Dog Moon
Adventurer
Okay, I'm going back over the creatures, giving them equipment [which will be a little bit to improve their combativeness, but some items are there more because I like them than because they increase AC, damage, saves, or attack bonus], modifying their backgrounds so they aren't all related to each other through Mayralika, and trying to make a slightly better description of tactics and physical description of each character. Part of this is to help out whoever may desire to use some of these creatures and part of it is to give me a little practice as well.
After I'm doing going through them, I will be adding additional creatures, some from my thread that disappeared just a few days ago and some brand new creatures. I hope y'all enjoy my creations, old and new.
Edit: In an effort to increase my skill at creating new creatures and whatnot, I may be adding Adventure Hooks to some of these. Of course the Adventure Hooks are completely option, as are, I suppose the History and Tactics.
Mayralika Okrelik
Tauric Medusa Manticore (Multi-headed)(4 heads)(Cryo) (CR: 12)
Large Monstrous Humanoid [cold]
HD: 18d8+144 ; hp 254
Init +6
Spd: 30 ft., fly 50ft (clumsy)
AC: 20 (-1 size, +2 dex, +9 nat), touch 11, flat-footed 18
BA/Grapple: +18/+27
Attack: Large Bastard Sword +24/+19/+14/+9 (2d8+8/17-20) and Large Bastard Sword +24/+19/+14/+9 (2d8+8/17-20) and 4 heads (snakes) +21 melee (1d6+2 plus poison) or 6 spikes +21 (1d8+5/19-20)
S/R: 10ft/5ft
SA: Spikes, petrifying gaze (DC 22), poison (DC 27), Breath (12d6 every 1d4 rounds ; DC 20)
SQ: Cold Resist 5 [Ring], Darkvision 90ft, low-light vision, scent, Superior Two-Weapon Fighting
AL NE
Fort +19, Ref +8, Will +12
Str 20, Dex 15, Con 26, Int 13, Wis 13, Cha 17
Skills: Bluff +15, Diplomacy +9, Disguise +9, Intimidate +9, Listen +14, Move Silently +8, Search +8, Spot +18, Survival +7
Languages: Common, Draconic
Feats(7): Improved Initiative (bonus), Combat Reflexes (bonus), Weapon Proficiency (Bastard Sword), Improved Critical (Bastard Sword), Multiattack, Hover, Flyby Attack, Narrowed Gaze
Advancement: By class
Cryo: Jets of cold 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds, and each jet deals 3d6 points of cold damage per head. A successful Reflex save (DC 10 + 1/2 creature's number of heads + creature's Con modifier) halves the damage. The creature also gains the cold subtype.
Superior Two-Weapon Fighting or Superior Multiweapon Fighting(Ex): Because each head controls one arm (or analogous weapon-using limb), a multiheaded creature has no penalty on attack rolls for attacking with multiple weapons, and the number of attacks and damage bonus for each weapon are calculated as though the weapon were held in a primary hand.
Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period.
Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude negates. Save DC is Charisma-based.
Poison (Ex): Injury, initial damage 1d6 Str, secondary damage 2d6 Str. Save is Constitution-based.
Skills: Manticores have a +4 racial bonus on Spot checks. Multiheaded creatures have a +2 cumulative bonus on Listen, Search, and Spot checks for each head beyond the first.
Equipment [24,850gp]
Bastard Sword +1 (x2) 2300gp each.
Ring of Warmth 2500gp.
Glove of Taarnahm the Vigilant 10,000gp.
Figurine of Wondrous Power [Blue Quartz Eagle] 5,400gp.
Potions of Cure Moderate (x2) 300gp each.
Potion of Gaseous Form 750gp
Silver bracelet set with tiny light blue sapphires 300gp
Pouch with 3 gems: Purple Amethyst (75gp), White Pearl (25gp), and Bright Red Ruby (600gp)
Glove of Taarnahm the Vigilant (Player's Guide to Faerun)
This chainmail gauntlet allows the wielder to hurl any melee weapon he catties as though it had the throwing and returning special abilities.
Moderate transmutation; CL 7th; Craft Wondrous Item, magic stone, telekinesis; Price: 10,000gp.
Blue Quartz Eagle (Races of Faerun)
A blue quartz eagle becomes an eagle on command, but with vision akin to that granted by eyes of the eagle (+5 circumstance bonus on Spot checks). Another command sends it aloft. It will not attack, even to defend itself, but it will obey the telepathic commands of its owner as long as it remains within one mile of her. If forced to move beyond that distance, a blue quartz eagle will immediately revert to statuette form (usually shattering if it falls a great distance to the ground). While the figurine is transformed, its owner can mentally view everything the eagle can see, although the owner must use a standard action to observe what the eagle sees in that round. It can maintain its nonfigurine status for only 24 hours per tenday, but the duration need not be continuous.
