Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Monday, July 2, 2018

50 Quick and Dirty Fantasy Monsters for Cypher System

Excuse the formatting, although given the simple nature of Cypher's mechanics there may be some tweaking I need to do here.....but in anticipation of running the next Cypher System game I prepped a range of the usual suspects to have a wealth of encounter options as needed. In doing this list I utilized my rough guidelines on Pathfinder conversion, so, here you go...



Cypher System Fantasy Bestiary


Ant, Giant Level 1 (3)
Health 3, Armor 1 point, damage 1, Poison bite Level 4 (effect: cannot spend from Might Pool for 4 combat rounds)
Giant ants are larger than dogs and can be a countryside danger.

Barghest Level 3 (18)
Health 9, Armor 1 (magic ignores), damage 3, Abilities include ability to charm an enemy at short range for one minute (level 3), induce despair level 3 (all pool costs increase by 1 for one minute), can teleport a short distance as a move action each round. GMI: can devour a humanoid corpse in one round to grow, gaining a level. At level 6 becomes a greater barghest and gains ability to teleport and attack in same round.
These other dimensional monsters are superficially related to goblins and seeks such kind to rule as their leader once they transform.

Basilisk Level 4 (12)
Health 12, damage 4, Turns enemies to Stone with a gaze Level 5 (14); coating a fresh victim in the basilisk’s blood within one hour reverses the effect.
These reptilian lone predators with six eight legs are often recognized for the decaying statues that litter their lairs.

Burrower Ankheg Level 3 (9)
Health 9, Armor 1 point, Damage 3, Acid Spit short range, Level 3, deals 4 damage
A large insectoid burrowing creature that terrorizes farmers and eats cattle.

Carnivorous Ape 3 (9)
Health 9, Damage 3
These apes are known for their taste for flesh and are a threat to regions with warmer forest climates.

Dire Bat Level 2 (6)
Health 6, damage 2
Giant cave bats are a nuisance but can be a threat in numbers as they seek to drink the blood of victims.

Grizzly Bear Level 3 (9)
Health 9, Damage 3, GMI: Maul Attack next round deals 4 damage and knocks the target prone.
Grizzly bears are common in the wilderness but tend to be territorial in the spring.

Fire Beetles 2 (6)
Health 6, Damage 2, GMI: the beetle is a flash beetle variant (Level 3) which can cause blindness for one minute.
Fire beetles are glowing dog-sized monsters and their abdomens can be cut free to serve as bottled light for several days.

Behir (Linnorn Beast) Level 5 (15)
Health 20, damage 5, breathes electricity for short range Level 6 to dodge, 6 damage, regenerates every 1D6 rounds; GMI Behir can grab a target and constrict for 6 damage, restraining target (Level 5 might check to escape)
These sinuous serpentine drakes are common in deserts and are often brought out by great thunderstorms.

Dire Boar Level 3 (9)
Health 12, Damage 3, GMI: attempts an immediate gore attack at level 4, deals 4 damage
Wild peccaries can be dangerous but the primeval dire boar is a major threat to hunters.

Bugbear Level 2 (6)
Health 6, Damage 2, Stealth ability Level 4; a bugbear which has surprise attacks at level 4 and deals 4 damage during the surprise round.
Bugbears are larger goblin cousins, reviled for their murderous ways.

Land Shark (Bulette) Level 4 (12)
Health 16, damage 4, Leap Attack Level 6, deals 4 damage to all nearby enemies where it lands. GMI: Savage Bite at Level 5 (15) and 5 damage
These beasts may have been created by some mad wizard, and are fearsome predators in hill lands.

Catfolk Level 1 (3) comoners or 3 (9) warriors
Health 3 or 9, damage 1 or 3 unarmed or 4 by weapon, Nimble: Level 3 or 5 defense to avoid being hit. GMI: deal +2 damage to a magical foe. Sprinters: catfolk may move and take an action each round. GMI: the catfolk move out of sight quickly, and target must make an intellect check Level 4 to keep track or the catfolk is considered stealthed.
Catfolk proliferate through rainforests and mountainlands in tribal groups which demonstrate a deep respect for the lands around them. They avoid city life but some loners take to it quite well.

Centaur Level 2 (6)
Health 9, damage 4 (spear or sword) or 2 (hooves); GMI: the centaur attempts to trample a target (level 3) and knock them prone.
Centaurs are roaming hunters and nomads, living primitive but fruitful lives. They do not get along well with humans and other two legged species usually.

Choker Level 2(6)
Health 6, damage 2, Strangling Attack Level 3 (9), the choker deals 3 damage per round and grabs on to the target, which must make a Level 3 might roll to dislodge the beast.
These aberrations are grotesque subterranean predators which move with a rubbery, boneless gait.

Cloaker Level 3 (9)
Health 9, damage 3, Moan Attack Level 4 Intellect defense (effect will be fear (flee 2 rounds), nausea (fall prone 1D4+1 rounds), stupor (become immobile for 5 rounds) or unnerve (-1 modifier to attack rolls); after 6 rounds in the moaning area on failed defense rolls subject goes in to a trance until moaning stops. Shadow Shift (cloaker level goes to 4 against attacks), Engulf Level 4 (wrap man sized or smaller foe in its wings; Level 4 Might to break free, otherwise take 4 damage per round from blood drain); GMI: uses an additional ability as a free action.
These underworld predators look like evil flying manta rays and are feared for their cunning intelligence and ability to manipulate the goblinoid races.

Derro Level 2 (6)
Health 6, damage 2 (daggers and hand crossbows), Madness (level 3 defense against intellect attacks), Poison Use (Level 4 poison on weapons, deals 4 additional damage), vulnerable to sunlight (Level 1 defense in sunlight); Spells: induce darkness for short range at will; Dazing Sound Burst (Level 4 or become disoriented, -1 penalty on rolls for 1 round).
The dwarves of the deep, these sadistic creatures may have fled to the underworld long ago to escape a greater threat on the surface. They have been warped and twisted in the image of the Old Gods.

Doppelganger Level 2 (6)
Health 6, damage 2, Shape Change ability, Level 6 (18) to detect that they are not the target of their shape change. Mimicry (Level 5) to emulate the behavior of the subject of its disguise.
Doppelgangers look like evil, pale mannequins with blue tongues, pupiless eyes and blue blood. They mimic and replace targets that they seek to take over the lives of.

