19, Ref +8, Will +12
Str 20, Dex 15, Con 26, Int 13, Wis 13, Cha 17

Skills: Bluff +15, Diplomacy +9, Disguise +9, Intimidate +9, Listen +14, Move Silently +8, Search +8, Spot +18, Survival +7
Languages: Common, Draconic

Feats(7): Improved Initiative (bonus), Combat Reflexes (bonus), Weapon Proficiency (Bastard Sword), Improved Critical (Bastard Sword), Multiattack, Hover, Flyby Attack, Narrowed Gaze
Advancement: By class

Cryo: Jets of cold 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds, and each jet deals 3d6 points of cold damage per head. A successful Reflex save (DC 10 + 1/2 creature's number of heads + creature's Con modifier) halves the damage. The creature also gains the cold subtype.

Superior Two-Weapon Fighting or Superior Multiweapon Fighting(Ex): Because each head controls one arm (or analogous weapon-using limb), a multiheaded creature has no penalty on attack rolls for attacking with multiple weapons, and the number of attacks and damage bonus for each weapon are calculated as though the weapon were held in a primary hand.

Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period.

Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude negates. Save DC is Charisma-based.

Poison (Ex): Injury, initial damage 1d6 Str, secondary damage 2d6 Str. Save is Constitution-based.

Skills: Manticores have a +4 racial bonus on Spot checks. Multiheaded creatures have a +2 cumulative bonus on Listen, Search, and Spot checks for each head beyond the first.

Equipment [24,850gp]
Bastard Sword +1 (x2) 2300gp each.
Ring of Warmth 2500gp.
Glove of Taarnahm the Vigilant 10,000gp.
Figurine of Wondrous Power [Blue Quartz Eagle] 5,400gp.
Potions of Cure Moderate (x2) 300gp each.
Potion of Gaseous Form 750gp
Silver bracelet set with tiny light blue sapphires 300gp
Pouch with 3 gems: Purple Amethyst (75gp), White Pearl (25gp), and Bright Red Ruby (600gp)

Glove of Taarnahm the Vigilant (Player's Guide to Faerun)
This chainmail gauntlet allows the wielder to hurl any melee weapon he catties as though it had the throwing and returning special abilities.
Moderate transmutation; CL 7th; Craft Wondrous Item, magic stone, telekinesis; Price: 10,000gp.

Blue Quartz Eagle (Races of Faerun)
A blue quartz eagle becomes an eagle on command, but with vision akin to that granted by eyes of the eagle (+5 circumstance bonus on Spot checks). Another command sends it aloft. It will not attack, even to defend itself, but it will obey the telepathic commands of its owner as long as it remains within one mile of her. If forced to move beyond that distance, a blue quartz eagle will immediately revert to statuette form (usually shattering if it falls a great distance to the ground). While the figurine is transformed, its owner can mentally view everything the eagle can see, although the owner must use a standard action to observe what the eagle sees in that round. It can maintain its nonfigurine status for only 24 hours per tenday, but the duration need not be continuous.
Caster Level: 11th; Prerequisites: Craft Wondrous Item, animate objects, clairaudience/clairvoyance; Market Price: 5,400 gp; Weight: -.

Description
You see above you a horrible monstrosity of two different sorts. The bottom half is a dark scaled four-legged creature with a tail filled with sharp spines. Attached to the front is the torso of a wide woman with four heads. Although not as large, the scales continue to cover the torso and heads. Full heads of snakes cover the heads of each head. The snakes twist in constant motion with the occasional forward snap. All four sets of eyes are black voids and as you look into them, you feel a wave of magic pass through your body. She grabs the two bastard swords strapped to her and whips them out as the dives down towards you in the wake of a cold blue breath escaping from all four mouths.

Background
Mayralika and Okrelik were traveling companions. They made strange companions because Mayralika was a Medusa and Okrelik was a Manticore. For some unknown reason to either of them, Okrelik was immune to her gaze attacks. They made an excellent pair in battle. Okrelik would fly into battle, shooting his spikes while Mayralika used her petrification gaze upon their enemies. Any creature which attempted to avert its gaze from Mayralika was set upon by Okrelik and any creature which opened its eyes to fight Okrelik was threatened to become petrified by Mayralika.