Caster Level: 11th; Prerequisites: Craft Wondrous Item, animate objects, clairaudience/clairvoyance; Market Price: 5,400 gp; Weight: -.
Description
You see above you a horrible monstrosity of two different sorts. The bottom half is a dark scaled four-legged creature with a tail filled with sharp spines. Attached to the front is the torso of a wide woman with four heads. Although not as large, the scales continue to cover the torso and heads. Full heads of snakes cover the heads of each head. The snakes twist in constant motion with the occasional forward snap. All four sets of eyes are black voids and as you look into them, you feel a wave of magic pass through your body. She grabs the two bastard swords strapped to her and whips them out as the dives down towards you in the wake of a cold blue breath escaping from all four mouths.
Background
Mayralika and Okrelik were traveling companions. They made strange companions because Mayralika was a Medusa and Okrelik was a Manticore. For some unknown reason to either of them, Okrelik was immune to her gaze attacks. They made an excellent pair in battle. Okrelik would fly into battle, shooting his spikes while Mayralika used her petrification gaze upon their enemies. Any creature which attempted to avert its gaze from Mayralika was set upon by Okrelik and any creature which opened its eyes to fight Okrelik was threatened to become petrified by Mayralika.
Unfortunately for them, they encountered the wrong person in their travels. They saw a Wizard and seeking to petrify the Wizard before he could attack, Mayralika attacked him. For some reason, he was unaffected. Okrelik attacked him from behind, but neither could stand up to the power of the Wizard who negated her most potent ability.
The Wizard brought them both back to his lab. He studied them for a long period of time before deciding to have them interact within his experiments. Something went terribly wrong becayse Mayralika and Okrelik became one creature, though Okrelik lost his sentience as death overtook him. Mayralika lost the bottom half of her body, but was attached to his. Mayralika tried to exact revenge on the Wizard and with her knew strength and power, she was able to petrify him.
Having been victorious in her revenge, she has decided that she will not tolerate those who experiment on others. She goes out of her way to champion their causes and to protect them from Wizards who she feels abuse their powers by using them on the defenseless for dispiccable acts. She kills whoever she feels she must to protect these people without care for who she might be hurting.
Tactics
Basically, she begins by flying over the group to petrify as many of her enemy as she can. Afterwards, she begins by using a similar tactic as the dragon, flying by and breathing upon the enemy. If that doesn't work, she will short her spikes at the opponents. If THAT doesn't work, she will go into melee with the characters, though she will hover about five feet above her enemies, providing they are Medium or smaller. She does not necessarily need to use her poison snakes, though she will if she sees someone she believes she can use them well against. She will try to gain the little bonus by being above her opponents, but she can stand on the ground if she needs to, getting her full attacks in.
Adventure Hooks
1. The PCs are hired by a Wizard desiring to kill Mayralika because of the threat she posed to him. What he doesn't let on is that he is the reason behind the recent string of kidnappings and is experimenting on them. Mayralika is working on killing him because she has heard that he experiments on others. In the end, the PCs must decide whether to kill Mayralika [and keep their contract], the Wizard [because of his experiments], or both [because they are both Evil]. Mayralika does not know that they have been sent by the Wizard, but if they decide to mention it, she turns everything around on them, telling them that the Wizard is Evil and about his deeds.
2. The PCs are hired to investigate the death of a prominent Wizard. It is not known what exactly killed him except that he was petrified and then the remains destroyed. Several reports claim that a winged creatures of sorts [seen by Humans at night] flew from the Wizard's home. It is thought that the creature went north into the woods. If the PCs go north, they find Mayralika's lair, but she is nowhere to be seen. Several days later, a man thought to be a slaver turns up dead in a similar fashion as the Wizard. After a little investigation, it turns out that the Wizard and the slaver are connected because of the slaves he has provided the Wizard. Through this method, Mayralika may possibly become an ally, despite her Evil alignment, at the end of the adventure.
2a. Instead of killing the Wizard, maybe Mayralika killed a friend of the Wizard's while they were hanging out and the Wizard hires them to kill the creature who did the deed. Then everything else goes normally, but in the end forces the PCs to hunt down the Wizard. Unfortunately, Mayralika killed an innocent bystander, a person known to have done many good deeds. [Optional: including running an orphanage, though perhaps this is but another front and he is supplying slaves from the orphanage].