Giant Eagle Level 1 (3)
Health 3, Damage 1
These cunning forest predators mostly keep to themselves except to protect their young.

Elephant Level 5 (15)
Health 20, damage 5, trample attack Level 6 in short range, 6 damage and knocks all targets prone.
Elephants are useful herd animals but a bull elephant can be dangerous in the wild.

Giant Frog Level 1 (3)
Health 3, Damage 1, Sticky Tongue Level 2 Speed attack, against a short range target will grapple and restrain the target (level 2 Might to break free).
Giant frogs are a tasty nuisance.

Gnolls Level 1 (3) commoners or Level 2 (6) warriors
Health 3 or 6, damage 1 or 2 unarmed or 4 (spear)
Gnolls are hyena-headed beast men who dwell in arid plains and deserts. They are territorial but not fearsome unless they outnumber a target. They often train hyenas as guard pets.

Griffon Level 3 (9)
Health 12, damage 3, pouncing attack Level 4, 4 damage and either knocks foe prone or grabs foe in claws (level 3 might roll to break free).
These flying chimerical beasts are part eagle and part lion. They can be tamed as mounts with time and effort.

Harpies Level 4 (12)
Health 12, damage 4, Alluring Song Level 5 Intellect attack (captivates all targets within long range, compelling them to move toward the harpy, regardless of obstacles or cliffs in the way; new attack each round; once the song is resisted the target is immune for one day).
Harpies are malevolent, cursed half-eagle, half-women who lure humanoids to their doom with their songs, usually by getting them to walk over a chasm or cliff to fall to their doom.

Hell Hound Level 2 (6)
Health 6, damage 2, fire breath that attacks short range at Level 4 and deals 4 fire damage every 4th round; Stealthy at Level 4.
Hell Hounds are believed to come from some abyssal plane of existence, and appear to be smouldering corpse dogs.

Hobgoblins Level 2 (3)
Health 6, Armor 2 points chain and shield, damage 2 unarmed or 4 sword, Stealthy at level 3 without armor.
Slightly larger cousins of the goblin, the hobgoblins are more militant and aggressive, and often subjugate goblin clans to their will (but they will defer to bugbears or barghests).

Hydra (lesser) Level 3 (9)
Health 3 per head, damage 3, multiple attacks (one per head, usually 7-9) in short range, fast healing lets it regenerate uncauterized wounds at 1 point of health per round; if it takes 3 damage a head is severed, and two rounds later it regenerates 2 new heads from the stump. Only cauterizing a stump stops this.
Hydras dwell in swamps and mountains and their regenerative ability makes them insanely dangerous. They are lone creatures.

Lizardfolk Level 1 (3) commoner, Level 2 (6) warrior
Health 3 or 6, damage 1 or 2 unarmed or 4 by weapon
Lizardfolk are part of an ancient reptilian race that may once have spanned the continent long ago before falling to barbarism.

Manticore Level 3 (9)
Health 12, damage 3, spike tail attacks all in short range at Level 3 Speed attack for 3 damage to all targets, but may do so only 1D6 times per day before regenerating spikes.
The manticore is part lion, part human, and part dragon. It is a lone beast and wanders the badlands and mountains hunting prey.


Mohrg Level 7 (21)
Health 21, Damage 7 (tongue with paralysis), paralysis is Level 7 might or become paralyzed for 3 minutes. A creature killed by a mohrg will rise as a zombie under the mohrg’s control.
Mohrg are terrifying undead spawned from serial killers who continue their practice in undeath. They attack with a tongue like appendage forged of their rotten flesh that writhes in their ribcage.

Mummy Level 4 (12)
Health 15, damage 4, Despair Level 5 Intellect defense or all in range become paralyzed with fear for 4 rounds. Mummy Rot Level 4 Might defense on taking damage or target begins to rot, losing ability to replenish Might Pool and dropping 1 point per day until cured or hits zero and turns to dust. Anything which can remove a curse will lift the mummy rot. Mummies take double damage from fire.
Mummies of ancient civilizations which are jealous of what they took with them to their ancient graves can be a major threat to tomb robbers.

Oni Level 4 (12)
Health 15, damage 4 unarmed or 6 (large sword), change shape at will (level 5 intellect to detect), darkness in short range at will, turn invisible (level 5) at will, can charm an enemy for one minute (Level 4 Intellect), can turn to a fine mist once per day, can attack with a burst of cold Level 5, 5 damage, to up to three targets in short range.
Fearsome opponents related to ogres, the oni are other dimensional invaders with an inscrutable purpose. 

Owlbear Level 3 (9)
Health 12, damage 3, GMI: mauling attack (get free second attack and knock foe prone if hit)
These aberrations were no doubt the creation of some wizard, or escapees from another dimension, with hideous skull-like faces and eyes reminiscent of owls, and the bodies or large bears.

Pseudodragon Level 1 (3) (also called Faerie Dragons)
Health 3, damage 1, poison sting level 4 does 1 damage and induces sleep for 1 minute; GMI: also has invisibility and uses it.
Psuedodragons are not believed to be true dragons but may be natural creatures which escaped the Arboreal Kingdoms of the Faerie. They are cunning and intelligence beasts, and can be taught to speak fluently.

Rakshasa Level 5 (15)
Health 15, damage 5, trained in magic (can cast various magical effects, including a lightning bolt for level 6, 6 damage to short range targets, shape change at will, invisibility, and can induce 2 points of magical armor as an action; may have other effects and cyphers). Detect Thoughts as Level 6 Intellect defense to read a crature’s mind within long range.
The rakshasa are an ancient race which has learned to hide from the young races who fear them for their power. They are manipulators and deceivers working behind the scenes to influence history. They are noted for being able to shape change very effectively, but they cannot disguise their hands, which always face backwards from a normal man (Level 4 Intellect check to notice this if actively searching).

Roc Level 7 (21)
Health 45, damage 7, can grab a target it strikes and lift it in to the air to be dropped later.
These enormous birds are mostly solitary predators but can be found and trained as effective creatures of war. They are large enough to grab and lift elephants.

