Unconverted Greyhawk creatures


log in or register to remove this ad

Gothenem

Explorer
I noticed the Criteria of what is required. I believe that the Inner Planes Codex from Planeswalker.com covers the Negative Energy Elemental.
 


qstor

Adventurer
This is what Paul Looby and I came up with. His e-mail is woesinger@yahoo.co.uk. I'm pretty sure its 3.0. The extra material is Paul's and part of a proposed Living Greyhawk Journal Article.

>>
One of my minions who finally managed to penetrate the obsessive secrecy that the Scarlet Sign draw around their homeland found many of the mines of Spine Ridge manned by these creatures. They are delightfully malleable to the commands of their Suel masters. I am very interested in examining the brains of these creatures to discover the basis of their obedience. Replicating this at will in certain of your subjects would be most desirable, I'm sure you would agree.

Komazar
Medium Humanoid (Komazar)
Hit Dice: 1d8+5 (9 hp)
Initiative: +0
Speed: 20 ft.
Armour Class: 11 (+1 natural), touch 10, flat-footed 11
Base Attack/Grapple: +0/+1
Attack: Light pick +1 melee (1d4+1/x4)
Full Attack: Light pick +1 melee (1d4+1/x4)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Suel failsafe
Saves: Fort +4, Ref, +0, Will +0
Abilities: Str 12, Dex 11, Con 14, Int 8, Wis 10, Cha 8
Skills: Profession (miner) +2, Spot +2
Feats: Toughness
Environment: Underground
Organization: Solitary, work crew (4-24), clan (30-100 plus 30% juveniles)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Always lawful neutral
Advancement: By character class
Level Adjustment: +0

Suel Failsafe (Ex): Komazar are bred to be unable to attack humans of purely Suel origin and colouration, unless attacked first, in which case they will defend themselves as normal.

Komazar characters possess the following racial traits.
- +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma.
- Medium size.
- A komazar's base land speed is 20 feet.
- Special Qualities (see above): Suel failsafe
- Automatic languages: Ancient Suloise, Common, Dwarven. Bonus Languages: Goblin, Orc, Terran.
- +1 natural armour bonus.
- Favoured Class: Fighter.
- Level Adjustment: +0.

While in form these beasts appear human, in temperament they are utterly bovine. Usefully, they can sustain themselves on grass and foliage, which along with their strength makes them most economical thralls indeed. This pedantic obsession with efficiency, while strangely touching, is why the Scarlet Brotherhood fail to grasp the true matters of importance in the struggle for the Oerth. Small minds will ever think small thoughts.

Kurg
Medium Humanoid (Kurg)
Hit Dice: 2d8+4 (13 hp)
Initiative: -1
Speed: 30 ft.
Armour Class: 12 (-1 Dex, +3 natural), touch 9, flat footed 12
Base Attack/Grapple: +1/+5
Attack: 2 fists +5 melee (1d4+4)
Full Attack: 2 fists +5 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Head butt 1d4+4
Special Qualities: Suel failsafe
Saves: Fort +5, Ref, -1, Will +0
Abilities: Str 18, Dex 9, Con 14, Int 6, Wis 10, Cha 8
Skills: Listen +3, Spot +2
Feats: Endurance
Environment: Warm plains
Organization: Solitary, work crew (2-4), herd (10-100 plus 30% juveniles)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +1

Head Butt (Ex): On a successful grapple check, a kurg may head butt the grappled foe for 1d4+4 points of damage. The victim must make a DC 15 Fortitude save or be stunned for 1 round.
Suel Failsafe (Ex): Kurgs are bred to be unable to attack humans of purely Suel origin and colouration, unless attacked first, in which case they will defend themselves as normal.

