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  1. #91
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

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    Grendel

    Grendel
    The monster comes "greedily loping" out of the darkened woods. It roars with "rage boiled over" and "a baleful light, flame more than light" flashes in its eyes. This is no ordinary troll. (Sections in quotes from Beowulf as translated by Seamus Heaney, W. W. Norton & Company, 2000).

    Spoiler:

    CR 7; XP 3,200
    CE Large humanoid (aquatic, giant)
    Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +5

    DEFENSE
    AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
    hp 63 (6d8+36)
    Fort +11, Ref +4, Will +4
    Defensive Abilities ferocity; Immune manufactured weapons; Resist cold 10, fire 10

    OFFENSE
    Speed 30 ft., swim 40 ft.
    Melee bite +14 (1d8+11), 2 claws +14 (1d6+11)
    Space 10 ft.; Reach 10 ft.
    Special Attacks rend (2 claws, 1d6+16)

    STATISTICS
    Str 32, Dex 14, Con 23, Int 8, Wis 10, Cha 8
    Base Atk +4; CMB +16; CMD 28
    Feats Intimidating Prowess, Iron Will, Skill Focus (Stealth)
    Skills Intimidate +15, Perception +5, Stealth +6
    Languages Giant
    SQ amphibious

    SPECIAL ABILITIES
    Immune to Manufactured Weapons (Su): Grendel enjoys magical protection against harm from manufactured weapons. Against unarmed combat and natural attacks, however, its flesh and bone have no special resistance.

    Grendel is a sort of troll, but one possessing enormous strength and a supernatural resistance to weapons. Fortunately, there is only one of these monsters known to exist. Unfortunately, Grendel's mother is extremely vindictive and even more powerful, so any adventurers brave enough to destroy Grendel will have stirred up even more trouble.
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  • #92
    Boingy! Boingy! COPPER SUBSCRIBER
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    Halloween Monsters

    The family is dead. Two of them have obviously been poisoned: distended tongues, froth drying on their cheeks, bodies contorted in frozen agony. The third appears to have been pierced through the eye. The dining area is a mess: broken dishes, the blood and other fluids, candy apples and other holiday treats.

    "Another family," the dwarf says, picking up a candy apple from the floor and plucking a bit of lint from its sticky surface.

    "What in the Nine Hells are you doing?" says the cleric.

    "I'm hungry," the dwarf answers and takes a bite from the candy apple. "Gah! By my beard!"

    The dwarf clutches his throat and retches. The candy apple falls to the floor, and then inexplicably seems to bounce in a high arc. It now has tiny stick-like arms and legs, and one of its limbs slashes at the dwarf's throat.


    A candy apple monster is a nasty little construct first created by the insane Templeton Craven, a wizard who loved nothing more than victimizing children. He crafted a bunch of candy apple monsters and gave them to unsuspecting tykes, having ordered his creations to attack as soon as they were bitten. Close to a dozen villagers died that day before the candy apple monsters were destroyed.

    Candy Apple Monster

    CR 1/3; XP 135
    N Tiny construct
    Init +2; Senses low-light vision, darkvision 60 ft.; Perception +0

    DEFENSE
    AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
    hp 5 (1d10)
    Fort +0, Ref +2, Will +0
    Immune bite damage, construct traits

    OFFENSE
    Speed 30 ft.
    Melee slam +5 (1d2-2)
    Space 2 1/2 ft.; Reach 0 ft.
    Special Attacks poison, sneak attack (+1d6)

    STATISTICS
    Str 7, Dex 14, Con --, Int --, Wis 10, Cha 1
    Base Atk +1; CMB +1; CMD 9
    Feats Weapon Finesse (B)
    Skills Perception +0, Stealth +10; Racial +20 on Acrobatics checks made to attempt high jumps or long jumps
    SQ looks tasty

    SPECIAL ABILITIES
    Looks Tasty (Ex) When not moving, a candy apple monster appears to be an plump apple covered in candied corn, drizzled all over with caramel, and pierced through one end with a wooden stick for easier eating. A DC 20 Perception check is required to notice its dangerousness before it attacks for the first time. Anyone with ranks in Knowledge (arcana) or Profession (cook) can use either skill instead of Perception to identify the construct.

    Poison (Su) Any creature that bites a candy apple monster finds the construct immune to bite damage. What's more, the biter is automatically exposed to the monster's poison.

    Candy Apple Monster Poison - ingested; save Fort DC 14, frequency 1/round for 6 rounds, effect 1d3 Con, cure none

    ECOLOGY
    Environment any
    Organization solitary, pair, or bunch (6-11)
    Treasure none

    Construction
    A candy apple monster's body is made from a large apple and a wooden handle of some sort. Corn kernels are cooked and covered with melted sugar. The apple is rolled in the candied corn while the sugar is still liquid, and then the whole is set aside to cool. During the cooling, the relevant spells are cast and a ritual that consumes at least 500 gold pieces worth of exotic materials is performed. Assembling the body requires a DC 15 Profession (cook) check.

    CL 7th; Requirements Craft Construct, jump, lesser geas, poison, polymorph, caster must be at least 7th level; Price 1,000 gp; Cost 500 gp.


    You see the children before you hear them. One moment, you're standing in the clearing in the middle of the cornfield. The next moment, nine of the village children are behind you. One of the children, named Jakob, steps forward. His grin doesn't look at all friendly. Suddenly, the cornstalks writhe around you, grasping and pulling. At the same time, the children cease to be children, instead becoming something much more like the plants that seek to hold you fast.

    The children of the corn are evil plant creatures whose natural form appears to be a humanoid configuration of twisted corn stalks and leaves topped with a bulbous, tuber-like head. They worship a demonic power known as He Who Walks Behind the Rows. The children typically operate in a group, called a harvest, to infiltrate a rural community and practice their wicked ways. With their magical abilities and unusual strength, children of the corn can be formidable foes. Children of the corn with levels in NPC classes often lead their own kind.

    Child of the Corn

    CR 2; XP 600
    CE Small plant
    Init +1; Senses low-light vision; Perception +8

    DEFENSE
    AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
    hp 19 (3d8+6)
    Fort +5, Ref +2, Will +3
    Immune plant traits

    OFFENSE
    Speed 20 ft.
    Melee 2 slams +4 (1d4+1/19-20)
    Space 5 ft.; Reach 5 ft.
    Special Attacks entangle (DC 13), powerful slams
    Spell-Like Abilities (CL 3rd)
    Constant - pass without trace (self only)
    At will - disguise self

    STATISTICS
    Str 12, Dex 13, Con 14, Int 11, Wis 15, Cha 12
    Base Atk +2; CMB +2; CMD 13
    Feats Nimble Moves, Stealthy
    Skills Escape Artist +7, Perception +8, Stealth +12; Racial +4 Stealth in cultivated fields or plains
    Languages Common
    SQ strong for its size

    SPECIAL ABILITIES
    Entangle (Su) As a standard action, a child of the corn can cause tall grass, weeds, and other plants in a single 5-foot square to wrap around foes in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a DC 13 Strength or DC 13 Escape Artist check. The entire area of effect is considered difficult terrain while the effect lasts. The save DC is Charisma-based and has a +1 racial bonus.

    Powerful Slams (Ex) A child's slam attacks have a critical threat range of 19-20. It has a +4 racial bonus on attack rolls made to confirm critical hits with its slams.

