PDA

View Full Version : Ancient Lands - Creature Compendium



Yora
2013-03-26, 09:26 AM
I've been doing a couple of creatures for my Ancient Lands setting (http://www.giantitp.com/forums/showthread.php?t=257661) and I think it's more practical to have a separate thread for them.
Any kind of feedback is wellcome, both ideas for improvements or pointing out mistakes and the like.

Creature List

Deep One (http://www.giantitp.com/forums/showthread.php?p=14969182#post14969182) - CR 1 Fish-man
Dragonhawk (http://www.giantitp.com/forums/showthread.php?p=14969350#post14969350) - CR 3 Flying lizard
Harpy (http://www.giantitp.com/forums/showthread.php?p=14969248#post14969248) - CR 1 Bird-people
Goblin (http://www.giantitp.com/forums/showthread.php?p=14969323#post14969323)
Nightshade (http://www.giantitp.com/forums/showthread.php?p=14975747#post14975747) - CR 4 Poisenous plant-man
Nymph (http://www.giantitp.com/forums/showthread.php?p=14975767#post14975767)
Spriggan (http://www.giantitp.com/forums/showthread.php?p=14975794#post14975794) - CR 6 Forest guardian
Wisp (http://www.giantitp.com/forums/showthread.php?p=14975804#post14975804) - CR 1 nature sprite

The basis is Pathfinder with the minor change of making plant a subtype of outsider and completely removing the fey type, since that works better with the settings cosmology and nature of creatures. The native and extraplanar subtype are not used, as they depend on what the outsiders native plane is and on what plane it currently is.

Spirit-Subtype
Creatures with the spirit subtype are native to the Spiritworld and the Underworld. Outsiders, magical beasts, and monstrous humanoids can have the spirit subtype.
The specifics of the spirit subtybe are modeled after the kami subtype from Bestiary 3.
Damage Reduction: Spirits usually have DR 5/cold iron or 10/cold iron. Spirits with weaker damage reduction have DR 5/cold iron or magic, spirits with stronger damage reduction have DR 10/cold iron and magic.
Immunities: Outsiders with the spirit subtype are immune to mind-affecting effects, petrification, and polymorph. Magical beasts and monstrous humanoids have a +4 racial bonus on saves against mind-affecting effects.
Resistances: Spirits have resistance 5 or 10 against cold, electricity, and fire, as the forces of nature are a lot stronger in the Spiritworld.
Merge with Ward (Su): As a standard action, any spirit that has a ward can merge its body and mind with its ward. When merged, the spirit can observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its ward as a standard action. A spirit must be adjacent to its ward to merge with or emerge from it. The spirit may emerge at any point within that location.
Ward (Su): Many outsiders with the spirit subtype have a specific ward—a plant (not a plant creature), an object, or a location. The type of ward is listed in parentheses in the spirits stat block. Several of a spirits abilities function only when it is either merged with its ward or within 120 feet of it. If a ward is destroyed while a spirit is merged with it, the kami dies (no save). If a ward is destroyed while a spirit is not merged with it, the spirit loses its merge with ward ability and its fast healing, and becomes permanently sickened until the ward can be resoted.[/B]

Demon-Subtype
Creatures with the demon subtype are native to the Void. Outsiders, magical beasts, and monstrous humanoids can have the spirit subtype.
The specifics of the demon subtybe are modeled after the demon and devil subtypes, as well as the quori subtype from Eberron.
Damage Reduction: Demons usually have DR 5/silver or 10/silver. Demons with weaker damage reduction have DR 5/silver iron or magic, spirits with stronger damage reduction have DR 10/silver and magic.
Immunities: Outsiders with the demon subtype are immune to poison and polymorph. Magical beasts and monstrous humanoids have a +4 racial bonus on saves against poison.
Resistances: Demons have resistance 5 or 10 against acid, cold, and fire.
Telepathy: Outsiders with the demon subtype have telepathy with a range of 100 ft.
See in Darkness (Su): Demons can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Yora
2013-03-26, 09:36 AM
Deep One
Deep One - CR 1
XP 400
Small humanoid (aquatic)
Init +1; Senses darkvision 60 ft.; Perception +4
==DEFENSE==
AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
hp 16 (2d8+7)
Fort +2, Ref +3, Will +0
==OFFENSE==
Speed 20 ft., swim 40 ft.
Melee bite +2 (1d4) or spear +2 (1d6/×3)
Ranged javelin +3 (1d4/×3)
==STATISTICS==
Str 10, Dex 13, Con 14, Int 7, Wis 11, Cha 8
Base Atk +1; CMB +0; CMD 11
Feats Toughness
Skills Perception +4, Survival +8, Swim +8; Racial Modifiers +4 Survival
Languages ???
SQ amphibious
Gear spear, 3 javelins
==ECOLOGY==
Environment warm and temperate aquatic and underground
Organization ???
Treasure NPC gear
==SPECIAL ABILITIES==
Amphibious (Ex) Deep ones are aquatic creatures, but they can breath in air as well as in water.

