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Dog Moon's Creatures [Updated 10-05-13]
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<blockquote data-quote="Dog Moon" data-source="post: 2837732" data-attributes="member: 23023"><p><strong>Mayralika Okrelik</strong></p><p></p><p><span style="color: DeepSkyBlue">Mayralika Okrelik</span></p><p><span style="color: DeepSkyBlue">Tauric Medusa Manticore (Multi-headed)(4 heads)(Cryo) (CR: 12)</span></p><p><span style="color: DeepSkyBlue">Large Monstrous Humanoid [cold]</span></p><p><span style="color: DeepSkyBlue">HD:</span> 18d8+144 ; hp 254</p><p><span style="color: DeepSkyBlue">Init </span> +6</p><p><span style="color: DeepSkyBlue">Spd:</span> 30 ft., fly 50ft (clumsy)</p><p><span style="color: DeepSkyBlue">AC:</span> 21 (-1 size, +2 dex, +9 nat, +1 defl.), touch 12, flat-footed 19</p><p></p><p><span style="color: DeepSkyBlue">BA/Grapple:</span> +18/+27</p><p><span style="color: DeepSkyBlue">Attack:</span> Large Bastard Sword +24/+19/+14/+9 (2d8+8/17-20) and Large Bastard Sword +24/+19/+14/+9 (2d8+8/17-20) and 4 heads (snakes) +21 melee (1d6+2 plus poison) or 6 spikes +21 (1d8+5/19-20)</p><p><span style="color: DeepSkyBlue">S/R:</span> 10ft/5ft</p><p><span style="color: DeepSkyBlue">SA: </span> Spikes, petrifying gaze (DC 22), poison (DC 27), Breath (12d6 every 1d4 rounds ; DC 20)</p><p><span style="color: DeepSkyBlue">SQ:</span> Cold Resist 5 [Ring], Darkvision 90ft, low-light vision, scent, Superior Two-Weapon Fighting</p><p></p><p><span style="color: DeepSkyBlue">AL </span> NE</p><p><span style="color: DeepSkyBlue">Fort</span> +19, <span style="color: DeepSkyBlue">Ref</span> +8, <span style="color: DeepSkyBlue">Will</span> +12</p><p><span style="color: DeepSkyBlue">Str </span> 20, <span style="color: DeepSkyBlue">Dex </span> 15, <span style="color: DeepSkyBlue">Con</span> 26, <span style="color: DeepSkyBlue">Int</span> 13, <span style="color: DeepSkyBlue">Wis </span> 13, <span style="color: DeepSkyBlue">Cha </span> 17</p><p></p><p><span style="color: DeepSkyBlue">Skills:</span> Bluff +15, Diplomacy +9, Disguise +9, Intimidate +9, Listen +14, Move Silently +8, Search +8, Spot +18, Survival +7</p><p><span style="color: DeepSkyBlue">Languages: </span> Common, Draconic</p><p></p><p><span style="color: DeepSkyBlue">Feats(7):</span> Improved Initiative (bonus), Combat Reflexes (bonus), Weapon Proficiency (Bastard Sword), Improved Critical (Bastard Sword), Multiattack, Hover, Flyby Attack, Narrowed Gaze</p><p><span style="color: DeepSkyBlue">Advancement:</span> By class</p><p></p><p><span style="color: DeepSkyBlue">Cryo:</span> Jets of cold 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds, and each jet deals 3d6 points of cold damage per head. A successful Reflex save (DC 10 + 1/2 creature's number of heads + creature's Con modifier) halves the damage. The creature also gains the cold subtype.</p><p></p><p><span style="color: DeepSkyBlue">Superior Two-Weapon Fighting or Superior Multiweapon Fighting(Ex):</span> Because each head controls one arm (or analogous weapon-using limb), a multiheaded creature has no penalty on attack rolls for attacking with multiple weapons, and the number of attacks and damage bonus for each weapon are calculated as though the weapon were held in a primary hand.</p><p></p><p><span style="color: DeepSkyBlue">Spikes (Ex): </span> With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period.</p><p></p><p><span style="color: DeepSkyBlue">Petrifying Gaze (Su): </span> Turn to stone permanently, 30 feet, Fortitude negates. Save DC is Charisma-based.</p><p></p><p><span style="color: DeepSkyBlue">Poison (Ex):</span> Injury, initial damage 1d6 Str, secondary damage 2d6 Str. Save is Constitution-based.</p><p></p><p><span style="color: DeepSkyBlue">Skills:</span> Manticores have a +4 racial bonus on Spot checks. Multiheaded creatures have a +2 cumulative bonus on Listen, Search, and Spot checks for each head beyond the first.</p><p></p><p><span style="color: DeepSkyBlue">Equipment</span> [26,850gp]</p><p>Bastard Sword +1 (x2) 2300gp each.</p><p>Ring of Warmth 2500gp.</p><p>Ring of Protection +1 2,000gp.</p><p>Glove of Taarnahm the Vigilant 10,000gp.</p><p>Figurine of Wondrous Power [Blue Quartz Eagle] 5,400gp.</p><p>Potions of Cure Moderate (x2) 300gp each.