Old School Nefarium - Road to Adventure Link (1/20/16)

Mark Chance

Boingy! Boingy!
Catbirdopus

I was surfing Interwaves recently and came across a couple of lengthy blogposts about some of the stupider monsters that have popped up in various versions of the world's most popular roleplaying game. Some the stupidest have been monsters that combine normal animals. Since I don't want to be left out of the stupid combo-animal carnival, I humbly submit the catbirdopus, which combines a domestic cat, a hawk, and an octopus.

[sblock=Catbirdopus]
CR 1/2; XP 200
N Small animal (aquatic)
Init +3; Senses low-light vision, scent; Perception +5

DEFENSE
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 9 (2d8)
Fort +3, Ref +6, Will +1
Defensive Abilities ink cloud

OFFENSE
Speed 20 ft., fly 30 ft. (average), swim 15 ft., jet 100 ft.
Melee 2 talons +5 (1d3-2), bite +5 (1d3-2 plus poison), tentacles +3 (grab)
Special Attacks poison (Fort 11)

STATISTICS
Str 7, Dex 16, Con 11, Int 2, Wis 13, Cha 6
Base Atk +1; CMB -2; CMD +1 (cannot be tripped)
Feats Multiattack (B), Weapon Finesse
Skills Climb +5, Escape Artist +8, Fly +12, Perception +5, Stealth +13; Racial Modifiers +2 Climb, +5 Escape Artist, +4 Perception, +6 Stealth

SPECIAL ABILITIES
Ink Cloud (Ex): A catbirdopus can emit a 10-foot-radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute.

Jet (Ex): A catbirdopus can jet backward once per round as a full-round action, at a speed of 100 feet. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.

Poison (Ex): Bite - injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save. The save DC is Constitution-based.

ECOLOGY
Environment temperate and hot water
Organization solitary or pair
Treasure none

Catbirdopus Companions
Starting Statistics: Size Small; AC +1 natural armor; Speed 20 ft., fly 30 ft. (average), swim 15 ft., jet 100 ft.; Attack 2 talons +5 (1d3-2), bite +5 (1d3), tentacles +3 (grab); Ability Scores Str 7, Dex 16, Con 11, Int 2, Wis 13, Cha 6; Special Qualities jet, low-light vision, ink cloud, scent.

4th-Level Advancement: Attack bite (1d3 plus poison [frequency 1 round (6), effect 1 Str damage, cure 1 save, Con-based DC]); Ability Scores Str +2, Con +2; Special Attacks poison.
[/sblock]
 

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Mark Chance

Boingy! Boingy!
The Bili Ape

In the spirit of last post's catbirdopus, Quid Novi? reader Mark Gedak emailed me a link to his awesome badgerconda. Enjoy!

And, of course, there's a new monster for the thread. I've long been fond of cryptids. When I was a little Chance, I even had a Bigfoot T-shirt which I wore with alarming regularity. When trying to figure out what to do for a Chance Encounter, I happened across the Bili ape. Here's a "scholarly" article (which even cites Wikipedia for at least the illusion of added credibility).


[sblock=Bili Ape]
CR 3; XP 800
N Large animal
Init +3; Senses low-light vision, scent; Perception +8 (+12 vs. animals)

DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 32 (5d8+10)
Fort +8, Ref +7, Will +2

OFFENSE
Speed 30 ft., climb 30 ft.
Melee 2 slams +5 (1d6+3)
Special Attacks +2 damage versus animals
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 16, Dex 17, Con 14, Int 2, Wis 12, Cha 7
Base Atk +3; CMB +7; CMD 18
Feats Great Fortitude, Skill Focus (Perception), Skill Focus (Stealth)
Skills Acrobatics +7, Climb +15, Stealth +7 (+9 in undergrowth), Perception +8 (+12 vs. animals); Racial Modifiers +8 Climb, +4 Perception vs. animals, +2 Stealth in undergrowth

ECOLOGY
Environment warm forests and plains
Organization solitary, pair, or troop (3-12)
Treasure none

The Bili ape resembles a chimpanzee, but one grown to the size of a gorilla. Like gorillas, Bili apes are mainly ground dwellers. They are omnivores that aren't shy about adding meat to their diets. Indeed, bili apes make dangerous ambush predators. Bili apes hunt in packs in a manner similar to lions, which are one of these apes' favorite prey animals. A Bili ape is treated as a 4th-level creature for purposes of summon nature's ally.[/sblock]
 

Mark Chance

Boingy! Boingy!
A sneak preview excerpted from July's Quid Novi?. Psionics content from Dreamscarred Press's Psionics Unleashed.

[sblock=Timatheof]
CR 3; XP 800
LE Small aberration (psionic)
Init +7; Senses darkvision 90 ft., scent; Perception +12

DEFENSES
AC 17, touch 16, flat-footed 12 (+3 Dex, +2 insight, +1 natural, +1 size)
hp 22 (5d8)
Fort +3, Ref +8, Will +8

OFFFENSE
Speed 30 ft.
Melee piercing tongue +9 (1d3 plus steal time)
Reach 10 ft. (piercing tongue only)
Psi-Like Abilities (ML 5th):
Constant - defensive precognition (+2 insight bonus to AC and saves), offensive precognition (+2 insight bonus to attack rolls)
At will - precognition
1/day - recall agony (4d6, Will half 14)
N.B. Bonuses for defensive and offensive precognition are included in this stat block. The defensive precognition bonuses do not apply if the timatheof is caught flat-footed.

