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<blockquote data-quote="Beefermatic" data-source="post: 9051016" data-attributes="member: 6670757"><p>So this is a creature I made a long time ago after watching an episode of Masters of Horror called "Pelts" I suggest watching it, it's crazy. I hope you all enjoy.</p><p>----------</p><p></p><p><strong><u><span style="font-size: 22px">Pinelight, CR 10</span></u></strong></p><p></p><p><span style="font-size: 18px">"The Sentinels of The Lost City"</span></p><p><span style="font-size: 18px">-----------</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><em>You see a large beautiful raccoon, other than a particularly gorgeous coat, it appears normal</em></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>XP: 9,600</strong></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">N Tiny Magical Beast (Fey, Shapechanger)</span></p><p><span style="font-size: 18px"><strong>Init</strong> +5, <strong>Senses</strong>: Low Light Vision, Darkvision 60, Scent</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>Defense</u></span></p><p><span style="font-size: 18px"><strong>Hit Dice:</strong> 2d10+6+3 (23 hp)</span></p><p><span style="font-size: 18px"><strong>AC</strong>: 20 (+2 size, +5 Dex, +3 Natural) Touch: 18, Flat Footed: 13</span></p><p><span style="font-size: 18px"><strong>Spell Resistance</strong>: 14 (19 True Form)</span></p><p><span style="font-size: 18px"><strong>Defensive Abilities</strong>: Ferocity, Damage Reduction 10/Magic (True Form), Fast Healing 3 (True Form)</span></p><p><span style="font-size: 18px"><strong>Aura:</strong> Aura of Avarice</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>Offense</u></span></p><p><span style="font-size: 18px"><strong>Speed</strong> 20 ft, Climb 20 ft</span></p><p><span style="font-size: 18px"><strong>Melee:</strong> Bite+ 8 (1d3+10d6 <em>Vampiric Touch)</em> and claws x2 +3/+3 (1d2+10d6 <em>Vampiric Touch</em>)</span></p><p><span style="font-size: 18px"><strong>Special Attacks:</strong> Curse of the Lost City, Enduring Retribution, Material Projection, Pelt of Avarice, Sneak Attack 2d6, Rage, Wrath of the Wilds, Attach, Warp</span></p><p><span style="font-size: 18px"><strong>Spell Like Abilities (CL 20, </strong>DC 16+ Spell Level)</span></p><p><span style="font-size: 18px"><u>Constant:</u> <em>Detect Alignment, Speak With Animals, Ant Haul, Vampiric Touch, Magic Fang</em></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>At Will:</u> <em>Quickened Misdirection, Plane Shift, Cure Light Wounds, Inflict Light Wounds, Entangle, Haunted Fey Aspect, Summon Natures Ally (I-III), Resistance, Guidance, Goodberry, Cheetah’s Sprint, Lesser Curse Terrain, Shocking Grasp, Remove Curse, Underbrush Decoy, Stone Shield, Burrow, Longstrider, Suggestion</em></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>3/day:</u> <em>Barkskin, Summon Nature’s Ally (IV-VI), Bull’s Strength, Cat’s Grace, Blindness/Deafness, Pain Strike, Greater Curse Terrain, Bestow Curse, Remove Curse, Feast of Ashes, Greater Magic Fang, Call Lightning, Dominate Monster</em></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>1/day:</u> <em>Supreme Curse Terrain, Mass Pain Strike, Curse of Night, Black Mark, Greater Bestow Curse, Call Lightning Storm, Summon Nature’s Ally (VII-IX)</em></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>Statistics</u></span></p><p><span style="font-size: 18px"><strong>Str</strong> 8 -1</span></p><p><span style="font-size: 18px"><strong>Dex</strong> 20 +5</span></p><p><span style="font-size: 18px"><strong>Con</strong> 16 +3</span></p><p><span style="font-size: 18px"><strong>Int </strong>14 +2</span></p><p><span style="font-size: 18px"><strong>Wis</strong> 16 +3</span></p><p><span style="font-size: 18px"><strong>Cha </strong>22 +6</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>Saves</u></span></p><p><span style="font-size: 18px"><strong>Fort</strong> +3, <strong>Ref</strong> +7, <strong>Will</strong> +5</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Base attack</strong>+2; <strong>CMB</strong> +0; <strong>CMD</strong> 13 (17 vs trip)</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Feats:</strong> Toughness*, Ability Focus*, Weapon Finesse</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Skills:</strong> Acrobatics +13, Bluff +22, Climb +13, Craft (any) +5, Diplomacy +16, Disguise +6, Escape Artist +14, Fly +10, Heal +5, Intimidate +13, Knowledge Nature +8, Perception +10 (18 Scent), Sense Motive +10, Spellcraft +6, Stealth +14, Survival +10, Swim +4, Use Magic Device +8; Racial Modifiers: +8 Acrobatics, +10 Bluff, +8 Climb, +4 Intimidate, +2 Perception, +2 Sense Motive, +4 Stealth</span></p><p><span style="font-size: 18px"><strong>Languages:</strong> Sylvan, Elven, Aklo, Telepathy (100 ft), <em>Speak with Animals</em></span></p><p><span style="font-size: 18px"><strong>SQ: </strong>Rejuvenation, Alternate Form, True Form</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>Ecology</u></span></p><p><span style="font-size: 18px"><strong>Environment:</strong> Forest, Any Natural Environment, Ethereal Plane, The Green Realm</span></p><p><span style="font-size: 18px"><strong>Organization: </strong>Solitary, Pair, Trio, or Family 4d6</span></p><p><span style="font-size: 18px"><strong>Treasure:</strong> Pelt of Avarice</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Pinelights, or Sentinels of the Lost City, are ancient and malicious beings who prey on humanoid greed and avarice. Though not intrinsically evil, they are infamous for the horrible cruelty they inflict on their victims and being brutal beyond reason.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Pinelights hail from a distant part of the Ethereal Plane known only as “The Lost City” an ancient eternal kingdom of Fey. Supposedly, any who can reach this fabled place and breech it’s interior will have their wildest dreams come true, though this is mainly an old wives tale, people still search for it making it something of an El Dorado, though it still has never been found.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">What is known, however, is the lengths of which the Pinelights will go to destroy enemies of the places they protect. They view humanoid species as a direct threat to the livelihoods of fey and animals alike and though not native to the Prime Material Plane, they are usually found there waging a never ending war against humanoid conquest of natural lands. One Pinelight with the right planning is usually enough to topple a town, they have no qualms about their physical bodies, being almost immune to permanent death they allow themselves to be seen and almost make their catch and killing too easy. It’s only then that their true malice comes to bear. Their fur, is perfect, almost too beautiful for words, and humanoid greed takes root. Their pelts curse those that attempt to profit from it’s “death” and this curse causes the victim to kill those they most love and then themselves. They allow people of good alignment and those who respect and revere the forests or places of natural beauty to go unharmed, generally, but anyone else is fair game as are those of good alignment that stand against them.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Pinelight attacks are usually signaled by the trapping of the most beautiful pelts, skins or plumage, followed by a string of gruesome and grizzly suicides. Commonly they’ll make those affected kill themselves by skinning themselves alive, sewing up all their own orifices, or use animal traps on delicate parts of the body like the face or genitals. Though the horror they can and do inflict is by no means limited to this.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">If found by those who revere nature or of good alignment however, they’re quite helpful. Warning of dangers, pointing out water supplies, supplying Goodberries or healing, and even leaving piles of edible nuts and berries for those they consider friends. To a rare few, they may even allow themselves to be skinned allowing a single cloak to be made from their pelt. This confers all the bonuses of a Pelt of Avarice but it is not cursed and may be enchanted further as if it were only a masterwork quality item losing none of it’s bonuses if enchanted further.