    Strong For Its Size (Ex) A child of the corn has the carrying capacity of a Medium humanoid.

    ECOLOGY
    Environment any
    Organization solitary, pair, or harvest (3-12)
    Treasure standard


    Your lanterns dim to bare flickers as the cloud roils over your position. Grit, dust, and fetid vapors fill the air, and a deathly chill penetrates to your marrow.

    A dead man's breath results when a creature is buried alive and that creature's despair, anger, and terror gives rise to a cloud of grit and dust animated by a malevolent undead spirit. Evil clerics have been known to augment their undead forces with a miasma of dead men's breath, thus providing the undead within the swarm a steady source of healing.

    Dead Man's Breath

    CR 3; XP 800
    NE Fine undead (incorporeal, swarm)
    Init +4; Senses darkvision 60 ft.; Perception +1

    DEFENSE
    AC 23, touch 19, flat-footed 19 (+1 deflection, +4 Dex, +8 size)
    hp 16 (3d8+3); fast healing 3
    Fort +2, Ref +5, Will +4
    Defensive Abilities channel resistance +2, incorporeal, swarm traits; Immune undead traits, weapon damage
    Weaknesses swarm traits

    OFFENSE
    Speed 5 ft., fly 20 ft. (perfect)
    Melee swarm (1d6 negative energy plus distraction)
    Space 10 ft.; Reach 0 ft.
    Special Attacks darkness, distraction (DC 12), negative energy (DC 12)

    STATISTICS
    Str --, Dex 18, Con --, Int --, Wis 12, Cha 13
    Base Atk +2; CMB --; CMD --
    Skills Fly +20
    SQ see in darkness

    SPECIAL ABILITIES
    Darkness (Su) A dead man's breath causes the illumination level within its space to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level within the creature space. Magical light sources only increase the light level in an within the creature's space if they are of a 3rd-level or higher spell.

    Distraction (Ex) A dead man's breath can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round. A DC 12 Fortitude save negates the effect.

    Negative Energy (Su) A dead man's breath uses negative energy to deal 1d6 points of damage to living creatures. A successful DC 12 Will save halves the damage. As negative energy, this damage can be used to heal undead creatures. A dead man's breath's fast healing reflects the healing properties of its own energy on itself. The save DC is Charisma-based.

    See in Darkness (Su) A dead man's breath can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

    ECOLOGY
    Environment any
    Organization solitary, pair, or miasma (3-6 swarms)
    Treasure none


    You lost the thief in the crowd. Curses! She must have the details of the royal guard's schedule on her person. Forcing your way through a knot of people, you notice a narrow alley previously overlooked. It's barely wide enough to walk down without turning your shoulders. The noise of the marketplace dwindles, and the alley opens into a small square surrounded by three-story dwellings. By the well, the rogue lies sprawled on her face. Turning her over, you discover she is dead. A woman pokes her head out a first-story window.

    "Two men jumped her," the woman says, pointing to a door. "They went through there."

    You thank the woman and turn away when you realize the dead woman's clothes don't match what the rogue was wearing. She wouldn't have had time to change. You whirl about, weapon ready. The woman in the window grins, sliding through the opening to the square.

    "It was the clothes, wasn't it?" she says. "Gets me every time."


    Sometimes when an evil humanoid with a love for deception and abuse of power dies as a result of wronged parties seeking vengeance, the slain offender does not stay in the grave, but rises to unlife as a corpse shifter.

    Corpse shifters are clever undead monsters with a peculiar form of shapechanging. They can assume the form of almost any dead humanoid. The corpse, in turn, takes on the shifter's current form. These monsters feed on humanoid flesh, especially the softer internal organs, and they use their shapechanging powers to assume positions of respect, power, and trust so as to better acquire their meals. Regardless of form, corpse shifters are physically powerful and can spit deadly acid.

    A corpse shifter's natural form, which one is seldom encountered in, resembles an extremely emaciated cadaver with blood red eyes devoid of visible pupils.

    Corpse Shifter

    CR 4; XP 1,200
    NE Medium undead (shapechanger)
    Init +6; Senses darkvision 60 ft.; Perception +11

    DEFENSE
    AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
    hp 37 (5d8+15)
    Fort +4, Ref +3, Will +5
    Defensive Abilities channel resistance +4; Immune undead traits

    OFFENSE
    Speed 30 ft.
    Melee slam +8 (1d6+7), or
    Ranged Touch spittle +5 (2d4 acid)
    Space 5 ft.; Reach 5 ft.
    Special Attacks spittle

    STATISTICS
    Str 20, Dex 14, Con --, Int 17, Wis 13, Cha 16
    Base Atk +3; CMB +8; CMD 20
    Feats Alertness, Improved Initiative, Power Attack
    Skills Bluff +11, Climb +13, Intimidate +11, Perception +11, Sense Motive +11, Stealth +10, Use Magic Device +11
    SQ change shape (alter self, limited; see below), fake blood
    Languages Common, plus 3 others

    SPECIAL ABILITIES
    Corpse Shifting (Su) As a standard action with a range of touch, a corpse shifter can reshape a dead humanoid body look like the corpse shifter's current appearance. It can make the corpse one size larger or smaller and change anything else about it including its apparent race, gender, or age. Creatures with a reason to suspect deception may make a DC 15 Will save to realize that the corpse was altered. If a corpse shifter makes the corpse look like a specific individual, anyone who knows that individual can make a DC 15 Will save to realize that the corpse is not actually that person. The save DC is Charisma-based. However, if a creature fails its Will save by 5 or less they believe the corpse is that of someone who closely resembled the person they knew rather than a deliberate fake. This ability merely changes the appearance of the corpse. Any spell or effect that targets the corpse (such as speak with dead or raise dead) treats it as if it still had its original appearance.

    When a corpse shifter uses this ability, it assumes the original form of the corpse. With this power, a corpse shifter can assume the form of a Small or Medium creature of the humanoid type. If the form it assumes has any of the following abilities, the corpse shifter gains the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. If the form a corpse shifter takes is that of a Small humanoid, it gains a +2 size bonus to your Dexterity. If the form a corpse shifter takes is that of a Medium humanoid, it gains a +2 size bonus to your Strength.

    A destroyed corpse shifter reverts to its natural form.

    Fake Blood (Ex) A corpse shifter, when injured, appears to bleed. A DC 20 Heal or Perception check can determine the monster's blood isn't real. Owing to its fake blood and undead nature, a corpse shifter is immune to attacks such as blood drain and bleed.

    Spittle (Ex) As a standard action that provokes attacks of opportunity as a ranged attack, a corpse shifter can spew a mouthful of acid to a range of 30 feet with no range increment. The acid, unless neutralized, lasts for another round, dealing another 2d4 points of damage.

    ECOLOGY
    Environment any
    Organization solitary
    Treasure standard


    How something so big could move so quietly was less surprising than how quickly its claws tore the wizard to shreds. As she fell, back ripped open and gushing blood, the monster grinned. It enjoyed inflicting that pain, that damage.

    A pumpkin devil exists to hunt and kill, a task for which it is well-suited. In the hells, they prowl in packs, relying on numbers and tactics. When summoned to the Material Plane, a pumpkin devil is typically charged with a mission of vengeance. It can only be summoned, however, by one willing to accept the terms of the pumpkin devil's blood bond. Once summoned, a pumpkin devil uses its skills and abilities to track and stalk its designated victims. In combat, it relies on stealth and its spell-like abilities to disrupt enemy plans and morale. It then launches a brutal attack, often trying to drag a lone victim away from allies.