STATISTICS
Str 11, Dex 17, Con 10, Int 14, Wis 14, Cha 13
Base Atk +3; CMB +2; CMD 15
Feats Improved Intiative, Lightning Reflexes, Weapon Finesse
Skills Acrobatics +11, Climb +8, Knowledge (pick one) +10, Perception +12, Sense Motive +12, Stealth +15; Racial Modifiers +2 Perception, +2 Sense Motive, +4 Stealth (due to size)
Languages Undercommon plus two others

SPECIAL ABILITIES
Steal Time (Su): A creature struck by a timatheof's piercing tongue must make a DC 13 Will save or have some of its time stolen. A creature affected by steal time loses a move action on its next turn. The timatheof converts and stores this stolen temporal energy. Each stolen move action equals one stored point of temporal energy, and a timatheof cannot store more than its Hit Dice in temporal energy points. A timatheof uses stored temporal energy as a swift action for the following effects:

2 points: Take an extra move action.
3 points: Take an extra standard action.
4 points: Reroll any single d20 roll. The timatheof must take the results of the second roll.
5 points: Recover hit points, daily uses of abilities, et cetera, as if the timatheof had rested for 8 hours.

When encountered, a timatheof typically has 1d6-1 points of stored temporal energy (minimum number of points is 0).

ECOLOGY
Environment any underground
Organization solitary, pair, or company (3-6)
Treasure standard

A timatheof is a cruel monster whose horrid appearance hides a keen, calculating intelligence. This creature's senses extend continuously a few seconds into the fourth dimension, granting the timatheof precognitive abilities. Timatheof companies carve out underground territories, seeking to dominate weaker creatures for use as guards, slaves, and food.

In combat, a timatheof typically opens with its recall agony psi-like ability. It then rushes about, using Acrobatics, Climb, and Stealth to evade its prey. Stored temporal energy is used intelligently to gain tactical advantages against enemies.

With its weak jaw structure, a timatheof cannot chew most solid foods. Instead, it uses its piercing tongue to gorge itself on fluids, preferring the putrid juices of a decaying body.[/sblock]
 

Mark Chance

Boingy! Boingy!
Tasskar

I recently coverted this free module for use in my campaign. You can read about the adventure here (part 1) and here (part 2). The BBEG of the day was Tasskar, a giant vampire dromite nomad 6. Psionic rules from Dreamscarred Press's Psionics Unleashed.

[sblock=Tasskar]
CR 8; XP 4,800
Giant vampire dromite nomad 6
CE Medium undead (augmented, insectoid)
Init +5; Senses darkvision 60 ft., scent, Perception +12

DEFENSE
AC 23, touch 12, flat-footed 21 (+1 armor, +1 Dex, +1 dodge, +10 natural); Mobility
hp 47 (6d6+24); fast healing 5
Fort +6, Ref +6, Will +8
Defensive Abilities channel resistance +4; DR 10/magic and silver; Resist cold 10, electricity 10, fire 5; Immune undead type

OFFENSE
Speed 30 ft.
Melee slam +10 (1d4+8 plus energy drain)
Special Attacks dominate (DC 16), energy drain (DC 16)
Psionic Powers Known (ML 6th; 55 pp/day)
3rd (5 pp)- dispel psionics; psionic blast (Will DC 17); telekinetic force (Will DC 17); touchsight
2nd (3 pp)- dimension swap; id insinuation (Will DC 17, two targets, 5 pp); inflict pain (Will DC 17, two targets, 5 pp); mental disruption (Will DC 17, 5 pp)
1st (1 pp)- deceleration (Ref DC 17, 5 pp); detect teleportation, energy ray (6d6+6 fire, 6 pp); entangling ectoplasm (DC 17, 5 pp); offensive precognition (+2 attack rolls, 4 pp)
Psi-Like Abilities
At will - burst (+10 ft., psionic talent); detect psionics (ML 6th)
1/day - energy ray (ranged touch +5, 3d6+3 fire damage, 30 ft., ML 3rd)

STATISTICS
Str 20, Dex 12, Con --, Int 18, Wis 15, Cha 16
Base Atk +3; CMB +9; CMD 20
Feats Alertness (B), Combat Reflexes (B), Dodge (B), Improved Initiative (B), Lightning Reflexes (B), Mobility, Psionic Fist (B), Psionic Talent (B), Skill Focus (Stealth), Speed of Thought (B), Toughness (B), Weapon Focus (slam)
Skills Bluff +11, Fly +10, Knowledge (arcana) +13, Knowledge (history) +13, Perception +12, Sense Motive +12, Spellcraft +13, Stealth +18, Survival +11; Racial Modifiers +8 Bluff, Perception, Sense Motive, and Stealth
SQ change shape, gaseous form, nomad's step, shadowless, spider climb
Languages Common, Giant, Dromite, Dwarven, Maenad, Terran
Gear bracers of armor +1, horn of fog, shroud of the winds, potion of cat's grace
Treasure keys to areas 6 and 7, masterwork short sword, 15 cold iron shurikens, two flasks of acid, potion of lesser restoration, wand of summon monster I (CL 3rd, 9 charges), amethyst (100 gp), 247 gp in assorted coins.

SPECIAL ABILITIES
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

Children of the Night (Su): Tasskar can use this ability to summon the botfly swarms in 2d6 rounds. (N.B. This refers to the module conversion; otherwise, it would be as normal for a vampire.)

Dominate (Su): A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

Energy Drain (Su): A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Nomad's Step (Su): As a standard action, may teleport 35 feet.[/sblock]

[sblock=Shroud of the Winds]
Aura faint abjuration; CL 5th
Slot shoulders; Price 2,080 gp; Weight 1 lb.

Description: This burial garment offer magic protection in the form of a +1 resistance bonus on all saving throws (Fortitude, Reflex, and Will). For up to 10 rounds per day upon command, it shrouds its wearer in a whirling screen of strong, howling wind. While so shrouded, the subject is never checked or blown away by strong winds of windstorm or lesser strength (whether natural or magically created), and ranged attack rolls against the subject take a -4 penalty. Tiny or smaller creatures must succeed at a Fortitude save to successfully touch or attack the subject in melee. Failure knocks the attacker prone and pushes it 5 feet away from the wearer. This movement can pass through the squares of other creatures without affecting them and does not provoke attacks of opportunity, but the creature takes 3d6 points of nonlethal damage, plus 1d6 if the creature strikes a solid object that blocks its movement.

