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TheVorpalTribble

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A Dying Ember Bestiary
« on: February 21, 2011, 03:27:29 PM »
This is to be the bestiary to my campaign setting, A Dying Ember.

Animals
- Aurochs
- Burl Tortoise
- Dire Beaver
- Dire Duck-Billed Platypus
- Fringe Penguin
- Gamecock
- Hunter Worm
- Porcupine
- Riverbeast
- Skunk

Aberrations
- Drippitch

Construct
- Amberward of Salpa
- Animated Object Swarm
- Leather Dread
- Light of the Ancestors

Deathless
- Greensake
- Stranger on the Shore

ElementalFey
- Burl Noggin
- Cellarblight
- Crystal Woman
- Dullahan
- Dullahan, Gan Ceann
- Essence of Pharos
- Frosti
- Gremlin
- Honeydew
- Lamentisk
- Llymha
- The Man Who Wasn't There
- Red Man
- Skrytinn'kanina
- Stumbleslink
- Toxdra

Magical Beast
- Aurcach
- Blue Heifer
- Both-th-th-in
- Claws on the Wall
- Combrunner
- Dreamcatcher
- Fane
- Flash Herring
- Guible
- Horrid Earwig
- Pureborn Beast
- Sanctusarach
- Snowy Dove
- Storyhunduy
- Wellspring Newt
- Xelcius

Monstrous Humanoid
- Cricketman
- Qalupalik
- Ravenclawe

Ooze
Death Dew
Sea Froth
Sea Froth, Frothing Mass

Outsider
Dark Bedfellow
Hidden Stream
Lady Blackscuttle

Plants
- Arcadian Holly
- Blizzard willow
- Cranny Creeper
- Dewmoss
- Indigo Rose
- Myconid, Deathcap
- Teaxi
- Vlakwa

Undead
Angiak
Cryptfire
Insomnus
Nihil

Vermin
- Gesyerbelly
- Giant Cow-Killer Wasp
- Medicinal Leech Swarm
- Splittermaw
- Vicious Longleg Swarm


Templates
Bitterborn
Cold-Blooded
Crystal Child
Faerie Courtier
Heartsblood
Immortal
In the Walls
Indigo Beauty
Mosaic
Natural
Nox-Touched
Paramind
Pelt
Pollen Mother
Seadreamt
Survivor
Tapper
That God Never Saw
Wary

« Last Edit: February 25, 2011, 06:28:53 PM by TheVorpalTribble »
Over hill, over dale, through bush, through briar, over park, over pale, through blood, through fire...

A Dying Ember
(Campaign Setting)

TheVorpalTribble

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Re: A Dying Ember Bestiary
« Reply #1 on: February 21, 2011, 03:32:36 PM »
Animals


Aurochs[spoiler]The moo started off low and rose slowly. It was a visceral sound that rolled across the ancient tundra and told early man that here came dinner or death...

AurochsCombat
Aurochs are exceptionally fierce, letting out deafening bellows before charging at anything that they feel threatens them or the herd, reguardless of size or make.  

Stampede (Ex): A frightened herd of aurochs flees as a group in the direction of the perceived source of danger. They literally run over anything of Large size or smaller that gets in their way, dealing 4d6 points of damage for each five aurochs in the herd (Reflex DC 23 half). The save DC is Strength-based.

Trample (Ex): Reflex half DC 23. The save DC is Strength-based. [/spoiler]

Burl Tortoise
[SPOILER]The forest giants tower far above you, their twisted, age-hardened trunks covered with mosses. As you pass one by you hear a faint scraping and one of the infected burls that spot the trees detaches on four scaly legs and hurls itself towards you...

Medium Animal
Hit Dice: 5d8+5 (27 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 21 (+3 dexterity, +8 natural), touch 13, flat-footed 18
Base Attack/Grapple: +3/+6
Attack: Claw +6 melee (1d4+3)
Full attack: 2 claws +6 melee (1d4+3), bite +3 melee (1d6+1)
Space/reach: 5 ft./5 ft.
Special Attacks: Pounce, rake
Special Qualities: Damage reduction 2/-, low-light vision, one with the wood, scent
Saves: Fort +7, Ref +7, Will +3
Abilities: Str 16, Dex 16, Con 17, Int 2, Wis 15, Cha 6
Skills: Hide +13*, Move Silently +7, Listen +8, Spot +8*
Feats: Multiattack, Stealthy
Enviroment: Temperate or Warm Forest or Swamp
Organization: Solitary or Mates
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 6-9 HD (Medium)
Level Adjustment: -

Having adapted to the most hostile of jungles and woodlands, these fast-moving tortoises have climbed their way to the top of the food chian. Quick, and agile, coupled with a protective shell and scaly skin, these creatures are able to survive and thrive.

The creature appears as an unnaturally lithe, stream-liked tortoise. The scaley legs are very long and look to be made for running and leaping. Each one ends in a four toed foot with long, curving, grasping claws. Covering all this is a large, irregularly shaped, mostly hollow shell with almost no undershell. Its upper shell however is arched and hard-plated, resembling old, gnarled bark. Moss, algae and occasionally small mushrooms grow upon the shell. The legs can be pulled partially within, as well as the head and neck. The head is round and stubby with a sharp, beak-like mouth at the end of a long, flexible neck.

Burl tortoises are about four feet tall, around five and a half feet long including outstreched neck and tail, and generally three and a half feet wide.

Combat
Fights between burl tortoises and other creatures are rumored to be phenomenal. The burl tortoise are generally found clutching trees with their clawed paws that cannot be drawn into the shell. When they hear or smell potential prey below they extend their head and legs and leap down upon the creature.

One With the Wood (Ex): While clutching a tree and remaining unmoving a successful DC 15 Knowledge (nature) check is required to notice the tortoise is not a natural part of the trunk.

Pounce (Ex): If a burl tortoise charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +9 melee, damage 1d4+1.

Skills: Burl tortoises get a +8 racial bonus to hide in forested terrain and a +6 bonus to listen and spot.[/SPOILER]

Dire Beaver
[SPOILER]

Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 20 ft.(4 squares), swim 50 ft.
Armor Class: 16 (+1 dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +2/+8
Attack: Bite +5 melee (1d4+2)
Full Attack: Bite +5 melee (1d4+2) and slam -1 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Gnawer
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities Str 14, Dex 13, Con 17, Int 2, Wis 12, Cha 6
Skills: Craft (carpentry) +2, Listen +4, Spot +4, Swim +12
Feats: Improved Grapple, Weapon Focus (bite)
Environment: Cold forest or aquatic
Organization: Solitary, mates, or colony (3-16)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4 HD (medium), 5-8 HD (Large)
Level Adjustment: -

Dire beavers appear much like a normal beaver, except they are eight feet in length and leaner in form. with a whip-like tail. Their broad faced sport incisors nearly 6 inches in length. Their webbed feet are made for swimming, with long, curved claws.

Dire beavers weigh 200 lbs. and is as tall as a large dog at its shoulder.

Combat
A dire beaver is much more territorial than their lesser brethren. They will slap their tail loudly to warn off intruders. If this does not make them leave they hobble forward to bite and try to drag the creature into the chill waters where it lives.

Gnawer (Ex): A dire beaver's bite does double damage when dealing damage to wooden objects or plant creatures.

Hold Breath (Ex): A dire beaver can hold its breath for a number of rounds equal to 10 x its constitution score.

Skills: A dire beaver has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.[/SPOILER]

Dire Duck-Billed Platypus
[SPOILER]
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 30 ft. (6 squares), swim 40 ft., burrow 5 ft.
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Spur +4 melee (1d6+2 plus poison)
Full Attack: 2 spurs +4 melee (1d6+2 plus poison) and bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Blindsight 60 ft., low-light vision, scent
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 15, Dex 11, Con 14, Int 2, Wis 12, Cha 11
Skills: Hide +2, Listen +6, Spot +4, Swim +10
Feats: Ability Focus (poison), Alertness(B), Multiattack
Environment: Any Aquatic
Organization: Solitary or Mates
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium), 6-8 HD (Large)
Level Adjustment: -

This creature seems a bizarre, predatory mix of several different creature. It is a low, stream-lined body with close-fitting fur set upon two pair of short, sprawled legs. These legs end in great webbed feet with curving claws, and the back two feet each have an evil looking spur jutting out half a foot from the heel. Behind them is a large, flat tail with a knobby bit of bone at the tip. Its head is small and round, with an enormous fleshy bill filled with ridged, bone-crushing teeth. Its eyes are tiny and glint darkly on land, and are covered over with a protective membrane.  

Dire duck-billed platypi are predators of rivers and streams, eating voraciously anything that dwells there that they can. They prefer shellfish and aquatic worms, but few creatures are safe from their insatiable appetite. They live in large burrows tunneled out of the sides of hills or raised land nearby if not practically touching the water.  

A dire platypus is from 5 to 7 feet in length and can weigh up to 300 pounds.

Combat
A dire platypus senses its prey with its blindsight and may stalk it for some time, keeping to the mud or thick aquatic vegetation, before with a swish of its tail diving upon its prey and stinging it repeatedly with its poisonous spurs. It continues until the creature dies. It then tears off enormous chunks to store in its cheek pouches to eat at its leisure upon land.

Poison (Ex):Blindsight (Ex): Underwater a dire platypus is blind (and immune to gaze attacks and similar abilities), but it maneuvers and fights as well as a sighted creature by using scent, vibration and electroreception to ascertain its surroundings. This ability enables it to discern objects and creatures within 60 feet. The platypus does not need to make Spot or Listen checks to notice creatures within range of its blindsight.

Blinding A Dire Platypus
A dire platypus senses the faint electrical auras of living creatures and inanimate objects in its immediate vicinity. As such it does not lose its blindsight until both its hearing and electrical senses are impaired. Hearing can easily be damaged by means of spells or effects that create deafness or silence. The electric sense is harder to obscure. Powerful discharges of electricity can do it. If a dire platypus takes 10 or more points of electricity damage, the creature must make a DC 15 fortitude save or lose its electrical sense for 1d4 rounds. If it would take 20 points or more, the save DC is 20, and its electroreception is lost for 2d4 rounds.

Skills: A dire platypus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.[/SPOILER]

Fringe Penguin
[spoiler]


Medium Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: -1
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 13 (+4 natural, -1 dex ), touch 9, flat-footed 13
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d4+2)
Full Attack:Bite +5 melee (1d4+2) and 2 slams +0 melee (1d3+1)
Space/Reach: 5 ft./2 1/2 ft.
Special Attacks: -
Special Qualities: Blind, blindsense 60 ft., fringe animal, hold breath, scent, stoic
Saves: Fort +6, Ref +3, Will +5
Abilities: Str 14, Dex 8, Con 15, Int 2, Wis 14, Cha 8
Skills: Listen +9, Swim +10
Feats: Endurance, Iron Will
Environment: Underground
Organization: Mates, Huddle (3-9), Rookery (10-30), Colony (30+)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium), 9-12 HD (Large)
Level Adjustment: -

These gigantic penguins are oddly unnerving, and not just due to their abnormal size. Their close-fitting feathers are colorless, and their large webbed feat and beaks an equally pale hue with a tinge of pink. They have no apparent eyes, though have a sharp tuft of feathers above where one would have expected them to be.

These creatures are a mystery to those that discover them, usually deep within large arctic caves of stone or ice, sometimes miles beneath the surface where no light ever penetrates. These caves are always near a source of water, often veritable subterranean seas of dark, frigid ink.
Often within these seas or upon the caves are signs of intelligent habitation such as marks and symbols, or seemingly abandoned ruins. How these strange penguins came to exist amongst them is unknown, though some speculate that they were a source of food for the inhabitants. A fetid odor or sections of bilestone are not unusual in these penguin's lairs.
Few to are those that return to the surface to report them. The penguins don't seem to be hostile, but are often seen by those that come after pecking at the remains of past visitors.

Fringe penguins stand between six and seven feet tall and weigh several hundred pounds. They speak in warbles and whistles to one another, and while strange and complex in tone and inflection, often repeating odd, booming sounds nearly seeming as speech, they possess no true language.

Combat
Fringe penguins are noncombatant creatures that do not attack even if you walk amongst them. However, if they, their chicks, or eggs are harmed they will quickly waddle over to peck, gouging out beak-fulls of flesh which they consume on the spot.

Blind (Ex): A fringe penguin is immune to any effect related to sight, such as gaze attacks, blinding attacks, optical illusions, any light effects and similar.

Fringe Animal: A fringe penguin is a strange creature that has a 50% chance of ignoring any spell, power, or ability that specifically targets animals, such as Hold Animal spell, Wild Empathy check, or a ranger's bonus to Favored Enemy (animal). They can however be affected by effects that specifically target aberrations, though there is also a 50% chance of their ignoring it. You can try again next round, or another individual attempt the same ability in the same round. 50% chance is applied to each individual check.  

While generally a relatively amiable creature it is, however, considered to be Unfriendly for the purpose of Wild Empathy checks.

As well, a Knowledge (dungeoneering) check instead of (nature) is required to identify it.

Hold Breath (Ex): A fringe penguin can hold it's breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.

Stoic (Ex): Fringe Penguins seem to be unusually accustomed to fear and the unusual. They gain a +4 bonus to resist fear and insanity effects.

Skills: A fringe penguin has a +8 racial bonus on any swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

-=-=-=-=-=-=-=-

*TITANIC Fringe Penguin
*Titanic Template from Monster Manual II
[SPOILER]
Gargantuan Animal
Hit Dice: 25d8+225 (337 hp)
Initiative: -3
Speed: 20 ft. (4 squares), swim 70 ft.
Armor Class: 27 (+24 natural, -3 dex, -4 size ), touch 3, flat-footed 27
Base Attack/Grapple: +18/+45
Attack: Bite +29 melee (3d8+15)
Full Attack:Bite +29 melee (3d8+15) and 2 slams +24 melee (2d8+7)
Space/Reach: 20 ft./10 ft.
Special Attacks: -
Special Qualities: Blind, blindsense 60 ft., fringe animal, hold breath, scent, stoic
Saves: Fort +25, Ref +11, Will +10
Abilities: Str 40 (+15), Dex 4 (-3), Con 29 (+9), Int 2 (-4), Wis 14 (+2), Cha 8 (-2)
Skills: Listen +19, Swim +19
Feats: Endurance, Great Fortitude(B), Improved Snatch, Improved Sunder, Indomitable Soul, Iron Will, Power Attack, Quick Recovery, Rapid Swimming, Run, Snatch
Environment: Underground or Cold Aquatic
Organization: -
Challenge Rating: 16
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

There is a great shriek that echoes across the arctic shadows on this frigid night, and the clouds overhead seem to shake. The frozen surface beneath your feet bucks as nearby the ice seems to explode. Up from the dark waters rises a monstrous shape. It is a penguin twenty feet all, with pale, ghostly feathers. It turns its sightless head towards you, and spreads its flightless wings as it runs at you in a furious, wobbling gate.  

Titanic fringe penguins are a freak accident amongst animals already steeped in the abnormal. It is thought that during times of great hunger the fringe penguins will peck at even bilestone for nutrients. The eggs laid are enriched within it, and the chick that hatches never stops growing. It quickly eats all the available food, then turns on its own kind to sate its hunger. Finally, unable to find nourishment leaves its cave for the outside world, attacking and eating anything that moves once the sun has gone down.  

Combat
Titanic fringe penguins are nothing like their unaffronted relatives. They are not so much blood thirsty, as blood ravenous and will eat all in their path.  

Blind (Ex): A fringe penguin is immune to any effect related to sight, such as gaze attacks, blinding attacks, optical illusions, any light effects and similar.

Fringe Animal: A fringe penguin is a strange creature that has a 50% chance of ignoring any spell, power, or ability that specifically targets animals, such as Hold Animal spell, Wild Empathy check, or a ranger's bonus to Favored Enemy (animal). They can however be affected by effects that specifically target aberrations, though there is also a 50% chance of their ignoring it. You can try again next round, or another individual attempt the same ability in the same round. 50% chance is applied to each individual check.  

While generally a relatively amiable creature it is, however, considered to be Unfriendly for the purpose of Wild Empathy checks.

As well, a Knowledge (dungeoneering) check instead of (nature) is required to identify it.

Hold Breath (Ex): A fringe penguin can hold it's breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.

Stoic (Ex): Fringe Penguins seem to be unusually accustomed to fear and the unusual. They gain a +4 bonus to resist fear and insanity effects.

Skills: A fringe penguin has a +8 racial bonus on any swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.[/SPOILER][/spoiler]

Gamecock
[SPOILER]

Tiny Animal
Hit Dice: 1/2d8+1 (3 hp)
Initiative: +3
Speed: 20 ft., fly 20 ft. (clumsy)
Armor Class: 16 (+3 dex,+1 natural, +2 size), touch 15, flat-footed 13
Base Attack/Grapple: +0/-12
Attacks: Flurry +5 melee (1d3-4)
Damage: Flurry +5 melee (1d3-4)
Special Attacks: Crow, pounce
Special Qualities: Ferocity, limited flight
Face/Reach: 2 1/2 ft./0 ft.
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 3, Dex 16, Con 12, Wis 12, Int 2, Cha 12
Skills: Balance +9, Bluff +3, Escape Artist +7, Hide +9, Intimidate +3, Listen +3, Spot +5, Survival +7
Feats: Weapon Finesse
Climate/Terrain: Any temperate or warm land
Organization: Solitary, 2-4 Clutch, 5-20 Flock
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 1-2 HD (Tiny)
Level Adjustment: --

A gamecock is a lithe, agile fowl bred for their quickness and ornery temperment for use in fights. Their heads are small and narrow to a curved beak, and their wattles and combs are very unpronounced, having mostly been bred out of the stock as to remove an object for the rooster's opponent to grab onto. Its legs are thickly scaled, and its talons sharpened. From the inner sides of the leg grow two vicious, several inch long spurs that have had razor-sharp bits of metal fitted over to inflict more cruel damage.

Combat
Gamecocks are naturally bluffers, pretending to peck the ground and search for food, sometimes even walking off, before suddenly flying into the air to strike its opponent with its flurry of beak, claws and spurs. They lift their feathers high and appear to increase in size to further intimidate.

Crow (Ex): As a full-round action, a gamecock can utter a piercing crow that will awaken those that slumber naturally within 100 feet and can be heard out to a mile or two.

Ferocity (Ex): A gamecock is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Limited Flight (Ex): A chicken is a poor flyer and generally can "fly" for short distances. It can use its flight ability to prevent taking falling damage or to fly upwards up to 20 feet. The chicken must always land at the end of its flight each round.

Pounce (Ex): When a gamecock makes a charge, it can follow with a full attack, including a spur attack (+5 melee, 1d3-4 damage, 19-20/x2).

Skills:
Gamecocks have a +2 racial bonus on intimidate and bluff checks, a +4 bonus to balance, escape artist, hide and spot checks, and a +6 bonus to survival checks. While in tall undergrowth this hide bonus increases to +6.

Gamecocks As Familiars
A gamecock grants a +3 bonus to Bluff checks.[/SPOILER]

Hunter Worm
[SPOILER]

Tiny Animal
Hit Dice: 1/2d8+1 (6 hp)
Initiative: +4
Speed:  15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class:  17 (+4 dex, +1 natural, +2 size), touch 16, flat-footed 13
Base Attack/Grapple: +0/-11
Attack: Bite +6 melee (1d3-4 plus venom)
Full Attack: Bite +6 melee (1d3-4 plus venom)
Space/Reach: 2 1/2 ft./5 ft.
Special Attacks: Favored enemy, infest, poison
Special Qualities: Blindsense 20 ft., detect poison, resistance to poison 8, scent
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 4, Dex 18, Con 13, Int 2, Wis 12, Cha 2
Skills: Balance +12, Climb +12, Hide +18, Move Silently +6
Feats: Toughness, Weapon Finesse(B)
Environment: Internal
Organization: Solitary or Twining (2-3 worms)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 1-3 HD (tiny) 4-5 HD (small), 6-9 HD (medium)
Level Adjustment: -

This appears like a mixture between a white snake and a parasitic worm, but are exceedingly quick and intelligent. In fact hunter worms are specially bred and altered species of tapeworm made not to parasitize, but protect against them.
They actually are kept within a master symbiont, the one who trains and feeds them, keeping them within their own intestines to further the bond. It invades most of the host's system so as to keep it healthy, and warning him of impurities.

Though tiny sized, they are nearly 6 feet long when fully extended, and are slimmer than an earthworm, weighing no more than half a pound. They speak no language, though can understand simple commands in the language of their host.

Combat
Hunter worms prefer to stay within their hosts while attacking, springing out of their host's mouth to bite or deliver touch attacks. If directed to however they will emerge completely.

Favored Enemy: A hunter worm gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against parasitic or symbiotic creatures (those capable of infesting or bonding physically to a host in some manner). Likewise, its gets a +2 bonus on weapon damage rolls against such creatures.

Detect Poison: A hunter worm can sense what might poison it or its host through its scent, and if within its host will cause him to regurgitate any harmful ingested substance. If without, the master symbiont knows the signs of a hunter worm trying to warn him.

Infest (Ex): A hunter worm can infest the body of a willing or helpless creature's body. It slips its way into the stomach or between organs and muscles as it sees fit. The host must be the same size as the hunter worm, or larger, and takes 4 rounds. Incorporeal creatures, constructs, elementals, oozes, and plants are immune to this ability.
A hunter worm can abandon a body it has infested with a full round action that deals 1d4 damage if it entered through a wound. If it invaded through a digestive orifice, it may induce the subject to vomit as a standard action, and the worm is deposited in an adjoining square. The worm can leave the digestion of its symbiont as a move action that requires no action on the part of said symbiont.
A hunter worm can, and usually will, attack any parasite, symbiont or other object that is not of the creature's body, except other hunter worms unless directed by its master symbiont. These might include a tsochar, a cancer mage's tumor, or psionic sinews. A hunter worm can move through a body practically at will, and its attacks are not inhibited by its lack of space, while most parasites are unable to move. If this is not the case, a hunter worm gains a +4 dodge bonus to AC and +1 on attacks against mobile parasites.
A hunter worm may also automatically deal damage to its host as if it had made a bite attack. This is usually only done if directed by its master symbiont prior to the worm's infestation. It can also be trained to perform actions while inside, such as attacking, by specific taps and blows upon the host's body. The master symbiont can take a -4 penalty on his attacks to communicate to his hunter worm inside an opponent's body by his manner of strikes.

Poison (Ex): A hunter worm has a poisonous, sterilizing bite that 3 times per day deals initial and secondary damage of 1d6 Con, Fortitude DC 15. This also acts as a Remove Disease spell in regards to parasitic creatures. If it bites a non-parasite the victim is not affected as if by Remove Disease (CL 10th), but he does get an additional save against any infection. He does not receive an additional save through the worm's bite for 24 hours. Save DC's are Constitution-based and have a +4 racial bonus.

Skills: Hunter worms have a +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Balance checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb and Swim checks.

Hunter Worm Familiars
Masters of a Hunter Worm gain a +4 bonus to saves against poison.

Animal Companion

A hunter worm can be taken as an animal companion without level adjustment.[/SPOILER]

Porcupine
[SPOILER]

Small Animal
Hit Dice: 1d8+3 (7 hp)
Initiative: +1
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 17 (+1 dex, +5 natural, +1 size), touch 12, flat-footed 16
Base Attack/Grapple: +0/+3
Attack: Pierce +1 melee (1d4-1)
Full Attack: Pierce +1 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Quills
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +2, Will +1
Abilities Str 9, Dex 13, Con 16, Int 2, Wis 12, Cha 6
Skills:Climb +7, Listen +3, Spot +3, Survival +5
Feats: Run, Weapon Finesse(B)
Environment: Cold or Temperate Forest
Organization: Solitary, Mates, or Prickle (4-8 porcupines)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (small)
Level Adjustment: -

Porcupines are large, nocturnal rodents with compact bodies covered in needle-sharp quills. They at first appear harmless, but when threatened the spines stand out sharply. Porcupines tend to be peaceful herbivores found in trees at night, though hide in the day.  

Porcupines stand only some 8-12 inches high, but weigh 20-40 lbs.

Combat
A porcupine tends to freeze around potential predators, and then lash out with their quill-filled tails when it closes in. They then run while it deals with the painful shock.

Quills (Ex): A porcupine's needle-sharp quills deal 1d4 damage to any creature that successfully hits it with an unarmed attack. Strength bonuses that the aggressor applied to its attack against the porcupine are also added to the damage (+5 maximum). Damage taken from porcupine quills heal at half the normal rate unless removed with a DC 16 heal check. Creatures with natural armor of +5 or more take only half damage from a porcupine's quills.

Porcupines gain a +4 racial bonus to avoid being grappled.

Skills: Porcupines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
[/SPOILER]

Riverbeast (Andrewsarchus)
[SPOILER]

Huge Animal
Hit Dice: 14d8+70 (133 hp)
Initiative: +2
Speed: 60 ft. (12 squares), swim 40 ft.
Armor Class: 18 (+2 dex, +8 natural, -2 size), touch 10, flat-footed 16
Base Attack/Grapple: +10/+29
Space/Reach: 15 ft./10 ft.
Attack: Bite +22 melee (3d6+16)
Full attack: Bite +22 melee (3d6+16)
Special Attacks: Swallow whole
Special Qualities: Carrion eater, low-light vision, scent
Saves: Fort +14, Ref +11, Will +5
Abilities: Str 33, Dex 14, Con 21, Int 2, Wis 13, Cha 10
Skills: Climb +17, Listen +10, Spot +10, Survival +2*, Swim +18
Feats: Improved Natural Attack (bite), Run, Snatch, Track, Weapon Focus (bite)
Environment: Cold and temperate hills and mountains
Organization: Solitary or Mates
Challenge Rating: 10
Treasure: None
Alignment: Always Neutral
Advancement: 15-26 HD (Huge), 27-38 HD (Gargantuan)
Level Adjustment: --

The riverbeast is one of the largest and most ferocious carnivores one is likely to ever meet. Even a dire bear looks puny side by side, and indeed riverbeasts make the occasional meal out of these ursine hulks.

They appear somewhat as giant hyenas, with compact, dog-like bodies, covered by thick fur in all shades of browns and dark tans, with striped and spotted highlights. Unlike any hyena is its meter long head with a huge, extended snout filled with teeth made for piercing and crushing. Its four legs end in four blunt hooves instead of claws which are useless for tearing. Between the front shoulder blades is a great lump of muscle giving it tremendous neck and foreleg strength.

Despite their fearsome appearance riverbeasts are mostly roaming scavengers or fishers, prowling river shores, and occasionally beaches of lakes and seas. There are rumors that riverbeasts have been seen gnawing cracked dragon turtles shells with ease.

Riverbeasts are around 18 feet long from snout to tail and weigh about 12,000 lbs.

Combat
Riverbeasts are fearsome fighters, using their immense jaw muscles to crush out of shape whatever it get a hold of. If carrion is not readily available they do not hesitate to leap upon anything of sufficient size to satisfy their hunger, snatching it up in their awesome jaws and snapping bones and shell which it eats as readily as the meat. Any creatures of smaller than Medium size are generally beneath its notice. They enjoy the water and will pursue aquatic prey as well as those that are land bound.

Carrion Eater (Ex): As a result of the riverbeast's proclivity for carrion it gains a +4 bonus to fortitude saves against disease.

Swallow Whole (Ex): A riverbeast can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d6+8 points of bludgeoning damage and 8 points of acid damage per round from the riverbeast's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A riverbeast's gizard can hold 1 Medium, 2 Small, 8 Tiny, or 32 Diminutive or small opponents.

Skills: A riverbeast has a +4 racial bonus on Listen and Spot checks, and a +6 bonus on climb and swim checks.

*It also gains a +6 racial bonus on Survival checks when tracking by scent.
[/SPOILER]

SkunkCombat
Skunks generally bite at weak creatures, though if larger creatures threaten them they run, spraying them with a horrible stench if they come too close.

Spray (Ex): A skunk can release an offensively smelling liquid as a ranged touch attack at an opponent up to 15 feet away. The victim must succeed on a DC 12 fortitude save or be rendered sickened for the duration of the encounter plus 1d4 minutes. On a roll of 20 the skunk sprays into their victim's eyes if they possess them, blinding them as well as sickening them if they fail their save. Creatures that successfully save cannot be sickened by the same skunk's stench for 24 hours, but can still be blinded. The skunk may only use this ability up to five times a day, and then loses the ability for a week. The save DC is Constitution-based.

A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. Creatures who have been sprayed can be detected at twice the range of normal by scent, and creatures that possess the scent ability have the range of their smell decreased to 10 feet. Bathing does not normally remove this scent, though tomato juice and other concotions are known to. Skunks are not affected by their own spray in any way.

Skills: Skunks have a +4 racial bonus on Hide and Listen checks.[/SPOILER]
« Last Edit: February 21, 2011, 04:15:54 PM by TheVorpalTribble »
Over hill, over dale, through bush, through briar, over park, over pale, through blood, through fire...

A Dying Ember
(Campaign Setting)

TheVorpalTribble

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Re: A Dying Ember Bestiary
« Reply #2 on: February 21, 2011, 03:34:09 PM »
Aberrations

Drippitch
[spoiler]Large Aberration (aquatic, psionic)
Hit Dice: 7d8+28 (59 hp)
Initiative: +3
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 21 (+3 dex, +9 natural, -1 size), touch 12, flat-footed 18
Base Attack/Grapple: +5/+12
Attack: Tentacle +13 melee (1d6+4)
Full Attack: 6 tentacles +13 melee (1d6+4)
Space/Reach: 10 ft./20 ft.
Special Attacks: Drowning dreamt, improved grab, psi-like abilities, wood rot
Special Qualities: Absorption, amphibious, blindsight 120 ft., natural invisibility, ooze traits, resistance to acid and cold 10, slippery, stranger to the sun
Saves: Fort +6, Ref +5, Will +8
Abilities: Str 18, Dex 16, Con 19, Int 7, Wis 17, Cha 14
Skills: Escape Artist +18
Feats: Ability Focus (drowning dreamt), Diehard(B), Lightning Reflexes, Weapon Focus (tentacle)
Environment: Any aquatic
Organization: Solitary or Violation (3-9)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral evil
Advancement: 8-19 HD (large)
Level Adjustment: -

Every sailor has secret dreads, from being lost at sea to starvation. But to drown, and be lost helplessly amongst the waves to slowly die of thirst or until one's muscles give out and then slip down into the deep, dark waters... this is a fear all seaman possess. This fear haunts the dreams of the sailor's uneasy dreams, especially as they rock to and fro on the swells of storms. Patches of damp wood form over the beds of these sailors, which drips a greasy black water upon the sleeping. This gives the erroneous impression that these creatures came from the storms and mists, while it is the sailors themselves whom attract these abominations.

A drippitch appears as a shadowy puddle of murky, foul-smelling water. From the middle of the puddle erupts a noxious collection of what looks to be broad, cancerous seaweed coated in slime that floats and undulates as if directed by non-existent ocean currents.
 Normally unseen, the only way most can detect its presence is by the puddles it leaves which quickly soaks right through wood, causing unnerving drippage from dark patches on the ceilings of lower decks.

A drippitch weighs some 400 lbs. and seems to speak no language. 

Combat
A drippitch often stalks a ship invisibly for several days below deck, feeling about its surroundings. It will then hang upside down over the sleeping form of its victim and tries to envelope them. It then departs quickly, waiting for them to drown in their sleep.

Absorbtion (Ex): A drippitch can move through and along surfaces made of non-living organic substances at will, such as wood, bone, and leather. It may pass from floor to wall or wall to floor, or even wall to ceiling and vice versa, freely, as long as they are made of these substances. Weapons made of these materials still harm a drippitch, though its natural attacks ignore the AC provided by armor made of these materials.

Drowning Dreamt (Su): A creature whom is pinned for a full round by a drippitch must succeed on a Will save (DC 17). Those that fail their save are Shaken until they sleep or lose consciousness. They then suffer horrible dreams of drowning, black tentacles pulling them into the crushing cold of the deep waters. The victim must make the appropriate saves to keep from drowning even if he or she would normally be able to breathe water from natural or supernatural means. While their dreamself drowns, foul smelling, shadowy water trickles from the choking victim's real nose and mouth. Rapid shaking or dealing damage of any kind to the real body automatically awakens them. Spells such as Calm Emotions can temporarily suppress the victim being shaken, though once the spell's duration is over the condition returns. Remove Curse and similar spells have a chance of negating drowning dreamt, though a successful caster level check against the drippitch's HD must be made. This is a mind-affecting ability. The save DC is Charisma-based.

While a victim is drowning in his dreams a drippitch may envelope the body once more and travel physically into the dream of the victim as the Dream Travel power.

Improved Grab (Ex): To use this ability, a drippitch must hit with at least two of its tentacle attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Natural Invisibility (Su): This ability is constant, allowing a drippitch to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Psi-like Abilities:
At will - Body Equilibrium; 3/day Cloud Mind (DC 14), Crisis of Breath (*DC 16, affects all). Manifester level 10th. Save DC's are Charisma-based.
* Includes augmentation for the creature's manifester level.

Slippery (Ex): A drippitch's coating makes it intensely difficult to hold onto. They gain a +6 racial bonus on any Escape Artist check or grapple check to free itself from another's embrace.

Stranger to the Sun (Ex): A drippitch cannot tolerate direct sunlight. While in direct sunlight it loses its blindsight and takes 1d6 points of non-lethal damage per round. Once the damage equals its normal total the non-lethal damage becomes lethal.

Wood Rot (Ex): If it wishes, any appropriate surface or object a drippitch is in continuous contact with for a full minute is affected as by the Wood Rot spell (Complete Arcane, p. 130). Plant creatures automatically take 3d6 points of damage from its tentacle attacks.[/spoiler]
« Last Edit: February 21, 2011, 03:43:15 PM by TheVorpalTribble »
Over hill, over dale, through bush, through briar, over park, over pale, through blood, through fire...

A Dying Ember
(Campaign Setting)

TheVorpalTribble

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Re: A Dying Ember Bestiary
« Reply #3 on: February 21, 2011, 03:34:36 PM »
Construct

Amberward of Salpa
[SPOILER]
Large Construct (extraplanar)
Hit Dice: 13d10+30 (101 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 25 (+16 natural, -1 size), touch 9, flat-footed 25
Base Attack/Grapple: +9/+25
Attack: Slam +16 melee (2d8+8 )
Full Attack: 2 slams Slam +16 melee (2d8+8 )
Space/Reach: 10 ft./15 ft.
Special Attacks: Improved grab, resin hurl, sticky situation, stuck fast
Special Qualities: Construct traits, damage reduction 10/cold iron, darkvision 60 ft., fast healing 5, immunity to mortal magic, tree stride
Saves: Fort +4, Ref +4, Will +9
Abilities: Str 26, Dex 11, Con -, Int 4, Wis 20, Cha 10
Skills: Diplomacy +6, Listen +12, Spot +12
Feats: Alertness, Improved Bull Rush, Improved Initiative, Power Attack, Track
Environment: Plane of Faerie or temperate forest
Organization: Solitary or Muddle (3-6)
Challenge Rating: 12
Treasure: Standard
Alignment: Usually neutral good
Advancement: 14-20 HD (Large), 21-41 HD (Huge)
Level Adjustment: -

An amberward appears as a great, vaguely man-like creature made of some glassy orangish sustance that drips with moisture. The figure is somewhat lumpy and misshapen, with vein-like lines flowing through it. Deep within is a beautifully polished skeleton of dark colored wood upon which beautiful carvings and florid runes have been etched in sylvan. The 'skull' is but a smooth wooden ball where the scribings cover every available inch. Its back has a large hump formed of dozens of spheres. Within each is the blurred form of some creature, from animal to humanoid.

The liquid running through an amberward is known as Red Dew, a special substance of fey lands that helps animate them gives them their intelligence.

Amberwards are sentient creatures brought to life as guardians of the Seelie courts and boundary lands between that of mortals and immortals. Their creator, a fey princess by the name of Salpa first constructed the Amberwards from a massive darkwood tree that her father had had planeted for her at her birth. It had grown old, far older than any would naturally, for she had used both magic and her knowledge of growing things to extends its life. Knowing it would soon die despite her efforts she began to collect its sap and turn it to a thick syrup. Once she had enough she withdrew her magic and watched as it toppled. She wept as it fell and all the nearby trees seemed to weep as well as a strange red dew began to bead up their branches and drip down their sides. She shaped the wood and made it hard as iron before dipping it into the pools of syupy resin she had saved. Drawing upon the forces of nature she soaked the sap in the life energy of the forest as the dew began to rain down upon her.

To her amazement what arose and hardened bowed to her and spoke its thanks. For her love of the tree had soaked into the land and imprinted within it an echo of her soul. She affectionately named each one and used most to guard and patrol her lands. This was their choice for she allowed them their own life if such they wished. Some as well were sent to settle disputes between human and fey on other planes of existence. Here others discovered the secret to their making and though rare, new amberwards came to be.

Amberwards are nearly 15 feet tall and weigh around 2,000 pounds. They speak Sylvan.

Combat
Amberwards will often stand before those who seek to trespess into guarded lands, warning them and speaking with them in simple terms. If they still seek to enter an amberward will attempt to grab them up and take them back to where they came from. If they are attacked however they revert to fists, grabbing and crushing, and if forced, trapping the being within themselves to die. If overpowered they meld into the nearest tree to hide or transport themselves to warn those they guard.

Immunity to Mortal Magic (Ex): An amberward is immune to any spell or spell-like ability cast by anything other than elementals, fey, or outsiders that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

An antiplant shell, evergreen, and repel wood spell affects an amberward as if it were itself a plant.

Improved Grab (Ex): To use this ability, an amberward must hit a Huge or smaller foe with two slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Amberwards are extremely sticky if they wish to be and thus recieve a +4 racial bonus on grapple checks, which is already included in the statistics above.

Resin Hurl (Ex): An amberward may sacrifice 5 hit points to liquify and spew a glob of its own substance as a ranged touch attack. This acts as a thrown tanglefoot bag except that it does not grow brittle and crumble but remains hardened indefinetely.

Sticky Situation (Ex): An amberward may engulf a helpless or pinned medium or smaller creature as a full-round action that does not trigger an attack of opportunity. The viscous inner resin hardens around the victim and is transfered to the back of the amberward. The victim immediately begins to suffocate. A successful opposed strength check allows the victim to free themselves. An amberward can hold 2 medium, 4 small, 16 tiny, or 32 dimunitive creature. Swarms of fine creatures do not damage an amberward, but are instead absorbed en masse, the swarm taking 2d6 damage per round. An amberward may eject a captured creature at will.

Stuck Fast (Ex):
A slashing or piercing weapon that deals damage to an amberward becomes stuck within its substance unless the wielder succeeds on a DC 24 reflex save. The weapon may be retrieved with a successful disarm check. An amberward can spend a standard action to cover over a single weapon per round and hide it within its body. The amberward may eject or wield the weapon at will. The save DC is strength-based.

Tree Stride (Su): An amberward may use Tree Stride once per day, being absorbed and flowing through the host tree's very veins.[/SPOILER]

Animated Object Swarm
[SPOILER]


Tiny Construct (swarm)
Hit Dice: 12d10 (66 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +9/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Blind, distraction, trip
Special Qualities: Construct traits, darkvision 60 ft., half damage from slashing and piercing, low-light vision
Saves: Fort +4, Ref +6, Will -1
Abilities: Str 8, Dex 14, Con -, Int -, Wis 1, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Swarm, Heap (2-4 swarms), Dump (5-12 swarms)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

An entire room rises, stools and candlesticks, knives and tablecloths, clocks and heaps of rope, and dozens of other small odds and ends. They all twist with flexibility that belies their structures and move forward with mindless tenacity.

An animated object swarm is created when many mages animate a great many objects and bind them together, or when an intense burst of positive energy rips through a room, animating objects in a moment of random chaos. They begin moving together, crawling and stacking and twining about one another, trampling and crushing those in their path.

Combat
An animated object swarm attacks like the base creatures they are made of, mindlessly following the commands of whoever created them.

Blind (Ex):Distraction (Ex): Trip (Ex): Those within an animated object swarm must succeed on a DC 15 reflex save or fall prone as objects come underfoot or tangle about their opponent's legs. The save DC is Strength-based.   

-=-=-=-=-=-

Creating An Animated Object Swarm
An animated object swarm is capable of being produced when 300 or more tiny-sized animated objects are commanded by their makers to act together in tandem.[/SPOILER]

Leather Dread
[SPOILER]
Large Construct
Hit Dice: 9d10+30 (79 hp)
Initiative: +2
Speed: 50 ft. (10 squares), climb 50 ft.
Armor Class: 21 (+2 dex, +10 natural, -1 size), touch 11, flat-footed 19
Base Attack/Grapple: +6/+18
Space/Reach: 10 ft./10 ft.
Attack: Slam +13 melee (1d8+8)
Full attack: 2 slams +13 melee (1d8+8) and bite +11 melee (1d4+4)
Special Attacks: Constrict, crushing fall, improved grab, pounce, spirit release
Special Qualities: Construct Traits, darkvision 60 ft., fear no heights, immunity to cold and electricity, resistance to bludgeoning 10, scent
Saves: Fort +3, Ref +7, Will +4
Abilities: Str 27, Dex 15, Con -, Int 6, Wis 12, Cha 17
Skills: Climb +16, Escape Artist +5, Intimidate +10, Jump +14
Feats: Awesome Blow, Improved Bull Rush, Lightening Reflexes(B), Multiattack, Power Attack
Environment: Any forest or mountain
Organization: Solitary
Challenge Rating: 8
Alignment: Usually neutral
Treasure: None
Advancement: --
Level Adjustment: --

A Leather Dread appears as huge, strapping humanoid covered from head to toe in dried skins of a weathered black and brown tone. The head is large and round with strips of skin dangling down thickly to its shoulders in an assimily of hair. Its face, though wide, appears somewhat skeletal, with a large toothy grin permanently set upon its eerie features, with vacuous holes in place of eyes. Each fist-sized tooth is blocky and made from cut and polished animal bones. The entire being has a vaguely macabre aspect to it, along with wild, animalistic movements.

The secret of making leather dreads are mostly kept by such of those as evil shamans, medicine men, and druids of primitive peoples whom incorporate feral nature spirits with the fiendish intelligence of a sentient. The result is a powerful, ruthless creature animated by dark magics whom are used for guarding and terrorizing.

Leather Dread's stand around ten feet in height and weigh about 600 lbs. They speak whatever main language their creator spoke, in an incredibly deep, booming voice.

Combat
Leather Dreads normally walk amongst the branches of trees and drop down upon their foes, crushing them with their weight. Afterwards they charge at additional foes, pummeling them with its massive fists and ripping with their huge teeth. If the Leather Dread begins to lose the fight from being outnumbered it will release a spirit or three bound within itself to confuse and draw away other combatants.
If the leather dread is destroyed the spirits flee back to their ethereal realm.

Constrict (Ex): A Leather Dread deals 1d8+12 points of damage with a successful grapple check.

Crushing Fall (Ex): A leather dread may fall upon a flat-footed foe as a ranged touch attack, and if successful, it deals 3d6 damage plus 1d6 for each additional 10-foot increment it falls beyond the first ten feet (to a maximum of 20d6 additional points of damage). For each additional 10-foot increment the dread takes a -1 penalty to its attack roll. The fall is treated as a pounce attack, and upon landing the Leather Dread may immediately make a full attack.

