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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 5391284" data-attributes="member: 2795"><p><strong>Thanksgiving Monsters</strong></p><p></p><p><span style="color: limegreen"><em>Cautiously, you enter the dark kitchen. It is a massive, vaulted chamber. The missing children languish in a cage on the other side of the room, just visible in the flickering glow of the huge iron oven's fire. There's no sign of the witch. Cautiously, you step forward. That's when the oven stands up on squat legs and lurches forward, its stovepipe whipping like a enormous serpent.</em></span></p><p><span style="color: limegreen"></span></p><p><span style="color: limegreen">Baba Yaga's Oven is not just useful for cooking lost children into grisly pies. It is also a powerful construct that helps defend the witch's magical hut. It fights with its stove pipe's powerful bludgeon. The magically flexible iron of the pipe enables it to grab a victim and possibly toss said victim into the oven's scorching interior. The oven also attacks with searing hot sprays of molten butter. The secrets of the oven's construction are unknown to all except Baba Yaga herself.</span></p><p></p><p>[sblock=Baba Yaga's Oven]</p><p><strong>CR</strong> 7; <strong>XP</strong> 3,200</p><p>N Huge construct</p><p><strong>Init</strong> -2; <strong>Senses</strong> darkvision 60 ft., low-light vision; Perception +0</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 20, touch 6, flat-footed 20 (-2 Dex, +24 natural, -2 size)</p><p><strong>hp</strong> 111 (13d10+40)</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +1, <strong>Will</strong> +3</p><p><strong>DR</strong> 10/adamantine; <strong>Immune</strong> construct traits, fire, magic</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 20 ft.</p><p><strong>Melee</strong> slam +19 (1d8+12 plus grab)</p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 15 ft.</p><p><strong>Special Attacks</strong> buttery spray (80-ft. line, DC 16, 4d6 fire, usable every 1d4 rounds), swallow whole (6d6 fire, AC 22, 11 hp)</p><p></p><p>STATISTICS</p><p><strong>Str</strong> 26, <strong>Dex</strong> 6, <strong>Con</strong> --, <strong>Int</strong> --, <strong>Wis</strong> 10, <strong>Cha</strong> 1</p><p><strong>Base Atk</strong> +13; <strong>CMB</strong> +23 (+27 grapple); <strong>CMD</strong> 31</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Buttery Spray (Ex)</strong> Once every 1d4 rounds, Baba Yaga's Oven can spray a gout of scalding hot butter. This inflicts 4d6 points of fire damage in an 80-foot line. Furthermore, anyone caught in the line is coated with slippery butter. A buttered creature can walk at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round, while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.</p><p></p><p>A buttered creature's material objects are also coated. If the initial saving throw fails, the creature immediately drops wielded items. A DC 16 Reflex save must be made in each round that the creature attempts to pick up or use a buttery item. On the plus side, a buttered creature gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.</p><p></p><p>A DC 16 Reflex save halves the damage and negates the slippery coat of butter. In any case, the buttery coating cools and loses its slipperiness in 10 rounds.</p><p></p><p><strong>Immunity to Magic (Ex)</strong> Baba Yaga's Oven is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.</p><p></p><p>* A magical attack that deals cold damage slows the oven (as the slow spell) for 3 rounds, with no saving throw.</p><p></p><p>* A magical attack that deals fire damage breaks any slow effect on the oven and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the oven to exceed its full normal hit points, it gains any excess as temporary hit points. The oven gets no saving throw against fire effects.