Construction Requirements: Craft Wondrous Item, cloak of winds, resistance; Cost 1,040 gp.[/sblock]
 

Mark Chance

Boingy! Boingy!
Clockwork Monkeys & Phantom Fungus

Here're some foes from my current campaign.

[sblock=Clockwork Monkey Swarm]
CR 2; XP 600
N Tiny construct (swarm)
Init +3; Senses darkvision 60 ft., low-light vision; Perception -5

DEFENSE
AC 18, touch 16, flat-footed 13 (+3 Dex, +2 dodge, +1 natural, +2 size)
hp 16 (3d10); hardness 3
Fort +1, Ref +6, Will -4
Defensive Abilities half damage from weapons, swarm traits; Immune construct traits
Vulnerability electricity

OFFENSE
Speed 30 ft., climb 20 ft.
Melee swarm (1d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11)

STATISTICS
Str 7, Dex 16, Con —, Int —, Wis 1, Cha 1
Base Atk +3; CMB —; CMD
Feats Improved Initiative (B), Lightning Reflexes (B)
Skills Acrobatics +7, Climb +11; Racial Modifiers +4 Acrobatics, +8 Climb
[/sblock]

[sblock=Phantom Fungus]
This creature looks like a brown and greenish-brown mass with a cluster of nodules atop the main mass, though it is visible only when dead. A cluster of nodules atop the main mass serve as sensory organs. The creature feeds and attacks with a gaping maw lined with rows of teeth. Four stumpy legs support the creature and allow it to move about. This ambulatory fungus is naturally invisible, making it a feared predator.

CR 4; XP 1,200
N Medium plant
Init +0; Senses low-light vision; Perception +9

DEFENSE
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 59 (7d8+28)
Fort +8, Ref +2, Will +2
Defensive Abilities all-around vision, natural invisibility; Immune plant traits

OFFENSE
Speed 20 ft.
Melee bite +5 (1d6+9) (Power Attack)
Ranged 4 spore jets +5 (slow effect)
Special Attacks spore jet (Fort DC 16)

STATISTICS
Str 14, Dex 11, Con 16, Int 2, Wis 11, Cha 9
Base Atk +5; CMB +7; CMD 17
Feats Power Attack, Skill Focus (Perception), Toughness
Skills Perception +9, Stealth +12; Racial Modifiers +5 Stealth

SPECIAL ABILITIES
Natural Invisibility (Su): This ability is constant, allowing a phantom fungus to remain invisible even when attacking. It works like greater invisibility (caster level 12th) and lasts as long as the phantom fungus is alive. This ability is not subject to the invisibility purge spell. A phantom fungus becomes visible 1 minute after it is killed.

Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any).

Spore Jet (Ex): A phantom fungus can spray jets of spores out to a range of 15 feet. A creature struck by the spores must make a Fortitude save or be slowed for 1d4+3 rounds. Durations for additional exposures do not stack. Slowed creatures are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed. The save DC and the 1d4 duration modifier are both Constitution-based.
[/sblock]
 

Mark Chance

Boingy! Boingy!
Little Goat Pass

In November's Quid Novi?, I wrote up a micro-adventure featuring a hunting flock of dire corbies. I was inspired by one of Dyson Logos's many wonderful maps over at A Character For Every Game, specifically his Little Goat Pass map. If you've never had the thrill of sliding admiring eyes along the lines and curves of Dyson Logos's maps, you owe it to yourself to do so now. When you're done, the rest of this post will still be here.

Little Goat Pass: A Micro-Adventure
Little Goat Pass rises from the main road leading north along the rugged hills up to a high valley once cherished for its lush vegetation and sweet, natural spring. For decades, the goatherds of the lowland communities would head up the pass with their flocks, all but ignoring the ancient fortifications built into the western cliff. In recent weeks, however, access to the high valley via Little Goat Pass has become impossible. A dire corby hunting flock has occupied the ancient fortifications.

The hunting flock is led by Brennus, a dread corby barbarian, and his two dread corby lieutenants. Brennus also commands 10 normal dire corbies, and he has trained a black bear to act as a sentry and hunting animal. Under Brennus's leadership, the hunting flock has attacked passers-by where the road and trail meet. The monsters then haul their loot back to their lair.

North Group
Heading up the trail to the high valley, travelers pass by this group of chambers carved into the cliff. Brennus has stationed the bulk of his forces here. Four dire corbies stand guard in the entry chamber at all times. They are the arrow slits to check on who's passing on the trail. 1d3-1 dread corby lieutenants are inspecting the guards at any given time.

The room north of the entry chamber is used by the dire corbies as a barracks. 1d6-1 other dire corbies are off duty in this room at any given time.

Dread corby lieutentants and dire corbies not on duty who are not in this group of chambers are either on the trails (25%), in the west group (50%), or in the south group (25%).

Brennus rewards his followers well. The dire corbies have a goodly amount of treasure: a phial of exotic perfume (525 gp), an outfit of royal clothing (200 gp), a false bottom chest (50 gp) concealing an illustrated book of poetry (40 gp) and a potion of cure light wounds, a masterwork backpack (50 gp), a set of armor spikes (50 gp), an arcane scroll (grease, phantom steed, CL 5th), four skyrocket fireworks (50 gp each), and 780 gp of various coins, gems, and jewelry.

West Group
The entry chamber here is used by the dread corby lieutenants. The westernmost portion of the room holds their nests; the eastern part is used for meals, games, and meetings.

Brennus lairs in the southern chambers. He uses the two smaller rooms for storage and for a crude altar to the various evil powers he worships. At any given time, Brennus is either in these chambers (65%), on the trail (5%), in the north group (10%), in the south group (10%), or visting his bear (10%).

Brennus's trained black bear is kept in the caves opposite the west group of chambers. It has been taught the following tricks: attack, defend, down, fetch, guard, and track.