Fear No Heights (Ex): If deliberately jumping down from a height, a Leather Dread takes no damage.

Improved Grab (Ex): To use this ability a Leather Dread must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Pounce (Ex): If a Leather Dread charges, it can make a full attack.

Spirit Release (Ex): A Leather Dread can release up to three animal spirits (see page 156 of Frostburn) per day that was contained within itself. For every spirit released the Leather Dread loses 4 points of strength.
Every Leather Dread contains four spirits, but must keep at least one within itself to stay animated. Once reduced to 0 hp or lower the crippled spirits flee back into the Leather Dread. though it may recall them at any time regardless of their health as a free action. The strength lost from these now maimed spirits does not return until the following day.
The base creature must have a CR of 3 or lower, and depending on the region in which the Dread is constructed, the spirits sealed within vary.

Most common spirits:
Jungle - Ape, Constrictor, Crocodile, Leopard, Moniter Lizard, or large Viper
Temporate or Cold Forest - Black Bear, Boar, Wolverine, Dire Badger, or Dire Weasel

Skills:Leather Dreads have a +8 bonus on climb checks and can always choose to take 10 on climb checks even if rushed or threatened. Leather Dreads are also powerful leapers, and gain a +4 bonus to jump checks.[/SPOILER]

Light of the Ancestors
[SPOILER]Medium Construct (incarnum)
Hit Dice: 12d10+20 (86 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 26 (+16 natural), touch 10, flat-footed 26
Base Attack/Grapple: +9/+16
Attack: Masterwork bastard sword +18 melee (1d10+10/17-20/x2 plus fire in the belly)
Full Attack: Masterwork bastard sword +18/+13 melee (1d10+10/17-20/x2 plus fire in the belly) and masterwork short sword +12/+7 melee (1d6+10/19-20/x2 plus fire in the belly)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fire in the belly, kiai smite, one with the blade, spell-like abilities
Special Qualities: Construct traits, damage reduction 10/adamantine and chaos, darkvision 60 ft., incarnum subtype, low-light vision, power resistance 20, sense hostility, soulshine
Saves: Fort +4, Ref +4, Will +7
Abilities: Str 25, Dex 10, Con -, Int 10, Wis 16, Cha 16
Skills: Jump +8, Listen +10, Spot +10
Feats: Cleave, Improved Critical (bastard sword), Improved Initiative, Kiai Shout, Power Attack, Weapon Focus (bastard sword)(B)
Environment: Any
Organization: Solitary, Guards (2-3), Formation (6-20)
Challenge Rating: 10
Treasure: None
Alignment: Any lawful
Advancement: 13-21 HD (Medium)
Level Adjustment: -

The light of the ancestors was once a man, an elite bodyguard sworn to protect a powerful ruler and his family for all generations to come. An oath is made, an oath so strong and sincere that it may bind them even in death. If this soldier dies while protecting his charges he is given a great honor. His likeness is rendered in iron and set within the royal grounds.

The light of the ancestors appears as the idealized form of a warrior cast to realistic perfection in silver and iron. It wears resplendent burial armor and wields a sword in readiness in each hand. Where its belly would be however is a grate with bars shaped in artistic designs such as ivy or wind. Within is a large hollow from which an ornate censer hangs on three golden chains, etched with the scene of the warrior's death. Within, ever in flame but never burning, are ground bones mixed with incense and other strangely smelling spices.

A light of the ancestor's height ranges as widely as that of a standard human and weighs anywhere between 500-1000 lbs. A light of the ancestor speaks whatever languages it did in life. If good-aligned the construct also knows Celestial, and if evil it may speak Infernal. Neutral Light of the Ancestors may choose either.

Combat
When a light of the ancestors senses an enemy of its charges its soul is diverted from afterlife to animate its prepared receptacle. It throws itself into battle utterly without fear, knowing that if it is destroyed its soul will merely return to its honored rest.

A light of the ancestors attacks are considered law-aligned for the purpose of overcoming damage reduction.

Fire in the Belly (Su): When angered the flame within the censer flares up, rapidly heating the structure. Within 1d4 rounds its attacks deal an additional 1d6 fire damage along with its other damage. Those attempting to grapple the light of the ancestors takes full, automatic fire damage each round. The fire within the cannot be put out by any means short of death.
As well, a light of the ancestors may release up to half it's HD in lawful-neutral aligned Soulsparks (see Magic of Incarnum, p. 196) that are thrown off from the furied flame within. These soulsparks always attempt to aid the Light of the Ancestors as they are all parts of the same controlling spirit.
A magical attack that deals fire damage breaks any slow effect on the light of the ancestor 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 light of the ancestor to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a light of the ancestor hit by a fireball gains back 6 hit points if the damage total is 18 points. A light in the ancestor gets no saving throw against fire effects.

Kiai Smite (Ex): A light of the ancestors gains a bonus to attack damage equal to its Charisma modifier.

One With the Blade (Ex): A light of the ancestor's swords are an extension of the construct's form and as such cannot it cannot be disarmed. It may sheath its swords to use its hands if neccessary, the blades merging seamlessly with the rest of its solid structure. If the swords are successfully sundered a light of the ancestor gains 2 slam attacks +16 melee (1d6+7 plus fire in the belly)

Sense Hostility (Su): A light of the ancestors can sense the presence of any being intent on doing harm to the royal family or itself within 100 feet. It knows the general direction of its enemy, but cannot pinpoint the location until within 10 feet. If the enemy is doing actual harm to one of its charges it can sense the foe at twice the usual range.

Soulshine (Su): The flame of the light of the ancestors clearly illuminates a radius of 60 feet and provides shadowy illumination out to a 120 foot radius. This flame reveals invisible creatures and objects out to 60 feet, just like the invisibility purge spell. Those illuminated flicker with a faint glow. The color of each aura determines the alignment of the illuminated beings.

Spell-like Abilities:
3/day Pyrotechnics. Caster level 12th. The save DC's are Charisma-based.[/SPOILER]
« Last Edit: February 21, 2011, 03:49:45 PM by TheVorpalTribble »
Over hill, over dale, through bush, through briar, over park, over pale, through blood, through fire...

A Dying Ember
(Campaign Setting)

TheVorpalTribble

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Re: A Dying Ember Bestiary
« Reply #4 on: February 21, 2011, 03:34:56 PM »
Deathless

Greensake
[SPOILER]

Large Deathless (incorporeal)
Hit Dice: 24d12+24 HD (180 hp)
Initiative: +13
Speed: 80 ft. (16 squares), climb 80 ft.
Armor Class: 34 (+4 deflection, +5 dex, +16 insight, -1 size), touch 34, flat-footed 29; or 34 (+4 natural, +5 dex, +16 insight, -1 size), touch 30, flat-footed 29
Base Attack/Grapple: +12/+12
Attack: Touch +17 melee 
Full Attack: Touch +17 melee
Space/Reach: 10 ft./20 ft.
Special Attacks: Foxfire, lifebond, order to the land, spell-like abilities, sylvan shade
Special Qualities: Deathless traits, greensight, fast healing 20, memories of trees, of the green
Saves: Fort +8, Ref +13, Will +31
Abilities: Str 27, Dex 20, Con -, Int 3, Wis 42, Cha 19
Skills: Hide +52, Knowledge (nature) (auto-succeeds), Survival (auto-succeeds)
Feats: Empower Spell-like Ability (nature's purity), Ghostly Grasp, Improved Initiative, Improved Toughness, Quicken Spell-like Ability (invoke the cerulean sign), Run, Track, Weapon Focus (touch)
Epic Feats: Superior Initiative
Environment: Any forest or swamp
Organization: Solitary or Duo
Challenge Rating: 21
Treasure: None
Alignment: Always neutral
Advancement: 25-54 HD (Large), 56-79 HD (Huge), 80-105 HD (Gargantuan), 106+ HD (Colossal)
Level Adjustment: -

Though normally unseen, even in it's visible state a greensake appears as nothing more than a shifting pattern of forest shadow, though if one looks closely and are quick, they will see a pair of unblinking green eyes so dark as to almost be black. The shape of these eyes can be anything from human to reptilian to avian, though tend to adjust to the nearest being. To those that can observe the flow and ebb of life itself however the greensake seems to be an explosion of pulsing blue-green light, reaching out with a thousand shoot-like protuberances to caress it's surroundings and reaching into life itself. 

Greensakes are amongst the most ancient beings in existence. They existed before the first fish swam the oceans or the first beast walked the land. When all that existed were the plants, who though possessing no intelligence, no soul, nevertheless felt threatened. What this threat was they did not know, but there were even then inimical beings amongst them. Creatures that did not belong. The aboleths in the seas to the unnamed lurkers beneath their soil to the visits of Elder Evils themselves. The collective life force began to fluctuate and form patterns from a sense of awareness below even that of instinct; to hide themselves away from the notice of these creatures or to combat them. As such the greensakes were formed. They held no memories of the past, nor hope of the future. They were spirits of the present, to watch and wait, having no concern, yet built of the dread of the land. Even when man arose and cleared away huge tracts of land they did not blink an eye, even were they capable. Men were of the land, and did nothing more than could an infestation of insects, a mighty storm, or raging fire. Only when the land becomes corrupted by an order of life before, after or beyond that which should be, and threatens the fundamentals of life itself, do they finally move.

Despite an intellect capable of reasoning they have no more understanding of wrong or right, love or hate, or even of self than a potted fern. They are the malice of the natural order against the unnatural. They are above, or more accurately, below, the capacity for moral or ethical thought. If one stands in their way and proves to be a threat it is destroyed. Not just killed, but eradicated.

Greensakes do not speak, or even have a concept of language. All greensakes in the area are as one in mind and thought and aware of the other's intentions, even if they act independently.   
 

Combat
Unless endangered personally or nature on a great scale a greensake does not fight. If seriously threatened however it tends to attempt to meld with it's foe and drain it of vitality and feed it back into the land.

Foxfire (Su): Once per day a greensake may set the very land ablaze with a faintly glowing blue-green fire which spreads like radiant, sparkling gems through the night, though requires a DC 16 spot check to notice in daylight (creatures with Lifesense can see it without spot checks, which blazes like a forest fire). This radius, centered on the greensake, advances at 5 feet per round, gradually increasing in size, for as long as it concentrates, up to 1 round per HD. Any non-plant creature must succeed on a DC 34 reflex save each round or be covered over with the crawling sparks. If they fail their save they begin to feel an unexplainable agony that deals 6d6 points of damage each round (fortitude DC 34 halves) that cannot be healed by Fast Healing or Regeneration. This damage never reduces it's victim beyond 1 hit point, except for undead, and once to that point heals at 5 points per round.

Creatures of an aberrant nature however (aberration type, abberant outsider such as an Elder Evil or Pseudonatural creature, or cleric of an unhuman god) do not heal, but instead once reduced to 1 hit point gain the Natural template (see below) and are rendered Exhausted.  Undead are destroyed once reduced past 1 hit point.

Greensight (Ex): A greensake is continuously aware of the land it occupies and any unnatural beings within it as the Commune With Nature, Detect Undead, and ~Detect Aberration spell.

~ From Lords of Madness (creatures of an aberrant nature mentioned in the Foxfire ability are affected as if they had the aberration type).

Lifebond (Su): A greensake that makes a successful touch attack may completely enter a living being, be it plant or flesh. Size is not an issue, and the greensake has no control over the being it has entered. Each round however the greensake can choose to channel it's host's lifeforce into the ground, dealing 1d6 points of Constitution damage unless they succeed on a DC 34 fortitude save. The greensake can channel this energy into an Entangle spell with two points of damage, or a Plant Growth spell with four consecutive points of damage, as long as the host remains within the spell's standard range throughout.

A greensake may also attempt to channel their host's lifeforce into a tree within 10 feet if they have 5 HD or more, which acts as an Awaken spell, though retains the host's mental scores. The body immediately dies and the soul is reincarnated within the plant, with no knowledge of it's former life. The host may attempt a DC 34 fortitude save to resist the spell, and are immune to this effect for 24 hours if they succeed on their save. The greensake is expelled from the body upon it's death.

If a greensake enters an aberration it cannot use the abilities above, but the aberration must make a save each around or be affected as by the Nature's Purity spell, sustaining double the standard damage.

An antilife shell or antiplant shell spell cast on the host ejects the greensake.

Caster level of all spells are equal to the greensake's HD. Save DC's are Wisdom-based.

Memories of Trees (Ex): A greensake automatically succeeds on all Knowledge (nature) and Survival checks, as well as Knowledge (history) checks regarding natural terrain.

Of the Green (Ex): Spells that affect plant creatures may also be targeted upon a Greensake.

Order to the Land (Su): A greensake can sacrifice it's fast healing for 1 minutes per 5 feet of land that is affected by negative energy (such as an Unhallowed locale), corrupted positive energy, or other aberrant conditions, to restore them to it's natural condition. If it is powered by a spell, a greensake must make an opposed check in addition, at a caster level equal to their HD.

As well, those within 20 feet of a greensake affected by an unnatural disease or condition spread from an aberration, undead, or aberrant outsider (such as an Elder Evil) are healed as if by a Heal or Greater Restoration spell.

Spell-like Abilities: Caster level 26th. Save DC's are Wisdom-based.
At Will - *Evergreen, Fog Cloud, ~Invoke the Cerulean Sign, ~Nature's Purity, Transport Via Plants
6/day - Banishment, Cure Critical Wounds, Darkness, Liveoak

* From Frostburn
~ From Lords of Madness (aberrant outsiders, such as an Elder Evil or Pseudonatural creature, are affected by these spells as if they had the aberration type)


Sylvan Shade (Su): Greensakes are naturally invisible as the spell. This ability is constant, allowing a greensake to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell. While in a natural setting they cannot be seen even with a True Seeing spell. Those that can see via Lifesense can view a Greensake, which illuminates an area to 2000 feet as broad sunlight. Those that view them in this fashion must succeed on a DC 34 will save each minute or be overwhelmed by the greensake's lifeforce and lose their Lifesense ability for an hour. Divination spells cast to detect a Greensake shows only the forest as a whole. Greensakes are immune to each other's Sylvan Shade.

Even while visible they gain a +20 bonus to hide checks, and may use the Camouflage and Hide In Plain Sight abilities as a Ranger.[/SPOILER]

Stranger On the Shore
[SPOILER]
Medium Deathless
Hit Dice: 4d12+4 HD (30 hp)
Initiative: +1
Speed: 30 ft. (6 squares), burrow 10 ft. (sand only), swim 30 ft.
Armor Class: (+1 dex)
Base Attack/Grapple: +2/+5
Attack: Club +5 melee (1d6+3)
Full Attack: Club +5 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fleshpact, sea breeze, spell-like abilities
Special Qualities: Darkvision 60 ft., deathless traits, dunerunner, eye of the storm, immunity to cold and electricity, low-light vision, sea wound, speak with scavenger
Saves: Fort +3, Ref +2, Will +8
Abilities: Str 16, Dex 12, Con -, Int 11, Wis 19, Cha 18
Skills: Knowledge (geography) +9, Perform (wind instrument) +16, Survival +11
Feats: Great Fortitude(B), Improved Toughness, Open Minded
Environment: Any land or aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Any non-evil
Advancement: By character class
Level Adjustment: +5

He at first appears greatly aged, but his face is not that of an old man, yet his dreadlocked hair and unkept beard are immensely long. As one nears they see they not white, but sunbleached to a platinum shade. Interesting shells and carved seaglass have been braided into them decoratively. He wears the clothing of the seaman, though they are tattered and faded. His feet are bare and covered in scars and partially healed sores.
In a hand thick with callous he holds a large flute of some kind carved roughly from a piece of driftwood and fitted with a shell mouthpiece.

A stranger on the shore is a strange being who rises up out of the sands one evening to walk the shoreline and play his melancholy tunes upon his flute. He is most often found upon beaches where little grows or coastal communities destroyed by storm or wave.
It is said that the strangers on the shore are the kindly spirits of those who were entrusted to watch for signs of coming danger, be they atop the crow's nest, patrolling the waters, or running a lighthouse, but failed in their duty catastrophically. Whether as punishment or from guilt they now go from island to island, or walk the edges of entire continents forever trying to give warning. As such they are often treated with fear and suspicion as where they go tragedy follows, when the case is the exact opposite.

A stranger on the shore speaks whatever language he did in life.

Combat
A stranger on the shore only fights in defense, and will usually summon a mighty gale to discourage his opponent. If this is unsuccessful he can call forth creatures to battle, and if forces his flute is also capable of doubling as a club.

Dunerunner (Ex): A stranger on the shore treats all sand as normal terrain.

Eye of the Storm (Su): A stranger on the shore is continuously surrounded by a center of calm where winds no stronger than a hard breeze can blow that extends 10 feet. This affects defends against natural storms and wind as well as those supernaturally created.

As well a stranger on the storm can predict a storm up to a week in advance as if automatically succeeding on a Survival check. He may add additional days to this prediction based on an actual survival check. For example if he used survival to predict 2 days in advance he would be able to predict the weather up to 9 days in advance.

Fleshpact (Ex): A stranger on the shore can at any time summon a flock of seagulls (use statistics for murder of crows), a medium monstrous crab, or up to 4 small monstrous crabs. Whenever he summons them he must offer them a portion of his flesh to eat, which is as a single attack by whichever he summons. They will then attack or perform whatever action he commands. If there is nothing to attack he must offer them his flesh each minute or they attack and take it themselves. He can send them away at any time but they will not return for 24 hours.

If they attack another being each successful attack counts as an offering from the stranger on the shore. Multiple offerings stack.

Seabreeze (Ex): When a stranger on the shore plays his flute he can manipulate the wind as as the Control Winds spell. The speed of the wind is equal to the Perform check, to which he gains a +6 bonus already included in the statistics above. He may make a new perform check each minute. This wind lasts for as long as he plays and for 10 rounds afterward. If he begins a new check the previous wind dies down and a new wind springs up.

Sand In the Wound (Ex): If a stranger on the shore buries himself in sand for 4 hours he reemerges at full hit points. Even if he dies, if his remains are covered over he comes back to life 4 hours later.

Speak With Scavenger (Ex): A stranger on the shore can speak with any scavenging creature, which includes gulls, crabs, eels, and most types of fish, as the Speak With Animals spell, caster level 10th.

Spell-like Abilities: Caster level 4th. Save DC's are Charisma-based
At Will - Deathwatch, Rusting Grasp, Wood Rot (DC 18)
  
Skills: Strangers on the shore gain a +4 bonus to Knowledge (geography) checks.[/SPOILER]

« Last Edit: February 25, 2011, 05:52:05 PM by TheVorpalTribble »
Over hill, over dale, through bush, through briar, over park, over pale, through blood, through fire...

A Dying Ember
(Campaign Setting)

TheVorpalTribble

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Re: A Dying Ember Bestiary
« Reply #5 on: February 21, 2011, 03:35:19 PM »
Elemental

Biting Wind
[SPOILER]
An eeire, high pitched whistling as if a giant breath blowing across a sea of crystal goblets sounds, with a lower, thrumming tone felt in the bones... which grows louder with astonishing speed...

Diminutive Air Elemental (cold, swarm)
Hit Dice: 8d8 (36 hp)
Initiative: +13
Speed: Fly 200 ft. (perfect) (40 squares)
Armor Class: 23 (+8 dex, +1 natural, +4 size), touch 21, flat-footed 15
Base Attack/Grapple: +6/-
Space/Reach: 20 ft./0 ft.
Attack: Swarm (2d6 plus 1d6 cold)
Full attack: Swarm (2d6 plus 1d6 cold)
Special Attacks: Forceful blow, instinctive fear
Special Qualities: Air mastery, darkvision 60 ft., elemental traits, immune to cold and weapon damage, natural invisibilty, swarm traits, vulnerability to fire
Saves: Fort +2, Ref +15, Will +2
Abilities: Str 1, Dex 28, Con 11, Int 2, Wis 11, Cha 6
Skills: Listen +1, Spot +10
Feats: Flyby Attack, Improved Initiative, Run
Environment: Elemental Plane of Air
Organization: Swarm, Gust (1-20 swarms)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: --
Level Adjustment: --

Biting wind is a collection of almost mindless air elementals that to most senses are instinguishable from normal wind. Until the wind hits them, tearing the flesh from their bones. Then it becomes apparent it is anything but normal.

If their natural invisibility is seen through they appear as a great cloud of vague, whispy bladed crystals with curling, thrashing tails.

Combat:
Unless directed in some way a biting wind rarely does more than blow through once in its neverending flight from one place to the next. If controlled or in some way threatened or angered they will shoot past their foes repeatedly and then disapear out of range of most weapons before any can react. They will repeat this until they or their foe can no longer fight.

Air Mastery (Ex):
Biting wind gains a +4 bonus on its attack and damage rolls if its opponent is airborne.

Forceful Blow (Ex):
When a Biting Wind blows through it is treated as a temporary hurricane. Along with taking damage, unless a DC 20 fortitude check is made, medium or smaller characters are blown away, large creatures are knocked down, and huge creatures are checked (see p. 95 of the DMG).

Instinctive Fear (Ex):
Biting Wind produces a sound like that of an approaching tornado, which causes a primal dread in most non-mindless creatures. Those within 120 feet of a Biting Wind must make a DC 14 Will check or become shaken for the entire duration of their presence. Those who make the save are unaffected by the sound for the rest of the day. The save DC is constitution based.

Natural Invisibility (Ex):
Biting wind is effectively invisible as the spell.

Vulnerability to Fire:
Biting wind takes half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.[/SPOILER]

Bloosnjor
[SPOILER]

The world is dying. Trees laid bare, the ground cold and baren, the spark of life snuffed out with the coming of frost...

Large Elemental (cold)
Hit Dice: 18d8+126 (207 hp)
Initiative: +7
Speed: 50 ft., burrow 50 ft. (ice and snow only)
Armor Class: 23 (+3 dex, +11 natural, -1 size), touch 12, flat-footed 20
Base Attack/Grapple: +13/+27
Attack: Bite +22 melee (2d6+10/19-20x2 plus 1d8 coldfire)
Full Attack: Bite +22 melee (2d6+10/19-20x2 plus 1d8 coldfire) and 2 claws +20 melee (1d8+5)
Space/Reach: 10 ft./15 ft.
Special Attacks: Blood sacrifice, howl of the north, spell-like abilities
Special Qualities: Blindsight 60 ft., elemental traits, fast healing 5, fimbulwinter, ice glide, vulnerability to fire, whitesight
Saves: Fort +18, Ref +9, Will +12
Abilities: Str 31, Dex 16, Con 24, Int 8, Wis 18, Cha 17
Skills: Listen +15, Spot +14
Feats: Cold Focus, Improved Critical (bite), Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (crushing despair)
Environment: Any Cold Land
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Usually Neutral Evil
Advancement: 19-28 HD (Large), 29-41 HD (Huge)
Level Adjustment: -

A bloosnjor appears as a vaguely humanoid being composed entirely of greatly compressed snow covered over with a thick layer of cracked frost. Near the center of its chest is a large dark stain the color of old blood. Faint hints at veins spread from this stain in shadow lines all about the creature. Bones of both man and beast jut out from the snow of its body at places. Wheres its head would be is but a swirling fog of coldfire. Thousands of teeth and razor-sharp bone slivers of all kinds float horribly together to form a disembodied, oversized maw. At the end of each frozen appendage erupt great curving claws of frozen blood the size of sickles.

Of wintry ruin is the bloosjnor, haunters of lifeless mountain passes and terrors of boreal forests. Bloosjnors are ancient beings brought to unholy life by the accumulation of a thousand yearly blood sacrifices involved in rituals of primitive peoples who wished to appease the spirits of the chill months. What they accomplished in doing however was awakening a being that embodied the fierce brutality of winter and tainted with the fears of a world never reviving from its frigid death.

Though once only a frightening beast, with the passing of each year the Bloosjnor's strength and power grows. They wait for the day they can cover all in eternal winter and eventually join together at the Fimbulwinter of time's end.

Bloosjnor weigh several thousand pounds and stand some 12 feet tall. They can only barely speak in a howling, whispy voice, and this in a primitive language that resembles the ancient dialect of their awakeners.

Combat
A bloosjnor often comes wailing out from the snow within which it hid, filling living beings nearby with dispair. It then claws and tears as it drains their vitality with its presence. If its victims manage to flee or are difficult to reach it vents its frustration in a great roar of freezing wind.

Blood Sacrifice (Su): Wherever a bloosjnor walks the snow momentarily reddens. Any creature within 20 feet of a Bloosjnor must succeed on a DC 26 fortitude save each round they remain in range or take 1d3 points of constitution drain. The bloosjnor heals a number of hit points equal to three times that of the number of ability points drained. A bloosjnor can retain up to twice its healthy total for an hour before they fade away.

If a creature is killed by this drain they rise up within 1d4 hours as frostfell ghosts, forever bound to the dying land. If the victim is killed while on unhallowed ground however there is a 50% chance that a second bloosjnor is birthed. If done before an evil altar of some kind there is an 80% chance. The save DC is Constitution-based.  

Fimbulwinter (Sp): The haunts of the bloosjnor are constantly affected as the Fimbulwinter spell (Frostburn, p. 93) cast by a druid of the same level as the bloosjnor's HD.

Howl of the North (Su): As a full-round action that provokes an attack of opportunity a bloosnjor can release a great cry. From its maw blows forth a Severe Wind (see DMG) that strikes those in a 100-foot cone. Those caught in this cone take a -12 penalty on Listen checks until the bloosnjor's next turn and take 4d6 sonic plus 2d6 coldfire damage (a DC 26 fortitude save halves the damage and negates the chance of contracting coldfire ruin). The save DC is Constitution-based.

Ice Glide (Ex): A bloosjnor can glide through ice, snow, or slush as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, and its passage does not create any ripples of other signs of its presence.
  A bloosjnor often fights from the cover of an an ice sheet or snow field in much the same way that an incorporeal creature can use a wall or floor for cover. A bloosjnor attacking a creature outside the ice or snow in which it is hiding gains the benefit of cover.

Spell Like Abilities:
At Will - Crushing Despair, Diminish Plants, Flash-Freeze. 3/day - Arctic Haze, Blight, Heart Freeze. Caster level 20th. Save DC's are Charisma-based.

Vulnerability to Fire:
A bloosnjor takes half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Whitesight (Ex):
A bloosjnor is immune to snow glare and can see normally in whiteout conditions.[/SPOILER]

Chill Scattered
[SPOILER]Fine Elemental (cold, psionic, swarm)
Hit Dice: 15d8+12 (79 hp)
Initiative: +8
Speed: Fly 60 ft. (good)
Armor Class: 37 (+8 dex, +11 natural, +8 size), touch 26, flat-footed 29
Base Attack/Grapple: +15/-
Attack: Swarm (10d6 cold plus crystal cold)
Full attack: Swarm (10d6 cold plus crystal cold)
Space/Reach: 15 ft./-
Special Attacks: Caught up, cold as crystal, destructive frequency, hazy mind, psionics
Special Qualities: Blindsense 200 ft., darkvision 60 ft., elemental traits, immunity to cold and weapon damage, power resistance 25, refreeze, swarm traits, telepathy 100 ft., vulnerability to fire
Saves: Fort +7, Ref +17, Will +11
Abilities: Str 12, Dex 27, Con 11, Int 23, Wis 19, Cha 18
Skills: Autohypnosis +24, Concentration +18, Knowledge (nature) +24, Knowledge (psionics) +26, Listen +22, Psicraft +26, Sense Motive +22, Spot +22
Feats: Extend Power, Iron Will, Maximize Power, Psicrystal Affinity (hero), Psionic Body(B), Psionic Endowment, Psionic Meditation
Environment: Any Cold
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: -

A horrible quiet is in the frigid air, broken only by a strangely beautiful tinkling sound in the distance. It abruptly grows louder and a misty cloud floats over a nearby ridge, scintillating snowflakes whirling about in a windless breeze. Limp figures are dashed about in the gale, vaguely seen in the chaotic whiteness...

Such is how most first encounter the Chill Scattered, the results of a mind shattered like a mirror into a thousand different facets of great brilliance, but also like a broken mirror, utterly cracked.

Chill Scattered come from those who seek power and knowledge from the richest cache of crystals in the world, the arctics. But power such as this is not without its risk, and many find that despite their precautions, they have underestimated their surroundings, and fall to the merciless chill. As the soul and mind depart however it is drawn to the crystals in the air, most often from a blizzard that resonates with their mental energy. The crystals change and reshape themselves, forming psychic connections with each flake, storing itself within their fractal patterns. But with this power comes a cold, calculating insanity as the mind is fractured as it was never meant.

They often become obsessed with power, trying to gain more and deeper insights into psionics, but as their wanderings usually keep them far from civilization, they rarely pose a threat. To counteract this a Chill Scattered often send their coldbloods to scout and gather information for their master.

Combat:
Chill scattered tend to be completely unpredictable, with no two sharing the same strategies. Unless they choose to speak, most of their victims succumb never knowing the purpose and scheming within the minds of the deadly cloud...

Caught Up (Su):
Any creature who ventures within a Chillscattered finds themselves growing lighter and being whisked off their feet by the telekinetic turmoil within. They must make a DC 23 reflex save each round they remain within or be lifted into the air and dashed about. Conflicting telekinetic spells or powers negate this ability for as long as they are in affect. The save DC is intelligence based.

Cold As Crystal (Su):
A chillscattered's swarm damage deals more than cold, but tries to turn flesh into a living, freezing crystal. This special attack is capable of damaging creatures normally unharmed by or resistant to cold. Its swarm damage completely ignores any resistance to cold a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to cold at all. Creatures normally immune to cold can be damaged by crystal cold as well. Its swarm damage deals half damage to these creatures.

A creature that is killed by this ability has their insides frozen solid, blood and organs forming a crystaline matrix that bonds with the brain and nervous system, resonating with the Chillscattered's mind. If the Chillscattered wishes, they become Coldbloods, mindless automotons following the will of their creator. A chillscattered may give orders to his Coldbloods as if they were linked through the Correspond power.

The chillscattered may control and communicate with a number of Coldbloods whoes combined HD equals no more than twice its own Hit Dice. If it exceeds this number, all the newly created Coldbloods fall under its control, and any excess Coldbloods from previous encounters become uncontrolled, following whatever their last instructions were. (The chillscattered chooses which creatures are released.)

Destructive Frequency (Su):
A chill scattered can resonate with any crystaline object or creature within 10 feet, destructively if it wishes, as if using the Shatter spell cast by a 15th level caster.

Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 17 Fortitude save or be nauseated for 1 round. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
 
Hazy Mind (Ex):Psionics:
A Chill scattered manifests psionic powers as a 12th-level psion, with either the kineticist, shaper, or telepath discipline.
 
Typical Psion (shaper) Powers Known (power points 183); save DC 17 (18 with psionic endowment) + power level):
1st - Attraction, Control Flames, Crystal Shard, Deceleration, Mind Thrust
2nd - Concussion Blast, Ego Whip, Id Insinuation, Swarm of Crystals
3rd - Body Adjustment, Ectoplasmic Cocoon, Forced Share Pain, Telekinetic Thrust
4th - Energy Adaption, Intellect Fortress, Personality Parasite, Telekinetic Maneuver, Trace Teleport
5th - Ectoplasmic Shambler, Hail of Crystals, Psychic Crush
6th - Co-opt Concentration, Crystalize, Psionic Disentegrate, Temporal Acceleration

Telepathy (Su): A chill scattered can communicate telepathically with any creature within 100 feet that has an Intelligence score and can speak the chillscattered's language. The creature can respond to the chillscattered if it wishes.

Refreeze (Ex):
A chill scattered reduced to -10 hit points does not die, but is rendered powerless with too few crystal interactions to be a threat. At this point it almost always flees high into the air. It slowly regenerates over the course of a week, refreezing moisture in the air.

The only exception to this is damage from mental energy such as Mind Thrust or Ultrablast. This destroys a chill scattered if it would reduce it's Hit Points past -10.

Vulnerability to Fire: A chill scattered takes half again as much (+50%) damage as normal from a fire effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.[/SPOILER]

Fleshkindler
[SPOILER]

 Large Elemental (earth)
Hit Dice: 9d8+27 (67 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 21 (+1 dex, +11 natural, -1 size), flat-footed 20, touch 11; 20% miss chance
Base Attack Bonus/Grapple: +6/+15
Space/Reach: 10 ft./10 ft.
Attack: Claw +10 melee (1d8+5 plus 1d4 radiation)
Full attack: 3 claws +10 melee (1d8+5 plus 1d4 radiation)
Special Attacks: Flashburn, fleshkindle
Special Qualities: Bewildering Form, damage reduction 5/bludgeoning, darkvision 60 ft., earth glide, elemental traits, resistance to fire 10
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 20, Dex 13, Con 17, Int 6, Wis 11, Cha 14
Skills: Listen +6, Spot +6
Feats: Cleave, Dodge, Lightening Reflexes, Power Attack
Environment: Underground
Organization: Solitary
Challenge Rating: 8
Alignment: Usually Neutral
Treasure: None
Advancement: Large (10-17 HD), Huge (18-30 HD)
Level adjustment: --

Embodiments of the fractal form, a fleshkindler appears as a shifting, haphazard arrangement of serrated circular crystals of all shapes and sizes. These crystals glow with a dim, colorless light. Its main form  is lifted off the ground by several flexible extensions that work as limbs.

Fleshkindlers are spawned about natural veins of highly radioactive ores surrounded by earth steeped in elemental energies. The results are a tiny crystal that form and grow, repeating itself endlessly, feeding off the energy of the ore and infusing it into its own system. Eventually it becomes large enough to no longer need the energy from its mother vein and leaves fully grown. Periodically a fleshkindler will feel an urge to return to this vein, or similar ones it has encountered. Once there is will fission off several of its tiniest, most outlying crystals which fuses to the ore as itself once did. The process is then repeated.

Fleshkindlers are massive, and weigh around 4,000 lbs. It normally stands about eight feet high and is some ten feet wide. They understand terran and often undercommon, but cannot speak.

Combat
Fleshkindlers, in their own way, are the most deadly of earth elementals, their very presence anathema to all living beings. They are normally used as guards in deep subterranean locales and as such will first attempt to cow those approaching. If unsuccessful they seem to go into a beautiful yet deadly dance as they lash out with their limbs.

Bewildering Form (Ex): A fleshkindler's form is so convoluted and eye-confusing that it is difficult to target it with a weapon, gaining a 20% miss-chance.

Earth Glide (Ex): A fleshkindler can glide through stone, dirt, or almost any other sort of earth except metal, as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing fleshkindler flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 16 Fortitude save.

Flashburn (Ex): Once a day a Fleshkindler can release an outpouring of energy within a 20 foot radius that deals 6d6 radiation damage ( DC 21 reflex half) and threatens its victims with the Fleshkindle disease. As well, on a failed save, the victim is blinded for 1d4 minutes, and remains dazzled for an equal ammount of time after sight returns. The save DC is Constitition based and gains a +4 racial bonus.

Fleshkindle (Ex): A fleshkindler exudes constant lethal energy that affects all living beings within 10 feet of the elemental, dealing 1d6 radiation damage every round that appear as festering burns. Though this damage appears as burns, even those with fire immunity are affected. A DC 17 fortitude save must be made while within this radius or the subject contracts the fleshkindle disease. The DC increases by 1 for every round the victim remains in the field. The save DC is Constitution-based.

Those that contract fleshkindle take 1d6 initial and secondary constitution damage  (incubation period 2d6 hours) each week they fail their save.  Cure Disease and similar spells will temporarily suppress the radiation, but there is a 25% chance that 1d4 months later the condition will resurface. Only Heal, Limited Wish, Wish, Miracle, Bend Reality, Reality Revision and the like will permanently cure the malady with certainty.[/SPOILER]

Froutmooth
[SPOILER]
Gargantuan Elemental (earth, extraplanar)
Hit Dice: 16d8+128 (196 hp)
Initiative: -3
Speed: 50 ft. (10 squares), climb 50 ft.
AC: 29 (-3 dex, +26 natural, -4 size), touch 3, flat-footed 29
BAB/Grapple: +12/+38
Attack: 1 pierce +23 melee (2d8+21)
Full attack: 1 pierce +23 melee (2d8+21)
Space/Reach: 25 ft./20 ft.
Special Attacks: Hard bite, rumbling quake
Special Qualities: Damage reduction 20/-, darkvision 60 ft., elemental traits, immunity to cold, sure-footed, tremorsense 240 ft.
Saves: Fort +20, Ref +2, Will +9
Abilities: Str 39, Dex 5, Con 26, Int 4, Wis 18, Cha 14
Skills: Climb +28, Spot +6
Feats: Great Fortitude, Improved Critical (pierce), Improved Overrun, Improved Sunder, Power Attack, Weapon Focus (pierce)
Environment: Cold mountains
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 16-28 HD (Gargantuan), 29-54 HD (Colossal)
Level Adjustment: --

A froutmooth is a horrifying beast of frigid mountain valleys and glacier trails. Many consider them spirits of such places for they may rest motionless, leaning against the rocky slopes for days on end, or rise up from the snow or ice that has formed over them to chase off intruders who violate their territory.

They appear very vaguely walrus-like, with bulky, streamlined bodies of slick, icy grey stone, and four simple protrusions with which it pushes itself forward upon its belly. A thick neck, nearly as wide as the body, rises up and forward with a comparatively small head-like protrusion atop. It is eyeless and earless, but has a frightening, haphazard assortment of spine-like blades of all sizes splaying from where its mouth would normally be. They all glint metalically and come to needle-sharp points.

Froutmooths are generally called by druids of great power to guard these artic valleys and remain willingly, enjoying the feel of the wind and ice.

Froutmooths stand about thirty feet tall and weigh many, many tons. They speak terran.

Combat:
Froutmooths are territorial creatures that are almost always found guarding entire valleys, though against what is often difficult to determine if anything. They prefer to rise up from their gravel or icy beds they carve and simply hulk, hoping their mere presence is enough to frighten away intruders. If this is unsuccessful it rushes forward and slams the ground repeatedly. Lastly, if all else fails, it resorts to its deadly spikes.

Hard Bite (Ex):
A froutmooth's natual attack ignores hardness less than 20. If it scores a critical hit on a creature Large or smaller, the victim is impaled upon its many strikes and must make a DC 32 fortitude save or die from the shock to the body. If the victim survives he is considered helpless and the froutmooth may continue to attack as normal. Everytime it makes another attack there is a 50% chance that those trapped on its spines are dislodged, taking an additional 2d8 damage. The save DC is strength based.

Up to 4 large, 8 medium, or 16 small creatures may be impaled before the Frouthmooth may no longer make its pierce attack.

Rumbling Quake (Ex):
A froutmouth can stomp strongly as a full round action, or even momentarily lift its body up off the ground and slam down, shaking the land all about. Anyone within 60 feet of a froutmouth must make a DC 32 reflex save or fall prone. The save DC is strength based.

Surefooted (Ex):
Froutmooths ignore all movement penalties associated with ice or snow on the ground, and the presence of such covering of any surface it climbs does not raise the DC.[/SPOILER]


[SPOILER]

Huge Elemental (earth, fire, water)
Hit Dice: 17d8+102 (178 hp)
Initiative: -2
Speed: 30 ft. (6 squares)
Armor Class: 20 (-2 dex, +14 natural, -2 size), touch 6, flat-footed 20
Base Attack/Grapple: +12/+27
Attack: Bite +17 melee (2d6+10 plus 1d6 alchemical and 1d6 fire)
Full Attack: Bite +17 melee (2d6+10 plus 1d6 alchemical and 1d6 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Eruption, improved grab, muddy deeps, swallow whole, vapors
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, fast healing 10, glop, tremorsense 120 ft.
Saves: Fort +16, Ref +8, Will +8
Abilities: Str 25, Dex 6, Con 23, Int 9, Wis 12, Cha 8
Skills: Listen +11, Spot +11
Feats: Ability Focus (eruption), Earth's Embrace, Improved Bull Rush, Iron Will, Power Attack, Snatch
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 15
Treasure: Standard
Alignment: Usually neutral
Advancement: 18-26 HD (Huge), 27-42 HD (Gargantuan)
Level Adjustment: -

This creature appears as a great mound of thick, steaming mud with a massive fumarole surrounded by crosty deposits open upon the side from which a burning fog continuously billows. Above the mouth are two deep mudpots alike to eyes filled with a viscous, silvery liquid that continuously swirls and leaks down into the lower orifice. Surrounding the mound is a pool of silty water that bubbles with heat.

Gjosas form from the stew of elemental energies surrounding spots of intense geothermal activity. It becomes a guardian spirit of these lands, wandering it and aiding travelers through the treacherous terrain if they show proper respect. It is also occassionally visited for the strange properties of its vapors which are known for bringing visions to those that inhale them.

A gjosa weighs several thousand pounds though stands only around 4 feet high, though can raise considerably higher if they so wish. A gjosa speaks ignan and terran though can understand common even if it cannot speak it.

Combat
Gjosas tend to allow those that wish them harm to come close and fall within their surrounding mud. The gjosa will then pull them out and hurl them as far as they can. If this mercy is misplaced however they extrude superheated, poisonous fumes to choke their opponent to death. Opponents that still threaten the gjosa finally cause it to lose its temper, boiling up like the gesyers it lives about to release its rage in a great eruption.
 
Eruption (Su):Glop (Ex): Each time a gjosa is hit by a non-natural weapon the wielder must succeed on a DC 25 reflex save or have it stick fast in the thick mire that composes the creature. A gjosa may cover over any weapon that is stuck within it as part of its move action on its turn. The save DC is Strength-based.

Improved Grab (Ex): To use this ability, a gjosa must hit a Huge or smaller foe with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Muddy Deeps (Ex): The land within 10 feet of a gjosa automatically sloughs into mud as the Soften Earth and Stone spell and begins to bubble with great heat. Those who venture within this mud take 1d6 points of fire damage per round.

Swallow Whole (Ex):Vapors (Ex):
« Last Edit: February 21, 2011, 04:02:04 PM by TheVorpalTribble »
Over hill, over dale, through bush, through briar, over park, over pale, through blood, through fire...

A Dying Ember
(Campaign Setting)

TheVorpalTribble

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Re: A Dying Ember Bestiary
« Reply #6 on: February 21, 2011, 03:35:40 PM »
Fey

Burl Noggin
[SPOILER]Medium Fey (augmented humanoid)
Hit Dice: 9d6+45 (76 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 23 (+5 enhancement, +8 natural), touch 15, flat-footed 23
Base Attack/Grapple: +4/+13
Attack: Head Butt +14 melee (3d6+13)
Full Attack: Head Butt +14 melee (3d6+13)
Space/Reach: 5 ft./5 ft.
Special Attacks: Awesome blow
Special Qualities: Blindsight 120 ft., improved woodland stride, merge with wood, plant traits, resistance to cold and electricity 10, trackless step, wood whisper
Saves: Fort +10, Ref +6, Will +7
Abilities: Str 28, Dex 10, Con 21, Int 5, Wis 12, Cha 6
Skills: Balance +7, Climb +21, Jump +60, Knowledge (nature) +9, Survival +7
Feats: Brachiation(B), Great Fortitude, Improved Bull Rush, Power Attack, Weapon Focus (head butt)
Environment: Any forest
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Medium)
Level Adjustment: -

A burl noggin appears as a burly human except that instead of a head a large woody protuberance has grown in its place. Twisted, living branches of wood extends from where the base of the skull would be and grows along the spine and down the arms and legs.