Giant Scorpions Level 3 (9)
Health 9, damage 3, poison on attack Level 4 might check or take 4 additional damage; GMI: can constrict with the claws as Level 4 attack for 4 damage and restraining target, which must make 4 Might check to escape on its round or continue to take damage.
Giant scorpions can be found in deserts, forests and the plains hunting small to medium sized prey.

Shadows Level 2 (6)
Health 6, Damage 2, Strengh Drain Level 3 or target takes 3 Might damage and cannot recover that amount to the pool for 24 hours. A Target reduced to 0 might by a shadow becomes a shadow itself.
These undead beings are disincorporated spirits or vestiges of evil beings that seek to drain the life energy from targets and make more of itself. Shadows luckily often seem rooted to a haunted location.

Shambling Mount Level 5 (15)
Health 15, Damage 5, and a target struck must make a Level 4 might check or be trapped in its mass, taking addition 5 constriction damage until it escapes. Lighting/electrical damage heals instead of wounds shambling mounds.
These strange beings of swamps and woodland may be naturally occurring manifestation of nature spirits but they often act like any other predator and demonstrate a relatively low level of intelligence, albeit somewhat smart.

Tengu Level 1 (3) or warriors level 2 (6)
Health 3 or 6, damage 1 or 2 unarmed or 4 points with swordss, Tengu can learn most languages quickly, and are excellent with swords.
The birdfolk of the land are ravenlike creatures with a cunning intelligence, ability to learn languages easily, some flight and a natural aptitude for swordsmanship.

Troglodytes Level 2 (6)
Health 6, damage 2 unarmed or 4 by weapon, natural stench exudes in short range and everyone in that area makes a Level 3 Might check or become nauseated, increasing attack and defense levels to 3 against foes in that area.
The subterranean lizardfolk known as troglodytes are particularly vile and repulsive in their smell which serves to warn off neighbors to their presence.

Trolls Level 3 (9)
Health 12, damage 3 with claws, 6 with weapons, GMI: rend attack at level 4, deals 4 damage to up to two immediate targets. Trolls regenerate 2 health per round, and only fire or acid stop this.
Trolls are devious and cunning but asocial, and dislike most other creatures, dwelling instead in areas where they can force payment for protection or tolls, or set up ancient caverns filled with traps.

Vanara Level 1 (3) commoners or level 3 (9) warriors
Health 3 or 9, damage 1 or 3 unarmed or 4 (bo staff), excellent climbers
Vanara are simian humanoids of deep intelligence who obsess over their appearance and enjoy raunchy humor. They are rife in deep rain forests and jungles where they form large tribes.

Vargoulle Level 2 (6)
Health 2, damage 2, Vargoulle’s Kiss Level 4 Intellect Check or the target will turn in to a vargoulle within 24 hours unless a curse is removed; on a bite target is Level 4 might check or take 4 extra poison damage; Shriek attack Level 3 Intellect or become paralyzed for 2 minutes.
These horrifying demonic heads with wings are a kind of infernal outsider which invades the mortal realm to make more itself, after which it flies off to other dimensions with its new hellish brood.

Wights Level 3 (9)
Health 9, damage 3 or by weapon (usually 4 or 6), Stealthy at Level 4, and any creature slain by a wight becomes a wight in 1D6 rounds. Wights deal damage to the might and speed pool first, and points lost cannot be restored for 24 hours.
These more ominous undead are found in ancient tombs called barrow mounds sometimes, and at others are part of old risen armies.

Wyverns Level 4 (12)
Health 12, damage 4, on a strike also deals poison (Might Level 4 check) dealing additional 4 damage. GMI: can rake with claws against all immediate targets for 4 damage each.
Wyverns are winged drakes, related to dragons but of a lesser intelligence. They roost in high cliffs and hunt men for food.

BONUS!



Creatures of Ensaria:


The Rabbitfolk:

Dwellers of the Kerenwood, the rabbitfolk are prolific but remain largely hidden in their burrow cities throughout the deep woodlands and away from men, elves and dwarves. They are animistic and superstitious, but they are dangerous in large groups.
A’Hool Commoner Level 1; typically has a light weapon (2 pts) and no armor, but only attacks if they outnumber enemies 3 to 1.
A’Hool Warrior Level 2; these tribal protectors will stand up to any menace protecting their bellow tribes living in burrowed hills throughout the Kerenwood. They tend to have spears (4 points) and leather harnesses (1 point) for protection. If three or more surround a target they attack and defend as if level 3.
A’Hool Shaman Level 2; the shamanic spellcasters can cause many issues, including the ability to cause blindness for 1D6 minutes (level 3) and the ability to crush bones at a short distance (level 3 effect, 6 damage).

Lizardfolk of the Swamplands:
The swamp dwelling hinzin are dedicated to their ancient swamp god, Sorrileth, and believe that they are the fallen survivors of the First Kingdom. They intensely dislike most outsiders.
Hinzin Tribesman Level 2: Typical hinzin lizardfolk are nothing to sneeze at and come about 7 feet standing next to a human, with alligator-like bulk. They deal 2 points with claws and wield weapons for 4 points usually. Even ordinary tribesemen are dangerous in a fight.
Hinzin Marshwalker Level 4: Marshwalkers are scouts, warriors and rangers who watch out for their tribe. They are especially good at stealth (level 5 to detect) and usually armed with broad axes and spears (4 points). They are excellent swimmers as well.
Hinzin Warlord Level 5: these are beastly hinzin who have taken alchemical concoctions in the name of the Swamp God Sorrileth to enhance their physique. As such they tend to have 20 health, and deal 6 damage on a strike, even unarmed. As an intusion they can grab a foe and deal an additional 6 damage trying to break bones and tear the target limb from limb.

Axebeaks:
Senchir Birds Level 3; these birds are huge, like ancient axe beaks, and native to the terrain. They are equipped with vicious breaks that deal 4 damage and are used to hunting the Hidarit Plainsworms and the local ibex.