Southern Group
The dire corbies don't have a constant presence in this chambers. They have yet to find the secret door in the cave. Every now and then, some of the dire corbies hang out here. Cracks and loose rock mar the trail in front of the caves. Although the terrain looks dangerous, it's relatively stable. Count the area as rough terrain.

The secret chamber was once used as a treasure room by the ancient fortifications' builders. It still holds some of this treasure: an arcane scroll (hold portal, sleet storm, CL 5th), a divine scroll (hide from undead, goodberry, CL 1st), plus 140 gp of various gems and 100 gp of assorted coins.

Brennus
CR 5; XP 1,600
Male dread corby barbarian 3
NE Medium monstrous humanoid
Init +4; Senses darkvision 60 ft., Perception +8

DEFENSE
AC 22, touch 14, flat-footed 18 (+4 armor, +4 Dex, +4 natural)
hp 61 (2d10+10 plus 3d12+15)
Fort +8, Ref +8, Will +5
Defensive Abilities ferocity, trap sense +1, uncanny dodge; Immune fear

OFFENSE
Speed 30 ft., climb 30 ft. (40 ft. unarmored)
Melee 2 claws +8 (1d4+9) (Power Attack)
Ranged masterwork composite longbow +10 (1d8+6/x3)
Special Attacks intimidating glare, leap, rage (13 rounds/day), rend (2 claws, 1d4+5)

STATISTICS
Str 21, Dex 18, Con 21, Int 11, Wis 12, Cha 16
Base Atk +5; CMB +8; CMD 22
Feats Blind-Fight, Intimidating Prowess, Power Attack
Skills Acrobatics +18, Climb +19, Handle Animal +9, Intimidate +14, Perception +8, Stealth +7; Racial Modifiers +8 Acrobatics, +2 Perception; Armor Check Penalty -2
Languages Aklo
N.B. Melee, CMB, and CMD include -2 attack roll and +4 damage for Power Attack. When raging, add +4 Str, +4 Con, +2 morale bonus to Will saves, +10 hit points, +2 Fortitude saves, +2 attack rolls and damage with melee, and +2 Climb and Intimidate.

SPECIAL ABILITIES
Intimidating Glare: Brennus can make an Intimidate check against one adjacent foe as a move action. If he successfully demoralizes his opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which his check exceeds the DC.

Leap (Ex): A dire corby can perform a special kind of pounce attack by jumping into combat. When a dire corby charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can make a full attack against foes in reach.

Screech of Doom (Su): Once per day, a dread corby can loose a horrible shriek that terrifies its opponents. The dread corby can target one creature within 30 feet. This target must make a DC 15 Will save or be frozen in fear, cowering for 1d6 rounds. Any other creatures within 100 feet must make a DC 12 Will save or be frightened for 1d4 rounds. Those who make the save are shaken for 1 round. Dire corbies and dread corbies are immune to this effect. This is a sonic mind-affecting fear effect. The save DC is Charisma-based.

GEAR
+1 arrows (x15), masterwork composite longbow (Str 21), masterwork hide armor, potion of cure moderate wounds, tanglefoot bags (x2), thunderstones (x2), quiver, 5 normal arrows, plus 185 gp of other stuff

Dread Corby Lieutenants (x3)
CR 2; XP 600
NE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., Perception +9

DEFENSE
AC 20, touch 13, flat-footed 17 (+3 armor, +3 Dex, +4 natural)
hp 19 (2d10+8)
Fort +4, Ref +6, Will +5
Defensive Abilities ferocity; Immune fear

OFFENSE
Speed 30 ft., climb 30 ft.
Melee 2 claws +5 (1d4+3)
Ranged javelin +5 (1d6+3)
Special Attacks leap, rend (2 claws, 1d4+3)

STATISTICS
Str 17, Dex 16, Con 19, Int 11, Wis 14, Cha 12
Base Atk +2; CMB +5; CMD 18
Feats Blind-Fight
Skills Acrobatics +16, Climb +16, Perception +9, Stealth +8; Racial Modifiers +8 Acrobatics, +2 Perception
Languages Aklo

SPECIAL ABILITIES
Leap (Ex): A dire corby can perform a special kind of pounce attack by jumping into combat. When a dire corby charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can make a full attack against foes in reach.

Screech of Doom (Su): Once per day, a dread corby can loose a horrible shriek that terrifies its opponents. The dread corby can target one creature within 30 feet. This target must make a DC 13 Will save or be frozen in fear, cowering for 1d6 rounds. Any other creatures within 100 feet must make a DC 12 Will save or be frightened for 1d4 rounds. Those who make the save are shaken for 1 round. Dire corbies and dread corbies are immune to this effect. This is a sonic mind-affecting fear effect. The save DC is Charisma-based.

GEAR
masterwork studded leather, javelins (x2), one of the following potions: potion of cure moderate wounds, potion of cat's grace, potion of bear's endurance, plus 75 gp of other stuff
 

Mark Chance

Boingy! Boingy!
The Maskek

The following monster was featured as part of my most recent Quid Novi?, another part of which can be found at this link.

Wrapped from head to toe in ancient strips of moldering linen, this humanoid moves with a shuffling gait. Its wrappings drip with a foul-smelling liquid.