</p><p>Potion of Gaseous Form 750gp</p><p>Silver bracelet set with tiny light blue sapphires 300gp</p><p>Pouch with 3 gems: Purple Amethyst (75gp), White Pearl (25gp), and Bright Red Ruby (600gp)</p><p></p><p><span style="color: DeepSkyBlue">Glove of Taarnahm the Vigilant (Player's Guide to Faerun)</span></p><p>This chainmail gauntlet allows the wielder to hurl any melee weapon he catties as though it had the throwing and returning special abilities.</p><p>Moderate transmutation; CL 7th; Craft Wondrous Item, magic stone, telekinesis; Price: 10,000gp.</p><p></p><p><span style="color: DeepSkyBlue">Blue Quartz Eagle (Races of Faerun)</span></p><p>A blue quartz eagle becomes an eagle on command, but with vision akin to that granted by eyes of the eagle (+5 circumstance bonus on Spot checks). Another command sends it aloft. It will not attack, even to defend itself, but it will obey the telepathic commands of its owner as long as it remains within one mile of her. If forced to move beyond that distance, a blue quartz eagle will immediately revert to statuette form (usually shattering if it falls a great distance to the ground). While the figurine is transformed, its owner can mentally view everything the eagle can see, although the owner must use a standard action to observe what the eagle sees in that round. It can maintain its nonfigurine status for only 24 hours per tenday, but the duration need not be continuous.</p><p>Caster Level: 11th; Prerequisites: Craft Wondrous Item, animate objects, clairaudience/clairvoyance; Market Price: 5,400 gp; Weight: -.</p><p></p><p><span style="color: DeepSkyBlue">Description</span></p><p><em>You see above you a horrible monstrosity of two different sorts. The bottom half is a dark scaled four-legged creature with a tail filled with sharp spines. Attached to the front is the torso of a wide woman with four heads. Although not as large, the scales continue to cover the torso and heads. Full heads of snakes cover the heads of each head. The snakes twist in constant motion with the occasional forward snap. All four sets of eyes are black voids and as you look into them, you feel a wave of magic pass through your body. She grabs the two bastard swords strapped to her and whips them out as the dives down towards you in the wake of a cold blue breath escaping from all four mouths.</em></p><p></p><p><span style="color: DeepSkyBlue">Background</span></p><p>Mayralika and Okrelik were traveling companions. They made strange companions because Mayralika was a Medusa and Okrelik was a Manticore. For some unknown reason to either of them, Okrelik was immune to her gaze attacks. They made an excellent pair in battle. Okrelik would fly into battle, shooting his spikes while Mayralika used her petrification gaze upon their enemies. Any creature which attempted to avert its gaze from Mayralika was set upon by Okrelik and any creature which opened its eyes to fight Okrelik was threatened to become petrified by Mayralika.</p><p></p><p>Unfortunately for them, they encountered the wrong person in their travels. They saw a Wizard and seeking to petrify the Wizard before he could attack, Mayralika attacked him. For some reason, he was unaffected. Okrelik attacked him from behind, but neither could stand up to the power of the Wizard who negated her most potent ability.</p><p></p><p>The Wizard brought them both back to his lab. He studied them for a long period of time before deciding to have them interact within his experiments. Something went terribly wrong becayse Mayralika and Okrelik became one creature, though Okrelik lost his sentience as death overtook him. Mayralika lost the bottom half of her body, but was attached to his. Mayralika tried to exact revenge on the Wizard and with her knew strength and power, she was able to petrify him.</p><p></p><p>Having been victorious in her revenge, she has decided that she will not tolerate those who experiment on others. She goes out of her way to champion their causes and to protect them from Wizards who she feels abuse their powers by using them on the defenseless for dispiccable acts. She kills whoever she feels she must to protect these people without care for who she might be hurting.