</p><p></p><p>* The oven is affected normally by rust attacks, such as those of a rust monster or a <em>rusting grasp</em> spell.</p><p></p><p>ECOLOGY</p><p><strong>Environment</strong> any</p><p><strong>Organization</strong> solitary</p><p><strong>Treasure</strong> none</p><p>[/sblock]</p><p></p><p><span style="color: limegreen"><em>The tall man in a capotain hat slid into view from the deep shadows at the forest's edge. He wore a dark cloak over his doublet and breeches. Silver buttons caught the moonlight. A delicate hand holding a phial extended toward the frightened woman.</em></span></p><p><span style="color: limegreen"><em></em></span></p><p><span style="color: limegreen"><em>"Take it, goodwife," the man said. "It's what you asked for. It will end your husband's errant ways."</em></span></p><p><span style="color: limegreen"><em></em></span></p><p><span style="color: limegreen"><em>Her voice weakly trembled. "Are you sure?"</em></span></p><p><span style="color: limegreen"><em></em></span></p><p><span style="color: limegreen"><em>The man smiled. "Of course. The Dark Man always keeps his promises."</em></span></p><p><span style="color: limegreen"></span></p><p><span style="color: limegreen">The Dark Man in the Woods is a deceitful undead creature whose great personal power belies his petty motives. In life, it was the outcast son of an evil outsider and a madwoman. In undeath, it adds the power of a lich to those of its half-fiendish blood and witchy talents. The Dark Man haunts frontier regions, preying on colonists and sowing the seeds of distrust and fear within targeted colonies. It especially loves luring colonists into pacts, offering knowledge and power in exchange for small services, the full importance of which are often unknown to the Dark Man's allies.</span></p><p></p><p>[sblock=The Dark Man in the Woods]</p><p><strong>CR</strong> 15; <strong>XP</strong> 51,200</p><p>12th-level half-fiend lich witch</p><p>CE Medium undead</p><p><strong>Init</strong> +4; <strong>Senses</strong> darkvision 60 ft.; Perception +20</p><p><strong>Aura</strong> fear (60-ft. radius, Will DC 20)</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 22, touch 15, flat-footed 17 (+4 Dex, +1 dodge, +7 natural)</p><p><strong>hp</strong> 92 (12d6+48)</p><p><strong>Fort</strong> +11, <strong>Ref</strong> +11, <strong>Will</strong> +14</p><p><strong>Defensive Abilities</strong> channel resistance +4, rejuvenation; <strong>DR</strong> 15/bludgeoning and magic; <strong>Immune</strong> acid, cold, electricity, undead traits; <strong>Resist</strong> fire 10; <strong>SR</strong> 28</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 30 ft., fly 30 ft. (good)</p><p><strong>Melee</strong> negative energy touch +8 (1d8+6 plus paralysis) and claw +8 (1d4+2) and bite +8 (1d6+2)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Special Attacks</strong> hexes (blight, cauldron, charm, disguise, evil eye), major hexes (retribution, waxen image, weather control), paralyzing touch (Fort DC 22), smite good 1/day (+4 attack and damage vs. target, +4 deflection to AC vs. target)</p><p><strong>Spell-Like Abilities</strong> (CL 12th)</p><p>3/day - <em>darkness, poison</em> (Fort DC 18)</p><p>1/day - <em>blasphemy</em> (Will partial DC 21), <em>contagion</em> (Fort DC 18), <em>desecrate, unholy blight</em> (Will partial DC 18)</p><p><strong>Witch Spells Prepared</strong> (CL 12th) (3/4/4/6/6/6/4 per day)</p><p>6th - <em>programmed image</em> (Will disbelief 23), <em>summon monster VI, swarm skin</em></p><p>5th - <em>baleful polymorph</em> (Fort 22, Will partial 22), <em>inflict critical wounds</em> (Will half 22), <em>mass pain strike</em> (Fort 22), <em>teleport</em></p><p>4th - <em>enervation, inflict serious wounds</em> (Will 21 half), <em>moonstruck</em> (Will 21), <em>scrying</em> (Will 21)</p><p>3rd - <em>bestow curse</em> (Will 20), <em>dispel