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The What Is It? Contest 5 Voting Thread
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<blockquote data-quote="Mark Chance" data-source="post: 5609595" data-attributes="member: 2795"><p><strong>paradox42's Pseutyrrassyl</strong></p><p></p><p><strong><span style="font-size: 12px">Pseutyrrassyl</span></strong><span style="font-size: 12px"> (Apocalypse Forest, Doom Cloud)</span></p><p><span style="font-size: 12px"><em><span style="font-size: 10px">The mist parts before you to reveal the source of the thunderous noises. An immense plantlike monster, covered with thousands of writhing tendrils and flopping appendages of all description, looms out of the choking miasma and slams one of its enormous primary limbs- larger than a treetrunk- into the ground before you.</span></em><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>PSEUTYRRASSYL CR 25</strong></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>XP 1,638,400</strong></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">CN Colossal Plant (Extraplanar)</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Init</strong> +9; <strong>Senses</strong> Blindsight 60 ft., Constant Insight, Low-Light Vision; Perception +46</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Aura</strong> Warping Miasma (300 ft., DC 40), Unnatural Aura (300 ft.)</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">---------------------------------------------------------------------</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>DEFENSE</strong></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>AC</strong> 42, Touch 7, Flat-Footed 39 (+5 Dex, +35 natural, -8 size)</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>hp</strong> 594 (41d8+410); Fast Healing 30</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Fort</strong> +32, <strong>Ref</strong> +20, <strong>Will</strong> +20</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>DR</strong> 15/epic; <strong>Immune</strong> Electricity, Plant Traits; <strong>Resist</strong> Acid 25, Fire 25; <strong>SR</strong> 40</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">---------------------------------------------------------------------</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>OFFENSE</strong></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Speed</strong> 80 ft., Swim 80 ft.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Melee</strong> Bite +39 (6d6+16/19-20 plus grab), 4 Slams +39 (3d8+16/19-20 plus grab)</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Space</strong> 30 ft. <strong>Reach</strong> 20 ft. (30 ft. with Bite)</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Special Attacks</strong> constrict (3d8+24 plus Rot), grab (Colossal), trample (3d8+24, DC 46)</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">---------------------------------------------------------------------</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>STATISTICS</strong></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Str</strong> 43, <strong>Dex</strong> 20, <strong>Con</strong> 31, <strong>Int</strong> 7, <strong>Wis</strong> 20, <strong>Cha</strong> 9</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Base Atk</strong> +30; <strong>CMB</strong> +54 (+58 grapple); <strong>CMD</strong> 71</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Feats</strong> Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Greater Vital Strike, Improved Bull Rush, Improved Critical (Bite), Improved Critical (Slam), Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Improved Natural Attack (Bite), Improved Natural Attack (Slam), Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Stand Still, Vital Strike, Weapon Focus (Bite), Weapon Focus (Slam)</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Skills</strong> Perception +46</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Languages</strong> Aklo</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>SQ</strong> Goetic Blood</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">---------------------------------------------------------------------</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>ECOLOGY</strong></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Environment</strong> Any forest, swamp, or kelp forest</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Organization</strong> Solitary</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Treasure</strong> none</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">---------------------------------------------------------------------</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>SPECIAL ABILITIES</strong></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong></strong></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Constant Insight (Su):</strong> A Pseutyrrassyl uses its extradimensional nature to its advantage in combat, and ignores any miss chance due to concealment, incorporeality, or extraplanar status (such as <em>Blink</em>). Note that this also means it can attack opponents concealed within its own Warping Miasma (see below) without penalty.