</p><p></p><p><span style="color: DeepSkyBlue">Tactics</span></p><p>Basically, she begins by flying over the group to petrify as many of her enemy as she can. Afterwards, she begins by using a similar tactic as the dragon, flying by and breathing upon the enemy. If that doesn't work, she will short her spikes at the opponents. If THAT doesn't work, she will go into melee with the characters, though she will hover about five feet above her enemies, providing they are Medium or smaller. She does not necessarily need to use her poison snakes, though she will if she sees someone she believes she can use them well against. She will try to gain the little bonus by being above her opponents, but she can stand on the ground if she needs to, getting her full attacks in.</p><p></p><p><span style="color: DeepSkyBlue">Adventure Hooks</span></p><p>1. <span style="color: Yellow">Hook for the PCs:</span> The PCs hear about kidnappings within the fishing town of Knott's Landing. The PCs are hired by a Wizard named Monteku to kill a horrid creature who apparently wants to kill him for 'reasons unknown.' As if that isn't enough, he tells them that she is apparently the cause of the kidnappings. He tells them of her lair's location.</p><p></p><p><span style="color: Yellow">Background:</span> Monteku has been kidnapping people to further his experimentations on both creating perfect slaves capable of defending himself and of creating a body that will never die. So far, he has been unsuccessful, but the continuing kidnappings has drawn a lot of attention to the city. Mayralika has heard about these kidnappings and has, with difficulty, determined that Monteku is the cause behind them [she saw him dumping a mutated body into the river]. She has set about to kill Monteku, but her attack failed because of the experiments he has defended himself with.</p><p></p><p><span style="color: Yellow">Adventure:</span> The PC's original goal is to kill Mayralika.</p><p></p><p><span style="color: Yellow">Options:</span> The PCs kill Mayralika, return to Monteku and are properly rewarded.</p><p></p><p>OR</p><p></p><p>The PCs don't kill her and determine that unless she has another lair, there are no traces of kidnapped victims where they find her. The PCs don't kill her and speak with her. She tells them that Monteku is the true villian and that he is the kidnapper. She is trying to stop him, but cannot defeat him on his own.</p><p></p><p><span style="color: Yellow">Further Adventure:</span> If the PCs do kill Mayralika, eventually, they may hear of more kidnappers [whether at the same city or not is optional, though Monteku is intelligent enough to move away in order to prevent suspicion from being brought down on him by the PCs]. They may then decide to go hunting after the rumors and find Monteku again. If Mayralika is not killed and she tells the PCs her story, they will likely return to the city and determine the truth for themselves. This likely would lead to a confrontration between them and Monteku with his experiments.</p><p></p><p>2. <span style="color: Yellow">Hook:</span> The PCs are hired by the authorities to determine the cause of the deaths of Telgraf and his friend Dreven.</p><p></p><p><span style="color: Yellow">Background:</span> Telgraf has been purchasing slaves from the underground slave ring. Word of this reached Mayralika through a contact she has in the city of Raskus. When Mayralika confronted the Wizard, his friend, an accomplished Fighter, attempted to stop her, but she killed him. She turned her gaze on the Wizard and in an instant he had turned to stone. She smashed the statue to prevent him from easily being restored to flesh and left.</p><p></p><p><span style="color: Yellow">Adventure:</span> The PCs hear rumors of the cause of his death and upon questioning people, learn that the creature flew to the north into the woods. Upon searching the woods, they see a lair which likely belongs to someone, but hasn't been inhabited for some time. The PCs should then return to the city of Raskus. Shortly after their return, there are reports of another death, this time of a man thought to be a slaver, Boril but never had anyone had any proof of such claims. His cause of death: Broken statue.</p><p></p><p><span style="color: Yellow">Options:</span> The PCs continue searching for Mayralika.</p><p></p><p>OR</p><p></p><p>The PCs decide to investigate the link between a well-known, respectable Wizard, and a man thought to be a slaver. By speaking with those of the criminal sort, they learn that Boril sold slaves to Telgraf, though it is not well-known.