magic, lightning bolt</em> (Ref 20 half), <em>screech</em> (Fort 20), <em>vampiric touch</em> (x2)</p><p>2nd - <em>burning gaze</em> (Fort 19), <em>false life, glitterdust</em> (Will 19), <em>inflict moderate wounds</em> (Will half 19), <em>pox pustules</em> (Fort 19), <em>vomit swarm</em></p><p>1st - <em>beguiling gift</em> (Will 18), <em>command</em> (x2) (Will 18), <em>ill omen, mage armor, unseen servant</em></p><p>0 - <em>bleed</em> (Will 17), <em>detect magic, guidance, spark</em></p><p><strong>Witch's Patron</strong> Deception</p><p></p><p>STATISTICS</p><p><strong>Str</strong> 14, <strong>Dex</strong> 18, <strong>Con</strong> --, <strong>Int</strong> 24, <strong>Wis</strong> 16, <strong>Cha</strong> 19</p><p><strong>Base Atk</strong> +6; <strong>CMB</strong> +8; <strong>CMD</strong> 23</p><p><strong>Feats</strong> Ability Focus (paralyzing touch), Brew Potion (B), Craft Wondrous Item, Dodge, Extra Hex (x2), Flyby Attack, Magical Aptitude</p><p><strong>Skills</strong> Craft (alchemy) +26, Disguise +13, Fly +17, Intimidate +19, Knowledge (arcana) +22, Knowledge (nature) +22, Knowledge (planes) +22, Perception +20, Sense Motive +26, Spellcraft +26, Stealth +21 (+24 within 1 mile of familiar), Use Magic Device +23; <strong>Racial</strong> +8 to Perception, Sense Motive, and Stealth</p><p><strong>Languages</strong> Abyssal, Aklo, Common, Draconic, Giant, Goblin, Infernal, Sylvan</p><p><strong>SQ</strong> cantrips, witch's familiar (cat)</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Hexes and Major Hexes</strong>: The Dark Man's hex abilities are as follows. The save DC for a hex is 23.</p><p></p><p>* <strong>Blight (Su):</strong> The Dark Man can curse an animal, plant creature, or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time it and its familiar must be in contact with the target. If used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. The Dark Man can affect a 120-ft.-radius area. Blighting a creature is a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse: </p><p></p><p><em>Blight Hex</em> - <em>type</em> curse; <em>save</em> Will negates; <em>frequency</em> 1/day; <em>effect</em> 1 Con damage. </p><p></p><p>Both types of curse can be removed with a <em>remove curse</em> or similar magic, using the save DC as the DC to remove the curse. The Dark Man can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.</p><p></p><p>* <strong>Cauldron (Ex):</strong> The Dark Man receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.</p><p></p><p>* <strong>Charm (Su):</strong> The Dark Man can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 2 steps, as if the Dark Man had successfully used the Diplomacy skill. The effect lasts for 7 rounds. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. This is a mind-affecting charm effect.</p><p></p><p>* <strong>Disguise (Su):</strong> The Dark Man can change its appearance for 12 hours, as if using <em>disguise self</em>. These hours do not need to be consecutive, but they must be spent in 1-hour increments.</p><p></p><p>* <strong>Evil Eye (Su):</strong> The Dark Man can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a -4 penalty on one of the following (the Dark Man's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for 10 rounds equal. A Will save reduces this to just 1 round. This is a mind-affecting effect.</p><p></p><p>* <strong>Retribution (Su):</strong> The Dark Man can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for 7 rounds. A Will save negates this effect.