Deep ones are semi-humanoid fish that are sometimes found in coastal waters, but are actually mostly at home at the bottom of the ocean floor and in flooded caves. They also frequently find their way into the Underworld through portals below the bottom of the sea. The body of a deep one resemble a big catfish with humanoid arms and legs that end in webbed claws. Most stand barely 4 feet tall but some can grow to be considerably larger. The most commom color is a pale greenish blue with orange-red fins and frills along their spines and tails.
Deep ones are able to breath air but become uncomfortable when they stay outside of water for long, so they rarely travel far from the coast or major rivers.
Most deep ones worship the ancient spirits of the underworld and frequently end up serving other aquatic horrors from the ancient world, like aboleths or krakens.

Yora
2013-03-26, 09:47 AM
Harpy
Harpy - CR 1
XP 400
Small humanoid (harpy)
Init +6; Senses darkvision 60 ft.; Perception +4
==DEFENSE==
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 9 (2d8)
Fort +0, Ref +4, Will +0
==OFFENSE==
Speed 20 ft., fly 50 ft. (average)
Melee 2 talons +4 (1d3-1)
Ranged javelin +4 (1d4-1/×3)
==STATISTICS==
Str 8, Dex 15, Con 11, Int 9, Wis 10, Cha 12
Base Atk +1; CMB +2; CMD 11
Feats Improved Initiative, Weapon Finesse (B)
Skills Fly +8, Perception +4, Survival +4; Racial Modifiers +4 Perception
Languages ???
==ECOLOGY==
Environment warm and temperate forests and hills
Organization ???
Treasure NPC gear

Harpies resemble short and thin humanoids with wings instead of arms and the feet of eagles. The middle joint of their wings has three short claws similar to bats, which they can use as fingers, but they are not well suited to precise work. In addition to the wings, the heads and backs of harpies are covered in feathers as well, which are mostly brown and orange, with dark olive green being less common and blue being exceptionally rare. Harpies often wear simple loincloths or skirts and carry belts and bags, but their claws limit them to roughly stitched together pieces of hide.
Most harpies are female, and each clan usually has just a small number of males that belong to the highest ranking members and rarely leave the settlements. Harpy villages can be as simple as an open cave where each harpy has its own nesting place, or much larger clusters of small huts made from branches and moss.

Yora
2013-03-26, 09:58 AM
Goblin

Goblin - CR 1/3
XP 135
Small humanoid (goblin)
Init +6; Senses darkvision 90 ft.; Perception -1

DEFENSE
AC 15, touch 13, flat-footed 13 (+1 armor, +2 Dex, +1 shield, +1 size); DR 1/–
hp 5 (1d8+1)
Fort +1, Ref +4, Will -1

OFFENSE
Speed 30 ft.
Melee short sword +1 (1d4/19–20)
Ranged short bow +3 (1d4/×3)

STATISTICS
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +0; CMB -1; CMD 11
Feats Improved Initiative
Skills Climb +7*, Stealth +11*; Racial Modifiers +4 Climb, +4 Stealth
*Armor check penalty
Languages ???
Gear fabric armor, light wooden shield, short sword, short bow with 20 arrows