Frogfolk
The Zankani frogfolk claim to have lived in the lush jungles of their native land long before the catfolk arrived and started hunting them. Despite the presense of humans  stabilizing the never ending conflict, the frogfolk still remain wary of their enemies.
Frogfolk Commoners tend to be level 1 (3), but warriors may be up to level 4 (12) and usually wield medium weapons (4 damage). They are noted for being very fast but only when jumping; in combat they can jump up to a short distance as a free action (similar to the Fast Descriptor). 

Wednesday, January 27, 2016

Dark stars VIII: The Chilopteroid Menace

Wednesday players please hold off reading this entry until after tonight's game!


Chilopteroids of Gleison

The Chilopteroids are six to eight feet tall, and resemble humanoid bats, with membranous glider-folds between body and limbs. They are native to a bleak, windswept world called Gleison, where they have spent ten thousand years slowly developing an elaborate society built on slavery. The chilopteroids developed space travel thousands of years ago, and initial slow FTL ships migrated chilopteroids to other colonies, most of which failed. In time they discovered transitional drives and their later ships migrated into the stars, but this time with a different intent: to conquer and enslave.

Today chilopteroids are a decadent society that harvests slaves from other civilizations and drains them of life force using a technology called blood crystals, organically grown crystalline devices that bond to their slaves and drain them of vital psychic energy, feeding it to the chilopteroid master, allowing him regenerative abilities and near-immortality. The predatory nature of the chilopteroids means that they favor pre-FTL societies, or civilizations with low tech in general, for they are usually ill equipped to deal with the “space vampires.”

Each chilopteroid is equipped with an impressive photosensitive epidermis which is adapted to perfectly mimic light sources around them; this allows them to defeat attempts to see them through a normal spectrum as if they had used the invisibility meditation, but it fails when they move at full speed (they can maintain it at half speed) or if they engage in sudden movement. The invisibility camouflage does not work well against motion detectors or infrared detection, and is utterly useless against extrasensory perception.

Despite their similarity to Terran bats, chilopteroids do not use sonar and actually have incredibly well-developed vision, which aids them in detecting their own kind when camouflaged. 

Chilopteran Statistics:
Armor Class 8 [13]
Hit Dice 3 (11 hit points)
Total Hit Bonus +3
Attacks claws (1D4) or laser pistol (1D6+2)
Saving Throw 16
Special natural camouflage (limited invisibility); blood crystals
Movement 12 (15 flying; in 1G or lower only)
HDE 3/60

Blood crystal Implant: A chilopteroid with its blood crystal receptor will regenerate 1 hit point per turn, and leaving a body around will let it come back to life eventually; only destroying the body will stop the regeneration.


Chilopteroid Blood Crystals: these crystals have a “collector” type and a “receiver” type. They drain psychic energy, draining 1 point of INT and WIS per day to a target that fails a saving throw. When the target reaches 0 in either score it becomes brain dead and dies; the crystal has an emergency cutoff point, however; chilopteroids don't like to lose hosts. If a host is about to perish, the crystal will go dormant and allow the host time to recover (see below) before reactivating. Such hosts are in a deathly state described as "torpor," recovering 1 INT and WIS per day. When the host is healed, the crystal resumes draining.

During the draining cycle the target suffers madness and delusions, and develops a cult-like belief in the divinity of the chilopteroid or entity with the receiver crystal installed. The receiver crystal will regenerate 1 hit point of damage or remove one deadly condition per turn to the bearer so long as at least one collector crystal is in a living host. The chilopteroid will also be ageless and immortal. 

The crystals require a minor surgery to install but quickly bind to the nervous system. Removing one from a living host requires medical expertise and the target must have a saving throw or take 4D6 damage from the process. A target freed of the crystal can make a Save to recover, and on a success will recover 1 INT and 1 WIS per day until restored. If a natural 1 is rolled on the save then the target loses 1D4 of each, and could die if reduced to zero.

Other species have been able to use the blood crystals with mixed success; non-chilopteroids must make one save for each week that a receiver crystal is implanted, or develop debilitating, cancerous growths, as the crystal rejects the alien organism. This process causes a loss of 1D4 hit points per day until surgical removal of the crystal. 

Saturday, June 6, 2015

D&D 5E Saturday Creature Factory: Silgur Skinmen


CR 4 (1,100 XP)
CE medium humanoid aberration
Initiative +3
DEFENSE
AC 13
HP 55 (10D8+10)
Immunity: necrotic, poison and poison effects, disease
Vulnerable: radiant
OFFENSE
Speed 30 feet (20 feet in a corpse puppet)
Multiattack the silgur may strike once or twice with its razor claws.
Melee Attack – Razor Claws +7 (reach 5 ft, 1 target), 2D8+3 slashing damage and target must make a DC 15 Constitution check or become paralyzed for 1 minute. The target may make a new save each round to shrug off the paralysis.
Stealth Attack: silgur skinmen are natural stalkers and gain advantage on stealth checks to sneak up on victims unawares in dark or shadowy environments. They add 3D8 damage to strikes against a surprised opponent against whom they have advantage.
Statistics
STR 17 (+3), DEX 16 (+3), CON 12 (+1), INT 8 (-1), WIS 12 (+1), CHA 10 (0)
Languages: common, one other
Senses: superior darkvision, blindsight, Perception +3 (passive 13)
Skills: Stealth +7
TRAITS
Regeneration: Silgur skinmen recover 5 hit points per round. Damage from radiant sources will halt regeneration until the end of the silgur’s next round.

Corpse Puppetry: any small, medium or large target that reaches zero hit points to which the silgur is adjacent may become puppeted by the silgur as an action. This kills the target if it was not already dead, as the silgur will cut a hole into the victim’s corpse and enter with chilling speed, wearing the body almost like a skin. While wearing a “corpse puppet” the silgur can escape casual detection (DC 15 perception check) although those who are aware of the silgur’s presence previously may be suspicious and roll with advantage. If the corpse puppet sustained heavy damage prior to death it might also grant advantage to those observing the puppet’s motions. Silgur skinmen cannot puppeteer a corpse more than an hour or two old, however.

The silgur uses corpse puppets to sustain additional damage; the corpse puppet can sustain 40 points of damage before the silgur takes damage (60 HP for large puppets and 20 HP for small puppets), at which time the corpse falls apart due to the loss of structural hit points. While worn, the silgur can benefit from using any weapons in hand of the corpse puppet, as well as any armored AC due to armor worn by the victim.