Unfortunately for them, they encountered the wrong person in their travels. They saw a Wizard and seeking to petrify the Wizard before he could attack, Mayralika attacked him. For some reason, he was unaffected. Okrelik attacked him from behind, but neither could stand up to the power of the Wizard who negated her most potent ability.

The Wizard brought them both back to his lab. He studied them for a long period of time before deciding to have them interact within his experiments. Something went terribly wrong becayse Mayralika and Okrelik became one creature, though Okrelik lost his sentience as death overtook him. Mayralika lost the bottom half of her body, but was attached to his. Mayralika tried to exact revenge on the Wizard and with her knew strength and power, she was able to petrify him.

Having been victorious in her revenge, she has decided that she will not tolerate those who experiment on others. She goes out of her way to champion their causes and to protect them from Wizards who she feels abuse their powers by using them on the defenseless for dispiccable acts. She kills whoever she feels she must to protect these people without care for who she might be hurting.

Tactics
Basically, she begins by flying over the group to petrify as many of her enemy as she can. Afterwards, she begins by using a similar tactic as the dragon, flying by and breathing upon the enemy. If that doesn't work, she will short her spikes at the opponents. If THAT doesn't work, she will go into melee with the characters, though she will hover about five feet above her enemies, providing they are Medium or smaller. She does not necessarily need to use her poison snakes, though she will if she sees someone she believes she can use them well against. She will try to gain the little bonus by being above her opponents, but she can stand on the ground if she needs to, getting her full attacks in.

Adventure Hooks
1. The PCs are hired by a Wizard desiring to kill Mayralika because of the threat she posed to him. What he doesn't let on is that he is the reason behind the recent string of kidnappings and is experimenting on them. Mayralika is working on killing him because she has heard that he experiments on others. In the end, the PCs must decide whether to kill Mayralika [and keep their contract], the Wizard [because of his experiments], or both [because they are both Evil]. Mayralika does not know that they have been sent by the Wizard, but if they decide to mention it, she turns everything around on them, telling them that the Wizard is Evil and about his deeds.

2. The PCs are hired to investigate the death of a prominent Wizard. It is not known what exactly killed him except that he was petrified and then the remains destroyed. Several reports claim that a winged creatures of sorts [seen by Humans at night] flew from the Wizard's home. It is thought that the creature went north into the woods. If the PCs go north, they find Mayralika's lair, but she is nowhere to be seen. Several days later, a man thought to be a slaver turns up dead in a similar fashion as the Wizard. After a little investigation, it turns out that the Wizard and the slaver are connected because of the slaves he has provided the Wizard. Through this method, Mayralika may possibly become an ally, despite her Evil alignment, at the end of the adventure.

2a. Instead of killing the Wizard, maybe Mayralika killed a friend of the Wizard's while they were hanging out and the Wizard hires them to kill the creature who did the deed. Then everything else goes normally, but in the end forces the PCs to hunt down the Wizard. Unfortunately, Mayralika killed an innocent bystander, a person known to have done many good deeds. [Optional: including running an orphanage, though perhaps this is but another front and he is supplying slaves from the orphanage].

Manticore: Monster Manual
Medusa: Monster Manual
Multiheaded Template: Savage Species
Tauric Template: Savage Species
 
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Dog Moon

Adventurer
Rokaat

Ug. Having trouble with the descriptions. I don't know if I've ever really been good at them, though I hope these aren't TOO bad. I guess you could probably figure out the descriptions by the combination of creatures though.

Rokaat
Kobold Lizard (monitor) Half-Dragon (red) Druid 5(CR: 10)
Medium Dragon
HD:
4d10+5d8+54 ; hp 117
Init +2
Spd: 30 ft., swim 30ft.
AC: 19 (+2 dex, +7 nat), touch 12, flat-footed 17

BA/Grapple: +7/+15
Attack: 2 claws +15 melee (1d4+8) and bite +10 melee (1d6+4)
S/R: 5ft/5ft
SA: Breath (DC 17)
SQ: Low-light vision, Darkvision 60ft, light sensitivity, Immune to fire, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape (1/day)

AL TN
Fort 13, Ref 6, Will 10
Str 26, Dex 15, Con 20, Int 12, Wis 15, Cha 10

Skills: Climb +11, Handle Animal +5, Heal +7, Hide +5, Knowledge (Nature) +8, Listen +5, Move Silently +5, Spellcraft +6, Spot +8, Survival +9, Swim +11
Languages: Draconic, Common, Druidic

Feats: Power Attack, Improved Toughness, Track, Lightning Reflexes

Breath: 30-foot cone, 6d8 fire damage.