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Goetic Blood (Su):</strong> When a Pseutyrrassyl takes damage, pieces of its body break off and begin acting independently while they still live. This has the effect of creating a new creature in a space adjacent to the Pseutyrrassyl, as if by a <em>Summon Monster</em> spell, except that the Pseutyrrassyl does not need to spend an action to do this and can control any number of such creatures at a time. This special summoned creature must always be an Entropic creature (for example, an Entropic Lion for <em>Summon Monster IV</em>) or another creature that has the Chaotic subtype.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">The actual level of the <em>Summon Monster</em> effect triggered this way varies, according to the amount of damage dealt by the attack which triggered it; the Pseutyrrassyl gets one "level" for each 10 points of damage taken (if the Pseutyrrassyl takes less than 10 points of damage from an attack, then the Goetic Blood does not trigger at all). These "levels" may be spent on metamagic to modify the <em>Summon</em> effect, or on simply using a higher-level <em>Summon</em> spell, at the GM's option; for example, an attack dealing 56 damage (giving 5 levels) could be used for a <em>Summon Monster V</em>, an Extended <em>Summon Monster IV</em>, or even a Maximized <em>Summon Monster II</em> (allowing the summoning of 3 creatures from the level 1 list).</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">The caster level of these specially summoned creatures equals the Pseutyrrassyl's hit dice, in any case.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Rot (Ex):</strong> When a Pseutyrrassyl makes a successful grapple check, it deals 1d4 points of Wis drain and 1d4 points of Con drain in addition to constrict damage.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Warping Miasma (Ex):</strong> A Pseutyrrassyl is constantly sloughing off tiny bits of its extradimensional body, which burrow into any living things they encounter and begin to convert them into forms of life more closely resembling the Pseutyrrassyl's home. This has three effects.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">First, the area covered by the Pseutyrrassyl's Warping Miasma is constantly enshrouded in a weird, greenish-colored mist, which acts as an <em>Obscuring Mist</em> spell (i.e., obscuring sight beyond 5 feet). Should the Miasma be dispersed by a wind or similar effect, the Pseutyrrassyl can reestablish it as a move action on its own turn.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">Second, the Miasma covers the area in a horrific otherworldly Stench, which affects all living creatures inside it. Such creatures must make Fortitude saves (DC 40) or be Sickened for 10 rounds. Creatures which are immune to Poison are immune to this effect of the Miasma, and creatures which are Resistant to Poison receive that bonus against this effect. A creature which saves against this effect of the Miasma is immune to the Stench effect (but not the others) for 24 hours.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">Third, the Warping Miasma causes a unique and horrific Disease, called Outer Corruption, which gradually turns its victims into denizens of the Pseutyrrassyl's home realm. This Disease has the following statistics: (<strong>Type</strong> disease, contact; <strong>Save</strong> Fortitude DC 40; <strong>Onset</strong> 1 day; <strong>Frequency</strong> 1/day; <strong>Effect</strong> 1d4 Wis damage and 1d4 Con damage; <strong>Cure</strong> 2 consecutive saves). A creature which is reduced to 0 Wis or 0 Con by Outer Corruption immediately loses all damage caused by the disease, loses the affliction, gains the Entropic Creature template, and permanently changes to Chaotic Evil alignment.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">The save DCs of the Warping Miasma are Con-based.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span><span style="font-size: 12px"><span style="font-size: 10px">---------------------------------------------------------------------</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">In their zeal at attacking their enemies, particularly the mortals who produce the sins (and thus demons) they so hate, the Qlippoth have made one terrible mistake. A few centuries ago, a certain Qlippoth Lord- named in no records of its own or any other race, as a result of what happened- made contact with that terrible "outside shell" of the Outer Sphere, that very same unimaginably far realm which some believe the Qlippoth themselves came from many ages ago. This Qlippoth Lord wanted a weapon, a powerful creature of that region of ultimate madness and horror with which to attack its opponents, but what answered the call was the first Pseutyrrassyl known in the cosmos. A particularly large and vicious example of the breed, that first Pseutyrrassyl demonstrated exactly how powerful its kind was by attacking and converting the entire layer of the Abyss that the Qlippoth Lord had once ruled into a place indistinguishable from its home. After its victory over the shortsighted Qlippoth, the Pseutyrrassyl took notice of all the untouched, fecund, fertile expansion territory that was available just beyond the planar horizon, and called more of its ilk into the layer to begin growing new forests just like those they had known in their own far realm.