Burl noggins were once great enemies of fey kind, such that instead of being merely killed they were taken to the plane of Faerie itself for trying. Once found guilty their heads were fed into the great bole of a tree whose trunk sprouts hundreds of still-living heads of other horrible criminals. The tree merges with the body and keeps it alive as it begins to grow a gnarled burl where the head once was. The criminal's head then sprouts nearby to watch the process.

After a number of months the burl has grown larger than the original head and detaches from the tree. The fey peoples now have a great ally and warrior completely devoted to their cause.

A burl noggin understands Sylvan but cannot speak.

Combat
Burl noggins tend to watch strangers to the woods warily, though acting otherwise if so directed by its fey masters. If the being seeks not to harm the woods the burl noggin remains quiescent but ever watchful. Behavior to the contrary is dealt with swiftly as the burl noggin leaps down from its viewpoint in the branches and charges head down to crush its victim against the trunk of a tree.

Awesome Blow (Ex): When a burl noggin uses its head butt attack it can send its opponents flying as if it had the Awesome Blow feat.

Faerie Spawned (Ex): Fey creatures gain a +4 bonus on charisma-based checks when interacting with a burl noggin. Burl noggins also will obey implicitly any directive given them by fey creatures involved in its creation or those they direct it to obey. A burl noggin will never attack fey creatures unless directed so by its masters. In turn fey instinctively sense a burl noggin's devotion to their welfare.

Improved Woodland Stride (Ex):
A burl noggin may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. This ability even works within thorns, briars, and overgrown areas that have been magically manipulated to impede motion.

Merge With Wood (Su): A burl noggin may merge with living wood as a standard action as the Meld Into Stone spell for as long as it wishes, its head remaining on the side of the tree as if it had grown there.

Strength of Branch and Root (Su): A burl noggin's strength is drawn from that of the forest. While in wooded terrain a burl noggin gains a +40 enhancement bonus to jump checks. As well it may climb up living objects such as trees and vines at its land speed as the Spider Climb spell. If removed from the forest a burl noggin's strength score is reduced to 12 and loses its bonus to jump checks, though it may still climb.

Trackless Step (Ex): A burl noggin leaves no trail in natural surroundings and cannot be tracked. It may choose to leave a trail if so desired.

Wood Whisper (Su): Though a burl noggin possesses no eyes it can see as far a normal person in wooded terrain by sensing the subtle changes of the forest around it. A burl noggin may use Speak With Plants and Whispering Wind at will, with the latter having no set range besides the borders of the woods it occupies.

Skills: A burl noggin gains a +6 racial bonus on balance and survival checks.[/SPOILER]

Cellarblight
[SPOILER]Small Fey
Hit Dice: 2d6+10 (19 hp)
Initiative: +3
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 17 (+3 dex, +3 natural, +1 size), flat-footed 14, touch 14
Base Attack Bonus/Grapple: +1/-4
Attack: Slam +1 melee (1d3-1)
Full attack: 2 slams +1 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cellarblight, spell-like abilities, slimy step
Special Qualities: Darkvision 40 ft., lichenfriend, low-light vision, resistance to bludgeoning 5
Saves: Fort +7, Ref +6, Will +5
Abilities: Str 8, Dex 16, Con 21, Int 9, Wis 14, Cha 6
Skills: Hide +12, Jump +4, Knowledge (Dungeoneering) +4, Listen +7, Move Silently +8
Feats: Ability Focus (cellarblight), Great Fortitude(B)
Environment: Underground
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Usually True Neutral
Advancement: By character level
Level Adjustment: --

Cellarblights appear as gnomish men with pock-marked, pale skin like that of a faded mushroom and wear an almost petulant expression with tightly pressed lips. Their eyes are huge and bulbous.

A spirit of root cellars, basements, and winerooms the cellarblight is both a potential curse and a blessing upon the homes it decides to take up residence. Possessed of constant sullen anger and fits of rage, they are difficult to appease and easy to provoke. They enjoy the cool dampness provided by the cellar, and the company of the creatures attracted to such places, but protest any great noise and bustle heard above. Gifts of tallow and turnips are often left, and for this a cellarblight will keep the food below from spoiling. If annoyed by a particularly noisesome household their ire takes form in the rotting and calling of worms upon the produce. Those whom leave nothing for the cellarblight and actively provoke him awaken the wrath that is always bubbling just beneath the surface.

Cellarblights always have a means of escape, usually in the way of a hidden burrow with only a thin layer of dirt or mud. If sufficiently threatened they dive within it and use their ability to meld earth to seal it behind. Though they prefer to stay in one place for as long as possible none are bound to any particular locale.

Cellarblights stand some two and a half feet tall and weigh about 20 lbs. They speak Common and Sylvan.

Combat
Cellarblights are cowards, and will do anything but get into hand-to-hand combat. They rely on their spells and summoned vermin to fight those whom enter below. Once within, they tend to close the doors of the cellar and lock them tight, allowing their victims to stumble about blindly. Those that die within the depths are rapidly eaten by summoned earthworms and other burrowing scavengers. The bones are then hidden and buried by the vindictive fey.

Cellarblight (Su): Vengeful cellarblights can transform its underground den overnight, filling the darkness with mosses and evil-smelling fungus that grows over everything below. The air takes on an uncanny, musty scent, filled with clammy humidity. Those whom venture within are gripped with an irrational fear of their surroundings, and must make a DC 14 will save every minute or become frightened. Those that make the save still remain shaken for as long as they remain below. If a natural 1 is rolled at anytime to stave off the fear, the victim goes into a state of horrible panic and dies unless a successful DC 14 fortitude save is made. This is a mind-affecting fear effect. The save DC's are Wisdom-based.

Lichenfriend (Ex): Cellarblights have close ties with the lesser forms of life, fungus and moss, rot and worm, granting it a +4 racial bonus to saves against disease and poison.
As well, they may use a form of the druid's Wild Empathy with vermin, oozes and fungal plants. The check is made with a 1d20 + cellarblight's HD + wisdom modifier.
And finally, they can use a variation of Speak With Animals/Speak With Plants at will that allows them to communicate with vermin and subterranean plants.  

Spell-like abilities: Caster level 4th. The save DCs are Wisdom-based.
At will - Arcane lock, Open/Close, Purify Food and Drink, Soften Earth and Stone, Summon Swarm (spiders only; can only have one swarm summoned at a time)
3/day - Darkness

Slimy Step (Ex): A cellarblight can encourage slime molds to grow upon the steps and floor of its cellar, requiring a DC 14 balance check to properly navigate. Those that fail the save fall prone. If upon stairs, the victim tumbles to the bottom and are likewise rendered prone, taking 1d4 damage. They are usually quickly ambushed by a waiting spider swarm. The save DC is wisdom based.[/SPOILER]

Crystal Woman
[SPOILER]The drip-drop of trickling water echoes through the cavern and you lift your torch. A figure like a ghostly skeleton ducks away, leaving a trail of slime that swiftly evaporates...

Medium Fey (aquatic)
Hit Dice: 4d6+8 (22 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 50 ft.
Armor Class: 15 (+3 dex, +2 natural) touch 13, flat footed 12
Base Attack/Grapple: +2/+2
Attack: Slam +5 melee (1d3 plus clammy touch)
Full attack: 2 slams +5 melee (1d3 plus clammy touch)
Space/Reach: 5 ft./5 ft.
Special Attacks: Clammy touch, spell-like abilities.
Special Qualities: Amphibious, blindsight 60 ft., falling up, natural slime, spell resistance 15, transparency
Saves: Fort +3, Ref +7, Will +7
Abilities: Str 10, Dex 17, Con 14, Int 10, Wis 16, Cha 14
Skills: Diplomacy +9, Escape Artist +16, Hide +10, Knowledge (Dungeoneering) +17, Move Silently +10, Swim +7
Feats: Improved Trip, Weapon Finesse
Environment: Underground
Organization: Solitary
Challenge Rating: 4
Treasure: Quarter standard
Alignment: Usually chaotic good
Advancement: 5-8 HD (Medium)
Level Adjustment: +3

Crystal women are guardians of the dark, cold subteranean water sources such as rivers and lakes, and prefer a locale complete with waterfall. They are ultimately enigmatic fey whom are very rarely seen, though they are often nearby. They are social folk amongst other crystal women however, and usually a small community is found within the underground waters. They are immensely amused however by lost surface folk unable to find their way in the pitch of caves. They often take pity on them, leading them to caverns that will take them to the surface, but only if the lost victim acts decently within their presence.

In shape they seem as petite young women, but they appear to be ghostly skeletons at first, for their glistening skin is completely transparent. As well, they are eyeless, with just clear, unmarred skin in their place. Delicate webs stretch between their long fingers and toes, though are all but invisible unless examined up close. Their thick, sweeping hair is silvery, and somewhat translucent. Here and there about their hair are thicker, stiff hairs that jut out many feet, which are in reality whiskers to further aid them in their sightlessness.

Crystal women are just under five feet in height, and weigh 90-95 lbs. They speak aquan, fey, and undercommon.

Combat
Crystal woman are not eager to fight, but if endangered or their homes threatened they will attempt to keep their opponent off-balance by tripping. When their opponents stand and allow an attack of opportunity they tend to reach out to their victim with their clammy touch to fill them with an unnerving chill.
 
Amphibious (Ex): A crystal woman is able to breathe air just as easily as she breathes water.

Clammy Touch (Su): A successful touch attack from a crystal woman causes the victim to sweat profusely with chill perspirations and begins to shive violently. One hit by a clammy touch must succed on a DC 14 fortitude save or take 1 point of dexterity damage. Multiple touches stack. On a natural 20 the victim instead is infected with Slimey Doom (DMG p. 92). The save is Constitution based.

Falling Up (Su): Crystal women may swim straight up waterfalls at their swim speed or reverse their velocity when coming down one, taking no damage reguardless of height of fall or depth of water.

Natural Slime (Ex): Crystal women secrete a slick, odorless slime that allows them to slip through water quickly and protect them against scrapes from stone. This slime grants them a +6 racial bonus to escape artist checks.

Spell-like Abilities:
3/day Grease. Caster level 5th. Save DC's are Charisma-based.
 
Transparency (Ex): A crystal woman's transparent skin grants a +20 bonus to hide checks if moving at their base speed while underwater. Crystal women out of water gain only a +6 bonus.

Skills: A crystal woman has a +10 racial bonus on Knowledge (dungeoneering) checks as well as a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.[/SPOILER]

Dullahan
[SPOILER]

Medium Fey (Extraplanar)
Hit Dice: 11d6+33 (71 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 17 (+2 dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +5/+6
Attack: Whip +8 melee (1d4 plus 1 Con damage)
Full Attack: Whip +8 melee (1d4 plus 1 Con damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Evil eye, headless, spell-like abilities, water into blood
Special Qualities: Damage reduction 10/gold or silver, dark of night, darkvision 120 ft., death watch, know no barriers, immunity to fear, low-light vision
Saves: Fort +6, Ref +9, Will +8
Abilities: Str 13, Dex 14, Con 17, Int 15, Wis 12, Cha 19
Skills: Bluff +18, Climb +15, Intimidate +18, Listen +15, Move Silently +16, Ride +16, Search +16, Spot +15
Feats: Ability focus (headless), Blind-Fight, Intimidating Strike, Weapon Finesse(B), Weapon Focus (Whip)
Environment: Unseelie Court
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Neutral Evil
Advancement: By character class
Level Adjustment: -

This being appears at first as a man dressed in an exquisite suit and cloak all in black. There is no head upon its shoulders however, but is instead tucked beneath one arm. The head glows with a faint, unwholesome light of decaying matter and indeed its skin is the color and texture of stale dough or moldy cheese. An enormous, idiotic grin literally spreads from one pointed ear to the other. The eyes are enormous and noctural, though the pupils are tiny and dart about like crazed flies.

A dullahan is a bringer of death, a relentless being of cruelty who preys upon humanoids without pity and with a vicious amusement. They are the assassins of the Unseelie Court, going hither and thither, riding or running all night in search of one who has in some way insulted or even merely annoyed the court or a member. Just as often they kill only for the sake of killing, playing horrible, deadly games that may last for hours, but fortunately cannot last past daybreak.
 They are most often found riding a horse which he has cut the head off and granted a temporary life. Blind and mute, it is wholey enslaved to its rider's whims to guide it. He rides the horse until it dies or the sun rises, whereupon the steed is finally granted death.

A dullahan speaks sylvan. They weigh the same as a standard human, though tend to be a head shorter than average.

Combat
A dullahan on an assassination mission usually kills the creature straight out if possible with it's finger of death, with only minimal play beforehand. Those it persues for sport can last all night, bleeding and frightening the creature until before dawn it is often quickly dispatched. Those that are particularly amusing however are allowed to live so that it can 'play' with them in the future.

A dullahan's weapon appears to be made from a human spine. It acts as a +1 wounding whip that deals lethal damage and can deal damage even to those with armor.

Dark of Night (Su): A dullahan fades away uponm exposure to the mortal's sun, instantly returning to the Unseelie Court. It may transport back to the Material Plane anytime during the night and cannot transport again until the next night. If kept from transporting, such as by an anti-magic field, the sunlight renders it blind for as long as it is exposed and for 1d4 minutes after.

Deathwatch (Su): A dullahan continuously senses how close a creature is to death as the Deathwatch spell. This ability extends out in a thousand foot cone.

Evil Eye (Su): If it wishes, anyone who meets a dullahan's gaze within 60 feet must succeed on a DC 19 fortitude save or go blind in one eye. They take a -4 penalty to appraise, craft, search, and spot checks and those flanking them gain a +4 bonus instead of the normal +2. The save DC is Charisma-based.

Headless (Su): A dullahan is immune to decapitation such as from a Vorpal weapon. The head cannot be focused for a sunder attempt while held, and anyone who touches it, such as snatching away the head with a disarm attempt, must succeed on a DC 21 will save or be struck instantly dead. Those who survive initial contact are immune to the deathly repercussions for as long as they hold it. If it is set down and then touched again they must make another save. This is a death affect. The save DC is Charisma-based.

If the head is destroyed the dullahan is not killed, but it can only hear and see and use its death watch ability wherever the head is located. The head has 10 hit points and a hardness of 5.  

The dullahan must always have one hand free to hold its head. When a dullahan fades back at sun up the head fades as well and reunites with the body.

Unless a dullahan's head is destroyed after the main body is killed the creature rises back to life the next night.

Know No Barriers (Su): All non-magical doors and locks a dullahan wishes to pass through unlock and open automatically whenever he approaches within 20 feet. Magical doors and locks are also affected and effects such as arcane lock are dispelled if the caster level is less than the dullahan's HD.

Spell-like Abilities: Caster level 12th. Save DC's are Charisma-based.
1/day - Finger of Death (DC 22)
3/day - Bestow Curse (DC 18)

Water Into Blood (Ex): As a standard action a dullahan can convert 1 cubic foot, or eight gallons, of water into blood.

-=-=-=-=-=-

Headless Steed
A dullahan's steed has no intelligence score and is blind and deaf. For as long as the dullahan is in contact with it it can continue to run without taking damage, though still takes damage from being spurred to greater speeds, and moves as if sighted by his guiding. It can take no actions and has no initiative except for what the dullahan commands it to do.

The steed must be first killed by the dullahan and its head removed. If the dullahan beheads and mounts the creature within one minute it returns to a temporary life at full hit points.[/SPOILER]

Dullahan, Gan Ceann
[SPOILER]
Medium Fey (Extraplanar)
Hit Dice: 19d6+76 (142 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 25 (+4 dex, +11 natural), touch 14, flat-footed 21
Base Attack/Grapple: +9/+11
Attack: Whip +16 melee (1d4+4/19-20x2 plus 1 Con damage)
Full Attack: Whip +16/+ melee (1d4+4/19-20x2 plus 1 Con damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Evil eye, fear aura, headless, sneak attack +6d6, spell-like abilities, water into blood
Special Qualities: Damage reduction 10/gold or silver, dark of night, darkvision 120 ft., death watch, know no barriers, immunity to fear, low-light vision, true seeing
Saves: Fort +10, Ref +18, Will +14
Abilities: Str 15, Dex 18, Con 19, Int 18, Wis 14, Cha 21
Skills: Balance +26, Bluff +27, Climb +24, Hide +26, Intimidate +27, Listen +24, Move Silently +26, Ride +26, Search +26, Spot +24
Feats: Ability focus (headless), Blind-Fight, Combat Expertise, Improved Critical (whip)(B), Improved Feint, Intimidating Strike, Lightening Reflexes, Weapon Finesse(B), Weapon Focus (Whip)
Environment: Unseelie Court
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Neutral Evil
Advancement: By character class
Level Adjustment: -

A gan ceann is a lord amongst dullahan's, a great and terrible master of death and the bane of mortal kind. He is called to do his work when a lesser dullahan is somehow unable to kill his quarry or when an entire populace or its leader has insulted the Unseelie Court.

The gan ceann appear much as a normal dullahan, though its grin is grimmer and its eyes more crazed if possible. They tend to be seen driving a coach pulled by six black horses raving mad with terror.

A gan ceann dullahan speaks sylvan. They weigh the same as a standard human, though tend to be a head shorter than average.

Comba

A gan ceann dullahan's weapon appears to be made from a human spine. It acts as a +2 wounding whip that deals lethal damage and can deal damage even to those with armor. Those hit continue to bleed for 1d6 points of damage per round unless a DC 15 Heal check is made or are targeted by magical healing. Bleeding damage from multiple unhealed wounds stack.

Dark of Night (Su): A dullahan fades away upon exposure to the mortal's sun, instantly returning to the Unseelie Court. It may transport back to the Material Plane anytime during the night and cannot transport again until the next night. If kept from transporting, such as by an anti-magic field, the sunlight renders it blind for as long as it is exposed and for 1d4 minutes after.

Deathwatch (Su): A gan ceann dullahan continuously senses how close a creature is to death as the Deathwatch spell. This ability extends out in a thousand foot cone plus 100 feet for ever round it concentrates with no set limit.

Evil Eye (Su): If it wishes, anyone who meets a gan ceann dullahan's gaze within 60 feet must succeed on a DC 23 fortitude save or go permanently blind. The save DC is Charisma-based.

Fear Aura (Su): As a free action a gan ceann can cause all those within 20 feet to panic unless they succeed on a DC 23 will save. Those with 7 HD or less are shaken even if they make their save.

If it wishes, a gan ceann who successfully affects an animal with its aura can cause it to cower and become subservient out of sheer terror. This acts as the Dominate Animal spell except a gan ceann can command it to do suicidal or self-destructive acts. While dominated by the gan ceann the animal is immune to intimidation and fear-affects from other sources.

This is a mind-affecting fear effect. The save DC is Charisma-based.

Headless (Su): A dullahan is immune to decapitation such as from a Vorpal weapon. The head cannot be focused for a sunder attempt while held, and anyone who touches it, such as snatching away the head with a disarm attempt, must succeed on a DC 25 will save or be struck instantly dead. Those who survive initial contact are immune to the deathly repercussions for as long as they hold it. If it is set down and then touched again they must make another save. This is a death affect. The save DC is Charisma-based.

A gan ceann may attempt to snatch back the head with inhuman quickness if it is knocked out of its grasp with a weapon, making a free reflex save against the disarm attack. If the disarm attempt would have it end up in the opponent's grasp the gan ceann may make a disarm attempt itself as if it had the Improved Disarm feat. It may use these abilities even if it is not it's turn.  

If the head is destroyed the dullahan is not killed, but it can only hear and see and use its death watch ability wherever the head is located. The head has 25 hit points and a hardness of 7.  

The dullahan must always have one hand free to hold its head. When a dullahan fades back at sun up the head fades as well and reunites with the body.

Unless a dullahan's head is destroyed after the main body is killed the creature rises back to life the next night.

Know No Barriers (Su): All non-magical doors and locks a dullahan wishes to pass through unlock and open automatically whenever he approaches within 20 feet. Magical doors and locks are also affected and effects such as arcane lock are dispelled if the caster level is less than the gan ceann's HD.

Sneak Attack (Ex): 6d6 damage as Rogue's ability.

Spell-like Abilities: Caster level 12th. Save DC's are Charisma-based.
3/day - Bestow Curse (DC 19), Deeper Darkness, Finger of Death (DC 23)

True Seeing (Su): Gan ceann have a continuous true seeing ability, as the spell (caster level 19th).

Water Into Blood (Ex): As a standard action a gan ceann dullahan can convert 10 cubic feet, or eighty gallons, of water into blood.

-=-=-=-=-=-

[COLOR="Black"][SIZE="5"][FONT="Book Antiqua"]Coach-A-Bower[/FONT][/SIZE][/COLOR]

The coach of the gan ceann is a thing of utter evil. It is made of some exquisite black wood whoes knots and whirls are a slightly lighter shade and to the imaginative mind appear much as screaming spirits. The inside is filled with mounds of chocking dust and rust. The door has a break DC of 35 and has an Arcane Lock enchantment upon it. It continuously produces complete silence out to 60 feet.

Any creature forced into the coach is affected as by the Phantasmal Killer spell if the gan ceann wishes. The remains and items of those who die within are reduced to dust within a day. The coach has room to seat any number of creatures despite its normal seeming size from without. Otherwise the enterior acts as an anti-magic field to mortal creature's magic.

All spells are as cast by a 19th level caster. The save DC's are Charisma-based with the coach having the equivalent of a Charisma of 18.

Beasts of burden can only be hitched to the coach-a-bower if they are mad with the terror produced by a gan ceann's fear aura and must be Medium or Large sized. Such beasts can move at a base speed of 200 feet and do not take any negative affects from prolonged running as long as they pull the coach. They still take damage from spurring.

When a gan ceann spurs his mounts to greater speeds all creatures and objects within 10 feet of where it passes must succeed on a DC 20 reflex save or catch on fire. The flame burns for 1d4 rounds, dealing 1d6 fire damage per round. A burning creature can take a move action to put out the flame.[/SPOILER]

Essence of Pharos
[SPOILER]I am a lighthouse, worn by the weather and the waves.
I keep my lamp lit, to warn the sailors on their way.

I'll tell a story, paint you a picture from my past.
I was so happy, but joy in this life seldom lasts.

I had a keeper, he helped me warn the ships at sea.
We had grown closer, 'till his joy meant everything to me.

And he was to marry, a girl who shone with beauty and light.
And they loved each other, and with me watched the sunsets into night.

And the waves crashing around me, the sand slips out to sea.
And the winds that blow remind me, of what has been, and what can never be...


Large Fey (fire, incorporeal)
Hit Dice: 13d6+39 (84 hp)
Initiative: +5
Speed: Fly 60 ft. (perfect)
Armor Class: 17 (+3 deflection, +5 dex, -1 size), touch 17, flat-footed 12; or 17 (+5 dex, +3 natural, -1 size), touch 14, flat-footed 12
Base Attack/Grapple: +6/-
Attack: --
Full attack: --
Space/Reach: 10 ft./10 ft.
Special Attacks: Beacon, flaming spin, spell-like abilities
Special Qualities: Construct traits, darkvision 1000 feet, low-light vision, incorporeal traits, lighthouse dependent, ship sense, vulnerability to cold
Saves: Fort +7, Ref +15, Will +11
Abilities: Str -, Dex 21, Con 17, Int 10, Wis 16, Cha 16
Skills: Knowledge (architecture) +16, Knowledge (geography) +16, Knowledge (nature) +16, Listen +19, Profession (lighthouse upkeep) +16, Spot +19
Feats: Dodge, Flyby Attack, Lightning Reflexes, Mobility, Spring Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 10
Treasure: Standard goods
Alignment: Often lawful good
Advancement: 14-20 HD (Large)
Level Adjustment: --

An essence of pharos sometimes appears as a large, flickering ball of vague, ghostly light that spins continuously and releases a beam of light that extends right through solid material, and at other times it takes the form of one of its keepers down to color and texture. The essence roams all through the lighthouse, but in times of storm and fog, and always at night, it retires to the top, where it bursts into a nearly blinding inferno of light and heat, sending its beam deep into the darkness.

The upkeeper of a lighthouse has a simple but important task, keep the light lit. Leading ships home, warning of rocky shoals, piecing the briney mists, the burning flame has many uses. In weather good or storms ferocious the flame must burn. When a particularly dedicated individual keeps the lighthouse, or more often when a family resides within, a lighthouse almost developes its own personality, a reflection of those that care for it and dedicate themseselves to the aid of those out to sea. When these individuals die or leave and the lighthouse becomes abandoned and left to ruin, this essence still remembers its duty and continues on.

Most essences of pharos welcome those who would put the lighthouse to use once more, and will keep hidden and out of the way unless needed, while a few rare others jealously guard the house, allowing no others to take over its upkeep.

An essence of pharos speaks any language its master did (usually common). It uses its Ghost Sound spell-like ability to speak.

Combat
An essence of pharos does not readily attack, and will even allow intruders to visit, sometimes taking the shape of the former keeper of the house and watching them silently. If there is any attempt to harm the lighthouse however the essence blazes into light and rushes the intruders, blinding them with its beacon, commanding them to stop. If they attempt to harm it or continue their destruction or theft it resorts to its flaming spin, scorching all in its path. If the intruders leave or flee it shuts and locks all doors and will never willingly let them enter again, and it has a long memory.

Beacon (Ex):
An essence of pharos can send out a cone of light that can be seen up to twenty miles away in ideal conditions, but can only distinctly illuminate an area up to a mile off. It can dim or brighten this light at will as a free action, and anyone within a 100-foot cone are blinded for 1d6 rounds unless they succeed on a DC 19 fortitude save, plus dazzled for twice as many rounds after the blindness fades. Those who make the save are dazzled instead of blinded for 1d6 rounds. The save DC is Constitution-based.

Flaming Spin (Su):
An essence of pharos can use a standard action to empower its beam of light as it rotates about, throwing a 60-foot radius burst of flame dealing 4d6 points of fire damage (reflex DC 19 halves). Unlike its beacon, the flame is ethereal in nature and can go through any physical obstructions an incorporeal being could. The save DC is Charisma-based.

Incorporeal Traits:Lighthouse Dependent (Su):
An essence of pharos is mystically bound to the lighthouse it inhabits and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. An essence of pharos' lighthouse does not radiate magic.

Ship Sense (Su):
An essence of pharos can sense the presence of any object or creature of raft-size or larger out to five miles upon the surface of the body of water it illuminates. It cannot pinpoint the exact location until it is within 1000 feet from shore.

Spell-like abilities:
At will/Ghost Sound, Hold Portal, Mage Hand, Mending, Open/Close. Caster level 15th. Save DC's are Charisma-based.

Vulnerability to Cold An essence of pharos has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.[/SPOILER]

Frosti
[SPOILER]

Diminutive Fey (cold, swarm)
Hit Dice: 8d6+24 (52 hp)
Initiative: +10
Speed: 10 ft. (2 squares), fly 40 ft. (good)
Armor Class: 28 (+8 armor, +6 dex, +4 size), touch 2-, flat-footed 22
Base Attack/Grapple: +4/-
Attack: Swarm (2d6+1 plus 1d4 frostburn plus shivering touch)
Full Attack: Swarm (2d6+1 plus 1d4 frostburn plus shivering touch)
Space/Reach: 10 ft./-
Special Attacks: Distraction, shivering touch, spell-like abilities
Special Qualities: Blue skin, immunity to weapon damage, low-light vision, religious repel, skate, swarm traits, vulnerability to fire
Saves: Fort +7, Ref +12, Will +7
Abilities: Str 5, Dex 22, Con 16, Int 17, Wis 12, Cha 16
Skills: Balance +17, Concentration +14, Craft (ice pictures) +18, Hide +29, Listen +12, Open Lock +17, Perform (dance) +18, Sense Motive +12, Spot +12
Feats: Cold Focus, Improved Initiative, Great Fortitude, Weapon Finesse(B)
Environment: Any temperate or cold land
Organization: Swarm
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral
Advancement: -
Level Adjustment: -

Individual frosti appear as tiny elves of both genders of astonishing beauty with the palest of white skin and long silver tresses. Their eyes so blue as to be purple with no trace of pupil. Their feet are quite strange, with a single claw protruding from the front of their foot and curving down below and extending past the heel with a razor sharp edge like an ice skate. From their fingers grow long talons. Though they possess no obvious wings, their slight forms are constantly adrift in a nipping wind that takes them hither and thither at their whim.

Frosti are a strange people who live through the warmer seasons deep within caves or other cool locales in a state of hibernation until a nip in the air awakens them from their slumber. They tend to remain hidden during the day and come out at night to dance within the bitter air and to weave beautiful patterns of ice upon window panes and other surfaces. They love little tricks such as coating steps with ice or causing the falling snows to build up in inconvenient areas, their laughter sounding like the chiming of tiny bells at their victim's ire.

Strangely though frostis have a distaste and fear of churches and the priests and clerics that occupy them, keeping well away from them when at all possible. The hanging of holly and wreathes in particular infuriates them so that households who put one up are often the most visited targets of their mischief.

Frosti speak common and fey.

Combat
Frosti, though mischievous, are not very combative creatures, though they are quick to anger if threatened. They then try to surround their provocateur, pricking the skin mercilessly with their claws as they dance upon it until it lies in uncontrollable shivering upon the ground.

Blue Skin (Su): When in danger a frosti can freeze the moisture out of the air to surround his body in an intensely tough yet strangely flexible suit of armor as a standard action. This acts as full plate armor though does not impose any penalties. This suit melts within 1d4 rounds in temperatures above freezing. If exposed to flame or an attack that deals fire damage it vaporizes, though remains in tact long enough to protect against the attack that melted it.

As well, their claws gain a layer of super fine blue ice that grants a +1 bonus to all damage rolls.

Distraction (Ex): Any living creature vulnerable to a frosti's damage that begins its turn with the swarm in its square is nauseated for 1 round; a Fortitude save (DC 15) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Religious Repel (Ex): Frostis recoil from a strongly presented holy or unholy symbol. A frosti must stay at least 5 feet away from a creature holding a holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter.

Shivering Touch (Sp): Whenever a victim takes frostburn damage from a frosti swarm they take 1d6 dexterity damage as they go into a fit of intense shivering.

Skate (Ex): While on a slippery surface a frosti's land speed increases by 20 feet.

Spell-like Abilities:
At will - Crunchy Snow, Glaze Lock, Ice Slick, Snowdrift; 3/day - Control Winds, Flash-Freeze, Icicle; 1/day Hibernal Healing. Caster level 8th. Save DC's are Charisma-based.

Skills: Frosti have a +4 racial bonus on Craft and Perform checks.[/SPOILER]
« Last Edit: February 21, 2011, 04:30:36 PM by TheVorpalTribble »
Over hill, over dale, through bush, through briar, over park, over pale, through blood, through fire...

A Dying Ember
(Campaign Setting)

TheVorpalTribble

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Re: A Dying Ember Bestiary
« Reply #7 on: February 21, 2011, 03:36:00 PM »
Fey continued...

Gremlin
[SPOILER]
Tiny Fey
Hit Dice: 6d6+12 (33 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 24 (+6 dex, +6 natural, +2 size), touch 18, flat-footed 18
Base Attack/Grapple: +3/+2
Attack: Slam +11 melee (1d2+3)
Full Attack: 2 slams +11 melee (1d2+3)
Space/Reach: 2 1/2 ft./5 ft.
Special Attacks: Deactivate, knack, spell-like abilities, weak point
Special Qualities: Between the gears, damage reduction 10/cold iron and magic, fast healing 2, low-light vision, resistance to acid and fire 5, trapfinding, trap sense, unknown error
Saves: Fort +4, Ref +11, Will +5
Abilities: Str 16, Dex 22, Con 14, Int 19, Wis 7, Cha 9
Skills: Climb +15, Disable Device +19, Hide +23, Jump +15, Knowledge (architecture and engineering) +13, Listen +8, Open Lock +15, Search +13, Spot +8, Use Magic Device +14
Feats: Improved Grapple, Iron Will, Weapon Finesse(B)
Environment: Urban
Organization: Solitary, Pair, Glitch (3-5), Malfunction (6-12), Failure (13-19), Fubar (20+)
Challenge Rating: 6
Treasure: None
Alignment: Chaotic Neutral
Advancement: By character class
Level Adjustment: +4
Gears and springs litter the bottom of the clock tower.  Occasionally, some other mechanism will work its way free.  As you examine the clockwork more closely, you notice small, grease-stained figures, almost like goblins, jumping from gear to gear, grinning with mischief.Environment: Gremlins are only to be found in urban areas, or any locale that happens to have machinery. The larger and more interesting the machinery the more there tend to be. A windmill may have only individuals while a clock tower could hold thousands. Flying machines in particular hold special delight to a gremlin, who are said to have long ago lost their wings to the gears of the contraptions and whose future generations were born without.
Typical Physical Characteristics: A gremlin appears as a minuscule, goblinish creature just over a foot high and weigh no more than a couple pounds. They have a lanky build and lean, powerful muscles. They possesses extremely long arms for their size with beefy palms and long, sensitive fingers. Their large, slanted eyes blaze with delighted mischief and curiosity. Large, mobile ears billow out, able to lie flat against the head when moving through tight spaces.
Alignment: Gremlins are above all mischievous and unthinking about their behavior. They don't spend a single thought on how their actions might affect others nor what damage their meddling could do. A gremlin rarely set out to harm others, and only then when provoked or endangered, but when they are they don't think twice about causing a fatal accident. Gremlins are usually chaotic neutral.

[SIZE="3"]Society[/SIZE]
Gremlins share their machines often with many of their kind, breeding quickly when in a home of their liking. When not to their liking they often remain solitary, but seem not to mind, too absorbed in their mischief to experience loneliness.

They care for their children in only the most basic way, as they are quite self sufficient within only a couple days of birth and grow rapidly to maturity. Mostly the young ones follow and observe and beg information and food off the elders until they can fend for themselves.

Once grown however they are fond of riddles and dares, games and sports. Most of these tie into the destruction of machinery and jokes on those that operate them. These can be quite elaborate, though are often as dangerous to the gremlins as their victim who think little about repercussions even to themselves.

Adventurous gremlins will leave their home machinery and set off to look for another, often bringing one of the opposite gender with them, by force if necessary.

[SIZE="3"]Typical Treasure[/SIZE]
Gremlins rarely possess anything of value, their delight being only in machinery which rarely lasts long before being taken apart. Magical items however that is too strong for them to destroy they find particularly fascinating, going back time and again, determined to find out how it functions.
They have standard magical items and goods for their Challenge Rating, but no coins.


[SIZE="3"]Gremlin Woes[/SIZE]
Conjuration (creation)
Level: Druid 5, Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Machine or construct touched
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: No

You cause an object with moving parts to spontaneously begin to birth a gremlin. It matures in 2d4 minutes at which point it immediately begins to wreak havoc. This machine must be at least small-sized or larger. Anything from a wagon and mill to clocks and inevitables will suffice, though constructs without moving parts, such as a flesh golem, are unaffected.
A gremlin within a construct-type creature can be expelled with a Remove Curse or Remove Disease spell, placing it in the next nearest space to the construct.

Arcane Material Component: A broken gear, an iron nut, and a bottle of grease.[/SPOILER]

Honeydew
[SPOILER]
Medium Fey
Hit Dice: 8d6+24 (52 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 12 (+2 dex)
Base Attack/Grapple: +4/+4
Attack: Staff +6 melee (1d6)
Full Attack: Staff +6 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ehlonna's breath, golden cloud, spell-like abilities, spells, wild empathy
Special Qualities: Damage reduction 10/cold iron, immunity to poison and disease, nectar of the mother, low-light vision
Saves: Fort +5, Ref +7, Will +12
Abilities: Str 10, Dex 15, Con 17, Int 11, Wis 23, Cha 17
Skills: Concentration +10, Diplomacy +14, Handle Animal +11, Heal +17, Knowledge (nature) +11, Listen +15, Spot +15
Feats: Diehard, Dodge, Improved Initiative, Weapon Finesse(B)
Environment: Any temperate land
Organization: Solitary or Sisterhood (3-6)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually neutral good
Advancement: 9-16 HD (Medium)
Level Adjustment: +8

This appears as a heart-breakingly beautiful woman seemingly in the mid-stages of pregnancy. Her skin is a lush golden tan with strange markings in blood upon her wide hips. Her dreadlocked hair is long and tangled with bright yellow pollen that drifts as she walks. Bees and butterflies crawl along or alight along the locks, the former often flying into and out of her mouth.

A honeydew, sometimes referred to as a nectar nymph or Ehlonna's Daughters, is often revered by some peoples as a fertility spirit. If properly recieved she will visit frequently, blessing the crops and aiding in the births of a village. Often in payment for her efforts a honeydew will entice a villager to get her with child which becomes another honeydew in time. This child, once old enough to walk, is abandoned beside a honeytree where she calls down a queen bee to inhabit her.

Others though prefer to keep to areas untouched by man, reveling particularly in fields of wildflowers or wild orchards which they protect fiercely.

During the winter months a honeydew hibernates, awakening with the first flowers to sprout from the frosty ground.

A honeydew speaks Common, Fey, and may speak with pollinating creatures such as bees, butterflies and ants. She is roughly as tall and heavy as an expecting female human.

Combat
Honeydews often try to discourage attackers by filling the air with a choking pollen, and fleeing while they are unable to persue. If forced to fight or guard they fill the area with bees, enlarging a number to great size.

Ehlonna's Breath (Ex): As a full-round action the honeydew can release a swarm of bees from within her belly and excite them to attack. She may exhale up to 3 swarms per day. If a honeydew is killed all swarms simultaneously attack the nearest creatures in sight.

Golden Cloud (Ex): As a standard action a nectar nymph can shake out her hair, forming a thick cloud of pollen 20 feet wide and 15 feet high. Those who breathe within it must succeed on a DC 17 fortitude save each round or spend a full round action sneezing and choking (are considered stunned) and take 1d4 constitution damage. This damage can only be taken once while within the cloud, no matter how many times it is breathed within, though stunning can occur each round spent within. Those who leave and re-enter the cloud however must save or take additional damage. This cloud lasts for 1d6+3 rounds.

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the cloud in 4 rounds. A strong wind (21+ mph) disperses cloud in 1 round.

Nectar of the Mother (Ex): A honeydew may dip her hair into water, converting up to 1 cubic foot into pure honey as a standard action. This honey is incredibly healthy, giving those who drink a cup of it the equivalent of a delay poison spell for 1 hour.

Spell-like Abilities:
At will - Plant Growth. 3/day - Charm, Giant Vermin (bees only). 1/week - Control Weather. Caster level 8th. Save DC's are Charisma-based.

Spells: A honeydew casts divine spells as a 10th-level druid.
Typical Druid Spells Prepared (6/5/5/4/3/2, save DC 15 + spell level):

0 - create water, cure minor wounds, guidance, light, purify food and drink, resistance
1st - cure light wounds, goodberry, entangle, longstrider, pass without trace
2nd - barkskin, gust of wind, lesser restoration, summon swarm, tree shape
3rd - cure moderate wounds, daylight, remove disease, speak with plants
4th - cure serious wounds, reincarnate, repel vermin
5th - commune with nature, wall of thorns

Wild Empathy (Ex): Lamentisk
[SPOILER]
[SIZE="1"]Image by ensoul[/SIZE]

Huge Fey (aquatic)
Hit Dice: 12d6+36 (78 hp)
Initiative: +3
Speed: 40 ft., swim 40 ft.
Armor Class: 21 (+3 dex, +9 natural, -1 size), touch 12, flat-footed 18
Base Attack/Grapple: +6/+18
Attack: Claw +14 melee (1d8+8)
Full Attack: 2 claws +14 melee (1d8+8) plus slam +9 melee (2d6+4)
Space/Reach: 15 ft./30 ft.
Special Attacks: Constrict, cursed melody, improved grab, rake, rend, spell-like abilities
Special Qualities: Amphibious, aquatic subtype, heed not the candles, low-light vision, murksight, 'possum
Saves: Fort +6, Ref +11, Will +10
Abilities: Str 26, Dex 17, Con 14, Int 10, Wis 15, Cha 17
Skills: Bluff +18, Hide +10, Listen +17, Move Silently +18, Perform (strings) +21, Spot +17, Swim +16
Feats: Diehard, Endurance, Improved Grapple, Improved Toughness, Skill Focus (perform: strings)
Environment: Temperate or Warm Marsh
Organization: Solitary
Challenge Rating: 9
Treasure: Standard (no goods)
Alignment: Usually Chaotic Neutral
Advancement: 13-20 HD (Huge)
Level Adjustment: +6

Lamentisks are startling creatures with lengthy bodies alike to both an eel and a vine. Twitching spines, fleshy whiskers, and short, spindly legs grow out at random from the bizarre body. A humanish torso arises from one end, with a head alike to that of a haggish elf. Great thick hair of an unpleasant grey hue spreads wildly, slim spines jutting up here and there.  Long, stick thin arms, appearing more as stretched tendons than limbs, spread out from the narrow shoulders, with spidery fingers nearly a stride in length each. These fingers end in small claws and has a sharp inner edge along their length.

Lamentisks are the spirits of the dismal bog; the croak of the bullfrog, the mournful loon, the misleading lights, the rotting death. They are often to be found in the midst of desolate swamps, stretching it's whiskers out and playing them with the sharp edge of it's fingers in a horrible melody.

Lamentisks speak Sylvan and weigh over half a ton.

Combat
A lamentisk play their songs to attract those nearby and then make sport of them, leading them to and fro until they are hopelessly lost before sending them to a watery grave. If threatened themselves they become grim bringers of death, crushing and slashing and drowning, often disappearing only to return once more.

Constrict (Ex): On a successful grapple check, a lamentisk deals 2d6+8 points of damage.

Cursed Melody (Ex): Each round a lamentisk can use's it's horrible music from it's own body to create one of the following effects. The save DC is equal to the lamentisk's perform (strings) check. A lamentisk may create this melody even while in treeshape, it's fingers appearing as branches rubbing again dangling moss.

Dischord: A lamentisk can make music so horrible the ears burst. Those within 60 feet must succeed on a Fortitude save or go permanently deaf, though can still hear the music itself. Those that make their save are immune to the cursed melody for 24 hours. Whether or not they make their save they take 1d4 points of sonic damage.

Elegy: A lamentisk may produce a song of such mournful qualities that it fills those nearby with despondency. If within 20 feet they must succeed on a Will save or try to kill themselves, usually by drowning. If for some reason they are unable to find water, they attack themselves as a full-round action. The attack automatically succeeds and deals damage as a critical hit. If unarmed, they move adjacent to the nearest enemy and provoke an attack of opportunity, offering their opponent an opening, which the opponent may or may not choose to take advantage of. Those within 60 feet are affected as if by Crushing Despair. This is a mind-affecting, compulsion effect.  

Misfortune: A lamentisk can play a tune that fills one with a sense of grave foreboding. He may choose one subject within 10 feet to become affected as by the Bestow Curse spell unless they succeed on a Will save. All others within 60 feet must succeed on a save as well or take a -2 penalty to all checks for 2d4 rounds. Penalties from multiple performances do not stack.