</p><p></p><p>* <strong>Waxen Image (Su):</strong> The Dark Man can spend a full-round action to create a crude and unnerving wax duplicate of a creature it can see within 30 feet. Once the image is complete, the subject must make a Will save. If the subject fails, the Dark Man gains a small measure of control over the creature. Whenever it exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the Dark Man's turn and does not impede the creature’s actions on its turn. The Dark Man can use the waxen image 7 times before it melts. As a standard action, the Dark Man can cause the subject to do any one of the following things: move up to the creature’s speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, it can spend one of its uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. The is an enchantment (compulsion) effect. </p><p></p><p>* <strong>Weather Control (Su):</strong> The Dark Man can use <em>control weather</em> once per day, but creating the weather takes 1 full hour of chanting, dancing, and communing with its familiar.</p><p></p><p>ECOLOGY</p><p><strong>Environment</strong> any</p><p><strong>Organization</strong> unique</p><p><strong>Treasure</strong> NPC gear (<em>amulet of natural armor +2, cloak of resistance +3, beads of force</em> (x2), <em>belt of physical might (Str, Dex)</em>, plus 3,000 gp of other items)</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 5391284, member: 2795"] [b]Thanksgiving Monsters[/b] [color=limegreen][i]Cautiously, you enter the dark kitchen. It is a massive, vaulted chamber. The missing children languish in a cage on the other side of the room, just visible in the flickering glow of the huge iron oven's fire. There's no sign of the witch. Cautiously, you step forward. That's when the oven stands up on squat legs and lurches forward, its stovepipe whipping like a enormous serpent.[/i] Baba Yaga's Oven is not just useful for cooking lost children into grisly pies. It is also a powerful construct that helps defend the witch's magical hut. It fights with its stove pipe's powerful bludgeon. The magically flexible iron of the pipe enables it to grab a victim and possibly toss said victim into the oven's scorching interior. The oven also attacks with searing hot sprays of molten butter. The secrets of the oven's construction are unknown to all except Baba Yaga herself.[/color] [sblock=Baba Yaga's Oven] [b]CR[/b] 7; [b]XP[/b] 3,200 N Huge construct [b]Init[/b] -2; [b]Senses[/b] darkvision 60 ft., low-light vision; Perception +0 DEFENSE [b]AC[/b] 20, touch 6, flat-footed 20 (-2 Dex, +24 natural, -2 size) [b]hp[/b] 111 (13d10+40) [b]Fort[/b] +3, [b]Ref[/b] +1, [b]Will[/b] +3 [b]DR[/b] 10/adamantine; [b]Immune[/b] construct traits, fire, magic OFFENSE [b]Speed[/b] 20 ft. [b]Melee[/b] slam +19 (1d8+12 plus grab) [b]Space[/b] 15 ft.; [b]Reach[/b] 15 ft. [b]Special Attacks[/b] buttery spray (80-ft. line, DC 16, 4d6 fire, usable every 1d4 rounds), swallow whole (6d6 fire, AC 22, 11 hp) STATISTICS [b]Str[/b] 26, [b]Dex[/b] 6, [b]Con[/b] --, [b]Int[/b] --, [b]Wis[/b] 10, [b]Cha[/b] 1 [b]Base Atk[/b] +13; [b]CMB[/b] +23 (+27 grapple); [b]CMD[/b] 31 SPECIAL ABILITIES [b]Buttery Spray (Ex)[/b] Once every 1d4 rounds, Baba Yaga's Oven can spray a gout of scalding hot butter. This inflicts 4d6 points of fire damage in an 80-foot line. Furthermore, anyone caught in the line is coated with slippery butter. A buttered creature can walk at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round, while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed. A buttered creature's material objects are also coated. If the initial saving throw fails, the creature immediately drops wielded items. A DC 16 Reflex save must be made in each round that the creature attempts to pick up or use a buttery item. On the plus side, a buttered creature gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled. A DC 16 Reflex save halves the damage and negates the slippery coat of butter. In any case, the buttery coating cools and loses its slipperiness in 10 rounds. [b]Immunity to Magic (Ex)[/b] Baba Yaga's Oven is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below. * A magical attack that deals cold damage slows the oven (as the slow spell) for 3 rounds, with no saving