[sblock=Maskek]
CR 10; XP 9,600
CE Medium undead (augmented undead, vapor)
Init +5; Senses darkvision 60 ft.; Perception +23
Aura desecration and despair (30 ft., paralyzed for 1d4 rounds, Will DC 19 negates)

DEFENSE
AC 23, touch 11, flat-footed 22 (+1 Dex, +12 natural)
hp 104 (11d8+55); fast healing 2
Fort +8; Ref +5; Will +11
Defensive Abilities channel resistance +4, DR 10/magic and 5/--; Immune undead traits; Resist fire 10
Weaknesses cold susceptibility

OFFENSE
Speed 20 ft., marsh move
Melee slam +14 (1d6+8 plus bog rot), or
Melee slam +11 (1d6+17 plus bog rot) (Power Attack)
Special Attacks command undead, create spawn
Spell-Like Abilities (CL 11th, concentration +15)
1/day - darkness, fear (DC 19), summon undead

TACTICS
A maskek is a fearsome combatant. It prefers to attack by surprise, using its aura and fear spell-like ability to disrupt enemy ranks. It ignores those who flee because of the fear in favor of using Power Attack and Great Cleave against paralyzed targets. It uses summon undead to target divine casters, ensuring that summoned bog mummies appear within its aura when possible. If combat goes against a maskek, it relies on marsh move and vaporous form to retreat long enough to heal via fast healing.

STATISTICS
Str 21, Dex 12, Con —, Int 10, Wis 16, Cha 19
Base Atk +8; CMB +15; CMD 25
Feats Cleave, Great Cleave, Improved Initiative, Power Attack, Skill Focus (Perception), Toughness
Skills Intimidate +18, Perception +23, Sense Motive +17, Stealth +15 (+23 in areas of smoke, fog, mist, or vapor); Racial Modifiers +8 Stealth in areas of smoke, fog, mist, or vapor
Languages Common, undead telepathy
SQ death throes, vaporous form

SPECIAL ABILITIES
Aura of Desecration and Despair (Su): A maskek constantly projects an aura in a 30-foot radius that functions as a permanent desecrate spell. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Undead within the area (including the maskek) gain a +1 profane bonus to attack rolls, damage rolls, and saves. (This bonus is added to the stat block above.) Summoned or created undead that appear in the area gain +1 hit points per HD.

Furthermore, all creatures within a 30-feet radius that see a maskek must make a DC 19 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same maskek’s despair ability for one day. This is a paralysis and a mind-affecting fear effect. The save DC is Charisma-based.

Bog Rot (Su): Supernatural disease - slam; save Fort DC 19; onset 1 day; frequency 1 day; effect 1d6 Str, Dex, Con, or Cha (determine randomly using 1d4); cure --.

Creatures afflicted with bog rot do not heal naturally and gain only one-half benefit from magical healing until the disease is cured. Unlike normal diseases, bog rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. The save DC is Charisma-based.

Cold Susceptibility (Ex): A cold-based effect or attack freezes the maskek’s form causing it to function as if affected by a slow spell. The effects last for 3 rounds. This only affects a vapor creature in vaporous form (see below). No matter what its current form, a maskek takes half again as much damage (+50%) from cold attacks, regardless of whether a saving throw is allowed or if the save is a success or failure.

Command Undead (Su): A maskek can command or rebuke bog mummies as an 11th-level cleric with the Command Undead feat.

Create Spawn (Su): Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days unless a remove disease is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works). Spawn are under the command of the maskek that created them and remain enslaved until their death. They do not possess any of the abilities they had in life.

Death Throes (Ex): When a maskek is slain, its body bursts and releases a nauseating cloud of grayish-green vapor that fills a 10-foot radius. This acts as a stinking cloud spell (caster level 5th). Affected creatures must make a successful Fortitude save (DC 19) or be nauseated as long as they remain within the cloud and for 1d4+1 rounds after they leave. A creature that makes its save but remains in the cloud must continue to save each round. The save DC is Charisma-based.

Fast Healing (Ex): A maskek heals 2 points of damage per round so long as it has at least 1 hit point and is touching a body of water or if in a body of mist, smoke, steam, or fog.

Marsh Move (Ex): Maskeks can move at their normal movement speed through mud, marshes, and swamps with no penalty.

Summon Undead (Sp): Once per day, a maskek can summon 16 HD worth of bog mummies, no one of which can have more than 11 HD.

Vaporous Form (Su): As a free action, a maskek can assume a gaseous form for up to one hour each day. The time does not need to be continuous, so long as the vapor creature doesn’t exceed the one hour per day limit. This ability is otherwise identical to the gaseous form spell (caster level 5th).

ECOLOGY
Environment any noncold marsh
Organization solitary or troupe (maskek plus 1-4 bog mummies)
Treasure standard

Among bog mummies, the maskek reigns. A maskek typically claims a hunk of bog as its territory, and it savagely guards its domain against trespassers.[/sblock]
 

Mark Chance

Boingy! Boingy!
Starfleet Academy Cadets

In early February 2012, I'm running a game of Where No Man Has Gone Before at OwlCon. The following are the PCs for the session, generated via the game's core rules and the Lifepath Generator (also at the previous link).

[sblock=Paul Hadrian Hudson]
Species Human
Class Yellow Shirt
Level 2nd

Strength +2
Dexterity +2
Intelligence +2
Charisma +1

Skills
* Communication +5
* Engineering +2
* Knowledge +2
* Medicine +2
* Physical +2
* Subterfuge +2

Talents
* Agile You are excellent at dodging attacks. You get a +1 Armor Class bonus (already included in AC below).
* Bluff You have a knack for fighting dirty. If you can communicate with your opponent, make a resisted roll (1d20 + Communication + Charisma). If you win, use your Charisma bonus as either an attack roll bonus, damage bonus, or AC bonus for one attack.
* Plan If you have time to prepare a plan prior to a dramatic situation, you can grant a bonus on all skill checks and attack rolls for you and your allies. Make a skill check versus DC 10. If successful, the bonus will be +1 plus another +1 for every 10 points over the DC you roll. This bonus lasts for 3 rounds, and then goes down by +1 per round as entropy slowly unravels your plan.