Will'o'wisp: A lamentisk can summon forth a will'o'wisp through his playing, though it has the magical beast type and Charm Monster as an at will spell-like ability (which does not affect the lamentisk). It often uses this ability to trick others into following it to their doom. A lamentisk can only have one summoned at any given time, though it may remain indefinitely.

Heed Not the Candles (Ex): A lamentisk is immune to enchantment and is continuously affected as by the True Seeing spell.

Improved Grab (Ex): To use this ability, a lamentisk must hit with it's slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. A lamentisk can grapple two beings at once without penalty.

Murksight (Ex): A lamentisk can see to the limits of its vision even in foggy or smoky conditions, including dirty water and the areas of such spells as obscuring mist and fog cloud.

'Possum (Ex): A lamentisk can appear as if slain, luring it's opponents into a false sense of security. As an immediate action after it is hit for at least 10 points of damage by a single attack, it can attempt to play dead. It drops prone and makes a Bluff check opposed by the attacker's (or any other relevant observer's) Sense Motive check. If it succeeds on this check, the observer assumes it is dead. If it subsequently rises and attack him in the same round, he loses any attack of opportunity he might have been entitled to against the lamentisk, and he loses his Dexterity bonus to AC against the first attack that it makes. It can use this ability once per encounter. Standing up after playing dead does not provoke attacks of opportunity.

Rake (Ex): Attack bonus +14 melee, damage 1d8+8. A lamentisk can attack a grappled foe with both claws at no penalty.

Rend (Ex):Spell-like Abilities: Caster level 12th. Save DC's are Charisma-based.
At Will - Curse Water, Dancing Lights, Obscuring Mist, Tree shape
3/day - Flesh to Mud, Mud to Flesh, Solid Fog

Skills: A lamentisk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.[/SPOILER]

Llymha
[SPOILER]
Medium Fey
Hit Dice: 4d6+12 (26 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 dex, +4 natural)
Base Attack/Grapple: +2/+2  
Attack: Unarmed strike +4 melee (1d3) or improvised weapon +4 (varies)
Full Attack: Unarmed strike +4 melee (1d3) or improvised weapon +4 (varies)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hole in the pocket, impoverishing gaze, improvising master, skill tricks, spells
Special Qualities: Damage reduction 5/cold iron or silver, low-light vision, resistance to cold and fire 5, slum gullet, weaknesses
Saves: Fort +4, Ref +6, Will +5
Abilities: Str 10, Dex 15, Con 17, Int 15, Wis 13, Cha 10
Skills: Appraise +7, Climb +9, Escape Artist +13, Hide +9, Knowledge (local) +9, Sense Motive +8, Sleight of Hand +13, Tumble +7
Feats: Combat Expertise, Improved Disarm, Weapon Finesse(B)
Environment: Any urban
Organization: Solitary        
Challenge Rating: 4
Treasure: Half-standard items
Alignment: Usually chaotic evil
Advancement: By character class (favored class: rogue)
Level Adjustment: +3

This creature appear vaguely as starved old men or women, their unclothed condition displaying a body of deathly pallor and seemingly wracked with illness. They are completely hairless and possessed of many deep wrinkles in odd places upon the body. They are disturbingly inhuman, especially with their over-large eye sockets as if from advanced malnutrition.

Llymhas are creatures of poverty and misfortune. They can be found squatting in filthy alleyways or perched along gutters, waiting fo victims to come along. In particular they love to prey upon merchants and the nobility, anyone of status and wealth, cursing them with failure and playing many sadistic tricks upon them. In particular they will often torture or kill their loved ones as they possess value to their victim.

Llymhas stand as high as an average human though only weigh around 80 lbs. They speak Sylvan and any native languages of the area.

Combat
Llymhas tend not to wish to join in on combat, instead attempting to relieve passerbys of their valuables and curse them and their previous owner. The exception to this rule is that the family and friends of the rich or influential the llymhas will attempt to kidnap or kill or both.

Hole In the Pocket (Su): As a standard action a llymhas can spread a curse over any object it can lift and handle. This object, if taken by another, has a cumulative 1% chance every day to disapear from its current owner. It wears a hole in a pocket and disapears, or is handled in the sleep and lost, stolen, or in some way removed from the owner without their knowledge.  

If the object is gold, silver or a gem, instead of being cursed as above the metals become copper or iron, respectively, and the gem converts into glass.

Impoverishing Gaze (Su): Just meeting a llymhas is great bad luck. Any that meet his gaze within 30 feet must succeed on a DC 16 will save or become forever cursed with misfortune.

The target takes a -4 penalty to all Craft, Perform and Profession checks, as well as all checks dealing with financial matters. For example a diplomacy check to haggle the price of an object would be done at a -4 penalty. This can all be nulled with a Remove Curse, Limited Wish, or similiar spell, though there is a 20% chance the curse moves on to the caster of the spell unless it's the target doing the casting.

Penalties from multiple curses do not stack. The save DC is Charisma-based, with a +4 racial bonus added to the check.  

Improvising Master (Ex): A llymhas may use improvised weapons without penalty and gains a +2 circumstance bonus to disarm checks with such weapons.  

Skill Tricks: Slipping Past and Tumbling Crawl.

Slum Gullet (Ex): A llymhas is immune to poison and gains a +6 racial bonus on saves against disease.

Spell-like Abilities:
At will - *Detect Wealth, Invisibility, Locate Object; 3/day Crushing Despair (DC 14), Knock. 1/day Freedom of Movement. Caster level 5th. The save DC's are Charisma-based.

* See new spell below.

Skills: A llymhas gains a +4 racial bonus to Climb, Escape Artist and Sleight of Hand checks, and uses their Dexterity modifier for climb checks.  


Weaknesses Detect Wealth
Divination
Level: Brd 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One creature, one object, or a 20-ft. cube
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes

You detect levels of wealth. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of possessions totalling 50 gold pieces or more.

2nd Round: Exact collective value of all objects upon the person.

3rd Round: Percentage of value based on one of the following: Medium of exchange (coins), gems and jewels, weapons, magical items, masterwork items, or any object other object worth more than 10 gp).

4th Round: Exact numbers of each of the above. Example: You would know they have on their person 100 gp worth of coins, a masterwork dagger, and a ruby worth 500 gp.

5th Round: Knowledge of the place in society and subsequent worth of the target themselves and how much they could be ransomed for if anything.[/SPOILER]

The Man Who Wasn't There
[SPOILER]A wizened, shrunken old man grins a toothless smile as he stands before you but for a moment before fading into nothingness...

Small Fey (psionic)
Hit Dice: 3d6+9 (19 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 15 (+3 dex, +1 natural, +1 size), touch 14, flat-footed 12; or 15 (+1 deflection, +3 dex, +1 size), touch 15, flat-footed 12
Base Attack/Grapple: +1/-5
Attack: +1 Club +7 melee (1d4)
Full attack: +1 Club +7 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like abilities, touch of the inanimate
Special Qualities: Low-light vision, not there
Saves: Fort +4, Ref +6, Will +8
Abilities: Str 7 (- while incorporeal), Dex 17, Con 16, Int 11, Wis 20, Cha 12
Skills: Balance +6, Bluff +7, Diplomacy +5, Escape Artist +9, Hide +5, Listen +8, Move Silently +9, Spot +8, Tumble +9
Feats: Ability Focus (Not There), Dodge, Weapon Finesse(B)
Environment: Urban
Organization: Solitary
Challenge Rating: 3
Treasure: Standard objects, half standard coins
Alignment: Chaotic Neutral
Advancement: -
Level Adjustment: -

This being here appears as a wizened, shrunken old man. With age spots speckling his skin, and deep, loose wrinkles hanging from him, he has a look of extreme age and illness to him, but his spry movement bely this notion. He wears a simple gown as bedclothes, and a floppy nightcap with a long tassel. Within his aged hands is a short cane upon which he leans.

The Man Who Wasn't There is a spirit of nostalgia that comes into existence to comfort those of age or sickness in their last moments of life whom have no one left in their lives. Once death claims the being, the fey turns the corpse's body into a simple bit of furniture. The fey's features takes on those of the deceased, becoming a miniature version of the original physically, while mentally it is as the deceased when they were a child.

Merciless tricksters, the Man Who Wasn't There guards and keeps the home in perfect condition. A home with this being never falls, never rots. Dusting and removing webs and killing rats is a standard day for the little being. They take an odd joy in playing upon stairwells, the steeper the better, endlessly amused by sliding down banisters and hopping the steps. Because of his abilities a man who wasn't there is often thought to be a ghost or other undead, but such is not the case.

A Man Who Wasn't There speaks common, sylvan, and any language the former occupant of the house knew.

Combat
A Man Who Wasn't There, though not evil, can be cruel in their defense of the home they inhabit. They will strongly encourage others to leave with brief words and simple tricks to frighten, but if this is insufficient the real fun begins. Loosing lamps from above upon intruders, animating objects to attack, or causing nails to protrude up from the floors like caltrops are standard. In extreme measures a Man Who Wasn't There will attempt to smite his opponents with his staff and converting them to animate objects.

Not There (Su):
A Man Who Wasn't There's has an odd ability to become unseen and solid, or visible and incorporeal at will.

While incorporeal it gains a flight speed of 10 feet (perfect maneuverability), though prefers to stand a fraction of an inch above the ground as if solid. It loses its natural armor bonus while in this state but gains a deflection bonus equal to his Charisma modifier. It also gains the incorporeal subtype.

While solid the Man Who Wasn't There becomes invisible as the spell.
While in his home he is unable to be seen even with True Seeing and similar spells and powers. He may attack while invisible.

Upon death the Man Who Wasn't There dissolves into the woodwork of the house, and abruptly all those within the home must succeed on a DC 14 will save or forget his existence and their experiences with him as the Modify Memory spell.

Psi-like Abilities:
At will/Control Air, Control Light, Control Sound, Control Object. Manifester level 3rd. Save DC's are Charisma-based.

Touch of the Inanimate (Su):
A Man Who Wasn't There with a successful blow of his cane can change a living opponent into an animated object of the size of the original being unless they succeed on a DC 12 fortitude save (both physical and mental abilities revert to the object's standard). Chairs, tables, chests or thick rugs are the most common objects. The player may continue to move as the type of object they've been converted to, but are incapable of leaving the house of their own accord. Other polymorph spells, Remove Curse or other similar abilities reverses this condition. The fey may also reverse the condition with a second blow of his cane.

If the converted character is taken forth from the house they painfully revert back over a period of 1d6 minutes, each minute sustaining 2d6 damage (DC 12 fortitude save halves. Minimum 2 damage). The first half of the conversion he is considered an animated object, the other half the original form.

The cane acts as +2 small club but loses all it's magical properties upon the fey's death.[/SPOILER]

Red Man
[SPOILER]

Gargantuan Fey
Hit Dice: 21d6+84 (157 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 21 (+2 dex, +13 natural, -4 size), touch 8, flat-footed 19
Base Attack/Grapple: +10/+34
Attack: Slam +18 melee (6d6+12)
Full attack: 2 slams +18 melee (6d6+12)
Space/Reach: 20 ft./30 ft.
Special Attacks: Humbled spirit, mighty friends, swinging fury
Special Qualities: Behind the giants, damage reduction 15/cold iron, low-light vision
Saves: Fort +13, Ref +14, Will +16
Abilities: Str 35, Dex 14, Con 19, Int 10, Wis 18, Cha 12
Skills: Climb +24, Hide +24, Intimidate +25, Listen +28, Move Silently +26, Spot +28, Survival +17
Feats: Ability Focus (humbled spirit), Awesome Blow, Diehard, Great Fortitude, Improved Bull Rush, Power Attack, Stunning Fist, Track
Environment: Any forest
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Usually neutral
Advancement: 22-39 HD (Gargantuan)
Level Adjustment: -

The Red Man, despite his great stature, is all but a myth. Though uncommon, the rare sightings are caused from their prefered locale, the forest primeval. Flora untouched and unspoiled, left alone to attain their full growth and strength. There is found the Red Man, protector of the mighty. His favorite haunts are forests of redwoods and sequoias, the only locale in which they truley feel at home. They are generally peaceful fey, content to walk within the continual twilight beneath the boughs of their home, patrolling constantly but contentedly.

A Red Man respects size and age above all things, and the oldest, and therefore hugest, red men are treated with great deference, as are any other gigantic creature. Most mortals and other creatures however are looked down upon if the fey even chooses to recognize their presence.

A Red Man appears as a truley enormous giant, though with overly large eyes and pointed ears that no giant would possess. His arms are long, and his legs comparatively short, with prehensile toes, and indeed his gate is alike to a massive gorilla. His overmuscled body is hairless and the shade changes subtely with the available light level, though always of a reddish hue. Moss and fern grows upon his body in fantastic, decorative designs that hint at intentional plantings. Shadows from light through branch and needle seem to continually play over the body, even in brighter light levels or absence of such branches, making it difficult to gauge his exact dimensions, adding even more to its allusion of massiveness. In fact, those who don't notice its presence or look closely as they pass often mistake the Red Man's stout legs for individual trees.

Red Men stand around 25 to 30 feet tall and weigh over 10,000 lbs. They speak fey, and a rare few individuals learn druidic.

Combat
A Red Man whose wrath has been awakened, usually by the harming of his trees or the slaughter of a beast of great size and age, does not rage, but instead steps before his opponents and hulks, intimidating them with its sheer size and filling them with feelings of inferiority. If this is not enough to scare them it retreats, drawing them close to a giant trunk, and swings about it, sending them flying. If met with particularly strong opposition he summons a mighty forest lord, a beastly great grandfather, to aid him.

Behind the Giants (Ex):
A Red Man knows better than almost any other how to use the great trunks of his mighty forest for protection. While within his forest he is granted partial concealment (20% miss-chance), and gains a +10 circumstance bonus on hide checks which is already included in the statistics above.

Humbled Spirit (Su):Mighty Friends (Sp):
Once per day a Red Man may summon a Legendary Bear, Gargantuan Monstrous Spider, or Roc as a Summon Nature's Ally spell cast by a druid of the level as the Red Man's HD. The summoned creature appears with the benefits of the Animal Growth spell.

Swinging Fury (Ex):
A Red Man has a unique way of battle. As a full-round action he may run at a tree, and reaching out with his hand, whip completely around the growth, ending back in the space with which he started. The Red Man deals 6d6+18 damage to any creature within his reach about the circumference of his chosen tree as if he had made a charge attack against them. A Red Man may use an Awesome Blow to each of his opponents with his swinging fury.[/SPOILER]
« Last Edit: February 21, 2011, 04:52:17 PM by TheVorpalTribble »
Over hill, over dale, through bush, through briar, over park, over pale, through blood, through fire...

A Dying Ember
(Campaign Setting)

TheVorpalTribble

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Re: A Dying Ember Bestiary
« Reply #8 on: February 21, 2011, 03:36:19 PM »
Fey continued...

Skrytinn'kanina
[SPOILER]A cold wind suddenly blows by, rustling the nearby leaves and a strange scent fills the air. As you turn the first thing you see are the eyes, those horrifying blood-red eyes...

Medium Fey (extraplanar)
Hit Dice: 8d6+8 (36 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 18 (+4 dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+4
Attack: Skrytinn's Touch +8 melee touch (1d4+7 plus 1d4 dexterity and strength) or bite +3 melee (1d4)
Full attack: 2 Skrytinn's Touch +8 melee touch (1d4+7 plus 1d4 dexterity and strength) or bite +3 melee (1d4)
Space/Reach: 5 ft./10 ft.
Special Attacks: Call of the wild, skrytinn's touch, spell-like abilities
Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., honored by nature's children, immunity to illusion, sleep and paralysis, low-light vision, rabbit hole, see invisibility, spell resistance 21, telepathy 100 ft., trackless step, uncanny dodge
Saves: Fort +3, Ref +10, Will +8
Abilities: Str 10, Dex 19, Con 12, Int 17, Wis 14, Cha 24
Skills: Bluff +18, Diplomacy +20, Hide +10, Intimidate +20, Jump +10*, Knowledge (arcana) +14, Knowledge (nature) +14, Listen +13, Move Silently +15, Spellcraft +10, Spot +7, Sense Motive +13
Feats: Dodge, Mobility, Run, Weapon Finesse(B)
Environment: Cold or Temperate Forest
Organization: Solitary, Circle 4-20, Burrow 20+
Challenge Rating: 8
Treasure: Standard
Alignment: Always Lawful Neutral
Advancement: By class level
Level Adjustment: -

The skrytinn'kanina are vaguely man-like, with snow white skin with the appearance of parchment stretched over delicate bones. Its proportions are lanky and lean, if not skeletal. Its fingers are so long and supple to be almost tentacles. Enormous eyes of a dark red color with slanted corners peer out from the sharp face with an unreadable expression. Long blood-pink ears lie close to the head with sharp points. They are at once both inhumanly beautiful and deeply disturbing.

These enigmatic beings are rarely seen, or at least seen more than once. They care nothing for mortals and only acknowledge their existence when they intrude upon their demesne or post a threat to nearby wilderness or other fey. In fact, they are the mediators of many woodland fey and their voice to mortal intruders. If a woodsman wishes to cut trees within the forest of a dryad, it is a skrytinn'kanina who is sought for an agreement. However, with the contempt they hold for mortals, they only show themselves to speak with those of high standing or particularly learned individuals. Kings, emperors, or casters of great renown are all who they will entreat with. Even then they are cold and show no disrespect or respect, treating them with a complete lack of emotion or compassion. This has brought many to think them emotionless, but they indeed have feelings, alien though they are to most races.

Skrytinn'kanina live within vast, cold burrows of stone and earth lit by heatless red flames. What is to be found beyond the stairwell that mortals are allowed to see remains a mystery. However, skrytinn'kanina are known for their attraction to the mystery of magic and may practice their spell casting within.

Their homes never seem to be in the same place, having a spatial conformity all their own. They do have favorite forests however, and their doorways tend to be found in the sides of woodland hills or slopes. Some even say that their burrows are links between the material plane and the land of faerie.

Skrytinn'kanina weigh 120 lbs, and stand six to seven feet tall, though are generally hunched over and appearing shorter. They speak common and sylvan though can use their telepathy to speak with others.

Combat
Skrytinn'kanina are not so much pacifistic as it is that they disdain combat. If possible they merely go invisible and summon a portal to lead them away from their unworthy opponents. The kanina have long memories however, and those who insult them are wont to be punished, though it may take many years to exact vengeance.

If forced into serious combat a skrytinn uses its call of the wild to soften up if not entirely do away with its opponent and summon aid. It then leaps and dances about with inhuman agility, brushing with its long fingers.

Call of the Wild (Su):
As a standard action a Skrytinn can let forth a piercing, eerie howl that causes intense fear in non-faerie beings. All non-faerie within sixty feet must succeed on a will save (DC 21) or become panicked for a number of rounds equal to each point by which they failed their save. Even those who make the save remain shaken until their next turn. Those who make the save cannot be affected again for 24 hours. This a sonic, mind-affecting effect. The save DC is Charisma-based.

The secondary effect of this is that this call summons a number of woodland fey, whose combined HD cannot exceed the Skrytinn's, from the nearby forests.
There is a 10% chance this brings forth a second Skrytinn'kanina from the burrow. This second one may also call out a summoning.
These fey appear 2d6 rounds after the call, and defend the Skrytinn'kanina to the best of their ability if it is under attack. Otherwise they wait to be commanded before acting.

Honored By Nature's Children (Ex):
Skrytinn'kanina are instinctively known by all woodland fey, who regard them as their trusted friend and ally. This only effects fey, and acts as an automatic Charm Monster spell, though is not a supernatural or spell-like affect. Skrytinn'kanina in turn never willingly harm or mistreat a fellow fey.

Rabbit Hole (Sp):
As a full-round action a Skrytinn can summon a doorway to its burrow out to sixty feet away that may appear upon any natural surface. The doorway is always visible and shows only a stone stairway from which pours a dim red light and a chill breeze. Once the Skrytinn passes through it may immediately close or remain open at its wish.
The doorway is warded against all creatures but fey and outsiders from the Plane of Faerie.
As such, no other peoples are capable of passing through it unless the Skyrytinn wishes it.
The caverns where the door leads are surrounded by a force affect that repels transportation and incorporeal visitors, such as ghosts.

See Invisibility (Ex): A skrytinn'kanina is continuously effected as by a See Invisibility spell. 

Skrytinn's Touch (Su):
A skrytinn's mere touch causes seizures in beings with a defined anatomy to the point the muscles begin to damage themselves. They take 1d6 damage, plus an additional amount of damage equal to the skrytinn's charisma modifier, as well as 1d4 points of damage to their Strength and Dexterity scores. Damage from multiple hits stack.
A successful DC 21 Fortitude save halves the ability damage, for a minimum of 1 point of strength and dexterity damage. On a successful critical the victim falls prone for 1d6 rounds. While prone from a critical he is paralyzed and automatically takes damage each round as his muscles tear themselves apart. After the fit subsides the victim becomes fatigued.
Every 24 hours after this critical hit the victim must succeed on the save above or suffer from another attack. These bouts of seizures lasts indefinitely unless one casts Remove Curse upon the subject and succeeds on an opposed caster level check against the HD of the Skrytinn that inflicted the curse. Save DC's are Charisma based.

Spell-like Abilities: Caster level 11th. Save DC's are Charisma-based.
At will/Arcane Mark, Continual Flame, Invisibility; 3/day Greater Invisibility.

Telepathy (Su): A skrytinn'kanina can speak telepathically with any creature that it shares a language out to 100 ft.

Trackless Step (Ex): A skrytinn leaves no trail in natural surroundings and cannot be tracked. It may choose to leave a trail if so desired.

Uncanny Dodge (Ex):
Skrytinn'kanina retain their Dexterity bonus to AC even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.

Skills: *Skrytinn'kanina have a +6 racial bonus on listen and jump checks, and use their dexterity modifier for jump checks. Their natural colorings also grant them a +4 bonus to hide checks in snowy surroundings.[/SPOILER]

Stumbleslink
[SPOILER]Tiny Fey
Hit Dice: 3d6+6 (16 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 18 (+3 dex, +3 natural, +2 size), touch 15, flat-footed 15
Base Attack/Grapple: +1/-9
Attack: Bite +6 melee (1d4-2) or Tongue +7 touch (gout)
Full Attack: Bite +6 melee (1d4-2) and tongue +2 touch (gout)
Space/Reach: 2 1/2 ft./0 ft. (5 feet with tongue)
Special Attacks: Gout, spell-like abilities, ratbane gaze, streak
Special Qualities: Low-light vision, scent, tremorsense 20 ft.
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 6, Dex 17, Con 14, Int 10, Wis 13, Cha 12
Skills: Balance +17, Climb +7, Escape Artist +13, Hide +17, Move Silently +13, Spot +7, Tumble +9
Feats: Ability Focus (gout), Dodge, Weapon Finesse(B), Weapon Focus (tongue)
Environment: Any urban
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Often neutral
Advancement: 4-6 HD (Tiny)
Level Adjustment: +3

A stumbleslink appears as a lengthy snake with irridescent black scales. However, unlike any snake, hundreds of tiny lizard-like legs with sharp claws grow upon each side. Its head seems just a tad over large, and bears a striking resemblance to a goblin's, with huge batwing ears that fold back across its head when moving quickly. From its small maw protrude two sets of rodent-like buck teeth made for gnawing and gouging. Hidden behind the teeth is a bright blue forked tongue that can dart out to astonishing length. The eyes are but tiny black diamonds that shine in the light.

Stumbleslinks are strange beings found in all manners of out of the way locales all about a home. Between the walls, up the attic, under the porch, continuously on the prowl for household pests such as rats, scorpions and roaches. All they ask in return is an occassional bowl of strong ale or some rags soaked with grease drippings to oil their scaley hides. Those who take the stumbleslink's generosity for granted have their feet licked in the night to awake painfully swollen and itching furiously.

Stumbleslinks speak Common, Sylvan, and Undercommon.

Combat
Stumbleslinks, when hunting their natural prey, usually attempt to cow them with their fearful glance. While the prey is frozen in terror it attacks. Against larger foes a stumbleslink hides and lies low, awaiting an opportunity to flick them with its tongue and watch them stumble over their own feet. It then disapears amongst its many passageways to combat its foe from yet another angle, repeating until they are too swollen and sore to continue the assault.

Gout (Ex): The touch of a stumbleslink's tongue causes sudden and intense pain within the feet and legs of its victim. The opponent must succeed on a DC 15 Fortitude save or take 1d4 Dexterity damage and contracts Gout. Gout has an incubation period of 1 day. This causes the infected to have their ground speed reduced by half and take an additional 1d8 points of dexterity damage as it becomes almost impossible to use the supporting limb. This dexterity damage can only be cured naturally if the victim remains off his feet all day. Spells and powers heal normally. The save DC is Constitution based.

Ratbane Gaze (Su): The eyes of a stumbleslink strike terror in the hearts of creatures of pestilance. Rodents and vermin within 30 feet that meet its gaze must succeed on a DC 12 will save or becoming cowering. The save DC is Charisma based.

Spell-like Abilities: Caster level 5th. Save DC's are Charisma-based.
At will - Detect Snares and Pits, Know Direction. 1/day Delay Poison, Magic Fang.

Streak (Ex): A stumbleslink in action is a whipping, zig-zagging blur. When it charges it may move up to six times its normal speed, and can use wall and floor interchangeably, though must end its turn on a horizontal surface or fall prone. It ignores all penalties from charging over terrains that would normally impede movement. The stumbleslink may even make one turn of up to 90 degrees during its charge. It must have line of sight to its opponent at the start of its turn.

Skills:
Stumbleslinks have a +4 racial bonus on Climb, Escape Artist, and Move Silently checks and a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.[/SPOILER]

Toxdra
[SPOILER]

Small Fey
Hit Dice: 3d6+12 (22 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 18 (+3 dex, +4 natural, +1 size), touch 14, flat-footed 15
Base Attack/Grapple: +1/-5 
Attack: Claw +5 melee (1d2-2 plus touch me not)
Full Attack: 2 claws +5 melee (1d2-2 plus touch me not)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bitterberry, neutralize poison, poison absorption, touch me not, warning colors
Special Qualities: Damage reduction 5/cold iron, immunity to poison, low-light vision
Saves: Fort +7, Ref +6, Will +6
Abilities: Str 7, Dex 16, Con 19, Int 9, Wis 16, Cha 18
Skills: Bluff +9, Intimidate +9, Listen +8, Knowledge (nature) +4, Spot +8
Feats: Dodge, Great Fortitude, Weapon Finesse(B)
Environment: Temperate or Warm Forest and Marsh
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Chaotic Neutral
Advancement: By character class
Level Adjustment: +4

A toxdra is a beautiful yet unnerving creature with the lower half as a large, legless caterpillar and the top half of an adrogynous humanoid that nevertheless has a feminine quality. The top half's skin has the paleness of illness, and large scarlet and magenta veins of a poisonous shade stand out prominently. The eyes are large and bright red, with deep, wrinkled bags swinging below. Its hair is more like feathery fur, starting half-way down the head, and spread out backwards like a mane. It is a shocking shade of firey orange, with darker auburn diamond shapes going down in a line. The thin arms are long for its size, and tiny claws spring from its fingers.
 The bottom half is a darker shade of maroon with scintilating highlights that flicker when it moves. Though at first appearing to be covered in scales, up close it can be seen to be much more like the petals of some waxy flower forming layer after layer with the same brilliant-colored veins coursing through them.

Those that are the most beautiful are often the most deadly. The poisonous butterfly, the bright-colored fruit, the shining serpent, all are creatures who flash their warnings to leave them be, that they are not good to eat. The toxdra is a friend to such creatures who possess this elegant menace. They are most often found living about the tangles of poison ivy thickets or fields of deadly toadstools which they love as a dryad does her tree. Though such creatures and growths are rarely tangled with, she protecting them with a display of her own, dancing as beautifully as it is frightening.

A toxdra speaks sylvan. They weigh around 40 lbs and stand some three and a half feet high. 

Combat
A toxdra is a creature of bluff and intimidation, trying to frighten and unnerve instead of fight, her eyes alighting ominously. If unable to ward them off a toxdra rushes forward to fill their veins with poison. 

Bitterberry (Su): Three times per day as a standard action a toxdra can cause up to 2d4 berries to grow from any plant she touches. Anyone who eats of these berries must succeed on a DC 15 fortitude save or take 1d10 points of Constitution damage. Damage from multiple berries eaten stack. The berries remain potent for 1 day before losing their properties. The save DC is Charisma-based.

Neutralize Poison (Su): A toxdra can use Neutralize Poison at will as the spell (DC 15 will negates) as a 3rd level caster except that she absorbs the poison as mentioned below. Save DC's are Charisma-based.

Poison Absorption (Ex): Any time a toxdra is exposed to poison it can store it within for a number of minutes equal to her Consitution modifier. At any time she may extrude the poison in a number of different ways. The save DC and affects of the poison are the same as the original poison.

Contact: A toxdra can spread this poison with a successful touch attack.
Ingested: A toxdra automatically spreads this poison whenever she is bitten.
Inhaled: A toxdra can spread this poison by using a full round action to breathe out the poison into the air. This poison fills a 10-foot cube and remains in place for a number of rounds equal to her Constitution modifier, though a moderate wind (11+ mph) or higher disperses it immediately.
Injury: A toxdra can spread this poison by making a successful claw attack.

Touch Me Not (Ex): A toxdra's skin is poisonous and anyone she touches, or anyone who touches her, must succeed on a DC 15 fortitude save or begin to break out with an oozing rash. This rash is horribly irritating and those that fail the save must cease all other activities in order to scratch, shift their clothing, and generally show signs of extreme discomfort.
 The affected creature takes a -5 penalty on initiative checks, and a -2 penalty on all attack rolls, saves, and skill checks. If they try to cast a spell, they must make a Concentration check (DC 20 + spell level) or lose the spell. They also take 1 point of non-lethal damage each round they are forced to scratch if they have a Natural Armor bonus of +2 or lower. Those with a claw attack take lethal damage.
 Anyone who comes in direct physical contact with those affected must make also make a save or gain the rash 1d4 days later.
Those that make the save are unaffected by the toxdra's poison for 24 hours. The save DC is Constitution-based.

Warning Colors (Ex): An excited toxdra produces an instinctive wariness in living creatures as it flashes its colors and weaves agressively. It can make an intimidation check against any creature within 20 feet that views it. Those that are intimidated also become shaken if they approach within 10 feet. A toxdra gains a +10 bonus to its intimidate check when using this ability.[/SPOILER]
« Last Edit: February 21, 2011, 04:51:58 PM by TheVorpalTribble »
Over hill, over dale, through bush, through briar, over park, over pale, through blood, through fire...

A Dying Ember
(Campaign Setting)

TheVorpalTribble

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Re: A Dying Ember Bestiary
« Reply #9 on: February 21, 2011, 03:36:47 PM »
Giant & Humanoid
« Last Edit: February 21, 2011, 05:00:56 PM by TheVorpalTribble »
Over hill, over dale, through bush, through briar, over park, over pale, through blood, through fire...

A Dying Ember
(Campaign Setting)

TheVorpalTribble

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Re: A Dying Ember Bestiary
« Reply #10 on: February 21, 2011, 03:37:06 PM »
Magical Beast

Aurcach
[SPOILER]A low, deep rumble sounds from above and upon looking up you see a massive shape disappear into the aurora-lit clouds with the flick of a fluke...Combat
Aurcachs are slow to anger and even slower to combat, but if sufficiently endangered the head bull will generally set upon the offender, slamming down with its powerful flukes. If this is not sufficient they resort to teeth, and if this ultimately fails their mental essences merge into a podmind.

Blindsight (Ex):Hold Breath (Ex): An aurcach can hold its breath for a number of rounds equal to 10 x its Constitution score.

Podmind (Ps):
Once a day when the entire pod is in danger of death they can combine their minds to become as one mental entity as if using metaconcert. When this occurs they may use the ultrablast ability, dealing 13d6 points of damage, plus 1d6 for each aurcach joined into the podmind after the minimal 2, to all enemies within a 60 foot radius. All wishing to join in must be within 100 feet of the 'conductor' and cannot move out of this range while joined into the podmind. The DC to resist the power raises by two per whale.

Psionics: Manifester level 14. Save DC's are Wisdom-based.
At Will/Mind Over Energy, Overland Flight, Slow Breathing.  

Skills: An aurcach gains a +10 bonus to autohypnosis checks.[/SPOILER]

Blue Heifer
[SPOILER]  
      
Large Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 15 (+2 dex, +4 natural, -1 size), touch 11, flat-footed 13; 12 (+1 deflecion, +2 dex, -1 size), touch 12, flat-footed 10
Base Attack/Grapple: +6/+16
Attack: Hoof +11 melee (1d8+9); incorporeal hoof +8 melee (1d8 )
Full Attack: 2 hooves +11 melee (1d8+9) and slam +6 melee (1d8+4); 2 incorporeal hooves +11 melee (1d8) and incorporeal slam +6 melee (1d8)
Space/Reach: 10 ft./5 ft.
Special Attacks: Low of lunacy, mad charge
Special Qualities: Blue cheese, damage reduction 5/magic and silver, darkvision 60 ft., low-light vision, moonrise, scent
Saves: Fort +8, Ref +7, Will +4
Abilities: Str 22, Dex 14, Con 16, Int 2, Wis 15, Cha 12
Skills: Intimidate +7, Listen +8, Spot +7
Feats: Alertness, Improved Overrun, Power Attack
Environment: Temperate Plains or Plane of Faerie
Organization: Solitary or herd (6-30 normal cows)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 7-10 HD (Large)
Level Adjustment: -

Creatures of faerie are known for their fascination with the moon, growing bold and playful amongst field and forest. However, when mortals come and their cattle begin to roam and graze the verdant lands the natives grow annoyed and play pranks with the newcomers. One such is the blue heifer, a calf born in the light of a full moon within early spring.

Reguardless of their breed they are always beautiful heifers of a pure white hide with nocturnally large blue eyes. Unnaturally lithe and possessed of a devious mind, a blue hiefer is almost impossible to keep fenced in. Few ever know when a blue heifer escapes, for it is only at night that they awake, sleeping the entire day away in the most shaded area possible. During the day a blue heifer is irritable and bad tempered, attacking anyone who disturbs its sleep. While on its its midnight hikes however its as sweet a beast as can be imagined, and the fey often come to dance about the cow, refreshing themselves with the milk that it will never give her master. As well, blue heifers never give birth, attacking and chasing away any interested bulls.

On the three nights when the moon is most full the strangeness of the bovine comes to fruition as it becomes as unsubstantial as a breeze and lighter than a bird. Taking on the bluish glow of moonbeams it prances into the air, sweeping and swooping and filling the night with an eerie lowing.

These blue heifers are often stolen away shortly before they would die of old age to live an immortal life within the Plane of Faerie.

A blue heifer is roughlythe same size as a normal cow, though slightly lighter. Though they can speak no language, a blue heifer can understand sylvan.

Combat
A blue heifer attempts to charge any creature who threatens it. It will also rear up like a horse to pummel with its hooves. A blue heifer's natural attacks are considered magical and silvered for the purpose of overcoming damage reduction.

Blue Cheese (Ex): The milk of a blue heifer is poisonous to any non-fey creatures. A glass deals 1d4 constitution damage, and 1d4 secondary wisdom damage (DC 14 fort save negates). Cheese made from this milk has streaks of blue running through it. The eating of this cheese invariably causes permanent Insanity (DC 14 fort save negates).

Low of Lunacy (Su): Once per minute a blue heifer can let out a horrible cry that deals 1d4 wisdom damage and causes Confusion for 1 round per point of wisdom damage to all those within 60 feet. Rounds of confusion caused from multiple lowings stack. A successful DC 14 Will save halves the damage (minimum 1) and does not cause confusion. If the wisdom score is lowered to 0 this ability damage becomes ability drain. This is a sonic, mind-affecting effect. The save DC is Charisma-based.

Mad Charge (Ex): As a full round action a blue heifer may charge, making an overrun attack to every creature in a square the heifer passes through. If the victim is knocked prone the heifer deals damage equal to its slam attack.

Moonrise (Su):Skills: A blue heifer gains a +4 racial bonus on Intimidate checks.[/SPOILER]

Both-th-th-in
[spoiler]Feel the waters streaming past along flank and fluke, the heaviness of breath that soon must take me up. Up where the sky presses down and the wind blows its chill, sound of surf and taste of salt and the scent of calf, oh joyous dream of life!

Great singers the whales are, weaving poetry and song and thought into a wonderful symphony. These songs reflect the Whale Dream, a vision of sea and wind and mind of such heartbreaking beauty that these majestic beasts cannot help but lift up their voices. This Whale Dream can only be felt as a vague yet enthralling sensation that cannot be put to words, unexplainable to those who do not heed its call. It is called the Whale Dream for good reason, as it is literally born of the dreams of the races of the seas.

The whales know nothing of this, having only the faintest of glimpses into the Dream, and though wise in their own way, have little sense of Me and I. But like any ocean, though in this case one of liquid fancy, there are predators in the darkness. Their only link to the waking is through the song and dance of the Whale Dream.


A dulled flash lights in the sky, and one expects the following rumble of thunder, but none can be heard. The lights come closer, like a nearing aurora, but then you hear the flap of massive wings...

Gargantuan Magical Beast (psionic)
Hit Dice: 14d10+70 (147 hp)
Initiative: +3
Speed: Swim 40 ft., fly 80 ft. (poor)
Armor Class: 17 (+3 dex, +8 natural, -4 size), touch 9, flat-footed 14; 20% miss-chance
Base Attack/Grapple: +14/+36
Attack: Sting +20 melee (2d6 plus 6d8 non-lethal electricity) or touch +20 (6d8 non-lethal electricity)
Full attack: Sting +20 melee (2d6 plus 6d8 non-lethal electricity) or touch +20 (6d8 non-lethal electricity)
Space/Reach: 20 ft./20 ft. (30 ft. with tendrils)
Special Attacks: Improved grab, mindegg, psi-like abilities, stunning shock, tendrils
Special Qualities: Amphibious, blindsense 60 ft., born of dream, darkvision 60 ft., flickerfin, listener for the song, mindless
Saves: Fort +14, Ref +12, Will +5
Abilities: Str 30, Dex 16, Con 20, Int -, Wis 12, Cha 14
Skills: Listen +21
Feats: Ability Focus (stunning shock)(B)
Environment: Region of Dreams or Any Aquatic
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral
Advancement: 15-20 HD (Gargantuan), 21-30 HD (Colossal)
Level Adjustment: -

The both-th-th-in are mindless yet beautious nightmares of the Whale Dream, preying on the beasts who sing the Song. For only the Song can awaken the offspring the young that these terrifying creatures implant within the massive minds of the whale. Their name is nearly impossible for most species to repeat, being a note of drawn-out terror in the Song, for as long as whales have existed, so have the Both-th-th-in, and their name is synonymous with the frightening aspects of the whale Dream.

Both-th-th-in are incredibly massive creatures that seem bred of both surf and turf, having the immensely long, streamlined form of both eel and streaking bird. Fin-like wings sprout in rippled fans from the enormous to the miniscule, growing from every location of its body. Thickened skin alike to pinions arcing from the base give the fans their form, similiar to that of a great scallop. Continous trickles of light flow across these lines, spreading out as it reaches the tip so that multiple hues of color burn across the wing's entire surface. Each wing alters its color independent of its fellows so that rarely are any two of the same shade.

These fins hide most of the body from view, which is of a glassy, transparent black hue that flares with bright patches of white and yellow deep within like lightening hidden behind thick sea-bred thunderheads. That head is merely a thickening at one end, with a mane of broad yet delicate fans twisting to and fro. The other end narrows to almost whip thinness with two of the largest fans on the creature sprouting along its sides.

The both-th-th-in breed by laying 'eggs' within helpless creatures who sing their songs to the Whale Dream. These eggs are purely mental in nature, slowly maturing until they can swim their way to the Region of Dreams. Baleen whales, were-whales, elsewhales, and darfellans are nearly the only creatures capable of producing these songs, though most marine mammals are entranced by the lure of the Whale Dream. Both-th-th-in are easily confused however and may go after anything large in the proximity of a whale song

Combat
When in persuit of a whale, the pinions suddenly lengthen from every fin to form lengthy tendrils that continue to pulse, though the fans themselves go dark. They then try to grab hold of the whale to deliver its shocks until its victim collapses.

Though they tend to prey only on whales and darfellans, a hungered or endangered both-th-th-in will attack any, and in its frenzy often implants its young within incompatable beings.

Born of Dream (Ex):
As a being of dream, a both-th-th-in appears hazy and out of focus, such that all melee and ranged attacks are assessed a 20-percent miss chance. This 20-percent miss chance is not the same as concealment.

Flickerfin (Ex):
A both-th-th-in's light illuminates an area of 60 feet to the brightness of moonlight. A both-th-th-in can extinguish its lights at will, though rarely does so. While lit it takes a -20 penalty on hide checks.

Improved Grab (Ex): To use this ability, a both-th-th-in must hit with a tendril attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Listener For the Song (Ex):
A both-th-th-in can feel the vibrations of whale song out to 1000 feet. This range increases to several miles if underwater.

Mindless: A both-th-th-in has no intelligence score alike to a vermin, and thus gains immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Mind Egg (Su):
A both-th-th-in can lay eggs within a helpless victim as a full-round action that provokes attacks of opportunity. The eggs of a both-th-th-in hatch within a week, forming a secondary mind alike to the Personality Parasite power, except that instead of forcing the victim to manifest powers, the both-th-th-in itself sucks up the psionic energy. If formed within the minds of non-psionic beings they deal 1 point of charisma damage per day unless the victim succeeds on a DC 20 Will save each day. They mature enough to use Dream Travel to leave their host within 1d4 weeks of hatching, but may only do so through the Whale Song.

Sometimes however the eggs are accidently implanted into creatures without link to the Whale Song , causing the victim to make a DC 24 Will save or go insane as the imprisoned hatchlings wreaks havoc with their victim's mind. This parasitic creature is considered a disease for the purposes of spells and powers that remove such afflictions.

Psi-like Abilities:
At Will/Dream Travel. 3/day Cloud Mind, Crises of Breath, Psionic Freedom of Movement. Manifester level 14th. The save DC's are Charisma-based.

Stunning Shock (Ex): A victim who takes electricity damage from a both-th-th-in's tendril attack must succeed on a DC 24 fortitude save or become paralyzed for 1d6 rounds. In addition there is a backwash of energy from the victim that deals 2d8 electricity damage to all within 10 feet (DC 24 reflex save halves). This backwash does not paralyze. While paralyzed the both-th-th-in can use a full round action that provokes an attack of opportunity to infiltrate the being's mind. The save DC is Constitution based.

Tendrils (Ex): A both-th-th-in can extend its tendrils as a full-round action that provokes an attack of opportunity. To keep these tendrils extended requires fine muscular coordination that interferes with the creature's ability to fly. Thus a both-th-th-in must take a standard action to continue to use its tendrils whether it uses them for an attack that round or not.

Skills: A both-th-th-in gains a +20 racial bonus on listen checks.[/spoiler]

Claws on the WallCombat
A claws on the wall is only marginally sentient, possessing just enough intelligence to make it dangerously cunning. It will often stalk its prey and then move ahead, coating the area it approaches with its sticky saliva. If its victim sticks it then lunges, tearing at it with tooth or claw. Creatures that threaten the beast get the slippery saliva, as it tries to knock them off the cliff. 