Manticore: Monster Manual
Medusa: Monster Manual
Multiheaded Template: Savage Species
Tauric Template: Savage Species
After I'm doing going through them, I will be adding additional creatures, some from my thread that disappeared just a few days ago and some brand new creatures. I hope y'all enjoy my creations, old and new.
Edit: In an effort to increase my skill at creating new creatures and whatnot, I may be adding Adventure Hooks to some of these. Of course the Adventure Hooks are completely option, as are, I suppose the History and Tactics.
Mayralika Okrelik
Tauric Medusa Manticore (Multi-headed)(4 heads)(Cryo) (CR: 12)
Large Monstrous Humanoid [cold]
HD: 18d8+144 ; hp 254
Init +6
Spd: 30 ft., fly 50ft (clumsy)
AC: 20 (-1 size, +2 dex, +9 nat), touch 11, flat-footed 18
BA/Grapple: +18/+27
Attack: Large Bastard Sword +24/+19/+14/+9 (2d8+8/17-20) and Large Bastard Sword +24/+19/+14/+9 (2d8+8/17-20) and 4 heads (snakes) +21 melee (1d6+2 plus poison) or 6 spikes +21 (1d8+5/19-20)
S/R: 10ft/5ft
SA: Spikes, petrifying gaze (DC 22), poison (DC 27), Breath (12d6 every 1d4 rounds ; DC 20)
SQ: Cold Resist 5 [Ring], Darkvision 90ft, low-light vision, scent, Superior Two-Weapon Fighting
AL NE
Fort +19, Ref +8, Will +12
Str 20, Dex 15, Con 26, Int 13, Wis 13, Cha 17
Skills: Bluff +15, Diplomacy +9, Disguise +9, Intimidate +9, Listen +14, Move Silently +8, Search +8, Spot +18, Survival +7
Languages: Common, Draconic
Feats(7): Improved Initiative (bonus), Combat Reflexes (bonus), Weapon Proficiency (Bastard Sword), Improved Critical (Bastard Sword), Multiattack, Hover, Flyby Attack, Narrowed Gaze
Advancement: By class
Cryo: Jets of cold 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds, and each jet deals 3d6 points of cold damage per head. A successful Reflex save (DC 10 + 1/2 creature's number of heads + creature's Con modifier) halves the damage. The creature also gains the cold subtype.
Superior Two-Weapon Fighting or Superior Multiweapon Fighting(Ex): Because each head controls one arm (or analogous weapon-using limb), a multiheaded creature has no penalty on attack rolls for attacking with multiple weapons, and the number of attacks and damage bonus for each weapon are calculated as though the weapon were held in a primary hand.
Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period.
Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude negates. Save DC is Charisma-based.
Poison (Ex): Injury, initial damage 1d6 Str, secondary damage 2d6 Str. Save is Constitution-based.
Skills: Manticores have a +4 racial bonus on Spot checks. Multiheaded creatures have a +2 cumulative bonus on Listen, Search, and Spot checks for each head beyond the first.
Equipment [24,850gp]
Bastard Sword +1 (x2) 2300gp each.
Ring of Warmth 2500gp.
Glove of Taarnahm the Vigilant 10,000gp.
Figurine of Wondrous Power [Blue Quartz Eagle] 5,400gp.
Potions of Cure Moderate (x2) 300gp each.
Potion of Gaseous Form 750gp
Silver bracelet set with tiny light blue sapphires 300gp
Pouch with 3 gems: Purple Amethyst (75gp), White Pearl (25gp), and Bright Red Ruby (600gp)
Glove of Taarnahm the Vigilant (Player's Guide to Faerun)
This chainmail gauntlet allows the wielder to hurl any melee weapon he catties as though it had the throwing and returning special abilities.
Moderate transmutation; CL 7th; Craft Wondrous Item, magic stone, telekinesis; Price: 10,000gp.
Blue Quartz Eagle (Races of Faerun)
A blue quartz eagle becomes an eagle on command, but with vision akin to that granted by eyes of the eagle (+5 circumstance bonus on Spot checks). Another command sends it aloft. It will not attack, even to defend itself, but it will obey the telepathic commands of its owner as long as it remains within one mile of her. If forced to move beyond that distance, a blue quartz eagle will immediately revert to statuette form (usually shattering if it falls a great distance to the ground). While the figurine is transformed, its owner can mentally view everything the eagle can see, although the owner must use a standard action to observe what the eagle sees in that round. It can maintain its nonfigurine status for only 24 hours per tenday, but the duration need not be continuous.