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Pinelights traditionally take the form of a raccoon, but Pinelights take the form of foxes, badgers, cats, squirrels, weasels, chinchillas, lizards, even birds or fish. Any small animal used for fur or exploited for it’s skin or fur are not unheard of. In the Ethereal Plane or outside of the Prime Material Plane, Pinelights appear either in the last form they assumed or in their true forms which look like massive raccoon American badger hybrids. In this form they retain all their mental abilities and special abilities but physically use the statistics of a Deep Badger (<a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/badger-deep" target="_blank">Badger, Deep – d20PFSRD</a>) They retain all their supernatural, extraordinary and spell like abilities in all forms.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">If found in the Ethereal Plane, they almost always attempt to flee, they use Warp with <em>Quickened Misdirection</em> to escape and after a time attempt to return to the Lost City. Usually they will lead pursuers on a tiresome tedious chase across the Ethereal and Material Planes, and any other plane convenient. They will use their spell like abilities to slow down and befuddle foes mainly relying on <em>Curse Terrain</em> and <em>Summon Nature’s Ally</em> to keep foes off balance and give them time to escape. They will attempt to lead foes on such a tiresome chase they the pursuer loses interest, runs out of spells or becomes exhausted. If cornered on the Material Plane they rely on whatever form they previously took and rely on their Wrath of the Wilds ability to summon in many more of whatever species they happen to be and use their strongest spells first against the most dangerous attackers. They attempt to use <em>Bestow Greater Curse, Black Mark, Bestow Curse, Mass Pain Strike, </em>and<em> Feast of Ashes</em> to curse any foe that attempts them harm. They use <em>Call Lightning Storm</em> to deal with magical defenses, ranged attackers and flying targets and use <em>Stone Shield</em> to block incoming attacks, they will always look for a way to escape and will use <em>Cheetah’s Sprint</em> judiciously to do so unless attempting escape means certain death.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">If forced into melee they fly into a Rage, continuously summoning more animals with Wrath of the Wilds and trying to keep a constant temporary hp buffer with their <em>Vampiric Touch </em>ability and use attach and swarm the foe with raccoons attempting to grapple and pin the foe allowing the <em>Vampiric Touch </em>to bleed the foe out.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Vampiric Touch can only hit once per round no matter how many hits the Pinelight successfully lands.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">If cornered with no escape on the Ethereal Plane they use <em>Barkskin </em>to boost their AC and <em>Summon Nature’s</em> Ally and do much the same tactic as above, however they cannot use Wrath of the Wilds but gain a damage reduction and fast healing and thusly will fight a more defensive battle, they will always attempt to flee unless truly sure of victory or absolutely unable to escape at which point they fly into a Rage and fight with all their might.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>Special Abilities</u></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Aura of Avarice (Su): </strong>The Pelt of a Pinelight looks absolutely immaculate, such a pelt creates a strong desire in any who see it who the Pinelight wishes to see it in such a way. Anyone within 30ft of the Pinelight must make a DC 20 Will Save to avoid desiring the Pinelight’s pelt almost to the exclusion of anything else and suffer a -4 penalty to the Pinelight’s Curse of the Lost City ability. The Pinelight can choose to resume or cease this effect as a free action and may always pick whom it effects or doesn’t effect.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Curse of the Lost City (Su): </strong>Whenever a Pinelight is slain, the creature who made the final blow must make a DC 20 Will Save to avoid being under the effects of a Dominate Monster spell (CL 20). The Pinelight can order those such compelled into self destructive behaviors such as suicide and self mutilation, mutilation of their families or adventuring parties. Generally if pressed they use the quickest most direct way possible such as drowning or throwing themselves off cliffs. The Pinelight may continue to control the cursed being even beyond death.