</p><p></p><p><span style="color: Yellow">Further Adventure:</span> The PCs are asked to search Telgref's abode if they have not already done so. Hidden beneath his house, connected to the sewers, is a small lair with numerous captives, all experimented on. Another possible option is that though he may have done foul deeds, he is still a respected member of the community and the authorities may desire the punishment of the one who killed him and his innocent friend [though the friend may not necessarily be innocent either]. Lastly, the PCs may be asked to continue investigating the slave trade within and around Raskus and put an end to it.</p><p></p><p></p><p><span style="color: DarkRed">Manticore: Monster Manual</span></p><p><span style="color: DarkRed">Medusa: Monster Manual</span></p><p><span style="color: DarkRed">Multiheaded Template: Savage Species</span></p><p><span style="color: DarkRed">Tauric Template: Savage Species</span></p></blockquote><p></p>
[QUOTE="Dog Moon, post: 2837732, member: 23023"] [b]Mayralika Okrelik[/b] [COLOR=DeepSkyBlue]Mayralika Okrelik Tauric Medusa Manticore (Multi-headed)(4 heads)(Cryo) (CR: 12) Large Monstrous Humanoid [cold][/COLOR] [COLOR=DeepSkyBlue]HD:[/COLOR] 18d8+144 ; hp 254 [COLOR=DeepSkyBlue]Init [/COLOR] +6 [COLOR=DeepSkyBlue]Spd:[/COLOR] 30 ft., fly 50ft (clumsy) [COLOR=DeepSkyBlue]AC:[/COLOR] 21 (-1 size, +2 dex, +9 nat, +1 defl.), touch 12, flat-footed 19 [COLOR=DeepSkyBlue]BA/Grapple:[/COLOR] +18/+27 [COLOR=DeepSkyBlue]Attack:[/COLOR] Large Bastard Sword +24/+19/+14/+9 (2d8+8/17-20) and Large Bastard Sword +24/+19/+14/+9 (2d8+8/17-20) and 4 heads (snakes) +21 melee (1d6+2 plus poison) or 6 spikes +21 (1d8+5/19-20) [COLOR=DeepSkyBlue]S/R:[/COLOR] 10ft/5ft [COLOR=DeepSkyBlue]SA: [/COLOR] Spikes, petrifying gaze (DC 22), poison (DC 27), Breath (12d6 every 1d4 rounds ; DC 20) [COLOR=DeepSkyBlue]SQ:[/COLOR] Cold Resist 5 [Ring], Darkvision 90ft, low-light vision, scent, Superior Two-Weapon Fighting [COLOR=DeepSkyBlue]AL [/COLOR] NE [COLOR=DeepSkyBlue]Fort[/COLOR] +19, [COLOR=DeepSkyBlue]Ref[/COLOR] +8, [COLOR=DeepSkyBlue]Will[/COLOR] +12 [COLOR=DeepSkyBlue]Str [/COLOR] 20, [COLOR=DeepSkyBlue]Dex [/COLOR] 15, [COLOR=DeepSkyBlue]Con[/COLOR] 26, [COLOR=DeepSkyBlue]Int[/COLOR] 13, [COLOR=DeepSkyBlue]Wis [/COLOR] 13, [COLOR=DeepSkyBlue]Cha [/COLOR] 17 [COLOR=DeepSkyBlue]Skills:[/COLOR] Bluff +15, Diplomacy +9, Disguise +9, Intimidate +9, Listen +14, Move Silently +8, Search +8, Spot +18, Survival +7 [COLOR=DeepSkyBlue]Languages: [/COLOR] Common, Draconic [COLOR=DeepSkyBlue]Feats(7):[/COLOR] Improved Initiative (bonus), Combat Reflexes (bonus), Weapon Proficiency (Bastard Sword), Improved Critical (Bastard Sword), Multiattack, Hover, Flyby Attack, Narrowed Gaze [COLOR=DeepSkyBlue]Advancement:[/COLOR] By class [COLOR=DeepSkyBlue]Cryo:[/COLOR] Jets of cold 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds, and each jet deals 3d6 points of cold damage per head. A successful Reflex save (DC 10 + 1/2 creature's number of heads + creature's Con modifier) halves the damage. The creature also gains the cold subtype. [COLOR=DeepSkyBlue]Superior Two-Weapon Fighting or Superior Multiweapon Fighting(Ex):[/COLOR] Because each head controls one arm (or analogous weapon-using limb), a multiheaded creature has no penalty on attack rolls for attacking with multiple weapons, and the number of attacks and damage bonus for each weapon are calculated as though the weapon were held in a primary hand. [COLOR=DeepSkyBlue]Spikes (Ex): [/COLOR] With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period. [COLOR=DeepSkyBlue]Petrifying Gaze (Su): [/COLOR] Turn to stone permanently, 30 feet, Fortitude negates. Save DC is Charisma-based. [COLOR=DeepSkyBlue]Poison (Ex):[/COLOR] Injury, initial damage 1d6 Str, secondary damage 2d6 Str. Save is Constitution-based. [COLOR=DeepSkyBlue]Skills:[/COLOR] Manticores have a +4 racial bonus on Spot checks. Multiheaded creatures have a +2 cumulative bonus on Listen, Search, and Spot checks for each head beyond the first. [COLOR=DeepSkyBlue]Equipment[/COLOR] [26,850gp] Bastard Sword +1 (x2) 2300gp each. Ring of Warmth 2500gp. Ring of Protection +1 2,000gp. Glove of Taarnahm the Vigilant 10,000gp. Figurine of Wondrous Power [Blue Quartz Eagle] 5,400gp. Potions of Cure Moderate (x2) 300gp each. Potion of Gaseous Form 750gp Silver bracelet set with tiny light blue sapphires 300gp Pouch with 3 gems: Purple Amethyst (75gp), White Pearl (25gp), and Bright Red Ruby (600gp) [COLOR=DeepSkyBlue]Glove of Taarnahm the Vigilant (Player's Guide to Faerun)[/COLOR] This chainmail gauntlet allows the wielder to hurl any melee