    Aside from the blood bond requirement, a pumpkin devil can only be summoned outside under moonlight. This creature can be summoned via summon monster V (or a comparable spell or effect). It isn't normally possible to summon more than one pumpkin devil at a time.

    Pumpkin Devil (Peponemon)

    CR 7; XP 3,200
    LE Large outsider (devil, evil, extraplanar, lawful)
    Init +4; Senses darkvision 60 ft., see in darkness, scent; Perception +15

    DEFENSE
    AC 18, touch 13, flat-footed 13 (+4 Dex, +5 natural, -1 size)
    hp 112 (9d10+63)
    Fort +10, Ref +10, Will +9
    Defensive Abilities blood bond; DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 20

    OFFENSE
    Speed 30 ft.
    Melee 2 claws +15 (1d4+7), or
    Melee 2 claws +12 (1d4+13) (Power Attack), or
    Melee 2 claws +10 (1d4+7 plus 1d4 bleed) (Bloody Assault)
    Space 10 ft.; Reach 10 ft.
    Special Attacks rend (1d4+10)
    Spell-Like Abilities (CL 9th):
    At will - hide from animals (self only)
    3/day - moonstruck (Will DC 19), snare

    STATISTICS
    Str 25, Dex 19, Con 24, Int 8, Wis 16, Cha 12
    Base Atk +9; CMB +17 (+19 drag); CMD 31 (33 vs. drag)
    Feats Bloody Assault, Improved Drag, Intimidating Prowess, Power Attack, Throw Anything
    Skills Intimidate +20, Knowledge (planes) +11, Perception +15, Stealth +12, Survival +15
    Languages Celestial, Common, Draconic, Infernal (cannot speak)

    SPECIAL ABILITIES
    Blood Bond (Su) A pumpkin devil has a special bond with its summoner. The summoner gains a +1 deflection bonus to AC and a +1 resistance bonus on saves, but suffers a -4 penalty on checks requiring concentration as the mystical connection with the pumpkin devil makes it difficult to think clearly. Additionally, both the pumpkin devil and the summoner take only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the one is taken by the other. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If either the summoner or the pumpkin devil suffers a reduction of hit points from a lowered Constitution score, the reduction is not split because it is not hit point damage.

    The summoner must maintain line of sight to the pumpkin devil and remain within 100 feet of it in order for the blood bond to remain in effect. If the summoner loses either requirement for more than one round, the pumpkin devil is freed from its service obligation. The pumpkin devil then returns to whatever hell from which it was summoned.

    ECOLOGY
    Environment any (Hell)
    Organization solitary, pair (the pumpkin devil and its summoner), or pack (4-16)
    Treasure standard
    Last edited by Mark Chance; Friday, 18th March, 2011 at 04:34 PM.
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  • #93
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

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    Half-Dragon Centipede Swarm

    Over at the Pathfinder boards, a poster wondered if one could add a template to a swarm. Here's my response.

    Half-Dragon Centipede Swarm

    CR 6; XP 2,400
    N Diminutive dragon (swarm)
    Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4

    DEFENSE
    AC 22, touch 18, flat-footed 18 (+4 Dex, +4 natural, +4 size)
    hp 58 (9d8+18)
    Fort +8, Ref +7, Will +3
    Defensive Abilities swarm traits; Immune energy of the same type as its breath weapon, paralysis, sleep, weapon damage

    OFFENSE
    Speed 30 ft., climb 30 ft., fly 60 ft. (average)
    Melee swarm (2d6 plus poison)
    Space 10 ft.; Reach 0 ft.
    Special Attacks breath weapon 1/day (Ref half 16, 9d6), distraction (DC 16), poison

    STATISTICS
    Str 9, Dex 19, Con 14, Int —, Wis 10, Cha 4
    Base Atk +6; CMB —; CMD
    Skills Climb +12, Fly +10, Perception +4; Racial Modifiers +4 Perception

    SPECIAL ABILITIES
    Poison (Ex): Bite—injury; save Fortitude DC 18; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
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  • #94
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

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    Thanksgiving Monsters

    Cautiously, you enter the dark kitchen. It is a massive, vaulted chamber. The missing children languish in a cage on the other side of the room, just visible in the flickering glow of the huge iron oven's fire. There's no sign of the witch. Cautiously, you step forward. That's when the oven stands up on squat legs and lurches forward, its stovepipe whipping like a enormous serpent.

    Baba Yaga's Oven is not just useful for cooking lost children into grisly pies. It is also a powerful construct that helps defend the witch's magical hut. It fights with its stove pipe's powerful bludgeon. The magically flexible iron of the pipe enables it to grab a victim and possibly toss said victim into the oven's scorching interior. The oven also attacks with searing hot sprays of molten butter. The secrets of the oven's construction are unknown to all except Baba Yaga herself.


    Baba Yaga's Oven

    CR 7; XP 3,200
    N Huge construct
    Init -2; Senses darkvision 60 ft., low-light vision; Perception +0

    DEFENSE
    AC 20, touch 6, flat-footed 20 (-2 Dex, +24 natural, -2 size)
    hp 111 (13d10+40)
    Fort +3, Ref +1, Will +3
    DR 10/adamantine; Immune construct traits, fire, magic

    OFFENSE
    Speed 20 ft.
    Melee slam +19 (1d8+12 plus grab)
    Space 15 ft.; Reach 15 ft.
    Special Attacks buttery spray (80-ft. line, DC 16, 4d6 fire, usable every 1d4 rounds), swallow whole (6d6 fire, AC 22, 11 hp)

    STATISTICS
    Str 26, Dex 6, Con --, Int --, Wis 10, Cha 1
    Base Atk +13; CMB +23 (+27 grapple); CMD 31

    SPECIAL ABILITIES
    Buttery Spray (Ex) Once every 1d4 rounds, Baba Yaga's Oven can spray a gout of scalding hot butter. This inflicts 4d6 points of fire damage in an 80-foot line. Furthermore, anyone caught in the line is coated with slippery butter. A buttered creature can walk at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round, while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

    A buttered creature's material objects are also coated. If the initial saving throw fails, the creature immediately drops wielded items. A DC 16 Reflex save must be made in each round that the creature attempts to pick up or use a buttery item. On the plus side, a buttered creature gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

    A DC 16 Reflex save halves the damage and negates the slippery coat of butter. In any case, the buttery coating cools and loses its slipperiness in 10 rounds.

    Immunity to Magic (Ex) Baba Yaga's Oven is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.

    * A magical attack that deals cold damage slows the oven (as the slow spell) for 3 rounds, with no saving throw.

    * A magical attack that deals fire damage breaks any slow effect on the oven and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the oven to exceed its full normal hit points, it gains any excess as temporary hit points. The oven gets no saving throw against fire effects.

    * The oven is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.

    ECOLOGY
    Environment any
    Organization solitary
    Treasure none


    The tall man in a capotain hat slid into view from the deep shadows at the forest's edge. He wore a dark cloak over his doublet and breeches. Silver buttons caught the moonlight. A delicate hand holding a phial extended toward the frightened woman.

    "Take it, goodwife," the man said. "It's what you asked for. It will end your husband's errant ways."

    Her voice weakly trembled. "Are you sure?"