Silgur are an ancient race descended from the stars. The stories are that they were a servitor species of an ancient star-traveling realm, used to manipulate test subjects by their vile masters. One day a silgur escaped into the wild, and as its species procreates through the seeding of a corpse puppet host it laid eggs and propogated before it could be caught. Now the silgur are a threat everywhere.

Silgur skinmen get their name from their slender, gaunt appearance. A sligur’s skin is black and leathery with a glistening wet sheen, with sharp silver knife-like fingers. They have no visible eyes, mouths or noses. When the silgur kills a target it rapidly cut an incision in the victim’s back and slides almost effortlessly in to the body, creating disturbing protuberances beneath the skin. The silgur then puppeteers the fresh corpse, its skin somehow manipulating muscle and bone to do it’s bidding.

Silgur can only manipulate a corpse for one to two hours, and as rigor mortis sets in they must leave the body or go into a state of torpor from which they do not awaken until all nutrients in the body have been absorbed, a process that takes nearly as long as the body normally would to decompose. Silgur in this state of torpor usually awaken when they sense the presence of a new viable life form approach within three hundred yards of their location.


Silgur, though intelligent, still behave strangely due to the programming of their lost masters. A silgur, left to its own devices, will seek out victims, slay and puppeteer them, and drop the corpses off in a sort of eerie charnel house as if it is gathering bodys for the research of its lost masters. Despite being able to speak, silgur do not seem capable of deep thought or questioning their own behavior beyond the insatiable need for freedom and the gathering of corpses.


Saturday, May 30, 2015

D&D 5E Saturday Creature Factory: Korozonti (Lightning Men)


Korozonti (Lighting Men)
CR 8 (3,900 XP)
LN medium celestial outsider
Initiative +9 (improved)
DEFENSE
AC 19 (natural armor plus dexterity)
HP 77 (14D8+14)
Resistance: thunder, acid
Immunity: lighting, fire
Special: cold damage heals krozonti and doubles their movement for one round
OFFENSE
Speed 30 feet, 60 feet flying
Multiattack Korozonti are literally lightning quick. They may strike three times with any combination of fist, weapon or lightning strike attacks each round.
Melee Attack – Fist +9 to hit (reach 5 ft, one target), 1D8+5 bludgeoning damage and 3D8 lighting damage
Melee Attack – Lighting Whip +9 to hit (15 foot reach, one target), 2D4+5 slashing damage and 3D8 lighting damage plus target is knocked prone if it fails a DC 17 Dexterity Save.
Ranged Attack – Lighting Blast (Recharge 5, 6) (120 foot range, all targets in line of effect) targets in line of effect must make a save vs. Dexterity DC 17 or take 12D8 lightning damage; success means ½ damage.
Reaction – Lightning Shield (Recharge 6); Korozonti can evoke a wall of lightning and force that grants resistance against the attack that prompted the reaction.
Statistics
STR 14 (+2), DEX 20 (+5), CON 12 (+1), INT 18 (+4), WIS 14 (+2), CHA 12 (+1)
Languages: common, primordial, Korozonti
Senses: blindsight, Perception +6 (passive 16)
Skills: Arcana +8, Insight +6
TRAITS
Lighting Magic: Korozonti are often encountered with levels of storm sorcerer, and korozont wizards and druids favor storm and lighting magic.
Superconductive: cold damage actually heals a Korozont and doubles their movement until the end of their next round in which the cold damage is dealt.  They become “hyperconductive.”
Blindsight: Korozont can actually “see” in other spectra of light and as such invisible creatures are plainly visible to them, due to infrared radiation and other waves of light the body works in. This gives them functional “sight distance” blindsight.

Korozonti are a race of lighting elemental humanoids that migrate through the planes. Though they are identifiably native to the Elemental Chaos, they have been found far and wide, usually in the service of lawful, neutral and good deities and their servants. A large enclave exists in the Outlands in a dominion called Peace, where it is said the demiurge of peace (known as an obscure primordial called Saedra’hadal in the Anansic language) exists. This demiurge is allegedly a benevolent being of light and purity, served by a host of dedicated seraphim, the city of Kamaskos in which the Korozonti reside, and other celestial beings.

Korozonti physically look like men of glass and mirror surrounded by lighting. They usually wear cloaks and robes to disguise the bulk of their form. Merely touching a korozont can cause 3D8 lighting damage unless they will themselves “harmless” so the need for thick robes and gloves when moving in crowds is evident. Korozont robes are distinct, in that they seem to negate static charge, creating an insulating effect; normally a korozont in regular clothes will rapidly build up a charge and accidentally release a lighting blast within 1D10 minutes of moving about, half that in a dry and arid environment.


Korozonti are dedicated to philosophical pursuits of truth and knowledge. They are prone to following whatever power they meet in the planes that promises this, and are known to occasionally be duped into following evil beings.

Optional Trait: Lightning Movement
Some korozonti are so proficient at their form of lightning that they can move with near instantaneous speed from one location to another. This ability may be used once per day, and allow them to arrive literally "like a bolt from the blue" at another location within 1,000 miles. This arrival is impossible to disguise, with a thunderclap and lighting strike. In the event a target is standing at ground zero (by accident or design) he or she must make a DC DC 17 Dexterity save or take 4D8 thunder and 4D8 lighting damage and be knocked prone adjacent to the point the korozont arrives.


Monday, May 25, 2015

Monsters of Sarvaelen: Creatures encountered by the Sullen Watch

Since I'm riding a wave of interest in turning Sarvaelen into a S&W setting, here are stats for some of the unique monsters of the world of the Watchers of the Sullen Vigil...