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Pelt of Avarice (Ex):</strong> The Pinelight’s pelt is extraordinary. Such a pelt always radiates a minor magic and if sewn into a coat or any article of clothing it confers a +4 enhancement bonus to the wearer’s Charisma and grants the wearer a +2 on Diplomacy checks. This however is always a cursed item. The wearer must make a saving throw against the Pinelight’s Curse of the Lost City and Aura of Avarice powers every day it’s worn. Each additional day the item is worn the wearer gets a stacking -2 penalty on both effects. Pinelights, rarely, may allow such an item to be granted without the curse to a creature for some great service. If Remove Curse is cast upon the wearer of the item the wearer is freed and the stacking -2 penalty is reset, but the curse remains on the item. Destroying or otherwise ruining the pelt removes all magic from the item including the curse.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Enduring Retribution (Ex): </strong>The Pinelight’s soul returns to the Ethereal Plane upon death and is fully aware of all that goes on around it’s remains and pelt. It can see, hear and use Detect Alignment on any being within 200 feet of it’s pelt and may continue to use it’s Aura of Avarice and Curse of the Lost City powers on any creature it chooses who comes within range and can treat any creature who fails their save as if they had landed the final blow upon them for purposes of their Curse of the Lost City ability. The Pinelight may only have a single pelt active in such a way at any given time and any other pelts created previously function as cursed items unless otherwise freed from such a curse. <strong> </strong></span></p><p><span style="font-size: 18px"><strong></strong></span></p><p><span style="font-size: 18px"><strong>Physical Projection </strong>(Su): In their natural form the Pinelights are native to the Ethereal Plane. Once per day the Pinelight may project a copy of itself to the Prime Material Plane, this functions as the Astral Projection spell, but instead brings the Pinelight to the Prime Material Plane instead. It can choose any native animal but usually chooses small creatures such as Raccoons though statistically they are far more powerful than their chosen form gaining +1 hd, a +6 to 2 physical ability scores and a +4 to the last physical ability score. In this state their Ethereal Body is helpless. If it’s Physical Projection is killed, it’s remains rot away as any other animal.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Rage (Ex): </strong>A Pinelight may fly into a Rage for 25 rounds per day as a barbarian of 10th level increasing it’s Strength and Constitution by +4 and it’s Will Saves by +2 but reducing it’s AC by -2. It can resume or end the Rage as a free action.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Sneak Attack (Ex): </strong>A Pinelight may sneak attack as a Rogue of 3rd level dealing 2d6 damage on a successful attack against a flanked or flat footed foe.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Warp (Su): </strong>A Pinelight may as a free action <em>Teleport </em>as the spell (CL 20) 11 times per day the Pinelight may instead do this as part of another action allowing it to do this in addition to it’s Misdirection Spell Like ability or any other action it so chooses,</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Rejuvenation (Ex): </strong>A Pinelight cannot be slain in the normal sense. If it’s Physical Projection is killed it’s essence returns to the Ethereal Plane and it may create a new Physical Projection and send it to the Material Plane the following day. If it’s true form is killed on any other plane besides the Ethereal Plane it’s essence will return to the Ethereal Plane and for 1 full year it will be unable to Plane Shift or send another Physical Projection for the duration of that time. The only way it can be permanently killed is to kill it’s natural Ethereal Body on the Ethereal Plane.