throw. * A magical attack that deals fire damage breaks any slow effect on the oven and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the oven to exceed its full normal hit points, it gains any excess as temporary hit points. The oven gets no saving throw against fire effects. * The oven is affected normally by rust attacks, such as those of a rust monster or a [i]rusting grasp[/i] spell. ECOLOGY [b]Environment[/b] any [b]Organization[/b] solitary [b]Treasure[/b] none [/sblock] [color=limegreen][i]The tall man in a capotain hat slid into view from the deep shadows at the forest's edge. He wore a dark cloak over his doublet and breeches. Silver buttons caught the moonlight. A delicate hand holding a phial extended toward the frightened woman. "Take it, goodwife," the man said. "It's what you asked for. It will end your husband's errant ways." Her voice weakly trembled. "Are you sure?" The man smiled. "Of course. The Dark Man always keeps his promises."[/i] The Dark Man in the Woods is a deceitful undead creature whose great personal power belies his petty motives. In life, it was the outcast son of an evil outsider and a madwoman. In undeath, it adds the power of a lich to those of its half-fiendish blood and witchy talents. The Dark Man haunts frontier regions, preying on colonists and sowing the seeds of distrust and fear within targeted colonies. It especially loves luring colonists into pacts, offering knowledge and power in exchange for small services, the full importance of which are often unknown to the Dark Man's allies.[/color] [sblock=The Dark Man in the Woods] [b]CR[/b] 15; [b]XP[/b] 51,200 12th-level half-fiend lich witch CE Medium undead [b]Init[/b] +4; [b]Senses[/b] darkvision 60 ft.; Perception +20 [b]Aura[/b] fear (60-ft. radius, Will DC 20) DEFENSE [b]AC[/b] 22, touch 15, flat-footed 17 (+4 Dex, +1 dodge, +7 natural) [b]hp[/b] 92 (12d6+48) [b]Fort[/b] +11, [b]Ref[/b] +11, [b]Will[/b] +14 [b]Defensive Abilities[/b] channel resistance +4, rejuvenation; [b]DR[/b] 15/bludgeoning and magic; [b]Immune[/b] acid, cold, electricity, undead traits; [b]Resist[/b] fire 10; [b]SR[/b] 28 OFFENSE [b]Speed[/b] 30 ft., fly 30 ft. (good) [b]Melee[/b] negative energy touch +8 (1d8+6 plus paralysis) and claw +8 (1d4+2) and bite +8 (1d6+2) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Special Attacks[/b] hexes (blight, cauldron, charm, disguise, evil eye), major hexes (retribution, waxen image, weather control), paralyzing touch (Fort DC 22), smite good 1/day (+4 attack and damage vs. target, +4 deflection to AC vs. target) [b]Spell-Like Abilities[/b] (CL 12th) 3/day - [i]darkness, poison[/i] (Fort DC 18) 1/day - [i]blasphemy[/i] (Will partial DC 21), [i]contagion[/i] (Fort DC 18), [i]desecrate, unholy blight[/i] (Will partial DC 18) [b]Witch Spells Prepared[/b] (CL 12th) (3/4/4/6/6/6/4 per day) 6th - [i]programmed image[/i] (Will disbelief 23), [i]summon monster VI, swarm skin[/i] 5th - [i]baleful polymorph[/i] (Fort 22, Will partial 22), [i]inflict critical wounds[/i] (Will half 22), [i]mass pain strike[/i] (Fort 22), [i]teleport[/i] 4th - [i]enervation, inflict serious wounds[/i] (Will 21 half), [i]moonstruck[/i] (Will 21), [i]scrying[/i] (Will 21) 3rd - [i]bestow curse[/i] (Will 20), [i]dispel magic, lightning bolt[/i] (Ref 20 half), [i]screech[/i] (Fort 20), [i]vampiric touch[/i] (x2) 2nd - [i]burning gaze[/i] (Fort 19), [i]false life, glitterdust[/i] (Will 19), [i]inflict moderate wounds[/i] (Will half 19), [i]pox pustules[/i] (Fort 19), [i]vomit swarm[/i] 1st - [i]beguiling gift[/i] (Will 18), [i]command[/i] (x2) (Will 18), [i]ill omen, mage armor, unseen servant[/i] 0 - [i]bleed[/i] (Will 17), [i]detect magic, guidance, spark[/i] [b]Witch's Patron[/b] Deception STATISTICS [b]Str[/b] 14, [b]Dex[/b] 18, [b]Con[/b] --, [b]Int[/b] 24, [b]Wis[/b] 16, [b]Cha[/b] 19 [b]Base Atk[/b] +6; [b]CMB[/b] +8; [b]CMD[/b] 