Kurg characters possess the following racial traits.
- +4 Strength, +2 Constitution, -4 Intelligence, -2 Charisma.
- Medium size.
- A kurg's base land speed is 30 feet.
- Racial Hit Dice: A kurg begins with two levels of humanoid which provide 2d8 Hit Dice, a base attack bonus of +1 and base saving throw bonuses of Fort +3, Ref +0 and Will +0.
- Racial Skills: A kurg's humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Listen and Spot.
- Racial Feats: A kurg's humanoid levels give it one feat.
- Special Qualities (see above): Suel failsafe.
- +3 natural armour bonus.
- Special Attacks (see above): Head butt.
- Automatic language: Ancient Suloise. Bonus Language: Common.
- Favoured Class: Barbarian.
- Level Adjustment: +1.

The Scarlet Brothers have instilled a perverse obsession with cleanliness into these charmingly degenerate crossbreeds that infest the cities of the Tilva lands. Thus these creatures can only achieve what passes for contentment by working themselves nearly to death cleaning up after their creators. Even if they are an incessant irritation, one cannot fault the Scarlet schemers for their splendid sense of humour.

Rullhow
Medium Humanoid (Rullhow)
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 30 ft., climb 30 ft.
Armour Class: 12, touch 12, flat footed 10
Base Attack/Grapple: +0/ -1
Attacks: 2 claws -1 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Suel failsafe
Saves: Fort +0, Ref, +4, Will +0
Abilities: Str 8, Dex 14, Con 11, Int 6, Wis 10, Cha 6
Skills: Balance +12*, Climb +10*, Escape Artist +4, Listen +2, Spot +2
Feats: Agile
Environment: Warm forests
Organization: Solitary or troop (2-4)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +0

Suel Failsafe (Ex): Rullhow are bred to be unable to attack humans of purely Suel origin and colouration, unless attacked first, in which case they will defend themselves as normal.
* Rullhow receive a +8 racial bonus to Balance and Climb checks

Rullhow characters possess the following racial traits.
- -2 Strength, +2 Dexterity, -4 Intelligence, -2 Charisma.
- Medium size.
- A rullhow's base land speed is 30 feet and its climb speed is 30 feet.
- Special Qualities (see above): Suel failsafe.
- +8 racial bonus to Balance and Climb checks.
- Natural Weapons: 2 claws (1d4)
- Automatic language: Ancient Suloise. Bonus Language: Common.
- Favoured Class: Rogue.
- Level Adjustment: +0.

While appearing utterly harmless, these creatures can in fact inflict devastating mental attack. I would be most interested in discovering how to imbue other subjects with this ability. They would prove most useful in eliminating those who make them troublesome to you. Alas, I have been unable to acquire a specimen as my minion's weakness for the taste of monkey flesh proved to be his undoing when he unwittingly stumbled on a troop of these beasts.

Su-Monkey
Tiny Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +2
Speed: 30 ft., climb 30 ft.
Armour Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-12
Attack: Bite +5 melee (1d3-4)
Full Attack: Bite +5 melee (1d3-4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Psychic crush
Special Qualities: Mental immunity, familiar immunity, Suel failsafe, darkvision 60 ft., low-light vision.
Saves: Fort +2, Ref, +4, Will +2
Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 14, Cha 14
Skills: Balance +10, Climb +10, Hide +10, Listen +3, Spot +3.
Feats: Weapon Finesse (bite).
Environment: Warm forest.
Organization: Solitary, pair, troop (2-10).
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral evil.
Advancement: 2-3 HD (small)
Level Adjustment: -

Psychic Crush (Sp): Once per round, a su-monkey can target a single individual within 30 ft. with a mind-affecting psionic attack. The victim must succeed at a DC 15 Will save or suffer 1d8 points of damage. The save DC is Charisma based. This ability is the equivalent of a 3rd-level spell.
Mental Immunity (Ex): A su-monkey is immune to all mind-affecting effects.
Familiar Immunity (Ex): A su-monkey may not be summoned as a familiar.
Suel Failsafe (Ex): Su-Monkeys are bred to be unable to attack humans of purely Suel origin and colouration, unless attacked first, in which case they will defend themselves as normal.
 