    The man smiled. "Of course. The Dark Man always keeps his promises."


    The Dark Man in the Woods is a deceitful undead creature whose great personal power belies his petty motives. In life, it was the outcast son of an evil outsider and a madwoman. In undeath, it adds the power of a lich to those of its half-fiendish blood and witchy talents. The Dark Man haunts frontier regions, preying on colonists and sowing the seeds of distrust and fear within targeted colonies. It especially loves luring colonists into pacts, offering knowledge and power in exchange for small services, the full importance of which are often unknown to the Dark Man's allies.


    The Dark Man in the Woods

    CR 15; XP 51,200
    12th-level half-fiend lich witch
    CE Medium undead
    Init +4; Senses darkvision 60 ft.; Perception +20
    Aura fear (60-ft. radius, Will DC 20)

    DEFENSE
    AC 22, touch 15, flat-footed 17 (+4 Dex, +1 dodge, +7 natural)
    hp 92 (12d6+48)
    Fort +11, Ref +11, Will +14
    Defensive Abilities channel resistance +4, rejuvenation; DR 15/bludgeoning and magic; Immune acid, cold, electricity, undead traits; Resist fire 10; SR 28

    OFFENSE
    Speed 30 ft., fly 30 ft. (good)
    Melee negative energy touch +8 (1d8+6 plus paralysis) and claw +8 (1d4+2) and bite +8 (1d6+2)
    Space 5 ft.; Reach 5 ft.
    Special Attacks hexes (blight, cauldron, charm, disguise, evil eye), major hexes (retribution, waxen image, weather control), paralyzing touch (Fort DC 22), smite good 1/day (+4 attack and damage vs. target, +4 deflection to AC vs. target)
    Spell-Like Abilities (CL 12th)
    3/day - darkness, poison (Fort DC 18)
    1/day - blasphemy (Will partial DC 21), contagion (Fort DC 18), desecrate, unholy blight (Will partial DC 18)
    Witch Spells Prepared (CL 12th) (3/4/4/6/6/6/4 per day)
    6th - programmed image (Will disbelief 23), summon monster VI, swarm skin
    5th - baleful polymorph (Fort 22, Will partial 22), inflict critical wounds (Will half 22), mass pain strike (Fort 22), teleport
    4th - enervation, inflict serious wounds (Will 21 half), moonstruck (Will 21), scrying (Will 21)
    3rd - bestow curse (Will 20), dispel magic, lightning bolt (Ref 20 half), screech (Fort 20), vampiric touch (x2)
    2nd - burning gaze (Fort 19), false life, glitterdust (Will 19), inflict moderate wounds (Will half 19), pox pustules (Fort 19), vomit swarm
    1st - beguiling gift (Will 18), command (x2) (Will 18), ill omen, mage armor, unseen servant
    0 - bleed (Will 17), detect magic, guidance, spark
    Witch's Patron Deception

    STATISTICS
    Str 14, Dex 18, Con --, Int 24, Wis 16, Cha 19
    Base Atk +6; CMB +8; CMD 23
    Feats Ability Focus (paralyzing touch), Brew Potion (B), Craft Wondrous Item, Dodge, Extra Hex (x2), Flyby Attack, Magical Aptitude
    Skills Craft (alchemy) +26, Disguise +13, Fly +17, Intimidate +19, Knowledge (arcana) +22, Knowledge (nature) +22, Knowledge (planes) +22, Perception +20, Sense Motive +26, Spellcraft +26, Stealth +21 (+24 within 1 mile of familiar), Use Magic Device +23; Racial +8 to Perception, Sense Motive, and Stealth
    Languages Abyssal, Aklo, Common, Draconic, Giant, Goblin, Infernal, Sylvan
    SQ cantrips, witch's familiar (cat)

    SPECIAL ABILITIES
    Hexes and Major Hexes: The Dark Man's hex abilities are as follows. The save DC for a hex is 23.

    * Blight (Su): The Dark Man can curse an animal, plant creature, or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time it and its familiar must be in contact with the target. If used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. The Dark Man can affect a 120-ft.-radius area. Blighting a creature is a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse:

    Blight Hex - type curse; save Will negates; frequency 1/day; effect 1 Con damage.

    Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. The Dark Man can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.

    * Cauldron (Ex): The Dark Man receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.

    * Charm (Su): The Dark Man can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 2 steps, as if the Dark Man had successfully used the Diplomacy skill. The effect lasts for 7 rounds. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. This is a mind-affecting charm effect.

    * Disguise (Su): The Dark Man can change its appearance for 12 hours, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.

    * Evil Eye (Su): The Dark Man can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a -4 penalty on one of the following (the Dark Man's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for 10 rounds equal. A Will save reduces this to just 1 round. This is a mind-affecting effect.

    * Retribution (Su): The Dark Man can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for 7 rounds. A Will save negates this effect.

    * Waxen Image (Su): The Dark Man can spend a full-round action to create a crude and unnerving wax duplicate of a creature it can see within 30 feet. Once the image is complete, the subject must make a Will save. If the subject fails, the Dark Man gains a small measure of control over the creature. Whenever it exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the Dark Man's turn and does not impede the creature’s actions on its turn. The Dark Man can use the waxen image 7 times before it melts. As a standard action, the Dark Man can cause the subject to do any one of the following things: move up to the creature’s speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, it can spend one of its uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. The is an enchantment (compulsion) effect.

    * Weather Control (Su): The Dark Man can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and communing with its familiar.

    ECOLOGY
    Environment any
    Organization unique
    Treasure NPC gear (amulet of natural armor +2, cloak of resistance +3, beads of force (x2), belt of physical might (Str, Dex), plus 3,000 gp of other items)
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  • #95
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

    Mark Chance's Avatar

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    Quickling

    These small, slender, extremely fast-moving creatures are said to be a race of brownies who dabbled in magic and mysteries better left alone. Thus, legend relates, the little folk were changed into evil creatures of great maliciousness towards humans, demihumans, and other little people. They dwell in dark woodlands and wild, evil areas.

    Quicklings speak several languages, although at a high pitch and too quickly to be easily understood. The quickling race is short-lived because of their accelerated rate of motion. Mature at about 1 or 2 years of age, quicklings die between 12 and 15 years of age.


    Quickling

    CR 2; XP 600
    CE Small fey
    Init +8; Senses low-light vision; Perception +1

    DEFENSE
    AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge); Mobility
    hp 11 (2d6+4)
    Fort +2, Ref +7, Will +4; +8 racial bonus vs. spells and spell-like abilities
    DR 3/cold iron

    OFFENSE
    Speed 80 ft.
    Melee dagger +6 (1d3-1/19-20), or
    Ranged dart +6 (1d3-1, 20 ft. range increment)
    Special Attacks really fast
    Spell-Like Abilities (CL 3rd)
    At will - animal trance (DC 13), daze monster (DC 13), levitate, shatter (DC 13), soften earth and stone, ventriloquism (DC 12)

    STATISTICS
    Str 8, Dex 18, Con 14, Int 15, Wis 12, Cha 13
    Base Atk +1; CMB -1; CMD 14
    Feats Dodge (B), Improved Initiative (B), Mobility (B), Weapon Finesse
    Skills Acrobatics +9 (+29 when jumping), Bluff +6, Escape Artist +9, Knowledge (nature) +7, Perception +6, Sleight of Hand +9, Stealth +13, Use Magic Device +6
    Languages Aklo, Common, Sylvan
    SQ magic resistance, natural invisibility, quicker than the eye

    SPECIAL ABILITIES
    Magic Resistance (Su): Quicklings are notoriously difficult to affect with spells and spell-like abilities. They enjoy a +8 racial bonus on saving throws against such effects.