weapon he catties as though it had the throwing and returning special abilities. Moderate transmutation; CL 7th; Craft Wondrous Item, magic stone, telekinesis; Price: 10,000gp. [COLOR=DeepSkyBlue]Blue Quartz Eagle (Races of Faerun)[/COLOR] A blue quartz eagle becomes an eagle on command, but with vision akin to that granted by eyes of the eagle (+5 circumstance bonus on Spot checks). Another command sends it aloft. It will not attack, even to defend itself, but it will obey the telepathic commands of its owner as long as it remains within one mile of her. If forced to move beyond that distance, a blue quartz eagle will immediately revert to statuette form (usually shattering if it falls a great distance to the ground). While the figurine is transformed, its owner can mentally view everything the eagle can see, although the owner must use a standard action to observe what the eagle sees in that round. It can maintain its nonfigurine status for only 24 hours per tenday, but the duration need not be continuous. Caster Level: 11th; Prerequisites: Craft Wondrous Item, animate objects, clairaudience/clairvoyance; Market Price: 5,400 gp; Weight: -. [COLOR=DeepSkyBlue]Description[/COLOR] [I]You see above you a horrible monstrosity of two different sorts. The bottom half is a dark scaled four-legged creature with a tail filled with sharp spines. Attached to the front is the torso of a wide woman with four heads. Although not as large, the scales continue to cover the torso and heads. Full heads of snakes cover the heads of each head. The snakes twist in constant motion with the occasional forward snap. All four sets of eyes are black voids and as you look into them, you feel a wave of magic pass through your body. She grabs the two bastard swords strapped to her and whips them out as the dives down towards you in the wake of a cold blue breath escaping from all four mouths.[/I] [COLOR=DeepSkyBlue]Background[/COLOR] Mayralika and Okrelik were traveling companions. They made strange companions because Mayralika was a Medusa and Okrelik was a Manticore. For some unknown reason to either of them, Okrelik was immune to her gaze attacks. They made an excellent pair in battle. Okrelik would fly into battle, shooting his spikes while Mayralika used her petrification gaze upon their enemies. Any creature which attempted to avert its gaze from Mayralika was set upon by Okrelik and any creature which opened its eyes to fight Okrelik was threatened to become petrified by Mayralika. Unfortunately for them, they encountered the wrong person in their travels. They saw a Wizard and seeking to petrify the Wizard before he could attack, Mayralika attacked him. For some reason, he was unaffected. Okrelik attacked him from behind, but neither could stand up to the power of the Wizard who negated her most potent ability. The Wizard brought them both back to his lab. He studied them for a long period of time before deciding to have them interact within his experiments. Something went terribly wrong becayse Mayralika and Okrelik became one creature, though Okrelik lost his sentience as death overtook him. Mayralika lost the bottom half of her body, but was attached to his. Mayralika tried to exact revenge on the Wizard and with her knew strength and power, she was able to petrify him. Having been victorious in her revenge, she has decided that she will not tolerate those who experiment on others. She goes out of her way to champion their causes and to protect them from Wizards who she feels abuse their powers by using them on the defenseless for dispiccable acts. She kills whoever she feels she must to protect these people without care for who she might be hurting. [COLOR=DeepSkyBlue]Tactics[/COLOR] Basically, she begins by flying over the group to petrify as many of her enemy as she can. Afterwards, she begins by using a similar tactic as the dragon, flying by and breathing upon the enemy. If that doesn't work, she will short her spikes at the opponents. If THAT doesn't work, she will go into melee with the characters, though she will hover about five feet above her enemies, providing they are Medium or smaller. She does not necessarily need to use her poison snakes, though she will if she sees someone she believes she can use them well against. She will try to gain the little bonus by being above her opponents, but she can stand on the ground if she needs to, getting her full attacks