Hit Points 13
Armor Class 14
Melee Attack Bonus +4
Ranged Attack Bonus +4
Action Points 3
Initiative +2

You were born and raised on space station Deep Space K-7. Your mother was a businesswoman who managed the space station's bar, and your father was a Federation politician assigned as an agricultural liaison with nearby Sherman's Planet. Your childhood was lonely. You spent a lot of time in detention at school. You had an inspirational moment at Starfleet Academy when Captain James T. Kirk was a guest lecturer at a leadership seminar. He said you had “a bright future” with Starfleet.[/sblock]

[sblock=Bala blin Gir]
Species Tellarite
Class Blue Shirt (Medical)
Level 2nd

Strength +3
Dexterity -1
Intelligence +1
Charisma +0

Skills
* Communication +2
* Engineering +2
* Knowledge +2
* Medicine +5
* Physical +2
* Subterfuge +2

Species Traits & Talents
* Culture of Engineering You gain a +2 bonus on all skill rolls involving engineering (including rolls not involving the actual Engineering skill).
* Field Medic You can now use your Action Points to heal other characters in emergency situations, given a reasonable amount of equipment and a few undisturbed minutes. The amount healed is equal to one-half the character's lost hit points.
* Life of Riley You live a charmed life. Once per episode, if you fail by rolling a natural 1, you can instead treat that roll as a natural 20. This is not considered a natural 20 for purposes of regaining an Action Point. Also, once per episode per level, you gain a +1 bonus on any single roll.

Hit Points 17
Armor Class 12
Melee Attack Bonus +5
Ranged Attack Bonus +1
Action Points 2
Initiative -1

You were born on a frontier world not yet part of the Federation, but you were raised on Tellar. Your mother was a politician, a member of the Tellarite legislative assembly, and your father was a composer. Your childhood was depressing, and you spent a lot of your time studying and reading books. You had a lot of friends who tried to cheer you up. Your time in Starfleet Academy has been eventful. You're due to graduate in record time, and none too soon, since it will get you away from Cyrus Carson, the famous mathematician and fellow cadet who for some reason despises you.[/sblock]

[sblock=Miss T'Mandlin]
Species Vulcan
Class Blue Shirt (Science)
Level 2nd

Strength +2
Dexterity +1
Intelligence +3
Charisma +2

Skills
* Communication +2
* Engineering +2
* Knowledge +5
* Medicine +2
* Physical +2
* Subterfuge +2

Species Traits & Talents
* Alien Strength The Vulcan homeworld has a substantially higher gravity than normal. Skills rolls involving Strength are increased by +2, and you can lift twice as much as a normal character.
* Cool Under Pressure You can take 10 on rolls related to three-dimensional chess, no matter how stressful the circumstances.
* Desert Adapted Vulcans gain a +2 bonus on desert-survival type rolls and have a general immunity to the effects of blinding light.
* Lack of Emotion In any situation where emotion plays a factor (bluffing, negotiations, persuasion, fathoming motives, et cetera), Vulcans take a -2 penalty.
* Mind Meld Given a minute of uninterrupted time with a willing target and a successful Intelligence + Knowledge check versus DC 15, you can read the surface thoughts of and convey your own thoughts to the subject. During consecutive minutes, you can perform additional actions. Each minute that passes adds +5 to the DC.
* Psychic You can open yourself up to psychic impressions. You have a +1 bonus to resist psionic attack and manipulation.

Hit Points 12
Armor Class 12
Melee Attack Bonus +4
Ranged Attack Bonus +3
Action Points 2
Initiative +1

You were born on Vulcan, but you were raised on a Vulcan science/exploration vessel. Your mother was a Vulcan military officer, and your father Blue Starfleet Officer on liaison duty with the Vulcans. Your childhood was typical for a Vulcan. As a child, you were always exploring, looking for new things. Your parents often criticized your curiosity as being too emotional. You are the three-dimensional chess champion of your Starfleet Academy class.[/sblock]

[sblock=Chang Bai]
Species Human
Class Red Shirt (Engineering)
Level 2nd

Strength +2
Dexterity +1
Intelligence +2
Charisma +3

Skills
* Communication +2
* Engineering +5
* Knowledge +2
* Medicine +2
* Physical +2
* Subterfuge +2

Talents
* Ethnic Pride You are exceptionally proud of your Asian heritage. This grants you a +2 bonus to Intelligence (which is already added). Possessing this talent almost always requires bad accents and tacky set furnishings for your living quarters.
* Jury Rig You gain a +2 bonus on skill checks to attempt temporary repairs.
* Specialist You are especially knowledgeable about sensor technology. You gain a +2 on all skill checks related to sensor technology.

Hit Points 15
Armor Class 12
Melee Attack Bonus +4
Ranged Attack Bonus +3
Action Points 3
Initiative +1

You were born in deep space on a ship, but you grew up on space station Deep Space K-7 orbiting Sherman's Planet. Your mother was a musician, and your father was a retired athlete. Your parents mysteriously disappeared when you were a child, and you were taken in by your aunt, a businesswoman who managed the space station's bar. Your childhood was dull despite the fact you were rather spoiled by your aunt. During your time in Starfleet Academy, you've developed a reputation for a notorious love life.[/sblock]

[sblock=Ochieng Kirabo]
Species Human
Class Red Shirt (Security)
Level 2nd

Strength +2
Dexterity +2
Intelligence +1
Charisma +1

Skills
* Communication +2
* Engineering +2
* Knowledge +2
* Medicine +2
* Physical +5
* Subterfuge +2

Talents
* Catch Phrase You have a catch phrase that you can utter once an episode. Doing so allows you to gain one Action Point, so long as the catch phrase can be reasonably used in context. Your catch phrase is a Swahili proverb favored by your father: “A lion that walks quietly is the one that eats meat.”
* Judo If you successfully grab an opponent, you can perform your next grapple action immediately instead of waiting for next round.
* Stiff Upper Lip Once per episode, any single damage roll inflicted on you can be rerolled. You take the lower of the two rolls.