ECOLOGY
Environment underground
Organization gang (4–9), warband (10–16), or tribe (17+ plus 100% noncombatants; 1 sergeant of 2nd level per 20 adults; 1 or 2 lieutenants of 3rd or 4th level; and 1 leader of 5th–6th level)
Treasure NPC gear

Goblins in the Ancient Lands live almost entirely underground and rarely spend much time on the surface except to relocate to a different cave system if forced out of their homes. Goblins are small with long arms and legs, and very big eyes. Their skin is a pale green and most have black hair.
Since they spend most of their life underground, goblins know many of the passages that lead into the Underworld, and are the only humanoid people of the surface world who go there with some frequency. In the rare casses that anyone wants to decend into the Underworld, it is almost always the best idea to find a goblin scout or hunter to serve as a guide in that hostile environment.
Goblins are not generally hostile to other humanoids unless they are approaching one of their villages. Guards will spot any intruders long before the settlement will come into sight, and attempt to find out more about their goals and destination before allowing them to be led to their chief to discuss whatever business they might have with the goblins. Goblins are experts in climbing and stealth and use these abilities to survive against all the other creatures that make their home underground or in the Underworld. They rely heavily on ranged attacks and prefer to set ambushes in locations where they can retreat into tunnels too small for most creatures to follow them into.

Yora
2013-03-26, 10:04 AM
Dragonhawk

Dragonhawk - CR 3
XP 800
Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +12

DEFENSE
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
hp 37 (4d10+15)
Fort +7, Ref +7, Will +2

OFFENSE
Speed 30 ft., fly 80 ft. (good)
Melee bite +6 (1d6+2), 2 talons +5 (1d6+2)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 15, Dex 17, Con 16, Int 2, Wis 13, Cha 8
Base Atk +4; CMB +7; CMD 20
Feats Skill Focus (Perception), Weapon Focus (bite)
Skills Acrobatics +11, Fly +9, Perception +12, Stealth +7; Racial Modifiers +4 Acrobatics, +4 Perception

ECOLOGY
Environment warm and temperate hills and mountains
Organization solitary, pair, or flock (4–8)
Treasure none

Dragonhawks resemble a cross between an archeopteryx and a giant hawk, or a very large eagle with a long neck and tail and a slightly reptilian face. Their feathers are very colorful, usually being patterns of red, green, yellow, or even purple.
Dragonhawks are big enough to ride and are sometimes trained for that purpose by lizardfolk and dark elves.

Yora
2013-03-27, 06:20 AM
Nightshade

Nightshade - CR 4
XP 1,200
Medium outsider (plant, spirit)
Init +7; Senses darkvision 60 ft, low-light vision; Perception +9
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 30 (4d10+8)
Fort +3, Ref +7, Will +6
DR 5/cold iron; Immune mind-affecting, petrification, polymorph; Resist cold 10, electricity 10, fire 10; SR 10
OFFENSE
Speed 30 ft.
Melee 2 claws +6 (1d4+2 plus poison)
Ranged longbow +7 (1d8 plus poison)
Ranged longbow +5 (1d8+4 plus poison); Deadly Aim
Spell-Like Abilities (CL 4th; concentration +5)
3/day – spike growth
1st – entangle
STATISTICS
Str 14, Dex 17, Con 15, Int 12, Wis 14, Cha 13
Base Atk +4, CMB +6, CMD 19
Feats Deadly Aim, Improved Initiative
Skills Acrobatics +10, Craft (bows and arrows) +8, Escape Artist +10, Knowledge (nature) +8, Perception +9, Stealth +14 (+18 in forests), Survival +13; Racial Modifier +4 Stealth (+8 in forests), +4 Survival
Languages ??
SQ track +2, woodland stride
Gear longbow
ECOLOGY
Environment any forest (Spiritworld)
Organization Solitary or pair
Treasure standard
SPECIAL ABILITIES
Poison (Ex) Claws and Arrow—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d2 Dex; cure 2 consecutive saves. The save DC is Constitution based. (+2 racial bonus to DC.)