Cliffrunner (Ex): This ability works like the spider climb spell, though the claws on the wall may even use the run action while climbing. A claws on the wall, if within reach of a vertical surface, cannot be knocked off even if it would normally be, snatching out with great speed to reaffix itself to the surface.

A claws on the wall may even allow itself to fall to quicken its descent, able to stop and grab the vertical surface at any point of its fall.

Dash (Ex)Improved Grab (Ex): To use this ability, a claws on the wall must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can dash.

Spittle (Ex): Once per round as a standard action a claws on the wall can secrete a number of substances from glands in its mouth that coat a five foot area.

Slick: This substance when soaked into stone or dirt causes it to become as slippery as ice for a number of rounds equal to the claws on the wall's constitution modifier x3. This increases the climb DC of this square by +10.

Stick: This substance, when soaked into stone or dirt causes it to become immensely sticky for a number of rounds equal to the claws on the wall's constitution modifier x3. Anyone who transverses that spot must make a DC 15 Reflex save or be glued to the surface, unable to move. Even on a successful save, the creature can move only at half speed, though the DC to climbing these sections are reduced by +10. The save DC is Constitution-based.

Skills: Claws on the wall have a +4 racial bonus on *Hide and Move Silently checks, and a +8 bonus on climb and balance checks. A claws on the wall can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.

*In rocky areas, the Hide bonus improves to +12.[/SPOILER]

CombrunnerCombat
Nothing interests a combrunner more than giving chase to creatures lost within its tunnels, or leading others to become hopelessly lost inside. Once they corner their prey they leap forward biting, back off, feint, and generally confuse their opponents. When dead the combrunner will drag off its prey to its lair.

Bristletoxin (Ex):Doubleminded (Ex): A combrunner's mind and thought processes are bewildering to say the least. This is simply explained by the fact it has two minds, as if under the influence of the Schism power. This also grants them a +4 bonus to Will saves. 

Naturally Psionic: Combrunners gain 1 bonus power point.

Psi-like Abilities: At will/Catfall, Know Direction and Location, Sensitivity to Psychic Impressions; 3/day Id Insinuation (DC 13).  Manifester level 5th. Save DC's are Charisma-based.

Skills:Dreamcatcher
[SPOILER]Small Magical Beast (Incorporeal, Psionic)
Hit Dice: 6d10+6 (39 hp)
Initiative: +9
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 18 (+2 deflection, +5 dex, +1 size), touch 18, flat-footed 13; or 19 (+5 dex, +3 natural, +1 size), touch 16, flat-footed 14
Base Attack/Grapple: +6/+6
Attack: Bite +12 touch (1d6 plus midnight venom)
Full Attack: Bite +12 touch (1d6 plus midnight venom)
Space/Reach: 5 ft./5 ft.
Special Attacks: Darkvision 60 ft., dreamweave, improved grab, low-light vision, midnight venom, psi-like abilities
Special Qualities: Incorporeal traits, innured of dream, natural invisibility, power resistance 16, slumber sense, strangescuttle, telepathy
Saves: Fort +6, Ref +10, Will +6
Abilities: Str 10 (- against non-incorporeal), Dex 20, Con 12, Int 5, Wis 19, Cha 14
Skills: Autohypnosis +7, Concentration +5, Knowledge (the planes) +6, Lucid Dreaming +13
Feats: Ability Focus (midnight venom), Improved Initiative, Skill Focus (lucid dreaming), Weapon Finesse(B)
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Any
Advancement: 7-10 HD (Small), 11-16 HD (Medium)
Level Adjustment: -

Dreamcatcher's are beneficial creatures attracted to homes where misery, and subsequently bad dreams, reside for such locales are rich in nourishment for them. As soon as their bait has fallen asleep they spin their unique webs formed of dreamstuff above them. These webs filter the good dreams from the nightmares upon which the Dreamcatcher feeds. Most seem to have an almost primal anger directed at beings of bad dreams and when they dispatch a caught meal their obvious satisfaction is almost tangible. Dreamcatchers are normally rather neutral in reguards to those whom they guard over during the night, though there are those who actively try to bring peace to troubled homes by the sifting of their dreams. Others however are rather sadistic, feeding and then when their opponent awakes, biting them and filling them with terror as they die.

Though naturally invisible, a Dreamcatcher that is seen as it truley is appears as large, hairless spider covered in chitin of a murky shade. Even darker colored areas form beautiful, complex designs that pulse and twist at random. A pale blueish-white light reflects off of its body like the overhead glow of a full moon. Their two mournful blue eyes are startlingly human, though frantically twitching and of great size, and its eight legs end in grasping fingers. A nightmarish collection of serrated fangs protrude from its wide mouth, partially hidden by a smokey cloud that puffs forth with each breath, giving hint of shape and form within before disolving.

Dreamcatchers may never meet another of their kind their entire life. This is not a problem as dreamcatchers reproduce by gathering the best parts of various dreams their bait produce and weaving it into a great mass. The Dreamcatcher then puts themselves into a 'Vision of Birthing', a process where they literally dream their offspring into existence, the mass of dreamstuff collecting these thoughts and slowly forming them into the proper state. This mass is then often left in heavily populated areas. Nearby dreams resonate with each individual dreamcatcher, forming their personality and alignment. When they hatch they flood the city, spinning miniature webs above hundreds of sleepers. Many then die as they are easily defeated by the captured nightmares, only the strong or cunning surviving. This explains much for the loathing in which they reguard their nemesis of unconsciousness.

Combat
Dreamcatchers are instinctive, merciless hunters that prey soley on beings of bad dreams by trapping them in their webs and then dispatching them with quick thrusts of tooth. If attacked by other beings they have no qualms on shifting their attacks upon the offender. If their foe proves too much they attempt to confuse it with their psionic abilities.

A dreamcatcher's natural attacks are considered magical weapons for the purpose of overcoming damage reduction.

Dreamweave (Su): The web of a dreamcatcher protects its host from all fear affects and harmful powers of the subconscious such as Cerebral Phantasm and Primal Fear, or spells including Nightmare, Phantasmal Killer, and any Oneiromancy types. Benign powers such as Dream however are unaffected. This web takes a full minute of uninterupted work to cover an area of ten feet. The dreamcatcher can spend additional time to further weave its webs, but rarely does so.

This web is invisible and incorporeal, allowing normal beings to pass through, but not those with the incorporeal subtype or beings of dream such as Quori and Night Hags and those possessed or inhabited by any of the like. Such creatures must have True Seeing or like abilities to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while wriggling free. The webbing cannot be burst, though slashing Ghost Touch weapons and natural weapons of incorporeal creatures can damage it. Each 5-foot section has 14 hit points and damage reduction 5/-.

A dreamcatcher can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. The web last for 8 hours before disolving into nothingness. This triggers all naturally sleeping beings within its area to awaken.

Incorporeal Traits:Innured of Dream (Ex): Dreamcatchers have immunity to fear and sleep effects and a +4 bonus against all mind-affecting effects.  

Improved Grab (Ex): To use this ability, a Dreamcatcher must hit a Medium or smaller foe with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Dreamcatchers receive a +4 racial bonus on grapple checks, which is already included in the statistics above. This bonus increases to +6 against dream-based creatures.

Midnight Venom (Su):
A dreamcatcher's bite fills its victim's mind with the most horrible dreams it has feasted upon. The effects of this bite are identical to a phantasmal killer spell. On a successful bite attack, the victim must make a DC 17 Will save. If the save succeeds, the victim overcomes the fear and suffers no additional affect. If the Will save fails, the victim must succeed on a DC 17 Fortitude save or die of fright. Even if the Fortitude save succeeds, the victim still takes 3d6 points of damage. Three times per day this venom can be sprayed as a ranged touch attack with a range increment of 10 feet. This is a mind-affecting fear effect and includes the +2 bonus for the dreamcatcher's Ability Focus feat. The save DC is Charisma-based.

Natural Invisibility (Ex): A Dreamcatcher is effectively invisible as the spell. This ability is constant, allowing a catcher to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Psi-like Abilities:
At will/Empathy, False Sensory Input, Telempathic Projection; 3/day Attraction, Aversion, Cloud Mind, Psionic True Seeing, Wall Walker; 1/day Dream Travel. Manifester level 6th. Save DC's are Charisma based.

Slumber Sense (Su):
A dreamcatcher can sense all sleeping beings within 200 feet, though cannot pinpoint their exact location.

Strangescuttle (Ex):
A dreamcatcher's movements are so intensely surreal and hard to follow that if it moves five feet or more anytime that round all melee and ranged attacks against it are assessed a 20 percent miss chance until its next turn.
 
Telepathy (Su): A dreamcatcher can communicate telepathically with any creature within 60 feet that has an Intelligence score. The creature can respond to the dreamcatcher if it wishes - no common language is needed.

Skills: Dreamcatchers gain a +4 racial bonus on Concentration, Knowledge (the planes) and Lucid Dreaming checks.[/SPOILER]
« Last Edit: February 25, 2011, 03:15:44 PM by TheVorpalTribble »
Over hill, over dale, through bush, through briar, over park, over pale, through blood, through fire...

A Dying Ember
(Campaign Setting)

TheVorpalTribble

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Re: A Dying Ember Bestiary
« Reply #11 on: February 21, 2011, 03:37:29 PM »
Magical Beast continued...

Fane
[SPOILER]Large Magical Beast
Hit Dice: 9d8+27 (67 hp)
Initiative: +7
Speed: 60 ft. (12 squares), climb 40 ft.
Armor Class: 19 (+3 dex, +7 natural, -1 size), touch 12, flat-footed 16
Base Attack/Grapple: +9/+19  
Attack: Bite +15 melee (1d8+6) and 2 claws +12 melee (1d6+3)
Full Attack: Bite +15 melee (1d8+6) and 2 claws +12 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Bane of faerie
Special Qualities: Darkvision 60 ft., low-light vision, scent, shrubbing, spell-resistance 19, thwart nature's lure, unseen by the green  
Saves: Fort +10, Ref +9, Will +7
Abilities: Str 23, Dex 17, Con 18, Int 8, Wis 19, Cha 12
Skills: Climb +12, Hide +5*, Listen +10, Move Silently +9, Spot +10, Survival +10
Feats: Blind-Fight, DarkstalkerCombat
A fane often stalks its prey to an area it frequently visits and then uses its shrubpelt ability to blend in with its surroundings and lie in wait. It will then observe its foe for some time before leaping forth to maul.

A fane's natural attacks are considered cold iron for the purpose of overcoming damage reduction.

Bane of Faerie (Su):Shrubbing (Sp): As a full round action a fane can burrow itself partially into the ground, its fur thickening and lengthening into a wooden material that appears as a tall, leafless bush. This acts as the Tree Shape spell, and the fane may remain this way indefinetely.

A fane has a +8 bonus on saving throws against the spell-like and supernatural abilities of fey.

Unseen by the Green (Su): A fane walks as a ghost through bough and bush, and cannot be sensed by creatures with plant traits, even those with blindsight and tremorsense, unless able to use True Seeing or a similiar ability. This also includes creatures that are bound to plants, such as dryads.  

As well, the fane may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it, though it gains a +8 bonus on checks to free itself.

Skills: A fane gains a +6 bonus on climb, hide, move silently, and survival checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.

*In wooded areas, the Hide bonus rises to +8.[/SPOILER]

Flash Herring
[SPOILER]Tiny Magical Beast (swarm)
Hit Dice: 10d10+40 (95 hp)
Initiative: +7
Speed: Fly 40 ft. (8 squares)(good)
Armor Class: 20 (+3 dex, +5 force, +2 size), touch 20, flat-footed 17
Base Attack/Grapple: +10/-
Attack: Swarm (1d8 bludgeoning plus prismatic touch)
Full attack: Swarm (1d8 bludgeoning plus prismatic touch)
Space/Reach: 20 ft./0 ft.
Special Attacks: Blinding scales, herring flash
Special Qualities: Blindsight 60 ft., energy resistance, harmony of energy, immune to blindness and electricity, resistance to fire 10, resonant flight, scent, thin-gilled
Saves: Fort +7, Ref +7, Will +3
Abilities: Str 5, Dex 16, Con 19, Int 1, Wis 12, Cha 9
Skills: Listen +6, Spot +6
Feats: Flyby Attack, Hover, Improved Initiative, Wingover
Environment: Any cold or temporate
Organization: Swarm, Glimmer (2-6 swarms), Aurora (10-18 swarms), Aurora Profundis (40-60 swarms)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: --
Level Adjustment: --

Many tales of polar climes in both the north and south tell of the flash herring; flying fish of scintillating colors that are often mistaken for auroras. Only the occasional hurt or sick herrings ever fall, and upon dying go out quickly. In the rare instance when these herrings plummet into water, cushioning the fall, are they found still glowing, but they quickly drown, being unused to water.

Flash herring are the same shape as common herrings, but blaze with fierce, blinding colors. Swarms normally keep to the same color as their neighbors, but if one changes, so does all around until the entire cloud of herrings have adjusted. Flash herring always know when another is part of their swarm, so if another swarm approaches they may even mingle, but will not adopt the other's colors except when coincidence brings them to the same shade.

They survive many miles above the surface, and often actually mingle with true aurora, feeding off the electrically charged energy provided. These swarms appear far larger than they actually are, their light flaring out hundreds of feet past their bodies.

Combat:
Flash herrings don't fight, they simply go their course and woe betide any whom get in their way. This course is erratic and ever changing, with one never knowing which direction the herring will go.
The swarm deals damage as seen under their Herring Flash ability to any creature whose space it occupies at the end of its move.

Blinding Scales (Ex):
One within 20 feet of a Flash Herring swarm with 8 HD or less are automatically blinded for 2d4 rounds (no save) at the end of which they are considered Dazzled for the entire time they are within range plus 1d4 minutes. Those with more than 8 HD are not blinded but still considered Dazzled. Flash herring can be seen from miles away, and provides illumination as a daylight spell at all times.

Energy Resistance (Ex):
Such is the disruption of forces around a flash herring that a mage must make a DC 20 caster level check to overcome the force. This is similar to spell resistance but only works on spells dealing with energy, such as fireball or lightening bolt. If unsuccessful the energy merely dissipates.

Harmony of Energy (Ex):
The make of a flash herring is such that it can pass through fields of force and prismatic walls as if it was water, the force being reflected back and bending around the fish. It does daze the swarm for 1d6 rounds however as the two energies resonate with one another.

Herring Flash (Su):
Flash herring's flashes of energy change in nature every 1d100 rounds. This energy is determined at random. The effect of the swarm is based on their color, as shown on the following table:

Code: [Select]
d8 Color Effect

1  Red  3d6 points of fire damage
2  Orange 3d6 points of acid damage
3  Yellow 3d6 points of sonic damage
4  Green 6d6 points of damage (as disentegrate spell; Fortitude DC 10 half)
5  Blue  3d6 points of cold damage
6  Indigo 3d6 points of negative energy damage
7  Violet 3d6 points of electricity damage
8  White 3d6 points of force damage


Resonant Flight (Ex):
Flash herrings are unmagically buoyant, lifting upwards on the natural magnetic forces of their world. They can lift very little more than their own weight and so are unusable for hauling purposes. Those in the southern hemisphere of a world are charged differently than flash herrings in the north and both fall immediately upon nearing the equator.

Thingilled (Ex):
Flash herrings do not suffer from altitude sickness, and only in areas of no air at all do they suffer from suffocation[/SPOILER]

Guible
[SPOILER]Small Magical Beast (psionic)
Hit Dice: 6d10+6 (39 hp)
Initiative: +5
Speed: 50 ft. (10 squares), climb 30 ft.
Armor Class: 20 (+5 dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +6/+6
Attack: Slam +11 melee (1d4+1) or bite +11 melee (1d3+1)
Full Attack: Slam +11 melee (1d4+1) and bite +6 melee (1d3+1)
Space/Reach: 5 ft./10 ft.
Special Attacks: Charm, embrace, improved grab, insidiuous movement, psi-like abilities
Special Qualities: Darkvison 60 ft., low-light vision, resist nature's lure, scent, shifting shades, telepathy
Saves: Fort +6, Ref +10, Will +6
Abilities: Str 12, Dex 21, Con 13, Int 12, Wis 14, Cha 18
Skills: Bluff +13, Climb +12, Hide +14, Intimidate +12, Listen +10, Perform (dance) +13, Spot +10, Swim +8
Feats: Combat Panache, Force of Personality, Iron Will, Weapon Finesse(B)
Environment: Plane of Faerie or any forest
Organization: Solitary, Mates, Family (3-6), Spunk (10-20)
Challenge Rating: 6
Treasure: Standard (gems only)
Alignment: Often Chaotic Neutral
Advancement: 6-8 HD (Small), 9-16 HD (Medium)
Level Adjustment: +5 (cohort)

A creature zips in with incredible speed, all long and sinuous fur that shifts shades with the surrounding light level. A guible appears, at first, much as an extremely lengthy snake covered in liquid fur. However, the head is unlike any snake, being a cross between a mouse and a fox, with enormous, soft eyes that likewise shifts between dark and light. Their snout is long and filled with tiny tearing teeth. Sprouting from the forehead are mobile, two foot-long whiskers that dip forward, ending in what seems as a large drop of beaded dew that never quite falls from the tip. The tail ends in a bushy, flowing tuft that hides the strong, bony edge that grows along the ridge. Prehensile knobs ring the very end of the tail, and are used to grasp and manipulate.  

Guibles are creatures both incredibly dangerous yet fascinating. Those within the Material Plane are said to have escaped originally from the Plane of Faerie where they were bred to be the entertainers and playthings of the Unseelie Court. Despite their wish to flee their masters, they possess much of the same deadly humor of the fey, though rarely wish to do actual damage to those they amuse themselves with unless greatly angered or insulted.

Guibles often live within the more beautious areas of the forest where water, rock, and plant meld together. They are particularly attracted to gems and crystals. In particular they enjoy hanging polished amber from the boughs of flowering trees. Others prefer chipping away the stone from around crystals within caverns hidden behind waterfalls.

Guibles weigh some 50 lbs. and measure around 10 feet in length, though often remain partially curled up to decrease the apparent size. They speak fey, though often speak with others mind to mind.

Combat
A guible does not welcome battle, instead attempting to charm and fascinate, causing its victims to perform to its amusement. If infuriated or forced into battle however they attempt to trick their victim as much as possible, always startling them with their unpredictable attacks with tail, bite and mind.  

Charm (Su): A guible can attempt a melee touch attack against a single being within reach with the whiskers atop its head. The being must succeed on a DC 17 will save or become Charmed as the Charm Monster spell. The save DC is Charisma-based.

Fey Mind: A guible gains skill points as if they were a fey.

Embrace (Su): A guible deals 1d6+1 points of damage with a successful grapple check. The victim must succeed on a DC 17 will save as the guible numbs its victim's mind to the pain and instead fills them with a sense of joy. If the victim is numbed it does not realize it has been harmed. A guible may use its slam attack against any creature within five feet even while grappling without taking a penalty to its attack.

Improved Grab (Ex): To use this ability, a guible must hit an opponent of any size with a slam attack. If it wishes it can instead attempt a melee touch attack, dealing no damage. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can embrace. A guible uses their Dexterity modifier in place of strength to make grapple checks.

Insidious Movement (Su): A guible's movements are incredibly eye-catching and mesmerizing. As a move action a guible may dance, requiring any creature within 5 feet to make a Will save (DC equal to the guible's Perform check) or become Fascinated. Unless the guible does actual damage, no action it performs is considered to be hostile for the purpose of breaking the trance. A guible can select a single creature within ten feet to meet eyes with. The guible gains a +2 bonus to its check against this individual.

A guible gains a +4 bonus on saving throws against the spell-like abilities of fey.

Shifting Shades (Ex): A guibles coat and eyes alters their shade and lightness in a split instance, granting a +6 racial bonus to hide checks.

Psi-like Abilities: Continuous - Danger Sense; At Will - Detect Hostile Intent; 3/day - Modify Memory (DC 18), Read Thoughts (DC 16). Save DC's are Charisma-based.  

Telepathy (Su): A guible can communicate telepathically with any creature within 30 feet that has an Intelligence score. The creature can respond to the guible if it wishes - no common language is needed.

Skills: A guible gains a +6 racial bonus to climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.[/SPOILER]

Horrid Earwig & Swarm
[SPOILER]
On the other side of the door, you can hear rustling and scuttling, a horrid insect sound.  As you open the door, the smell of old leaves and sweat washes over you.  The room inside is covered in overlarge insects, crawling on every available surface.  In the middle of the room, a man sits, clutching his head, covered from head to toe.  Blood drips from his ears, and he looks up at you with terror on his face.  "Help me," he pleads.  "I can't hear anything, but I can still hear them!"

Diminutive Magical Beast (swarm)
Hit Dice: 7d10 (38 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 17 (+3 dex, +4 size), touch 17, flat-footed 14
Base Attack/Grapple: +7/-
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, divide and conquer, ear burrow, whispers
Special Qualities: Darkvision 60 ft., swarm traits
Saves: Fort +5, Ref +8, Will +5
Abilities: Str 3, Dex 16, Con 10, Int 7, Wis 12, Cha 15
Skills: Bluff +6, Climb +11, Listen +6, Spot +6
Feats: Ability Focus (Distraction), Alertness, Iron Will
Environment: Temperate forest or swamp
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral evil
Advancement: -
Level Adjustment: -

Horrid earwigs are vile creatures who make raids on the lands of large groups of people, eating and destroying the citizens while keeping just enough alive to spawn the next generation. Some earwigs purposely keep their hosts alive for lengthy periods to search out new locations of food or other errands beneficial to the swarm.
Swarms not hungered will often wreak havoc with populations, spreading lies and rumors through the lips of their hosts until it turns on itself. Why they do this is unknown unless it is simply for entertainment.

Combat
Horrid earwigs prefer small groups, swarming and eating away at the majority, while leaving one to become infested.

Distraction (Ex): Any living creature that begins its turn with a horrid earwig swarm in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Divide and Conquer (Ex):Ear Burrow (Ex): Each round the horrid earwig swarm deals damage to a creature of Tiny-sized or larger, there is a 20% chance that they burrow into the victim's ear and ruptures the eardrum, deafening it permanently. A remove blindness/deafness spell does not replace the lost drum or cure the deafness. A healing spell restores both the eardrum and hearing.
The earwigs remain within unless a DC 15 heal check is made to remove it. If the check fails by 5 the creature is still removed but deals an additional 1 point of damage to the victim.
If not removed eggs may be laid at anytime within the victim's ear and hatch 2d6 days later. The larvae burrow towards the brain, dealing 1 point of intelligence and wisdom drain per day. A Repel Vermin, Remove Disease, or any other ability that cures disease destroys the larvae.  
A Giant Vermin spell cast upon the victim causes the earwig to grow and burst out, dealing 2d6 points of damage to the victim and dislodging the earwig.
The earwig's twitching cerci just within the victim's ear can be noticed with a DC 15 spot or search check. One with 4 or more ranks in Heal gains a +5 bonus to their check to notice.

Whispers (Su): An earwig that dwells within one's ear continuously whispers evil suggestions directly into it's mind. This bypasses the victim's deafness. The victim acts as if under the influence of the Charm spell, though believes it is it's own voice it is listening to. The first suggestion the earwig gives is for the victim to not check its ears and threfore not notice the earwig within. This is a mind-affecting effect.

Skills: A horrid earwig swarm has +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A horrid earwig swarm can always choose to take 10 on a Climb check, even if rushed or threatened.

-=-=-=-=-=-

Horrid Earwig

Dimunitive Magical Beast
Hit Dice: 1/4d10 (1 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 17 (+3 dex, +4 size), touch 17, flat-footed 14
Base Attack/Grapple: +1/+0
Attack: Bite +8 melee (1 non-lethal) or Touch +8 melee (ear burrow)
Full Attack: Bite +8 melee (1 non-lethal) or Touch +8 melee (ear burrow)
Space/Reach: 0 ft./0 ft.
Special Attacks: Ear burrow, whispers
Special Qualities: Darkvision 60 ft.
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 3, Dex 16, Con 10, Int 7, Wis 12, Cha 15
Skills: Bluff +6, Climb +11, Listen +3, Spot +3
Feats: Iron Will, Weapon Finesse(B)
Environment: Temperate forest or swamp
Organization: Solitary or Swarm
Challenge Rating: 1/4
Treasure: None
Alignment: Usually neutral evil
Advancement: -
Level Adjustment: -

Combat
Horrid earwigs prefer small groups, swarming and eating away at the crowd, while leaving one survivor to become infested.

Ear Burrow (Ex):Whispers (Su): An earwig that dwells within one's ear continuously whispers evil suggestions directly into it's mind. This bypasses the victim's deafness. The victim acts as if under the influence of the Charm spell, though believes it is it's own voice it is listening to. The first suggestion the earwig gives is for the victim to not check its ears and threfore not notice the earwig within. This is a mind-affecting effect.

Skills: A horrid earwig has a +4 racial bonus on Bluff checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A horrid earwig can always choose to take 10 on a Climb check, even if rushed or threatened.

Ecology
Horrid earwigs were originally created by a circle of evil druids to clear out small villages and reclaim them for the forest.  They were successful, but afterwards lost control of their creations.  The horrid earwigs bred true, and have spread through the world ever since.
Environment: Horrid earwigs prefer temperate forests with thick underbrush.  They seek out humanoid settlements to seek new victims to act as hosts for the next generation.
Typical Physical Characteristics: A horrid earwig appears much as an overly large earwig with lengthy cerci twitching and writhing behind them energetically.  The movements of horrid earwig swarms seem coordinated and intelligent.
Alignment: Horrid earwigs enjoy killing, and do so far more than they need to survive.  They are organized, but only loosely.  They are neutral evil.

Society
Horrid earwigs act in groups to overwhelm their prey.  They are organized into loose swarms that split when they have enough members.

Typical Treasure
Horrid earwigs have no use for treasure.  However, they often have their hosts carry baubles to attract other humanoids.  They have standard treasure for their challenge rating.[/SPOILER]

Pureborn Beast
[SPOILER]A great shaggy beast sits upon its haunches beneath a grove of knotted oaks. It then throws its head back, and everything becomes... right.

Large Magical Beast
Hit Dice: 10d10+20 (75 hp)
Initiative: +7
Speed: 60 ft. (10 squares)
Armor Class: 20 (+3 dex, +8 natural, -1 size), touch 12, flat-footed 17
Base Attack/Grapple: +10/+18
Attack: Slam +13 melee (1d8+6) or Nature's Purity +13 touch (see below)
Full Attack: Slam +13 melee (1d8+4) or Nature's Purity +13 touch (see below)
Space/Reach: 10 ft./10 ft.
Special Attacks: Life's sweet song, nature's purity
Special Qualities: Darkvision 60 ft., fast healing 2, low-light vision, of spring and brook, plant traits, scent of the alien, woodland stride
Saves: Fort +9, Ref +10, Will +9
Abilities: Str 18, Dex 16, Con 14, Int 4, Wis 22, Cha 18
Skills: Hide +11, Move Silently +14, Perform (sing) +10, Spot +6, Listen +6, *Survival +1
Feats: Ability Focus (life's sweet song), Darkstalker, Improved Initiative, Stealthy
Environment: Any forest
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral good
Advancement: 11-19 HD (Large), 20-28 HD (Huge)
Level Adjustment: -

When aberrations are nearby, animals and the trees themselves grow fearful, sensing the unwholesome stench of that which should not be and fleeing from it as best they can. Sometimes though when great danger threatens the natural order of the very world something even below the instinctual is triggered, a twist of primal forces. Creatures of all kinds find themselves giving birth amongst their litters to a strange and beautiful being which suckles for a time before disapearing into the woods.

Perhaps a year later a song begins to echo through the trees, a melody of such sad beauty that it is nearly impossible to remain unmoved by it. Though it is without word, the meaning can almost be grasped, and all living creatures of this world feel vitalized by it. It has become a protector of the forest, though till its death remains a shy, elusive beast. It allow others to approach it, perhaps even stroke it, before it runs back into the growth. Those who try to capture or impose their will on a purebeast rarely see it ever again, the beast fleeing at their mere scent.

A fully grown pureborn beast is an enormous creature with a vaguely dog-like shape covered in silky, luxurious fur of a light bluish-grey hue that hangs straight and clean. Its lanky proportions appear lithe and flexible, with slim legs rising it to over ten feet at the shoulder and ending in four hooves.

The neck is somewhat extended, with a long head and its ears are but tiny flaps on the side of its head. The black-lipped mouth is startlingly human-like, though completely devoid of teeth. Its limpid eyes are almost nocturnally large, taking a good deal of its face, and appears to be devoid of pupil, the entire orb being a jade so dark as to be black. What appears all the world as sprouting shoots hang from its nose like pale green tendrils that flex and twitch with each sniff.

Pureborn Beasts weigh around 600 lbs. They understand Sylvan but cannot speak.

Combat
A pureborn beast does not attack if it can at all help it, instead it prefers to come upon others unwares. If it smells out creatures that violate the natural order they sing out, hoping to cause them to flee. If unsuccessful, and the creature remains, the purebeast finally risks being seen, coming out from behind the creature if possible to brush its purifying nose against it before slipping back out of sight.

Life's Sweet Song (Su):
As a standard action a pureborn beast can sing forth, affecting all aberrations within 120 feet as the Invoke the Cerulean spell (Lords of Madness p. 211) cast by a 10th level caster unless they succeed on a DC 21 Fortitude save. Living non-aberrations while within range of this song receive a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. This song appears to come from all directions, and thus does not reveal the location of the beast. Save DC is Charisma-based.  

Nature's Purity (Sp):
As a standard action that allows an attack of opportunity a pureborn beast can attempt a touch attack with the tendrils on its nose which glow with a green-tinged white light in proximity to unnatural creatures.

Against undead and constructs this attack deals 2d8 points of force damage.

Against abberations this attack deals 5d6 points of force damage and threatens a critical hit on a roll of 19-20. An aberration slain by this damage is immediately transformed into a clump of pungent-smelling mosses.

Of Spring and Brook (Ex):
Oddly enough a pureborn beast itself has no odor beside maybe a lingering freshness as one might notice near a running stream. Thus it cannot be tracked or detected by scent.
 
Plant Traits: A pureborn beast is a perfect combination of both plant and animal life, and thus is immune to poison, sleep, paralysis, stunning, polymorphing, and mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It is not subject to critical hits.

Scent of the Alien (Ex):
A pureborn beast has the Scent ability, though it can smell a creature of the aberration and undead type at twice the normal distance, as well as pin-point their location within twenty feet.

Woodland Stride (Ex): A pureborn beast may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it.

Skills: A pureborn beast gains a +6 racial bonus on hide, move silently, and perform (sing) checks.

*Pureborn beasts have a +4 racial bonus on Survival checks when tracking by scent.[/SPOILER]
« Last Edit: February 25, 2011, 03:38:02 PM by TheVorpalTribble »
Over hill, over dale, through bush, through briar, over park, over pale, through blood, through fire...

A Dying Ember
(Campaign Setting)

TheVorpalTribble

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Re: A Dying Ember Bestiary
« Reply #12 on: February 21, 2011, 03:38:05 PM »
Magical Beast continued...
SanctusarachA spider the side of a grown man's spread hand scuttles slowly across the underside of a worn beam of the chapel roof and descends on an unseen strand. Its black carapace is leathery seeming, and covered in stiff dark brown bristles. Around its mouth is a slight crust of dried wax. 

The sanctusarach were once normal spiders, but after hundreds of generations living and dying within the holy and unholy places, sipping upon the tallow of ceremonial candles, they were altered.

Though few realize it at first, they are lucky to have such creatures, the sanctusarach continuously going about the day eating other vermin and cleaning and repairing their holy home. All they ask for in return is to have free reign of the structure. Often the spiders last long after the church is abandoned, continuing to upkeep it on the chance it will once more be used. True believers notice not their webs, but often the clergy make a request of the sanctusarach to spin their webbing within certain areas to keep out evil intruders. Little restraint is shown however if the structure is abandoned, the enterior coated from floor to ceiling in their webs.

A sanctusarach weighs only a pound or two. They speak Abyssal, Celestial, Common, and Infernal, along with their own deep, droning language that uses the echos of large spaces to their advantage.

Combat
Unless hungered a sanctusarach is not a particularly eager combatant, prefering to scare away intruders with their song. If this is ineffective they scurry forth on their webs to bite and entrap their victim in the webs. Once completely bound up the webbing is cut and the trespasser pulled out by the combined efforts of the temple's population.

Detect Evil (Sp): A sanctusarach can use detect evil, as the spell. This ability is always on.

Eerie Chant (Su): A sanctusarach possesses a strangely deep and resonate voice. They gain a +4 bonus to intimidate checks. As a full round action it may chant an unnerving tune in the odd language of their own. Those within 60 feet that hear the chant must succeed on a DC 12 will save each round or be effected in a way thats dependent on their alignment. Evil creatures that fail their save are panicked and neutrals frightened. The save DC increases by 1 for every two sanctusarach that join the first. This is a mind-affecting, sonic fear effect. The save DC is Charisma-based.

Eternal Stupor (Su): The bite of the sanctusarach afflicts its victim with Eternal Stupor. They must succeed on a DC 13 fortitude save or take 1d6 poins of dexterity damage. The victim also becomes incredibly drowsy and cannot charge or run. The save DC is Constitution-based.

Holy Pass (Su): A sanctusarach may pass through the structure of a holy dwelling as if incorporeal. They must end their turn outside a solid surface or they take 1d6 points of damage and are shunted to the next closest space.

Spell-like Abilities: At will - Ghost Sound, Mending, Prestidigitation. Caster level 5th. Save DC's are Charisma-based.

Tremorsense (Ex): A sanctusarach can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with sanctusarach webs.

Web of Lies (Ex): Sanctusarach often live within the highest rafters and towers of the church, lowering themselves silently on silk strands and leap onto their victims passing beneath. A single strand is strong enough to support the spider and one creature of the same size.

Sanctusarachs can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to two size categories larger than the Sanctusarach. These webs appear as glistening strands of razor wire to evil-aligned beings, strangely shadowy to neutral-aligned beings, and completely incorporeal and invisible to good-aligned creatures, not affecting them in any way.

An entangled creature can escape with a successful Escape Artist check (DC 11) or burst it with a Strength check (DC 16). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. If the creature entangled is evil-aligned both DC's increase by another +4 and they take 1d6 points of damage each round they do not remain perfectly still.

Sanctusarachs often create sheets of sticky webbing from 5 to 60 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 6 hit points, and sheet webs have damage reduction 10/evil.

Those caught within these webs cannot knowingly tell lies, though they are not forced to speak.

Sanctusarachs can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Skills: Sanctusarachs have a +8 racial bonus on Climb, Hide and Spot checks. A sanctusarach can always choose to take 10 on Climb checks, even if rushed or threatened. Sanctusarachs use their Dexterity modifier for Climb checks.

*Sanctusarachs have a +10 racial bonus on Jump checks. They also have a +8 racial bonus on Move Silently checks when using their webs.[/SPOILER]

Snowy Dove
[SPOILER]Tiny Magical Beast (cold)
Hit Dice: 1/2d10 (3 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 16 (+3 dex, +1 natural, +2 size), touch 15, flat-footed 13; 20% miss-chance
Base Attack/Grapple: +0/-8
Attack: Claw +1 melee (1d2-4 plus 1d2 cold), or frigid beating
Full attack: 2 claws +1 melee (1d2-4 plus 1d2 cold), frigid beating
Space/Reach: 0 ft./0 ft.
Special Attacks: Frigid beating, gelid, touch of winter's sleep
Special Qualities: Chill heal, darkvision 60 ft., frosty plumage, low-light vision, vulnerability to fire, whitesight
Saves: Fort +0, Ref +3, Will +2
Abilities: Str 2, Dex 16, Con 11, Int 2, Wis 14, Cha 10
Skills: Hide +13*, Spot +4
Feats: Weapon Finesse
Environment: Any cold land
Organization: Solitary, Mates, Flock (3-20), Swarm (40-80)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 1 HD (Tiny)
Level Adjustment: --

At best a nuisance and at worst a dangerous menace, snowy doves are unwelcome visiters to towns and deadly opponents to travelers in the colder regions. Angered by sources of heat, a snowy dove will attempt to put any out, be it lanterns and candles or stoves and campfires. In the winter or in artic climes this could mean death to entire families. Anything they touch becomes coated in hoarfrost and liquids freeze solid.

It is a nevertheless a beautiful bird, appearing as a larger version of a normal dove with pale opaline eyes without pupils. Its pure white plumage however glistens ghostly with a layer of frost, and its legs and toes are covered in the feathers as well. Its beak is a light blue, wih sharp ridges on the edge for grinding ice. A snowy dove's exact appearance is difficult for most onlookers to discern because of the purpetual freezing mist that swirls and billows about it, hiding it from view.

Snow doves prefer the temperatures of the poles. They lay their eggs within a deep snowbank and nestle about them, cooling them even more than the surrounding snow.


Combat:
Snowy doves try to avoid combat, but they continue to return to those whom emit heat like a moth to a candle. They seek out fire of any kind first of all, putting it out. Once this is done or if no fire is present they will attempt to alight upon the nearest creature, putting it into a freezing sleep that most never awake from. If cornered or protecting their eggs however they take to beating fiercely at their opponent, sending blast after skin freezing blast of piercingly cold air.

Chill Heal (Ex):
Ice and snow heal the dove's wounds. For every round that the creature is buried within snow or ice the creature instead gains the benefit of a cure minor wounds spell (1 point healed). Two or more snowy doves touching each other provides enough cold for chill healing.

Frigid Beating (Su):
Once per round a Snowy Dove can flap vigorously over a non-supernatural flame up to the size of a standard campfire, instantly putting it out. It can also direct its beats at a single living being within 10 feet, whom take 1d4 points of cold damage. It can even use this ability to land on water, freezing a section which is thick enough to support its insubstantial weight.

Frosty Plumage (Ex):
A snowey dove continuously produces a chill mist from its body. The misty haze is so thick that it grants the creature one-half concealment (20% miss-chance) and makes hiding easier (see Skills below). Though it is difficult to see the snowy dove because of the mist rising from its body, the mist itself is visible, provided that the area has sufficient light to by which to see it.  

Gelid (Ex):
A snowy dove's body deals 1d2 points of cold damage to each creature (except another snowy dove) that touches it, as well as becoming frostbitten. Any liquid or container of liquid in contact must make a reflex save (DC 10) or freeze solid. If in contact with a weapon for a full round the weapon becomes brittle, reducing its hardness by 5 until it thaws (5 minutes in contact with warmth, 1 minute in heat such as flame or boiling water, 1 hour if in already freezing conditions). In addition, rolling a 1 on an attack with the weapon causes it to take damage equivalent to the ammount it would have dealt on a successful hit. When a snowy dove dies it rapidly freezes over and shatters at the slightest touch. Drinking the melted remains of a snowy dove gives one cold resistance 2 for an hour.

Touch of Winter's Sleep (Su):
A snowy dove can attempt a touch attack that causes a state of suspended animation. The victim must make a successful DC 10 will save or go into a coma for a week as if under the affects of a Hibernate spell (Frostburn p. 97). The save DC is charisma based.

Vulnerability to Fire:
A snowy dove takes half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Whitesight (Ex):
A snowy dove is immune to snow glare and can see normally in whiteout conditions.

Skills:
*In snowy or misty areas, a snowy dove gains a +8 bonus on hide checks.


-=-=-=-=-=-=-=-


Snowy Dove Swarm

Tiny Magical Beast (cold, swarm)
Hit Dice: 12d10 (66 HP)
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 16 (+3 dex, +1 natural, +2 size), touch 15, flat-footed 13, 20% miss-chance
Base Attack/Grapple: +16/-
Attack: Swarm (12d4 cold plus frostbite plus touch of winter's sleep)
Full attack: Swarm (2d6 cold plus frostbite plus touch of winter's sleep)
Space/Reach: 10 ft./0 ft.
Special Attacks: Frigid beating, gelid, touch of winter's sleep
Special Qualities: Chill heal, darkvision 60 ft., frosty plumage, low-light vision, swarm traits, vulnerability to fire, whitesight
Saves: Fort +10, Ref +11, Will +6
Abilities: Str 2, Dex 16, Con 11, Int 2, Wis 14, Cha 10
Skills: Hide +15, Spot +14, Survival +5
Feats: Ability Focus (touch of winter's sleep), Altitude Adaption, Great Fortitude, Run, Skill Focus (survival), Weapon Finesse
Environment: Any cold land
Organization: Solitary, Flurry (2-4 swarms), or Blizzard (8-12 swarms)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: --
Level Adjustment: --

A swarm of snowy doves is a natural disaster to any towns or travelers they happen to pass through. Many will blindly fly down chimneys, dying quickly in the flames which are quickly put out by those right behind them. The house within will be reduced to a freezer, every inch frozen solid.

Combat:
Snowy doves swoop down upon towns and wanderers, attracted to the heat they produce. They continue to swarm in a frenzy until the last bit of heat has disapeared, at which point they continue on the journey to wherever it is they are set. The swarm deals 12d4 points of damage to any creature whose space it occupies at the end of its move.

Chill Heal (Ex):
Ice and snow heal the dove's wounds. For every round that the creatures are buried within snow or ice the creature instead gains the benefit of a cure light wounds spell (1d8+5 points healed). Two or more snowy doves touching each other provides enough cold for chill healing so every round the swarm automatically heals one another 1d8+5 HP.  

Frigid Beating (Su):
The vigorous, supernaturally cold flapping of a swarm that occupies the same space as a non-supernatural flame up to the size of a burning building instantly puts it out.
They can even use this ability to land on water, freezing a large section thick enough to support their collective weight.

Frosty Plumage (Ex):
A snowey dove continuously produces a chill mist from its body. The misty haze is so thick that it grants the creatures one-half concealment (20% miss-chance) and makes hiding easier (see Skills below). Though it is difficult to see the swarm because of the mist rising from their bodies, the mist itself is visible, provided that the area has sufficient light to by which to see it. This has the same affect as a Sleet Storm spell to those caught within the swarm.

Gelid (Ex):
Any liquid or container of liquid within the swarm automatically freezes solid. If a weapon is drawn for a full round within the swarm the weapon becomes brittle, reducing its hardness by 5 until it thaws (5 minutes in contact with warmth, 1 minute in heat such as flame or boiling water, 1 hour if in already freezing conditions). In addition, rolling a 1 on an attack with the weapon causes it to take damage equivalent to the ammount it would have dealt on a successful hit. When a snowy dove dies it rapidly freezes over and shatters at the slightest touch. Drinking the melted remains of a snowy dove gives one cold resistance 2 for an hour. This affect does not stack with multiple drinks.

Touch of Winter's Sleep (Sp):
Those whom remain a full round within the swarm must make a DC 16 will save or go into a state of suspended animation for 12 weeks as if under the affects of a Hibernate spell (Frostburn p. 97). The save DC is charisma based.