Hit Points 13
Armor Class 14
Melee Attack Bonus +4
Ranged Attack Bonus +4
Action Points 3
Initiative +2

You were born and raised on Earth on the African continent. Your mother was a commercial pilot, and your father was a Yellow Shirt Starfleet Officer. Your childhood was pretty typical, except that you moved a lot from place to place in Africa. This gave you an opportunity to explore and look for new things. Your early years at Starfleet Academy were made easier by a Yellow Shirt upperclassman who became your mentor.[/sblock]

[sblock=Rachel O'Bannon]
Species Human
Class Red Shirt (Security)
Level 2nd

Strength +2
Dexterity +2
Intelligence +1
Charisma +1

Skills
* Communication +2
* Engineering +2
* Knowledge +2
* Medicine +2
* Physical +2
* Subterfuge +5

Talents
* Intuition You have an innate ability to sense trouble in the air. Twice per episode, you can make an Intelligence + Subterfuge roll versus DC 15. If successful, you get a hunch about the current situation. Also, you have a +1 to initiative (already added).
* Ripped Shirt Once per episode during combat, you can either deliberately rip a revealing article of clothing or take advantage of a revealing rip in order to gain a +1 bonus to attack rolls and damage and +5 temporary hit points. These bonuses disappear at the end of the combat.
* Specialist You are an expert marksman. You gain an additional +2 on attack rolls when using the Aim option with a ranged weapon.

Hit Points 11
Armor Class 14
Melee Attack Bonus +4
Ranged Attack Bonus +4
Action Points 3
Initiative +3

You were born on a frontier world not yet part of the Federation, but you were raised on Earth on the continent of Australia. Your mother was a Yellow Shirt Starfleet Officer, and your father was a lawyer. Your parents divorced when you were young. Both of them remarried. Your childhood was pretty typical, but you spent a lot of time in detention at school. You've also had several discipline problems during your time at Starfleet Academy.[/sblock]

[sblock=Sergei Maximoff]
Species Human
Class Red Shirt (Security)
Level 2nd

Strength +3
Dexterity +2
Intelligence +2
Charisma +1

Skills
* Communication +2
* Engineering +2
* Knowledge +2
* Medicine +2
* Physical +5
* Subterfuge +2

Talents
* Brawler Your unarmed attacks are upgraded from 1d4 to 1d6 damage.
* Durable You are a damage sponge. You gain +1 hit point per level (which are already added to your total).
* Starfleet Commendation Even though you're still a cadet, you've already received a Starfleet Commendation. You saved several other cadets during a warp engine reactor malfunction while on training exercises. You braved the damaged area and fire to save your fellow cadets. You have a +1 bonus to any skill rolls that may benefit from having a heroic reputation. During any situation resembling the events that earned you your commendation, you gain one temporary level. This grants you 1d6+3 hit points, a +1 bonus on all attack roll, a +1 bonus to Physical skill checks, and another “level” in Brawler, raising your unarmed attack damage to 1d8. The temporary level and attendant bonuses vanish at the end of the scene.

Hit Points 12
Armor Class 14
Melee Attack Bonus +5
Ranged Attack Bonus +4
Action Points 3
Initiative +2

You were born on Earth on the Asian continent, but you were raised on Mars. Your mother was a scientist, and your father was member of the Martian security forces. Your childhood was pretty typical. You had a lot of friends growing up. You missed a semester of Starfleet Academy due to radiation sickness due to exposure during the warp engine reactor malfunction incident, but your hard work has you on track to graduate on time.[/sblock]
 

Mark Chance

Boingy! Boingy!
Gröd the Gorilla

This monster is part of the A to Z blogging challenge over at my site.

Gröd the Gorilla transformed from a common jungle ape into an evil, intelligent beast after exposure to the eldritch energies of a glowing hunk of starmetal that fell from the heavens. Those same energies unlocked wild psionic powers from the beast’s mind. With its newfound abilities, it took the name Gröd and began a terrible career as an evil adventurer. That was years ago. Since that fateful day, Gröd has grown in power and influence. He now rules a savage band of greenskin orcs augmented by a motley assortment of ogres and girallons. From his treetop fortresses, Gröd lives the life of a warlord, exacting tribute from those who travel through his domain as well as waging skirmishes against nearby rivals.

Gröd’s personality mixes a sort of superficial sophistication with bouts of intense savagery. He affects an informed taste for finery and higher cultural pursuits, but isn’t above eating a slain enemy uncooked, tearing flesh and snapping bones to suck marrow. Gröd evinces an irrational hatred of adventurers who move faster than he does.


[sblock=Design Notes]
Gröd was built by applying the awaken spell to a normal Pathfinder gorilla, but with the Strength score increased to a more appropriately gorilla-like level. I then adjusted the gorilla's CR to 4 before adding 8 levels of wilder, counting those levels as a non-key class. This bumped Gröd's CR to 8. The additional +1 CR results from giving Gröd equipment equal to that of an 8th-level PC instead of a 8th-level NPC. All psionic abilities, skills, feats, and equipment come from Psionics Unleashed by Dreamscarred Press. I highly recommend this book if you like both psionics and Pathfinder. You can check out its OGC at this link.[/sblock]
[sblock=Gröd the Gorilla]
Awakened Gorilla Warrior Wilder 8
CR 9; XP 6,400
NE Large magical beast (augmented animal, psionic)
Init +3; Senses low-light vision, scent; Perception +14

DEFENSE
AC 23, touch 14, flat-footed 15 (+6 armor, +3 Dex, +2 dodge, +3 natural, -1 size)
hp 121 (5d8+15 plus 8d8+24 plus 13 Toughness plus 8 Psionic Body)
Fort +11, Ref +9, Will +10
Defensive Abilities elude attack +2

OFFENSE
Speed 30 ft., climb 30 ft.
Melee 2 slams +17 (1d6+8 plus 1d6 electricity), or
Ranged +1 teleporting javelin +12 (1d8+9, range increment 30 ft.)
Space 10 ft.; Reach 10 ft.
Psionic Powers Known (68 pp/day, ML 8th; concentration +11, +15 defensively):
4th - empathic feedback (Will DC 18)
3rd - body adjustment
2nd - mental disruption (Will DC 16)
1st - energy ray, force screen