    Natural Invisibility (Su): When taking no more than a 5-foot step in natural terrain, a quickling enjoys invisibility (as the spell).

    Quicker Than the Eye (Su): When moving, a quickling appears to be little more than a blur. Foes suffer a 20% miss chance to strike a quickling any round that is moves more than a 5-foot step.

    Really Fast (Su): A quickling can take an extra standard or move action each round, even when surprised.

    ECOLOGY
    Environment any forest
    Organization solitary, pair, or group (4-16 plus 1 1st-level quickling or 1 3rd-level quickling and 2 2nd-level quicklings if 11+)
    Treasure standard
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  • #96
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

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    Krel the Wretched

    Krel is one of those rarest creatures: a dretch with the talent to have survived long enough to grow in personal power. Sure, it's still small potatoes in the Abyss, but Krel ought not be underestimated. What it lacks in intelligence it makes up for in cunning, determination, and cruelty.

    Krel the Wretched

    Advanced dretch rogue (thug) 3
    CR 7; XP 3,200
    CE Small outsider (chaotic, demon, evil, extraplanar)
    Init +4; Senses darkvision 60 ft.; Perception +14

    DEFENSE
    AC 24, touch 15, flat-footed 20 (+4 armor, +4 Dex, +5 natural, +1 size)
    hp 54 (2d10+12 plus 3d8+18)
    Fort +9, Ref +7, Will +8
    Defensive Abilities evasion
    DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10

    OFFENSE
    Speed 30 ft. (20 ft. without boots of striding and springing)
    Melee 2 claws +9 (1d4+3), bite +9 (1d4+3), or
    Ranged +1 shock composite [Str +3] shortbow +10 (1d4+4 plus 1d6 electricity/x3, range increment 70 ft.)
    Special Attacks brutal beating, frightening, rogue talent (finesse rogue), sneak attack +2d6
    Spell-Like Abilities (CL 2nd)
    1/day - cause fear (DC 14), stinking cloud (DC 16), summon (level 1, 1 dretch 35%)

    STATISTICS
    Str 16, Dex 18, Con 20, Int 7, Wis 19, Cha 17
    Base Atk +4; CMB +6; CMD 20
    Feats Alertness, Intimidating Prowess, Toughness, Weapon Finesse (B)
    Skills Acrobatics +10 (+15 when jumping), Climb +14, Disable Device +12 (includes masterwork thieves' tools bonus), Escape Artist +12, Intimidate +12, Perception +14, Sense Motive +11, Stealth +21
    Languages Abyssal (cannot speak); telepathy 100 ft. (limited to Abyssal-speaking targets)

    SPECIAL ABILITIES
    Brutal Beating (Ex): Whenever Krel deals sneak attack damage, it can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 its rogue level. This ability does not stack with itself; only the most recent duration applies.

    Frightening (Ex): Whenever Krel successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, Krel can instead decide to make the target frightened for 1 round.

    NPC GEAR
    +1 shadow studded leather, +1 shock composite [Str +3] short bow, boots of striding and spring, ring of climbing, masterwork thieves' tools, plus 1900 gp of other items

    N.B. Krel has gear equivalent to a level 6 PC. This bumps its CR by +1.
    Last edited by Mark Chance; Thursday, 23rd December, 2010 at 10:49 PM.
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  • #97
    Boingy! Boingy! COPPER SUBSCRIBER
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    Gorgon Giant

    Gorgon giants are magical, foul-tempered creatures. While one might appear to be a sort of minotaur-like construct at first glance, beneath its artifical-looking armor plates is flesh and bone. Their hair is brown or black, with eyes the same color. Gorgon giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring simply to add more hides as their old ones wear out. Adults are around 10 feet tall and weigh about 1,100 pounds. They can live to be 200 years old, but almost never do.

    Gorgon giants prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves. Once out of rocks, they rush down, unleashing their breath weapons before charging in for melee. Gorgon giants love using bull rushes, tramples, and charges to break up enemy ranks.

    Gorgon giants derive nutrients from the consumption of flesh as well as minerals, particularly the stone of their petrified victims, and any statues they create are likely to be gnawed thoroughly. They cannot digest metal or gems, so their feces (which resembles bitter-smelling gray powder) often contains small, raw crystals and nuggets of ore.

    Gorgon giants are nomadic, preferring to travel from one settlement to the next in order to raid and pillage. While they prefer temperate climates, they'll travel far from their preferred environment so long as the raiding is plentiful and successful. They are, as a whole, incredibly selfish creatures and rarely engage in battles they don't automatically know they'll win. Gorgon giants are known for shoving one another at terrifying foes and won't hesitate to sacrifice a clan-mate to save their own skins. Roving bands of gorgon giants are not common, but their constant aggression makes them feared whereever they roam.

    Powdered gorgon giant horn is worth 250 gp as an alternate material component for magic items using bull's strength, stoneskin, flesh to stone, statue, and similar magic.


    Gorgon Giant

    Amalgam gorgon/hill giant
    CR 8; XP 4,800
    CE Large aberration (giant)
    Init -1; Senses darkvision 60 ft., low-light vision, scent; Perception +8

    DEFENSE
    AC 22, touch 8, flat-footed 22 (+4 armor, -1 Dex, +10 natural, -1 size)
    hp 105 (10d8+60)
    Fort +9, Ref +2, Will +8
    Defensive Abilities rock catching

    OFFENSE
    Speed 30 ft. (40 ft. unarmored)
    Melee greatclub +11/+6 (2d8+16), gore +6 (2d8+5), 2 hooves +6 (1d6+5), or
    Melee 2 slams +11 (1d8+11), gore +11 (2d8+11), 2 hooves +6 (1d6+5), or
    Ranged rock +6 (1d8+10)
    Space 10 ft.; Reach 10 ft.
    Special Attacks breath weapon (60-foot cone, turn to stone, Fortitude DC 21 negates), rock throwing (120 ft.), trample (1d6+10, DC 22)

    STATISTICS
    Str 25, Dex 9, Con 22, Int 4, Wis 13, Cha 8
    Base Atk +7; CMB +13 (+15 bull rush); CMD 24 (26 vs. bull rush)
    Feats Cleave, Improved Bull Rush, Intimidating Prowess, Power Attack, Rhino Charge
    Skills Climb +8, Intimidate +14, Perception +8; Armor Check Penalty -3
    Languages Giant

    SPECIAL ABILITIES
    Breath Weapon (Su): A gorgon giant can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 21 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary. Each round, a petrified creature can attempt a new DC 21 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the gorgon's breath weapon a second time while petrified. A creature exposed to the gorgon giant's breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based.

    Power Attack: The melee attack and CMB stats above include Power Attack. The gorgon giant is all about the all power attack all the time.