Vulnerability to Fire:
A snowy dove takes half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Whitesight (Ex):
Snowy doves are immune to snow glare and can see normally in whiteout conditions, including within their collective frosty plumage ability

Skills:
In snowy or misty areas, a snowy dove swarm gains a +8 bonus on hide checks.[/SPOILER]

Storyhunduy
[SPOILER]As a flurry of snow blows across the mountain slopes a thunderous bleating sounds out from the ravine below. Suddenly the head of an enormous, four-horned ram appears over the edge and pulls its great body up...Combat:
A storyhunduy tends to try to intimidate potential foes by stomping its hooves and bellowing, but if sufficiently provoked tends to charge down the mountainsides, its horns lowered. If possible it tries to use bull rush to simply knock its agressor off the mountain, which tends to cut the battle short.

Awesome Blow (Ex):Cliffrunner (Su):
A storyhunduy can take part of one of its move actions to traverse a wall or other relatively smooth vertical surface if it begin and ends its move on a horizontal surface. The height it can achieve on the wall is limited only by this movement restriction. If it does not end its move on a horizontal surface, its falls, taking falling damage as appropriate for its distance above the ground. The storyhunduy treats the wall as a normal floor for the purpose of measuring its movement. Passing from floor to wall or wall to floor costs no movement; it can change surfaces freely. Opponents on the ground can make attacks of opportunity as it moves up the surface.

Great Leap (Ex):
The greatram almost seems to fly as it leaps from boulder to boulder, and can make standing long jumps and high jumps as if they were running long jumps and high jumps.

Skills:
A storyhundu gains a +10 racial bonus to balance, climb and jump checks, and a +2 bonus to spot checks.


Training a Storyhunduy
Dwarves, humans, and the occasional goliath sometimes use the storyhunduy as mounts. Their ability to navigate the most treacherous mountain terrain makes them invaluable in almost any rocky area. They are not particularly swift on level ground however, and nearly useless on cross country. Most storyhunduy have nothing to do with other races, and few will meet with non storyhunduy much less allow themselves to be ridden. Because of this many day-old storyhunduy kids are stolen by daring men who risk the anger of the entire herd. These kids are then trained into docility and service to their masters.
 Training a storyhunduy kid requires six weeks of work and a DC 20 Handle Animal check.
Riding a storyhunduy requires an exotic saddle.
 Young Storyhunduy are worth 2,000 gp on the open market. Professional trainers charge 1,000 gp to rear or train a storyhunduy.
Carrying Capacity: A light load for a storyhunduy is 459 pounts; a medium load 460-918 pounds; and a heavy load 919-1380 pounds.[/SPOILER]

Wellspring Newt
[SPOILER]

Diminutive Magical Beast (aquatic)
Hit Dice: 1/4d10+1 (2 hp)
Initiative: +2
Speed: 10 ft. (2 squares), swim 15 ft.
Armor Class: 16 (+2 dex, +4 size), touch 16, flat-footed 14
Base Attack/Grapple: +0/-13
Attack: -
Full Attack: -
Space/Reach: 1 ft./0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Amphibious, darkvision 60 ft.
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 1, Dex 14, Con 13, Int 2, Wis 16, Cha 5
Skills: Climb +8, Hide +16, Listen +4, Spot +4
Feats: Great Fortitude
Environment: Underground or temperate and warm aquatic
Organization: Solitary
Challenge Rating: 1/10
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

Old tales speak of newts as creatures of purity that only live within exceedingly clean waters, and by one inhabiting their spring proves the water is clear. Most however are simple animals, but every now and again a true wellspring newt is found that gives credibility to the myth. Those that are proven to be true wellspring newts are jealously protected, though if sold go for high prices.

Wellspring newts tend to be somewhat larger than than an average newt, about a foot from snout to tailtip, though vary in coloration, from drab to bright, as do their normal brethren. Though only true difference is that the newt always has a spot of brilliant white upon its nose or beneath its chin which it uses to detect the freshness of the water it inhabits. Though unaffected by poisons, a wellspring newt will only inhabit extremely clean waters that it further purifies with its touch.

Combat:
A wellspring newt is as inoffensive as its cousins and searches for deep water or a deep hole in which to hide if pursued.

Spell-like abilities:
At will/Detect Poison, Purify Food and Drink (drink only). Caster level 5th.

Skills:
A wellspring newt has a +6 bonus on climb checks. They use their Dexterity modifier instead of their Strength modifier for Climb checks.[/SPOILER]

Xelcius
[SPOILER]A creature flies in, appearing as a man-sized swan and buzzard lying back to back with their wings merging together to form a single beast of two visages...

Story
[SPOILER]
A story at least a thousand years old tells us of how the race of the Xelcius came to complicate the world. A pair of twins, born to a lowly farmer, were birthed in the middle of a brutal winter, sickly and undersized. Though not wealthy the parents were rich in honor and the love of one another. Such it was with great reluctance, and when both babes were on the border of death, that the father braved a journey into the nearby mountains, seeking a woman said to be both a giver of curses and a masterly healer. She was known to always be honorable in her dealings, though kept her word to the literal truth, rumored to always leave a crucial keyhole through which to slip. The man and his wife had already agreed to take the risk, for otherwise it was the death of their little ones.

The witch agreed to come and save the twins if she could name her price after the deed. She promised not to take the life or health of anyone, nor any materials wants. Puzzled but desperate he agreed. He led her back down into the village and into his hut. There the witch spent all night with the twins and by the light of the rising sun she departed, leaving the babes with red, healthy faces devoid of fever. The hearts of the parents were troubled however for she had left without any mention of payment though with a smirk on her face.

Their worries soon faded away as both sons grew rapidly and without growing sick ever again. However, though one son was a model child whom listened to the teaching of his father and through his actions and deeds brought respect to their name, the other was rebellious and filled with loathing at rules and restraints. Filled with lies and deceit he was uncontrollable and lacked any constraint, voicing what came into his mind and doing whatever he wished. His father was wary of punishing however for even from his youngest years the son was able to hold grudges for many a time and held no qualms about bringing back vengeance.

The first son joined with the emporers army and rose in the ranks as he led many men to battle and recieved many honors and the respect of all. The second son however become a thief and assassin, doing whatever deed brought substantial coin. It was realized soon by the parents what the payment had been. The heart and honor of their child.

Thus it was that the first son was ordered to capture his brother and bring him to justice. Though weary in his heart he knew the deed must be done and so he set out to capture him. This was to be a task that would become an obsession as the brother would be found and a battle insue, but always he was able to escape. Though tempered in war and possessed of much skill the other was keen of mind and devious beyond all reckoning. Many a time both were close to death after their encounter and there grew a burning desire to do away with the other for all time.

During this time however each had taken a wife. The first son a woman of low standing but with a kind heart and a deep love for her husband. The other however had married a wealthy and beautiful woman after together having plotted and succeeding in killing her aged husband in secret. Neither wished the death of their husbands but their mates would not listen to reason, both intent on the downfall of the other. Thus the two met, though they detested the other, and met with the aged witch to make a deal. The witch agreed, promising that she would keep them from ever doing battle again, though once more made no mention of payment. She had been awaiting a request such as this, but had been unwilling to act until asked, remaining true to a promise spoken long ago that she would only use her powers when asked. The evil son had long ago snuck onto her mountain and stolen many expensive things so that she as well bore a grudge for him. The good son had also met with her and threatened her if she would not give him back his honor and decency, of which she refused.

When the two brothers next met and were in each other's arms as they wrestled they both found themselves unable to release the other and feathers began to grow upon their bodies. With a great force they managed to turn themselves back to back and remained that way. One became a swan of great beauty, reflecting the state of his heart while the other took on the traits of a vulture which matched that of his inner self. The evil brother immediately fell limp in the sunlight and so the other had to drag him. When the sun set however their conditions were reversed. Each time they awoke one would set out in the direction of their wife, but the direction would change as each awoke and neither could make any leeway.

During the night the vulture however managed to find one of his many contacts who upon the rising of the sun waited for the swan to awaken before knocking it out with a great blow. The man then delivered the creature to the wealthy woman. She sent a messenger to fetch the second wife as she raged at the duplicity of the witch. When both wives stood before the creature however both found themselves changing as well, one become a swan to match her husband while the other a a buzzard to match hers. They all fled then, deep into the wilderness. One had her husband during the day, the other the night. To their horror however each laid eggs that were as two combined, and what hatched was a creature cursed like that of the fathers.

A xelcius is often a very angry creature. During the night its buzzard half wreaks havoc, stealing and slaying while during the day its swan counterpart attempts to aid those harmed by its other side. To make matters worse the buzzard half will often fly upside down to appear as the swan in disguise. Neither creature is usually aware of its other half's deeds, knowing nothing of the other being upon it except for its weight and its difference in appearance. It is well that the swan is constantly attempts to thwart its other side or the fruition of the buzzard's ambitious plans would make it far more dangerous.

A xelcius weighs about 95 lbs. and stands some 5 and a half feet tall on average. They speak Common and can speak with any natural bird as the Speak With Animals spell. [/SPOILER]


Xelcius Traits

Different As Day and Night (Su): A xelcius swan is a creature of daylight and warm skies. During daylight hours it has full control over its body and gains fast healing 2 while in direct natural sunshine. When the sun has set however the swan falls into a deep coma and thus rises the buzzard who gains fast healing 2 in shadows. This is an instinctive change that occurs even if neither side is aware of the time of day. The comatose half cannot be awoken by any means short of a Wish or Miracle or some other high level spell, and only then for 1 round.

Joined (Ex): A xelcius, though different creatures, share the same body. Thus physical damage and maladies of any kind are shared between the two. The creature has two minds however, so mental conditions are not shared.

A xelcius's two parts normally give it a total of 6 HD, though each half has 3 HD for the purpose of how they are affected by some spells. When advancing a Xelcius the HD is always an equal number as the two halves contribute towards the whole.

Xelcius Buzzard
[SPOILER]Medium Magical Beast
Hit Dice: 6d8+12 (39 hp)
Initiative: +2
Speed: 20 ft. (3 squares), fly 50 ft. (poor)
Armor Class: 18 (+6 natural, +2 dex), touch 12, flat-footed 16
Base Attack/Grapple: +6/+6
Attack: Bite +8 melee (1d8 )
Full Attack: Bite +8 melee (1d8 ) and 2 claws +6 melee (1d6)
Space/Reach: 5 ft./10 ft.
Special Attacks: Buzzing of flies, pluck eyes, sneak attack 2d6
Special Qualities: Darkvision 60 ft., death watch, immunity to poison and disease, light sensitivity, low-light vision, topsy turvy, xelcius traits
Saves: Fort +9, Ref +7, Will +4
Abilities: Str 10, Dex 15, Con 14, Int 15, Wis 15, Cha 8
Skills: Hide +8, Intimidate +7, Move Silently +8, Spot +6
Feats: Great Fortitude, Hamstring, Multiattack, Weapon Finesse(B)
Environment: Any mountain
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 8-12 HD (Medium)
Level Adjustment: -

A xelcius buzzard is a wholey unpleasant creature with feathers of a dark greasy grey color, approaching black, with serrated edges that lie flat and hard against the skin with a scale-like appearance. It has vicious glinting talons at the end of thickly armored legs and a curved, tearing beak protruding from a featherless visage of dull crimson warts. Its eyes are slanted, though the slitted pupils are reptilian and of a burning orange-red hue that seem to glow vaguely in the deepest shadows.

Combat
A xelcious buzzard prefers to keep to the shadows, and then leaping out to rapidly yank out the eyes of its victims. It then hunts them at its leisure as they stumble about blindinly. If overpowered a xelcius buzzard is quick to flee

Buzzing of Flies (Su): Any creature that a xelcius buzzard kills is covered over by a swarm of large, intensely agressive biting flies within 1d6 rounds. They are as a spider swarm, though without poison, but with a fly speed of 30 feet (good maneuverability).

Deathwatch (Su): A xelcius buzzard can continuously sense the condition of creatures near death as the Deathwatch spell out to 100 feet.

Light Sensitivity (Ex): Xelcius buzzards are dazzled in bright light or within the radius of a daylight spell.

Pluck Eyes (Ex & Su): Each time a xelcius buzzard deals sneak attack damage to a creature, there is a 20% chance that it plucks out its victim's eyes, blinding it permanently. A remove blindness/deafness spell does not replace the lost eyes. A heal spell restores both the creature's eyes and its vision.

A xelcius buzzard can see through the empty sockets of any one victim it has plucked the eyes out of within 48 hours. Its eyes appear within the sockets and can see anything the victim would normally be able to see, and is vulnerable to any gaze attacks, blinding and similiar conditions. It is unable to see about its avian body, though all other senses are unimpaired.

Sneak Attack (Ex): A xelcius buzzard can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the buzzard is flanking.

Topsy Turvy (Ex): A xelcius buzzard, despite its less than agile flight, may fly upside down as a full round action, appearing as its swanish counterpart. Its flight maneuverability drops to clumsy. If a mind-affecting effect is aimed at the swan form the buzzard is unaffected.

Skills: A xelcius buzzard has a +4 racial bonus on Hide and Spot checks and a +8 bonus on Intimidate checks.[/SPOILER]

Xelcius Swan
[SPOILER]Medium Magical Beast
Hit Dice: 6d8+12 (39 hp)
Initiative: +2
Speed: 20 ft. (3 squares), fly 50 ft. (poor), swim 20 ft.
Armor Class: 18 (+5 natural, +2 deflection, +1 dex), touch 13, flat-footed 17
Base Attack/Grapple: +6/+7
Attack: Bite +7 melee (1d4+1 plus purity of jade)
Full Attack: Bite +7 melee (1d4+1 plus purity of jade) plus 2 slams +5 melee (1d6+1)
Space/Reach: 5 ft./10 ft.
Special Attacks: Gold burst, ki strike, purity of jade
Special Qualities: Heartening breeze, lover of light, low-light vision, xelcius traits
Saves: Fort +7, Ref +6, Will +5
Abilities: Str 12, Dex 13, Con 14, Int 10, Wis 16, Cha 14
Skills: Diplomacy +11, Heal +7, Spot +7, Swim +9
Feats: Dodge, Elusive Target, Mobility, Multiattack(B)
Environment: Any mountain or aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always Lawful Good
Advancement: 8-12 HD (Medium)
Level Adjustment: -

A xelcius swan is almost unnaturally beautiful with pearlesque feathers edged with a pale silver that catches the light. These feathers curl and come to a point, and are always shifting and moving in an unseen breeze. The large slanted eyes are a gentle gold and the dull edges of its beak glimmer a faint blue.

Combat
A xelcius swan prefers to be on the defensive, doing battle with a fluid grace that is almost a dance and taking advantage of its opponent's flailing.

Goldburst (Sp): While in full sunlight a Xelcius can use a move action to absorb the bright rays. It may then use a standard action to release a blinding flare of brilliant gold from its eyes that acts as the Glitterdust spell except it affects creatures in a 20-foot cone (DC 15 fortitude save negates blindness). Evil-aligned creatures that fail their initial save must make a secondary save or become permanently blinded. The save DC is Charisma-based.

Heartening Breeze (Su):
As a full round action a Xelcius can beat its wings mightily, producing a warm breeze that seems to go right through you and sets a tingling in one's blood. Any affected ally within a 60 foot cone receives a +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls. The effect lasts for as long as the ally feels the xelcius swan's breeze and for 5 rounds thereafter.

Ki Strike (Su): A xelcius swan's unarmed attacks are empowered with ki. Its unarmed attacks are treated as lawful and magic weapons for the purpose of dealing damage to creatures with damage reduction.

Lover of Light (Ex): A xelcius swan is immune to dazzling and blindness as the results of light.

Purity of Jade (Su): A xelcius swan's bite attack inflicts the ravages of *Jade Water. The touch of a xelcius swan's beak also acts as a purify food and water spell.

* From the Book of Exalted Deeds, p. 35.

Skills: A xelcius swan has a +4 racial bonus on Diplomacy and Spot checks and a +8 bonus on Swim checks.[/SPOILER][/SPOILER]
« Last Edit: February 25, 2011, 03:37:39 PM by TheVorpalTribble »
Over hill, over dale, through bush, through briar, over park, over pale, through blood, through fire...

A Dying Ember
(Campaign Setting)

TheVorpalTribble

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Re: A Dying Ember Bestiary
« Reply #13 on: February 21, 2011, 03:38:32 PM »
Monstrous Humanoid

Cricketman
[SPOILER]Small Monstrous Humanoid (psionic)
Hit Dice: 4d8+16 (34 hp)
Initiative: +5
Speed: 30 ft. (6 squares), climb 30 ft., fly 40 ft. (clumsy)
Armor Class: 18 (+3 dex, +2 luck, +2 natural, +1 size), touch 16, flat-footed 15
Base Attack/Grapple: +4/-1
Attack: Slam +8 melee (1d4-1) or sling +8 melee (1d3-1)
Full attack: 4 slams +8 melee (1d4-1) plus bite +6 melee (1d4-2 plus poison) or sling +8 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ki strike, poison, psi-like abilities
Special Qualities: Blacktea, darkvision 60 ft., deadwood dread, glide, jademind, luck of the cricket, natural camouflage, naturally psionic, one with his surroundings
Saves: Fort +8, Ref +7, Will +9
Abilities: Str 8, Dex 17, Con 19, Int 16, Wis 22, Cha 8
Skills: Autohypnosis +17, Climb +7, Concentration +12, Jump +7, Knowledge (nature) +14, Listen +9, Profession (gardener) +13, Spot +9, Survival +15, Swim +7
Feats: Iron Will, Weapon Finesse(B), Up the Walls
Environment: Any mountains
Organization: Solitary or school (3-8 cricketmen)
Challenge Rating: 5
Treasure: Standard
Alignment: Always True Neutral or Neutral Good
Advancement: By character class
Level Adjustment: +5

The cricketman is a hideous looking creature that nevertheless is fascinating to look upon. Its body is alike to that of a giant cricket's, with a light dull green color to an olive so dark as to be almost black. Its carapace, instead of being hard and rigid like a true cricket's, appears merely thick and leathery and possessed of great flexibility. His four long legs are multi-jointed, ending in small grasping talons. The body then rises vertically, spourting four arms, a pair able to touch the ground, and a somewhat thinner pair going up the lean torso. Its arms have two elbos and six fingers with naturally thickened skin covering in the palm.

Whats most disturbing is the nearly human visage upon an extended neck. Its head is very much humanoid, with only an odd triangular pattern of thickened skin going from forehead and down its back. The eyes are small and slanted and completely black with a solemn, serious look. It has no nose, but where it would sprounts two long anntennae that droop nearly to the ground. The mouth is overly large and appears unhinged, with extremely sharp edges for nipping. 

Cricketman are an oddity, but a normally harmless one, living peacably within vast, beautiful gardens in higher elevations, preferably with a nearby waterfall and stream. These gardens are planted by the cricketman and express many things, most so complex or involved or so deeply personal that few non-cricketmen can puzzle it out. A rock here, a bush there, a particular shade of flower, all have some meaning that forms a part of the harmony of the garden. Cricketman tend to remain here for most their lives, walking in deep contemplation or planting and nuturing and gradually expanding their locale.

This period is only interupted by their mating journeys once a century. At this point their wings grow out, allowing them to take flight for one of the few instances in their life. This takes several weeks, allowing them to prepare for their departure. As they fly for their destination their minds slowly weaken and eventually become driven purely by instinct. Hundreds if noth thousands of cricketman then gather in the hidden breeding grounds, sometimes weeks of day and night journeying from their homes. While all are arriving the nearby countryside is stripped of vegetation and the masses brought together. The mating frenzy then starts and lasts for several days. Every cricketman, which are genderless, then lay their eggs within the vegetation. As their reason returns most choose to leave back for their gardens. A few however remain to protect the collective eggs, wrapping them in ceremonial birthing sashes of silk and burying them within the gathered foliage. Those that hatch several years later are almost identical, albeit much smaller, versions of the parent. These that remain choose out the brightest and closest in personality to itself to raise and teach specially. Those who have returned to their gardens must now travel on foot to collect their charges. Though there is much affection between master and pupil, the relationship is much more that of teacher and student. They consider the training of their charges one of their greatest joys, and so despite the treacherous journey required, they are eager to make it. The journey back is slow, for the pupil is not strong, but by the time the garden has been reached most have matured and are now wise to the ways of the world through both experience and teachings. The pupils remain until they are ready to seek out their own garden spot. Blessings are given from the student to the master, verbal and material, such as seeds and tools and other gifts that will aid them once they reach their destination.

Cricketman only rarely associate with other races whom seek out Cricketmen for their knowledge. Occassionally a cricketman will accept a student not of his race, but only if he has no others remaining. Even then this outsider is given tests to see if he is worth the effort.

However, before a cricketman will speak with anyone they must first have tea together. That which is served is rather poisonous to other species, though it is severely watered down for the visiter. The cricketman expects them to share this tea despite its toxicity, and if his visiter is unable to tolerate it or incapable of healing himself, an antidote can be concocted easily by the cricketman. If the visiter refuses to drink the cricketman will refuse to speak with him. No matter how the visiter pleads the cricketman simply ignores him. If however the visiter becomes violent the cricketman will protect himself and his garden if need be.

Cricketmen do not sleep but go into a trance several times day or night for an hour or so at a time. They are pure vegetarians though disdain fruit, instead focusing on the lush leaves of their gardens, many of which would cause severe stomach upset amongst other races.

Cricketmen live, on average, roughly as long an elf. They speak Rrit, their native language, composed of both spoken sylabbles and those from vibrating certain membrances along the edges of their lower bodies. Occassionally another tongue is learned, but it is an uncommon exception. They stand about four feet tall and weigh from 50 to 80 lbs.


Combat
Cricketmen engage in a great many exercises that taxes both body and mind, but despite this they are naturally pacifistic. Only to defend themselves, their students, or their garden, will they resort to combat. They fight intelligently then, attempting to lead their opponent into traps or dangerous terrain while tampering with their sense through their natural mental powers. A cricketman, though no coward, will eventually submit if the alternative would be to die. They prefer to only incapacitate their opponents and drag them far from their lands if possible.

Blacktea (Ex):
From their earliest age a Cricketman is given a tea brewed of bits of the most dangerous plants about. As they age the dosage is increased until they are completely immune to any kind of imbibed poison. They also gain a +2 bonus to ignore the affects of other poison types.

Deadwood Dread (Ex):
A cricketman has an unusual weakness, that of non-living wood. Any exclusively wooden weapon that deals damage to a cricketman sickens him for as many rounds as the damage that was dealt. He may make a fortitude save to resist being sickened (DC equals 5 + damage dealt). Penalties from multiple blows from wooden weapons do not stack, though once the duration is over he may be sickened again. As well, while standing on a deadwood surface, he is sickened for the duration. These penalties stack with that from deadwood damage. Shoes or a mat is enough to negate his sickness from the surface.

A cricketman who is somehow imprisoned in a wooden object, such as as box or cage, is paralyzed.

Glide (Ex):
A cricketman can use its wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. A cricketman glides at a speed of 30 feet (clumsy meuverability). Even if a cricketman's maneuverability improves, he can't hover while gliding. A cricketman can't glide while carrying a medium or heavy load.
 If a cricketman becomes unconscious or helpless while in midair it instinctively manifests its catfall power, though otherwise falls normally.

Jademind (Su):
Cricketmen are strangely difficult to spy upon and gains the benfits of the Escape Detection power as a 10th level manifester. As well, he also gains a +2 bonus on saving throws against spells and effects from the school of enchantment. Lastly, a cricketman is immune to all sleep spells and effects.

Ki Strike (Su): A cricketman's unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.

Luck of the Cricket (Su):
A cricketman is naturally lucky, and has a +2 luck bonus to Armor Class, initiatives, saves, and skill checks. This luck bonus stacks with any other luck bonus it may gain from another source. This bonus extends to any ally within 20 feet of the cricketman.

Natural Camouflage (Ex):
A cricketman gains a +10 bonus to hide checks in forested locales.

Naturally Psionic: A cricketman gains 2 bonus power points.

One With His Surroundings (Ex):
A Cricketman is naturally in tune with his surroundings, wherever he might go, and gains a +6 insight bonus to Climb, Jump, and Swim checks.

Poison (Ex): Bite, initial damage 1d6 Strength, secondary damage unconsciousness, DC 14 + Con modifier. As well, a cricketman may breathe upon an item made of alchemical silver, which immediately turns black and loses its properties.

Psi-like Abilities:
At will/Catfall, Clairvoyant Sense, Sensitivity to Psychic Impressions, Synesthete; 3/day Call to Mind, Body Equilibrium, Psionic True Seeing, Precognition; 1/day Mass Cloud Mind, Remote Viewing. Manifester level 8th. Save DC's are Wisdom based.

-=-=-=-=-=-=-

Ichzzu Tea

Meaning "Respectful Greeting" in the Rrit tongue, it is also known amongst other races as Cricketman's Black, Belly Reaper, and Death's Handshake. Brewed from the toxic foliage of certain ceremonial plants, it is part of the standard greeting ritual of the cricketman from their earliest years. Every morning when master and student meet they share a cup, honoring one another and the rising sun. It is, indeed, a punishment for a master to share none with his student, for it is meaning the master has been dishonored and will speak to him not until he has made amends. Likewise, visitors to a cricketman's garden must have tea before he will entreat with them. Visitors who are unable to tolerate it are quickly given an anti-toxin that negates any ill affects.

The standard daily tea of the cricketman deals 2d6 initial Constitution damage plus nausea for 1 round per point of damage and 1d6 secondary damage. Ingested DC 18.

Visitors are generally given only an extremely weakened version that deals 1 point of initial constitution damage, and 1d4 secondary damage plus nausea for 1 round per point of damage. Ingested DC 14.[/SPOILER]

Qalupalik
[SPOILER]Medium Monstrous Humanoid (aquatic, shapechanger)
Hit Dice: 4d8+12 (30 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 40 ft.
Armor Class: 17 (+2 dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +4/+8
Attack: Bite +8 melee (1d6+4)
Full Attack: Bite +8 melee (1d6+4) and Hidden Claw +5 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, hidden claw, sneak attack 2d6, spell-like abilities
Special Qualities: Amphibious, change shape, darkvision 60 ft., scent, spell resistance 15
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 18, Dex 15, Con 16, Int 12, Wis 14, Cha 8
Skills: Listen +8, Search +7, Spot +9, Swim +6
Feats: Great Fortitude, Power Attack
Environment: Cold Aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 5-10 HD (Medium)
Level Adjustment: +3

In her natural form a Qalupalik appears as very large, humanoid seals, though with the thick grey hair and beard of a very old man. Their human-like eyes are crazed, though alight with considerable intelligence. The flippers are long and thin, appearing almost as arms, with lengthy fingers possessed of minimal webbing. From one of the front webs extends an invisible claw far longer than the others.

Qalupaliks are what becomes of unattentive mothers who allowed their child to go out upon thin ice to fall through and drown. When the mother dies her spirit is reincarnated and comes back to life in a cursed seal form to forever prey upon other ice-walking children and the parents who come running too late to save them.

In in non-human form a Qalupalik weighs around 150 lbs. and is some 6 feet in length. They speak common and sylvan.

Combat
Qalupaliks tend to remain at the water's edge, waiting for her victim to pass over. She then uses her Thaw ability to cause them to fall within where she holds them under till the drown. When the nearby inhabitants have become wary however she will change her shape and infiltrate the village, capturing children and stuffing them within her amoutik.

Change Shape (Su): A Qalupalik can assume the shape of an elderly human or elven woman as a standard action. In humanoid form, a Qalupalik cannot use her natural weapons but can wield weapons and wear armor.

Improved Grab (Ex): To use this ability, a Qalupalik must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to transfer its victim to the Amoutik (see below) on its back.

Hidden Claw (Su): Upon one of the front hands grows a lengthy claw that is naturally invisible as the spell. The Qalupalik gains a +2 bonus on attack checks when making an attack with the invisible claw (which is already included in the statistics above), and a +6 bonus when making sneak attacks or attacks of opportunity. If used against an object, the hidden claw ignores the first 3 points of hardness possessed by the object.

As a standard action a Qalupalik may lift the claw into the wind, which produces an eerie whistle that causes those within 60 feet who hear it to become shaken for 1d4 rounds unless they succeed on a DC 15 Will save. This is a mind-affecting fear effect. The save DC is Consitution-based.

Sneak Attack (Ex): A Qalupalik can deals 2d6 extra damage as a 4th level rogue any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Qalupalik flanks her target.

Spell-like Abilities:
At will - *Ice Skate, *Thaw. Caster level 4th.
* From Frostburn.

Skills: A Qalupalik has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.

-=-=-=-=-=-

Amoutik of the Qalupalik

Upon the back of the Qalupalik is an amoutik, a carrier for children, built out of the bones of their victims and woven together with their hair. It has a slimey feel, and the insides are slick as ice. In the hands of a Qalupalik it acts as a Bag of Holding (Type IV) that is large enough to admit a creature of Small size or smaller. A non-Qalupalik must succeed on a DC 25 Use Magic Device check to make use of the amoutik.[/SPOILER]

Ravenclawe
[SPOILER]Medium Monsterous Humanoid
Hit Dice: 5d8+5 (27 hp)
Initiative: +7
Speed: 30 ft., climb 30 ft.
Armor Class: 18 (+5 natural, +3 dex), touch 13, flat-footed 15
Base Attack/Grapple: +5/+7
Attack: Claw +8 melee (1d4+2)
Full Attack: 2 claws +8 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Murdereress, spell-like abilities
Special Qualities: All-around vision, darkvision 60 ft., flighty, immunity to disease and poison, plucksight, spell resistance 16
Saves: Fort +2, Ref +7, Will +4
Abilities: Str 15, Dex 17, Con 12, Int 16, Wis 10, Cha 15
Skills: Bluff +9, Gather Information +9, Hide +9, Intimidate +10, Knowledge (Local) +9, Listen +4, Move Silently +9, Search +4, Spot +12
Feats: Improved Initiative, Stealthy, Weapon Finesse(B)
Environment: Any urban
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: -

A pale, gaunt woman stands before you, all shriveled flesh, with a hooked beak of a nose. Her eyes are a sharp black with no hint of pupil with a strange mass of scars surroundings the sockets. Despite her seeming age she has thick tresses of a vibrant black shade that nevertheless forms a great tangled mass upon her head which has grown all the way to the ground. Her sleeveless dress of silk shows that hair of the same color and length hangs down from her armpits in a tangle as well. This hair twists and wavers back and forth as the occassional beak or wink momentarily show themselves before burrowing back within.

A ravenclawe, or tower hag as some call her, is a horrific being of urban heights. From her vantage point she has an eye to most of the city, as well as sending out her personal flock to gather information. For this reason many come to buy this knowledge from her, be it politican and lord to thief and assassin, and she is often also paid to be the latter as well. Though she is paid well she enjoys the constant feel of the open air and all her belongings lie about atop the roofs, open to the elements. When finally a bed disentegrates or a table collapses it is replaced and used until it to weathers into dust. She is a hardy soul, able to drink the foul waters trapped within the upper gutters, and eat whatever unrecognizable comestible brought by her loyal avians.

Ravenclawes speak Common, Elven and may speak with and understand the language of crows, ravens, pigeons, vultures and other carrion eating birds. A ravenclawe is about the same height and weight as a female human.

Combat
A ravenclawe is long able to put off her anger for just the right time to strike her enemies, attacking with claw or raven as the situtions requires. She and her feathered friends then share the corpse if possible for their meal.

All-Around Vision (Ex): The birds hidden within the ravenclawe's tresses are continuously pointing out things they notice to their mistress, bestowing a +4 circumstance bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a ravenclawe.

Flighty (Ex): As a standard action a ravenclawe may direct the majority of her crows to grip her hair and take her aloft. She gains a flight speed of 40 feet with good maneuverability. She need not take a move action herself to remain flying, directing them with the slightest thought. If a ravenclawe begins to fall the birds immediately grab her to halt her plummet. These birds are absolutely dominated by her and cannot be manipulated by spells or powers.

Murdereress (Su): A ravenclawe may summon a *murder of crows three times per day as a standard action. A ravenclawe may step within the proximity of her summoned swarm without harm or impedement of any kind.
* Tomb of Magic, p. 87.

Plucksight (Ex): As a standard action a ravenclawe can direct one of her birds to pluck out one of her eyes. She may continue to see through the removed eye for up to 48 hours before it goes blind. The raven holding the eye is controlled completely by the hag and she may change its direction as one would glances from side to side. Unless both eyes plucked are affected simultaneously gaze attacks and blinding do not affect the ravenclawe. A raven can return and reinsert the eye at any time, which immediately regains sight. If the eye is destroyed or has gone blind the hag can regrow a new one in 1d4 hours, while the remaining one, if it still exists, rots away.

Spell-like Abilities:
At Will - Animal Messenger, Invisibility. 3/day Silence. Caster level 5th. Save DC's are Charisma-based.

Skills: A ravenclawe has a +8 racial bonus on climb and spot checks. It can always choose to take 10 on a Climb check, even if distracted or endangered.[/SPOILER]
« Last Edit: February 25, 2011, 03:44:04 PM by TheVorpalTribble »
Over hill, over dale, through bush, through briar, over park, over pale, through blood, through fire...

A Dying Ember
(Campaign Setting)

TheVorpalTribble

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Re: A Dying Ember Bestiary
« Reply #14 on: February 21, 2011, 03:38:48 PM »
Ooze
Death Dew
[SPOILER]A ray of wan sunlight finds its way down through the thick clouds, causing the frozen dew to sparkle upon the thousands of branches within the nearby evergreen forest. As you walk beneath, the dew starts to tremble and then falls, immediately drenching you in what feels like frigid water which begins to burn like fire...

Fine Ooze (cold, swarm, water)
Hit Dice: 21d10 (116 hp)
Initiative: -5
Speed: 5 ft., Climb 5 ft.
Armor Class: 13 (-5 dex, +8 size), flat-footed 18, touch 13
Base Attack/Grapple: +15/-
Space/Reach: 60 ft./0 ft.
Attack: Swarm (1d6 acid plus 1d4 cold)
Full attack: Swarm (1d6 acid plus 1d4 cold)
Special Attacks: Acid, frostbite
Special Qualities: Cold subtype, heatsense, immunity to weapon damage, ooze Traits, tremorsense 60 ft., vulnerability to fire
Saves: Fort +7, Ref +2, Will +2
Abilities: Str 1, Dex 1, Con 10, Int -, Wis 1, Cha 1
Skills: --
Feats: --
Environment: Cold forest or underground
Organization: Swarm, Shower (1-4 swarms), Downpour (5-16)
Challenge Rating: 11
Alignment: Always neutral
Treasure: --
Advancement: --
Level Adjustment: --

Death Dew is a deadly menace wherever they infest, most commonly found clinging to the underside of evergreen branches or cave roofs by the thousands, appearing as harmless, frozen moisture. They themselves are intensely cold, but their substance never completely freezes. Death dew can cover a good acre of trees or line the lengths of tunnels, and once something moves beneath them, they fall and begin to feast. 

Combat:
With their tremsorsense and heat-seeking senses death dew always knows exactly when to fall. When they do they unfreeze quickly and become a sticky acid, clinging to their victim and slowly disolving their flesh. The swarm does 1d6 acid damage and 1d4 cold damage to any creature whose space it occupies at the end of its move.

Acid (Ex):
Death dew secretes a digestive acid that quickly disolves organic material. The swarm does 1d6 acid damage plus 1d4 points of cold damage to any creature whose space it occupies at the end of its move. This acid is quite sticky, and even if the victim makes it out of the swarm he continues to take damage unless he can submerge or throughly wash himself in some liquid or snow. The damage stacks for each round the victim remains within the swarm as he collects more and more of the horrible creatures.
Wooden or leather armor or clothing dissolves and becomes useless within 2d4 rounds. Any exposed wooden weapon also takes 1d4 acid damage per round.

Frostbite (Ex):
Any creature that sustains cold damage from the death dew aquires frostbite.

Heatsense (Ex):
Death dew can sense the warmth of living creatures within 20 feet and can pinpoint their exact location.

Vulnerability to Fire:
Death dew takes half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.
A lit torch swung as an improvised weapon deals 1d4 points of fire damage per hit.
A lit lantern can be used as a thrown weapon, dealing 1d6 points of fire damage to all death dew in squares adjacent to where it breaks.[/SPOILER]

Sea Froth
[SPOILER]Large Ooze (aquatic)
Hit Dice: 5d10+25 (52 hp)
Initiative: -3
Speed: 10 ft. (4 squares), swim 20 ft.
Armor Class: 6 (-3 dex, -1 size), touch 6, flat-footed 9
Base Attack/Grapple: +3/+12
Attack: Slam +3 melee (2d6 acid)
Full attack: Slam +3 melee (2d6 acid)
Space/Reach: 10 ft./10 ft.
Special Attacks: Acid, amphibious, constrict, froth, improved grab
Special Qualities: Blindsight 60 ft., light bodied, ooze traits, split
Saves: Fort +6, Ref -2, Will -4
Abilities: Str 13, Dex 4, Con 21, Int -, Wis 1, Cha 1
Skills: Climb +11, Swim +11
Feats: -
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-19 HD (Large), 20-33 (Huge)
Level Adjustment: --

Sea froth appears as its name implies, a bit of floating foam upon the surf or despoited upon the beach. It bubbly surface has dirty green-yellow tint and smells overly strong of the brine.

Sea froth is a horrible creature for sailing ships to encounter, for all the vestle has to do is pass through the froth to spell their doom. Once the froth is attached it slowly but steadily eats, disolving the wood until a leak has sprung. The sea foam will continue to cling even after the boat has sunk, consuming ship, crew and their cargo with equal satisfaction. It takes quite some time for the entire ship to be eaten (depending on size), some years in fact, but once it is through its sated form by now is truley monsterous. It then raises to the surface to be whisked apart into dozens of individual froths by the waves.

Along with being a menace to ships it is likewise almost certain death to a whale that has no way of remove the brine short of scraping it off against a surface.

Despite its size, sea froth weighs next to nothing and can indeed be lifted up and tossed by a strong wind unless it grips tightly.

Combat:
Sea froth only rarely persues prey because of its slow movement rate, but instead waits for something of appropriate size to pass by and to which the froth sticks.

Acid (Ex): A sea froth secretes a digestive acid that quickly disolves organic material. Any melee hit deals 2d6 acid damage. Armor (if made of organic materials such as bone, leather, or shell) or cloth dissolves and becomes useless immediately unless it succeeds on a DC 17 reflex save. A wooden, bone or shell weapon that strikes a sea froth also dissolves immediately unless it succeeds on a DC 17 reflex save.
 The ooze's acidic touch deals 16 points of damage per round to wooden, bone or shell objects, but the ooze must remain in contact with the object for 1 full round to deal this damage. The save DC's are Constitution-based.

Constrict (Ex):Froth (Ex):
A sea froth with 10 or more hit points can start to bubble and froth and increase its size as a full round action. Its reach and space both increase by five feet. It remains this way for 2d6 rounds or until it is damaged, whichever comes first. If it is hit while frothed, that part suddenly seems to explode into an acidic vapor, deals 5 points of damage to the ooze itself. This vapor smells so horribly that those within 20 feet of the froth must make a DC 17 fortitude save or become nauseated. If the save is made they still remain sickened for as long as they remain within the area and 1d6 rounds aftwards. The save DC is constitution based.

Those within the vapor automatically take 1d6 acid damage and must make a DC 16 fortitude save or contract blinding sickness (see p. 292 of the DMG).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the vapor in 4 rounds. A strong wind (21+ mph) disperses the vapor in 1 round. Otherwise it disperses itself in 1d4 minutes.

Improved Grab (Ex): To use this ability, a sea froth must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. A sea foam is extremely sticky and recieves a +4 bonus on grapple checks, which is already included in the statistics above.

Light Bodied (Ex):
A sea foam is considered a tiny creature for the purpose of determining the effects of strong winds.

Split (Ex):Skills: A sea froth has a +10 racial bonus on swim and climb checks, and can always choose to take a 10 on a climb and swim check even if distracted or endangered.[/SPOILER]

Sea Froth, Frothing Mass
[SPOILER]Gargantuan Ooze (aquatic)
Hit Dice: 22d10+132 (253 hp)
Initiative: -3
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 3 (-3 dex, -4 size), touch 3, flat-footed 3
Base Attack/Grapple: +16/+40
Attack: Slam +20 melee (1d4+4 plus 4d6 acid)
Full attack: Slam +20 melee (1d4+4 plus 4d6 acid)
Space/Reach: 20 ft./20 ft.
Special Attacks: Acid, constrict 1d4+4 plus 4d6 acid, froth, improved grab
Special Qualities: Blindsight 100 ft., light bodied, ooze traits, split
Saves: Fort +13, Ref +4, Will +2
Abilities: Str 19, Dex 4, Con 23, Int -, Wis 1, Cha 1
Skills: Climb +14, Swim +14
Feats: -
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Always neutral
Advancement: 23-34 (Gargantuan), 35-60 (Colossal)
Level Adjustment: --

A frothing mass is as a sea froth but can take up enormous areas of the sea. They tend to be masses grown to a horrible size on some massive meal such as a galleon or whale and have only be recently risen to the surface. Others are a collection of dozens of sea froths that have by chance met and instinctively mingled into one creature.

Combat:
A frothing mass is much like the lesser sea froth in its willingness for creatures to approach it, but some by instinct will persue large move creatures or ships if they happen nearby. They are known to completely envelope small craft when they reach this size.

Acid (Ex): A frothing mass secretes a digestive acid that quickly disolves organic material. Any melee hit deals acid damage. Armor (if made of organic materials such as bone, leather, or shell) or cloth dissolves and becomes useless immediately unless it succeeds on a DC 27 reflex save. A wooden, bone or shell weapon that strikes a sea froth also dissolves immediately unless it succeeds on a DC 27 reflex save. The save DC's are Constitution-based.

The ooze's acidic touch deals 40 points of damage per round to wooden, bone or shell objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex):Engulf (Ex):Froth (Ex):
A frothing mass with 20 or more hit points can start to bubble and froth and increase its size as a full round action. Its reach and space both increase by ten feet. It remains this way for 6d6 rounds or until it is damaged, whichever comes first. If it is hit while frothed, part of it suddenly seems to explode into an acidic vapor, which deals 20 points of damage to the ooze itself. This vapor smells so horribly that those within 40 feet of the froth must make a DC 27 fortitude save or become nauseated. If the save is made they still remain sickened for as long as they remain within the area and 1d6 rounds aftwards. The save DC is constitution based.

Those within the vapor automatically take 2d6 acid damage and must make a DC 27 fortitude save or contract blinding sickness (see p. 292 of the DMG). The save DC is Constitution based.

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the vapor in 4 rounds. A strong wind (21+ mph) disperses the vapor in 1 round. Otherwise it disperses itself in 2d4 minutes.

Improved Grab (Ex): To use this ability, a frothing mass must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. A frothing mass is extremely sticky and recieves a +8 bonus on grapple checks, which is already included in the statistics above.

Light Bodied (Ex):
A frothing mass is considered a medium creature for the purpose of determining the effects of strong winds.

Split (Ex):Skills: A sea froth has a +10 racial bonus on swim and climb checks, and can always choose to take a 10 on a swim check even if distracted or endangered.[/SPOILER]

« Last Edit: February 25, 2011, 03:47:59 PM by TheVorpalTribble »
Over hill, over dale, through bush, through briar, over park, over pale, through blood, through fire...