STATISTICS
Str 26, Dex 16, Con 16, Int 14, Wis 16, Cha 16 (14)
Base Atk +9; CMB +18; CMD 31
Feats Combat Manifestation, Great Fortitude, Mental Leap, Psionic Body, Psionic Meditation, Skill Focus (Perception), Skill Focus (Stealth), Toughness (B)
Skills Acrobatics +18 (+22 jumping), Autohypnosis +14, Climb +23, Intimidate +14, Knowledge (psionics) +13, Perception +14, Spellcraft +13, Stealth +9, Swim +15, Use Magic Device +14; Racial Modifier +8 Climb; Armor Check Penalty -1
Languages Common, Giant, Orc

SPECIAL ABILITIES
Hardened Body (Ex): Gröd’s deep and intense connection to his body means that when his mind surges with power, his body grows more powerful. Gröd gains 5 temporary hit points whenever he gain the benefits of surging euphoria. These temporary hit points last for the duration of Gröd’s surging euphoria.

Psychic Enervation (Ex): Pushing himself by invoking a wild surge is dangerous. Immediately following each wild surge, Gröd may be overcome by the strain of his effort. The chance of suffering psychic enervation is 15%. When overcome by psychic enervation, Gröd is staggered until the end of his next turn and loses a number of hit points equal to his normal manifester level (the increase in manifester level from his wild surge does not increase the number of hit points lost). Gröd may expend his psionic focus as a free action when he would suffer psychic enervation to convert this damage into power point loss, although he is still staggered as normal.

Surge Blast (Su): Gröd can channel his wild surge into a blast of uncontrolled phrenic energy. As a standard action and by expending psionic focus, Gröd can make a ranged touch attack (range 30 feet) that deals 3d6 points of force damage.

Surging Euphoria (Ex): When Gröd uses his wild surge ability, he gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for 3 rounds. If Gröd is overcome by psychic enervation following his wild surge, he does not gain the morale bonus for this use of his wild surge ability.

Wild Surge (Su): Gröd can let his passion and emotion rise to the surface in a wild surge when he manifests a power. During a wild surge, Gröd gains phenomenal psionic strength, but may harm himself by the reckless use of his power (see psychic enervation).

Gröd can choose to invoke a wild surge whenever he manifests a power. When he does so, he gains +3 to his manifester level with that manifestation of the power. The manifester level boost gives him the ability to augment his powers to a higher degree than he otherwise could; however, he pays no extra power point for this wild surge. Instead, the additional 3 power points that would normally be required to augment the power is effectively supplied by the wild surge.

Level-dependent power effects are also improved, depending on the power Gröd manifests with his wild surge. This improvement in manifester level does not grant any other benefits outside of the manifestation (he gains no higher-level class abilities, for instance).

Gröd can expend his psionic focus to manifest a psionic power without expending any power points, powering the manifestation with only his wild surge. He manifests this power as if all power points were paid by his wild surge ability. This results in the power being manifested as if the base power point cost of the power was paid, along with augmentation equal to his wild surge amount, but he may not augment the power beyond the amount of his wild surge, and when checking for psychic enervation, the chance to be overcome doubles to 30%. Gröd must wait 10 minutes after wild surging in this fashion before he can do so again.

EQUIPMENT
+2 chain shirt of landing, +1 teleporting javelin, bracers of mighty shocking fists (as an amulet of mighty fists but occupying the wrist slot), headband of alluring charisma +2, potion of displacement, potion of greater magic fang +2, psionatrix of telepathy, ring of forcefangs, plus 2,550 gp of other stuff, some of which should be spent for various magical scrolls for use via Use Magic Device[/sblock]
 

Mark Chance

Boingy! Boingy!
Black Dragonfolk

Recreating monsters is one of my favorite parts of being a GM. The black dragonfolk is a retooled normal dragonfolk. I changed its type to dragon, respent skill points, and added the advanced template's modifiers to natural AC and stats. A full-blown breath weapon seemed a bit much, so instead the new monster gets to spit gobs of acid. I topped it off with some acid resistance.

[sblock=Black Dragonfolk]
CR 3; XP 800
CE Medium dragon (reptilian)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +7

DEFENSE
AC 21, touch 12, flat-footed 19 (+2 Dex, +7 natural, +2 shield)
hp 19 (2d12+6)
Fort +6, Ref +5, Will +5
Immune paralysis, sleep; Resist acid 10

OFFENSE
Speed 30 ft., swim 15 ft.
Melee morningstar +5 (1d8+3) and bite +3 (1d4+1), or
Melee 2 claws +5 (1d4+3) and bite +5 (1d4+3), or
Ranged javelin +4 (1d6+3), or
Ranged acid gob +4 touch (1d6+3 acid)

STATISTICS
Str 17, Dex 14, Con 17, Int 13, Wis 14, Cha 14
Base Atk +2; CMB +5; CMD 17
Feats Multiattack
Skills Acrobatics +4, Bluff +7 or Diplomacy +7, Climb +6, Intimidate +7, Perception +7, Sense Motive +7, Stealth +5, Survival +7, Swim +9; Racial Modifiers +4 Acrobatics, +8 Swim; Armor Check Penalty -2
Languages Common, Draconic
SQ hold breath

SPECIAL ABILITIES
Acid Gob (Su): A black dragonfolk can spit a gob of acid as a ranged touch attack at a single target within 30 feet (no range increment). This touch attack inflicts 1d6 points of acid damage, plus an additional amount of acid damage equal to its Constitution modifier. This attack can be used once every 1d4 rounds.

Hold Breath (Ex): A black dragonfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.

ECOLOGY
Environment temperate swamps
Organization solitary, pair, band (3–12), or tribe (13–60)
Treasure NPC gear (heavy wooden shield, morningstar, 3 javelins)[/sblock]
 

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