Last edited:

qstor

Adventurer
Having heard report of these constructs since the Old One unleashed them upon Furyondy and the Vesve during the troubles quaintly known as the Greyhawk Wars, I have sought to obtain the formula for their creation. An Abyssal acquaintance informs me that the process requires the co-operation of a priest of the so-called Lord of Pain and a mage of some power. While the latter are not hard to come by, it is the former that might require some ingenuity to procure.

Lesser Thassaloss
Medium Construct
Hit Dice: 5d10 (27 hp)
Initiative: +0
Speed: 20 ft.
Armour Class: 18 (+8 natural) touch 10, flatfooted 18
Base Attack/Grapple: +3/+6
Attack: Claw +6 melee (1d4+3)
Full Attack: 4 claws +6 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralyzing gaze, rend
Special Qualities: Construct traits, cold immunity, slashing and piercing resistance, SR 12
Saves: Fort +1, Ref +1, Will +3
Abilities: Str 17, Dex 11, Con -, Int -, Wis 14, Cha 14
Environment: Any land or underground
Organisation: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: 6-10 HD (Medium); 11-15 HD (Large).

Paralysing Gaze (Su): Once per round, a lesser thassaloss can direct its gaze at one foe within a range of 30 feet, who must succeed at a DC 14 Fortitude save or be paralysed for 2d4 rounds.
Rend (Ex): A lesser thassaloss that hits with two or more claw attacks latches onto the opponents' body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.
Construct Traits: A lesser thassaloss is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or death from massive damage. It cannot heal itself but can be healed though repair. It cannot be raised or resurrected. A lesser thassaloss has darkvision (60-foot range).
Cold Immunity (Ex): A lesser thassaloss is immune to cold-based attacks.
Slashing and Piercing Resistance (Ex): A lesser thassaloss takes half damage from all slashing and piercing weapons because it lacks internal organs.


Greater Thassaloss
Medium Construct
Hit Dice: 12d10 (66 hp)
Initiative: +1
Speed: 30 ft.
Armour Class: 21 (+10 natural, +1 Dex) touch 11, flatfooted 20
Base Attack/Grapple: +9/+14
Attack: Claw +14 melee (1d6+5/19-20) or scimitar +14 melee (1d6+5/18-20)
Full Attack: 4 claws +14 melee (1d6+5/19-20); or primary scimitar +10/+5 melee (1d6+5/18-20) and 3 scimitars +10 melee (1d6+2/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Feebleminding gaze, rend
Special Qualities: Construct traits, cold immunity, slashing and piercing resistance, SR 16
Saves: Fort +4, Ref +5, Will +6
Abilities: Str 21, Dex 13, Con -, Int 8, Wis 14, Cha 14
Skills: Intimidate +5, Listen +7, Spot +7
Feats: Cleave, Improved Critical (claw), Improved Natural Attack, Multiweapon Fighting, Power Attack
Environment: Any land or underground
Organisation: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral evil
Advancement: 13-24 HD (Medium); 25-36 HD (Large).
Level Adjustment: -

Feebleminding Gaze (Su): Once per round, a greater thassaloss can direct its gaze at one foe within a range of 30 feet, who must succeed at a DC 18 Will save or be affected by feeblemind as per the spell as cast by a 10th level sorceror.
Rend (Ex): A greater thassaloss that hits with two or more claw attacks latches onto the opponents' body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.
Construct Traits: A greater thassaloss is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or death from massive damage. It cannot heal itself but can be healed though repair. It cannot be raised or resurrected. A greater thassaloss has darkvision (60-foot range).
Cold Immunity (Ex): A greater thassaloss is immune to cold-based attacks.
Slashing and Piercing Resistance (Ex): A greater thassaloss takes half damage from all slashing and piercing weapons because it lacks internal organs.

A jet-black skeleton, its bones inscribed with silvery runes, lurches towards you. Instead of two arms, it has four, each tipped with long razor sharp bone claws.