A Dying Ember
(Campaign Setting)

TheVorpalTribble

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Re: A Dying Ember Bestiary
« Reply #15 on: February 21, 2011, 03:39:05 PM »
Outsider
Hidden Stream
[SPOILER]Colossal Outsider (Extraplanar, Water)
Hit Dice: 31d10+124 (294 hp)
Initiative: +10
Speed: 90 ft., swim 90 ft.
Armor Class: 17 (+6 dex, +9 natural, -8 size), touch 8, flat-footed 11
Base Attack/Grapple: +31/+55
Attack: Rushing Waters
Full attack: Rushing Waters
Space/Reach: 80 ft./60 ft.
Special Attacks: Drink not the water, misleading mists, rushing waters, spell-like abilities
Special Qualities: Blindsight 60 ft., damage reduction 10/-, darkvision 60 ft., elemental traits, flowing form, immunity to acid, electricity, and weapon damage, truley hidden, vulnerability to dessication
Saves: Fort +23, Ref +25, Will +20
Abilities: Str 26, Dex 22, Con 19, Int 10, Wis 16, Cha 11
Skills: Balance +40, Climb +42, Jump +42, Knowledge (nature) +34, Knowledge (the planes) +34, Listen +39, Spot +39, Swim +42
Feats: Ability Focus (misleading mists), Alertness, Combat Expertise, Diehard, Dodge, Great Fortitude, Improved Initiative, Improved Trip, Lightening Reflexes, Mobility, Run
Environment: Plane of Faerie or any forest or mountains
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Usually neutral
Advancement: 32-60 HD (Colossal)
Level Adjustment: -

Hidden streams are wonderous beings that flow through the deadly forests of Faerie. To fey and other beings of Faerie they are normally harmless, but they are a great danger to others. Though generally found only on their home plane they also visit the material plane, sometimes for centuries, but only within the deepest forests or most distant mountains.

They are willing members of the Unseelie Court however, and from time to time are sent to collect mortals. They then wait within the wilds near civilization for woodsman or mountaineers who are surprised to find a stream where none were to be found before.

Pure waters composed of morning dew and the perfumed rains of Faerie mixed in with the intense underlying magics of the plane, hidden streams appear as anything from a narrow creek to a gushing brook, though whererever they flow the greenery about them flourishes. They are particularly fond of steep, rocky forests where they may cascade down over and over as they loop in on themselves.

Hidden streams understands Fey, but can only speak it to those immersed in its substance.

Combat
Hidden Streams on the prowl stealthily follow a potential victim, shooting ahead to scout before coming back, repeating until the victim nears an ideal site. It then begins to produce its mists and allows itself to be heard and seen. Forming into crystal pools, and growing thick carpets of mosses and ferns about itself, it lulls the victim into complacency. If the victim drinks of it, or attempts to wade it, it springs into action.

Crooked Path (Ex):
When a hidden stream uses the run action it may make three turns of up to 90 degrees during its movement.
 
Drink Not the Water (Sp):
Though it appears as water, and tastes and smells like water, a hidden stream is not, strictly speaking, water. Water breathing creatures within its substance do not gain any benefit from its inhalation and can drown as easily as an air breather. Those who drink of a hidden stream's substance, or begin to drown within it, must make DC 29 will save or be affected as by the Dominate spell for 1d6 hours. Those who make the save are still nauseated for 1 round. The save DC is fortitude based.

Fey who drinks of its substance however are not affected, finding it immensely refreshing. As well, aquatic fey may breathe while submerged within it.

Flowing Form (Ex):
A hidden stream has the traits of an elemental. As well, it may occupy the same space as creatures up to one size category smaller than itself. A hidden stream cannot be bound, bull-rushed, grappled, or tripped.

Misleading Mists (Su):
A hidden stream can cause a dense mist to form over the course of 2d6 rounds at will. This functions as Fog Cloud, except that it extends forty feet in all directions of the stream. Those within must make a DC 27 Will save to keep from losing their sense of direction every minute they remain within the fog. If the saved is failed they meander blindly through the mists, though must remain within its boundaries unless personally directed or pulled out by one not affected. This is a mind-affecting effect. Natural or supernatural senses and special abilities that allows one to intuit direction are overpowered by these mists unless the victim possesses higher hit dice than the stream. The save DC is Charisma based.   

Rushing Waters (Ex):
Though a hidden stream is normally very gentle to begin with, it can suddenly increase its velocity. Those who occupy the same space as the stream at the end of its round must make an opposed strength check as a Trip attack (the hidden stream gains a +4 bonus to its check thanks to its Improved Trip feat). If the victim looses the check he is swept off his feet and take 1d6 points of nonlethal damage a round. Even if they make the save they must succeed on an additional DC 20 Reflex check if they wish to move that round. If they fail they are likewise carried off. Even if the victim remains unmoving, they must make another check each round. Those who are swept away risk going under unless they succeed on a DC 20 swim every round.

Those who drown within a hidden stream do not die, but instead going into a state of suspended animation. Once the stream has collected as many as it wants it uses its planeshift ability to return to the plane of faerie with its new catch.

Spell-like abilities:
At will/Find the Path, Plant Growth. 1/day Planeshift. Caster level 30.

Truley Hidden (Su): A hidden stream cannot be seen if it so wills, normally remaining invisible as the spell until it uses its misleading mists ability. It then allows itself to be seen, hoping its mislead victim will try to quench its thirst with its substance.

Nor can it be heard unless it wishes to be, able to control the volume of its passage. It often remains in place and gradually increases its noise as it or its opponent draws near. At all times its substance is easily felt however, feeling as cold, running water.

Vulnerability to Dessication:
A hidden stream takes half again as much (+50%) damage as normal from dessication spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Skills: A hidden stream can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, though need not swim in a straight line.[/SPOILER]

Lady Blackscuttle
[SPOILER]Medium Outsider (native)
Hit Dice: 6d8+36 (63 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 17 (+2 dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +6/+7
Attack: Switch +9 melee (1d4+1 plus 1d6 fire)
Full Attack: Switch +9 melee (1d4+1 plus 1d6 fire)
Space/Reach:5 ft./5 ft.
Special Attacks: Cast away the chill, spell-like abilities, switch
Special Qualities: Ashes to ashes, coalbody, coal scuttle, damage reduction 5/evil, darkvision 60 ft., immunity to cold and fire, low-light vision, snow walk, tongues
Saves: Fort +11, Ref +7, Will +10
Abilities: Str 12, Dex 14, Con 23, Int 12, Wis 21, Cha 19
Skills: Diplomacy +13, Heal +16, Hide +11, Knowledge (local) +10, Listen +14, Search +10, Spot +14, Survival +16
Feats: Combat Expertise, Improved Disarm, Self-Sufficient
Environment: Any cold land
Organization: Solitary
Challenge Rating: 7
Treasure: 1d4 hearthstones and switch
Alignment: Always neutral good
Advancement: 6-19 HD (Medium)
Level Adjustment: -

Lady Blackscuttle appears as a beautiful but rather elderly woman with bright, kind black eyes and long dark-grey hair usually bound up in a thick bun. She appears to be dressed in a simple black dress and shawl, though this outfit is actually a part of her body. She is almost always to be found carrying a rusty, soot-stained coal scuttle with a slim piece of wood sticking out from the glowing hot coals within.

The Lady Blackscuttle are angelic beings that attempt to bring comfort to those during the winter months. They are formed from the smoke and ash that rises from the last desperate log or piece of coal of a freezing family. The powers of the higher planes infuses the dust, forming an incarnation of compassion and hope.

They are constantly seeking out the cold and hungry, and will spend as long as is needed to wean them back to health, usually leaving them with the gift of a hearthstone to heat their dwellings or merely be worn on their person. The woman will then disapear up the flu or out through a crack and float upon the winds until coming upon another that they may aid. 

Lady blackscuttle stands a few inches above five foot though weighs only around 20 lbs. She speaks using her Tongues ability.
 
Combat
Lady Blackscuttle great dislikes fighting, her life being dedicated to healing, but she will angrily defend children and the weak, applying her switch ferociously. Otherwise she merely puffs into a cloud of soot to escape.

Ashes to Ashes (Su): Lady Blackscuttle may disipate at will into a foggy cloud of ash that acts as a Gaseous Form spell.
As well, if she dies she immediately crumbles away into soot and floats away on the breeze. Unless having died in an unhallowed area she will return back to life the following year. A limited wish, wish and similiar spells can permanently kill her.

Cast Away The Chill (Ex): Lady Blackscuttle may turn or destroy cold creatures as a good cleric turns undead. She can also rebuke or command fire creatures as an evil cleric rebukes undead. She may do this a number of times per day equal to twice her Charisma modifier.

Coalbody (Ex): Lady Blackscuttle is not subject to critical hits and is immune to bleeding, such as from a Wounding weapon. She is also immune to poison and disease.

Coal Scuttle (Su): Lady Blackscuttle may produce up to four hearthstones a week within a coal scuttle she's wielded for at least that time period.

Snow Walk (Ex): Lady Blackscuttle may move overtop snow without falling through or leaving a trace of her passing as the Snow Walk spell.

Spell-like Abilities:
At will - Create Food and Water, Detect Poison, Purify Food and Drink, *Thaw. 3/day - **Estanna's Stew, *Evergreen, **Heart's Ease. Caster level 10th.

* Found in Frostburn
** Found in the Book of Exalted Deeds.   

Switch: A Lady Blackscuttle's switch acts as a +1 flaming club. It deals both bludgeoning and slashing damage. She uses her dexterity modifier when using this switch as if possessing the Weapon Finesse feat.

Tongues (Su): Lady Blackscuttle can speak with any creature that has a language, as though using a tongues spell (caster level equal to Hit Dice). This ability is always active.

-=-=-=-=-=-=-

Hearthstone

This appears as a large charcoal nugget red-hot with eternal heat. The heat from a single nugget produces enough heat to warm an area out to 60 feet. This heat is uniform, being as warm at the source as the edge.  As well, all non-magical snow or ice within 100 feet of a nugget instantly thaws. A nugget in contact with non-living, flamable substances automatically ignites the material even if soaking wet, though only if it is done so in the spirit of providing needed warmth. The hearthstone will not start fires intended for malicious purposes. Attempts to light a fire with the coal underwater automatically fails.

The hearthstone itself is only very warm to the touch and will not burn flesh, though any fires that are lit from it are normal flames in all ways. Its internal fire cannot be put out, even by immersion in water or magic, unless the coal is destroyed. It possesses two hit points and has a hardness of 5.[/SPOILER]

Dark Bedfellow
[SPOILER]
Medium Outsider (extraplanar)
Hit Dice: 5d8+10 (32 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 18 (+3 dex, +5 natural)
Base Attack/Grapple: +5/+7
Attack: Bite +8 melee (1d8+2) or Slam +8 melee (1d6+2)
Full Attack: Bite +8 melee (1d8+2) and 2 slams +3 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Duskmusk, half-asleep, spell-like abilities
Special Qualities: Darkvision 120 ft., low-light vision, silent as shadow
Saves: Fort +6, Ref +7, Will +6
Abilities: Str 14, Dex 16, Con 15, Int 17, Wis 11, Cha 19
Skills: Bluff +12, Diplomacy +12, Disguise +12, Escape Artist +11, Hide +11, Intimidate +12, Listen +8, Move Silently +11, Perform (oratory) +12, Search +11, Spot +8
Feats: Iron Will, Run, Weapon Finesse(B)
Environment: Plane of Shadow
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Often True Neutral
Advancement: By character level
Level Adjustment: +2

In their natural form Dark Bedfellows appear as tall, slim humanoids covered in a thin layer of chitinous scales. These scales are arranged in curious patterns which blur every few moments with a slight billowing of dark mist to reform in a completely new design. The head is large and tear-drop shaped with a single enormous eye set in the middle. A toothy maw directly below it takes up the rest of the face, leaving no room for nose or ears. Behind the head hangs a fleshy cowl that drapes the shoulders. Their lean, athletic legs end in a pool of shifting shadows that grasps and melds with the surrounding darkness.

When a loved one has died or is far away their mates sleep uncomfortably. In the shadows of night as they toss and turn they may call out in the darkness... and sometimes it is answered. Dark bedfellows live on the edges of the plane of shadow that resonates psychically with dreaming beings, waiting for someone to curse or cry out in the darkness. They then appear beside their summoner, allowing them to reach out and gain comfort from them. These beings then slowly seduce the mate in the night by kind words and playing upon their emotional confusion until they have won their hearts and are willing to be whisked away into the dark to spend their lives with their dusky lover. If their efforts are resisted they grow angered and begin to terrorize the being until they are so cowed that they lose their objectivity and begin to truly think they love the creature.

They often have an aristocratic air, their words generally soft spoken and their actions gentle. They are easily insulted however and become overbearing and abusive to those that do not show the respect they feel is deserved.

Darkfellows weigh some 150 lbs. and tend to be around six and a half feet in height. They speak common and undercommon plus 3 additional languages that vary from individual to individual.

Combat
Dark bedfellows, though strong in combat, prefer to remain aloof from violence. They tend to use their peculiar pheromones to daze and blind while they sneak off. If forced or greatly insulted though they leap forward to tear and pummel.

Duskmusk (Ex): Three times per day a Dark Bedfellow may increase the potency of their strangely pleasant, though choking musky scent in an invisible cloud out to twenty feet that lasts for 1 round + Con mod. Those who breathe in this cloud find their sight fading and must succeed on a DC 14 fortitude save or become Blinded for 1d4 minutes. Creatures with the Scent ability take a -4 penalty on their save. The save DC is Constitution-based.

Half Asleep (Su): The scent of a Dark Bedfellow causes those nearby to sink into a comfortable, partially unconscious state. Those within 5 feet of the Dark Bedfellow must succeed on a DC 16 will save or become Dazed for as long as they are within range. Each time the victim sustains damage they may make another save to awake. Those who make the save remain unaffected until they are exposed to it for a second time. While Dazed the victims may perceive the Dark Bedfellow as their departed loved one and regard everything they do or say in the best possible light as if under the Charm spell. This is a mind-affecting effect. The save DC is Charisma-based.

Silent As A Shadow (Ex): Shadows seem to deaden the sounds of the Dark Bedfellow's movements. In areas of dim illumination they gain a +4 insight bonus on move silently checks, and in areas of complete darkness or deep shadow their movements are completely silenced. In complete darkness they may also walk straight up walls and across ceilings as the Spider Climb spell.

Spell-like Abilities: At will - Detect Thought, Disguise Self; 1/day - Shadow Walk. Caster level 5th. The save DC is Charisma-based.[/SPOILER]

« Last Edit: February 25, 2011, 04:02:54 PM by TheVorpalTribble »
Over hill, over dale, through bush, through briar, over park, over pale, through blood, through fire...

A Dying Ember
(Campaign Setting)

TheVorpalTribble

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Re: A Dying Ember Bestiary
« Reply #16 on: February 21, 2011, 03:39:30 PM »
Plants
Arcadian Holly
[SPOILER]Huge Plant (good, extraplanar)
Hit Dice: 9d8+54 (94 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 22 (+14 natural, -2 size) , touch 8, flat-footed 22
Base Attack/Grapple: +6/+24
Attack: Thorny Bough +14 melee (2d6+10 plus touch of golden ice)
Full attack: 4 thorny boughs +14 melee (2d6+10 plus touch of golden ice)
Space/Reach: 15 ft./15 ft.
Special Attacks: Reprimand the wild, spell-like abilities, touch of golden ice
Special Qualities: All-around vision, damage reduction 10/evil and slashing, hallowed haven, immunity to electricity, low-light vision, plant traits, resistance to cold 10, spell resistance 24
Saves: Fort +14, Ref +3, Will +7
Abilities: Str 30, Dex 11, Con 23, Int 5, Wis 18, Cha 9
Skills: Disguise +19, Spot +10, Survival +10
Feats: Great Fortitude, Snatch, Subduing Strike, Track
Environment: Any cold land
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always neutral good
Advancement: 10-18 HD (Huge)
Level Adjustment: --

Arcadian holly appears as a very large, exceedingly beautiful holly tree with smooth bark, and green branches. These branches are always covered in clusters of tiny white flowers amidst waxy leaves with sharp points. The trunk splits off into half a dozen large root clusters which normally is buried within the ground or snow, but when it wishes the holly can stand upon them and move at a very respectable pace. Four of the thicker branches in equal spaces around its trunk are incredibly flexible and end in many supple branches that it may use as hands, though all its branches are capable of at least partial movement. Few would notice but here and there single berries grow at the end of these branches, which possess tiny pupils through which the holly sees the world.

Arcadian holly, as their name suggests, hail from the garden-like paradise of Arcadia. From its colder regions hollies of awing size and beauty grow, their leaves gathered as charms and their berries for medicines. The first arcadian hollies came to the material realm in the form as a gift of blessed berries. They were given to a nature-loving traveler to the plane. He planted the berries upon his return home and found to his astonishment that upon reaching the size of saplings they brought out their roots from the ground and began to walk about. They aided him and others with their gardens and farms until they reached their full growth. They then parted ways and went into the wilds, aiding those they ran across and many taking to guarding special untamed areas.

To help the hungry or injured an arcadian holly allows a cluster of blooms to come to fruition, which have the properties of goodberries. Out of each cluster the holly produces is one berry that is tough and unchewable. If planted or even tossed to the ground it will soon take root and eventually another arcadian holly will grow with the instinctual wisdom and knowledge of their parent.

Arcadian holly stand about 35 feet tall, with a 'trunk' about 4 feet in diameter. They can understand celestial, common and sylvan but are unable to speak any language but crude signing that others of their kind comprehend.

Combat
Arcadian holly rarely attacks, instead attempting to remain as still and silent as possible. If forced to fight it will try to do as little damage as possible, snatching up its opponent and flinging him away. If genuinely fighting for its life or the life of another however it will wade in, pummeling with its strong branches.

An arcadian holly's thorny bough attacks deal bludgeoning and slashing damage and are treated as good-aligned for the purpose of overcoming damage reduction.

Hallowed Haven (Sp):
All ground within a 10 foot radius of an arcadian holly is considered hallowed as the spell with a permanent magic circle against evil affect. As well, any creature within this radius cannot be struck by lightning or any electricity-based spells or powers, and is considered under the affects of a delay poison spell.

Reprimand the Wild (Su):
An arcadian holly can make a touch attack against any animal. If successful the beast is affected as if from the Calm Animals spell. Animal companions and familiars are also affected, though can make a DC 18 will save to resist this affect. The save DC is Wisdom-based.

Spell-like abilities: Caster level 12th. Save DC's are Charisma-based.
At will - Bless, Detect Evil, Remove Curse
3/day - Goodberry
1/day Find the Path, Overgrowth (enrichment only), Hallow.

Touch of Golden Ice (Su):
Evil creatures subjected to an Arcadian Holly's touch feel cold spread throughout their bodies. This results in the ravaged creature taking an initial 1d6 dexterity damage, and 2d6 secondary dexterity damage unless they succeed on a DC 18 fortitude save. An evil elemental or evil undead takes an extra point of damage, and an evil outsider or an evil cleric of an evil deity takes an extra 2 points of damage. The save DC is Wisdom-based.

Skills:
An arcadian holly gains a +20 bonus on disguise checks to appear as a normal holly which is opposed by a Survival or Knowledge (Nature) check instead of Spot.[/SPOILER]

Blizzard Willow
[SPOILER]Colossal Plant (cold, incorporeal)
Hit Dice: 33d8+198 (347 hp)
Initiative: +0
Speed: 40 ft. (8 squares), Fly 60 ft. (12 squares)(perfect)
Armor Class: 4 (+2 deflection, -8 size), touch 4, flat-footed 4
Base Attack/Grapple: +24/-
Attack: Swarm (4d6 cold)
Full attack: Swarm (4d6 cold)
Space/Reach: 30 ft./30 ft.
Special Attacks: --
Special Qualities: Heat sense, immunity to cold, incorporeal traits, low-light vision, plant traits, vulnerability to fire, whiteout, whitesight
Saves: Fort +24, Ref +10, Will +13
Abilities: Str -, Dex 11, Con 22, Int -, Wis 17, Cha 14
Skills: --
Feats: --
Environment: Any cold land
Organization: Solitary
Challenge Rating: 19
Treasure: Blizzard Willow Nectar
Alignment: Always neutral
Advancement: 33-68 HD (colossal)
Level Adjustment: --

The only thing one normally sees when they meet with this enigmatic plant is a great cloud of suspended, scintillating snowflakes that wafts in on a sudden gust of wind.

Seen as a whole however it is as a massive tree with a tall, stately trunk that seems crafted from the wind itself. From this ghostly form a spread of innumberable slender branches foutain out and droop to the ground. These are covered in seemingly delicate leaves and and occassional flowers that could have been carved from an artisan of faerie. From the bottom of the trunk spreads out a collection of thick, hairy roots that spread and grope like the tentacles of some crystaline jellyfish when it rises into the air.

Blizzard willows are grandly beautiful flora living within the deepest of artic climes. They may simply lie still for years and then without warning leap off into the air. Spirit animals in the shape of birds often roost within it.

Some say the blizzard willow originated from the Plane of Cold, passing unsuspecting through rare portals or transported by plane-wandering druids.

Combat
A blizzard willow is often attracted to signs of warmth for inexplicable reasons and will merely move overtop of anything from hunting parties to small villages, freezing the area solid. It is considered a swarm for purposes of attacking and deals 4d6 cold damage to any creature whose space it occupies at the end of its move.

Heatsense (Ex):
A blizzard willow can detect the presence of heat. Creatures that radiate heat illuminate an area comparable to a flame of the same size as the creature (see chart below). While within a sunlit area (even one that is overcast) a blizzard willow gains blindsight out to 120 feet.

Code: [Select]
Level Size    Example
1   Fine    Tindertwig
2   Dimunitive Torch
3   Tiny    Small Campfire
4   Small    Large Campfire
5   Medium   Forge
6   Large    Bonfire
7   Huge    Burning Sack
8   Gargantuan Burning Tavern
9   Colossal  Burning Inn
10   Vast    Small Field, Forest or Village

Incorporeal Traits:
Blizzard willows are harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against it. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn't wish to be.

Vulnerability to Fire:
A blizzard willow takes half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Whiteout (Ex):
The blizzard willow's frosty foliage is so thick that it grants the creature, and anyone within its space, complete concealment (50% miss-chance). Though it is difficult to see the blizzard willow because of its misty haze, the foliage itself is visible, provided that the area has sufficient light to by which to see it.

Whitesight (Ex):
A blizzard willow is immune to snow glare and can see normally in whiteout conditions.

-=-=-=-=-=-

Blizzard Willow Nectar

Only another incorporeal creatures or magical apparatus with the ghost-touch quality can harvest and extract the oil of the blossoms of the Blizzard Willow. It must then be kept in a force affect or mixed with ghost oil. If blizzard willow nectar comes into contact with normal ice or snow the frost itself becomes incorporeal. It takes on a thin, misty look but otherwise seems normal until it is touched. A single dose is enough to convert a five foot square.

The nectar must be kept in temperatures below freezing or it loses its properties. If the willow is killed before the nectar can be extracted the flowers retain their potency for 1d6 minutes.

Extracting the oil requires a DC 28 Craft (alchemy) or Knowledge (nature) check. One dose (vial) costs 60 gp.[/SPOILER]

Cranny Creeper
[SPOILER]Medium Plant (psionic)
Hit Dice: 5d8+10 (32 hp)
Initiative: +3
Speed: 40 ft. (6 squares), climb 40 ft.
Armor Class: 13 (+3 dex), touch 13, flat-footed 10
Base Attack/Grapple: +3/+4
Attack: Slam +6 melee (1d4+1)
Full Attack: Slam +6 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like abilities, psychosis,
Special Qualities: Absorbtion, blindsight 60 ft., immunity to fear, ooze traits, plant traits, split, tremorsense 40 ft.
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 13, Dex 16, Con 14, Int 3, Wis 14, Cha 10
Skills: Knowledge (local) +8, Move Silently +11
Feats: Ability Focus (aversion), Lightening Reflexes, Weapon Finesse(B)
Environment: Any non-aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually true neutral
Advancement: 6-10 HD (Medium), 11-23 HD (Large)
Level Adjustment: -

The cranny creeper appears as a mass of frothy mud that seems to bubble up out of the nearby surface. Its movements are swift and somewhat surreal, squeezing in and out of every nook around like a dozen different creatures all at once. It has the rank, musty smell of rot and old wood.

Though distinctly ooze-like in appearance, the cranny creeper is actually a type of fungus known to originally been found growing upon the remains of the dead, most often those murdered. Within cities and other areas of large populations of sentient creatures it evolved to its present form.

Already possessing faint empathic proclivities this creature not only fed upon the remains, but also upon the psychic residue left by intensely strong emotions. Not satisfied with mere scavenging, it developed the ability to invoke these sensations in others. It will thus terrify families for days, or even weeks, preying upon their emotions.

Combat
A cranny creeper tends to fill its victim with fear from within a nearby wall or floor, and giving chase if they move out of its range. It prefers households of past murderers or pain, any strong negative emotions, and will continue to feed upon the terrified inhabitants. Every now and again it will frighten a victim to death and drag its corpse away to physically feed upon.

Absorbtion (Ex): A cranny creeper can move through and along surfaces made of organic substances at will, such as wood, bone, and leather. It may pass from floor to wall or wall to floor, or even wall to ceiling and vice versa, freely, as long as they are made of these substances. Moving through a substance takes a full-round action. The cranny creeper's psychosis ability can be used while it is absorbed.

Between the Lines (Ex): A cranny creeper can squeeze through all but the tiniest spaces as if it was under the affects of a Gaseous Form spell.

Psi-like Abilities:
At Will - Empathy, Sensitivity To Psychic Impressions. 3/day - Aversion (DC 14). Manifester level 5th. The save DC is Charisma-based.

Psychosis (Su): A cranny creeper can attempt to cause any living creature within 20 feet with an intelligence score of 3 or higher to experience horrifying phantasms. They must succeed on a DC 16 will save or become Frightened as nightmarish scenes begin to unfold. This condition lasts for as long as the cranny creeper is in range. If moved beyond this range they are still shaken for 24 hours. A target that makes the save is immune to the psychosis for the duration of the encounter.

While its victim is Frightened a cranny creeper can make itself appear as some horrible being or object in its space, so that when the creeper attacks its victim thinks the apparition is the attacker. The cranny creeper is immune to damage from attacks, the victim attacking the apparition instead, though area effects affect the creeper as normal.

Once per day the cranny creeper may attempt to frighten a victim to death at the same DC above. This acts as the Crises of Life power, though on a failed save the victim only sustains 5d6 points of damage.

This is a mind-affecting fear effect. The save DC is Charisma-based and includes a +6 racial bonus.

Silence the Echoes: In locations where a cranny creeper has been, or objects touched by it, all psychic residue is ingested by the cranny creeper. Such abilities as Sensitivity to Psychic Impressions and Object Reading are useless as there is nothing left to sense.

Split (Ex):Skills: A cranny creeper has a +8 racial bonus on Knowledge (local) checks.[/SPOILER]

Dewmoss
[SPOILER]Large Plant
Hit Dice: 7d8+28 (59 hp)
Initiative: +6
Speed: 30 ft. (6 squares), climb 30 ft., swim 30 ft.
Armor Class: 19 (+2 dex, +8 natural, -1 size), touch 11, flat-footed 17
Base Attack/Grapple: +5/+13
Attack: Tentacle +8 melee (1d6+4 plus vendew)
Full attack: 4 tentacles +8 melee (1d6+4 plus vendew)
Space/Reach: 10 ft./20 ft.
Special Attacks: Blood drain, constrict, improved grab, trample, vendew
Special Qualities: Glide, low-light vision, moss mimickery, plant traits, resistance to acid and cold 10, tenacious
Saves: Fort +9, Ref +4, Will +0
Abilities: Str 18, Dex 15, Con 19, Int 1, Wis 6, Cha 1
Skills: Climb +17, Spot +6, Swim +8
Feats: Improved Initiative, Improved Overrun, Lightening Reflexes
Environment: Any forest or mountains
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 8-17 HD (Large), 18-29 HD (Huge)
Level Adjustment: -

Dewmoss is a great menace bred into being by a small group of druids who were not, strictly speaking, sane. For this moss was intended only to be used in areas of dying woodland where unnaturally long and chilly winters had begun to kill off the plants. The moss would literally climb and eventually grow over every square inch of the trees, forming a symbiotic relationship by acting as its foliage. Gathering the weak arctic sun, they would feed the tree, and the tree in turn would provide it with plenty of water from below. For this moss not only fed it, but also introduced a special substance that kept the tree from ever freezing. These trees could live on almost solid ice without death.

Dewmoss loves moisture and is most often found clinging to sides of waterfalls, or along rocky rapids and rivers, preferably in heavily glaciated areas. Here they are comparatively harmless, grabbing fish or creatures that come to drink. However, if forests grow very near these locales the true danger of the dewmoss becomes apparent as it find an appropriate trunks and begins to bond.

A forest produces only several mobile dewmoss a year. As one they 'bloom', releasing thousands of tiny spores that are capable of limited flight. These spores release a pheremone that attracts other spores. The spores cling to one another, and once enough have formed their weight causes them to flutter to the ground. The scent is magnified ten fold as more and more form until nearly every spore in the area has become as one. Individual spores that do not join eventually die. The result is a great slimy mess that quickly bonds together and forms a protective coat. Within a week it has matured into a mobile dewmoss.

Dewmoss appears as a huge, irregular clump of lumpy moss with pin-thin tendrils sprouting out several feet and glistening with poisonous dew. Furry green and yellow fin-like protrusions and tentacles branch out all along the sides of the mass. On its underside are innumberable cilia covered in hooks which gives it its mobility on land, and its ability to climb.

Combat:
Dewmoss are infintely patient hunters, draping down tree trunks or moist mountainsides, waiting for a creature of sufficient size to pass by. It then drops down and attempts to wrap around its victim and drain it dry.

Blood Drain (Ex): A dewmoss drains blood when it constricts, dealing 1d4 points of Constitution damage. It attempts to remain attached as long as possible, draining all the mineral rich fluids from its foe. When reduced to a constitution of 0 the victim dies.

Constrict (Ex): A dewmoss deals 1d8+6 points of damage with a successful grapple check.

Glide (Ex):
A dewmoss can spread itself extremely thin, effecitvely increasing its size by one level for the purpose of its size modifier to AC. However, this allows it to catch the wind and glide, negating any damage from a fall of any height and allowing travel 20 feet horizontally for every 5 feet of descent. A dewmoss glides at a speed of 50 feet (poor maneuverability). A dewmoss may not attack while gliding.

Improved Grab (Ex): To use this ability, a dewmoss must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Moss Mimickery (Ex):
A dewmoss in its waiting or docile position appears as only an abnormally large ammount of moss. A DC 15 Knowledge (nature) check reveals it to be something other than what it appears.

Vendew (Ex):
The mere touch of dewmoss injects dozens of tendrils filled with a horribly irritating poison. The victim must succeed on a DC 17 fortitude save or take 1d6 points of dexterity damage as the wounds swell and go numb. Dexterity damage from multiple stings stack. If the first save fails they must make a second save a minute later or become paralyzed.
Where the swelling spreads the skin grows hot and red, and an intense aching itch begins. The victim takes a -2 penalty on attack rolls, saves, and skills checks. If he tries to cast a spell he must must make a Concentration check (DC 15 + spell level) or lose the spell. These penalties do not stack if multiply stung, though last until the poison is nulled or it runs its course. The save DC is Constitution based.

Tenacious (Ex):
A dewmoss's underside is covered with thousands of tiny hooks. When climbing any surface with the hardness of stone or softer it digs these hooks directly into the substance. This allows it to move across walls and even ceilings as if it was under the effects of a Spider Climb spell. It ignores penalties imposed by slippery conditions, even those caused by a Grease spell, and cannot be tripped. It also gains a +4 bonus to resist bull rush attacks.

A dewmoss may attack while clinging and in all ways treats a wall or ceiling as a floor without penalty.

Trample (Ex):
If a demoss performs a successful overrun attack it deals 1d6+4 damage as the gripping hooks beneath tear into the flesh of its victim.

Skills: Dewmoss have a +8 racial bonus on Spot and Climb checks and can always choose to take 20 on Climb checks, even if rushed or threatened.[/SPOILER]

Indigo Rose
[SPOILER]

This large, dense thicket is so intertwined that the mass is nearly solid. Despite the time of year beautiful, enormous roses of a purplish-blue hue blossom, releasing a captivating scent...

Huge Plant
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 0 ft.
Armor Class: 20 (+4 deflection, +2 dex, +6 natural, -2 size), touch 14, flat-footed 18
Base Attack/Grapple: +4/+20
Attack: Brambles
Full Attack: Brambles
Space/Reach: 15 ft./-
Special Attacks: Brambles, constrict, essence of indigo, improved grab
Special Qualities: Blindsight 120 ft., fey, plant traits, scent, whispering wind
Saves: Fort +7, Ref +4, Will +5
Abilities: Str 26, Dex 15, Con 17, Int 10, Wis 16, Cha 18
Skills: Listen +12, Sense Motive +12
Feats: Deflect Arrows, Great Fortitude, Snatch Arrows
Environment: Any land
Organization: Solitary or Coven (1 indigo rose thicket plus 3-20 indigo beauties)
Challenge Rating: 7
Treasure: None
Alignment: Often chaotic good
Advancement: 7-19 HD (Huge), 20-36 HD (Gargantuan), 37-52 HD (Colossal)
Level Adjustment: -

An indigo rose is most often found within isolated gardens, as they sense their time growing near and alert their sisters who prepare them a place to flourish. However, in the course of their dangerous life they may die in less ideal locales, though they seem to have no difficulty cracking through the stone of street and wall for the soil below.

This existence brings to them a wisdom and understanding of the life around them that they impart to the indigo beauties they attract. A ceremony is performed to bring new beauties within the sisterhood, whereupon the souls of the rose and the initiate bond at a primal level. The initiate crawls through the thicket to the middle, sustaining horrible lacerations down their back from the cruel thorns. The trance however is of a depth to numb them to all pain. Mins and body are changed as the supernatural scent infuses their system. As they are released the cuts heal, leaving only the faintiest criss-crossing of tiny scars. A drowsiness soon takes the initiate, causing them to sleep through a full day and night. Upon awakening the transformation has been completed.

Indigo roses know any languages they did in their previous life, though cannot speak except through their whispering winds.

Combat
An indigo rose is only mobile within the reach of its thorns, and as such is often vulnerable to those otuside their reach. In such occassions they send forth numerous messages upon the wind to call for aid amongst the indigo beauties.

Brambles (Ex):Constrict (Ex): An indigo rose deals 4d6+8 points of damage with a successful grapple check. This damage is not negated by armor as mentioned in Brambles.

Essence of Indigo (Su): An indigo rose may choose to open its blossoms, releasing a cloud of perfumed spores 5 feet wide and 10 feet high. Females that breathe in this cloud are unaffected unless exposed for an hour. If humanoid, the woman gains the Indigo Beauty template above. Male beings of any kind however must succeed on a DC 16 fortitude save or become Dominated for 24 hours. Those that make the save cannot be affected against for 24 hours. The save DC is Constitution-based.

Fey (Ex): An indigo rose cannot be identified as a fey by any spells or powers. However, for all effects related to type, an indigo rose is considered a fey. It is thus unaffected by spells that affect plants.

Improved Grab (Ex): To use this ability, an indigo rose must have its opponent within its space. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
 
Whispering Wind (Sp): An indigo rose may use whispering wind as the spell at will. If sending a message to an indigo beauty the wind goes straight to the individual instead of to an area even if the indigo rose has no knowledge of the location. This is still limited by range. Caster level 10th.[/SPOILER]

« Last Edit: February 25, 2011, 04:24:22 PM by TheVorpalTribble »
Over hill, over dale, through bush, through briar, over park, over pale, through blood, through fire...

A Dying Ember
(Campaign Setting)

TheVorpalTribble

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Re: A Dying Ember Bestiary
« Reply #17 on: February 21, 2011, 03:39:51 PM »
Plants continued...

Myconid, Deathcap
[SPOILER]


A deathcap is a very distant relation to the standard myconid, living within the deepest, darkest forests where little light enters through the thick, intertwined boughs above. They are often found upon the bark of the great trees though tend to remain upon the damp, mulchy ground in great colonies. The denizens of this eternal twilight share little in common with their subterranean brethren, being filled with a malice and hatred towards nearly all other creatures.

They appear more as toadstools than mushrooms, with lumpy warts covering their forms, but in most ways resemble standard myconids. Their skins are also incredibly tough and fibrous, absorbing the woody strength of the trees about them. They tend towards unhealthy shades of blacks and murky greens, though when they wish the deathcap glows with a pale yellow light. The warts upon them are capable of glowing in multiple colors and may shift and shimmer in complex patterns through which they speak with one another. Upon the deathcap's back are many small finger-like knobs that allow them to grip vertical surfaces firmly from behind so as to have free hands.

Combat

Foxfire (Ex): A deathcap may produce a gentle luminescent glow at will or extinguish it completely. The exact range of the illumination is specified in the individual descriptions.

Poison (Ex): A deathcap's touch is highly poisonous. Contact, DC and damage varies; see individual descriptions. The save DC is Constitution-based.

Spores (Ex): As a standard action, a deathcap myconid can release a cloud of spores. These spores come in several varieties, as described below. As it enters each new stage of life, a deathcap myconid gains a new variety of spore but does not lose access to the previous varieties. Each type of spore can be used a number of times per day equal to the deathcap's Hit Dice. Spores can be released either in a 120-foot spread or as a 40-foot ray again a single target, as noted in the individual spore descriptions.

Animation: Only the shaded queen has access to these spores. When released over a dead body, animation spores begin a process that covers the corpse with sticky black fungal threads. After 1d4 days, the corpse reanimates as a servant. A servant has all the characteristics of a zombie of the same size, except that it retains its previous creature type and it cannot be turned or otherwise affected as an undead. Over the course of 1d6 weeks, a deathcap-animated corpse slowly decays. As the end of the period it liquefies into a glowing gel-like substance.

Darkness: These spores are released in a 120-foot spread which shadow the area in an impenetrable smoky cloud. These spores obscure all sight, acting as the Fog Cloud spell, except that normal lights (torches, candles, lanterns, myconid's glow, and so forth) are incapable of brightening the area, though light spells function normally. These spells however do not allow one to see farther in the spores than normal.  

Distress: These spores alert all other myconids within the area that danger is near. They are released in a 120-foot spread.

Musty: These spores fill a 120-foot spread with a foul, musty smell. All creatures in the area must make a Fortitude saving throw (DC varies; see individual descriptions) or become nauseated for a number of rounds equal to the deathcap's Constitution modifier.

Reproduction: These spores eventually germinate into new infant deathcaps. There are released as a 120-foot spread and have no detrimental effects on nonmyconids.

Shades: These spores are released as a 40-foot ray. The target make a Fortitude saving throw (DC varies; see individual descriptions) or be affected as by the Fear spell. If the Fortitude save succeeds, the creature is still shaken for 1 round.

Wood Rot (Ex): Deathcap myconids can cause great decay when in contact with wood. Exact results vary on the age of the myconid; see individual descriptions.

Skills: A deathcap myconid gains a +4 racial bonus to climb and move silently.

-=-=-=-=-=-

Deathcap Myconid, Scavenger

Tiny Plant
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 16 (+2 dex, +2 natural, +2 size), touch 14, flat-footed 14
Base Attack/Grapple: +0/-8
Attack: Slam +4 melee (1d3 plus poison)
Full Attack: 2 slams +4 melee (1d3 plus poison)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Poison, spores, wood rot
Special Qualities: Foxfire, low-light vision, plant traits, scent
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 10, Dex 15, Con 13, Int 8, Wis 12, Cha 13
Skills: Climb +4, Listen +3, Move Silently +6, Spot +6
Feats: Alertness, Weapon Finesse(B)
Environment: Temperate or Warm Forest
Organization: Solitary, Pair, or Gang (3-5)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral evil
Advancement: -
Level Adjustment: -

These young deathcaps are two to six years old. They are most often sent to search for corpses and other decaying objects. They also assist older deathcaps with chores and serve as the colony's first line of defense.

Combat
Scavengers are incredibly cowardly, releasing their spores at the first sign of danger and then hiding or retreating if threatened. If forced to fight, they will cut off their illumination and attempt to catch their opponent off guard in the darkness.

Foxfire (Ex): Scavengers produces shadowy illumination out to a 5-foot radius.

Poison (Ex): Contact, Fortitude DC 11, initial damage 1d2 constitution, secondary damage Sickened. The save DC is Constitution-based.

Spores (Ex): Scavengers have access only to distress spores.

Wood Rot (Ex): Scavengers can destroy an unattended, nonmagical wooden item smaller than 6 feet in diameter, or a 3-foot radius volume of a larger wooden object, if it remains in contact for a full minute.

-=-=-=-=-=-

Deathcap Myconid, Raider

Small Plant
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 15 (+2 dex, +2 natural, +1 size), touch 13, flat-footed 13
Base Attack/Grapple: +1/-2
Attack: Slam +5 melee (1d4+1 plus poison)
Full Attack: 2 slams +5 melee (1d4+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spores, wood rot
Special Qualities: Foxfire, low-light vision, plant traits, scent
Saves: Fort +5, Ref +2, Will +1
Abilities: Str 13, Dex 14, Con 14, Int 9, Wis 13, Cha 14
Skills: Climb +5, Listen +4, Move Silently +6, Spot +8
Feats: Alertness, Weapon Finesse(B)
Environment: Temperate or Warm Forest
Organization: Solitary, Pair, or Gang (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral evil
Advancement: -
Level Adjustment: -

These deathcaps are 6-10 years old. They are the main contributors to the community, often dragging in that which is found by scavengers or doing other menial jobs.

Combat
Raiders are decent fighters, though rarely do they allow themselves to be caught up within a fair fight. They usually attempt to hide and then attack from ambush. Many will come together to rot the base of small trees to fall and block the path of the intruders.

Foxfire (Ex): Raiders provide shadowy illumination out to a 10-foot radius.

Poison (Ex): Contact, Fortitude DC 13, initial damage 1d2 constitution, secondary damage Nauseated. The save DC is Constitution-based.

Spores (Ex): Raiders have access to both distress and reproduction spores.

Wood Rot (Ex): Raiders can destroy an unattended, nonmagical wooden item smaller than 6 feet in diameter, or a 3-foot radius volume of a larger wooden object, if it remains in contact for 5 rounds.

-=-=-=-=-=-

Deathcap Myconid, Greater Raider


Medium Plant
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 14 (+1 dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+4
Attack: Slam +4 melee (1d6+2 plus poison)
Full Attack: 2 slams +4 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spores, wood rot
Special Qualities: Foxfire, low-light vision, plant traits, scent
Saves: Fort +5, Ref +2, Will +3
Abilities: Str 14, Dex 13, Con 15, Int 9, Wis 15, Cha 15
Skills: Climb +6, Listen +5, Move Silently +5, Spot +10
Feats: Ability Focus (poison), Alertness
Environment: Temperate or Warm Forest
Organization: Solitary, Pair, or Gang (3-5)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral evil
Advancement: -
Level Adjustment: -

Greater raiders are 10-14 years old. They supervise the actions of the lesser raiders and act as shock troops in combat.