Caster Level: 11th; Prerequisites: Craft Wondrous Item, animate objects, clairaudience/clairvoyance; Market Price: 5,400 gp; Weight: -.
Description
You see above you a horrible monstrosity of two different sorts. The bottom half is a dark scaled four-legged creature with a tail filled with sharp spines. Attached to the front is the torso of a wide woman with four heads. Although not as large, the scales continue to cover the torso and heads. Full heads of snakes cover the heads of each head. The snakes twist in constant motion with the occasional forward snap. All four sets of eyes are black voids and as you look into them, you feel a wave of magic pass through your body. She grabs the two bastard swords strapped to her and whips them out as the dives down towards you in the wake of a cold blue breath escaping from all four mouths.
Background
Mayralika and Okrelik were traveling companions. They made strange companions because Mayralika was a Medusa and Okrelik was a Manticore. For some unknown reason to either of them, Okrelik was immune to her gaze attacks. They made an excellent pair in battle. Okrelik would fly into battle, shooting his spikes while Mayralika used her petrification gaze upon their enemies. Any creature which attempted to avert its gaze from Mayralika was set upon by Okrelik and any creature which opened its eyes to fight Okrelik was threatened to become petrified by Mayralika.
Unfortunately for them, they encountered the wrong person in their travels. They saw a Wizard and seeking to petrify the Wizard before he could attack, Mayralika attacked him. For some reason, he was unaffected. Okrelik attacked him from behind, but neither could stand up to the power of the Wizard who negated her most potent ability.
The Wizard brought them both back to his lab. He studied them for a long period of time before deciding to have them interact within his experiments. Something went terribly wrong becayse Mayralika and Okrelik became one creature, though Okrelik lost his sentience as death overtook him. Mayralika lost the bottom half of her body, but was attached to his. Mayralika tried to exact revenge on the Wizard and with her knew strength and power, she was able to petrify him.
Having been victorious in her revenge, she has decided that she will not tolerate those who experiment on others. She goes out of her way to champion their causes and to protect them from Wizards who she feels abuse their powers by using them on the defenseless for dispiccable acts. She kills whoever she feels she must to protect these people without care for who she might be hurting.
Tactics
Basically, she begins by flying over the group to petrify as many of her enemy as she can. Afterwards, she begins by using a similar tactic as the dragon, flying by and breathing upon the enemy. If that doesn't work, she will short her spikes at the opponents. If THAT doesn't work, she will go into melee with the characters, though she will hover about five feet above her enemies, providing they are Medium or smaller. She does not necessarily need to use her poison snakes, though she will if she sees someone she believes she can use them well against. She will try to gain the little bonus by being above her opponents, but she can stand on the ground if she needs to, getting her full attacks in.
Adventure Hooks
1. The PCs are hired by a Wizard desiring to kill Mayralika because of the threat she posed to him. What he doesn't let on is that he is the reason behind the recent string of kidnappings and is experimenting on them. Mayralika is working on killing him because she has heard that he experiments on others. In the end, the PCs must decide whether to kill Mayralika [and keep their contract], the Wizard [because of his experiments], or both [because they are both Evil]. Mayralika does not know that they have been sent by the Wizard, but if they decide to mention it, she turns everything around on them, telling them that the Wizard is Evil and about his deeds.
2. The PCs are hired to investigate the death of a prominent Wizard. It is not known what exactly killed him except that he was petrified and then the remains destroyed. Several reports claim that a winged creatures of sorts [seen by Humans at night] flew from the Wizard's home. It is thought that the creature went north into the woods. If the PCs go north, they find Mayralika's lair, but she is nowhere to be seen. Several days later, a man thought to be a slaver turns up dead in a similar fashion as the Wizard. After a little investigation, it turns out that the Wizard and the slaver are connected because of the slaves he has provided the Wizard. Through this method, Mayralika may possibly become an ally, despite her Evil alignment, at the end of the adventure.
2a. Instead of killing the Wizard, maybe Mayralika killed a friend of the Wizard's while they were hanging out and the Wizard hires them to kill the creature who did the deed. Then everything else goes normally, but in the end forces the PCs to hunt down the Wizard. Unfortunately, Mayralika killed an innocent bystander, a person known to have done many good deeds. [Optional: including running an orphanage, though perhaps this is but another front and he is supplying slaves from the orphanage].
Manticore: Monster Manual
Medusa: Monster Manual
Multiheaded Template: Savage Species
Tauric Template: Savage Species
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