Ghuls of Camrinal
Hit Dice: 3          
Attacks:  two claws (+3 to hit, 1D6 damage each) and bite (+3 to hit, 1D4 damage plus ghul fever)             
Armor Class: 7 [12]         
Saving Throw: 15
Special: ghul fever, cannibals, half-dead, fear immunity, disease immunity, +2 turn resistance
Movement: 9
Alignment: any, but inevitably gravitate toward chaos
No. Encountered: solitary or in small groups (2-12)
CL/XP: 4/120
Traits:
Ghul Fever: once bitten by a ghul, the target must make a saving throw vs. the poison of the bite or suffer from a debilitating fever. The principle effect is 1D6 minutes long and induces nausea and severe cramping, causing the target to suffer a -4 penalty to attacks, saves and any other physical prowess checks the GM deems appropriate.
Cannibals: Ghuls are known cannibals. The ghuls of Aelghast restrain themselves, and feed only on their own (so far as anyone knows) and the dead (suspected but not proven; they are very careful to avoid being caught). Any ghul that feeds off of living kindred flesh may immediately recover 1D6 hit points.
Half-Dead Immortals: Ghuls don’t age. They look like zombies, with rotting skin and bones visible, clearly not being quite “alive” yet not dead, either. However they do breathe and effects which affect the living usually also harm them (except for diseases). Ghuls are susceptible to turn undead effects, but with a +2 bonus to the saving roll. They “appear” as undead on spells that detect such conditions, but with an eerie aura of half-life suggesting something unusual about them.
Seen Too Much: Ghuls have already experienced some amazing horrors in their time. Ghuls are immune to fear effects.
Disease Immunity: Ghuls are immune to the effects of all disease.


The ghuls are a survivor race, mutated descendants of a handful of Camrinal citizens that survived the apocalypse and kept their wits about them. Even hideously changed into half-dead beings the ghuls prosper, though in time it seems the madness inevitably creeps over them.

The ancient empire of Camrinal was a vast, dominant power that subjugated the old kingdoms to its rule about two hundred years ago. Camrinal not only ruled by force of arms but by force of magic as well, for it indulged the aristocracy of its era with a culture of free experimentation and arcane dabbling that eventually led to a magiocracy in which only those who demonstrated sorcerous talent were allowed to hold the reigns of power, ownership of property or positions of strength in the Empire. Magic had, in this now lost era two centuries gone, become ubiquitous.

When the fires of destruction rained down upon Camrinal in the Final Conflict, the vast majority of the old empire was wiped out, but many of its lesser citizens and a few elites survived. Today these survivors are mostly found as changed beings among the population known as the ghuls, but in some odd corners of the world there still exist untainted purebloods, though they often do not realize their own lineage.

As ghuls age they gradually begin to lose their mental faculties, and slowly go insane. When this happens they become feral creatures, driven purely by a desire to devour flesh. When a ghul dies or is slain, it returns within 1D4 days as an actual undead ghoul.


Feyril
Hit Dice: 6          
Attacks:  two, by weapon (+6     attack, 1D8 cleaver or pick plus special, below)  
Armor Class:      3 (17)
Saving Throw: 11
Special: slayer of mirth (deals double damage to surprised target that was laughing/happy); silver or +1 or better weapons required to hit; magic
Movement: 9
Alignment: chaos
No. Encountered: usually solitary but 10% chance of 1D4 working in a group
CL/XP: 800
Traits:
Slayer of Mirth: the feyril despise the happy, friendly or optimistic. A strike against an unsuspecting target that is in such a state deals double damage due to the sheer venom of the feyril attack.
Skin of the Goddess: The rugged skin of the feyril can only be harmed by magical or silvered weapons.
Magic Skill: feyril are usually (60% chance) magic users of INT 13-15 on average. They typically know the following spells as a wizard of 6th level experience, but will choose any spells that help hunt prey:
Level 1 (4/day): sleep, charm person, read magic, magic missile
Level 2 (2/day): Invisibility, Strength
Level 3 (2/day): Hold Person Slow

Feyril are short, dwarf-like men who have developed a superstitious reputation thanks to the folklore which precedes them. The stories speak of how feyril are not really men at all, but a curious sort of creature born from the turbulent, bubbling dreams of the mad goddess Matrigias, said to have been the first of the Old Gods, and that she was accosted in terrible ways by the male gods who were unable to control themselves. From this horrific union she became pregnant, bloated from one horizon to the next with the spawn of the world, and when she at last broke water she was destined to give birth to all of the animals of the world. The stories say that Matrigias was driven mad by the endless spawn of animals which crawled from her womb to populate the world, and that she shed unbearable tears of blood and water at the endless pain. From these tears grew the feyril, squat and toad-like little men that were described by some as almost like infants in appearance, but horribly wise to the world due to the suffering of their mother. The feyril crawled forth, to extinguish any joy or revelry where they found it. Such was it that when mankind was at last born into the world he could know joy, for the feyril had stolen all of the pain and suffering of their mother by then. It was only later that humanity came to fear the feyril, for they found the joy and merriment of men to be offensive, and sought to extinguish it by means of murder and fright.


Naga (of Nagapuram)
Hit Dice: 6+4
Attacks:  one weapon (+6 attack, polearm 1D8+1 damage) and bite (+6 attacl, 1D4 damage plus venom below); or one bite or weapon and constriction (+6 attack, 1D8+2 damage) 
Armor Class: 3 (17) or by armor
Saving Throw: 11
Special: constriction, naga venom
Movement: 9 (land) or 15 (swimming)
Alignment: chaotic
No. Encountered: 1D4 or 2D12
CL/XP: 8/800
Traits:
Naga Venom: if bitten by a naga, the target makes a saving throw against poison at -2 due the potent nature of the venom. If failed the target is paralyzed for 1D6X10 minutes. Naga can only perform this bite once every 2D4 hours, as it requires time to regenerate.
Magical Talent: naga are naturally skilled mages and clerics. Any given naga has a 10% chance of being a magic user or a 14% chance of being a cleric of 1D6 levels of skill. In any community of naga there is a 50% chance of a magic-user or cleric of at least 6+1D6 levels of the give class.

Naga in Sarvaelen are an ancient race, cursed long ago with the serpentine traits that mark their lineage. Once, or so the story goes, the Naga were among the greatest of the old ones, the races that predate modern men long ago. A series of ancient tomes, most of which are now lost to history called the “Yavandreth Manuscripts” tell a bit of the ancient tale of the naga. A mostly complete  set of the four surviving tomes can be found at the Library of the Sun in the port city of Aramen, Aeronost’s southern port and capital of the so-called Stormsinger Coast province. There the lone monk Procosius maintains these books and remains the land’s foremost authority on Naga lore.