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Wrath of the Wild (Su): </strong>The Pinelight may summon 3d6 creatures of a similar type, usually Raccoons, as it’s current Physical Projection with a 100% chance of success as a swift action any number of times per day. These creatures are not considered summoned beings and their bodies remain if slain. Once used the Pinelight must wait 1d4+1 rounds before it can use the ability again.<strong> </strong></span></p><p><span style="font-size: 18px"><strong></strong></span></p><p><span style="font-size: 18px"><strong>Attach (Ex): </strong>If the Pinelight hits with it’s bite attack, it automatically grapples it’s foe and inflicts bite damage every round.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Telepathy (Ex): </strong>The Pinelight can speak to any creature within 100 feet, it may telepathically communicate with Animals as well as long as it has <em>Speak with Animals</em> activated.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Ferocity (Ex):</strong> A Pinelight remains conscious and can continue fighting even when dropped below 0 hp. It is considered Staggered and loses 1 hp per round.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Alternate Form (Ex):</strong> A Pinelight must assume the form of another creature to shift to any other plane of existence, it will usually take the form of a small or medium sized animal and can shift forms as a full round action. It can shift into any animal of medium size or smaller.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>True Form (Ex):</strong> A Pinelight on the Ethereal Plane may revert to it’s True Form as a free action, it cannot transform back to it’s natural state on any other plane besides the Ethereal Plane and if brought to any other plane in it’s True Form against it’s will it is considered sickened and begins losing constitution at a rate of 1 point per hour until it dies or returns to it’s home plane.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Fey Subtype (Ex):</strong> Pinelights are considered Fey for all effects relating to Fey.</span></p></blockquote><p></p>
[QUOTE="Beefermatic, post: 9051016, member: 6670757"] So this is a creature I made a long time ago after watching an episode of Masters of Horror called "Pelts" I suggest watching it, it's crazy. I hope you all enjoy. ---------- [B][U][SIZE=6]Pinelight, CR 10[/SIZE][/U][/B] [SIZE=5]"The Sentinels of The Lost City" ----------- [I]You see a large beautiful raccoon, other than a particularly gorgeous coat, it appears normal[/I] [B]XP: 9,600[/B] N Tiny Magical Beast (Fey, Shapechanger) [B]Init[/B] +5, [B]Senses[/B]: Low Light Vision, Darkvision 60, Scent [U]Defense[/U] [B]Hit Dice:[/B] 2d10+6+3 (23 hp) [B]AC[/B]: 20 (+2 size, +5 Dex, +3 Natural) Touch: 18, Flat Footed: 13 [B]Spell Resistance[/B]: 14 (19 True Form) [B]Defensive Abilities[/B]: Ferocity, Damage Reduction 10/Magic (True Form), Fast Healing 3 (True Form) [B]Aura:[/B] Aura of Avarice [U]Offense[/U] [B]Speed[/B] 20 ft, Climb 20 ft [B]Melee:[/B] Bite+ 8 (1d3+10d6 [I]Vampiric Touch)[/I] and claws x2 +3/+3 (1d2+10d6 [I]Vampiric Touch[/I]) [B]Special Attacks:[/B] Curse of the Lost City, Enduring Retribution, Material Projection, Pelt of Avarice, Sneak Attack 2d6, Rage, Wrath of the Wilds, Attach, Warp [B]Spell Like Abilities (CL 20, [/B]DC 16+ Spell Level) [U]Constant:[/U] [I]Detect Alignment, Speak With Animals, Ant Haul, Vampiric Touch, Magic Fang[/I] [U]At Will:[/U] [I]Quickened Misdirection, Plane Shift, Cure Light Wounds, Inflict Light Wounds, Entangle, Haunted Fey Aspect, Summon Natures Ally (I-III), Resistance, Guidance, Goodberry, Cheetah’s Sprint, Lesser Curse Terrain, Shocking Grasp, Remove Curse, Underbrush Decoy, Stone Shield, Burrow, Longstrider, Suggestion[/I] [U]3/day:[/U] [I]Barkskin, Summon Nature’s Ally (IV-VI), Bull’s Strength, Cat’s Grace, Blindness/Deafness, Pain Strike, Greater Curse Terrain, Bestow Curse, Remove Curse, Feast of Ashes, Greater Magic Fang, Call Lightning, Dominate Monster[/I] [U]1/day:[/U] [I]Supreme Curse Terrain, Mass Pain Strike, Curse of Night, Black Mark, Greater Bestow Curse, Call Lightning Storm, Summon Nature’s Ally (VII-IX)[/I] [U]Statistics[/U] [B]Str[/B] 8 -1 [B]Dex[/B] 20 +5 [B]Con[/B] 16 +3 [B]Int [/B]14 +2 [B]Wis[/B] 16 +3 [B]Cha [/B]22 +6 [U]Saves[/U] [B]Fort[/B] +3, [B]Ref[/B] +7, [B]Will[/B] +5 [B]Base attack[/B]+2; [B]CMB[/B] +0; [B]CMD[/B] 13 (17 vs trip) [B]Feats:[/B] Toughness*, Ability Focus*, Weapon Finesse [B]Skills:[/B] Acrobatics +13, Bluff +22, Climb +13, Craft (any) +5, Diplomacy +16, Disguise +6, Escape Artist +14, Fly +10, Heal +5, Intimidate +13, Knowledge Nature +8, Perception +10 (18 Scent), Sense Motive +10, Spellcraft +6, Stealth +14, Survival +10, Swim +4, Use Magic Device +8; Racial Modifiers: +8 Acrobatics, +10 Bluff, +8 Climb, +4 Intimidate, +2 Perception, +2 Sense Motive, +4 Stealth [B]Languages:[/B] Sylvan, Elven, Aklo, Telepathy (100 ft), [I]Speak with Animals[/I] [B]SQ: [/B]Rejuvenation, Alternate Form, True Form [U]Ecology[/U] [B]Environment:[/B] Forest, Any Natural Environment, Ethereal Plane, The Green Realm [B]Organization: [/B]Solitary, Pair, Trio, or Family 4d6 [B]Treasure:[/B] Pelt of Avarice Pinelights, or Sentinels of the Lost City, are ancient and malicious beings who prey on humanoid greed and avarice. Though not intrinsically evil, they are infamous for the horrible cruelty they inflict on their victims and being brutal beyond reason. Pinelights hail from a distant part of the Ethereal Plane known only as “The Lost City” an ancient eternal kingdom of Fey. Supposedly, any who can reach this fabled place and breech it’s interior will have their wildest dreams come true, though this is mainly an old wives tale, people still search for it making it something of an El Dorado, though it still has never been found. What is known, however, is the lengths of which the Pinelights will go to destroy enemies of the places they protect. They view humanoid species as a direct threat to the livelihoods of fey and animals alike and though not native to the Prime Material Plane, they are usually found there waging a never ending war against humanoid conquest of natural lands. One Pinelight with the right planning is usually enough to topple a town, they have no qualms about their physical bodies, being almost immune to permanent death they allow themselves to be seen and almost make their catch and killing too easy. It’s only then that their true malice comes to bear. Their fur, is perfect, almost too beautiful for words, and humanoid greed takes root. Their pelts curse those that attempt to profit from it’s “death” and this curse causes the victim to kill those they most love and then themselves. They allow people of good alignment and those who respect and revere the forests or places of natural beauty to go unharmed, generally, but anyone else is fair game as are those of good alignment that stand against them. Pinelight attacks are usually signaled by the trapping of the most beautiful pelts, skins or plumage, followed by a string of gruesome and grizzly suicides. Commonly they’ll make those affected kill themselves by skinning themselves alive, sewing up all their own orifices, or use animal traps on delicate parts of the body like the face or genitals. Though the horror they can and do inflict is by no means limited to this. If found by those who revere nature or of good alignment however, they’re quite helpful. Warning of dangers, pointing out water supplies, supplying Goodberries or healing, and even leaving piles of edible nuts and berries for those they consider friends. To a rare few, they may even allow themselves to be skinned allowing a single cloak to be made from their pelt. This confers all the bonuses of a Pelt of Avarice but it is not cursed and may be enchanted further as if it were only a masterwork quality item losing none of it’s bonuses if enchanted further. Pinelights traditionally take the form of a raccoon, but Pinelights take the form of foxes, badgers, cats, squirrels, weasels, chinchillas, lizards, even birds or fish. Any small animal used for fur or exploited for it’s skin or fur are not unheard of. In the Ethereal Plane or outside of the Prime Material Plane, Pinelights appear either in the last form they assumed or in their true forms which look like massive raccoon American badger hybrids. In this form they retain all their mental abilities and special abilities but physically use the statistics of a Deep Badger ([URL='https://www.d20pfsrd.com/bestiary/monster-listings/animals/badger-deep']Badger, Deep – d20PFSRD[/URL]) They retain all their supernatural, extraordinary and spell like abilities in all forms. If found in the Ethereal Plane, they almost always attempt to flee, they