Combat
Greater raiders tend to be far more aggressive than gatherers and scavengers, though are no less craven. When faced with an enemy the greater raider darkens the area in an impenetrable cloud of smokey spores to confuse and misdirect. It then waits just outside to fight what emerges if anything.

Foxfire (Ex): Greater raiders clearly illuminates a 5-foot radius and provides shadowy illumination out to a 10-foot radius.

Poison (Ex): Contact, Fortitude DC 15, initial damage 1d3 constitution, secondary damage Nauseated. The save DC is Constitution-based.

Spores (Ex): Raiders have access to darkness, distress and reproduction spores.

Wood Rot (Ex): Raiders can destroy an unattended, nonmagical wooden item smaller than 6 feet in diameter, or a 3-foot radius volume of a larger wooden object, if it remains in contact for a full round.

-=-=-=-=-=-

Deathcap Myconid, Stalker

Medium Plant
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (+1 dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d6+3 plus poison)
Full Attack: 2 slams +6 melee (1d6+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spores, wood rot
Special Qualities: Damage reduction 1/slashing, foxfire, low-light vision, plant traits, scent
Saves: Fort +7, Ref +2, Will +3
Abilities: Str 16, Dex 12, Con 17, Int 10, Wis 15, Cha 15
Skills: Climb +7, Hide +7, Listen +5, Move Silently +12, Spot +11
Feats: Ability Focus (poison), Alertness
Environment: Temperate or Warm Forest
Organization: Solitary, pair, skulk (3-5), or raid (3-5 plus 3-5 raiders)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral evil
Advancement: -
Level Adjustment: -

Stalkers are 14-18 years old. They are charged with the defense of the colony as well as spying upon and raiding other creatures.

Combat
Stalkers are vicious, cunning assassins that will often follow their enemies silently for some time before using its spores to fill them with fear. The stalkers will often attempt to send them in the direction of some obstruction and corner them.

Foxfire (Ex): Stalkers clearly illuminate a 5-foot radius and provides shadowy illumination out to a 10-foot radius.

Poison (Ex): Contact, Fortitude DC 17, initial damage 1d4 constitution, secondary damage Nauseated. The save DC is Constitution-based.

Spores (Ex): Stalkers have access to darkness, distress, reproduction and shades spores (save DC 17 where applicable).

Wood Rot (Ex): As a standard action stalkers can destroy an unattended, nonmagical wooden item smaller than 6 feet in diameter, or a 3-foot radius volume of a larger wooden object. In combat, they can use this ability to sunder any wooden or wooden-hafted weapon; the weapon or its wooden portion is destroyed on a successful melee touch attack. Attempting to sunder a weapon generally provokes attacks of opportunity, and this ability has no effect on wooden or wooden-hafted weapons that strike you. If these weapons are held in contact with the stalker for a round however they may be destroyed if non-magical as mentioned above.
 Against wooden shields or armor, they also make a melee touch attack. Targets too large to be destroyed outright take a -1d6 penalty to their bonus to Armor class on a successful hit and are rendered unusable if the penalty exceeds the bonus.

-=-=-=-=-=-

Deathcap Myconid, Wicked

Large Plant
Hit Dice: 5d8+20 (42 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 14 (+1 dex, +4 natural, -1 size), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Slam +7 melee (1d8+4 plus poison)
Full Attack: Slam +7 melee (1d8+4 plus poison plus wood rot)
Space/Reach: 10 ft./10 ft.
Special Attacks: Poison, spores, wood rot
Special Qualities: Damage reduction 5/slashing, foxfire, low-light vision, plant traits, scent
Saves: Fort +8, Ref +2, Will +4
Abilities: Str 18, Dex 12, Con 19, Int 10, Wis 16, Cha 16
Skills: Climb +8, Intimidate +11, Listen +8, Move Silently +5, Spot +10
Feats: Ability Focus (poison), Alertness
Environment: Temperate or Warm Forest
Organization: Solitary, pair, skulk (3-5), raid (3-5 plus 3-5 raiders), or clump (4 scavengers, raiders, greater raiders, stalkers, and wicked, for a total of 20)
Challenge Rating: 6
Treasure: None
Alignment: Usually neutral evil
Advancement: -
Level Adjustment: -

Wicked deathcaps are eighteen to twenty-two years old. They lead the colony and aid in the planning and coordinating of raids and the spy system.

Combat
Wicked deathcaps often lead the others into battle, nauseating their foes in droves before laying upon them with an unholy glee. Most wicked deathcaps prefer to kill their victims by sheer pain, leaving their bodies in as good as condition as possible to be animated by the shaded queen.

Foxfire (Ex): Wicked deathcaps clearly illuminate a 10-foot radius and provides shadowy illumination out to a 20-foot radius.

Poison (Ex): Contact, Fortitude DC 18, initial damage 1d6 constitution, secondary damage Nauseated. The save DC is Constitution-based.

Spores (Ex): Wicked deathcaps have access to darkness, distress, musty, reproduction and shades spores (save DC 18 where applicable).

Wood Rot (Ex): As a standard action wicked deathcaps can destroy an unattended, nonmagical wooden item smaller than 6 feet in diameter, or a 3-foot radius volume of a larger wooden object. In combat, they can use this ability to sunder any wooden or wooden-hafted weapon; the weapon or its wooden portion is destroyed on a successful melee touch attack. Attempting to sunder a weapon generally provokes attacks of opportunity, and this ability has no effect on wooden or wooden-hafted weapons that strike you. If these weapons are held in contact with the stalker for a round however they may be destroyed if non-magical as mentioned above.
 Against wooden shields or armor, they also make a melee touch attack. Targets too large to be destroyed outright take a -1d6 penalty to their bonus to Armor class on a successful hit and are rendered unusable if the penalty exceeds the bonus.
 A wicked deathcap may even use this ability against plant creatures, dealing 1d6+5 points of damage.

-=-=-=-=-=-

Deathcap Myconid, Shaded Queen

Large Plant
Hit Dice: 6d8+30 (57 hp)
Initiative: +0
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 14 (+5 natural, -1 size), touch 9, flat-footed 14
Base Attack/Grapple: +4/+13
Attack: Slam +8 melee (1d8+5 plus poison plus wood rot)
Full Attack: Slam +8 melee (1d8+5 plus poison plus wood rot)
Space/Reach: 10 ft./10 ft.
Special Attacks: Poison, spores, wood rot
Special Qualities: Damage reduction 10/slashing, foxfire, low-light vision, plant traits, scent  
Saves: Fort +9, Ref +2, Will +5
Abilities: Str 20, Dex 10, Con 19, Int 14, Wis 17, Cha 18
Skills: Climb +9, Intimidate +13, Listen +8, Move Silently +13, Sense Motive +9, Spot +14
Feats: Ability focus (poison), Alertness, Improved Toughness
Environment: Temperate or Warm Forest
Organization: Colony (3-10 clumps, plus one queen and 10-20 zombie servants)
Challenge Rating: 7
Treasure: No coins, no goods, standard items
Alignment: Usually neutral evil.
Advancement: 7-12 HD (Large), 13-19 HD (Huge), 20-27 HD (Gargantuan)
Level Adjustment: -

When a deathcap myconid becomes a shaded queen, it has since become so heavy that it has fallen over onto its back and moves like a caterpillar. Its head has split into dozens of eyed caps, though all come together at the base.

The shaded queen is usually at least 22 years old. It rules over the colony, advised and its orders carried by the oldest of the colony's wicked deathcaps. Shaded queens tend not to cooperate, but occasionally, when it will be mutually profitable or to protect both peoples, they will meet to discuss their plans.

Combat
Shaded queens are quite ponderous and often remain aloof from the battle, hypnotizing opponents from afar with its lights as its forces circle protectively about it. The queen utilizes the same basic strategy of the wicked, though sending the zombies out to shock and slow the advance.  

Foxfire (Ex): Shaded queens may clearly illuminate a 30-foot radius and provide shadowy illumination out to a 60-foot radius. Any non-myconid within 60 feet of a shaded queen must succeed on a DC 17 will save or become Fascinated for as long as they remain within range. The save DC is Charisma-based.

Poison (Ex): Contact, Fortitude DC 19, initial damage 1d6 constitution, secondary damage 1d6 constitution and Nauseated. The save DC is Constitution-based.

Spores (Ex): Shaded queen deathcaps have access to animation, darkness, distress, musty, reproduction and shades spores (save DC 19 where applicable).

Wood Rot (Ex): As a standard action shaded queens can destroy an unattended, nonmagical wooden item smaller than 6 feet in diameter, or a 3-foot radius volume of a larger wooden object. In combat, they can use this ability to sunder any wooden or wooden-hafted weapon; the weapon or its wooden portion is destroyed on a successful melee touch attack. Attempting to sunder a weapon generally provokes attacks of opportunity, and this ability has no effect on wooden or wooden-hafted weapons that strike you. If these weapons are held in contact with the stalker for a round however they may be destroyed if non-magical as mentioned above.
 Against wooden shields or armor, they also make a melee touch attack. Targets too large to be destroyed outright take a -1d6 penalty to their bonus to Armor class on a successful hit and are rendered unusable if the penalty exceeds the bonus.
 A wicked deathcap may even use this ability against plant creatures, dealing 3d6+6 points of damage.

-=-=-=-=-=-

Deathcap Society

Deathcaps, though cooperative amongst themselves, do not strictly care for others of their colony any more than non-deathcaps. This cooperation is founded upon an ingrained feeling that they are all part of a whole. This feeling is almost that of a hive mind, though enough individualism remains so that they each are separate individuals. Deep down at a primal level however they feel the connection and strive to protect all as a whole. As such deathcaps almost never fight amongst themselves, and certainly never on a large scale though certain individuals are known to become lifelong enemies. Instead they pour all their natural aggression into the hatred of all other non-deathcap beings.

They are scavengers by nature, though prefer to aid along the process of death by killing all unneeded undergrowth and piling it into great mulch mounds through which they both burrow and feed upon. Meat is a delicacy that they also enjoy, allowing it to age within the piles for some time before dining upon. If these convenient piles are unavailable they will simply attach themselves to a tree and slowly rot it as they dine.

The colony is a collection of large groupings spanning ground and tree, though all connected through their related bonds. Though each has a Shaded Queen, there is always a central locale where the Great Queen lives, a shaded queen so large that it is difficult to tell where she leaves off, her immobile form spreading roots deep through the ground to connect and converse with the lesser queens. This Great Queen may live for centuries, and none are known to die of age. Through accident or otherwise when this Great Queen dies her memories and experience are sent into her chosen of the shaded queens which immediately begins to grow in size.

From a distance these locales would be considered beautiful, their civilization twinkling ethereally in the pungent, humid darkness of their homes like the stars in the sky, though far more colorful and mobile. But it is a beauty that overlays the death and decay that they wish to impose upon anything that is not useful to them.

Many fey creatures wage war on the deathcaps who have no compunction about absorbing both a dryad and her tree, but all they seem capable of doing is temporarily alleviating the problem. When overpowered reproductions spores are spread across the land and carried on the wind only to sprout another generation months later. It is cycle that repeats itself endlessly, life giving way to death to once more produce life. Such is the horrible threat they represent.[/SPOILER]

Teaxi
[SPOILER]Huge Plant (psionic)
Hit Dice: 8d8+56 (88 hp)
Initiative: +0
Speed: 0 ft.
Armor Class: 26 (-5 dex, +7 inertial armor, +16 natural, -2 size), touch 10, flat-footed 26
Base Attack/Grapple: +6/-
Attack: --
Full attack: --
Space/Reach: 15 ft./0 ft.
Special Attacks: Psi-like abilities
Special Qualities: Damage reduction 10/bludgeoning, deeplit, immunity to fire, low-light vision, plant traits, resistance to cold and electricity 10, vulnerability to sonics
Saves: Fort +13, Ref +2, Will +0
Abilities: Str -, Dex -, Con 24, Int 1, Wis 3, Cha 19
Skills: Concentration +17
Feats: Empower Power, Iron Will, Narrow Mind, Psionic Meditation(B)
Environment: Any land
Organization: Solitary, patch (2-4), grove (8-20), forest (40+)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 9-14 HD (Huge), 15-29 HD (Gargantuan)
Level Adjustment: --

Teaxi are a beautiful example of flora that is neither plant or fungus, but with traits akin to both and yet neither. They appear as large, gnarled trees of fibrous dark-brown bark that twists and curves the entire length. In evenly spaced sections grows equally gnarled and twisting branches from which grow opaque crystaline leaves ranging from milky white to smokey black and all shades of brown and umber in between. The veins throughout the foliage is alight with a gentle glow that extends far beyond the growth itself. Though it appears at first to grow in a chaotic fashion, if one is to look long enough one would notice the inherent fractal pattern to the growth that holds from the tip of the roots to the spread of the leaves.

Teaxi grow, not from seeds or clippings, but much as a mushroom, sending its tendril-like rootlets through the soil and gathering nutrients and moisture. Once it has the neccessary ammount it springs forth overnight into a half-sized sort of sapling that reaches full height within but a few weeks. They then continue to grow, but at a rate that approaches the geologic. All Teaxi are connected with one another, and form a collective, albeit minimal, intelligence.

They grow only in places open to the outside air, yet dislike sunlight. Though they are not harmed by it in any way, they will not grow in sunlit areas. This leaves them as a rare plant that thrives only in the shade of the deepest rifts and overhangs.

It is not certain how they came into existence, but most believe they were a breeding project by the earliest Xeph ancestors.

Teaxi share memories and sensations, but possess no real language. They stand some 20-25 feet tall on average, with a trunk about 8 feet in diameter.

Combat:
Teaxi are barely aware enough of their surroundings to even recognize a threat, though they sense the presence of all about them. They merely defend even if attacked, possessing little ability for offense. Upon being harmed they immediately attempt to heal themselves, unless of some power type upon which energy conversion comes to life. Upon taking damage of this type they release it back at their opponents.

Deeplit (Ps):
A teaxi's crystaline florage continously releases a soft, wan radiance that illuminates a 60-foot radius with the brightness of moonlight.

Psi-like abilities:
Continuous/Inertial Armor (+7 AC*), Touchsight; 3/day Body Adjustment (6d12*), Sense Link; 1/day Energy Conversion, Suspend Life
Manifester level 8. Save DCs are Charisma based.
 * Includes augmentation for the creature's manifester level and Empower Power feat.

Vulnerability to Sonics:
A teaxi takes half again as much (+50%) damage as normal from sonics, regardless of whether a saving throw is allowed, or if the save is a success or failure.[/SPOILER]

Vlakwa
[SPOILER]Huge Plant (aquatic)
Hit Dice: 10d8+40 HD (85 hp)
Initiative: -2
Speed: 5 ft. (1 square)
Armor Class: 23 (+17 natural, -2 dex, -2 size), touch 6, flat-footed 23
Base Attack/Grapple: +7/+24
Attack: Tentacle +14 melee (1d8+9)
Full Attack: 3 tentacles +14 melee (1d8+9)
Space/Reach: 15 ft./30 ft.
Special Attacks: Caustic prison, constrict, improved grab, razor water
Special Qualities: Blindsight 60 ft., plant traits
Saves: Fort +11, Ref +1, Will +0
Abilities: Str 29, Dex 6, Con 19, Int -, Wis 5, Cha 1
Skills: -
Feats: -
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 11-17 HD (Huge), 18-29 HD (Gargantuan), 30-51 HD (Colossal)
Level Adjustment: -

A vlakwa is a bizarre creature composed of a lumpy base appearing much as a crazed bed of coral made of everything from bone and true coral, to scales, metal and wood. Three bare sections of greenish flesh at irregular locations of the shell pucker and convulse until such time as potential prey draws near. Enormous tentacle-like protuberances then erupt with long, twitching cilia feeling the current. At the ends are rubbery orifices that expand and contract as if tasting the water.

Vlakwa are neither truly plant or animal but shares traits of both. It tends to be found in waters shallow enough for it to crawl along the seabed and still be touched by sunlight. It eats nearly anything that moves within reach, dissolving it for nutrients or self defense.  

Combat
A vlakway lies in wait for a moving object to come within reach. It then grabs them and holds them while it exudes bubbles of digestive acids to dissolve the creature. Once the object is dissolved it ingests the bubbles back within. If threatened however it releases a cloud of razor-sharp particles to cause its enemy to suffocate.

Caustic Prison (Ex): A vlakwa can exude up to three bubbles of digestive acids, each one a 10-foot sphere. Anyone who begins their turn within the sphere takes 4d6 points of acid damage. These spheres form a hard skin the following round, though the acid remains liquid within. Those within can try to cut their way free by dealing 10 points of damage with any light slashing or piercing weapon. The hole rehardens the next round and another swallowed opponent must cut another way out.

A vlakwa maybe dissolve and reabsorb this bubble at any time and takes no damage from its own acids. It may even move the bubble to another within it's reach, but cannot make an attack with that particular tentacle the same round.  

Constrict (Ex): A vlakwa deals 1d8+9 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a vlakwa must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Razor Water (Ex): A vlakwa continuously dissolves and chews up sharp objects, which it can then store in special organs. It can spew these stored particles out in a 20 foot area once per minute as a free action. Any creature that breathes through gills, or some manner takes oxygen from the water in this area, takes 1d6 points of damage and must make a DC 19 fortitude save or become unable to breathe and lose 1 extra hit point per round from bloodloss. Each round they remain within they take another 1d6 damage and must make an additional save. Once the damage dealt to the gills is healed they may breathe again.[/SPOILER]
« Last Edit: February 25, 2011, 04:56:42 PM by TheVorpalTribble »
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A Dying Ember
(Campaign Setting)

TheVorpalTribble

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Re: A Dying Ember Bestiary
« Reply #18 on: February 21, 2011, 03:40:15 PM »
Undead

Angiak
[SPOILER]

Tiny Undead
Hit Dice: 3d12 (19 hp)
Initiative: +2
Speed: 10 ft. (2 squares)
Armor Class: 13 (-3 dex, +2 natural, +4 size), flat-footed 13, touch 11
Base Attack/Grapple: +1/+9
Attack: Bite +7 melee (1d2+4) or Touch +7 melee (frostbite)
Full Attack: Bite +7 melee (1d2+4) and Touch +2 melee (frostbite)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Attach, nurture, warmth suckle
Special Qualities: Darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +1, Ref -1, Will +3
Abilities: Str 18, Dex 6, Con -, Int 3, Wis 10, Cha 14
Skills: Listen +3, Spot +3
Feats: Improved Initiative, Lifesense
Environment: Any cold land
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: -
Level Adjustment: -

Combat
Angiaks tend to gather clothing and toddle into the homes of those that abandoned them, or even those that knew it to happen and did nothing to stop it. They wail piteously until they are noticed, encouraging closeness when they leap forward to attach themselves to their victim, draining them of warmth and vitality.

Attach (Ex):Bundled (Ex): An angiak gains a +10 bonus on disguise checks when clothed or wrapped in a blanket to appear as a normal child.

Nurture (Su): The cries an angiak constantly makes causes humanoids within 20 feet to become filled with pity. Those in range must succeed on a DC 13 will save or become Charmed for as long as they hear the angiak. An angiak usually tries to get another to pick it up so that it may use its attach ability without triggering an attack of opportunity. This is a sonic, mind-affecting effect. The save DC is Charisma-based.

Warmth Suckle (Su): An angiak sucks warmth right from the blood of its victim, dealing 1d4 points of Constitution damage and 1 point of Dexterity damage in any round when it begins its turn attached to a victim. For each 2 points of dexterity damage it deals, the angiak gains 1 point of strength that lasts for 1 hour. Creatures immune to cold are not affected by this ability.[/SPOILER]

Cryptfire
[SPOILER]Large Undead (incorporeal)
Hit Dice: 5d12 (32)
Initiative: +6
Speed: Fly 40 ft. (8 squares) (perfect)
Armor Class: 20 (+5 deflection, +6 dex, -1 size), touch 20, flat footed 14, 50% miss-chance
Base Attack Bonus/Grapple: +2/+6
Space/Reach: 10 ft./0 ft.
Attack: Encompass (1d4 cold, 1d4 fire, and 1d4 negative energy damage)
Full attack: Encompass (1d4 cold, 1d4 fire, and 1d4 negative energy damage)
Special Attacks: Burning ward, cold be bone, encompass
Special Qualities: Aversion to daylight, blindsight 100 ft., incorporeal traits, tricksome light, turn resistance 5, undead traits
Saves: Fort +1, Ref +7, Will +5
Abilities: Str -, Dex 23, Con -, Int 3, Wis 12, Cha 14
Skills: Knowledge (History) +8
Feats: Flyby Attack, Positive Energy Resistance
Environment: Any
Organization: Solitary, Ward (2), Inferno (4-12)
Challenge Rating: 5
Alignment: Always Neutral
Treasure: Double standard items
Advancement: 5-13 HD (Large), 14-28 HD (Huge)
Level Adjustment: -

Cryptfire is well known in tales and fables, telling of an eldritch radiance that dances upon graves or infuses tombs. It has a sickly, greenish-gray hue, and flickers like roiling fire, but the air about it is clammy cold.

Some say its origins to be the undead remains of a fire elemental, others the workings of a necromancer, and still others claim it to be a type of will-o'-the-wisp, but none know for certain.

Cryptfire tend to develop over the graves or within the crypts of wealthy or influential beings, such as lords, kings, or ranking clerics, though others may hover over the remains of unknown beings for inexplicable reasons. There is always some underlying purpose to their presence over a grave however, no matter how unlikely.

Cryptfire speaks no language nor seems to understand any spoken to it. 

Combat
Regardless of whom they guard, cryptfire do their job well, attacking any of those whom wish to dig up the remains of their ward, or enter a crypt to which the cryptfire has decided to keep watch. They prefer to mislead and guide away if possible, but if this proves unsuccessful they boil forward, flaming brightly.

Aversion to Daylight (Ex): Cryptfire flees into the darkest recesses of its crypt, or fades down into the soil of its grave, at the first light of sunrise, not returning until the last ray dips below the horizon at dusk. Each round of exposure to the direct rays of the sun deals 1 point of damage to the cryptfire.

Burning Ward (Ex): As a full round action a cryptfire can attempt to encircle a single opponent of Large or smaller. A successful DC 18 Reflex save must be made to avoid the encircling. If any attempts are made to pass through the crypefire in any direction the victim takes damage as if the cryptfire had made an attack. The save DC is Dexterity-based. 

Cold Be Bone (Su): A number of times per day equal to its Charisma modifier a cryptfire can send a portion of itself into a corporeal undead within 40 ft. as a free action, which starts to glow as the fire. Every attack by this undead for 1d4 minutes deals an additional 1d6 cold damage until the fire fades away.  This ability cannot be used on the same undead while it is under the affects of a previous use.

Encompass (Ex): Cryptfire deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed.

Extinguish Self (Ex): As a standard action a cryptfire may go out, becoming completely invisible as the spell. It normally does so when approached, later relighting somewhere in the distance, attempting to mislead those who pursue it.

Tricksome Light (Su): A cryptfire continuously appears to be somewhere it is not, usually at a farther distance than it really is, such that all melee and ranged attacks against a cryptfire are assessed a 50 percent miss chance.

Turn Resistance (Ex): Cryptfire gains a +5 bonus to resist turning.[/SPOILER]

InsomnusA section of the scenery changes out of the corner of your eye. Turning you see a figure with wide, unblinking eyes that are red with fatigue with dark shadowy bags of utter exhaustion. Its hair is strewn about, knotted and uncombed. The features are that of an utterly insane being appearing inhumanly weary. Its movements are manic and overly energetic. In an oval area of of six feet by four feet the scene around the creature is alike to normal surroundings, but as it moves the background as seen through this oval is nightmarish and unreal.

An insomnus is the mental echo of a creature who by a spell, brain damage, or attack from another insomnus, has died from lack of sleep with a portion of its soul still within Dream which is brutally seperated from the rest when it dies. Its only urge is to find rest, and will attack any sleeping character it can find, instinctively attempting to gain by force the restful state from which it is forever restricted.

Combat
The insomnus generally prefer to go after those who sleep and unable to put up resistance, trying to bring them physically into the realm of dream. It has no qualms about doing this to waking creatures as well, though it will attempt to put them to sleep if it has the chance.

Born of Dream (Ex):
As a being of dream, an insomnus appears hazy and out of focus, such that all melee and ranged attacks are assessed a 20-percent miss chance. This 20-percent miss chance is not the same as concealment.

Dreamless (Su):
An insomnus may attempt a touch attack against a single target who must succeed on a DC 18 will save or be affected as by the Dreamless power. The save DC is Charisma-based.

Any creature that dies from this power generates their own Insomnus within 2d4 days.

Dreamheld (Su):
An insomnus can try to grapple its opponent, using its dexterity modifier instead of its nonexistent strength to grab hold of its opponent. If successfully grappled the victim is pulled physically within the terrifying realm of dream that the insomnus inhabits for 1d6 minutes. Here the insomnus draws upon the energy of its horrified victim, draining 2 points of constitution per minute of the victim's stay. Every two points of constitution drained temporarily increases the insomnus's Charisma by 1. If the victim is reduced to 0 constitution his body crumbles away, leaving the spirit forever trapped in Dream. Upon being expelled from the nightmare the victim must make a DC 16 will save or remain shaken for the rest of that day. The save DC is Charisma-based.

Head Trip (Su):
If any kind of telepathic contact is attempted with the Insomnus the manifester's conscious is brutally forced into the horrible dreamscape the insomnus calls home. This unnatural dislocation opens conduits of pain the victim has never endured before. While hellish landscapes unfold in the victim's mind, the victim's body collapses to a prone and helpless position, insensate to the enviroment around it, and it screams mindlessly (literally). Within 1d6 rounds the victim awakes and the awful memory of pain remains, making the target susceptible to other mind-affecting effects (a -2 penalty on Will saves against mind affecting effects) for a period of one day.

Incorporeal Traits:Psi-like Abilities: Manifester level 6th. Save DC's are Charisma based.
At will - Dream Travel (self only), *Primal Fear
3/day - *Cerebral Phantasm, Id Insinuation, Psychic Drain
1/day - Insanity

* From Complete Psionic

Rejuvenation (Su): It is almost impossible to permanently kill an insomnus, the portion of itself that never leaves dream enters into the mind of a sleeping being and restores itself in 2d4 days.

Only entering into the Region of Dreams physically and destroying the insomnus there permanently destroys it.

Slumber Sense (Su):
An insomnus can sense all sleeping beings within 200 feet.

Turn Resistance (Ex): An insomnus has +6 turn resistance.

Skills: An Insomnus has a +6 racial bonus on concentration and intimidate checks.[/SPOILER]

Nihil
[SPOILER]

Medium Undead (extraplanar, incorporeal, psionic)
Hit Dice: 13d12 (97 hp)
Initiative: +4
Speed: Fly 50 ft. (perfect)
Armor Class: 19 (+5 deflection, +4 dex), touch 19, flat-footed 15
Base Attack/Grapple +6/+14
Attack: Incorporeal bite +10 touch (1d4 plus 1d4 charisma drain plus poison the soul) or incorporeal tentacle +10 touch (1d6)
Full Attack: 4 incorporeal tentacles +10 touch (1d6) and bite +8 touch (1d6 plus 1d4 charisma drain plus poison the soul)
Space/Reach: 5 ft./5 ft. (10 ft. with tentacle)
Special Attacks: Improved grab, poison the soul, psi-like abilities, spiritual hole
Special Qualities: Darkvision 60 ft., incorporeal traits, power resistance 23, undead traits
Saves: Fort +4, Ref +8, Will +9
Abilities: Str -, Dex 18, Con -, Int 10, Wis 12, Cha -
Skills: Concentration +16, Intimidate +11, Listen +17, Spot +17
Feats: Ability Focus (death urge), Improved Grapple, Improved Toughness, Multiattack, Psionic Endowment
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always Neutral
Advancement: 14-26 HD (Medium)
Level Adjustment: -

A decrepit man of considerable age and saggy, wrinkled skin suddenly flies forward. The lower half however seems to have been ripped away, and are supported by dozens of knotted tentacles appearing much as exposed intestines. Red eyes dot these tentacles, literally glowing with malevolence. The throat is torn open to expose the black, bottomless abyss of their mind and soul. The edges are lined with many segmented black legs like those of a spider's that clack ominously as they brush one another...

The nihil are the mere echoes of a being, often the elderly, who died fearing that nothing awaited them on the other side, yet never attempted to discover another truth. Thus the nothingness that awaited them became all too true, created in their very souls to slowly eat them away...

A nihil speaks whatever language it did in life.

Combat
A nihil usually waits for a creature to pass by while hiding within its spiritual hole. If the victim does not come to inspect it the nihil leaps from it to attack, attempting to bite and drain away its very sense of self.

Improved Grab (Ex): To use this ability, the nihil must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity, using their dexterity modifier instead of their nonexistent strength.

Poison the Soul (Su): A creature bitten by a nihil is wounded not only physically but spiritually. They must succeed on a DC 21 will save each day or take 1 point of Charisma drain as they begin to slide into hopelessness. With each point of lost Charisma they grow older and more hideous in appearance though do not actually increase in age. Every hour they must succeed on an additional save or be affected as by the Crushing Despair spell. While despairing, supernatural class abilities dependent on faith, such as a paladin's Divine Grace or a cleric's ability to cast spell are restricted. Good Hope temporarily alleviates the condition for an hour, though only Remove Curse, Limited Wish, Wish, Miracle or similar spells can permanently remove it.

Psi-like Abilities: At Will - Recall Agony (DC 23). 3/day - Death Urge (DC 25), Fate Link (DC 23), Forced Share Pain (DC 23). Manifester level 15th. Save DC's are Charisma-based, with the nihil considered to have a Charisma of 20 for the purpose of determining the save.

Spiritual Hole (Su): As a full-round action a nihil can disappear into the horrible nothingness of its soul, appearing to be sucked within the hole of their throat. This acts as a portable hole, though the nihil itself does not count towards the amount that this hole is capable of holding and it cannot be destroyed. Whether the nihil is within the hole or not, any sentient creature that begins their round within 10 feet of it must succeed on a DC 21 will save or take 1d4 points of Charisma-drain each round. Anyone that physically touches the hole is grabbed by the legs that ring it and must make an opposed grapple check. If the nihil wins, the victim's spirit and mind is automatically sucked within the hole, killing the victim. Every round while the victim is within the soul must succeed on another will save or have its very soul destroyed, producing another nihil. The victim cannot be resurrected by any means short of a Wish or Miracle spell.

Those that witness a nihil siphon a soul must succeed on a DC 21 will save or become so stricken with the ordeal that they attempt to slay themselves as the Death Urge power. Those that resist the urge are unaffected by this ability for 24 hours. This is a mind-affecting effect.

The save DC's are Charisma-based, with the nihil considered to have a Charisma of 20 for the purpose of determining the save.[/SPOILER]
« Last Edit: February 25, 2011, 04:33:59 PM by TheVorpalTribble »
Over hill, over dale, through bush, through briar, over park, over pale, through blood, through fire...

A Dying Ember
(Campaign Setting)

TheVorpalTribble

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Re: A Dying Ember Bestiary
« Reply #19 on: February 21, 2011, 03:40:29 PM »
Vermin
Geyserbelly
[SPOILER]Small Vermin
Hit Dice: 2d8+9 (18 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 30 ft. (poor), swim 30 ft.
Armor Class: 16 (+1 dex, +4 natural, +1 size), touch 12, flat-footed 15
Base Attack/Grapple: +1/-6
Attack: Fang +3 melee (1d4-2 plus bellyboil)
Full Attack: Fang +3 melee (1d4-2 plus bellyboil)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bellyboil, streaming steaming, steam cloud
Special Qualities: Blindsight 60 ft., hold breath, scent, vermin traits
Saves: Fort +6, Ref +1, Will +0
Abilities: Str 6, Dex 12, Con 16, Int -, Wis 11, Cha 3
Skills: -
Feats: Weapon Finesse(B)
Environment: Any swamp and aquatic
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (small)
Level Adjustment: -

A geyserbelly appears alike to a large moth, though instead of thin, papery wings its aerial appendages are thick and made of hundreds of overlapping leathery flaps the color of rotting leaves. Eight long legs hang from below, from which dangle fan-like skin that spreads out to help in its floating and swimming through the fetid waters of the swamps it lives. The head is bulbous and eyeless, with two pairs of flexible antennae like rubbery branches that extend both below and above. Along side its head and partially down its spiraled body are wrinkled sacks that can expand greatly.

Though a scum-grazer, geyserbellies have a single long fang that they can protrude from their small mouth. This fang is its sole defense, through which it may suck in great quantities of water to fill its sacks. Within these sacks are two sets of glands that produces an acidic chemical that produces intense heat when exposed to water. When alarmed a geyserbelly fills its sacks and allows them to heat. It may then release the steam through its proboscis to discourage opponents.  

During the day gesyerbellies are often in motion, skimming the tops of scummy waters with their mouths fill with stiff bristles, or diving within the waters to scrape against rocks and feed on the decaying plant material. At rest they simply float at ease upon the waters, appearing much as the debris that sustains them. Their preferred meals consist of the heat-loving growths of steaming lakes heated by subterranean vents.

A gesyerbelly weighs some fifteen pounds, though can weigh almost twice that amount while burdened with water.

Combat
A geyserbelly is easily alarmed and if any creature approaches it it lets out a loud hiss of released steam as its glands prepare for a potential fight. If attacked it tries to drive opponents off with squirts of painful steam and deadly jabs of its fang. If overpowered it will then release all its steam at one time to confuse its enemies while it flees.

Bellyboil (Ex): A geyserbelly can inject special chemicals with its bite that react painfully with the water in its victim's body. Its victim must succeed on a DC 14 Fortitude check or take 1d8 points of fire damage as the fluids of the organs and skin itself begin to boil. On a critical hit the victim must make a second save or die as a vital organ destroys itself. The save DC is Constitution-based.

Hold Breath (Ex): A geyserbelly can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning.

Streaming Steaming (Ex): As a standard action a geyserbelly can release a line of superheated steam and water from its fang that deals 1d4 points of fire damage as well as 1d4 points of acid damage from the chemicals used to heat it. A geyserbelly may use this ability a number of times equal to its Constitution modifier + 1 before having to replenish its water sacks. If within reach of a water source it may replenish its sacks as a standard action. It takes two rounds after replenishing to use any of its steaming abilities.

Steam Cloud (Ex): As a full-round action that provokes an attack of opportunity, a geyserbelly can release all its steam in one go, forming a cloud about itself alike to the Obscuring Mist spell that lasts for one minute.[/SPOILER]

Giant Cow-Killer Wasp
[SPOILER]

Medium Vermin
Hit Dice: 4d8+12 (30 hp)
Initiative: +0
Speed: 50 ft. (10 squares), climb 20 ft.
Armor Class: 22 (+12 natural), touch 10, flat-footed 22
Base Attack/Grapple: +3/+4
Attack: Bite +4 melee (1d6+3)
Full Attack: Bite +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Agonizing sting, improved grab, tenacious
Special Qualities: Darkvision 60 ft., scent, vermin traits
Saves: Fort +7, Ref +1, Will +2
Abilities: Str 15, Dex 10, Con 16, Int -, Wis 13, Cha 11
Skills: *Climb +10, *Survival +1 (+5 track)
Feats: Diehard(B), Track(B)
Environment: Temperate Desert or Forest
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-6 HD (Medium), 7-8 HD (Large)
Level Adjustment: -

This appears to be a great ant with a rigid exoskeleton covered in rough black and bright orange or red hairs in alternating stripes. Long black antennae extend from their heads, with gripping mandibles protruding below.

Also known as a giant velvet ant, giant cow killers are extraordinarily tough, wingless wasps. They gain their name from the tales that their stings are so painful they would kill a cow.
They feed exclusively upon nectar and honey, often stolen from giant bees with whom which they are mortal enemies. To lay their eggs they seek out giant bee hives, sometimes even Abeil, and hide relatively minuscule eggs within their nurseries to hatch. The tiny larvae then burrow into the bee eggs or pupae. They keep them alive until they are near maturity and then eat their host from the inside out, eventually emerging as a new giant cow killer. Otherwise they tend to be relatively docile, though if attacked they defend themselves well.  

A giant cow killer wasp weighs around 200 lbs and stands 4 feet tall at their shoulder.

Combat
A giant cow killer wasp attacks by trying to grab hold of its victim and then sting it viciously. Few are the creatures that wish to attack it further after even one sting.

Agonizing Sting (Ex): A giant cow killer wasp has a stinger and a gland in its abdomen that produces an agonizing chemical. If it successfully grabs an opponent, it can attempt to sting each round (+4 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and the victim must succeed on a DC 15 fortitude save or become nauseated from the pain for 1 round and sickened for a minute afterward. Duration from multiple stings do not stack, though they do overlap. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a giant cow killer wasp must hit with its bite attack. A giant cow killer wasp that wins the ensuing grapple check establishes a hold and can sting.

Tenacious (Ex): A giant cow killer wasp continues to fight without penalty even while disabled or dying. As well, there is a 20% chance that critical hits are ineffective against them. They are not subject to death from massive damage.

Skills: *Giant cow killer wasps have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant cow killer wasp can always choose to take 10 on Climb checks, even if rushed or threatened.[/SPOILER]

Medicinal Leeches
[SPOILER]Fine Vermin Swarm (aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: Swim 10 ft. (2 squares)
Armor Class: 21 (+2 dex, +1 natural, +8 size), touch 20, flat-footed 19
Base Attack/Grapple: +0/-
Attack: Swarm (1d6)
Full Attack: Swarm (attach, blood drain)
Space/Reach: Swarm (attach, blood drain)
Special Attacks: Anesthetize, attach, blood drain
Special Qualities: Amphibious, blindsight 10 ft., immunity to weapon damage, scent, vermin traits
Saves: Fort +2, Ref +2, Will -1
Abilities: Str 1, Dex 14, Con 11, Int -, Wis 8, Cha 2
Skills: Hide +18, Swim +3
Feats: -
Environment: Domesticated
Organization: Swarm or Bloodletting (2-5 swarms)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

These appear much as standard leeches, except they are larger and have a light-colored eye spot on their otherwise dark skin. However, within they are much different. These have been bred for hundreds of years from carnivorous leech stock to drain impurities while taking very little in return. They now are easily sated and are attracted specifically to poisons.

Anesthetize (Ex): A creature who is attached by a swarm must succeed on a Spot check (opposed by the swarm's hide check) to notice the attachment if both the swarm and its target are in murky water at least 2 feet deep. Each 10 minutes of blood drain entitles the target to another Spot check to notice the swarm, with a cumulative +2 bonus on the check per 10 minutes after the first. Those attached to in clear water, or who have some way of detecting the leeches without seeing it, notice it immediately.

Attach: Those who take damage from a swarm are covered by hundreds of individual leeches and begin blood purification.

Blood Purification (Ex): Living creatures who begin their turn with attached leeches take 1 point of Constitution damage per ten minutes and their host gain an immediate saving throw against all poisons affecting them. At the end of these ten minutes the poison is cleared out of their body and the leeches drop off, sated. Multiple exposures to the swarm while others are still attached does not deal additional constitution damage. Once the leeches are sated and drop off, and you enter the swarm again, then you take additional damage.
  These leeches may be gathered and 'milked' with a DC 20 heal check to extract a single dose of the poison that they took from the blood.

Poison Inured (Ex): Medicinal leeches gain a +8 racial bonus to saves against poison, including the poison they siphon using their blood purification ability.

Skills: Medicinal leeches have a +4 racial bonus on Hide checks. The swarm has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. They can use the run action while swimming, provided they swim in a straight line,

Celestial Medicinal Leeches
Medicinal leeches grow naturally within the upper planes, except they do no constitution damage against those they purify and they have complete immunity to poison.[/SPOILER]

Splittermaw
[spoiler]Medium Vermin (aquatic)
Hit Dice: 3d8+6 (19 hp)
Initiative: +3
Speed: 40 ft. (swim)
Armor Class: 17 (+3 dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +2/+5
Attack: Sting +5 melee (1d4 plus poison)
Full Attack: Sting +5 melee (1d4 plus poison)
Space/Reach: 5 ft./10 ft.
Special Attacks: Improved grab, liquid belly, poison
Special Qualities: Darkvision 60 ft., scent, vermin traits
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 10, Dex 16, Con 14, Int -, Wis 12, Cha 4
Skills: *Swim +8
Feats: Weapon Finesse(B)
Environment: Temperate Aquatic
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-9 HD (Medium), 10-19 HD (Large)
Level Adjustment: -

A splittermaw at first seems completely innocuous, appearing as a very large, segmented worm, each of its dozens of joints covered in a smooth, muddy-brown carapace. At one end a segment is enlarged, with two thin, almost whisker-like antennae nearly as long as its body waving continuously about it. It gently twists and undulates with great flexibility, wafting with the current with little attempt to direct its passage. Possessed of no obvious teeth or claws, therein lies its danger, the appearance of harmlessness.

Combat
A splittermaw hunts silently, often doing nothing until it happens to bump into a nearby creature. A fissure opens across one side of its body and hundreds of long, hair-like tendrils emerge violently, grabbing and stinging mercilessly. Once its prey is quiescent it secretes an outer stomach to feast.

Improved Grab (Ex): To use this ability, a splittermaw must hit with a sting attack. If it wins the ensuing grapple check, it establishes a hold and can attempt to use its Liquid Belly the following round. A splittermaw uses its Dexterity modifier for grapple checks.

Liquid Belly (Ex): As a full round action a splittermaw may begin to release a syrupy liquid from its split abdomen that surrounds its captured prey, regardless of size. This secretion rapidly congeals into a sack of muscular flesh that absorbs all water from within. Breathing creatures trapped within begin to suffocate, even if they have gills. The sack may only hold one creature at a time.

A captured creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the sack (AC 12). The damaged sack then detaches from the creature, having done no harm. Another captured creature can now be surrounded.

Once a creature has been successfully imprisoned the splittermaw stops all movement and allows itself to sink rapidly to the ocean floor. The sack remains affixed to the creature, slowly digesting until nothing remains but bone and scale. The bag of leftovers is then released. Any non-organic materials such as armor or coins remain within the grotesque growth.

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex. Secondary damage paralysis. The save DC is Constitution-based.

Skills: *A splittemaw has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.[/spoiler]

Vicious Longleg Swarm
[SPOILER]Combat
Vicious longlegs are terrifying creatures that cover great swathes of areas. They will sometimes ignore trespassers and then suddenly bunch together in a feeding frenzy that leaves nothing but bones behind. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Clinging (Ex): Any creature that takes damage from the swarm must succeed on a DC 15 reflex save or be covered in the creatures even if he leaves the swarm's space. Unless he spends a full round action knocking off the longlegs he continues to take damage at the end of each of his turns as if he were still in the swarm's space.

Distraction (Ex): Any living creature that begins its turn with a vicious longleg swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Mimicking (Ex): Knowledge (nature) checks to identify a vicious longleg swarm is increased by +4. Those who fail their check incorrectly identify them as the harmless daddy longlegs.  

Poison (Ex): Injury, Fortitude DC 15, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

Skills: A vicious longleg swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.[/SPOILER]
« Last Edit: February 25, 2011, 04:57:50 PM by TheVorpalTribble »
Over hill, over dale, through bush, through briar, over park, over pale, through blood, through fire...

A Dying Ember
(Campaign Setting)