    ECOLOGY
    Environment temperate plains, rocky hills, and underground
    Organization solitary, pair, pack (3-4), or mob (5-12)
    Treasure standard (greatclub, hide armor, other treasure)


    Donnchad the Grinder

    Gorgon giant fighter 7
    Amalgam gorgon/hill giant
    CR 15; XP 51,200
    CE Large aberration (giant)
    Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +19

    DEFENSE
    AC 28, touch 9, flat-footed 27 (+8 armor, +1 Dex, +10 natural, -1 size)
    hp 197 (10d8+60 plus 7d10+49)
    Fort +14, Ref +6, Will +10
    Defensive Abilities bravery +2, rock catching

    OFFENSE
    Speed 40 ft.
    Melee +3 greatclub +25/+16/+11 (2d8+27), gore +12 (2d8+8), 2 hooves +12 (1d6+8), or
    Melee 2 slams +17 (1d8+16), gore +17 (2d8+16), 2 hooves +12 (1d6+8), or
    Ranged rock +11 (1d8+20)
    Space 10 ft.; Reach 10 ft.
    Special Attacks breath weapon (60-foot cone, turn to stone, Fortitude DC 20 negates), rock throwing (120 ft.), trample (1d6+12, DC 23), weapon training (hammers)

    STATISTICS
    Str 27, Dex 13, Con 22, Int 9, Wis 13, Cha 10
    Base Atk +14; CMB +19 (+21 bull rush & drag); CMD 34 (36 vs. bull rush & drag)
    Feats Cleave, Cornugon Smash (B), Deadly Aim (B), Furious Focus (B), Improved Bull Rush, Improved Drag (B), Intimidating Prowess, Power Attack, Rhino Charge
    Skills Climb +21, Intimidate +21, Perception +19, Survival +11
    Languages Giant
    SQ armor training 2

    SPECIAL ABILITIES
    Breath Weapon (Su): Donnchad can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 20 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary. Each round, a petrified creature can attempt a new DC 20 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of Donnchad's breath weapon a second time while petrified. A creature exposed to Donnchad's breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based.

    Power Attack: The melee attack and CMB stats above include Deadly Aim and Power Attack. Donnchad is all about the all power attack all the time.

    GEAR
    +2 light fortification breastplate, +3 greatclub, belt of mighty constitution +2, eyes of the eagle, plus 850 gp
    Last edited by Mark Chance; Wednesday, 29th December, 2010 at 02:58 PM.
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  • #98
    Boingy! Boingy! COPPER SUBSCRIBER
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    A Trio of Villains

    This trio of villains work together as contract killers. Of the three, the elf Bricius isn't truly evil...yet. The nominal leader is Paora, a fey-touched human child with prodigious arcane power.

    The man's armor hangs loosely on his emaciated frame. His face is so thin it looks as if his flesh has been stretched taut across his skull. A mad light burns in his red-rimmed eyes. Despite his gaunt, sickly appearance, you can tell by the way he hefts his longsword and shield that he possesses great strength born of both desperation and skill at arms.

    Emyr Kendal the Hunger Dog

    CR 7; XP 3,200
    Human shielded fighter 6/assassin 2
    NE Medium humanoid
    Init +0; Senses Perception -2

    DEFENSE
    AC 18, touch 10, flat-footed 18 (+4 armor, +4 shield)
    hp 62 (6d10+12 plus 2d8+4)
    Fort +8, Ref +4, Will +4
    Defensive Abilities +1 save vs. poison, active defense, bravery +2, uncanny dodge

    OFFENSE
    Speed 30 ft.
    Melee +1 longsword +12/+7 (1d8+7/19-20), or
    Melee +1 longsword +12 (1d8+7/19-20) and shield bash +7 (1d4+5), or
    Ranged masterwork composite [Str +4] longbow +7/+2 (1d8+3/x3, 110 ft. range increment)
    Special Attacks death attack, poison use, sneak attack +1d6

    STATISTICS
    Str 18, Dex 11, Con 12, Int 13, Wis 6, Cha 8
    Base Atk +7; CMB +11 (+13 disarm & dirty trick); CMD 21 (23 vs. disarm & dirty trick)
    Feats Combat Expertise (B), Improved Dirty Trick (B), Improved Disarm, Improved Shield Bash (B), Intimidating Prowess, Iron Will, Shield Focus, Weapon Focus (longsword) (B), Weapon Specialization (longsword) (B)
    Skills Acrobatics +3, Climb +11, Disguise +6, Intimidate +14, Ride +2, Stealth +8, Swim +7, Survival +7; Armor Check Penalty -2
    Languages Common, Orc
    SQ hungry

    SPECIAL ABILITIES
    Active Defense (Ex): Emyr gains a +1 dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. As a swift action, he may share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of his next turn.

    Hungry (Su): Emyr suffers from a supernatural disease that makes it impossible for him to sate his hunger. He is perpetually on the brink of starvation.

    Shield Fighter (Ex): Emyr gains a +1 bonus on attack and damage rolls when making a shield bash. With a full-attack action, Emyr may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does.

    GEAR
    +1 longsword, +1 heavy wooden shield, belt of protection +1, potion of cure moderate wounds, potion of shield of faith +3, masterwork composite [Str +4] longbow, masterwork chain shirt, plus 500 gp


    The elf moves with grace and fluid ease, silently crossing from the door to the column. Then, with a flourish of his cape, he simply vanishes from sight. Somewhere farther to the left of where he just was, you hear a cruel laugh.

    Bricius Morcant

    CR 7; XP 3,200
    Elf acrobat 6/shadowdancer 2
    CN Medium humanoid
    Init +4; Senses darkvision 60 ft., low-light vision; Perception +13

    DEFENSE
    AC 20, touch 15, flat-footed 20 (+5 armor, +4 Dex, +1 dodge)
    hp 55 (8d8+16)
    Fort +4, Ref +10, Will +5
    Defensive Abilities +2 racial saving throw bonus vs. enchantment spells & effects, evasion, improved uncanny dodge; Immune magic sleep effects

    OFFENSE
    Speed 30 ft.
    Melee +1 rapier +10 (1d6+1/18-20), or
    Ranged masterwork longbow +10 (1d8/x3, 100 ft. range increment)
    Special Attacks assault leader, sneak attack +3d6

    STATISTICS
    Str 10, Dex 18, Con 12, Int 10, Wis 14, Cha 12
    Base Atk +5; CMB +5; CMD 19
    Feats Combat Reflexes, Dodge, Mobility, Weapon Finesse
    Skills Acrobatics +15, Bluff +12, Climb +9, Disable Device +13, Disguise +12, Escape Artist +15, Perception +13, Perform (dance) +6, Stealth +15; Racial +2 Perception; Armor Check Penalty -1
    Languages Common, Elven
    SQ expert acrobat, expert leaper, fast stealth, hide in plain sight, second chance 2/day, weapon familiarity

    SPECIAL ABILITIES
    Assault Leader (Ex): Once per day, when Bricius misses with an attack on a flanked opponent, he can designate a single ally who is also flanking the target that his attack missed. That ally can make a single melee attack against the opponent as an immediate action.

    Expert Acrobat (Ex): Bricius does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When not wearing armor, Bricius gains a +2 competency bonus on Acrobatics and Fly skill checks.

    Expert Leaper (Ex): When making jump checks, Bricius is always considered to have a running start. Also, when Bricius deliberately falls, a DC 15 Acrobatics check allows him to ignore the first 20 feet fallen, instead of the first 10 feet.

    Fast Stealth (Ex): This ability allows Bricius to move at full speed using the Stealth skill without penalty.

    Hide in Plain Sight (Su): Bricius can use the Stealth skill even while being observed. As long as he is within 10 feet of an area of dim light, a shadowdancer can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.