The nightshade is a spirit with strong ties to plants and poison. It appears similar to an elf of human covered in leather-like bark and wrapped into vines and leafs. During twilight, their dark eyes sometimes show a faint bluish-purple glow. The claws of a nightshade are naturally poisonous, but they prefer to use stealth and strike their enemies from a distance without ever revealing themselves. Nightshades always carry their bows and arrows with them and coat the tips of their arrows with the poison from their claws. The poison itself is rarely deadly but numbs the bodies of everyone it affects, making it harder or outright impossible to flee from the nightshade in its forest home. If significantly outnumbered, nightshades use their spike growth and entangle abilities to slow any enemy that might come for them or cover their escape.
Nightshades are generally very patient and can stalk their prey for days, always staying just out of sight and waiting for an opportunity to use their poisoned arrows. When a hunt takes them too far away from their homes, they will eventually turn back even if their prey still eludes them, but other than that, they rarely abandon a hunt, even if they are forced to retreat several times and it takes them hours to find a new trail to follow.

Yora
2013-03-27, 06:26 AM
Nymph

Nymph - CR 8
XP 4,800
Medium outsider (spirit)
Init +5; Senses low-light vision; Perception +14
Aura blinding beauty (30 ft., DC 21)
DEFENSE
AC 23, touch 23, flat-footed 17 (+7 deflection, +5 Dex, +1 dodge)
hp 76 (8d10+32); fast healing 5
Fort +13, Ref +18, Will +16
DR 10/cold iron; Immune mind-affecting, petrification, polymorph; Resist cold 10, electricity 10, fire 10, SR 19
OFFENSE
Speed 30 ft., climb 20 ft. or swim 20 ft.
Melee mwk dagger +14 (1d4/19–20)
Special Attacks stunning glance
Spell-Like Abilities (CL 8th; concentration +15)
1/day—dimension door
Spells (CL 7th; concentration +10)
A nymph casts spells like a 7th level oracle.
STATISTICS
Str 10, Dex 21, Con 18, Int 16, Wis 17, Cha 25
Base Atk +8; CMB +13; CMD 31
Feats Agile Maneuvers, Combat Casting, Dodge, Weapon Finesse
Skills Climb or Swim +19, Diplomacy +18, Escape Artist +12, Handle Animal +13, Heal +13, Knowledge (nature) +10, Knowledge (spirits) +10, Perception +14, Sense Motive +14, Spellcraft +9, Stealth +16
Languages Common, Sylvan
SQ merge with ward, unearthly grace, ward, wild empathy +21
Gear dagger
ECOLOGY
Environment any forests and hills (Spiritworld)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Blinding Beauty (Su) This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 21 Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.
Merge with Ward (Su) As a standard action, a nymph can merge her body and mind with her ward. When merged, the nymph can observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its ward as a standard action. A nymph must be adjacent to its ward to merge with or emerge from it.
Spells A nymph casts spells as a 7th-level oracle.
Stunning Glance (Su) As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 21 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su) A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Wild Empathy (Su) This works like the druid's wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph's effective druid level is equal to her HD for determining her total modifier to the check.
Ward (Su) A nymph has a specific ward—a plant (not a plant creature), an object, or a location. This ward is usually a large tree, a hill, mountain, cave, river, or lake. Within 120 feet of her ward, a nymph has fast healing 5. If a ward is destroyed while a nymph is not merged with it, the nymph loses its merge with ward ability and its fast healing, and becomes permanently sickened.

This is the updated nymph, making the creature more closely resemble an outsider with the kami subtype.
Nymphs that have a lake or river as their ward have a swim speed of 20 feet. Nymphs with a tree or mountain as their ward have a climb speed of 20 feet.