As legend goes, naga were once men, albeit of a breed of old that was naturally inclined to sorcery and spoke directly to the Old Gods but were changed in some forgotten time to the half men, half serpents they now are. The naga ruled all of Sammar in the south and were allied with Camrinal, but were cast down during the Great War two centuries ago. Their ancient king was the sorcerer Kaliya, a powerful necromancer and priest of the old gods revered by his people. These four gods they worshipped were said to grant great strength to the naga.

According to the Yavandreth Manuscripts, Kaliya did something to anger his gods. There are conflicting tales. One says he was to sacrifice his eldest child in honor of the gods and as a payment for his great necromantic talent, but he refrained from doing so and brought down a great curse upon his people. Another tale suggests something similar, but that it was his wife, Padmavati, could not bear to lose her child and so spirited him away before Kaliya could sacrifice the infant. Yet another tale says nothing of this curse induced by loss of sacrifice and instead suggests that the naga were formed when they sought to make a dark pact with the elder god called Dev Yama’Dragoth. Yama’Dragoth granted the naga their wish, giving them supreme power and immortality as sorcerers, but in exchange he took their humanity, leaving only the twisted, serpentine forms naga are known for today.


Whatever their origin, naga appear to be half men and half serpent, often with strongly reptilian facial features and sometimes the wide, decorative “hoods” of a cobra enveloping their head and neck. Naga are fearsome to behold. Naga are known for their poisonous bite, also a shared feature with the cobra, and they are exceptional swimmers, albeit not aquatic, a common misconception among humans since the only known kingdom of the naga is to be found on the Isle of Stoneblight, where the naga city of Nagapuramcan be found.

Nagapuram is an impressive, ancient city located on an expansive island about two hundred miles off the Stormsinger Coast in the Pavain Sea. The naga call the island Manak’tagar, and defend it vigorously from outsiders; one must seek a benefactor to vouch for a foreigner who seeks to visit the island and its amazing city of ancient monuments. Stories of travelers, diplomats and merchants indicate that there are ten thousand naga within the city and probably three times as many slaves, usually of humans from the south eastern kingdom of Sammar, which does not normally disturb the citizens of Aeronost who have frequently had to deal with hostile pirates from that distant land.

The island itself is ruled by the so called Living Goddess who goes by the name of Padmavati, the mythical first queen of the naga. Whether she styles herself a descendent or a reincarnation of this first naga queen is unknown, but she does believe she is a demigoddess, imbued with the powers of the current naga patron deity, Manasa.

The naga are a potent force locally, and the diplomats of Aeronost have sought to keep them as allies rather than enemies. Still, the naga are so feared that the often do as they will, and treat much of the Stormsinger Coast as their own domain. This has often led to unfortunate bloody conflicts between the soldiers and naval forces charged with protecting the dominion of the Pavain Sea and the forces of Nagapuram.

In the region of Aelghast, there is a small community of about one hundred naga who have taken up residence in the subterranean caverns around a sacred hot spring that they call Uk’halat. The hot spring has been turned into a shrine dedicated to the seven-headed serpent god called Agharda, said to have devoured the original four naga gods of old and absorbed their essence. It is believed by this remote group of exiles that the seven heads of Agharda represent the seven kingdoms of the naga, spread throughout the world, and that worshipping this deity will reunite the naga into a powerful force that will resume the mantle of rule again.

This worship of the seven-headed god is regarded as heresy by the Living Goddess Padmavati, as it was only a century ago that the cult of Agharda was embraced by her people. This period led to a vicious war with the distant eastern empire of Kadatha, and nearly led to the destruction of the naga kingdom. As a result of this conflict Agharda’s worshippers were forced into exile lest they be hung for heresy. This branch near Aeronost follows the fanatical priest Yazzad Sydaris, and calls their unique sect the “Sons of Sydaris” or simply Sydarites. They believe that Sydaris has a unique ability to channel the thoughts and speech of Agharda.

Friday, May 15, 2015

Atakans and Vumaskans in Swords & Wizardry Complete

Continuing my efforts to dual-stat Pergerron for Swords & Wizardry as well as D&D 5E, I offer up some stat blocks for vumaskans and atakans in S&W Complete:


Atakan (jackal-men)
Hit Dice: 2+1
Armor Class: 3 (17) (plate mail and shield)
Attacks: bite (1D4) or by weapon: longsword (1D8) or javelin (1D6)
Movement 9
Alignment: law
Challenge Level/XP: 2/30
TRAITS
Scent: Atakans have a keen sense of smell which grants them advantage to detect the nature and approximate location of any target within 60 feet that could emit an odor (including invisible creatures or objects).
Hardy Desert Dwellers: Atakans are used to roughing it in harsh desert climates.. Atakans can go for up to one week without water before experiencing dehydration effects.
Character Racial Options: Atakans gain both of the above abilities (scent and hardy desert dweller) plus the bite attack (1D4, Strength based). Atakans may advance without limits as fighters, thieves and magic-users. They may advance to level 9 as clerics. Atakans may multiclass as fighter/thieves.

Atakans are tall jackal-headed men who have the bodies of humans but the heads of jackals. They are not related to jackalweres, which are a cursed race infected with abyssal taint….the atakans are an ancient race which claims to predate human and elvenkind’s existence in the mortal realm. In Pergerron atakans dwell mostly in the wastelands outside of the human city-states of Anansis, and many atakans dwell in the vumaskan lands to the east. They are suitable as a player-character racial option.

A typical atakan mercenary group will contain 3D12 atakans with 2 hit dice and the above stats. For every 15 atakans their will be a 4 hit die leader. There is a 50% chance that an atakan mercenary group is working for and escorting 1D3 atakan magic users of 1D6+1 levels of experience, or 1D4 vumaskan merchants (each of which has a 25% chance of having 1D8 levels of magic user or cleric).


Vumaskans
Hit Dice: 2
Armor Class: 7 (13) (leather armor)
Attacks: by weapon, usually longswords (1D8) and long bows (1D6)
Movement 10
Alignment: law
Challenge Level/XP: 2/30
TRAITS
Shrewd Negotiators: vumaskans can sell a funeral plot to a lich. When negotiating with a vumaskan, the opposition must make a saving throw to avoid buying up whatever bridge the vumaskan is selling.