    Second Chance (Ex): Bricius can reroll any Acrobatics, Climb, or Fly skill check just made. This reroll is made at a -5 penalty. The acrobat must take the second result, even if it is worse. Bricius can use this ability only once on any given skill check.

    Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

    GEAR
    +1 chain shirt, +1 rapier, dust of illusion, potion of bear's endurance, potion of shield of faith +3, plus 500 gp


    The child before you can't be any older than 9 or so, but his clothes and accessories mark him as wealthy. There is also a disturbing confidence and intelligence behind his steely eyes, as if despite his few years he has experienced more than most men five times his age.

    Paora Mikaere

    CR 10; XP 9,600
    Fey-touched young human phantasmist 11
    LE Small fey (human)
    Init +9; Senses low-light vision; Perception -1
    Aura bedeviling (30-ft., 11 rounds/day)

    DEFENSE
    AC 20, touch 18, flat-footed 14 (+2 armor, +1 deflection, +5 Dex, +1 dodge, +1 size)
    hp 47 (11d6+6)
    Fort +3, Ref +8, Will +7
    Defensive Abilities +2 trait bonus to saving throws vs. divination effects; DR 5/cold iron

    OFFENSE
    Speed 30 ft.
    Melee terror touch +5 (special), or
    Melee dagger +5 (1d3-1/19-20)
    Ranged +1 light crossbow +12 (1d6+1/19-20, 80-ft. range increment), or
    Ranged +1 light crossbow +12 (1d6+1 plus 2d6 vs. good/19-20, 80-ft. range increment)
    Special Attacks terror 3/day
    Spells Prepared (CL 11th):
    6th (1+1)- globe of invulnerability, phantasmal killer (Heightened) (DC 20)
    5th (2+1)- phantasmal web (DC 19), summon monster V, waves of fatigue
    4th (3+1)- acid pit (DC 17), boneshatter (DC 17), dimension door, greater invisibility
    3rd (5+1)- cloak of winds, dispel magic, fly, major image (DC 17), stinking cloud (DC 16), vampiric touch
    2nd (5+1)- darkvision, false life, mirror image, resist energy, see invisibility, spectral hand
    1st (5+1)- chill touch (DC 14), grease, protection from good, shield, touch of gracelessness (DC 14), ventriloquism (DC 15)
    0 (4)- detect magic, resistance, message, touch of fatigue (DC 13)
    Opposition Schools enchantment, evocation

    STATISTICS
    Str 9, Dex 20, Con 10, Int 17, Wis 8, Cha 10
    Base Atk +5; CMB +3; CMD 25
    Feats Additional Traits, Arcane Blast, Craft Wondrous Item (B), Defensive Combat Training (B), Dodge, Eschew Materials, Heighten Spell (B), Improved Initiative, Scribe Scroll (B), Spell Focus (illusion)
    Skills Fly +21, Knowledge (arcane) +17, Knowledge (dungeoneering) +17, Knowledge (nature) +17, Linguistics +17, Spellcraft +17, Stealth +9
    Traits Carefully Hidden, Desperate Focus
    Languages Common, Abyssal, Aklo, Aquan, Auran, Draconic, Elven, Giant, Goblin, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon
    SQ arcane bond, extended illusions

    SPECIAL ABILITIES
    Bedeviling Aura (Su): Paora can emit a 30-foot aura that bedevils his enemies with phantasmal assailants. Enemies within this aura move at half speed, are unable to take attacks of opportunity, and are considered to be flanked. This is a mind-affecting effect. Paora can use this ability for 11 rounds per day. These rounds do not need to be consecutive.

    Carefully Hidden (Ex): Paora gains a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

    Desperate Focus (Ex): Paora gains a +2 trait bonus on concentration checks.

    Extended Illusions (Su): Any illusion spell Paora casts with a duration of "concentration" lasts 5 additional rounds after he stops maintaining concentration.

    Terror (Su): As a standard action, Paora can make a melee touch attack that causes a creature to be assailed by nightmares only it can see. The creature provokes an attack of opportunity from Paora or an ally of Paora's choice. Creatures with more than 11 Hit Dice are unaffected. This is a mind-affecting fear effect. Paora can use this ability 6 times per day.

    GEAR
    +1 light crossbow, +1 unholy crossbow bolts (x4), bracers of armor +2, elemental gem, ring of protection +1, plus 400 gp
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  • #99
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

    Mark Chance's Avatar

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    Monsters @ Spes Magna Games

    I've posted a few monsters over at my company website. I figured I'd stick those links here for posterity's sake.

    Monsters @ Spes Magna Games:
    * (CR 10) Lumusi the Crawling Horde, awakened rat swarm blight druid 9
    * (CR 3) Mare of Diomedes, flesh-eating horse
    * (CR 8) The Swift Storm, harpy ranger 4
    Grab those dice! Gird your loins! Tonight, evil loses! | Buy Spes Magna Games PDFs | Be a Spes Magna fan | Do you know Quid Novi?

  • #100
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

    Mark Chance's Avatar

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    Evil Halflings!

    Rondo, Zondo, Chondo, and Londo are four halfling mercenaries. Despite their small size, they can add some serious muscle to a villain's retinue.

    Rondo

    CR 2; XP 600
    Phalanx soldier 3
    NE Small humanoid (halfling)
    Init +2; Senses Perception +3

    DEFENSE
    AC 20, touch 14, flat-footed 17 (+2 Dex, +1 dodge, +4 armor, +2 shield, +1 size)
    hp 27 (3d10+6)
    Fort +5, Ref +3, Will +2
    Defensive Abilities +2 racial save bonus vs. fear, stand firm, underfoot

    OFFENSE
    Speed 20 ft.
    Melee masterwork halberd +7 (1d8+1/x3, brace & trip), or
    Ranged light crossbow +6 (1d6/19-20, range increment 80 ft.), or
    Ranged light crossbow +6 (1d6 plus 1d4 acid/19-20, range increment 80 ft.) (acid bolt)

    STATISTICS
    Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 10
    Base Atk +3; CMB +5; CMD 15 (16 vs. bull rush, drag, overrun; 18 vs. grapple; 19 vs. trip)
    Feats Dodge, Mobility (B), Sidestep (B), Weapon Focus (halberd)
    Skills Acrobatics +1 (-3 jumping), Climb +6, Intimidate +6, Perception +3, Stealth +3; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception; Armor Check Penalty -3
    Languages Common, Halfling
    SQ phalanx fighting

    SPECIAL ABILITIES
    Stand Firm (Ex): A phalanx soldier gains a +1 bonus to CMD against bull rush, drag, overrun, and trip attempts. This bonus also applies on saves against trample attacks.

    Phalanx Fighting (Ex): When a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon.

    Sidestep (Ex): Whenever an opponent misses you with a melee attack, you may move 5 feet as an immediate action so long as you remain within that opponent’s threatened area. This movement does not provoke attacks of opportunity. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

    Underfoot (Ex): Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks.