23 [b]Feats[/b] Ability Focus (paralyzing touch), Brew Potion (B), Craft Wondrous Item, Dodge, Extra Hex (x2), Flyby Attack, Magical Aptitude [b]Skills[/b] Craft (alchemy) +26, Disguise +13, Fly +17, Intimidate +19, Knowledge (arcana) +22, Knowledge (nature) +22, Knowledge (planes) +22, Perception +20, Sense Motive +26, Spellcraft +26, Stealth +21 (+24 within 1 mile of familiar), Use Magic Device +23; [b]Racial[/b] +8 to Perception, Sense Motive, and Stealth [b]Languages[/b] Abyssal, Aklo, Common, Draconic, Giant, Goblin, Infernal, Sylvan [b]SQ[/b] cantrips, witch's familiar (cat) SPECIAL ABILITIES [b]Hexes and Major Hexes[/b]: The Dark Man's hex abilities are as follows. The save DC for a hex is 23. * [b]Blight (Su):[/b] The Dark Man can curse an animal, plant creature, or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time it and its familiar must be in contact with the target. If used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. The Dark Man can affect a 120-ft.-radius area. Blighting a creature is a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse: [i]Blight Hex[/i] - [i]type[/i] curse; [i]save[/i] Will negates; [i]frequency[/i] 1/day; [i]effect[/i] 1 Con damage. Both types of curse can be removed with a [i]remove curse[/i] or similar magic, using the save DC as the DC to remove the curse. The Dark Man can only have one blight in effect at a time. If another blight hex is made, the first immediately ends. * [b]Cauldron (Ex):[/b] The Dark Man receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks. * [b]Charm (Su):[/b] The Dark Man can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 2 steps, as if the Dark Man had successfully used the Diplomacy skill. The effect lasts for 7 rounds. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. This is a mind-affecting charm effect. * [b]Disguise (Su):[/b] The Dark Man can change its appearance for 12 hours, as if using [i]disguise self[/i]. These hours do not need to be consecutive, but they must be spent in 1-hour increments. * [b]Evil Eye (Su):[/b] The Dark Man can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a -4 penalty on one of the following (the Dark Man's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for 10 rounds equal. A Will save reduces this to just 1 round. This is a mind-affecting effect. * [b]Retribution (Su):[/b] The Dark Man can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for 7 rounds. A Will save negates this effect. * [b]Waxen Image (Su):[/b] The Dark Man can spend a full-round action to create a crude and unnerving wax duplicate of a creature it can see within 30 feet. Once the image is complete, the subject must make a Will save. If the subject fails, the Dark Man gains a small measure of control over the creature. Whenever it exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the Dark Man's turn and does not impede the creature’s actions on its turn. The Dark Man can use the waxen image 7 times before it melts. As a standard action, the Dark Man can cause the subject to do any one of the following things: move up to the creature’s speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, it can spend one of its uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. The is an enchantment (compulsion) effect. * [b]Weather Control (Su):[/b] The Dark Man can use [i]control weather[/i] once per day, but creating the weather takes 1 full hour of chanting, dancing, and communing with its familiar. ECOLOGY [b]Environment[/b] any [b]Organization[/b] unique [b]Treasure[/b] NPC gear ([i]amulet of natural armor +2, cloak of resistance +3, beads of force[/i] (x2), [i]belt of physical might (Str, Dex)[/i], plus 3,000 gp of other items) [/sblock] [/QUOTE]
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Old School Nefarium - Road to Adventure Link (1/20/16)
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