Psychotic Jim
First Post
Here's a new monster that was inspired by watching an episode of Courage the Cowardly Dog on Cartoon Network. Any comments or criticisms would be greatly appreciated.
Quiltor of Souls
Medium-sized Monstrous Humanoid
Hit Dice: 4d8+4 (22 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 15 (+1 Dex, +4 natural)
Attacks: Club +4 melee
Damage: Club 1d6
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Charm, charisma drain, entrapment
Special Qualities: Immortal bond, alternate form
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 11, Dex 13, Con 13, Int 18, Wis 14, Cha 16
Skills: Bluff + 9, Craft (any one) +13, Disguise +8*, Knowledge (arcana) +13, Listen +6, Profession (any one) +9, Sense Motive +8, Spot +6
Feats: Alertness, Dodge, Great Fortitude, Skill Focus (Craft), Skill Focus (knowledge- arcane)
Climate/Terrain: Any land (urban)
Organization: Solitary
Challenge Rating: 4
Treasure: Standard plus soul receptacle
Alignment: Usually Neutral Evil
Advancement: By character class or by entrapment (see below)
A quiltor of souls is an evil, secretive, immortal being that prey upon the lonely, the alienated, and the despondent people of the world. Each quiltor of souls has its own unique container called a soul receptacle to hold the souls it lives off of. To find its needed souls, a soul quiltor poses as a honest peddler offering ordinary goods. When it comes across a craftsperson of skill that feels great emotional turmoil and alienation from society, the quiltor charms its victim, mentioning its elite organization for skilled craftspeople. The soul quiltor then offers membership if the would-be initiate can pass a test of their abilities, which is just a fabrication to weaken the character. Each time the dupe comes back with the finished product, the quitor fabricates some excuse as to why the product is inadequate and tells its victim to try again. The vile creature repeatedly does this every time its victim comes back with the task finished, slowly breaking down his will and making him obsessed with joining the club. The craftsperson goes into a complete character meltdown, losing personality and ignoring other duties and relationships. Eventually, the victim loses all sense of self-identity outside of joining the craft club. Then it is when the soul quiltor “initiates” its victim into the club, forever imprisoning the fool into its soul receptacle.
A quiltor of souls typically appears as a two-headed, hideously wrinkled humanoid creature. However, it can, at will, change its appearance with its alternate form ability. Note that while this creature is called a “quiltor of souls”, it could have a skill in any craft where more than one person could work on a single craft project. An example of such a thing might such as a very large quilt where each quiltor sews in a separate square or a large collage where each artist would draw a single part.
Combat
A quiltor of souls is loathe to enter combat of any sort and avoids it at all cost. This is why it prefers to prey upon victims who will have nobody to notice their disappearance.
Charm (Su): A quiltor of souls that finds a suitable victim corresponding to the quiltor’s Craft skill and is able to size up his emotional weaknesses can charm the victim as if a charm monster spell had been cast by a 12th level sorcerer (Will Save DC 17 negates).
Charisma Damage (Su): Each time a quiltor of souls poses its challenge to a charmed victim and the character returns, the quiltor does 1d6 temporary damage to the victim with no saving throw allowed to notice or negate it. However, during each challenge, the victim becomes more and more obsessed with his craft, gaining a +2 enhancement bonus to all checks relating to making the object posed in the challenge that accumulates with each round.
Entrapment (Su): When its victim gets to 0 Charisma, it can absorb the individual into its soul receptacle through a ritual unique to each quiltor. The entrapped character does not age or require nutrients, but he cannot think or perform any action. An entrapped character cannot be freed by any means save the use of s special releasing ritual or a Wish or Miracle spell. The releasing ritual varies according to the Craft skill of the soul quiltor. The dark creature, when performing this ritual, can release any or all of its entrapped victims, but when another person does it, all of those entrapped are freed. This also entraps the soul quiltor. Otherwise, this ability is similar to an imprisonment spell as cast by an 18th level sorcerer.
Immortal Bond (Su): A quiltor of souls has a unique soul receptacle to match its Craft skill, such as a huge quilt if the creature had Craft (sewing). Through is bond with this powerful artifact, it does not age and has no need to eat or breathe. The quiltor of souls is immune to normal disease and poisons as well. If slain or otherwise incapacitated, a quiltor of souls rises again in 2d4 days if the soul receptacle has any souls in it. And for each soul it captures, a soul quiltor gains +1 hp and a +1 enhancement bonus to its Craft skill. Entrapping large numbers of souls or entrapping particularly powerful characters may bestow additional benefits at the DM’s discretion.
Alternate Form (Su): A quiltor of souls may take the form of any Medium-sized or Small humanoid or monstrous humanoid creature as if under the effect of an Alter Self spell as cast by a 12th level sorcerer, except that it can remain in this form indefinitely.