    GEAR
    potion of cure light wounds, masterwork halberd, light crossbow, 10 crossbow bolts, 2 acid crossbow bolts, masterwork chainshirt, heavy wooden shield, plus 48 gp


    Zondo

    CR 2; XP 600
    Cavalier 3
    LE Small humanoid (halfling)
    Init +3; Senses Perception +1

    DEFENSE
    AC 18, touch 14, flat-footed 15 (+3 Dex, +4 armor, +1 size)
    hp 28 (3d10+9)
    Fort +6, Ref +5, Will +1
    Defensive Abilities +2 racial save bonus vs. fear, halfling luck

    OFFENSE
    Speed 20 ft.
    Melee masterwork lance +5 (1d6/x3), or
    Melee masterwork lance +9 (2d6/x3) (Charge), or
    Ranged sling +7 (1d3 plus nauseated 2 round [DC 13], range increment 50 ft.)
    Reach 10 ft. (with lance)
    Special Attacks cavalier's charge, challenge 1/day, tactician 1/day

    STATISTICS
    Str 11, Dex 17, Con 14, Int 10, Wis 8, Cha 14
    Base Atk +3; CMB +2; CMD 15
    Feats Mounted Archery, Mounted Combat, Precise Strike (B)
    Skills Diplomacy +8, Handle Animal +8, Perception +1, Ride +9, Sense Motive +5, Stealth +6; Racial Modifiers +2 Perception; Armor Check Penalty -1
    Languages Common, Halfling

    SPECIAL ABILITIES
    Aid Allies (Ex): Whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check.

    Cavalier’s Charge (Ex): The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

    Challenge (Ex): As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal +3 points of extra damage against the target of his challenge. The cavalier's allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends.

    Mounted Archery (Ex): The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.

    Precise Strike (Ex): Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack.

    Tactician (Ex): As a standard action, the cavalier can grant Precise Strike to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 4 rounds. Allies do not need to meet the feat's prerequisites.

    Warslinger (Ex): Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity.

    GEAR
    oil of magic weapon, potion of cure light wounds, masterwork lance, sling, 10 smoke sling bullets, masterwork chainshirt, plus 20 gp

    Howly
    N Medium animal
    Init +2; Senses low-light vision, scent; Perception +8

    DEFENSE
    AC +8, touch +2, flat-footed +6 (+2 armor, +2 Dex, +4 natural)
    hp 19 (3d8+6)
    Fort +5, Ref +5, Will +2
    Defensive Abilities evasion

    OFFENSE
    Speed 50 ft.
    Melee bite +4 (1d6+1 plus trip)

    STATISTICS
    Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
    Base Atk +2; CMB +3; CMD 14 (18 vs. trip)
    Feats Light Armor Proficiency (B), Skill Focus (Perception), Weapon Focus (bite)
    Skills Perception +8, Stealth +6, Survival +5 (+9 scent tracking); Racial Modifiers +4 Survival when tracking by scent
    SQ link
    Tricks combat training (attack, come, defend, down, guard, and heel); fetch; seek

    SPECIAL ABILITIES
    Link (Ex): A cavalier can handle his mount as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill.

    GEAR
    leather armor


    Chondo

    CR 2; XP 600
    Brutal pugilist 3
    CE Small humanoid (halfling)
    Init +2; Senses Perception +8

    DEFENSE
    AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
    hp 31 (3d12+6)
    Fort +6, Ref +4, Will +3
    Defensive Abilities +2 racial save bonus vs. fear, halfling luck, pit fighter, savage grapple

    OFFENSE
    Speed 30 ft.
    Melee masterwork short sword +6 (1d4+1/19-20), or
    Melee masterwork short sword +5 (1d4+1/19-20) and masterwork dagger +5 (1d3/19-20)
    Ranged javelin +6 (1d4+1, range increment 30 ft.)
    Special Attack rage 10 rounds/day, rage power (brawler)

    STATISTICS
    Str 12, Dex 15, Con 14, Int 8, Wis 13, Cha 12
    Base Atk +3; CMB +3; CMD 15 (17 vs. grapple)
    Feats Improved Unarmed Strike, Two-Weapon Fighting
    Skills Acrobatics +8, Climb +3, Perception +8, Stealth +6, Survival +6, Swim +6; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
    Languages Common, Halfling
    SQ fast movement

    RAGE STATS
    AC 11, touch 11, flat-footed 9 (+2 Dex, -2 rage, +1 size)
    hp 37 (3d12+12)
    Fort +8, Ref +4, Will +5
    Melee unarmed strike +7 (1d4+3), or
    Melee unarmed strike +5 (1d4+3) and unarmed strike (1d4+1)
    Str 16, Dex 15, Con 18
    Base Atk +3; CMB +5; CMD 17 (19 vs. grapple)
    Skills Acrobatics +8, Climb +5, Perception +8, Stealth +6, Survival +6, Swim +8

    SPECIAL ABILITIES
    Brawler (Ex): While raging, the barbarian's unarmed strikes deal 1d4 points of damage.

    Pit Fighter (Ex): At 3rd level, the brutal pugilist selects one combat maneuver and gains a +1 insight bonus on his CMB or to his CMD in that maneuver. This bonus increases to +2 if the barbarian is wearing no armor (shields are allowed).

    Rage (Ex): A barbarian can enter rage as a free action. A barbarian can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage immediately ends, placing him in peril of death.

    Savage Grapple (Ex): The brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when he has the grappled condition. He can make an attack of opportunity against creatures trying to grapple him even if they possess the Improved Grapple feat or the grab special attack. If he hits with this attack of opportunity, he gains a +2 circumstance bonus to her CMD against the grapple attempt. He cannot make these attacks of opportunity once a grapple has succeeded.

    GEAR
    potion of cure light wounds, potion of mage armor, potion of shield of faith +2, masterwork short sword, masterwork dagger, plus 30 gp


    Londo

    CR 2; XP 600
    Zen archer 3
    LE Small humanoid (halfling)
    Init +2; Senses Perception +8

    DEFENSE
    AC 16, touch 16, flat-footed 13 (+2 Dex, +1 dodge, +1 size, +2 Wis)
    hp 20 (3d8+3)
    Fort +5, Ref +6, Will +6
    Defensive Abilities +2 racial save bonus vs. fear, halfling luck

    OFFENSE
    Speed 30 ft.
    Melee nunchaku +4 (1d4+1, disarm), or
    Ranged masterwork short composite bow +7 (1d6+1/x3, range increment 70 ft.), or
    Ranged masterwork short composite bow +5/+5 (1d6+1/x3) (flurry of blows)
    Special Attack flurry of blow, Perfect Strike 3/day

    STATISTICS
    Str 12, Dex 14, Con 13, Int 10, Wis 15, Cha 10
    Base Atk +2; CMB +2; CMD 14
    Feats Dodge, Improved Unarmed Strike (B), Perfect Strike (B), Point Blank Master (B), Point Blank Shot (B), Precise Shot (B), Stealthy, Weapon Focus (B)
    Skills Acrobatics +10, Climb +9, Escape Artist +9, Perception +8, Stealth +14; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
    Languages Common, Halfling
    SQ fast movement, Zen archery

    SPECIAL ABILITIES
    Perfect Strike (Ex): You must declare that you are using this feat before you make your attack roll with a bow (thus a failed attack roll ruins the attempt). You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack 3 times per day, and no more than once per round.

    Point Blank Master (Ex): You do not provoke attacks of opportunity when firing a bow while threatened.

    GEAR
    potion of owl's wisdom*, masterwork composite short bow, nunchaku, plus 30 gp

    *Due to Zen archery, this also increases Londo's attack bonus with his bow.
    Last edited by Mark Chance; Saturday, 22nd January, 2011 at 04:44 PM.
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