Spells: 4/3/1 (DC 12+spell level)
1st- Cure Light wounds (x2), Longstride, Speak with animals
2nd- Barkskin, Bull's Strength, Bear's Endurance
3rd- Magic Fang (Greater)

Equipment 14,235
Bag of Tricks (Rust) 3,000gp.
Ring of Sustenance 2,500gp.
Rod of Extension, Minor 3,000gp.
Wand of Summon Monster I (25 charges) 375gp
Potion of Cure Moderate 300gp
Potion of Fly 750gp
Armbands of Might 4,100gp
Gold statue of Kobold wielding a spear in a threatening manner (210gp)

Armbands of Might (Complete Adventurer)
These bronze armbands grant their wearer a +2 bonus on Strength checks and Strength-based skill checks. If the wearer has the Power Attack feat, he gains a +2 bonus on melee damage rolls on any attack on which he uses the Power Attack feat and takes a penalty of at least -2 on his attack roll. Armbands occupy the same space on the body as a pair of bracers or bracelets.
Faint transmutation; CL 3rd; Craft Wondrous Item, bull's strength; Price: 4,100gp.

Description
You see before you a lizard-like creature as if someone had chopped a Kobold in half, put it where the head of a lizard should be, and colored it a blood red color. It is quite strong for being part Kobold and it flexes before you, though it almost seems more entranced by its muscles than you are.

Background
Rokaat was a druid who lived underground. He liked the underground nature, the mushrooms, the fungus, and, especially, the lack of light. These likes of Rokaat eventually led him down the path of the druid. [I would have liked a more underground version of a druid rather than a foresty one, but I didn't know of any]. In his travels, he came across a den of lizards which had been destroyed by a passing group of Orcs. Rokaat killed the pesky orcs, but he was only able to save a single Lizard, whom he named Lizzy (Lizzy struck him as a good name for it).

Lizzy became a good friend to Rokaat. They lived together, ate together, and traveled together. They relied on each other and life was good. However, all things must come to an end and everything changed for Rokaat and Lizzy when they came across an area in the Underdark which they had not been to before. After exploring for a couple of days, they found nothing. Still, their spirits were high because it wasn't that they were looking for anything.

That night, however, they were attacked. Rokaat was quickly held by a spell. Lizzy tried fighting, but was no match for the Wizard. Rokaat saw Liz fall and thought his faithful companion was dead. Still held, the Wizard knocked Rokaat unconscious.

When he awoke, he found that where his legs and body should be below his waist, he saw the familiar body of his friend Lizzy. As if it wasn't torture enough to see his closest friend perish, the Wizard expiramented long and hard, able to now because of his increased physical stamina and strength. When the Wizard was finally finished, Rokaat was let free, but he was far from everything he recognized. His main goal now is to return home, though a very close second is finding a way to restore his friend back to life. However, he likes the strength this new body has given him and will not save Lizzy if it means losing part of his body. Still, he is loyal to his deceased companion and refuses to gain another companion in place of the lizard.

Tactics
He'll try to use his buff spells before battle if possible. During battle, his tactic is very simple: attack. Frequently, he forgets that he even has a breath weapon. He isn't stupid, however, and if he realizes that simply attacking isn't going to kill his enemy, he will do something else.

Adventure Hooks
1. A small town. Half-eaten livestock. Rokaat caught in the middle. He happened to be in the wrong place at the wrong time. He has a monstrous appearance and when he was seen traveling the planes about the same time the livestock disappeared, the townsfolk assumed it was him. They hired a group of adventurers who happened to be in the neighborhood. They nearly killed Rokaat, but in the end decided to capture him instead. They brought him back to the town and locked him up. Rokaat, unfortunately, is still new to his great strength and hasn't even thought about breaking down the cell entrance and escaping. For the moment, he is content to just relax. Unfortunately, the townspeople find out that the killing of the livestock hasn't ended yet. Somehow, they get it into their heads that Rokaat is doing this even from within the cell, but this is because of the words of the adventuring group. The truth is that one of them is truly an ex-resident of the town, banished with her mother just after her birth when she had the look of the a Demon. She has brought her group with her and is working on wreaking vengeance for the Hell they put her mother through. The appearance of Rokaat was just a coincidence and might unfortunately cost him his life. Perhaps the other members of her group know and are helping her or perhaps they are unaware of her true intentions.