Skills: When using its alternate form ability, a quiltor of souls gains a +10 racial bonus to its disguise checks.
Quiltor of Souls
Medium-sized Monstrous Humanoid
Hit Dice: 4d8+4 (22 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 15 (+1 Dex, +4 natural)
Attacks: Club +4 melee
Damage: Club 1d6
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Charm, charisma drain, entrapment
Special Qualities: Immortal bond, alternate form
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 11, Dex 13, Con 13, Int 18, Wis 14, Cha 16
Skills: Bluff + 9, Craft (any one) +13, Disguise +8*, Knowledge (arcana) +13, Listen +6, Profession (any one) +9, Sense Motive +8, Spot +6
Feats: Alertness, Dodge, Great Fortitude, Skill Focus (Craft), Skill Focus (knowledge- arcane)
Climate/Terrain: Any land (urban)
Organization: Solitary
Challenge Rating: 4
Treasure: Standard plus soul receptacle
Alignment: Usually Neutral Evil
Advancement: By character class or by entrapment (see below)
A quiltor of souls is an evil, secretive, immortal being that prey upon the lonely, the alienated, and the despondent people of the world. Each quiltor of souls has its own unique container called a soul receptacle to hold the souls it lives off of. To find its needed souls, a soul quiltor poses as a honest peddler offering ordinary goods. When it comes across a craftsperson of skill that feels great emotional turmoil and alienation from society, the quiltor charms its victim, mentioning its elite organization for skilled craftspeople. The soul quiltor then offers membership if the would-be initiate can pass a test of their abilities, which is just a fabrication to weaken the character. Each time the dupe comes back with the finished product, the quitor fabricates some excuse as to why the product is inadequate and tells its victim to try again. The vile creature repeatedly does this every time its victim comes back with the task finished, slowly breaking down his will and making him obsessed with joining the club. The craftsperson goes into a complete character meltdown, losing personality and ignoring other duties and relationships. Eventually, the victim loses all sense of self-identity outside of joining the craft club. Then it is when the soul quiltor “initiates” its victim into the club, forever imprisoning the fool into its soul receptacle.
A quiltor of souls typically appears as a two-headed, hideously wrinkled humanoid creature. However, it can, at will, change its appearance with its alternate form ability. Note that while this creature is called a “quiltor of souls”, it could have a skill in any craft where more than one person could work on a single craft project. An example of such a thing might such as a very large quilt where each quiltor sews in a separate square or a large collage where each artist would draw a single part.
Combat
A quiltor of souls is loathe to enter combat of any sort and avoids it at all cost. This is why it prefers to prey upon victims who will have nobody to notice their disappearance.
Charm (Su): A quiltor of souls that finds a suitable victim corresponding to the quiltor’s Craft skill and is able to size up his emotional weaknesses can charm the victim as if a charm monster spell had been cast by a 12th level sorcerer (Will Save DC 17 negates).
Charisma Damage (Su): Each time a quiltor of souls poses its challenge to a charmed victim and the character returns, the quiltor does 1d6 temporary damage to the victim with no saving throw allowed to notice or negate it. However, during each challenge, the victim becomes more and more obsessed with his craft, gaining a +2 enhancement bonus to all checks relating to making the object posed in the challenge that accumulates with each round.
Entrapment (Su): When its victim gets to 0 Charisma, it can absorb the individual into its soul receptacle through a ritual unique to each quiltor. The entrapped character does not age or require nutrients, but he cannot think or perform any action. An entrapped character cannot be freed by any means save the use of s special releasing ritual or a Wish or Miracle spell. The releasing ritual varies according to the Craft skill of the soul quiltor. The dark creature, when performing this ritual, can release any or all of its entrapped victims, but when another person does it, all of those entrapped are freed. This also entraps the soul quiltor. Otherwise, this ability is similar to an imprisonment spell as cast by an 18th level sorcerer.
Immortal Bond (Su): A quiltor of souls has a unique soul receptacle to match its Craft skill, such as a huge quilt if the creature had Craft (sewing). Through is bond with this powerful artifact, it does not age and has no need to eat or breathe. The quiltor of souls is immune to normal disease and poisons as well. If slain or otherwise incapacitated, a quiltor of souls rises again in 2d4 days if the soul receptacle has any souls in it. And for each soul it captures, a soul quiltor gains +1 hp and a +1 enhancement bonus to its Craft skill. Entrapping large numbers of souls or entrapping particularly powerful characters may bestow additional benefits at the DM’s discretion.
Alternate Form (Su): A quiltor of souls may take the form of any Medium-sized or Small humanoid or monstrous humanoid creature as if under the effect of an Alter Self spell as cast by a 12th level sorcerer, except that it can remain in this form indefinitely.
Skills: When using its alternate form ability, a quiltor of souls gains a +10 racial bonus to its disguise checks.