use Warp with [I]Quickened Misdirection[/I] to escape and after a time attempt to return to the Lost City. Usually they will lead pursuers on a tiresome tedious chase across the Ethereal and Material Planes, and any other plane convenient. They will use their spell like abilities to slow down and befuddle foes mainly relying on [I]Curse Terrain[/I] and [I]Summon Nature’s Ally[/I] to keep foes off balance and give them time to escape. They will attempt to lead foes on such a tiresome chase they the pursuer loses interest, runs out of spells or becomes exhausted. If cornered on the Material Plane they rely on whatever form they previously took and rely on their Wrath of the Wilds ability to summon in many more of whatever species they happen to be and use their strongest spells first against the most dangerous attackers. They attempt to use [I]Bestow Greater Curse, Black Mark, Bestow Curse, Mass Pain Strike, [/I]and[I] Feast of Ashes[/I] to curse any foe that attempts them harm. They use [I]Call Lightning Storm[/I] to deal with magical defenses, ranged attackers and flying targets and use [I]Stone Shield[/I] to block incoming attacks, they will always look for a way to escape and will use [I]Cheetah’s Sprint[/I] judiciously to do so unless attempting escape means certain death. If forced into melee they fly into a Rage, continuously summoning more animals with Wrath of the Wilds and trying to keep a constant temporary hp buffer with their [I]Vampiric Touch [/I]ability and use attach and swarm the foe with raccoons attempting to grapple and pin the foe allowing the [I]Vampiric Touch [/I]to bleed the foe out. Vampiric Touch can only hit once per round no matter how many hits the Pinelight successfully lands. If cornered with no escape on the Ethereal Plane they use [I]Barkskin [/I]to boost their AC and [I]Summon Nature’s[/I] Ally and do much the same tactic as above, however they cannot use Wrath of the Wilds but gain a damage reduction and fast healing and thusly will fight a more defensive battle, they will always attempt to flee unless truly sure of victory or absolutely unable to escape at which point they fly into a Rage and fight with all their might. [U]Special Abilities[/U] [B]Aura of Avarice (Su): [/B]The Pelt of a Pinelight looks absolutely immaculate, such a pelt creates a strong desire in any who see it who the Pinelight wishes to see it in such a way. Anyone within 30ft of the Pinelight must make a DC 20 Will Save to avoid desiring the Pinelight’s pelt almost to the exclusion of anything else and suffer a -4 penalty to the Pinelight’s Curse of the Lost City ability. The Pinelight can choose to resume or cease this effect as a free action and may always pick whom it effects or doesn’t effect. [B]Curse of the Lost City (Su): [/B]Whenever a Pinelight is slain, the creature who made the final blow must make a DC 20 Will Save to avoid being under the effects of a Dominate Monster spell (CL 20). The Pinelight can order those such compelled into self destructive behaviors such as suicide and self mutilation, mutilation of their families or adventuring parties. Generally if pressed they use the quickest most direct way possible such as drowning or throwing themselves off cliffs. The Pinelight may continue to control the cursed being even beyond death. [B]Pelt of Avarice (Ex):[/B] The Pinelight’s pelt is extraordinary. Such a pelt always radiates a minor magic and if sewn into a coat or any article of clothing it confers a +4 enhancement bonus to the wearer’s Charisma and grants the wearer a +2 on Diplomacy checks. This however is always a cursed item. The wearer must make a saving throw against the Pinelight’s Curse of the Lost City and Aura of Avarice powers every day it’s worn. Each additional day the item is worn the wearer gets a stacking -2 penalty on both effects. Pinelights, rarely, may allow such an item to be granted without the curse to a creature for some great service. If Remove Curse is cast upon the wearer of the item the wearer is freed and the stacking -2 penalty is reset, but the curse remains on the item. Destroying or otherwise ruining the pelt removes all magic from the item including the curse. [B]Enduring Retribution (Ex): [/B]The Pinelight’s soul returns to the Ethereal Plane upon death and is