Yora
2013-03-27, 06:37 AM
Spriggan

Spriggan - CR 6
XP 2,400
Medium outsider (spirit)
Init +1; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 19, touch 15, flat-footed 14 (+3 Dex, +2 dodge, +4 natural)
hp 60 (8d10+16); fast healing 3
Fort +10, Ref +9, Will +5
DR 5/cold iron; Immune mind-affecting, petrification, polymorph; Resist cold 10, electricity 10, fire 10; SR 18
OFFENSE
Speed 40 ft.
Melee 2 claws +10 (1d4+2)
Melee 2 claws +7 (1d4+8); Power Attack
Special Attacks distracting gaze, sneak attack +2d6
Spell-Like Abilities (CL 8th; concentration +10)
At will—speak with plants (trees only), tree shape
3/day—charm animal (DC 14), entangle (DC 14), tree stride (self plus 50 lbs. of objects only)
STATISTICS
Str 15, Dex 17, Con 14, Int 14, Wis 16, Cha 15
Base Atk +8; CMB +10; CMD 23
Feats Great Fortitude, Nimble Moves, Power Attack
Skills Climb +13, Escape Artist +14, Knowledge (nature) +13, Knowledge (spirits) +13, Perception +14, Sense Motive +14, Stealth +14 (+18 in forests), Survival +14; Racial Modifiers +4 Stealth in forests
Languages Common; speak with plants, telepathy 100 ft.
SQ merge with ward, ward (wild trees)
ECOLOGY
Environment any forest (Spiritworld)
Organization solitary, pair, or group (3–6)
Treasure standard
SPECIAL ABILITIES
Distracting Gaze (Su) Staggered for 1d4 rounds, 30 feet, Will DC 16 negates. This is a mind-affecting effect that requires the spriggan to be visible to those it wishes to affect. The save DC is Charisma-based.

A spriggan is a forest spirit that resembles a tall and slender humanoid about two meters tall and made entirely out of branches, vines, and leafs. Their anfrogynous faces are barely more than a smooth surface of bark with only hints of a mouth and a nose, but a pair of green or golden glowing eyes. Generally spriggans don't talk, but their voices sound somewhat like a wisper of flowing water and groaning wood.
While not outright hostile to humanoids, spriggans do not welcome visitors to their parts of the forest and turn everyone away who does not immediately state a very good reason why they should be allowed to pass. It does not take much to provoke a spriggan to attack, but unless they pose a serious threat to the spriggan and its forest it usually does not pursue any fleeing enemies for long.

The stats of the spriggan are based on an advanced kodama kami from Bestiary 3.

Yora
2013-03-27, 06:40 AM
Wisp

Wisp - CR 1
XP 400
Tiny outsider (incorporeal, spirit)
Init +7; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 20, touch 10, flat-footed 12 (+7 Dex, +1 dodge, +2 size)
hp 5 (1d10)
Fort +0, Ref +9, Will +3
Defensive Abilities incorporeal; Immune critical hits,
precision damage, electricity, mind-affecting, petrification,
polymorph; Resist cold 10, fire 10; SR 12
OFFENSE
Speed fly 50 ft. (perfect)
Melee incorporeal touch +8 (1d3)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 1st; concentration +1)
3/day – faerie fire
STATISTICS
Str –, Dex 24, Con 10, Int 5, Wis 13, Cha 11
Base Atk +1, CMB +6, CMD 16
Feats Dodge, Weapon Finesse (B)
Skills Fly +23, Perception +5, Stealth +19
Languages Sylvan (does not speak)
SQ glow
ECOLOGY
Environment any
Organization solitairy, flock (3-6), or swarm (10-20)
Treasure none
SPECIAL ABILITIES
Glow (Ex) A wisp always glows as if under the effect of a light
spell. As a swift action, the wisp can reduce the glow to be as faint
as a firefly, or restore it back to its full intensity.

A wisp is a small spirit in the form of a ball of light. They can be found anywhere in the wilderness but are rarely seen during the day and come out mostly at night. The most common color of whisps is a pale white, but light icy blues, purples, or green are also not unusual.
Wisps communicate in their own simple language that consists of high ringing sounds, slight movements, and subtle shifts in brightness, but most can understand Sylvan as well.
Wisps are simple creatures and being incorporeal have no physical needs. They take all their sustenance from the energy of wild plants surrounding them, but can occasionally be seen in almost entirely barren desserts and frozen wastes, where all life is hidden from the eyes of travelers. Wisps tend to live close to powerful nature spirits like nymphs, dryads, or treants, and often serve as lookouts that serve the greater spirits as additional eyes for miles arounds.