2. Rokaat has finally found an entrance into the underground, but unfortunately for him, it is guarded by a group of Elves. Although they are ordinarily watching what comes from below, they saw Rokaat as a threat and attacked him. He defended himself and killed several of the Elves before fleeing. Some were kept at their guard positions, but others hunted after him. The PCs come into this as they are traveling and see smoke in the distance, too much to be a normal campfire. As they approach, they see Rokaat standing in the midst of the rubble, staring at the destruction with a slightly silly expression on his face. From the forest, Elves attack him, believing he is the cause of this destruction, but really, he wasn't. A group of slavers exiting the Underdark came across the weakened guard and annihilated them. Despite whatever happens in the battle, any decent Ranger [one of the Elves, once things have calmed down] can see that there were several wagons and many more footsteps leading into the forest than what Rokaat could create. So the remaining Elves ask for the PCs help in tracking down these attackers and bringing them to justice.

Druid Class: Player's Handbook
Half-Dragon Template: Monster Manual
Kobold: Monster Manual
Monitor Lizard: Monster Manual
Tauric Template: Savage Species
 
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Dog Moon

Adventurer
Horace the Scorpion Killer

Horace the Scorpion Killer
Man scorpion Marshal 7 (CR: 11)
Large Monstrous Humanoid

HD: 13d8+39 ; hp 119
Init +4
Spd: 50 ft.
AC: 16 (-1 size, +7 nat), touch 9, flat-footed 16

BA/Grapple: +11/+19
Attack: Glaive +16 [+18 v. vermin and humans] (1d10+7 ; 19-20/x3) [1d10+9 +2d6 v. vermin and humans] and sting +10 (1d6+2 plus poison)
S/R: 10ft/5ft (10ft w/glaive)
SA: Poison
SQ: Darkvision 60 ft, tremorsense 60 ft., Minor Aura (4), Major Aura (+2 ; 2), Grant Move action 1/day

AL LE
Fort +12, Ref +4, Will +10
Str 19, Dex 10, Con 14, Int 10, Wis 10, Cha 18

Skills: Bluff +11, Climb +14, Hide +10, Intimidate +11, Sense Motive +7, Spot +17
Languages: Common

Feats (5): Skill Focus (Diplomacy ; Bonus), Power Attack, Improved Critical, Ability Focus (Poison), Improved Toughness, Improved Initiative

Poison: Fort DC 17. 1d4 Con/1d4 Con. Save is Constitution-based.

Skills: Has a +4 racial bonus on Climb, Hide, and Spot checks.

Auras: Affects all allies within 60 feet.
Minor Auras:
Master of Tactics: Cha bonus to damage when flanking.
Demand Fortitude: Cha bonus to Fortitude saves.
Accurate Strike: Cha bonus on rolls made to confirm critical hits.
Over the Top: Cha bonus on damage when charging.

Major Auras:
Motivate Ardor: +2 bonus on damage rolls.
Motivate Urgency: Allies' base land speed is increased by 10 feet.

Equipment 20,225gp
+1 Human Bane Vermin Bane Glaive 18300gp.
Everfull Waterskin 800gp
Potion of Cure Moderate 300gp
Potion of Fly 750gp
Silver Pendant of a Scorpion with a spear through it 75gp

Everful Mug (Arms and Equipment)
With a command word, this common-looking mug fills with 12 ounces of water, cheap ale, or watery wine (user's choice). It functions three times per day.
Caster Level: 1st; Prerequisites: Craft Wondrous Item, create water; Market Price: 800 gp; Weight: -- .

Description
Horace the Scorpion Killer is half man and half scorpion. Dirt covers his muscles, but through that layer of dirt, his face is kept neatly trimmed and his sandy brown hair short as befitting an officer in an army. He stands straight, head held high, eyes looking forward filled with coldness and rage among a hard, blank face. Scars mar his uncovered body, the trophies of countless battles fought. A wicked Glaive rests in his right hand, the blade permanently stained with blood.