fully aware of all that goes on around it’s remains and pelt. It can see, hear and use Detect Alignment on any being within 200 feet of it’s pelt and may continue to use it’s Aura of Avarice and Curse of the Lost City powers on any creature it chooses who comes within range and can treat any creature who fails their save as if they had landed the final blow upon them for purposes of their Curse of the Lost City ability. The Pinelight may only have a single pelt active in such a way at any given time and any other pelts created previously function as cursed items unless otherwise freed from such a curse. [B] Physical Projection [/B](Su): In their natural form the Pinelights are native to the Ethereal Plane. Once per day the Pinelight may project a copy of itself to the Prime Material Plane, this functions as the Astral Projection spell, but instead brings the Pinelight to the Prime Material Plane instead. It can choose any native animal but usually chooses small creatures such as Raccoons though statistically they are far more powerful than their chosen form gaining +1 hd, a +6 to 2 physical ability scores and a +4 to the last physical ability score. In this state their Ethereal Body is helpless. If it’s Physical Projection is killed, it’s remains rot away as any other animal. [B]Rage (Ex): [/B]A Pinelight may fly into a Rage for 25 rounds per day as a barbarian of 10th level increasing it’s Strength and Constitution by +4 and it’s Will Saves by +2 but reducing it’s AC by -2. It can resume or end the Rage as a free action. [B]Sneak Attack (Ex): [/B]A Pinelight may sneak attack as a Rogue of 3rd level dealing 2d6 damage on a successful attack against a flanked or flat footed foe. [B]Warp (Su): [/B]A Pinelight may as a free action [I]Teleport [/I]as the spell (CL 20) 11 times per day the Pinelight may instead do this as part of another action allowing it to do this in addition to it’s Misdirection Spell Like ability or any other action it so chooses, [B]Rejuvenation (Ex): [/B]A Pinelight cannot be slain in the normal sense. If it’s Physical Projection is killed it’s essence returns to the Ethereal Plane and it may create a new Physical Projection and send it to the Material Plane the following day. If it’s true form is killed on any other plane besides the Ethereal Plane it’s essence will return to the Ethereal Plane and for 1 full year it will be unable to Plane Shift or send another Physical Projection for the duration of that time. The only way it can be permanently killed is to kill it’s natural Ethereal Body on the Ethereal Plane. [B]Wrath of the Wild (Su): [/B]The Pinelight may summon 3d6 creatures of a similar type, usually Raccoons, as it’s current Physical Projection with a 100% chance of success as a swift action any number of times per day. These creatures are not considered summoned beings and their bodies remain if slain. Once used the Pinelight must wait 1d4+1 rounds before it can use the ability again.[B] Attach (Ex): [/B]If the Pinelight hits with it’s bite attack, it automatically grapples it’s foe and inflicts bite damage every round. [B]Telepathy (Ex): [/B]The Pinelight can speak to any creature within 100 feet, it may telepathically communicate with Animals as well as long as it has [I]Speak with Animals[/I] activated. [B]Ferocity (Ex):[/B] A Pinelight remains conscious and can continue fighting even when dropped below 0 hp. It is considered Staggered and loses 1 hp per round. [B]Alternate Form (Ex):[/B] A Pinelight must assume the form of another creature to shift to any other plane of existence, it will usually take the form of a small or medium sized animal and can shift forms as a full round action. It can shift into any animal of medium size or smaller. [B]True Form (Ex):[/B] A Pinelight on the Ethereal Plane may revert to it’s True Form as a free action, it cannot transform back to it’s natural state on any other plane besides the Ethereal Plane and if brought to any other plane in it’s True Form against it’s will it is considered sickened and begins losing constitution at a rate of 1 point per hour until it dies or returns to it’s home plane. [B]Fey Subtype (Ex):[/B] Pinelights are considered Fey for all effects relating to Fey.[/SIZE] [/QUOTE]
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