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">Since that time, the Pseutyrrassyls have slowly expanded their reach, typically setting down in a remote and wild location on a chosen world or plane and slowly moving across the landscape (or swimming through appropriate zones of the seas) and patiently waiting for their Warping Miasma to convert all local life to forms more pleasing to them before moving on. More than once, whole worlds have fallen to this creeping onslaught of even a single invading Pseutyrrassyl, giving them their most common nicknames among mortals who whisper fearfully of their coming: Apocalypse Forests and Doom Clouds.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span><span style="font-size: 12px"><span style="font-size: 10px">---------------------------------------------------------------------</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>HOOKS</strong></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong></strong><em></em></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><em>Apocalypse Now?</em> A greenish mist appeared on your kingdom's doorstep last week, and though there have been wind storms during that time, the cloud hasn't moved. Strange sounds are reported within the murk by travelers who have passed close to it, and plants near the cloud are slowly becoming stunted and twisted by some malign influence. Is this a true Apocalypse Forest, come to your world at last, or is something else merely trying to make you <em>think</em> it is?</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><em>Faerie Diplomacy:</em> Hearing of your great deeds, a mighty lord of the Fae comes to you with a proposal: Eliminate the threat of a Pseutyrrassyl that has recently set down in his kingdom, and he will grant you lands and a title in the world of the Fae. Is this offer genuine, and if it isn't, why is he concocting this story to lure you in?</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p></blockquote><p></p>
[QUOTE="Mark Chance, post: 5609595, member: 2795"] [b]paradox42's Pseutyrrassyl[/b] [B][SIZE=3]Pseutyrrassyl[/SIZE][/B][SIZE=3] (Apocalypse Forest, Doom Cloud) [I][SIZE=2]The mist parts before you to reveal the source of the thunderous noises. An immense plantlike monster, covered with thousands of writhing tendrils and flopping appendages of all description, looms out of the choking miasma and slams one of its enormous primary limbs- larger than a treetrunk- into the ground before you.[/SIZE][/I][SIZE=2] [B]PSEUTYRRASSYL CR 25[/B] [B]XP 1,638,400[/B] CN Colossal Plant (Extraplanar) [B]Init[/B] +9; [B]Senses[/B] Blindsight 60 ft., Constant Insight, Low-Light Vision; Perception +46 [B]Aura[/B] Warping Miasma (300 ft., DC 40), Unnatural Aura (300 ft.) --------------------------------------------------------------------- [B]DEFENSE AC[/B] 42, Touch 7, Flat-Footed 39 (+5 Dex, +35 natural, -8 size) [B]hp[/B] 594 (41d8+410); Fast Healing 30 [B]Fort[/B] +32, [B]Ref[/B] +20, [B]Will[/B] +20 [B]DR[/B] 15/epic; [B]Immune[/B] Electricity, Plant Traits; [B]Resist[/B] Acid 25, Fire 25; [B]SR[/B] 40 --------------------------------------------------------------------- [B]OFFENSE[/B] [B]Speed[/B] 80 ft., Swim 80 ft. [B]Melee[/B] Bite +39 (6d6+16/19-20 plus grab), 4 Slams +39 (3d8+16/19-20 plus grab) [B]Space[/B] 30 ft. [B]Reach[/B] 20 ft. (30 ft. with Bite) [B]Special Attacks[/B] constrict (3d8+24 plus Rot), grab (Colossal), trample (3d8+24, DC 46) --------------------------------------------------------------------- [B]STATISTICS Str[/B] 43, [B]Dex[/B] 20, [B]Con[/B] 31, [B]Int[/B] 7, [B]Wis[/B] 20, [B]Cha[/B] 9 [B]Base Atk[/B] +30; [B]CMB[/B] +54 (+58 grapple); [B]CMD[/B] 71 [B]Feats[/B] Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Greater Vital Strike, Improved Bull Rush, Improved Critical (Bite), Improved Critical (Slam), Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Improved Natural Attack (Bite), Improved Natural Attack (Slam), Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Stand Still, Vital Strike, Weapon Focus (Bite), Weapon Focus (Slam) [B]Skills[/B] Perception +46 [B]Languages[/B] Aklo [B]SQ[/B] Goetic Blood --------------------------------------------------------------------- [B]ECOLOGY Environment[/B] Any forest, swamp, or kelp forest [B]Organization[/B] Solitary [B]Treasure[/B] none --------------------------------------------------------------------- [B]SPECIAL ABILITIES Constant Insight (Su):[/B] A Pseutyrrassyl uses its extradimensional nature to its advantage in combat, and ignores any miss chance due to concealment, incorporeality, or extraplanar status (such as [I]Blink[/I]). Note that this also means it can attack opponents concealed within its own Warping Miasma (see below) without penalty. [B]Goetic Blood (Su):[/B] When a Pseutyrrassyl takes damage, pieces of its body break off and begin acting independently while they still live. This has the effect of creating a new creature in a space adjacent to the Pseutyrrassyl, as if by a [I]Summon Monster[/I] spell, except that the Pseutyrrassyl does not need to spend an action to do this and can control any number of such creatures at a time. This special summoned creature must always be an Entropic creature (for example, an Entropic Lion for [I]Summon Monster IV[/I]) or another creature that has the Chaotic subtype. The actual level of the [I]Summon Monster[/I] effect triggered this way varies, according to the amount of damage dealt by the attack which triggered it; the Pseutyrrassyl gets one "level" for each 10 points of damage taken (if the Pseutyrrassyl takes less than 10 points of damage from an attack, then the Goetic Blood does not trigger