History
Horace was a great combatant. He was an officer in the Human army during the war against the Scorpion people. It was a long and difficult battle, but the Humans appeared to finally be winning. Unfortunately, near the end of the war, Horace, during a mission to destroy a Scorpion outpost, was ambushed. He and his men put up a good fight, but they stood little chance. Horace was captured by the Scorpion people because they had heard of his abilities. They didn't kill him. No, that would have been a blessing. Instead, the leader of the Scorpion people, the Scorpion King, decided he was to be transmuted into the very thing the Humans had come to hate: a scorpion kin. After his change, he was freed. He found that the Humans had won the war, though they still hated the Scorpion people. As soon as the Humans saw him, he was outcasted. Though a known leader, he was hated by the Humans.

Horace the Scorpion Killer has learned to hate the Humans. He once wanted to find a way to change back into a Human, but he now despises the Humans. Vengeance and leading an army against both the humans and the Scorpion people keeps him alive.

Tactics
He lets others charge into battle and fights where he is needed and where his auras can be put to their best use.

Adventure Hooks
1. Another town has been attacked and virtually destroyed. Most of the survivors were taken by the brigands; only a few have managed to escape. There are reports of a group of Humans led by what appears to be a cross between a Human and Scorpion. Other nearby towns are becoming more afraid of these brigands who don't appear to be lessening in numbers despite losing people during these raids. Either the PCs hear of this news or they are asked by the baron who owns these lands to investigate. It is easy to find the bandit lair. Horace will of course flee if he sees the bandits are being routed. He doesn't want to die and views the loss of the brigands as nothing important because it means more Humans are dying. In an extended Adventure, assuming he manages to escape, he will continue using groups of Humans against other Humans, enjoying using his enemies against each other. If the PCs become a problem, he will hire other groups of Humans to hunt the PCs down, not caring which side is successful.

2. Vermin have become a problem in a little town. They are getting completely out of hand, and many say the vermin are growing, but whether true or not, they are certainly becoming more numerous. The vermin are attacking even people in their homes and as the PCs are trying to rest in their inn rooms, they are molested even there. Annoyed, the PCs decide to put an end to this. In the midst of another vermin raid, Horace shows up, hacking away at the vermin. In this adventure hook, Horace becomes their ally in the attempt to rid the town of vermin and discover the cause: a man who has decided he likes this town, but not the people in it. He is trying to run everyone out of town, but has made two fatal mistakes when making this plan. He was unaware of the PCs presence and he didn't know of Horace who happened to be nearby.

Human: Player's Handbook
Marshal Class: Miniature's Handbook
Scorpion: Monster Manual
Tauric Template: Savage Species
 
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Dog Moon

Adventurer
Doriy'ya Dor'Korath

Yeah yeah yeah, ignore the whole Drider relation thing. I was originally planning on doing a Drow/Spider for each type in a sort of heirarchy thing, but apparently, that ended after the first one. :heh: I think had I not changed Drow so much in my campaign, I would do that soon, but alas! I'm gonna have to pass.

Doriy'ya Dor'Korath
Drow Spider (Hunter) Wizard 5 (CR: 8)
Large Monstrous Humanoid
HD:
5d8+5d4+20 ; hp 67
Init +3
Spd: 40ft., Climb 20ft.
AC: 14 (-1 size, +3 dex, +2 natural), touch 12, flat-footed 11

BA/Grapple: +7/+13
Attack: Mighty (+3) Long Bow ranged +10/+5 (1d8+3/x3)
S/R: 10ft/5ft
SA: Web
SQ: Darkvision 120ft, Tremorsense 60ft, SR 16, Light Blindness, Spell-like Abilities

AL LE
Fort 3, Ref 8, Will 10
Str 16, Dex 17, Con 12, Int 16, Wis 10, Cha 12

Skills: Climb +19, Concentration +7, Hide +16, Jump +21, Knowledge (Arcana) +8, Move Silently +9, Spellcraft +8, Spot +17
Languages: Elf, Common, Undercommon

Feats: Scribe Scroll (Bonus), Highborn Drow, Improved Toughness, Improved Initative, Craft Wondrous Item (Bonus), Brew Potion, Magic in the Blood

Spell-Like Abilities: (3/day each): Dancing lights, darkness, detect good, detect magic, faerie fire, levitate.

Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Escape Artist DC Break DC Hit Points
13 17 12

Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks.