in. [COLOR=DeepSkyBlue]Adventure Hooks[/COLOR] 1. [COLOR=Yellow]Hook for the PCs:[/COLOR] The PCs hear about kidnappings within the fishing town of Knott's Landing. The PCs are hired by a Wizard named Monteku to kill a horrid creature who apparently wants to kill him for 'reasons unknown.' As if that isn't enough, he tells them that she is apparently the cause of the kidnappings. He tells them of her lair's location. [COLOR=Yellow]Background:[/COLOR] Monteku has been kidnapping people to further his experimentations on both creating perfect slaves capable of defending himself and of creating a body that will never die. So far, he has been unsuccessful, but the continuing kidnappings has drawn a lot of attention to the city. Mayralika has heard about these kidnappings and has, with difficulty, determined that Monteku is the cause behind them [she saw him dumping a mutated body into the river]. She has set about to kill Monteku, but her attack failed because of the experiments he has defended himself with. [COLOR=Yellow]Adventure:[/COLOR] The PC's original goal is to kill Mayralika. [COLOR=Yellow]Options:[/COLOR] The PCs kill Mayralika, return to Monteku and are properly rewarded. OR The PCs don't kill her and determine that unless she has another lair, there are no traces of kidnapped victims where they find her. The PCs don't kill her and speak with her. She tells them that Monteku is the true villian and that he is the kidnapper. She is trying to stop him, but cannot defeat him on his own. [COLOR=Yellow]Further Adventure:[/COLOR] If the PCs do kill Mayralika, eventually, they may hear of more kidnappers [whether at the same city or not is optional, though Monteku is intelligent enough to move away in order to prevent suspicion from being brought down on him by the PCs]. They may then decide to go hunting after the rumors and find Monteku again. If Mayralika is not killed and she tells the PCs her story, they will likely return to the city and determine the truth for themselves. This likely would lead to a confrontration between them and Monteku with his experiments. 2. [COLOR=Yellow]Hook:[/COLOR] The PCs are hired by the authorities to determine the cause of the deaths of Telgraf and his friend Dreven. [COLOR=Yellow]Background:[/COLOR] Telgraf has been purchasing slaves from the underground slave ring. Word of this reached Mayralika through a contact she has in the city of Raskus. When Mayralika confronted the Wizard, his friend, an accomplished Fighter, attempted to stop her, but she killed him. She turned her gaze on the Wizard and in an instant he had turned to stone. She smashed the statue to prevent him from easily being restored to flesh and left. [COLOR=Yellow]Adventure:[/COLOR] The PCs hear rumors of the cause of his death and upon questioning people, learn that the creature flew to the north into the woods. Upon searching the woods, they see a lair which likely belongs to someone, but hasn't been inhabited for some time. The PCs should then return to the city of Raskus. Shortly after their return, there are reports of another death, this time of a man thought to be a slaver, Boril but never had anyone had any proof of such claims. His cause of death: Broken statue. [COLOR=Yellow]Options:[/COLOR] The PCs continue searching for Mayralika. OR The PCs decide to investigate the link between a well-known, respectable Wizard, and a man thought to be a slaver. By speaking with those of the criminal sort, they learn that Boril sold slaves to Telgraf, though it is not well-known. [COLOR=Yellow]Further Adventure:[/COLOR] The PCs are asked to search Telgref's abode if they have not already done so. Hidden beneath his house, connected to the sewers, is a small lair with numerous captives, all experimented on. Another possible option is that though he may have done foul deeds, he is still a respected member of the community and the authorities may desire the punishment of the one who killed him and his innocent friend [though the friend may not necessarily be innocent either]. Lastly, the PCs may be asked to continue investigating the slave trade within and around Raskus and put an end to it. [COLOR=DarkRed]Manticore: Monster Manual Medusa: Monster Manual Multiheaded Template: Savage Species Tauric Template: Savage Species[/COLOR] [/QUOTE]
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Dog Moon's Creatures [Updated 10-05-13]
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