at all). These "levels" may be spent on metamagic to modify the [I]Summon[/I] effect, or on simply using a higher-level [I]Summon[/I] spell, at the GM's option; for example, an attack dealing 56 damage (giving 5 levels) could be used for a [I]Summon Monster V[/I], an Extended [I]Summon Monster IV[/I], or even a Maximized [I]Summon Monster II[/I] (allowing the summoning of 3 creatures from the level 1 list). The caster level of these specially summoned creatures equals the Pseutyrrassyl's hit dice, in any case. [B]Rot (Ex):[/B] When a Pseutyrrassyl makes a successful grapple check, it deals 1d4 points of Wis drain and 1d4 points of Con drain in addition to constrict damage. [B]Warping Miasma (Ex):[/B] A Pseutyrrassyl is constantly sloughing off tiny bits of its extradimensional body, which burrow into any living things they encounter and begin to convert them into forms of life more closely resembling the Pseutyrrassyl's home. This has three effects. First, the area covered by the Pseutyrrassyl's Warping Miasma is constantly enshrouded in a weird, greenish-colored mist, which acts as an [I]Obscuring Mist[/I] spell (i.e., obscuring sight beyond 5 feet). Should the Miasma be dispersed by a wind or similar effect, the Pseutyrrassyl can reestablish it as a move action on its own turn. Second, the Miasma covers the area in a horrific otherworldly Stench, which affects all living creatures inside it. Such creatures must make Fortitude saves (DC 40) or be Sickened for 10 rounds. Creatures which are immune to Poison are immune to this effect of the Miasma, and creatures which are Resistant to Poison receive that bonus against this effect. A creature which saves against this effect of the Miasma is immune to the Stench effect (but not the others) for 24 hours. Third, the Warping Miasma causes a unique and horrific Disease, called Outer Corruption, which gradually turns its victims into denizens of the Pseutyrrassyl's home realm. This Disease has the following statistics: ([B]Type[/B] disease, contact; [B]Save[/B] Fortitude DC 40; [B]Onset[/B] 1 day; [B]Frequency[/B] 1/day; [B]Effect[/B] 1d4 Wis damage and 1d4 Con damage; [B]Cure[/B] 2 consecutive saves). A creature which is reduced to 0 Wis or 0 Con by Outer Corruption immediately loses all damage caused by the disease, loses the affliction, gains the Entropic Creature template, and permanently changes to Chaotic Evil alignment. The save DCs of the Warping Miasma are Con-based. [/SIZE][/SIZE][SIZE=3][SIZE=2]--------------------------------------------------------------------- In their zeal at attacking their enemies, particularly the mortals who produce the sins (and thus demons) they so hate, the Qlippoth have made one terrible mistake. A few centuries ago, a certain Qlippoth Lord- named in no records of its own or any other race, as a result of what happened- made contact with that terrible "outside shell" of the Outer Sphere, that very same unimaginably far realm which some believe the Qlippoth themselves came from many ages ago. This Qlippoth Lord wanted a weapon, a powerful creature of that region of ultimate madness and horror with which to attack its opponents, but what answered the call was the first Pseutyrrassyl known in the cosmos. A particularly large and vicious example of the breed, that first Pseutyrrassyl demonstrated exactly how powerful its kind was by attacking and converting the entire layer of the Abyss that the Qlippoth Lord had once ruled into a place indistinguishable from its home. After its victory over the shortsighted Qlippoth, the Pseutyrrassyl took notice of all the untouched, fecund, fertile expansion territory that was available just beyond the planar horizon, and called more of its ilk into the layer to begin growing new forests just like those they had known in their own far realm. Since that time, the Pseutyrrassyls have slowly expanded their reach, typically setting down in a remote and wild location on a chosen world or plane and slowly moving across the landscape (or swimming through appropriate zones of the seas) and patiently waiting for their Warping Miasma to convert all local life to forms more pleasing to them before moving on. More than once, whole worlds have fallen to this creeping onslaught of even a single invading Pseutyrrassyl, giving them their most common nicknames among mortals who whisper fearfully of their coming: Apocalypse Forests and Doom Clouds. [/SIZE][/SIZE][SIZE=3][SIZE=2]--------------------------------------------------------------------- [B]HOOKS [/B][I] Apocalypse Now?[/I] A greenish mist appeared on your kingdom's doorstep last week, and though there have been wind storms during that time, the cloud hasn't moved. Strange sounds are reported within the murk by travelers who have passed close to it, and plants near the cloud are slowly becoming stunted and twisted by some malign influence. Is this a true Apocalypse Forest, come to your world at last, or is something else merely trying to make you [I]think[/I] it is? [I]Faerie Diplomacy:[/I] Hearing of your great deeds, a mighty lord of the Fae comes to you with a proposal: Eliminate the threat of a Pseutyrrassyl that has recently set down in his kingdom, and he will grant you lands and a title in the world of the Fae. Is this offer genuine, and if it isn't, why is he concocting this story to lure you in? [/SIZE][/SIZE] [/QUOTE]
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