Spells: 4/3/2 (DC 13+spell level)
1st- Color Spray, Obscuring Mist, Ray of Enfeeblement, Shield
2nd-Blindness/Deafness, Glitterdust, Melf's Acid Arrow
3rd-Haste, Slow

Equipment 7,175gp
Wand of Fireballs (5th level ; 28 charges left)
Rod of Extension, Minor 3,000gp.
Might (+3) Long Bow +1 2,400gp.
Scroll of Suggestion 375gp
Potion of Gaseous Form 300gp
Potion of Cure Mod (x2) 600gp total.
Vest of Many Styles 500gp

Vestment of Many Styles (Races of Eberron)
This suit of clothes transforms itself into different fabrics and designs, allowing the wearer to alter her outward appearance with a command word. The vestment grants a +2 circumstance bonus on Disguise checks in any situation where clothing is part of the disguise (so that it wouldn't help disguise a sorcerer who had shapechanged into a red dragon, for example), but does not change or disguise any armor worn.
Moderate transmutation; CL 9th; Craft Wondrous Item, creator must be a changeling; Price: 500gp.

Feats

Highborn Drow: You may use detect good, detect magic, and levitate once per day as spell-like abilities, with a caster equal to your character level.
Magic in the Blood: You can use your racial spell-like abilities more often than you otherwise could. Any ability that is otherwise usable once per day is now usable three times per day.

Description
Doriy'ya is an attractive Drow, though she doesn't have the verbal skills required to convince masses to join her. She doesn't tolerate comments on her appearance unless they are complimentary because she believes that any who insult her insult Lolth as well. Her hair consists of long white tresses and her eyes speak of fanatacism. Sitting still is not a strong point as she believes she should be out doing Lolth's work. Some part of her body is always in constant motion, whether one of her feet tapping the floor or snapping her fingers.

History
Always an avid worshipper of Lolth, even if not an actual Cleric, Doriy'ya kept many pet spiders. She had a large number of them kept in safe containers. However, Doriy'ya was too trusting in her belief that Lolth's creatures would not harm anyone. She frequently took them out of their cages to 'play' with. One of these spiders was a Large Monstrous Spider. Doriy'ya had not named it. She had been waiting for Lolth to give the spider a name, though the Goddess had not said anything to her.

Well one day, the Large Spider bit her. She had never been very strong and the strength damage weakened her severely. The spider escaped her and entered the Drow city where it proceeded to attack various Drow. It injured several and managed to kill one before it was stopped. Doriy'ya's peers had never liked her strange devotion to spiders. Yes they thought spiders were cool, but they weren't obsessed about them. The victim's of the spider's attacks had all been male, but those around Doriy'ya decided to punish her anyway. They tried to find a fitting punishment for her. They didn't want to kill her because no one important had been lost and Doriy'ya was a female, but they wanted her away from them. One Wizard came up with an excellent idea.

So, a short while later, Doriy'ya was combined with the spider. To their annoyance, Doriy'ya felt blessed by them and by Lolth. Her faith in Lolth couldn't have been any stronger, even though she was booted out of the Drow city. Doriy'ya merely felt that her Goddess was sending her on a quest to convert more worshippers to Lolth.

Doriy'ya was not very successful in her quest to convert worshippers. First off, she was a Drow, and secondly, she was a mutated Drow. No one would listen to her. Unperterbed, she continued traveling the world, her goal to find a way to both gain followers in the name of Lolth and to find some great deed she can do to cause massive destruction among Lolth's enemies and to regain the favor of those in the Drow city and perhaps rule over them as well.

Tactics
Doriy'ya was never much of a fighter. She had used poison bolts like most Drow, but once her Drow poison had run out, she decided to switch to the Long Bow. She generally stays on the ceiling or walls where she can avoid being physically attacked. She is more of a support caster with her spells, but she also has a Wand of Fireballs which she will use if she sees that her support isn't enough and that damage is what is needed.
 
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Dog Moon

Adventurer
Drider...

I was trying to find something to go well with the spider and thought, drow love spiders. I put that together, thought I needed a spellcaster, so I made the drow/spider a wizard. My friend has given me a bunch of flak for making a 'drider' like creature. I hadn't even thought of driders when I was making Doriy'ya Dor'Korath... *sigh* Ah well, it was still fun to make.
 

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