Vumaskans are tall (6 ½ to 7 feet) human-looking men with six digits on each limb (an extra thumb) and skin colors in a hue of greens and blues with occasionally more exotic tints. Vumaskans don’t travel in large groups, but usually are accompanied by atakan mercenary companies for protection. Any given vumaskan has a 25% chance of being gifted in 1D8 levels as a magic-user (1-3) or a cleric (4-6). 

Saturday, April 25, 2015

D&D 5E Saturday Creature Factory: Baltorklani Ape Men

Previously appearing as a 13th age monster, I now offer the 5E version of this race of uplifted apemen...




Baltorklani (Uplifted Gorillas)
CR 1 (200 XP)
LN medium humanoid 
Initiative +2
DEFENSE
AC 12 or 14 (hide armor)
HP 22 (4D8+4)
OFFENSE
Speed 30 feet
Multiattack: baltorklani can make two fist strikes, two halberd strikes or two spear strikes.
Melee Attack – fist +5 attack (reach 5 ft, one target) 1D6+3 bludgeoning damage.
Melee Attack – halberd +5 attack (reach 10 feet, one target) 1D10+3 piercing damage.
Ranged Attack – spear +4 attack (range 20/60 one target) 1D6+2 piercing damage
Statistics
STR 16 (+3), DEX 14 (+2), CON 13 (+1), INT 11 (0), WIS 14 (+2), CHA 9 (-1)
Languages: common, baltorklani
Senses: perception +4 (passive 14)
Skills: Animal Handling +4, Nature +4, Survival +4

Jungle Rage: baltorklani ape men can go into a burning rage, in which they gain +4 damage to their attacks but fight at -2 to attack for one minute.

Deep in the wilderness of the immense Amech Jungles are an ancient race of intelligent apes, beastmen who's origins are now lost to time, though some scholars of esoteric lore suggest that they were created as warriors and slaves for the ancient Kadantanian Empire, a cruel regime of mad sorcerers which fell centuries ago to internal conflict.

The baltorklani are actually descended from several magically uplifted apes, including chimpanzees, baboons and gorillas. The gorillas deeply resent being compared to other lesser apemen, especially chimpanzees, which they despise as cunning and untrustworthy. They see the baboons as chattel and treat them as such, delegating the baboons to lesser slaves whenever they can.

In the Amech wilderness the three types of baltorklani tend to segment themselves whenever they can, at least in those cases where a powerful gorilla warrior doesn't rise up and subjugate the others to form his own small empire. These baltorklani gorilla leaders are very dangerous to the human populations in such regions, and the kingdom of Belladas remembers the war with the baltorklani warlord Jezovash less than a century ago well...it was a costly battle.

In any given party of baltorklani you will likely encounter one or more that are accompanied by trained apes and baboons. A typical baltorklani patrol will include 3D6 soldiers, 1D3 commanders with 1D4 levels of fighter, a 50% chance of one shaman with 1D4 levels of druid or warlock, and usually 2D4 trained apes or baboons.

Baltorklani Ape Men as a Character Race: +2 Strength, +1 Dexterity; racial proficiency in Survival; gain one fist attack (1D6+Str bludgeoning damage) and the Jungle Rage effect; requires a short rest after use before being available for use again.



Baltorklani (Uplifted Chimpanzees)
CR 1 (200 XP)
LN medium humanoid 
Initiative +0
DEFENSE
AC 15 (leather armor)
HP 18 (4D8)
OFFENSE
Speed 30 feet, climb 30 ft
Multiattack: baltorklani Chimpanzees can make two fist strikes, two shortsword strikes or two spear strikes.
Melee Attack – fist +5 attack (reach 5 ft, one target) 1D4+2 bludgeoning damage.
Melee Attack – shortsword +5 attack (reach 5 feet, one target) 1D6+3 piercing damage and make a poison save DC 13 vs. Constitution or take 2D6 poison damage.
Ranged Attack – spear +5 attack (range 20/60 one target) 1D6+3 piercing damage
Statistics
STR 14 (+2), DEX 16 (+3), CON 11 (0), INT 14 (+2), WIS 10 (0), CHA 12 (+1)
Languages: common, baltorklani
Senses: perception +2 (passive 12)
Skills: Acrobatics +5
TRAITS
Jungle Predators: baltorklani chimpanzees are extremely swift and quiet in the jungle, gaining advantage on stealth checks to ambush foes in the wilderness and moving through all but the most difficult natural terrain as if it were normal.

The uplifted chimpanzees of baltorklani society are the thieves and wizards with their cunning and intelligence. 

Baltorklani Chimpanzees as a Character Race: +1 Intelligence, +2 Dexterity; racial proficiency in Acrobatics; gain one fist attack (1D4+Dex bludgeoning damage; finess attack) and Jungle Predators (advantage on stealth checks in the wilderness to ambush foes and move through difficult terrain as if it were normal).

Baltorklani (Uplifted Baboons)
CR 1/8 (25 XP)
LN small humanoid 
Initiative +2
DEFENSE
AC 12 
HP 14 (4D6)
OFFENSE
Speed 30 feet, climb 30 ft
Melee Attack – bite +4 attack (reach 5 ft, one target) 1D4-1 piercing damage.
Melee Attack – spear +4 attack (reach 5 feet, one target) 1D6-1 piercing damage.
Ranged Attack – spear +4 attack (range 20/60 one target) 1D6+2 piercing damage
Statistics
STR 8 (-1), DEX 14 (+2), CON 11 (0), INT 9 (-1), WIS 12 (+1), CHA 8 (-1)
Languages: common, baltorklani
Senses: perception +1 (passive 11)
Skills: Stealth +4, Survival +3
TRAITS
Rush Tactics: baltorklani baboons use pack tactics. They gain +1D6 damage to attack damage if an ally is adjacent to the target they attack.

The baboon men of the baltorklani tribes are numerous and underfoot to their larger chimpanzee and gorilla cousins. They are second-class citizens in the ruined cities occupied by the baltorklani tribes, and the gorillas regularly use them as chattel for mass attacks against enemies.