The combination of fell magic and the divine power of Iuz, these skeletal constructs strike fear in the hearts of the Old One’s foes. Created from the bones of those slain on the many battlefields that litter Iuz’s empire, depraved wizards and priests of the Lord of Pain imbue the skeletons with magical properties and in the case of the greater thassaloss, with a baleful sentience. Thassaloss are use both to spearhead assaults against Iuz’s foes and as eternally vigilant guardians at locations important to the Old One.

Combat
Thassaloss make maximum use of the gaze attacks to incapacitate as many foes as possible at a distance. They then close to red both the stricken and the able-bodied either with their claws or with wickedly curved black scimitars. While lesser thassaloss are mindless and attack without any sophisticated tactics, greater thassaloss possess a feral cunning, which they put to effective use against their victims.

Creating a Thassaloss
Creating a thassaloss, whether greater of lesser, involves the co-operation of a priest of Iuz with an experienced mage. These creatures are created only by the most evil and twisted minds. The stages of the process of creation are as follows:
First an intact human skeleton must be obtained for the spell, together with an extra set of arm and shoulder bones that are fused into the thorax during the stage in which the priest casts his spell. The skeleton is treated with resins and oils to stain it black and harden the bones. The priest employs the create thassaloss spell to prepare the skeleton. The wizard then casts his spells upon the skeleton.

Create Thassaloss
Necromancy [Evil]
Level: Clr 6 (Iuz only)
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Targets: 1 skeleton touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell enables a cleric of Iuz to impart a basic matrix of magic into a skeletal form, allowing further spells to "adhere" to the skeleton, for the specific purpose of animating a thassaloss and rendering the creation permanent. A skeleton with two extra sets of arm bones is so enchanted. If not addition al wizard spells are case into thassaloss within 24 hours of the casting of the create thassaloss spell, the creature becomes simply an animated skeleton with 1 HD and AC 18. If the cleric wishes to create a greater thassaloss, he must have on hand a vial of wraith dust that is mixed into the bones together with the oils and resins. For creation of a lesser thassaloss, the body fluids of a ghoul must be mixed with the oil and resin instead.

To create a lesser thassaloss, a wizard of at least 14th level must cast the following spells into the thassaloss's body: hold person, permanency, limited wish. To create a greater thassasloss, a wizard of at least 16th level must cast the following spells into the thassaloss body: feeblemind, geas, permanency, bull's strength, limited wish. These spells must be cast within 24 hours of the create thassaloss spell.
The wizard need only use a limited wish rather than a wish due to the strength and effects of the create thassaloss spell. However, if a wish spell is used, a special addition to the thassaloss form can be created; a simple magical weapon can be used in the casting of the wish, and its hit and damage bonuses will become part of the thassaloss' basic hit and damage rolls.
The magical weapon is used up in the wish casting in this case. Any special magical properties of such a weapon are lost. Similarly the use of a magical shield can improve the armour class of a thassaloss during creation.
 

Shade

Monster Junkie
Wow! I can't believe I've missed this thread for over a year. :eek:

Qstor, if you're still around these parts, thanks so much for sharing.

We'd be happy to host them on the Creature Catalogue with your permission.
 

qstor

Adventurer
Shade said:
Wow! I can't believe I've missed this thread for over a year. :eek:

Qstor, if you're still around these parts, thanks so much for sharing.

We'd be happy to host them on the Creature Catalogue with your permission.

Sure go for it. Just credit Paul Looby and I :)

Mike
 


Echohawk

Shirokinukatsukami fan
In the hope that it assists in the process of getting these critters added to the CC, I'm guessing that the credit should read "Michael Cooney & Paul Looby" based on this link (scroll down for "A Strange Sacrifice").
 

Shade

Monster Junkie
Thanks!

Based on that, I did some searching and found an e-mail addy for him on Paizo's boards from earlier this year. I shot him an e-mail in hopes that it is still current.
 

Remove ads

Top